01 Legendary - Interlude and Open RP

Castle Refuge - Training Grounds
Seasoned combatants frequently need to test their skills and the training grounds is the perfect place for than. The training grounds spread out over a three mile square just west of Castle Refuge. Arrayed out the majority of the of the 9 square miles is vehicle and infantry training area. But to the South end of the training grounds has a set of four football sized arenas for allows SET’s to practice advanced tactics is a variety of battle ground types.
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Ndreare
Savage Siri
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01 Legendary - Interlude and Open RP

Post by Ndreare »

You sometimes hear the whispers, your name coming from the mouths of strangers, other times it is the fear of a rowdy man when he realizes who you are, and other times the sudden challenge from a stranger wishing ot test his metal. No matter how the recognition comes, it says you are Legendary.

You were active once, a long time ago. You did your stint and earned your pay. But things changed and somehow you found yourself cut loose, assigned to easy duty, or retired. The Legion thanked you, offered you a place to be, but then it was like life fell into a routine.

The stories are all different, but they are all the same. You went from the life you trained for, to the life of a Legionnaire. It has been almost a year without steady assignments, and now you have it. The call has come.

For each of you the approach was different. Perhaps you were just finishing up a fight when they found you. Perhaps you were returning from another boring patrol. Perhaps you were 500 miles away working on your own business. But no matter, they found you. When the Legion asked for your help again, asked you to come here them out, you were ready.

The note was simple in its directness. A Legion Lieutenant named Fritz says he needs help. This is not a vague, or mysterious letter meant to annoy you, it is curt and to the point. The words somehow exactly the words you would need to hear to not only know it is serious, but to motivate you to get back into the fight. The Legion needs you!

Now that you have arrived you can see many other familiar faces, some you knew personally from small encounters in Refuge, others only by reputation or spotting in the cafeteria. Either way, you know the names of everyone in this room, they are the names others speak of with reverence.

INSTRUCTIONS PLEASE READ
Looks like we have a little while until people have their characters ready.

But let's get this ball rolling anyways.

It has been 6 months for The 99, and longer for many of us.

Write an interlude about how your character spent the last 6 months to a year.

Conclude the interlude with you receiving an Invitation from Lieutenant Fritz, an Intelligence officer working for Refuge.

What did the letter say that was enough to motivate you to come to this briefing?

You are all summoned to the same place. A strange high security cave beneath refuge. As you enter you have time to loiter, find a seat and get to know each other.

After your interlude this is an Open Role Play location for both groups.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Sir William Mahan
Posts: 222
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 Legendary - Interlude and Open RP

Post by Sir William Mahan »

Sir William Mahan sits on the mountaintop overlooking the valley of Castle Refuge and contemplates purpose. Like all Cyber Knights, he had received a vision during his training, a hint at his destiny. The vision led him to a conviction that there would be a Castle of heroes fighting for good, and that his role as a Cyber Knight was to save that castle in its time of greatest need. And he had - playing a key role in defeating the Demon Lord of Corruption and freeing Castle Refuge from his baleful influence. He had received honors and accolades; Lord Coake himself had said he was honored to count Sir William among his Knights. Sir William had fulfilled his destiny, and, unexpectedly, he had survived.

For the last six months, Sir William has training Legionnaires in melee combat. He knows his experience and skill make him one of the finest swords in the Legion, if not the world, and contributing to the strength of the Castle's forces gives him at least a whisper of purpose, but still... the emptiness left behind after freeing the Castle remains. "I fulfilled my quest - but a Knight without a quest... what am I?" he thinks. "Should I take on the role of a Knight Errant, go out in the world to right wrongs? But if I do... what if I am wrong about my quest? What if a greater danger should threaten the Castle?" He gives a bitter laugh. "Yes, a greater risk than a Demon Lord. That seems unlikely at best. The Legion does not seem to know what to do with me. They've offered a mission or two, but nothing that called to me. So what is next for me? Perhaps I should return to my trainers and seek guidance there, or should talk with Lord Coake when he returns."

Sir William slows his breath, closing his eyes and focusing his mind on a single flame. He feeds his doubts into the flame, emptying his mind and stretching out his physical and psychic senses. A twig snaps behind him, and he spins up onto his feed, a glowing blue psi-sword manifesting in each hand.

"Renshi," says the D'Norr standing in front of him. Kalka Shroven is one of his better students, a Psi-Slinger wanting to learn enough close combat to be effective if she cannot fight off his opponents from a distance. She bows, and extends a hand with a sealed message. "Elle of Owls sends this message for you."

Curious, Sir William opens the message. Our SETs have located the other two Demon Lords from your team's vision. We request your experience and perspective on establishing teams to move against these creatures. Sir William slowly smiles. Purpose had arrived.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Dred
Diamond Patron
Diamond Patron
Posts: 45
Joined: Wed Jun 07, 2017 5:21 pm

Re: 01 Legendary - Interlude and Open RP

Post by Dred »


Dred
ImageDrawn by Vince Martin, Colors by Dan (Lars)
The young Juicer stood in front of the huge wooden desk located in the main Juicer Army of Liberation headquarters. As he eyed the huge banner of the JAL hanging behind the desk he waited as patiently as he could. He’d considered joining these mercenaries but after Kingsdale had decided to join the Tomorrow Legion. It was ironic that after just two months working for the Legion he was assigned a delivery job to the JAL. The doors behind him slammed open and Specialist Mason almost jumped across the room.

The gruff weathered voice behind him apologized.

”Sorry. Forget my own strength sometimes. It’s amazing these doors even are standing at this point.”

Mason’s breath caught as he saw the old looking Juicer slide on dark sunglasses. The old timer was in burnout. His eyes blazed white until hidden behind shades. Forcing a smile onto his face the young Juicer attempted to not embarrass himself further as he realized who the man was. This was like meeting Erin Tarn, or Lore Coake, or Lt. Fritz Schumacher! It had been the Lieutenant who had send him here.

This old timer was Dred. A Mega Juicer. Second in command of the JAL and friend of the leader of the mercenaries, Julian.

What connections Dred had to Fritz, young Mason couldn’t imagine. It probably was just that Fritz needed some truly legendary characters to take down some impossibly powerful things. The young Juicer thought about how he would love to go on a legendary mission. As he watched astonished at meeting the Mega Juicer, he thought about some of the rumors he’d heard about The Dred.

Dred was the name given to the Mega Juicer after the battle of Newtown, where Dred had saved the original leader of the JAL. Rewarded with the juicer process the man had opted to undergo an experimental version of the process. What people now called a Mega Juicer. Dred was likely the oldest living Mega to date. When Julian the First, the leader of the JAL burned out, Dred declined the title staying on as Second. Julian the Second, and now Julian the Third were all commanders of the JAL and Dred had outlived the first two.

Young Mason’s favorite story of Dred, other than how he switched sides from the CS to the JAL was the story about Dred battling countless demons in another dimension called Wormwood. Battling his way across a bleak grey land until he was able to return to Earth after nearly a year.

As Dred dropped a massive chain saw down on the nicked and well scratched up wooden table the old man looked over Mason.

”You’re fresh. First taste I’d say. And just. Relax. I’m not busting you just noticed. Live fast. What’s this about you having a personal letter for me and only me?”

The young Juicer pulled out a letter from his vest pocket and handed it over. He watched Dred read and eyed the famous Juicer. Some speculated the Mega Juicer was immortal. Impossible of course. But. He had been a Juicer for six long years. Constantly in battle and well into his final taste for sure.



The Letter Read

Brother. I don’t know if you are alive anymore. That saddens me greatly. Not knowing. I pray you are. I miss having drinks in “the pit” with you. What a name for an underground bunker bar in Lone Star. Two young officers, neither quite as dedicated to the CS as others thought. Days long ago. We may not be biologically related but you definitely were, are my brother.

I heard you made a hard decision and defected to the Jucier Army of Liberation when ordered to kill non combatants during a Coalition raid on Newton. I also left the CS. I’m working for the Legion now. Rumor is you eventually underwent the Juicer process and became a ranking member in the JAL.

I suppose saving their leader helped you in ranking up in the JAL, but if even a fraction of the rumors I’ve heard of you are true. I understand you are going by the name Dred now, I addressed this letter to that name. You once told me, if I ever needed anything - ask. I know I saved your bacon that day but you would have done the same for me. I’m asking you for help today. Because I believe you both are a good man and if you haven’t burned out yet, I need your experience.



Dred read through the rest of the details. Demon Lords. A call to arms. Assembly at Castle Refuge. Of course he would go. Dred owed Schumacher and Dred considered the man a brother too. Dred has heard Fritz had helped kill a Demon Lord. If there were more, well, joining Fritz to kill another one sounded better than doing more paperwork here in the JAL. Time. Was coming. Dred was desperate to meet his end anywhere heroic and not as he wrote out orders for others. Looking at the signature the Mega Juicer finished the letter.



Thank you Edwards.

Lt. Fritz Schumacher
Legion




Dred set the letter down next to the chain saw weapon and eyed Mason. After a deep breath the Mega Juicer stated:

”Stand down.”

Mason was confused and about to ask for clarification when a female in high tech camouflage armor suddenly appeared directly to his right side. As she lowered the blaster down from Masons temple he nearly yelped from the surprise of being so close to death.

”I am going to Castle Refuge. Take over until I return. Young Mason, I will meet you outside in a few.”

The female Juicer, now visible, nodded and said:

”Aye father. Fill me in quickly on what Julian is doing and how I can help.”


__________


Arriving in the strange high security cave beneath refuge, the Mega Juicer leaves his dark sunglasses on and looks around at the others assembled here.

So. I’m not the only one experiencing Last Call he jokes quietly to himself.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
  • Dred - Mega JUICER
  • Shelia - Fallen Cyber Knight PA
  • Grid - Ley Line Walker
  • Sir Mahan - Cyber Knight
  • Krysesia - Shifter
  • Maggie & Steven - Psi Operator & PA Construct

User avatar
Rolani
Posts: 28
Joined: Sat Apr 25, 2020 9:21 am

Re: 01 Legendary - Interlude and Open RP

Post by Rolani »

"Tai Rolani, follow me," the Spinster said to the waiting Warrior. Unlike most Shemarrians, this warrior stood without weapons or armor. She showed no signs of emotion as she followed the slighter figure.

The two entered an impressive structure, for this was the meeting place of the tribes...what others call the Shemarrian city though the term is incorrect. It is one of the few places where lasting structures are erected by the nomads.

Inside awaited a tribunal of the Epitai, those called the War Goddesses by outsiders. It is rare for a warrior to see even the one of their own tribe.

The one seated at the center was clearly appointed as spokesperson, as she did the speaking, "Tai Rolani, that you have lost your steed, your armor, and your weapons is clear. That you returned to report the threat that nearly destroyed you shows that you retain your honor and continue to follow your duty. It is for this that you are allowed to retain your rank."

While she gives no exterior sign, Rolani feels a great sense of relief over this announcement. She will not be a Pariah, that would be a fate worse than death to her.

The Epitai continued, "However, by ancient law, you must earn back what you have lost. You must go forth, armed with what you have left to you, and claim higher station through your own efforts. As our ranks are thin enough, you must travel outside our lands and not return until you have gained new weapons and armor. Once you have done so, you may return apply to join the ranks of the Zantai, the steedless. If, after that, you can capture and tame a new Monst-rex steed or other acceptable mount, you may again apply to join those of your true rank if any Sutai will accept you in their band. Few have faced this challenge and returned, those who have often soon become Sutai themselves. Go forth and return covered in glory or not at all."
Shemarrians do not sleep, but sometimes they do dream...like humans, their dreams serve to help retain skills and memories seldom used. This dream haunted Rolani as she made her way through the human lands.

She had quickly aided a group of adventurers attacked by a Splugorth Slaver and had joined them as they headed west. From one of the Slaver's minions she had claimed the Vibro-blade Cestus. She had fought several other times along the way, such as the Titan Juicer she got the armor from, and the Borg she got the rail gun from. She had followed the traditions, no more than one prize per enemy, only enemies defeated in single combat.

She could head back at any time and request her place back as the lowest of Warriors, not yet bonded to a proper riding beast...a place she would likely not be in long (A large vibro-blade might be better than the Cestus, but is not required). There was just one thing stopping her...word has reached her that there is a great demon striding the land. With the great demon are said to be those like the thing that destroyed her patrol. She may be able to head back, but doing so without taking revenge upon those who slew her friends and her bonded steed is not in her nature.

Thus, Rolani is on her way to Castle Refuge. Those she worked with have vouched for her, but her skills will get her in.
Last edited by Rolani on Fri May 08, 2020 6:49 pm, edited 1 time in total.

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Shelia
Posts: 17
Joined: Tue May 05, 2020 9:07 pm

Re: 01 Legendary - Interlude and Open RP

Post by Shelia »

Welcome to Gloom... It was not a bad city overall. Things had gotten back to normal ever since Geist had been dethroned as it were. Sure it had its bad parts and good parts, and middle parts. The staples of the city were all still there and then some. A giant bronze statue commemorating the efforts of the Goliath named Humble had been erected in the new central city park. Rumor was that the statue was twice as big as the real thing and could come aliave as a protector should the citizens have need. The Arcane Company had been torn down replaced by a salvage operation of generally unknown ownership. But everyone knew it was Hans and his Black Hat cronies stepping in and taking over the off world dimensional mining operations. City hall had remained intact, more or less. Diamond Clad had seen to its revitalization prior to taking office. People went about their day cherishing what they had in the aftermath of the terrible confrontation. Over time small shrines popped up over the city either remembering the Black Company or The Tomorrow Legion’s 13th SET. It was like folks from every walk of life felt they owed one team or an other for their life and elevated them to what was akin to godhood. Believing in something was all well and good, but blind reverence could lead to trouble. As time wore on, this city was headed for a schism just like the cyberknights had experienced during the Tolkien war, or perhaps something even worse...

The Pinnacle hotel and bar had been rebuilt by its multi armed profiteer Bob. Took him about a year to fish the old space shuttle out of the ravine it had fallen wayside into. Then about four months to replace every damaged bulk head and refubish the rooms back to their spartan modulistic condition.


Shelia put her head down on the red wood bar counter top. She had been in Gloom for sometime now trading her skill with a sword and access to her PA for room and board. The bar room was a throw back to the old time pre rift speak easies of the 1920s. Bob had somehow gotten his tenticles on a few choice memorbilla photo’s from that period and decided to do a an exact remake. Her dark auburn locks nearly soaked into her glass of burbon. She muttered to no one in particular, “Can you believe it?”

A dark handsom angelic man sitting next to her with a roll away crib next to him turned to her with a knowing smile and unexpectedly responded, “Believe what exactly Miss?”

She looked over at him prepared to be disgusted but something about him spurned a sense of trust within her. She halphazardly waved her hand back to the door of the Pinnacle, “Oh just them... I can feel the city is heading to some kind of cult war... Over which is better, Black Company or 13th SET. You have seen the shrines dedicated to them right?”

The angelic man flexed his stark white feathered wings oh so slightly and nodded pushing the crib back and forth with one hand, “Oh yes... I have seen something about that in today’s paper.” In his free hand the Gloom Daily Mirror appeared as if by magic and he quoted, “On the brink of civil War, whose religious fanaticism will remain supreme? ...”

“Nice trick. You got a name?”

The angel put the paper away and the crib next to him giggled from within. He shushed it gently and rocked it a few more times. “I am Jared, the 13th Celestial General for the high court, and I am also a member of the Tomorrow Legion. But the question you should ask yourself is what are you going to do about this situation? Will you let Gloom Fall after ithas been so thusly rebuilt?”

Shelia stood finishing iff her burbon in one gulp, “Yeah I have heard of you. An angel who walks the earth with a baby in one hand and a mighty sword in the other.” She shrugged and headed to the door, “Get in line or ask Lord Coake to handle it. Elle the Owl already beat you to the punch Angel. I got to see about killing a few demons. I just don’t have time for religious squabbles.” She glanced down at the gold ring on her finger. Mac... I miss you so much, damit Sal... Damit, why did you find us and gather us to your cause? Why is this world one step away from a hell hole all the time every time? She stopped at the door way grabbing its frame to steady herself. She could see the followers of the Black Company were already out chanting and prostrating in the street. Why me?

She felt a hand on her shoulder, the Angel. “Because there are so few as brave and bold as you left. Good luck Shelia.”

She looked away from his gaze for a moment and when she turned back he was gone, and his baby too. “Angels...Demons... Oh my.”
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

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Architect
Silver Patron
Silver Patron
Posts: 300
Joined: Wed Nov 23, 2016 11:35 pm

Re: 01 Legendary - Interlude and Open RP

Post by Architect »

Architect had stood watch over the Well of Souls since his invitation by Chance. Poor Chance was a Chang-Ku, bt had lost access to her magnificent dragon form. The Fall of the Court had effected many.

Architect had been effected prior to the Fall of the Court. Under some Divine direction, he had been sent through a Rift near Refuge. Amnesia had settled upon him and a new image implanted upon him. He came to Refuge as a Flame Wind Dragon Hatchling, nearly five years ago.

As member of the Nameless, his first assignment, he had ventured with Mech Pilots, Psi-Stalkers, Mages, Snipers, and a cadre of other Legionairres. When that SET had finally disbanded, it had been after fighting the Greater Demon, Gar'Thul and after facing off against a Thornhead Demon amidst a canniabl camp. It would seem that Architect was destined to go head to head with Demons and their kind.

It was of little surprise that after the disbanding of the Nameless, that his presence was requested in the Vampire Kingdoms. Alien, Demonic, Vampiric beings abounded in the caves and fortresses there.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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AwkTech -
Signature Block

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Maggie
Posts: 128
Joined: Tue Apr 23, 2019 8:50 am

Re: 01 Legendary - Interlude and Open RP

Post by Maggie »

Maggie spent the six months following the battle under Refuge getting back to basics. Her Glitter Boy (really, Heather’s Glitter Boy) had been beaten to hell in that battle (somewhat literally), and it’s not like there’s exactly a surplus of those things lying around. As it turned out, another Glitter Boy Pilot had lost his boom gun in a fight with a dragon out near Ishpeming and had been making do with a plasma ejector for a few months, so Maggie’s gun didn’t go to waste.

She thought about trying to find another Grease Monkey suit, but after so long wrapped in metal, she was happy to be out in the open again. To feel free.

And, of course, there was Steven to think about. Brave, loyal Steven, who had followed her into hell on earth, had flown off to scout a demon prince without a second thought, and who had been there when Sal’s techno magic collided with the demon’s corrupting magic and caused a backlash that would’ve killed anything organic within arms‘ reach. Of course, Steven isn’t organic, so everyone thought he was fine.

It was about a week later when she first noticed something was wrong. Steven was beginning to forget things, his normally expansive memory failing him. Maggie ran a diagnostic, of course, but she couldn’t pinpoint the problem. None of the castle’s techs could.

It took a few days, but eventually an Anonymous techo-wizard from some disbanded SET figured it out; the issue wasn’t technical at all. It was magical.

To save him, they had to pull Steven’s processor and conciseness out of his drone-like body and hook him up to an experimental, self generating PPE battery that Anonymous the Techno-Wizard created (ironically, by using parts gathered from a collapsed Hell Pit, which was apparently a long story in and of itself).

To compensate for the loss of his body, they hooked him up to a suit of Jackrabbit armor that’s had lost its pilot in the fighting, and presto, Steven was back in action! Sort of.

The last six months have been a kind of physical therapy for Steven; many of the combat skills he learned as Maggie’s “co-pilot” in the Glitter Boy are easy for him to recall and use, perhaps because of the interface with his new, magical power armor. But many of his skills are recessed, and he often has to spend precious seconds to recall even basic abilities that once came to him as second nature.

So, for six months, the duo of Maggie and Steven have been practicing their new roles. They’ve done odd jobs for the Legion, including a short-range mission or two, but nothing truly major.

That is, until they received a transmission from Fritz, who had made the rank of lieutenant since they last seen him, and their period of R&R came to an end.

”Time to go to work.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

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Cantrell
Posts: 422
Joined: Thu Mar 02, 2017 10:57 pm

Re: 01 Legendary - Interlude and Open RP

Post by Cantrell »

"Need another drink?"

Cantrell's vision slowly comes into focus, centered on a bead of steam that's coalesced on the back of her hand.

Drifted off again. Shit. she thinks. Definitely don't need another one of those drinks, as good as it sounds.

It wasn't just the cocktails or the heat of the sauna gone to her head though, she knew that. Months after the cluster of an almost-apocalypse that went down at Sault St. Marie, Cantrell was starting to get a handle on the changes that had been made to her body. And, she suspected, her mind.

In the final battle with the demon Zaza, she'd called on the power of the temporal lodestone to burn the thing out of reality. The lodestone's fire had burned through her, too, consuming the cyberware that had been implanted in her body and leaving behind ... something ... of similar power in its place. She retained the speed, the extraordinary senses and reactions that she'd had before, and could call on arcane fire or quash magic like she'd been able to do before with the stone.

But something had changed. She didn't feel quite as ... anchored ... in her body as before. Too much downtime -- and these days, downtime was all she had -- and she started to drift. Lost time, like she had just now.

"No, no drink. Think I've had enough for today," she says, standing and accepting a towel from the sauna attendant. Silently, she pads back to her room one floor up, the staff and other guests of the Witchwell Inn polite enough not to make chit chat when she's clearly lost in thought.

After that last battle, she'd walked away from the Legion, the Coalition, Camp K ... all of it. Even the squad of goofs and degenerates who'd become the only real family she'd ever known. At the time, she thought she might find a beach or a resort planet somewhere to settle down. She never made it past the Witchwell, although a part of that had been running into the raven-haired shifter, Akaidia, who had captured her attention yet again ...

The sorceress's perfume was in the air when she entered their room, but Akaidia was nowhere to be seen. Instead, a scarlet envelope lay on the tussled sheets, a delicate "C" drawn on the flap.

Cantrell sighs, recognizing the "Dear John" note for what it is. But the contents hold a surprise, as well.

"Dearest Nadya -- apologies for the abrupt goodbye, but duty calls me away sooner than I'd like. Regardless, the multiverse is not wide enough to keep us apart for long. But I fear for now that my companionship is not what you need.

"Don't act surprised -- you and I both know how your transformation has been a distraction. To be honest, I do not think you are meant for a life of leisure. Your spirit demands more and your body reflects it in ways it didn't when you were merely mortal. As it happens, a summons came for you this morning. I confess I might have pried a bit too much and caused it to self-destruct. The gist of it was straight-forward enough: something about demons and the end of the world, and you being needed back at Castle Refuge. I've taken the liberty of arranging the trip for you. And there's a surprise from me in the closet ... a smuggler friend from Atlantis picked it up on a job in the NGR and it's just your size. Have fun and see you soon, darling. --- A"


Cantrell can't deny that the jolt of adrenaline that runs through her body when she reads the message leaves her feeling more at ease than she has in weeks. With a bounce in her step, she skips to the closet, where a suit of Triax armor hangs, just above the hardcase holding her guns.

Prototype, looks like, she thinks. Probably never even been out in the field.

The thought makes her smile. Who knows, maybe some asshole will give me a chance to take it for a test-drive on the way to the castle.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 13/15
Current Effects: GBT (Athletics) +1d and free reroll
Wounds:
Fatigue:

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Ndreare
Savage Siri
Posts: 3986
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 Legendary - Interlude and Open RP

Post by Ndreare »

A Junior adjunct looks into the room and counts those who have arrived. Beginning to look nervous he leaves muttering something about "This will not be enough, not enough at all."

(Just a reminder everyone I am hoping to put up the Briefing post on Friday the 15th)

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Sir William Mahan
Posts: 222
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 Legendary - Interlude and Open RP

Post by Sir William Mahan »

Sir William gravely walks to Maggie and extends his hand. "Good to see you again. How have you been? I heard your Glitter Boy had to be cannibalized for parts." He gives her a sad look. "Another loss of many painful ones in that victory."
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Krysesia
Silver Patron
Silver Patron
Posts: 111
Joined: Wed Jun 28, 2017 11:36 pm

Re: 01 Legendary - Interlude and Open RP

Post by Krysesia »

WIP

Krysesia had left the Witchwell when Ink showed up. He had pulled her back before she went off to face off against the trials ahead of her. "Krys, we need you. At home. Now. It took me a few days to find you, and we didn't have a few days. Let's go, right now." Summoning Serenia and Princessa, she opens a portal home as easily as some might open a door. "Then let's go."



What she found was her city preparing for war. Her father was elsewhere, but her mother and her fellow Amazons were preparing defenses. "Come daughter, you can help support us. Your honorary rank of Sergeant is still yours by right."

Krys merely shook her head. "No mother. If I am to be of use to you, I need more leeway than leading a small contingent of Amazons, noble and powerful as they are."

Bemused, her mother asked her, "So what do you need."

"Make me an officer or leave me unattached so I can act according to how I see fit" Her back ws straight and her bearing resolute as she made what amounted to an impossible demand. Without rites of battle, she could not claim a higher rank, and even if she could actually have the rites, she doubted she could win in the traditional means.

Her mother shook her head. "If I leave you unattached, I cannot order the Amazons to protect you. As one of them, I can ensure you are supported and protected."

Krysesia tries her best not to be disrespectful, but comes off a bit haughty. "Mother for many months I have been cleaning up father's mistakes, facing hordes of enemies ranging from Kreeghor to vampires and the worst the Coalition States could throw at us. i can summon my own support troops, and I can direct them to aid our forces here. What I need is latitude to enact plans, not protection." Her voice softens. "I will always crave your love and protection. I definitely need your wisdom and guidance, but I also need your trust. Please mother. I am no mere novice. People once talked about father. Now they talk about me. That's not bragging, it's fact."
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here

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Maggie
Posts: 128
Joined: Tue Apr 23, 2019 8:50 am

Re: 01 Legendary - Interlude and Open RP

Post by Maggie »

Sir William Mahan wrote:
Wed May 13, 2020 5:11 am
Sir William gravely walks to Maggie and extends his hand. "Good to see you again. How have you been? I heard your Glitter Boy had to be cannibalized for parts." He gives her a sad look. "Another loss of many painful ones in that victory."
Maggie smiles to see Sir William and shakes his hand. ”Well, if I’m being honest, I always found the suit to be a little stifling. I will miss that gun, though. Steven’s got himself a nice little rail gun these days, but there is nothing quite like a boom gun to make the bad guys go running.”

She indicates Steven, confined to his new suit of Jackrabbit armor, who waves a bit awkwardly at Sir William.

”It is good to see you again, Cyber-Knight William,” Steven says, his voice sounding a bit fuller coming from the suit’s speakers rather than those of his formerly small drone body. ”It is nice to see a familiar face.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

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Sir William Mahan
Posts: 222
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 Legendary - Interlude and Open RP

Post by Sir William Mahan »

Maggie wrote:
Thu May 14, 2020 10:44 pm
Sir William Mahan wrote:
Wed May 13, 2020 5:11 am
Sir William gravely walks to Maggie and extends his hand. "Good to see you again. How have you been? I heard your Glitter Boy had to be cannibalized for parts." He gives her a sad look. "Another loss of many painful ones in that victory."
Maggie smiles to see Sir William and shakes his hand. ”Well, if I’m being honest, I always found the suit to be a little stifling. I will miss that gun, though. Steven’s got himself a nice little rail gun these days, but there is nothing quite like a boom gun to make the bad guys go running.”

She indicates Steven, confined to his new suit of Jackrabbit armor, who waves a bit awkwardly at Sir William.

”It is good to see you again, Cyber-Knight William,” Steven says, his voice sounding a bit fuller coming from the suit’s speakers rather than those of his formerly small drone body. ”It is nice to see a familiar face.”
"It is indeed." Sir William gives a faint smile in return. "I'm certain both of you will be of great assistance in dealing with the other two demon lords. Such scourges of the land are a threat to us all."
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 128
Joined: Tue Apr 23, 2019 8:50 am

Re: 01 Legendary - Interlude and Open RP

Post by Maggie »

Sir William Mahan wrote:
Fri May 15, 2020 4:53 am
"It is indeed." Sir William gives a faint smile in return. "I'm certain both of you will be of great assistance in dealing with the other two demon lords. Such scourges of the land are a threat to us all."
Her eyes narrow as she thinks about the last demon lord. ” They are that, for sure.”

To @Shelia she says, ”And it’s good to see you, too. I’m sorry about your partner; I know what’s that like, unfortunately. Welcome back to the Castle.”

To the rest of the room she says, ” I’m sorry; Steven and I came to the Legion only recently, relatively speaking. My name is Maggie, and I’m a Psi-Operator. This handsome looking metal man is my friend Steven, and it’s good to meet you all. What units were you with? I was with the 14th until it got wiped out, and then with the 99s until we were put out to pasture.”
@Architect @Dred @Cantrell @Rolani @Krysesia
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

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Sir William Mahan
Posts: 222
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 Legendary - Interlude and Open RP

Post by Sir William Mahan »

Maggie wrote:
Fri May 15, 2020 7:23 am
Sir William Mahan wrote:
Fri May 15, 2020 4:53 am
"It is indeed." Sir William gives a faint smile in return. "I'm certain both of you will be of great assistance in dealing with the other two demon lords. Such scourges of the land are a threat to us all."
Her eyes narrow as she thinks about the last demon lord. ” They are that, for sure.”

To @Shelia she says, ”And it’s good to see you, too. I’m sorry about your partner; I know what’s that like, unfortunately. Welcome back to the Castle.”

To the rest of the room she says, ” I’m sorry; Steven and I came to the Legion only recently, relatively speaking. My name is Maggie, and I’m a Psi-Operator. This handsome looking metal man is my friend Steven, and it’s good to meet you all. What units were you with? I was with the 14th until it got wiped out, and then with the 99s until we were put out to pasture.”
@Architect @Dred @Cantrell @Rolani @Krysesia
Sir William nods. "I served with the 99s as well. The demon lord we fought was... formidable. I hope all of you are up to the challenge."
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Rolani
Posts: 28
Joined: Sat Apr 25, 2020 9:21 am

Re: 01 Legendary - Interlude and Open RP

Post by Rolani »

Rolani observes, "Demons are creatures who tend to respect power and cunning, any entity which has earned the title 'Demon Lord' is likely to have much of both traits. While beings with sufficient ego might claim such a grandiose title without such traits, they would not tend to last long. They call me Rolani,I am of the Shemarrians."

Given that she is 8' tall and has what appears to be metallic Antennae on her head and other apparently alien cybernetic implants, her claim seems reasonable even though her armor and weapons appear to be common stuff. She bears a common model of cyborg rail-gun and wears armor designed for a smaller female Titan Juicer, rather than the much better rail-gun and fancier armor Shemarrians normally wear.

She would not consider them cybernetic, they are mechlife symbiotes. People wonder how Shemarrians have such advanced technology without the production base it appears to require. If she deigned to answer such an intrusive question, she could explain that on her world there were two different forms of life that evolved in symbiosis, one was a carbon based form that was fairly standard and used things like bone and chitan for structural support, the other is a silicate form that used metals and what humans would consider ceramics for similar purpose. Mechlife, while in many ways superior, finds free oxygen deadly, it needs a living host to survive. All native species on her planet have a host species and at least one symbiotic mechlife species. For countless generations, her people have bread mechlife symbiotes to perform functions that have become progressively more sophisticated. Perhaps the greatest scientific achievement of her culture was leaning to transfer symbiotes from one host species to a different one. While they have learned to used "dead" symbiots for some things, such as their armor and rail guns, bonding with living symbiotes is considered natural and normal.

In general, however, Shemarrians do not answer questions about their culture. Rolani is a bit different than most of her kind, she is much more curious. She has become interested in how other cultures create their tools from materials that never lived and may sometimes ask questions...

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Shelia
Posts: 17
Joined: Tue May 05, 2020 9:07 pm

Re: 01 Legendary - Interlude and Open RP

Post by Shelia »

Shelia nodded curtly. She had red hair and a dark cloak hid most of her form. Behind her stood a mighty power naurini mecha knight power armor. Her voice while pleasant dripped of a deep sarrow and only carried a hint of her Austrailian accent “Thanks Maggie...” She sighed trembling, “Mike was not the best husband but he was a great man. But truthfully, I had lost him when Lord Coake cast us out of the order. At least he is... At peace.”. After a moment she let a breath out looking at Maggie in the eye, “I am sorry to hear about your glittergirl. I am not sure what exactly we are assembling for, but I am sure we will sorely miss it.” She stepped close to the psi ghost whispering, “Just let me know if you want to boost someone elses’ I’ll get your back.”

She stepped back out of @Maggie’s personal space and faced @Sir William Mahan. This was not a moment she had been looking forward too. She knew what the knight had thought of Mike and herself. Oath breakers were generally not ever allowed back into the fold. She drew her hood up over the top half of her face. Her lips did not smile and she eeked out with her voice half caught in her throat, “Sir William Mahan... Where... Where is LC?”

Seeing these two had caused unresolved emotion that she had been burying at the bar in Gloom to come rushing back. She desperately need to kill something or get another drink. Perhaps both.
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

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Sir William Mahan
Posts: 222
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 Legendary - Interlude and Open RP

Post by Sir William Mahan »

Shelia wrote:
Sat May 16, 2020 8:11 am

She stepped back out of @Maggie’s personal space and faced @Sir William Mahan. This was not a moment she had been looking forward too. She knew what the knight had thought of Mike and herself. Oath breakers were generally not ever allowed back into the fold. She drew her hood up over the top half of her face. Her lips did not smile and she eeked out with her voice half caught in her throat, “Sir William Mahan... Where... Where is LC?”
Sir William sighed. He extended his hand to Sheila. "Welcome back. I fear I do not know where either LC or Brison has gone. Perhaps LC found another cause to champion. His leadership will be missed."
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Ndreare
Savage Siri
Posts: 3986
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 Legendary - Interlude and Open RP

Post by Ndreare »

festinare expectare. Hurry up and wait. That seems to be the Legion’s motto when it comes to briefings. After at least an hour of waiting an adjunct comes in asking everyone to have a seat or make themselves comfortable - which of course everyone is already doing. This is not your first rodeo. Shortly after that, a tall four-armed, blue skinned d-bee, with heavy cybernetics comes in. Colonel Doorsine is a powerful warrior in her own right and rumors say before being made chief of staff she spent many years as an adventurer herself.

“Welcome ladies and gentlemen. First we would like to thank you for coming. Each of you was requested specifically because of your successes in the field on other missions.” As she talks she paces back and forth with an air of urgency as a person with many responsibilities might. “Many of you may have heard that a Demon Prince of corruption was living here in Refuge itself and using his abilities to corrupt and compromise everyone in some way.

“That demon was discovered and hunted down by the 99 - the second such demon they managed to eliminate. The same SET eliminated one in Wheaton when they discovered the Prince of Hunger doing vile things there.” Stopping suddenly and turning to face the group briskly she pushes a button and the monitor kicks on. “Unfortunately for us we found out that the two Demon Princes have two more siblings trying to make it into this world.”

“In the last six months several members of the command have worked hard on intelligence gathering, even working in the field, to try and find them. And with some luck we think we have found one.” She waits for the video screen to play.

*****

The view on the screen is from the point of view of a heavy robot pilot. The bot is in a battle out on the plains against what looks to be other smaller robots. The pilots of the lighter robots seem very skilled. it becomes apparent the robots are using psionics while piloting their vehicles! The robot pilot was working hard to keep his charges alive while backing out but the attackers were relentless. The video plays for nearly a half hour letting the team experience the fears, panic and cursing of the SET members in retreat, until finally they lost their lives.

The video ends with the enemy machines going through and ensuring the dead remain so, by crushing their skulls and burning them as the recording continues well after the pilot was ripped from the robot.

*****

“These creatures are called Mechanoids. They invaded earth before, about 9 years ago, and at that time it was believed they were wiped out. Somehow they have returned. From what we can tell there are not nearly as many this time. From the visions that Elle of Owls has seen and the reports we have received from the mysterious Grey Seerers the Demon Prince of War is located there with them in what used to be the northern part of the Michigan peninsula somewhere and involved in this Mechanoid uprising somehow. Their visions however were clear that a large force invading would effectively make him more powerful. Like the other Demon Princes he gains power from the forces he represents. So the unit that moves against him must be small and able to avoid as many conflicts on the way as possible.”

“The last of the Demon Princes is the Death, the mystic’s visions tell us he has surrounded himself with the undead of the Vampire Kingdoms. Drawing power from and enslaving those undead. His powers are more subtle and their visions of Death are not as clear because his power aligns so closely to that of what seems to be four other beings of like power. But what is certain is after two of their brothers have been killed on earth forcing them back to hell these last two Demon Princes have their eyes on refuge and we will become their net target.”

“Our intelligence tells us that while he is located somewhere on the west coast, his reach is further. We need you to find his hiding spot and once found alert us through your shifter so we can get appropriate forces there to help destroy it.”

The adjunct moves around handing each of you a folder with some basic information in it. “The exploration team heading into the Vampire Kingdoms will be led by Sir Mahan, we will be issuing some special gear to each of you, this will help resist some of the known powers of the forces you are hunting. You will also find a brief dossier of your teammates in the folder. Be prepared to report for departure at the gate room at 0600 in the morning. Your shifter will be opening a gate to get you as close as we can to the old coastline as possible.”

“The exploration team heading to Michigan will be led by Cantrel, your Shifter will begin working as soon as the first team is gone and the rift closed.”
Instructions
You have time to schedule say good buys and gather gear and do what you will. What precautions do you take as you prepare to be rifted 900 miles away?

What steps do you take to prepare for potential ambush on arrival, and I need @Sir William Mahan and @Cantrell to issue progression orders for your relative teams understanding the Shifters will be the last through.


Each of you is issued the following in addition to 2 weeks rations.

Amulet of Arcane Protection
These amulets were commissioned to help with high risk missions where opponents are known to have access to excessive arcane power. They only work while worn around the neck and in direct contact with your skin. They can be doffed or donned in 1d6 actions if the character is wearing a helmet with their armor, or 1 action without a helmet. A character in power armor would need to exit the armor to doff or don the amulets. Unfortunately the amulets will not work for full conversion borgs, or automatons.
Mechanics: Wearer gains arcane protection (+4 as if cast with a raise) while worn.



Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sir William Mahan
Posts: 222
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 Legendary - Interlude and Open RP

Post by Sir William Mahan »

Sir William turns to his team. "Make certain you are fully prepared before we depart. When we do, I will go through the rift first, with all my defenses at the ready. Steven, you will follow, as you are our best-armored unit. Maggie, you and Sheila will be next, then Dred and Gridia, and finally Krysesia. Whatever defenses, arcane or otherwise, you can put in place, establish them before you go through. Remember, anything could be on the other side of the rift, but whatever it is, it won't be what you expect. The demon lords are too dangerous to be permitted to remain on this world. We take them down... whatever it takes."
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Dred
Diamond Patron
Diamond Patron
Posts: 45
Joined: Wed Jun 07, 2017 5:21 pm

Re: 01 Legendary - Interlude and Open RP

Post by Dred »


Standing up the old Juicer’s bones crackle and pop as he stretches. He’d kept quiet up till now. Sitting in a chair. Listening. No one approached him as of yet and he’d made no effort to talk.

“Thank the Juice. I thought I might die of boredom sitting here. Right Boss.”

Dred lifts the huge Juicer Chainsaw in the air one handed over his head and grins.

“Ready to go.”

Looking over at Maggie and Sheila he nods at them.

”Ladies. After you. Ugh. Wait. 0600 tomorrow? What am supposed to do until then?”

OOC Comments
When we go. Dred has a hover cycle he will be bringing.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
  • Dred - Mega JUICER
  • Shelia - Fallen Cyber Knight PA
  • Grid - Ley Line Walker
  • Sir Mahan - Cyber Knight
  • Krysesia - Shifter
  • Maggie & Steven - Psi Operator & PA Construct

User avatar
Kharis
Posts: 87
Joined: Wed Mar 13, 2019 4:57 pm

Re: 01 Legendary - Interlude and Open RP

Post by Kharis »

Kharis slips in the back of the briefing room as the adjunct is finishing up. They've found one and are looking for the other? Fast work. He doesn't bother introducing himself; the Three would've handled that before ordering him rifted to the castle. He knows without much thought which of the teams to join: he has been studying war since he was old enough to lift a blade.

"Commander," he gives a nod to @Cantrell. "How do you want to proceed?"

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

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Rolani
Posts: 28
Joined: Sat Apr 25, 2020 9:21 am

Re: 01 Legendary - Interlude and Open RP

Post by Rolani »

Rolani joins Kharis with Kantrel, "I ran into one of these...Mechanoids...before, it was responsible for the death of my squad and my companion-steed. I lost nearly everything and only barely made it back alive to be healed. It will be a pleasure to destroy more of them."

It seems clear than she is out for revenge in this case.

User avatar
Kharis
Posts: 87
Joined: Wed Mar 13, 2019 4:57 pm

Re: 01 Legendary - Interlude and Open RP

Post by Kharis »

Rolani wrote:
Thu May 21, 2020 4:15 am

It seems clear than she is out for revenge in this case.
Kharis nods. Revenge is a motivation with which he is well familiar.

”Good; prior experience with a foe is always good to have in the field. And we know of your people and your battles with the Splugorth; you have the reputation of great warriors, and the slavers are not exactly soft adversaries. I’ve crossed paths with them a few times myself.”

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

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Maggie
Posts: 128
Joined: Tue Apr 23, 2019 8:50 am

Re: 01 Legendary - Interlude and Open RP

Post by Maggie »

Sir William Mahan wrote:
Tue May 19, 2020 5:16 am
Sir William turns to his team. "Make certain you are fully prepared before we depart. When we do, I will go through the rift first, with all my defenses at the ready. Steven, you will follow, as you are our best-armored unit. Maggie, you and Sheila will be next, then Dred and Gridia, and finally Krysesia. Whatever defenses, arcane or otherwise, you can put in place, establish them before you go through. Remember, anything could be on the other side of the rift, but whatever it is, it won't be what you expect. The demon lords are too dangerous to be permitted to remain on this world. We take them down... whatever it takes."
Steven gives a silent nod to Sir William and a gentle fist bump to Maggie's shoulder. "I'm going to go for a run," he says. "I'll, ah, see you all before departure."

Maggie smiles at her friend with affection. He's come so far in the last six months, she thinks. He used to call it "going for a drive" in his power armor. But he's finally accepting his new form.

To Sir William, Maggie says, "I'll go through ghosted, just in case. You want us using a standard loadout or anti-vamp weapons when we come through? Steven's got wooden rounds for that rail gun of his, but they don't pack much of a whallop against non-vampires. And I've got either a laser rifle or a traditional rifle with silver bullets, as you prefer."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

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Sir William Mahan
Posts: 222
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Re: 01 Legendary - Interlude and Open RP

Post by Sir William Mahan »

Maggie wrote:
Fri May 22, 2020 7:53 am

Steven gives a silent nod to Sir William and a gentle fist bump to Maggie's shoulder. "I'm going to go for a run," he says. "I'll, ah, see you all before departure."

Maggie smiles at her friend with affection. He's come so far in the last six months, she thinks. He used to call it "going for a drive" in his power armor. But he's finally accepting his new form.

To Sir William, Maggie says, "I'll go through ghosted, just in case. You want us using a standard loadout or anti-vamp weapons when we come through? Steven's got wooden rounds for that rail gun of his, but they don't pack much of a whallop against non-vampires. And I've got either a laser rifle or a traditional rifle with silver bullets, as you prefer."
"A difficult question," Sir William replies. "I'd suggest Steven, since he is coming second, use standard ammunition; I will act as the first line of defense for vampires, and they won't find him appetizing in any case. For you, however, I'd suggest the silver bullets."
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 128
Joined: Tue Apr 23, 2019 8:50 am

Re: 01 Legendary - Interlude and Open RP

Post by Maggie »

Sir William Mahan wrote:
Fri May 22, 2020 9:07 am

"A difficult question," Sir William replies. "I'd suggest Steven, since he is coming second, use standard ammunition; I will act as the first line of defense for vampires, and they won't find him appetizing in any case. For you, however, I'd suggest the silver bullets."
"Sounds good to me. I like the Barrett more, anyway. It's more satisfying to fire. And Steven's got a light blade in that magic armor of his, too, if any bloodsuckers get too close."

With that, she heads out to get her things in order before shipping out to the land of rainy skies and emo monsters.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

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Maggie
Posts: 128
Joined: Tue Apr 23, 2019 8:50 am

Re: 01 Legendary - Interlude and Open RP

Post by Maggie »

Dred wrote:
Tue May 19, 2020 11:02 am

”Ladies. After you. Ugh. Wait. 0600 tomorrow? What am supposed to do until then?”
Maggie approaches the massive juicer. "You shoot, Dred? I'm going to hit the range. We can make it interesting, if that's too boring for you. Ever play HORSE, but with bullets? I'm sure I have a couple of credits lying around I could wager." She cocks an eyebrow in invitation.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

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Rolani
Posts: 28
Joined: Sat Apr 25, 2020 9:21 am

Re: 01 Legendary - Interlude and Open RP

Post by Rolani »

Rolani replies to Kharis, "Our people detest parasites, such as slavers, we consider them a blot upon the order of nature."

Symbiosis, where each side gives something to create a greater whole is the proper order of nature, like the Symbiosis between the organic life and mechlife in her body.

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Kharis
Posts: 87
Joined: Wed Mar 13, 2019 4:57 pm

Re: 01 Legendary - Interlude and Open RP

Post by Kharis »

Rolani wrote:
Fri May 22, 2020 6:29 pm
Rolani replies to Kharis, "Our people detest parasites, such as slavers, we consider them a blot upon the order of nature."
Kharis smirks a bit. “I think we have similar philosophies. What do you ride out here? Not one of your dinosaurs, I assume? I didn’t see any place in the castle for them.”

He asks the question genuinely, not recognizing that he might be touching on a sensitive topic.

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

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Shelia
Posts: 17
Joined: Tue May 05, 2020 9:07 pm

Re: 01 Legendary - Interlude and Open RP

Post by Shelia »

Shelia nodded to @Sir William Mahan curtly. If she were in his position she would have done the same. Relying on a fallen knight took time and given her experience in Gloom and the surrounding shadow lands possibly never. She muttered, “Not surprising Will. Just be careful, those demons can turn magic off in a heart beat.” She could have mentioned you needed to be a really cool technowizard to have half a hope to resist their dispelling magics, or be someone like LC... She glanced around half expecting LC to come walking around the corner. She had never said more than two words to him, but she was quick to recognize the man’s talents and unique way he saved the team time after time again. We are fucked without him. But what the heck, I got nothing... Sal’s dead, Mike’s dead, the order is one step to dying... Might as well see if I can join them.

A thin scrawny kid popped in for a moment carrying a bag of weapons. He was breathing hard, and his red hair was disheveled. He brought the gear to Shelia’s custom naruni power armor. He waved at the former CK, “Hey Shelia, got you the gear you requisitioned. Sounds like you might be running into some vampires. Sure you don’t have time for me to convert your power armor into a technowizard one?”

Shelia shook her head no, “Sorry Taylor, vampire’s are the least of my concern. We are going after a quarry far more dangerous, and diabolical. Nuclear powered might come in handy, especially if I...” He voice trailed off and she smiled slapping the young technowizard’s shoulder. “Thanks anyways.”

After a few minutes she got her weapons where she needed. Grenades on a few bandoleers, plasma cannon check, energy sword good to go, and her new silvered vibro sword attached to the back. Her plasma pistol on the side hip of her PA. Lets get it done. Her mind unfolded and even despite being in a metal suit her psionic abilities rushed in preparing her for a possible confrontation.

Innate action Mega boost Psionics (Major Psionics extra ISP for +2): psionics d12+4-4(PA pen) 1d12! 1d6!: [5]+[3] = 8
Psionics is now 1d12+4
Action: Mega Warriors Gift, 1d12! 1d6!: [12!, 2]+[2] = 16 , Imp Lvl Headed( 2 extra cards), Imp Block(+2 parry, gang reduced by 2)
Ready energy blade
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

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Dred
Diamond Patron
Diamond Patron
Posts: 45
Joined: Wed Jun 07, 2017 5:21 pm

Re: 01 Legendary - Interlude and Open RP

Post by Dred »

@Maggie

Dred grins. Pulling down his sunglasses a little white light burns outward brightly.

“I shoot. Popping off a few rounds for fun sounds like good old fashion fun. We should definitely do that.”

Pushing the sunglasses back on he says, “Never been to the Castle before. I owed Fritz from a long time ago. So I’m here. Lead on.”
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
  • Dred - Mega JUICER
  • Shelia - Fallen Cyber Knight PA
  • Grid - Ley Line Walker
  • Sir Mahan - Cyber Knight
  • Krysesia - Shifter
  • Maggie & Steven - Psi Operator & PA Construct

User avatar
Rolani
Posts: 28
Joined: Sat Apr 25, 2020 9:21 am

Re: 01 Legendary - Interlude and Open RP

Post by Rolani »

Kharis wrote:
Fri May 22, 2020 9:06 pm
Kharis smirks a bit. “I think we have similar philosophies. What do you ride out here? Not one of your dinosaurs, I assume? I didn’t see any place in the castle for them.”

He asks the question genuinely, not recognizing that he might be touching on a sensitive topic.
Rolani's antennae jerk about with agitation though the rest of her remains impassive, "I have not yet had a chance to bond with a new mount. Unless I happen to be able to merge with a wild one, I will need to be present when they are released from the spawning pools and spend some time raising and training one. I could ride something I am not bonded with, but that is inferior and I have not elected to do so."

She is not particularly happy with the question, but as these are her current hunting party, she grants them some leeway.

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Cantrell
Posts: 422
Joined: Thu Mar 02, 2017 10:57 pm

Re: 01 Legendary - Interlude and Open RP

Post by Cantrell »

Cantrell lets a little of her surprise show on her face when she's put in charge of the second squad, then shrugs it away as she rises from her chair.

I guess "Sucks at Following Orders" is probably stamped on my file somewhere, she thinks. And I did manage to keep Jude and Lib alive. Despite their best efforts.

She nods at Kharis and Rolani, offering each a warrior's handshake.

"Pleasure to meet you both. I understand you're both somewhat new to the Legion? Don't worry, I'm a ... uh, transplant, myself. It's not a bad outfit, if you're okay with the occasional suicide mission."

She scans around the room as the six Death-Seekers file out.

"Looks like we're still short a few. But as soon as they show we can head out. Both of you have the look of warriors. Any particular specialties or additional skills you bring to the table? Myself, I'm a fair shot with most small arms and I've ... developed ... some expertise at neutralizing spellcasters and demons and that sort of thing."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 13/15
Current Effects: GBT (Athletics) +1d and free reroll
Wounds:
Fatigue:

User avatar
Rolani
Posts: 28
Joined: Sat Apr 25, 2020 9:21 am

Re: 01 Legendary - Interlude and Open RP

Post by Rolani »

Rolani responds, "I am fairly normal for my kind, which makes me mores sensitive, stronger, faster, and tougher than a normal human. I am more on a par with a Juicer or Cyborg...and like them I lack powers of the mind or whatever, though I resist most such things that are not physical. I am a decent shot and a fair close-combat fighter. My preferred weapon is my rail gun. It is not on a par with my original, but the best that offers. I am also fair hand at repairing machines."

She does not consider herself anything special.

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Kharis
Posts: 87
Joined: Wed Mar 13, 2019 4:57 pm

Re: 01 Legendary - Interlude and Open RP

Post by Kharis »

Cantrell wrote:
Sat May 23, 2020 8:21 pm
She nods at Kharis and Rolani, offering each a warrior's handshake.

"Pleasure to meet you both. I understand you're both somewhat new to the Legion? Don't worry, I'm a ... uh, transplant, myself. It's not a bad outfit, if you're okay with the occasional suicide mission."

She scans around the room as the six Death-Seekers file out.

"Looks like we're still short a few. But as soon as they show we can head out. Both of you have the look of warriors. Any particular specialties or additional skills you bring to the table? Myself, I'm a fair shot with most small arms and I've ... developed ... some expertise at neutralizing spellcasters and demons and that sort of thing."
Kharis returns Cantrell's handshake. "Well met. I'm a transplant here in every way you can be, I suppose. Got rifted in years back and fell in with Dweomer and the Brotherhood of Battle. I'm a Battle Magus, and I'm particularly good at ice spells, but I can and have done a little bit of everything. You never know what the enemy's going to throw at you, after all." Bristling with weapons as he is, it is evident that the big elf takes his own words seriously.

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: 01 Legendary - Interlude and Open RP

Post by Ndreare »

Only moment after the two teams depart Fritz comes running in with a new recruit. Seeing the rift shut he looks at the Shifter who remained behind. "How long until you can open another. I wanted to get @Xavier Crow here out there with the second team."

"At least an hour, I will need some rest, but then I can begin."

As the two wait for the Shifter to regain his bearing the one hour wait seems impossible. Then when ready a portal is finally prepared and opened for him the Shifter lets them know. "I should be able to get you within a mile or two of their landing point."

Receiving instructions on how to find the others and a passcode to allow them to recognize him as he arrives Crow is sent through...


INSTRUCTIONS: Crowe, go ahead and post here, and open with a Interlude about trying to track down the other heroes in War Breakers.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Xavier Crow
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Location: Casper, WY

Re: 01 Legendary - Interlude and Open RP

Post by Xavier Crow »

Hearing that he will be waiting for an hour XC sits on the floor at the edge of the room and begins to meditate. It has been a while since he jumped into dangers path. Perk of being a cyborg is his body can't go soft, but he has ensured his mind stayed sharp. His younger self would have laughed if he knew that this old man had taken to mediation like some hippie monk. Calming his nerves is not so much about facing some all powerful demon lord, that's easy. It is allowing himself to walk through some shifter's magic portal. Why do I have to travel by magic, he thought? He suppressed the memories of the day he ceased being a human. The image of the magic energy ripping apart his body at the molecular level. It didn't even hurt it just felt odd. Thankfully he got off that last shot before his entire body became magic dust.

When the portal finally opened XC took his instructions, shut his eyes and stepped through the portal. Opening his eyes he found himself in a forest. He fired up his detection systems, tuned his radio to the Legion's frequency, and hoped that shifter actually got him with a couple miles.

"Sorry I'm late to the party folks. XC reporting for duty."
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.


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