Prelude: 13th SET

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Pender Lumkiss
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Prelude: 13th SET

Post by Pender Lumkiss »


13th Post
  • Quick to act, the crowd of people that had been hunting down elves, now, under the watchful eye of Firehawk, Markus, and Max/BA (Bizzaro Alex) poor through the streets looking for any and all D-bees to round them up. Strangely the townsfolk seem way too organized in their search for D-bees. Well placed ropes, and the occasional laser rifles in the hands of the humans doing the rounding up seem just a bit too convenient. It soon becomes apparent that at least 12 groups of 4 individuals are leading the efforts to round up the D-bees. Their precision and tactics would suggest they all of at the very least ex-military and they seem keen on supporting the effort to deport the D-bees by any means necessary. So far just mild beatings, no deaths that the 13th can see.

    Bizzaro Alex seems beside himself after Zieja vanishes into the blue shimmering field the size of a closet (the field and door vanishes). He taps some controls on the bike and looks up into the sky over the western horizon, "Max it would seem, this team uses the same communicator frequencies as the team on the other side. Z is in the sky 2500 feet off the ground to the west... My radar is also picking something up, something huge... She might be on a ship of some kind."

    The Lady Shark Composes herself grabbing the nearly dead Alex's hand and Cantrell's hand. Her melodic voices rushes against Cantrell, " Prepare yourself... It is not a pleasant trip."

Cantrel
Time and space warp, the street seems to get infinitesimally small and time seems to freeze for what feels like a month.

Then almost as if the worst case of whip lash you are snapped into reality inside the Hotel. Lady Viggo takes a knee nearly exhausted from her two trips. Alex moans with a great cry of pain.
  • You need to make a Vigor or Smarts check or suffer a level of fatigue from the mind bending power.

    You are in the hotel. Diamond Cald and Crystal Clad (who is looking real pale) are working on some kind of radio device, Ben the squid-man owner is at the door yelling about Giest coming to get everyone. Seven members of the Black Company are in the hotel lobby. A bunch of D-bees with fresh bruises and cuts seem frightened and are milling around the lobby. Cantrell as you are now in the Hotel Lobby and with the BC, you should first post here: http://savagerifts.com/sr/viewtopic.php ... 690#p25046
  • About 20 of Geist's cybernetically enhanced arcane lifeforms all burst out from the crowd not intent on stopping them from rounding up D-bees, but intent on holding the remaining members of the 13th near the radio station. The CEALs are all armed to the teeth, 2 of them are wearing power armor, and one of them has a shiny rocket launcher. The other 17 have a variety of laser rifles, cold cannons (think plasma but cold damage), and vibro-blades.

    A well armored P.A. CEAL looks the remaining 13th members still in the vicinity of the radio station up and down, "Wasn't there one more...?" His voice trails off and he shakes his head commanding the 13th with a low grim voice, "Hold position, heroes... Geist will be here to deliver her payload shortly."

    The ever present clouds hanging above gloom start to give way as something huge starts to descend.

    Bizzaro Alex gives a cry over the comms, "Max, I know you said it would be different here, but dammit no matter the 'verse I'll always love her!!" Perhaps for the last time Bizzaro Alex hits the comms with sheer terror, surprise, and a loss of professionalism, "Oh god, just like back home!! Our Geist leveled the Brightway Township with her Transport of Death! Max just like we did... It was before your time, the Pinnacle hotel was the only thing left after the Annihilator--- We used it to hole up, it has a shield generator and just needs something like Nadine to power it. Transmitting the specs now, I got to get to Z, hang on baby!!" Bizzaro Alex's comms go dead as the young man pilots his way up towards the bow of a singular large Death Head's Transport that breaks the cloud cover.
Max
BEEP. BOOP. BEEP. TRANSMISSION RECEIVED. Alex sent all the details one would need to utilize the Pinnacle Hotel's embedded Shield generator. It seems it would be a 3 to 4 person job. 1 person needs to head to the sublevels to activate the electo plasma grid, another would need to head to the tippy top of the hotel to repair the field emitter, and a third would need to run a power line from Nadine to the umbilical port on the side of the ship. Easy peazy if CEALS and a DHT were not trying to kill you. .
Z
You emerge from the spatial distortion slightly disoriented but the sight of Gloom about 2500 feet below is enough to pull you back as you realize you are on a balcony of a modified deaths head transport. Shouts of someone giving orders to fire above deck are a prelude to the concofinay of magnificent artillery that is launched against the city. The sliding door to the balcony is fortunately left open. The room opens to a hallway which leads to the main command center. Geist in all her terrible glory with her famed sword Annihilator at her side is issuing commands to bombard the city. " Let the heroes come to save them, then we unleash Hell!!"Quick Combat -2 to escape, -4 to take down the DHT, -6 to take on Geist. Taking on Geist will give you the opertunity to "win" her battle fury blade. Dan/Lars would appreciate if Geist was left Alive.
Jitters
Some say you would have to be plumb crazy to board a Death Head Transport. Other's would say you would have to be insane to stow away on what could only be a DHT heading to obliterate a city. But most folks would agree Jitters is just that kind of crazy.
Markus
Markus you see a couple of these well armed instigators rounding up about 20 D-bees. A pair of CEALS nearby have some kind of laser targeting device pointed at the group. Could it be the CEALS on the ground helping the DHT target large groups of people??
Firehawk
A large group of DML fans are trying to get up the road to the hotel. The only thing stopping them are 5 CEALS armed with plasma rifles in front of them. One of the CEALS takes out a handheld device that looks like a laser targeting system and points it at the group of fans.
Libertas
Libertas, your hearing returns just as the DHT is sighted. You are near Max, and have finally dug out all your TW tools and collected enough shark teeth. A group of folks bent on rounding up D-bees come rushing you. " You there glasses. Take this rope and get a weapon, we got D-bees to collect and round up. Vick's orders." They hand you a rope and what can only be a plasma torch. They move up the street to the hotel tackling a group of D'Norr women. One of them roars back at Libertas, " Bring the rope Glasses!!" The surrounding CEALs make no move to stop them, as it would seem their general goal is to get as many people in one area as possible as long as it is not the hotel.
Jude
It is pretty much chaos out in the street, but a controlled chaos. D-bee's are being rounded up by civilians, and civilians are being rounded up by CEALs. It would seem that the CEALs are preventing as many folks from getting to the hotel as possible. You just about make it to the front door of the Hotel when the squid man owner Ben opens the front door and take a peek out side. His eyes squint as he looks up into the sky to the west and screams, "Oh no, Geist is coming for us all!!!"
GM Directions
Post here with RP if you like, but then head over here Crossover and read what happens next then post your action following the quick combat rules.

Everyone in the 13th SET can post here, Jude and Cantrell will be close enough that they have the option to post some rp in the BC prelude here: BC post. Please post your actual action in the Crossover post as your action is visible to everyone.
,
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Libertas Magicum
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Re: Prelude: 13th SET

Post by Libertas Magicum »

Notice 12
Status: 1 Wound
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
Wild Ace Running Total [dice]2[/dice]
Wild Ace Running Total [dice]3[/dice]
-2 for Healing-based Notice specifically
Libertas, finally satisfied with his grisly work, drops the last of the teeth into his pouch and wipes some shark-man blood from his gauntlets onto his armor, then looks around as the roaring in his ears dies out. He blinks through the goggle lenses as he takes in what's happening around him. And then he gets handed a rope and told to help round up the D-bees....

As he trails along behind the locals, he gets on his comm, speaking softly so no one overhears. "I haven't been able to hear much for a little bit--feedback issues. Could someone please tell me what the unholy catfuck is going on around here, preferably before things get any more insane, please? Cantrell, orders, even?"

Looking around, he sees the red dot being painted on the crowd. "I think it's about to get terrible, here, people.... I need some direction, dammit!"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Blackfish
Daniel (Lars)
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Re: Prelude: 13th SET

Post by Blackfish »


Z QC Fighting 43 to Hit
Quick Combat -2 to escape, -4 to take down the DHT, -6 to take on Geist. Taking on Geist will give you the opertunity to "win" her battle fury blade. Dan/Lars would appreciate if Geist was left Alive. <--- whick is funny to remind Zieja about since Dan is also Z heehaw!

Roll Dice (add Auto Ace) to fight Giest. = 12 ACE from Auto Ace plus [dice]1[/dice], Ace add [dice]0[/dice], Ace add [dice]2[/dice], Ace [dice]3[/dice] -6 = 43
...
  • Zieja's rifle tip rests on the lip of the blue door, she is able to slide the door open, like a warm breath of fresh air she is ensconced in a feeling of calm and melancholy. Her mind both relaxes and panics. A soothing voice asks Z what she most wants as flames lick about and smoke curls into the dark night. Her mind rolls across the memories of her love, Cee, her shame at having killed the CS soldier and past lover brings up memories of why she did it. To save the 13th. She killed Cee to keep the 13th alive.

    The 13th!

    Zieja's mind snaps back to her promise to Sir Seth Merihk and Lord Coake, both standing in the Castle with her, advising her that they would take a chance on her. Her promise to serve and when Merihk changed his mind and told her that instead of her joining the Black Company, her wanted her to protect the members of the 13th!

    Z absently realizes that the DHT above is raining down destruction on the town of Gloom, innocents and her team. Her team.

    Focusing on the voice: "...want most?"

    "I want to be in the command center of that Death's Head above me!"

    Lightning flashes across Z's eyes and a deafening roar, like a tsunami screaming in her ears. Sudden pitch. Soft dripping. Warmth on her neck, the scent of Cee.

    Zieja emerges from the spatial distortion slightly disoriented, however the sight of Gloom about 2500 feet below is enough to pull her back into focus as she realizes she is on a balcony of a modified deaths head transport. Shouts of someone giving orders to fire can be heard as a score of magnificent artillery is launched against the city. Eruptions blossom below. The sliding door to the balcony is fortunately left open. The room opens to a hallway which leads to the main command center. Geist in all her terrible glory, with her famed sword, Annihilator at her side is issuing commands to bombard the city. "Let the heroes come to save them, then we unleash Hell!!"
Z will confront Giest. Continued...
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Discord: Daniel (Lars)

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Maximilian
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Re: Prelude: 13th SET

Post by Maximilian »

Max shakes his head. "Alex, keep your head! You're heading in the wrong direc....nevermind. Go get her, kid." Processing his options, the choice is clear. Nadine gets to power the hotel's shield. In between here and there, though, there's a good bit of real estate, a mess of hostiles, and a DHT lobbing artillery at innocents.
"Go time."
Combat
Shooting
[dice]0[/dice]

Benny for extra effort with prior result and Elan
[dice]2[/dice]

WD Shooting
[dice]1[/dice]

Aaand I put the action post in the wrong thread. Good job. Rolls to carry.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: Prelude: 13th SET

Post by Jude Maverick »

Notice 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude clutched Tesse tightly against him, pulling her into a door alcove as citizens and CEALs surged around them. “What the hell is going on?”he muttered, trying to figure out how this had turned into a D-Bee round up.

And then the explosions started.

Jude could see the door of the Pinnacle Hotel, and the octoman innkeeper sticking his head out. He said something about Geist, and Jude looked up to see a large Death’s Head transport break the clouds above the city, firing laser cannons, artillery, and magic down amongst the citizens of Gloom.

“Holy hell… What the fuck is Geist up to, Tesse?” he demanded of his companion. “I’ll deal with this later. We need to get you inside.”

Ducking his head out, Jude found a break in the crowd and ran for the hotel, dragging Tesse along. He shouldered past a CEAL and they dove into the lobby right behind Bob the octoman.

***

Conditions:
  • Toughness: 13 (6) (Old armor)
  • Has the data chip
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Markus Berger
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Re: Prelude: 13th SET

Post by Markus Berger »

OOC Comments
I guess the organized "militias" helping to round up the DBees are Coalition Personnel infiltrating the town. But of course, Markus, unaware of the "normal" things in America, will suppose people here are as organized as in Germany, and they were just waiting for a good time to get rid of the DBees. Markus gets a benny for playing his clueless hindrance.
On the other hand, they are obviously targeting a laser for guiding a payload to the DBee group.
Markus analyzes the CEALs lasers with his advanced cybernetics optics and realizes they are marking targets for a military explosive payload. he wouldn't care much if they were targeting only DBees, but he also realizes they are also targeting groups of humans, including the people doing the DBee round-up.
He quickly goes to the nearest group and tells them
"Guys, those CEALs are preparing an attack on the town! Seek cover, quickly! And if they try to stop you, fight them! Let the others know!"
He will move towards Nadine, seeing somebody near it.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Cantrell
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Re: Prelude: 13th SET

Post by Cantrell »

[quote="Libertas Magicum"]Could someone please tell me what the unholy catfuck is going on around here, preferably before things get any more insane, please? Cantrell, orders, even?"

<<Things have gone a little sideways as of late. The Black Company are actually all over in the lobby of the hotel ... but we're gonna leave them be for the moment and concentrate on killing the undead juicers, the armed assholes stirring up the lynch mob, and the bitch in that Death's Head trying to put holes in everyone. We'll sort out the traitors at a later time.>>
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: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Firehawk
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Re: Prelude: 13th SET

Post by Firehawk »

Firehawk shakes his head from side to side as the piercing ringing in his ears finally subsides, just in time to catch Cantrell's message.
Cantrell wrote:<<Things have gone a little sideways as of late. The Black Company are actually all over in the lobby of the hotel ... but we're gonna leave them be for the moment and concentrate on killing the undead juicers, the armed assholes stirring up the lynch mob, and the bitch in that Death's Head trying to put holes in everyone. We'll sort out the traitors at a later time.>>
The child killers are at the hotel! Time to serve them some hot justice...
GM wrote:A large group of DML fans are trying to get up the road to the hotel. The only thing stopping them are 5 CEALS armed with plasma rifles in front of them. One of the CEALS takes out a handheld device that looks like a laser targeting system and points it at the group of fans.
....right after I deal with these CEALS.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Prelude: 13th SET

Post by Daniel »


OOC Comments
Nicely played, actions and conversations in this thread move over to the Joint Thread and carry on there. Updates, there, from GM incoming.
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