4.3 Fort Sioux

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KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

4.3 Fort Sioux

Post by KahlessNestor »

Date: November 29, 109 PA
Mission: Day 5
Time: 1000
Weather: Normal for season (chilly); no wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Normal
Round 0

The refugees with Ellenar and Ryk were a large enough band, and you were only two days out from Fort Hope, that they could be sent on ahead to meet a small team of Legionnaires from the fort, leaving Elennar and Ryk able to join the party, along with the odd Dr. Asterisk.

Having had your night interrupted, the first day after the fight with the Coalition forces was a bit tiring, but the next couple days were uneventful, aside from the light snow that persisted. The morning of the fifth day out from Fort Hope, Ryder slowed the vehicle. They were reaching the vicinity of Fort Sioux, the fortified western extent of Coalition territory, and one of the mobilizing bases for forays into the new CS Minnesota, as well as west into former Nebraska and South Dakota. They would need to get past the fort without being noticed.
Instructions: Interlude and Journey Task (TLFG p. 17)
  • Get to know the new members! Write an Interlude set during the couple days of travel. If you need inspiration, use the chart on p. 130 of SWADE. Roll a 1d4 and then a 1d3 to choose your interlude prompt. Take a Benny!
  • Make a Journey role. See the rules on p. 17 of the TLFG. Pick someone to take one of the four rolls. The others may support. ALL ROLLS ARE AT -2 DIFFICULTY FOR COALITION PATROLS, THE SNOW, AND THE WOODED, HILLY TERRAIN OF THE MISSISSIPPI RIVER VALLEY.
    • Navigator (make first, a critical action): Make a Survival check to make sure the party goes in the right direction.
    • Lookout: Make a Notice roll to spot threats
    • Pilot (Ryder): Make a Piloting check.
    • Scout: Make a Stealth check.

[/list]

Loot
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Thomas (Monologuer)
Barinthasheer
Ashley
Dr. Asterisk
Ryk (Danger Sense, Quick)
Elennar


Enemies

***
GM Notes
GM Bennies: 8/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

After the last day of silence from the diminutive construct, you almost had forgotten it was there, sitting off in the corner, finding sunlight where possible. You weren’t really sure if it was dormant or if it was staring at you, the mirrored eyes not giving anything away. Indirect references to its origin had gone unheeded.

“It’s Samuelsson, by the way, or it used to be” from the corner, completely out of context to whatever references were being made. “The bizarro-stormtroopers called me Doctor Asterisk and I had no idea why until I saw the manifest. The guy processing me only got part-way through my name. I had said I am Dr. Ernst Samuelsson, at which point he laughed and put an asterisk next to the abbreviation “Dr.” on the pad as if to mock me. He didn’t get to finish as a grenade interrupted his work, ending him and apparently cementing my fugitive title. I was recaptured and called all sorts of names during the past few weeks but officially, to them I am Dr. Asterisk. I’d spell it, but whatever. I found it was much easier to pretend I was a maintenance bot, child’s toy…anything but a real person.

“Don’t ask me how I got here…I mean, from my perspective, you and everything else came here and not the other way around. I woke up in my lab a couple months ago and this --- was all wrong. Since no one has been able to give me a straight answer I can only guess I am from the past. Sucks that the future has no Netflix… wouldn’t have called that. Thing that bothers is me is where “we” went. The people. I mean, y’all are nice but “my” people seem to be the angry ones chasing everyone else around and that makes me a little nervous. We *had* those but they were in the minority where I was. They act like they have a calling but I know fear when I see it. I am waiting to find out just what the hell happened to this planet because even their locked servers don’t have much on history.

“I can help out, now that I see you’re much like me in that everyone is looking for things to calm down, one way or another. Well, almost everyone, anyway.”
(fixed eye sockets still giving away nothing) “At least there’s way fewer skulls here. Talk about overcompensation.”

“I’ve found I’m not as good at some things I used to do, and better at some things too. This model is a research and repair bot – really good at getting into places, finding or fixing stuff, and getting back out with no one being the wiser. Unfortunately the flight pack is still literally sitting on my work table if it isn’t in the hands of the gestapo out there, so I walk for now. I put the most advanced sensor system I could find in this chassis so if you need a scanner, I can do that. I’m good with computers and can fix just about anything. I don’t need much but eventually I’d like to be able to get off the ground or make something bigger – can’t see much from down here.

“I’ve met our large friend here, well kinda, but I’d be interested to know who I’m riding with, and specifically that you aren’t planning on taking me apart in the near future. We would disagree on that.

“Oh, and where are we? Anyone got a map I can load?”


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 128
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »

Elennar wrote:
Fri Jul 24, 2020 6:44 pm
Reflexively, she startles a little at the dragon's landing. In Elven, she addresses Barinthasheer. "Great One...I am delighted to find that we are not enemies. I am called Elennar, and it is a pleasure to make your acquaintance. We would be happy to follow you to your transport."
At the sound of someone speaking Elven/Draconic the hatchling beams and replies in kind. "A pleasure to meet you as well Elennar. I am Barinthasheer but most people call me Barry." Noting the forms of the refugees in the woods he realizes that his natural form may not be a good idea. "I should probably take my human form though, so all your friends in the woods do not run away..."

His form shrinks and shifts into that of a young human boy wearing a ridiculous looking TW helmet only a young boy could love. A flaming eyeball adorns the antennae.
Bari.jpg
"You have a robot and a plant person as friends? That is very neat. I have never met either before..." He talks the newcomers ears off on the walk to the Aeon Cassoway and it quickly becomes apparent that this dragon is very young but bright and friendly.


Survival 1d4!!-2: [5!!]-2 = 3
Wild 1d6!!-2: [4]-2 = 2
Benny to reroll
Reroll Survival 1d4!!-2: [7!!]-2 = 5
Reroll Wild 1d6!!-2: [3]-2 = 1

duhtroll wrote:
Tue Jul 28, 2020 5:20 pm
After the last day of silence from the diminutive construct, you almost had forgotten it was there, sitting off in the corner, finding sunlight where possible. You weren’t really sure if it was dormant or if it was staring at you, the mirrored eyes not giving anything away. Indirect references to its origin had gone unheeded.

“It’s Samuelsson, by the way, or it used to be” from the corner, completely out of context to whatever references were being made. “The bizarro-stormtroopers called me Doctor Asterisk and I had no idea why until I saw the manifest. The guy processing me only got part-way through my name. I had said I am Dr. Ernst Samuelsson, at which point he laughed and put an asterisk next to the abbreviation “Dr.” on the pad as if to mock me. He didn’t get to finish as a grenade interrupted his work, ending him and apparently cementing my fugitive title. I was recaptured and called all sorts of names during the past few weeks but officially, to them I am Dr. Asterisk. I’d spell it, but whatever. I found it was much easier to pretend I was a maintenance bot, child’s toy…anything but a real person.

“Don’t ask me how I got here…I mean, from my perspective, you and everything else came here and not the other way around. I woke up in my lab a couple months ago and this --- was all wrong. Since no one has been able to give me a straight answer I can only guess I am from the past. Sucks that the future has no Netflix… wouldn’t have called that. Thing that bothers is me is where “we” went. The people. I mean, y’all are nice but “my” people seem to be the angry ones chasing everyone else around and that makes me a little nervous. We *had* those but they were in the minority where I was. They act like they have a calling but I know fear when I see it. I am waiting to find out just what the hell happened to this planet because even their locked servers don’t have much on history.
He looks at Dr. A funny, "Your people? Wait, there are more robot people and they are chasing people around? That does not sound good at all. If they are as small as you though... well unless there was an army of them all scampering around." He giggles at the though of an army of tiny Dr. Asterisks chasing people around the countryside.

Flying scout above the team Bari spots out a couple places where there would be trouble passing and finds alternate routes. He was grateful for the new woman's aid and insight as she seemed to know her way around the wilderness pretty well. When Vik popped up to give him a peak thru the viewfinder. "They seem nice, I hope they can fight though. We seem to meet many hostile beings."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 4.3 Fort Sioux

Post by Ashley Logan »

In the aftermath of the confrontation with the Coalition, Ashley made herself scarce. A lot. With her armor she had a relatively easy time staying out of sight, and used that to range ahead and spot dangers before the vehicles blundered into them. It meant she had a lot of alone time, which for her was a big bonus.

Even when she had rejoined the group, Ash kept to herself most of the time. It wasn't for several days that she offered much insight into why.

Ashley finally came over to where the team was huddled around a fire and took a seat close enough to take part in the conversation.

"I'm Ash," she said, taking off her helmet and scrubbing her fingers over her short, black hair. "I figure...I feel like I owe you guys a little explanation. About why I've been...you know. Kind of..." she made a gesture, shoving a hand away from herself as if pushing someone. "It's not you guys. I mean...not... Ugh, okay. Basically, I used to be in the Coalition, and I felt like I might get caught back there and...I kind of freaked out and closed up. And I'm still sometimes having trouble adjusting." Ashley coughed. "And I feel bad about it."

Hefting her helmet and sticking it under her arm, Ash went on. "I don't really want attention or anything. I just didn't want anyone to feel like it was because I have something against you, or I was mad at you or anything. It's not that. It just...brought back some bad memories. Really bad."

Throughout the speech, one of the longer ones the usually terse psychic had made, Ashley kept her eyes down, usually focused on the fire itself.

"I don't know if this is the right place for me. The Coalition is...it's active around here. And I'm...if I'm unreliable if they show up, then...I feel like you might be better off without me. There's places I can go where they're far away from. I don't know. I just..."

For a second her wooden tone started to crack, and she quickly shook her head at herself. "Anyway. Sorry. That's probably all I should have said."

She turned away and stalked off, desperately hoping to preserve some shred of dignity.

Roll: Stealth 23
Stealth (-2 circumstance, +2 armor) 1d6!!: [3] = 3 Wild (-2 circumstance, +2 armor) 1d6!!: [23!!] = 23

User avatar
Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Notice 1d8!!+2: [4]+2 = 6
Wild 1d6!!+2: [10!!]+2 = 12


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

OOC Comments
Interlude
Card Flip 1d4: [4] = 4 : Spades
Trek: A difficult obstacle the group negotiated
along the way.

Driving: Base d12+2, counter 2 points of penalties, Scene Penalty -2, Handling +1. Net roll 1d12+3.
Driving 1d12!!+3: [4]+3 = 7
Wild Driving 1d6!!+3: [4]+3 = 7
Ryder, hearing the Bot's tale, nods. "Having a second set of eyes on the road, or the off-road for that matter, is always a good thing, Dr. A. If you need to patch into the Cassowary's systems to scan outside without riding on top, by all means, go ahead. And the comp's got all the map intel we've got so far--scouting's been a fair bit of our mission, to this point, so some areas are still terra incognita."

Later, after Ash's 'confession', he talks to her while she's in the co-pilot's seat. "I was a smuggler for a long time, Ashley. I admit, there's a lot more Cee-Ess in the area than suits my tastes. But one thing I learned in the field--safety ain't about where your enemies are; it's about where your friends are. This crew... something happens to you, we'll run through hell and high water to get you back if we have to. Go someplace the Cee-Ess ain't, and you can't guarantee there'll be anyone who has your back when trouble does come. Just somethin' for you to chew on."

With Bari spotting the route and Dr. Asterisk scanning the area around them for trouble, they start making excellent time, even with the snow--at least, until they come to a small crevice that had been completely filled with snow, making it look like flat terrain. The Aeon Cassowary's weight was just enough to crush the snow, causing them to sink deep into it. A less experienced Operator might've panicked, but Ryder stayed calm and cool throughout, trusting the Cassowary to be able to handle plowing through the snow as he turned to run them along the trench, using it for extra cover rather than trying to get out immediately. "Besides, if we get really stuck, well, we got a Dragon."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Elennar
Posts: 19
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Common Knowledge - +1 Support Navigation
CK: 1d6!!-2: [2]-2 = 0
WD CK: 1d6!!-2: [3]-2 = 1
Benny with Elan
CK: 1d6!!: [2] = 2
WD CK: 1d6!!: [4] = 4
"That vale has no exit. I have walked it. Veer southward."
The elf maiden's voice is like the music of a gentle forest stream, yet there is no mistaking the authority with which she speaks. Beneath the music is the force of a raging waterfall.
Elennar's recent experience with the immediate area helps guide @Barinthasheer on a good path that skirts CS fort patrol routes. She doesn't speak much during her shifts of aiding in navigation. She mostly listens, though Dr. Asterisk's story does provoke some conversation. "A curious thing, you are. Machines are a necessity in this world, it seems, but you have bonded with one? Fascinating." As @Ryder finishes encouraging @Ashley Logan, Elennar speaks up. "Even in your conflicted state, you have value. Growth is rarely painless. It takes courage to face such situations. You will be stronger for your struggle."
As Dr. Asterisk had inquired regarding his new traveling companions, Elennar offers a tidbit about herself. "I am called Elennar. I am a servant of the Hunter, Orome. I am the daughter of kings and heiress to the throne. Alas, my people are hexed, doomed to expire at the passing of time. I am their last hope for deliverance from the curse of a demon lord. Somewhere in this place, I hope to find a means of defeating this curse and helping The Hunter tear down our tormentor." The fervency in her voice stirs your blood.
"I am versed in matters of war and military administration, and with my bow, I have no equal in ranged combat. The last message @Ryk and I received, we were tasked with bringing our refugees to Fort Hope to unite with you. Unless we receive other directives, we shall remain." She looks over the faces of the Trailblazers. "I have not been apprised of the command structure of this assemblage. Shall I assume that responsibility? Judging by the smell of this one -" - her eyes wander to @Vik - "- he is unsuited for leadership. The dragon seems eager, but...inexperienced? And you..." she arches her eyebrow at @Thomas "...strike me as soft. Unless I am mistaken?"
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post

User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.3 Fort Sioux

Post by Thomas »


1d4 and then again 1d3: [1]+[2] = 3
Trek: A difficult obstacle the group negotiated along the way.



Thomas scoffs at @Elennar as she assumes she should be in command. "While I appreciate your Machiavellian reach for power and am not immediately going to out you for being selfish or evil. That is not how assignments are made in the Legion. We have a command structure and they are the ones who assign people to authority."

Then looking at her in a wholly inappropriate way for a brief moment he finishes. "And I assure you I am not soft."

Returning his attentions back to the mission at hand Thomas maintained his effort to keep the men motivated and encouraged. It does not take a lot to help them, just some encouraging words here and there when he sees someone getting tired, perhaps taking the shame on himself from a failure to help them keep going.

Charisma and Reliable Persuasion 1d8!!+2: [7]+2 = 9
Wild 1d6!!+2: [3]+2 = 5

First free reroll Charisma and Reliable Persuasion 1d8!!+2: [2]+2 = 4
First free reroll Wild 1d6!!+2: [2]+2 = 4

Second free reroll Charisma and Reliable Persuasion 1d8!!+2: [7]+2 = 9
Second free reroll Wild 1d6!!+2: [7!!]+2 = 9
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Vik practices listening with his eyes closed as the others introduce themselves, hoping to catch a little shut-eye after the earlier excitement with the Coalition wankers. He makes a mental note not to try to disassemble the wee little droid without asking permission first, and getting it signed and witnessed, most like, lest he be accused of non-consensual tinkering. He's about to drift off into dreamland when the half-blind elven bird starts in with the cheap shots at personal hygiene and the like.

"Oy there, cyclopean Karen. I'll have you know what that's a very expensive 'Lantean rum what's airing out of my pores, not to mention I've somehow attained a relative senior ranking in this company, leastwise above lippy stowaways what can't even afford a decent shooter and has to run around wif' bows and arrows in the woodlands-like."

He jerks a thumb at Thomas. "Sides, ol' Tom's the leader, and got the 'pretty and prissy' role right covered, as well, so you might reconsider what trite shite y'choose to dribble from betwixt your curling lips."

He gives Elennar a quick up-and-down and decides he prefers his eyeless Altaran bombshell to the one-eyed waif look. Friends then, he reckons, and extends a hand. "'Course, I can understand the confusion. Getting shot at by them skull-buggering Cee-Ess loonies is like to turn one round a bit and have a dampenin' effect on manners. Name's Vik, and I'm happy to share a nip if you've a thirst for one, but right now I think I'll head up top to see about offering aid to ol' Barry boy, who if you haven't noticed is a great honking dragon child what looks up to me like a dear-old-uncle what comes to see his mum when she's down and needs a cuddle of a weeknight."

Content to let bygones be bygones, Vik heads topside, where he lets Barry have a peak at his View-Master of Mastery in an attempt to improve the lad's navigational abilities.

Techno-Wizardry to support Barry = 12, for a +2 bonus
TW 1d12!!+2: [4]+2 = 6
Wild 1d6!!+2: [10!!]+2 = 12
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

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Ryk
Posts: 11
Joined: Mon Jul 13, 2020 6:23 pm

Re: 4.3 Fort Sioux

Post by Ryk »

While walking to the Cassoway with @Elennar and @Barinthasheer , Ryk communicates to Barry, "Apologies, I have not gotten a chance to formerly introduce my self. My name is Rykszxiwviszt Crghszt, though for some reason people tend to find that difficult to pronounce; even Elennar finds it hard, so most refer to me as Ryk instead. I used to live in a place that people supposedly used to call 'Texas', but after uncovering some nasty things about this big, bad world, I joined the Legion."

You could tell at the word "uncovering" that Ryk gloomily slumped forward a little, though the voice transmitted to Barry's mind did not stutter in melancholy like it would have if spoken aloud. Ryk's transmission to Barry paused, then continued; "Before when I first came into this odd world, one of the other Clszymllxbrrxxyfwrr said they had spotted a dragon... at the time I laughed it off as a work of fiction. And look at me now, walking aside one as an friend, or at least I would hope."

Later on, after Dr. Asterisk's speech, Ryk attempted to communicate with him and -to Ryk's shock- succeeded in doing so. "Sweet Mother-o'-mercy, you really are alive! You see, I am unable to talk with most robots due to my lack of a maw, but it appears there are exceptions." Ryk then turns to Elennar, but continues talking to Dr. Asterisk, "She outta be thankful, too. I was gonna force her into translating if said communication really did exist."

After Elennar is done talking to Ashley, Ryk walks over to her and sits down close to her. He then communicates, "You wanna know the main reason I joined the league in the first place? I used to live by a place that used to be called... El Paso, was it? Anyhow, I discovered in my home town that the governor was selling out my people for riches and status, capturing us and taking my neighbors off to be crushed for their blood or sold to the Simvan... which is worse is a decision I don't dare to dwell on much. I saw the Legion as a beacon of light in a world of darkness, horror, and confusion. My wish is to put an end to what the governor -Czywvry, is his name- is doing to my neighbors and family, and prevent such terrible deeds from being executed elsewhere if possible." Ryk then stands and says before walking off again, "Hope, determination, and perseverance... those are fuel for the soul; they keep you moving even when against all odds, and with that kind of fuel, you will prevail."

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KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 5, 109 PA
Mission: Day 11
Time: 0925
Weather: 20 degrees colder than normal (very cold); no wind; heavy snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light/Visibility: -4 for the snowfall and ley line storm
Round 1

The combined awareness of Dr. Asterisk and the scouting of Ashley allowed Barinthasheer to guide Ryder through the forests, hills, and valleys, making a wide sweep west of Fort Sioux. With advanced warning, they could take cover under the trees from any of the SAMAS patrols from the Coalition fort, and avoid any of the foot patrols. By the end of the day, they felt satisfied they had safely passed the fort unnoticed.

The next six days pass uneventfully as the party enjoys the travel through untrammelled wilderness. On the morning of the sixth day, a few hours after setting out, the party comes across a colossal ley line running east to west in their path, stretching out to the horizon. As best they can tell, it’s two miles wide and three miles tall, and the ends are out of sight. Just as Ryder takes the Cassowary into the ley line to cross it, the sky turns a sickly green and purple-green energy starts to spark as the air grows dark and cold and the wind picks up, and the clouds grow dark.

A ley line storm is upon you!

Wind slams against the Cassowary, and Thomas feels a chill down his spine. Vik’s techno-wizard gadgets all start beeping warnings as their magic goes dead. A few minutes into the storm, Elennar feels a warming in her chest, and her gaze is pulled forward. A silver ring of energy seems to open in the storm, and a twelve foot tall rift opens in the ley line. Clear as a window or an open door, green, rolling hills of thick forest beneath a glorious sunset can be seen. In the distance is a large log hunting cabin, an inviting plume of smoke coming from a stone chimney. She feels drawn to the place.

Ryk, Barinthasheer, and Ashley feel like their skulls are about to split open.
Ryk, Bari, Ashley
Take an automatic level of fatigue for being psionics. It will pass 10 minutes after the storm.
Ley Line Storm
While in the grips of a ley line storm, any rolls to use electrical equipment suffer a −2 penalty, while trying to use Techno-Wizard items incurs a −4 penalty. No one, including Ley Line Walkers, can tap into the extra PPE of a ley line while a storm is raging. Ley line communication and travel is impossible.

Any attempt at using magic or mystical powers while in a ley line storm risks wild, unexpected side effects. Each use of a power or arcane ability (including those from items) while in a storm requires a roll on the Ley Lines Storm Effect on Magic table. (GM Handbook p. 86

Psionics are not immune to the effects of a ley line storm. While in the area of effect, they suffer −2 to all Psionics skill rolls, as well as an overall Fatigue level due to constant headaches. The headaches go away within 10 minutes after the storm ends or they leave the area.

Storm Effect on Magic: Negation: PPE is spent, but nothing happens as the storm consumes the effect.
Instructions
This will be a series of Quick Encounters as the storm changes around you over time. Decide what your character will do to help everyone survive the storm. Or possibly your character wants to investigate the rift that just opened. Choose a skill and apply the following:
  • Difficulty -2 (all skills and supporting rolls)
  • Visibility -4 (any skill requiring you to see through a blizzard)
  • Storm Effect on Magic: Negation: PPE is spent, but nothing happens as the storm consumes the effect.
Dangerous Encounter: If a character fails his roll he takes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual. Success means the hero emerges with only Bumps & Bruises (page 125), and a raise means he escapes unscathed.
Loot
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Thomas (Monologuer)
Barinthasheer
Ashley
Dr. Asterisk
Ryk (Danger Sense, Quick)
Elennar


Enemies

***
GM Notes
GM Bennies: 8/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Elennar
Posts: 19
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Battle, success and raise
Battle; -2 scene, +2 Scholar: 1d10!!: [3] = 3
WD Battle: 1d6!!: [4] = 4
Benny for fun with Elan: 1d10!!+2: [8]+2 = 10
WD Battle: 1d6!!+2: [2]+2 = 4
"...so you see, logistics and administration are as important to large scale military operations as soldiers. An archer without arrows becomes little more than a lesser trained foot soldier...HEAVENS!" The first clap of thunder cuts short Elennar's soliloquy on supply logistics. The green skies cast the world in strange hues that play havoc with her sight. Amidst calls to buckle up and assessing her companions' statuses, she feels a strange magnetism within her. She peers forward through the windshield of the Cassowary and spies the rift. "Look ahead! @Ryder, make for that portal. This storm will be the end of our mentalists if we do nothing. We can shelter in that cabin, or in the woods if the inhabitant is unwilling to house us. Hurry!"
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post

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Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

"Uhh...this can't be good for...well, anyone." (spins) @Elennar "You want to go where? Oh, looks peaceful in there now, that's how it always starts. Then later there's running and screaming. I don't know what your experience has been with portals but I've never met a friendly anything from one. But I'm not driving and it looks like I'm going wherever the vehicle goes."

(spins) @Ryder "We are only a few hundred feet inside this line. Can't we just like, back up or something until this blows over? I'll check the sensors for the shortest route "out" but they seem very angry at the moment."
Dice rolls
Electronics 1d10!!: [26!!] = 26
Wild 1d6!!: [2] = 2


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


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Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.3 Fort Sioux

Post by Thomas »

As the storm breaks out Thomas sighs in relief. "Oh thank god we will get a break in your rambling." He says blatantly to the others than to @Elennar. "Unfortunately we will have to miss your lecturing on why we should breath air, and drink water."

Then more directly, "Okay everyone we know what to do. Hunker down, avoid the lightning and..." He trails for a moment when the rift opens. So tempting to a man who has been to a dozen dimensions and could easily return...

Snapping his mind back to it he continues working with the team. "Lets see if we can get through this. If we go through the Rift I can get us back. But no way will the ride fix. Any ideas, lets here them all?"


Supporting the Team
Persuasion 1d8!! or 1d6!! +2 to highest.: [1]+[8!!] = 9 -2 For support = 1 Fatigue

Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

"Oh, well, bloody shame the ol' Casio-wagon won't fit through the portal to the cabin in the woods in bugger-all dimension. I can practical-like smell the gingerbread in the air, no witches there, no, couldn't be. No demons an' dimensional horrors waiting to feast on our innards and sip our souls like a single-malt what's been ageing in like oaken barrels for a century or thrice. S'pose we have no recourse but to continue past this doorway to heavenly pits of danger and disdain, and carry on our journeys."

Vik helpfully reaches over to Ryder, offering to shift the Cassowary into "Drive," should the offering in any way speed up the pace at which the group flees from the dimensional anomaly.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

OOC Comments
Electrics in ley line storm -2; Scene Penalty -2; Visibility -4; Handling +1; Vehicle Interface +2; Ace cancels 2 points of penalties
Final modifier -3

Ryder's on the Storm 1d12!!-3: [10]-3 = 7
Wild Driving 1d6!!-3: [3]-3 = 0
Ryder grumbles under his breath, then turns to Thomas. "Sir, if we don't get the Cassowary to secure grounds, we could end up walking home once we get back. Now, if you can think of a way to get our ride through the rift, I'm game--nothing like a new road to ride, after all." As the discussion proceeds, he deftly maneuvers the Cassowary through the lightning blasts.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.3 Fort Sioux

Post by Thomas »

Vik wrote:
Wed Aug 12, 2020 1:47 pm
"Oh, well, bloody shame the ol' Casio-wagon won't fit through the portal to the cabin in the woods in bugger-all dimension. I can practical-like smell the gingerbread in the air, no witches there, no, couldn't be. No demons an' dimensional horrors waiting to feast on our innards and sip our souls like a single-malt what's been ageing in like oaken barrels for a century or thrice. S'pose we have no recourse but to continue past this doorway to heavenly pits of danger and disdain, and carry on our journeys."

Vik helpfully reaches over to Ryder, offering to shift the Cassowary into "Drive," should the offering in any way speed up the pace at which the group flees from the dimensional anomaly.
Thomas nods at Vik's well spoken lament. "I could not agree more Vik. Let us move on and not damn any of us to the miseries of dying in alien dimensions."
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Ryder nods as Thomas sees reason. "Right, getting us clear!" Levers and switches flip, gears are shifted, and the Cassowary starts to make a bee-line for the closest edge of the Ley Line.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Elennar
Posts: 19
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

The elf maiden's eyes roll at Thomas' snark. "If breathing and drinking were any more strenuous, @Thomas, I daresay you might cease to undertake those endeavors, regardless of my urging." She shakes her head, then turns to @Ryder. "A faithful steed, well cared for, is a valuable thing. But saving the steed and sacrificing the rider is no credit. We will find shelter there. Whatever may come of this conveyance can be repaired. I urge you to take us as close as can be, and let us take cover within the portal!" Her voice is urgent, but still controlled.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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Barinthasheer
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Re: 4.3 Fort Sioux

Post by Barinthasheer »

The tear in reality definitely peaks Bari's interest, he looks at the seeming peace on the other side with longing as his head throbs. the low key arguing and sniping that had been going on between Thomas and Elennar wasn't helping. "Quit being jerks! It is not the time and it is making my head hurt more! While I would smoosh many witches and demons to make this head ache stop, I would not want the Aeon-Cassoway to get damaged or stolen. Not because it can not be fixed but because it is important to my friend." He gives both a glare and stalks to the cabin to try and actually help the situation. On the way he mutters about stupid mammalian dominance games in draconic.

Hoping to help steer through the storm the dragon uses what his mother taught him of magic energy and it's nature to try and predict where lightning strikes are emanant and warn Ryder.

Occult 1d6-3: [3]-3 = 0
Wild 1d6-3: [6]-3 = 3 Ace 1d6!!=3: [8!!] = 8

The memory lessons are surprisingly useful as she had weathered a storm nearly identical to the one that was battering them now.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.3 Fort Sioux

Post by Thomas »

Thomas nods to Bari, "You are right @Bari it is not the right time and I will try to make piece with @Elennar. After all her and I are likely related, and one should not encourage quibbles within families."
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Elennar
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Re: 4.3 Fort Sioux

Post by Elennar »

Elennar's jaw clenches as the dragon admonishes her. She does her best to restrain her urgency in replying to @Barinthasheer. "The situation is stressful, mighty one. I do not wish to add to your anguish. I will withhold further retort." She does not withhold an icy stare in @Thomas' direction at the mention of the possibility of being related.
She continues as the Cassowary turns to drive past the rift. "I do not wish to see harm come to our transport. But in the hierarchy of needs, friends and allies carry even more importance than machinery, sentimental though it may be." She sighs as the chances of their exit to the cabin dwindle. "I hope we have not erred."
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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KahlessNestor
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Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 5, 109 PA
Mission: Day 11
Time: 1000
Weather: 20 degrees colder than normal (very cold); no wind; heavy snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light/Visibility: -4 for the snowfall and ley line storm
Round 2

Elennar stares out the back at the rift as Ryder wheels the Cassowary around, that longing, that connection, still in her breast. The edge of the rift begins to flicker as it loses coherence, and as it begins to collapse closed, Elennar hears the loud, booming call of a hunting horn reverberate even above the chaos of the storm.

And then the rift and the sound of the horn is gone, and there is only the wind and the snow.

And the wind seems to be increasing, howling, shaking the Cassowary violently. And then Ryder’s stomach drops in dread. The wheels of the Cassowary are no longer on the ground! Intense crackling blue-white energy surrounds the Mountaineer as it is picked up by the violent winds, rising ten feet in the air. Time seems to slow as the giant vehicle is sent tumbling violently along the ley line for several minutes of total, uncontrolled chaos.

Then the back end of the Cassowary suddenly slams into the ground as the winds release it with a bone-shattering impact. It groans and tilts in the wind before falling onto its roof, wheels spinning in the air.
Instructions
Everyone roll Vigor at -2 as you are bounced around the cabin. See Dangerous Encounter below for results. Then everyone (including the Cassowary) take 20 damage from the impact. Then you need to figure out how to right the Cassowary in a ley line storm blizzard. Choose your skill and describe how you help. See Dangerous Encounter below for results.
  • Difficulty -2 (all skills and supporting rolls)
  • Visibility -4 (any skill requiring you to see through a blizzard)
  • Storm Effect on Magic: Negation: PPE is spent, but nothing happens as the storm consumes the effect.
Dangerous Encounter: If a character fails his roll he takes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual. Success means the hero emerges with only Bumps & Bruises (page 125), and a raise means he escapes unscathed.
Ryk, Bari, Ashley
Take an automatic level of fatigue for being psionics. It will pass 10 minutes after the storm.
Ley Line Storm
While in the grips of a ley line storm, any rolls to use electrical equipment suffer a −2 penalty, while trying to use Techno-Wizard items incurs a −4 penalty. No one, including Ley Line Walkers, can tap into the extra PPE of a ley line while a storm is raging. Ley line communication and travel is impossible.

Any attempt at using magic or mystical powers while in a ley line storm risks wild, unexpected side effects. Each use of a power or arcane ability (including those from items) while in a storm requires a roll on the Ley Lines Storm Effect on Magic table. (GM Handbook p. 86

Psionics are not immune to the effects of a ley line storm. While in the area of effect, they suffer −2 to all Psionics skill rolls, as well as an overall Fatigue level due to constant headaches. The headaches go away within 10 minutes after the storm ends or they leave the area.

Storm Effect on Magic: Negation: PPE is spent, but nothing happens as the storm consumes the effect.
Loot
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Thomas (Monologuer)
Barinthasheer
Ashley
Dr. Asterisk
Ryk (Danger Sense, Quick)
Elennar

Enemies

***
GM Notes
GM Bennies: 8/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Thomas
Posts: 153
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Re: 4.3 Fort Sioux

Post by Thomas »

OOC Comments
Vigor 1d4!! or 1d6!! Subtract -2 from highest: [2]+[5] = 7 Forgot Fatigue from previous success, and elderly gives -1 so = 1 Fail = TAKES 1 WOUND

Toughness = natural 4 Toughness +2 From Armor +1 Hold The Line, Over Coat +1 = 8
20 Damage - 8 = 12 = 3 wounds (Armor is TW and reduced to 4 point of protection without juice)

Soak Vigor 1d4!! or 1d6!! Subtract -1 from highest: [3]+[2] = 5 Forgot Fatigue from previous success, and elderly gives -1 , so = 0 Fail
Incapacitation Table Vigor 1d4!! or 1d6!! Subtract -3 from highest: [2]+[5] = 7 Forgot Fatigue from previous success, and elderly gives -1, so = 0 Fail dying, and permanent injury.
  • FAILURE: Roll on the Injury Table. The Injury is permanent and the character is Bleeding Out, see below.
Death & Defeat 1d20-4: [13]-4 = 9
Deleted messed up accidental second Death and Defeat roll of 17, was copy paste err.
Permanent Injury 2d6: [2, 3] = 5
Guts 1d6: [4] = 4 = Battered: Vigor reduced a die type (minimum d4).
As the vehicle flies into the air Thomas' stomach opens up, vomiting all over everyone. The sudden slamming into the roof as the lifting motion stops leaves him disoriented for a brief moment before the vehicle slams down onto the ground. Thomas lays there unresponsive, no effort or attempt to move, or leave the vehicle.
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 4.3 Fort Sioux

Post by Ashley Logan »

An agonized yelp escaped Ash as the Cassowary rolled, and one of the lockers came open and rained supplies in armored cases down onto her. Even with her armor the impacts hurt! Through it all, the ley line storm was a constant scream in her skull, a shrill whistle that made it almost impossible to think. She was dimly aware of others in the vehicle also being tossed and turned, and of hanging upside down in her seat harness. Between that and the aching pain in body and mind, Ashley could only lash out...struggling in her harness and howling into the chaos.

The temperature in the cabin shot up several degrees immediately, and the Cassowary rocked without any apparent reason. Outside the trees whipped against the wind, driven by an invisible force.

Ash opened her eyes, leaking tears, and realized other people were trying to roll their vehicle over as well...and managed to recapture enough control to coordinate. As they pushed, she shoved out with her mind...a formidable telekinetic blast of power that added on to their efforts!

Rolls: Vigor 6, 1 wound from damage, Psionics 8; 3 bennies spent
Vigor 1d6!!-2: [3]-2 = 1 Wild 1d6!!-2: [5]-2 = 3
Benny
Vigor 1d6!!-2: [3]-2 = 1 Wild 1d6!!-2: [8!!]-2 = 6
20 damage vs 13 toughness = 1 wound
Soak 1d6!!: [2] = 2 Wild 1d6!!: [1] = 1
1 wound taken
Attempting psionics roll at -6 (-2 from storm, -2 from circumstance, -1 from fatigue, -1 from wound)
I dunno if I can spend ISP to get a boost; I'll assume not since I'm not using a power in a quick-fricking encounter. *grumble*
1d10!!-6: [6]-6 = 0 Wild 1d6!!: [4] = 4 (note; won't let me roll a d6 at -6, so just appply the penalty after the fact)
Last benny, I guess...why not?
1d10!!-6: [14!!]-6 = 8 Wild 1d6!!: [1] = 1
...okay that worked out, lol... test 1d6: [5] = 5
Last edited by Ashley Logan on Sat Aug 22, 2020 1:07 pm, edited 1 time in total.

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Elennar
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Re: 4.3 Fort Sioux

Post by Elennar »

Rock and Roll The Cassowary Over
Vigor -2: 1d6!!-2: [8!!]-2 = 6
WD Vigor -2: 1d6!!-2: [5]-2 = 3
Benny to Soak 1 wound: 1d6!!: [8!!] = 8
WD Soak: 1d6!!: [2] = 2
Common Knowledge - knots for rope: 1d6!!-3: [11!!]-3 = 8
WD CK: 1d6!!-3: [9!!]-3 = 6
Elennar groans as the horn's call is silenced with the closing of the rift. Her anguish is short-lived, though, as the entire vehicle is yanked into the air. Even with her elven grace, the jostling knocks the air from her lungs and bumps her limbs into flying gear. "I hope we live long enough to regret not seeking shelter there. OUCH."
Once the Cassowary comes to its rest, Elennar twists out of the awkward position she landed in and begins to set about negotiating the situation. "Very well. We have our work cut out for us, but @Barinthasheer is mighty and we are canny. Here. Let us secure ropes to the machine. We can aid in halting momentum once the vehicle is turned aright." She directs anyone who is unencumbered with a task to aid with ropes or with clearing the landing zone. "Very good. For all your idiosyncrasies, this is a cohesive unit. Your strengths complement each other." Turning on her commander's-tone, she shouts, and her voice rings like music in your ears. "On my mark, pull against the turn to slow the landing." She turns to Bari. "Mighty one, we will await your lift."
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

OOC Comments
Bennies: 3/6

Vigor 1d6!!-2: [2]-2 = 0
Wild Vigor 1d6!!-2: [5]-2 = 3
Benny w/ Elan
Elan Vigor 1d6!!: [3] = 3
Wild Elan Vigor 1d6!!: [3] = 3
Benny w/ Elan b/c getting a Wound on the Cassowary would suck.
Elan Vigor 1d6!: [3] = 3
Wild Elan Vigor 1d6!!: [3] = 3
Screw it blue. Ryder takes a Wound, Cassowary takes a wound.
Using last Benny and Ace to try to Soak the Wound to the Cassowary.
Ryder base pool d12+3 (VI, Handling), Ignore Wound Penalty due to Ace.
Cassowary Soak 1d12!!+3: [2]+3 = 5
Wild Ace Soak 1d6!!+3: [5]+3 = 8
Cassowary soaks the wound from the Dangerous Task.
Ryder is out of bennies; takes a second Wound from the damage to the occupants of the vehicle (20 vs. 16).
Using Demolitionist and McGyver to create small shaped charges to help right the Cassowary.
Repair 1d8, Mr. Fix-It +2, Demolitionist ignores 2 points of Wound Penalties, Gearhead gives free Re-roll, Scene -2: Net roll, flat 1d8
Repair 1d8!!: [10!!] = 10
Wild Repair 1d6: [2] = 2
Raise!
Ryder curses loudly as the Cassowary goes airborne. "Dammit! Cassowary's are flightless! Hang o--! He's cut off as the Mountaineer, tumbling axle-over-frame, comes down hard, causing him to bite his own tongue hard enough to bleed, and sending a massive shock through his bones that he'll be feeling for a week if he doesn't get a dose of Vic-me-up.

Still, somehow, the Cassowary herself comes through her brief flight intact, if not exactly upright. Releasing himself from the harness to get out of his seat, he calls back, "Okay, folks, it ain't been often, but the Cassowary's been knocked over before. Pretty sure we can get her right again, if I can get the right materials. Just ignore the small boom, it's supposed ta happen." As the others on board take stock of their own injuries, he clambers to the back, grabbing bits and bobs from various storage compartments, putting together a trio of small shaped charges, using one of his huge stock of grenades to provide the explosive material--divvied up between the three charges, it shouldn't even scratch the paint, just give the old girl a bit of a lift.

He calls out to Bari once the last of them are in place, wedged under a few metal panels from the Mountaineer's interior. "Okay, kid! Get ready--when the booms go off, I want you to push hard as you can." He then lights the magnesium fuse (only way to keep it burning in the storm) and calls out, "Now!" The charges work perfectly, almost providing enough lift on their own to bring the Cassowary to rights, without inflicting any damage on her. Ryder spits some blood on the snow, and climbs painfully back inside as he starts getting the engine rolling again. "Right, what's our sit-rep?"
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Vigor 1d10!!-2: [7]-2 = 5 Wild 1d6!!-2: [3]-2 = 1


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


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Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Sorry for the second post but editing/adding to the previous post makes the dice rolls into gibberish.


Oof! Maybe we should have gone the long way around. But, hey...uh, Thomas looks more than bit disassembled so maybe we should attend to him before we turn the vehicle over again? I don't have the necessary skills to help him but apparently I'm the only one that can see his predicament. I figured I should mention the bleeding. I'd ask him what to do but he isn't in a position to respond.


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Vigor 4, no damage, Strength 15
Vigor is 1d6+2, -2 for scene
Vigor 1d6!!: [3] = 3
Wild 1d6!!: [4] = 4

20 damage is shaken vs his armored Toughness

Using Strength to help right the Cassowary (or dig a grave for Tom) at -2 (base is 1d12+1 from armor)
Strength 1d12!!-1: [16!!]-1 = 15
Wild 1d6!!-1: [2]-1 = 1
Vik sees hearts, stars, horseshoes and clovers for a moment as the Casio-whatsit suddenly jumps in the storm and he finds himself arse over ankles in a corner of the crew cabin. Shaking off his confusion, he checks himself and finds his German-made armor has once again saved him from serious injury.

"Oy, Ryder, think you mighta zigged when a more zag-like maneuver was called for, mate," he says. "Careful, or ol' Tom's like to put you in charge of latrines for ruffling his lux locks in a less than photo-genital manner, eh Tom?"

Vik pats Tommy's booted ankle where it lays nearby. When no twitch or sharp retort is forthcoming, he crawls across the cabin ceiling with dread in his heart.

"Oh, Tommy, tell me it ain't true. Give us a nod, right, or a bleeding sharp intake of breath at the least-wise."

For a moment, Vik's hands go to the staff of healing he'd taken from the pack of another departed comrade, crazy Nazo, but upon seeing the awkward angle at which Tom's head is stuffed into the corner of the cab, he sees there's little use.

"I ain't saying I never expected ol' swaggering Tom to meet his end with a wobbly neck -- far as spinal fortitude, you was always a bit of a rubbery wanker -- but I reckoned if you was to find yer ol' gizzard snapped, it'd be 'twixt the divine thighs of some feral goddess whose pleasure you'd either failed to provide or succeeded in the doing in fatal fashion. You was a bit of a shite boss, all in all, Tom, but you kept some of us alive for the nonce, and didn't make things too unpleasant. All in all, we coulda done a lot worse."

Vik starts to wrap Tom's body up in his cloak, but noticing it looks magic, and a mite valuable, he grabs a scrap of tarp from under the benches instead. Setting aside a few other expensive-looking odds and ends (pretty much everything but the wizard's custom-fitted armor and his magic staff) -- Vik lifts Tommy's shrouded body and carries it out into the raging ley line storm.

Setting the corpse aside for a moment, Vik lends his armor-enhanced strength to the task of flipping the Cassity-warble, then turns to digging a grave as quickly as he can.

"Tommy always was right in the middle of the shitestorm, no matter how he tried to skulk in the corners," he says, not particularly caring if anyone hears the words. "Seems fitting we lay his immortal remains here, where's the raging blue lightnings and storms of buggering-feth-all can have their way with immaterializing the dapper bag o' bones what until recent-like housed his boundless and eternal ego. Amen."

Finding himself a touch sniffly behind his armored mask, Vik heads off to check on the liquor stores, and to drink any that appear lonely or in danger of expiring in the next decade.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

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Elennar
Posts: 19
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar curses under her breath for not having seen @Thomas' state. Any prayers she can send to bring him back are swallowed by the storm. She hangs her head as @Vik delivers his surprisingly heartfelt eulogy. "I lament that we had so little time to learn of each other beyond jibes and jockeying. May his soul find rest in the hallowed hunting lodge, and may his passing not be in vain. We will do you proud, friend."
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post

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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 128
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »

1d8!!-2: [4]-2 = 2
Wild 1d6!!-2: [3]-2 = 1
Benny to reroll
Vigor 1d8!!-2: [5]-2 = 3
Wild 1d6!!-2: [2]-2 = 0
Oops those should have been at -3
Benny to reroll
Vigor 1d8!!-3: [6]-3 = 3
Wild 1d6!!-3: [3]-3 = 0

Vigor 1d8!!-1: [6]-1 = 5
Wild 1d6!!-1: [3]-1 = 2

Vigor 1d8!!-1: [1]-1 = 0
Wild 1d6!!-1: [5]-1 = 4


His brief life flashes before his eyes as Bari is tossed around the cabin. He lays on the roof in a daze for a few moments, his pain and wounds in the aftermath a completely new experience but is brought around by terrible news. Rolling on to his knees he learns in trying to push himself upright that a broken arm doesn't support weight very well. He faceplants with a grunt, pushes himself up with his good arm, and totters over to see Viks attempt with the staff fail. He can't even muster words as he thinks of the times, few though they were, when Thomas forgot he was a dragon and seemed genuinely kind to him, not just playing for favor. Even that had been a lesson for the hatchling. The magicians complex, if often self serving, outlook had taught Bari a lot about humanoid motivations.

He solemnly stands by quietly crying and accompanies Vik outside. Resuming his true form outside replies to Ryders instructions with a quiet "I will try."

Athletics 1d6!!-5: [5]-5 = 0
Wild 1d6!!-5: [10!!]-5 = 5

Bracing his shoulder against the side he gives a push as the explosives detonate.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Common Knowledge 1d4!!: [1] = 1 Wild 1d6!!: [11!!] = 11 Spirit 1d8!!-2: [5]-2 = 3 Wild 1d6!!-2: [27!!]-2 = 25

Spirit for post-traumatic stress


The robot spins to peer at Thomas, then to each member of the crew, in turn. Upon the righting of the vehicle, it does not return to its normal perch near the console, instead seeking the smallest corner of the cargo space, its back to the wall. There it remains.


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Ryk
Posts: 11
Joined: Mon Jul 13, 2020 6:23 pm

Re: 4.3 Fort Sioux

Post by Ryk »

Dice Rolls
Vigor: 1d6!!-3: [4]-3 = 1
WD Vigor: 1d6!!-3: [10!!]-3 = 7
Soak: 1d6!!-1: [11!!]-1 = 10
WD Soak: 1d6!!-1: [1]-1 = 0
Psionics: 1d8!!-1: [11!!]-1 = 10 (Should've been -3...oop.)
WD Psionics: 1d8!!-1: [5]-1 = 4
<To be written>
Last edited by Ryk on Wed Aug 26, 2020 6:33 pm, edited 2 times in total.

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KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 5, 109 PA
Mission: Day 11
Time: 1035
Weather: 20 degrees colder than normal (very cold); no wind; heavy snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light/Visibility: -4 for the snowfall and ley line storm
Round 3

The ley line storm seemed to have no respect even for the death of one as great as Thomas. The blizzard continued to rage around the Trailblazers as Vik dug a shallow grave in the frozen ground and swirling snow, and Elennar directed the team in ropework to help right the multi-ton Cassowary back onto its wheels.

The wind still howled and blew, though no longer strong enough to lift a Mountaineer. It buffeted the team as it worked, and as the Cassowary was righted, a new shift in the storm occurred, a new danger appeared. Blue-white bolts of energy flew forth from the storm, straight at anyone using PPE, or carrying magical or technowizard gear!
Instructions
Ley Line Lightning!
Anyone using PPE, or carrying magical gear or TW gear: Take 9 Mega-Damage. If you have MD armor, you may Soak. If you do not have MD Armor, you must roll once on the Injury Table. This injury may be healed by a successful Healing roll or magic.
Then describe how you help everyone GTFO and make a roll. This is the last half hour of the storm.
  • Difficulty -2 (all skills and supporting rolls)
  • Visibility -4 (any skill requiring you to see through a blizzard)
  • Storm Effect on Magic: Negation: PPE is spent, but nothing happens as the storm consumes the effect.
Dangerous Encounter: If a character fails his roll he takes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual. Success means the hero emerges with only Bumps & Bruises (page 125), and a raise means he escapes unscathed.
Ryk, Bari, Ashley
Take an automatic level of fatigue for being psionics. It will pass 10 minutes after the storm.
Ley Line Storm
While in the grips of a ley line storm, any rolls to use electrical equipment suffer a −2 penalty, while trying to use Techno-Wizard items incurs a −4 penalty. No one, including Ley Line Walkers, can tap into the extra PPE of a ley line while a storm is raging. Ley line communication and travel is impossible.

Any attempt at using magic or mystical powers while in a ley line storm risks wild, unexpected side effects. Each use of a power or arcane ability (including those from items) while in a storm requires a roll on the Ley Lines Storm Effect on Magic table. (GM Handbook p. 86

Psionics are not immune to the effects of a ley line storm. While in the area of effect, they suffer −2 to all Psionics skill rolls, as well as an overall Fatigue level due to constant headaches. The headaches go away within 10 minutes after the storm ends or they leave the area.

Storm Effect on Magic: Negation: PPE is spent, but nothing happens as the storm consumes the effect.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Barinthasheer
Ashley
Dr. Asterisk
Ryk (Danger Sense, Quick)
Elennar

Enemies

***
GM Notes
GM Bennies: 8/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

The bot skitters around the hull of the vehicle, including the underside, before and during travel. It volunteers to speak to no one.

Status checks for vehicle systems plus navigation:
Repair 1d10!!+4: [12!!]+4 = 16
Wild 1d6!!+4: [4]+4 = 8
Electronics 1d10!!: [1] = 1
Wild 1d6!!: [7!!] = 7
Notice 1d8+2!!: [5]+2 = 7
Wild 1d6!!+2: [2]+2 = 4


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Elennar
Posts: 19
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Encouragement
Battle: 1d10!!: [5] = 5
WD Battle: 1d6!!: [1] = 1
The first bolt of lightning strikes frighteningly close. Elennar begins calling out orders to the 101st to rally their escape. "Loose the ropes! We cannot foul the wheels before we depart. @Vik and @duhtroll, quick look for mechanical issues! The Cassowary's heart must beat if we are to run. @Barinthasheer, clear the immediate path of large obstacles. @Ryder will do the rest. @Ryk and @Ashley Logan, secure yourselves in the vehicle and keep watch. We need no more surprises from this terrible tempest. All aboard, now! Quick as you can!" Before she can board, another bolt of lightning arcs straight for her. Despite the sound and fury, the bolt does little more than to singe the hem of her cloak. "Too close for comfort. Double time, then!"
She scurries aboard and takes up a position behind the pilot's chair. "My dear Ryder, let us make haste. I've no intention of losing anyone else to this fell storm. Trust your instincts. I have faith in you." She doesn't relax until the Cassowary is clear of the storm.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post

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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 128
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »

Modifiers: wounds -2, fatigue -1, scene -2. Net -5
Athletics 1d6!!-5: [5]-5 = 0
Wild 1d6!!-5: [7!!]-5 = 2


While a part of him childishly balks at the new person acting all in charge so soon after Thomas' death, Bari is too sore, tired, and heartbroken to do more than give the elven woman a look that says "duh". Forging ahead he is soon presented with a massive deadfall. Not exactly doing his best think the wyrmling tries to claw and shove his wat through instead of just burning it down with his fire breath.

The mass shifts and with a colossal crash comes down on Bari, pinning him and making movement mostly impossible. His head and neck retain some freedom so he tries burning the debris off of himself but does too good of a job. While resistant to flame, he was not immune and some of his own fire deflected off some rock to singe him. He eventually vaporizes enough that he can throw off the rest. Angrily throwing or burning the rest away he resumes to glumly trudge into the storm.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

I AM A DRIVING GOD (16)
Modifiers:
Scene: -2
Visibility: -4
Using Electronics: -2
Ace: Ignore 2 points of penalties
Vehicle Interface: +2
Handling: +1
Net Modifier: -3
Driving 1d12!!-3: [19!!]-3 = 16
Wild Driving 1d6!!-3: [3]-3 = 0

Ryder is momentarily silent when he hears about Thomas, but then nods as Elennar gets him to focus on the living. "Right, everyone, get in and hang on! We're gonna make this mess eat dust!" There's a moment where it looks like the arcane lightning strikes him, but then it seems to ground itself in the pouch on his waist, with no lasting effect, and he leaps into the front seat to do the job.

Long limbs reaching out the custom-fitted controls, the ex-smuggler once again makes the Aeon Cassowary practically dance as he pushes it around obstacles and over trenches, even swerving around a too-close-for-comfort lightning bolt without so much as breaking a sweat (at least, not that anyone can see).
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Vik looks around blearily as lightning from the ley line storm starts grounding into anything magical, including the plethora of magical gear on his own person. Luckily, the strikes aren't particularly powerful.

"Bit tingly, like, of an actuality. Not like an original Hitachi, more like them knock-off magic wands what still give a bit of the ol' good vibrations but won't have you biting off your tongue," he says, as memories of more pleasant circumstances intrude ...

Reminiscing is brought to a sudden halt as the cyclopean bird starts barking shrill orders and acting like Ol' Tom of the See-Oh-Tee.

"Oy, Nancy Reagan, who d'you think you're ordering 'round? We's Legion here, and that means ranks and seniority. As far as I see, newcomers like you and the walkin' peyote stash fall somewheres just after the Radioshack professor what's hiding there in the corner."

Holding up one gauntleted hand, Vik does some quick calculations.

"How I figure it, it's ol' Ash there what should be doing the tellin' of look sharp and march onward. And me, as second, through battlefield promotion and the like, has assumed the role of disciplinarian and what have you. And by the power what's been vested in me by buggering happenstance, I declare the shite bubbling from 'twixt your lips to be insubordinatory. So stow it, right, 'fore you're put on latrine detail."

Pointedly ignoring Elennar's "commands," Vik digs into one of the supply boxes in the back of the Casio-widget and fishes out some thin cabling, to which he affixes a hastily built foil "kite." Plugging the nether-end into the vehicle's aetheric-paneling, he whispers a short prayer to old Benji Franklin and whips the makeshift lightning rod into the sky.

"Oy, Ryder, mate. Careful upon digging your foot into that pedal, as she's like to jump a bit."

Electronics 5, Success
Electronics, -2 scene, +2 Machine Maestro
Electronics 1d6!!: [1] = 1
Wild 1d6!!: [5] = 5
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

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Elennar
Posts: 19
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar blusters at @Vik's admonition. "How dare...I am only trying...LATRINES?! I'll have you..." The truth of his assessment of the command structure, though, puts a halt to her objection. Her time as commander was earned by virtue of her skill at soldiery. Her attitude returning to its roots, she nods. "As you say, Sir." She steps back from @Ryder, though still maintains a perch with a fair field of view.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post

User avatar
KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 6, 109 PA
Mission: Day 12
Time: 1510
Weather: 30 degrees warmer than normal (warm); no wind; light rain
Location: Wilderness/Survey location
Ley Line: No
Scene modifiers:
  • Light/Visibility: -1 for the light rain
Round 0

Worn out from the hour and a half fighting the ley line storm, the Trailblazers found a place to make some semblance of camp until they set out for the next day. The weather warmed up considerably, the snow dumped on the area turning to slush and mud, the blizzard turning to a steady fall of light rain to add to the miserable conditions of traveling, though the air outside was quite balmy for the season. The afternoon brought them to the first coordinates for the start of their survey region. With heavy hearts, they began the drudgery of their assigned task with nothing to take their minds off the death of their leader.
Instructions
Survey Day 1: A successful Survival roll is needed to complete each day’s survey. Select one character for the lead Survival roll. Other characters may make Support rolls. If you draw a Club, then your roll is at -2 for a complication. Then write an interlude based on the card you drew.
Roll 1d4:
  • 1: Spades: A difficult obstacle the group negotiated during the day’s survey.
  • 2: Hearts: How the party endured a trying hardship during the day’s survey.
  • 3: Diamonds: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
  • 4: Clubs: A hardship the party overcame during the survey: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Barinthasheer
Ashley
Dr. Asterisk
Ryk (Danger Sense, Quick)
Elennar

Enemies

***
GM Notes
GM Bennies: 8/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Support (Survival) 1d6!!: [1] = 1 Wild 1d6!!: [3] = 3 Card 1d4: [2] = 2

The little bot zips away, faster than one would think such a small construct would move. It is immediately physically lost in the terrain, whether tall grass, leftover snow or mud. After about an hour it returns, caked and coated with elements of the landscape, and begins to clean itself in a meticulous manner.

One might notice the lettering that now adorns its abdomen which in white stencils spells out, "STILL FUNCTIONING. DO NOT LOOT OR BURY."

Data 2, Personal Log File 2.3: Terrain and location survey. We have been tasked with surveying an area unknown to the group, although one would wonder why I would turn my back on any of these opportunists. I'm clearly not a survey bot, not that anyone would notice and maybe that is a good thing. This is one of the last places I would ask for an oil can, CS included.

My current companions appear to be operating under the assumption that I am now a member of this organization called the Tomorrow Legion ever since offering me a ride in their vehicle and freedom from the Coalition morons who were holding me prior to this. The one called "Vik" who speaks an odd dialect I would attribute to "war veteran mentor guy who gets blown up in act 3 of a sci-fi movie" appears to be the leader now so I can only assume the group agrees he is next to be abandoned to die in this strange hierarchy. Then again, as far as loyalty goes, he just attacked some other life forms that borrowed this vehicle for transportation, so maybe I'm the next, instead.

I think I might enjoy the direction of the elf woman more. Clear, direct orders mixed with a little disdain for those she considers beneath her. Reminds me of mom.

And speaking of accents, Rykszc, er, cactus guy has shown they translate to psionic contact. Who knew?

I kind of enjoy the ramblings of the dragon so if he's running a con it's a good one. Either way, he seems safer than the rest.

I like Ryder as we seem to share at least some of the same interests. Well, except...Of all the things that had to survive the cataclysm -- karaoke? I mean, I have the song library but they totally didn't get my Twisted Sister reference.

Ash is still pretty quiet. Can't tell if that is because she is withdrawn or just plotting her own course of action. It's never the loud ones, anyway.

My survey results were pretty underwhelming. Mud, as far as the sensors can detect. It'll take a week to get my joints working smoothly again. Directional jets just went up the list a few places.


This doesn't even include the -2 feature lock. Let's just say this bot wasn't made for macro views.
Dice rolls
Card Draw 1d54: [16] = 16
Last edited by Dr. Asterisk on Wed Sep 16, 2020 7:21 am, edited 4 times in total.


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Support +1

Draw 1d4: [2] = 2 = hearts = Hardship
Support Driving 1d12!!+3: [4]+3 = 7
Wild Driving 1d6!!+3: [2]+3 = 5

7=+1 to lead
Getting the group out of the storm was easy, in comparison to the difficulty of getting everyone focused on the task at hand. Between the death of Thomas, and the difficulties of integrating two newcomers to the group (not to mention that one of those newcomers seemed to insist on shooting for the vacated leadership spot almost immediately, setting off the propriety alerts of the more established team members), there was real danger of the group losing cohesion.

Ryder wasn't sure who first suggested it, but a bit of improv karaoke the night before the survey mission began seemed to do the trick. Each person picked a song to sing, and wrote it down (it had to be in someone's files for the recording, of course). Then they all took turns drawing one of the songs out of the box--the only rule was that you had to sing someone else's song. Ryder suspected that one or two picked a random song from the list available, rather than a legit 'favorite', but that just made the outcome more absurd and thus, easier to break the tension. It's hard to be somber, or even too annoyed, at someone once you've seen them attempt to hit the high notes on a Golden Age recording of "I Will Always Love You" or the feral growl from "I Can't Drive 55" (Ryder's own selection).

A bit of alcohol helped, too, of course, but even the non-drinkers (do AIs have alcohol 'recordings'?) seemed to relax with everyone else being a bit more calm.

Next day, Ryder was a bit hungover--that Malort packed a punch--and so less than optimal as a driver. Of course, Ryder's 'less than optimal' was most people's 'top rate', so no one felt the need to comment on it.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Elennar
Posts: 19
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Obstacle, +1 Support
Card Draw: 1d4: [4] = 4
Athletics - Support: 1d8!!-2: [5]-2 = 3
WD Athletics - Support: 1d6!!-2: [9!!]-2 = 7
Elennar's mood doesn't improve with the realization of her new station in life, but you wouldn't tell. Upon arriving at the first grid, she soldiers up and sets to the task. Ranging far afield, she spends most of her time in and out of trees, atop hills, and generally wherever she can get a vantage point to direct further mapping endeavors.
A particular cleft between hills made a fine, broad path for the Cassowary. Unfortunately, the lowland was thawed just enough by the sunshine that it turned into a hideous, boggy mess. The act of helping the ATV through the morass soaked the better part of a day, but the alternative was a circuitous route around the hills that was more likely to throw off their mapping efforts and cost them even more time.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command edges]Command, Command Presence, Inspire, Natural Leader, Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post

User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Obstacle, TW 11 is +2 to support
1d4: [1] = 1
Techno-Wizardry 1d12!!+2: [9]+2 = 11
Wild 1d6!!+2: [5]+2 = 7
With Tommy's recent death providing as good an excuse as any to dive deep into the bottle, Vik spends most of his time imbibing the soon-to-be-expired stock of spirits while proffering unsolicited advice of questionable utility.

He is roused from his torpor -- falling less than gracefully from his hammock in the galley to land arse-up in a corner -- as the Cassowary grinds to an abrupt halt, it's eldritch engine sputtering weakly as if mired in a swamp.

The analogy, as it turns out, isn't far off the mark. Conducting a semi-sober examination under the Casio-warble's hood, Vik discovers a slimy mass of engorged slugs filling the engine's arcane intake valves, along with another clump clogging up the exhaust.

"Oy, don't that look right disgustful," he says. "Reminds of when I was kid, running round the council houses. Bloke what lived round the way had a dog what liked to get in the garden of a morning and have hisself a snack of frogs and snails, fancy French-like, only them things don't agree wif' dogs, so's he'd heff it all up on master's doorway bright and early. Looked a bit like this, if you squint, only them Earth-slugs didn't suck up all the magick petrol like these wriggling wankers."

After a nip or three and a good think, Vik has an idea. A few yards of what looks like Christmas lights round-wound with silver appear from his traveling tool kit, which he wraps round the vehicle's oversized tires. A bit of rerouting power, and the tires start glowing like bug-zappers to anyone with arcane sight.

"So sorry, you slitherin' strangers, but the ol' Casa-Wario ain't su casa no longer," he says, as the slugs slowly make their way from the engine well toward the wheels that twinkle and spark with PPE. The resulting sluggy massacre once the Cassowary resumes its journey leaves a pulpy mess in the vehicle's backtrail, but the slight loss of handling is hardly noticeable.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 128
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »


Vigor 1d8-3: [4]-3 = 1
Wild 1d6-3: [3]-3 = 0


The nights rest and escape from the ley line storm don't help Bari much, His arm remains broken and his body a mass of bruises. Despite this he glumly trudges on. He largely remains silent, speaking only when spoken to until he proposes and idea to Vik and Ryder over lunch. "Can either of you make my helmets radio send you the visuals from it's optics? Then you could all see what I see from above." He hands them the helm for modification before heading back into the sky to scout.


Survival 1d6-3: [6]-3 = 3
Wild 1d6-3: [4]-3 = 1


Unfortunataly in his injured state he's not able to fly very high, or for very long, so any data from his suggestion is minimal at best.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 7, 109 PA
Mission: Day 13
Time: 1635
Weather: Normal for the season (cold); strong wind; no rain
Location: Wilderness/Survey location
Ley Line: No
Scene modifiers:
  • Light/Visibility: Clear
Round 2

With the boggy mess of the day before surveyed, the Trailblazers moved into the next survey zone. The temperature had dropped, freezing everything once more, and a strong, cold wind was blowing, sweeping into the Cassowary anytime someone needed to open the hatch.

In the afternoon, the sweep of hills the team was surveying hid the presence of a coalition recon force in the next valley until they came over the top of the hill, stopping when they saw the Cassowary.
Barinthasheer
Is Bari in dragon form and visible, or in human form inside?
Notice Success
You can make out 9 Coalition Grunts, 10 Skelebots, 2 Dog Boys, 4 Psi-Stalkers, 3 SAMAS Pilots, and 2 Military Specialists (the commander and second-in-command), UAR-1 Enforcer.
Notice Raise
It seems these troops have seen a fight. There is battle damage on the equipment, and what appear to be wounded in the force.
Instructions
Survey Day 2: A successful Survival roll is needed to complete each day’s survey. Select one character for the lead Survival roll. Other characters may make Support rolls. If you draw a Club, then your roll is at -2 for a complication. Then respond to the arrival of the Coalition patrol.
Roll 1d4:
  • 1: Spades: A difficult obstacle the group negotiated during the day’s survey.
  • 2: Hearts: How the party endured a trying hardship during the day’s survey.
  • 3: Diamonds: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
  • 4: Clubs: A hardship the party overcame during the survey: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Barinthasheer
Ashley
Dr. Asterisk
Elennar

Enemies

***
GM Notes
GM Bennies: 6/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

OOC Comments
Notice Roll w/ Field Intel bonus:
Alertness +2, Field Intel +2, STS +2
Notice 1d8!!+6: [4]+6 = 10
Wild Notice 1d6!!+6: [1]+6 = 7
Full Deets on CS troops

Draw Card
Card Draw 1d4: [4] = 4 Clubs: A hardship the party overcame during the survey: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.

Support Survey
Driving Support to Survey Roll 1d12!!+3: [8]+3 = 11
Wild Driving 1d6!!+3: [5]+3 = 8
Raise: +2 to Support Survey Roll
The second day of the survey was full of surprises. Like, for instance, no one expected the twister that suddenly touched down not more than a klick from their current position, on a path to intercept them. Ryder scowled, and got on the radio. "Bari! Get some large trees and boulders--just stack 'em gentle-like on top of the Cassowary, biggest ones you can find. Make it kind of like a cairn. We'll ride this out under too much rubble to be lifted in a single touch, I hope. Vic, if you can rig up something to help us stay anchored, that'd be aces!" For his part, the Trimadore maneuvered the Cassowary into a narrow gully, giving them maximum shelter from the winds.

And of course, what with all the tornadoes and the rubble and the gully, no one had an inkling about the Coalition patrol prior to the point when they all found themselves a bit off-guard. Ryder, constantly attuned to the surroundings with the keen attention of a smuggler, still managed to piece the situation together in a hurry, even spotting a potentially useful detail. He tossed the mic back to Elennar. "You seem to like talkin'; maybe you can get us out of this one without another shooting match. Note that this group's already looking battered--odds are, we make nice, they'll opt for the better part of valor."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

The bot chooses to let the digits do the walking this time, staying inside away from the elements.
(support for survey, fake radioing, hide-ification)
Electronics 1d10!!+2: [2]+2 = 4
Wild 1d6!!+2: [5]+2 = 7

Card Draw 1d4: [4] = 4

Hacking 1d4!!+4: [2]+4 = 6
Wild 1d6!!+4: [4]+4 = 8

Stealth 1d10!!+4: [3]+4 = 7
Wild 1d6!!+4: [5]+4 = 9


To @Ryder You sure this thing isn't cursed or something? I mean if this were a series it would be the Halloween episode.

Anyway, between "2nd Amendment Day Camp" out there and the deadly cosmic deathweather of death we keep seeming to find, I figured we could make these work to our advantage. I pieced together this fake transmission - nothing elaborate - that should make the CS believe there is another, small Simvan force to the North that has spotted them. If nothing else, it could make us look like small potatoes if not even their new best friend, if you know what I mean. Between those 2 things, I'm hoping they figure the best way is A-way. So if you want to use it, just enter this code.

Anyway, I'm none to keen on being seen by the, how did @Vik put it? Goose-stepping wankers? So if this works, I'll be out of sight 'til they pass. If not, I'll be out of sight waiting for the explosions.


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Notice 10, TW 7 is a +1 to support the Survey roll
1d4: [1] = 1
Notice 1d8!!+2: [5]+2 = 7
Wild 1d6!!+2: [8!!]+2 = 10

TW as a support roll: 1d12!!+2: [5]+2 = 7
Wild: 1d6!!+2: [5]+2 = 7

Vik is in a foul mood, having developed some rather unpleasant gastrointestinal trouble after using some of the local flora to garnish a cocktail. He spends most of the day hanging from the back of the Casual-Warbler, fiddling with the vehicle's sensor array while fertilizing the ground behind them as the survey continues.

The perch does afford him a good view of the surrounding territory, and he's one of the first to spot the Coalition patrol when they appear on the horizon.

"Gaaaaaaah ... buncha skull-buggerin' blighters whats come 'round the bend up ahead," he says, letting out another groan that may or may not be related to the uninvited guests.

"Not much what's a danger to us in our armored magical conveyance, from the looks, 'cept another of them robo-Enforcers wif the silly UHF antennae growing out its shoulder," he says, before squinting a bit. "Looks like this lot already had a tussle with somefin what's left 'em dragging along some wounded, like. Mayhap we can convince it ain't worth a rumble, seeing as we just recent-like got the best of their mates."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

User avatar
KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Survival 13
+4 support
I need a Survival roll for this day. Bari has the highest in that skill of the people who haven’t posted, so I will use his.
Survival 1d4!!+4: [2]+4 = 6
Wild 1d6!!+4: [9!!]+4 = 13
Assumptions
Since Bari hasn't replied, I'm assuming (in the player's favor) that he is inside the Cassowary in Human form, so the CS forces aren't confronted with a dragon.
Social Conflict Round 1 2; other players may support
Tokens: 0
-1 Uncooperative
Persuasion 1d6!!-1: [2]-1 = 1
Wild 1d6!!-1: [3]-1 = 2
Date: December 7, 109 PA
Mission: Day 13
Time: 1645
Weather: Normal for the season (cold); strong wind; no rain
Location: Wilderness/Survey location
Ley Line: No
Scene modifiers:
  • Light/Visibility: Clear
Round 2

(Permission was given to jaeger Elennar. I will do so as minimally as possible, and Christan can feel free to jump in any time he has time. But I can’t spend bennies for her, so if she fails, she fails, unless Christian jumps in to spend one.)

At Ryder’s request, Elennar quickly jumped onto the radio. “Hail and well met,” she greeted the Coalition forces over the radio.

“Identify yourselves,” came the reply. “Who are you? This area is restricted?”

“We’re a mercenary group. We’re passing through the area. We weren’t aware this was Coalition territory.”

“All of Minnesota now belongs to the Coalition,” came the reply. “Leave the area now.”

Elennar looked at the others for ideas.
Options
  1. End the social conflict and do as he says, leave the area. This will put you a day behind in your survey.
  2. Continue the social conflict to convince the Coalition you are no threat, or can be a help, or that you will leave, and they trust you enough to just move on. If you succeed, your survey won’t be delayed.
  3. Beat the tar out of them.
  4. Other option you come up with.
Instructions
Survey Day 2: A successful Survival roll is needed to complete each day’s survey. Select one character for the lead Survival roll. Other characters may make Support rolls. If you draw a Club, then your roll is at -2 for a complication. Then respond to the arrival of the Coalition patrol.
Roll 1d4:
  • 1: Spades: A difficult obstacle the group negotiated during the day’s survey.
  • 2: Hearts: How the party endured a trying hardship during the day’s survey.
  • 3: Diamonds: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
  • 4: Clubs: A hardship the party overcame during the survey: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Barinthasheer
Ashley
Dr. Asterisk
Elennar

Enemies

***
GM Notes
GM Bennies: 6/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 128
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »

natural healing 6
Vigor 1d8!!-3: [3]-3 = 0
Wild 1d6!!-3: [9!!]-3 = 6
Notice 1d8!!: [1] = 1
Wild 1d6!!: [2] = 2


Encounter roll 1d4: [4] = 4
Athletics 1d6!!-2: [7!!]-2 = 5
Wild 1d6!!-2: [11!!]-2 = 9

As the team moved through a sweep of hills they found some sort of magical conflagration had passed through somewhat recently. The boggy weather, lack of ground cover to hold the soil in place made for some slick hillsides at best. At their worst, straight up mudslides. Pulling up a hill in the mid afternoon, the Aeon Cassoway began to slide backwards for the umteenth time. By now though the team had a system. Doing his part, the heavy lifting, Bari helps shove the massive vehicle to the crest of another hill. expecting people to either exit and survey or for the journey to trek onward, he's surprised at the pause. "What is happening guys?"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

@Elennar (electronic snort) I think they have confused, "all of Minnesota belongs to the Coalition" with "yeah we stumbled into a Tolkeen revenge mob or pack of bug swarms and have you seen my mommy?" They can try to plant their flag but there are other residents about who might disagree. Tell them we're bug hunters or salvage or something.

Aforementioned misdirection Hacking=8, Electronics=7

Or the bot offers support on the persuasion roll in the form of a scan/damage assessment. The guess is they do not want to fight.

Notice 1d8!!+4: [3]+4 = 7
Wild 1d6!!+4: [10!!]+4 = 14


Survey roll 1d4: [4] = 4
Last edited by Dr. Asterisk on Sun Oct 04, 2020 9:13 am, edited 2 times in total.


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Jericho
Posts: 9
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Seeing the signs of another group Killjoy can smell their power, psionics and magic. Well that is a good sign, maybe he could find some allies that would help him shake these dog boys hot on his trail. Turning he continued sprinting fullbore in that direction. They cannot track his power, but they had proven successful in tracking him by sent. And he was running out of steam.

As he bursts forth he shouts out, “Couple dozen dog boys coming this way. Prepare yourselves or run!”

As he leans forward to catch his breath he looks up and around. However his eyes grow wide as he sees not only the mixed group common in these parts, but a second CS Patrol. “Crap!” With Captain Wilder’s men behind him and more CS in front he stumbles to a stop trying to assess the situation.

User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Rolls
Vik activates Greater Boost Trait-Persuasion (can be done as a free action) then uses Persuasion for the social conflict

TW 1d12!!+2: [2]+2 = 4
Wild 1d6!!+2: [1]+2 = 3

Gonna Benny that

TW 1d12!!+2: [10]+2 = 12
Wild 1d6!!+2: [1]+2 = 3

So, Persuasion increased to 1d10 and a free reroll per action


EDIT: Forgot he has the auto-raise on Boost Trait, so no re-roll needed there.

Persuasion 1d8!!: [3] = 3
Wild 1d6!!: [4] = 4

And the reroll
Persuasion 1d8!!: [2] = 2
Wild 1d6!!: [3] = 3

Realized belatedly I rolled 1d8 instead of d10. However, ignoring that and using the Benny I didn't need to use above to reroll Persuasion, which will benefit from Elan (which I also forgot about earlier).

Persuasion 1d10!!+2: [3]+2 = 5
Wild 1d6!!+2: [3]+2 = 5

LOL. Still just a 5. No worries.
Vik, having progressed from booze to stimulants to combat his gastrointestinal suffering, is feeling a bit more clear-headed, though still in a foul mood. The arrival of a bunch of goose-stepping, skull-buggering wankers doesn't improve things much, nor does the sight of the pushy elven bird acting the part of O Captain, My Captain up at the radio.

"Oy, just a minute there love, don't be getting your bird-be-shited hands upon the command console what ain't belong to you," he says, shouldering his way to the radio. He briefly considers waiting for Ash, who's nominally in charge after Tommy's death, but reckons she'll appreciate his initiative in standing up to the uppity tree-hugging-type tart.

"Right. Erm, ahoy there, fellow glorious specimens of humanity. As the, uh, subordinate said, we're a crew of legitimate and above-board business types, doing a bit of the enforcement and bounty hunting line of work. Been rounding up some of them nasty D-bee purveyors of sorcerous hoo-doo and the like, which is what them canine companions of yours might be sniffing. Right on the trail of one, actually."

Having spotted the leonine wanker running up screaming 'bout Dog Boys, Vik performs a bit of quick cogitation and flips the switch to the team's private channel.

<<Oy, Barry-Boy, twist your knickers into strapping-young-lad form and go and collect that whiskery chap what's coming up. Maybe act a bit like you're ready to give him a slap, so's he knows to play along Chewbacca-like and pretend to be our prisoner.>>

Flipping back over to the public channel, Vik starts feeding the faked transmission Dr. Spot created to the CS.

"Fink we may need a bit more time in the vicinity to complete our sweep and make sure this tosser ain't got no bippity-boppity, abracadrabra-like allies hiding in the bush, so to speak, but might be getting a bit hot for a group of fine crusaders like yourselves, what look like you been in a scrap or two already. Got some intel here 'bout a bunch of them cannibalistic monster-riding buggers, them Simvan, what's off a bitty ways north. Sending it your-ways in case it's of use. Now, we've got this mobile machine what's quick of handling and like to outrun even them flyers of yours, and a cannon what's just the thing for cracking robot giants and wino-buffalopers both, so we'll be fine, I reckon. You just let us know if you need a hand wif them savages and if we ain't finished up and moved on, we'll come running to give you a hand in the scrape."

[Vik has a Persuasion 5 for the Social Conflict. With the +2 support roll from the Doc, that puts him to 7 -- if he can get one more successful Support roll he'll be at 8 for a Raise.]
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

User avatar
KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

CS Spirit 5
Spirit 1d8!!: [5] = 5
Wild 1d6!!: [5] = 5
Date: December 7, 109 PA
Mission: Day 13
Time: 1655
Weather: Normal for the season (cold); strong wind; no rain
Location: Wilderness/Survey location
Ley Line: No
Scene modifiers:
  • Light/Visibility: Clear
Round 3

The CS connection cut out a moment, likely as they confirmed what Vik said with their sensors, then clicked open again. “Great. Now we have those monsters running around the area, too,” the commander said with resignation. “I’m still not sure it’s safe to leave you running around here, after what we just ran into.”
One more round TN 4
You have successfully raised their attitude to neutral, so Persuasion is a straight roll this round.
Number to beat:
Spirit 1d8!!: [4] = 4
Wild 1d6!!: [3] = 3
Social Conflict progress: 1 token
  1. End the social conflict and do as he says, leave the area. This will put you a day behind in your survey.
  2. Continue the social conflict to convince the Coalition you are no threat, or can be a help, or that you will leave, and they trust you enough to just move on. If you succeed, your survey won’t be delayed.
  3. Beat the tar out of them.
  4. Other options you come up with.
Instructions
Survey Day 2: A successful Survival roll is needed to complete each day’s survey. Select one character for the lead Survival roll. Other characters may make Support rolls. If you draw a Club, then your roll is at -2 for a complication. Then respond to the arrival of the Coalition patrol.
Roll 1d4:
  • 1: Spades: A difficult obstacle the group negotiated during the day’s survey.
  • 2: Hearts: How the party endured a trying hardship during the day’s survey.
  • 3: Diamonds: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
  • 4: Clubs: A hardship the party overcame during the survey: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Barinthasheer
Ashley
Dr. Asterisk
Elennar
Jericho

Enemies

***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 4.3 Fort Sioux

Post by Ashley Logan »

Ashley was keeping quiet and still, back away from the Coalition troops. She hadn't been wearing this armor the last time she'd tangled with them, but even so Ash felt very exposed. The presence of psi-hounds wasn't helping either. Even keeping her powers doused, would they be able to recognize her scent if one of them had been tracking her before? What were the odds of something like that though? There were thousands and thousands of hounds, and she'd been nowhere near here.

Virtually nothing. But the idea of it still felt like lead in her stomach. Even so...

At low volume, Ash sent a radio message to Vik and quietly advised, "If he really thought we were dangerous, he'd just send us away or shoot. He just wants a show of submission. Say something about how we know better than to make the mighty Coalition angry or something."

Rolls: Diamond and +1 support to social conflict
Survey Roll: 1d4: [3] = 3

Social Task Support: Persuasion 1d6!!: [4] = 4 Wild 1d6!!: [2] = 2

User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Support Electronics 12, +3 to lead
Electronics to support lead in Social Conflict, +2 from Vehicle Interface, +2 from Field Intel, +2 from Reliable
Wild Electronics 1d6!!+6: [2]+6 = 8
Wild Electronics 1d6!!+6: [2]+6 = 8


::Headdesk:: Okay, I borked the dice-roller, but good. However, I think the result is a 12 from the Skill die, and an 8 on the Wild Die. I'm afraid if I try to fix it, the thing will just get worse.
Ryder, ignoring the position-jockeying, thinks fast and does some quick edits on their survey data--leaving only the portions in and since the Ley Line storm. Turning to the disjoint command, and making sure there's no radios picking up his voice, he says, "One of you, and seriously, I don't give a damn who, offer him this data packet, along with the following, put in your own words: 'By the way, we make a habit of keeping a record of recent travels; naturally, we'd be happy to share our current maps with you good Coalition folks--it includes a fair bit of terrain under that ungodly Ley Line off yonder."
Dice rolls
Electronics 1d8!!+6: [6]+6 = 12
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Hunched over the radio controls, Vik widens his stance a bit while giving Ele-ain't-gonna-shove-her-face-innit-again a meaningful glare full of bile and cocked eyebrow.

<<Right-o, chief. You's the boss.>> he says in response to Ashley, then gives Ryder a thumbs up before flipping comms back over to the Coalition.

"Oh, I'd wager we can keep our heads down and out of trouble while you put the boot to them Sims. Wouldn't wanna get in the way of a stomp, no, not us, all respectable and like, pro Cee-Ess as we are. Why, I'd a signed up to wear the ol' skulls and blacks meself, I would a, 'cept for on account of the flat bones and spurs I got 'neath my trainers is all, and probably lacking the like, 'ssential masculine prowess what defines being a Deadboy an' all. Not sure any of us, really, can contribute on that level, surely, so we're just left standing in awe and all, shocked, really, and trying to like, do the bits what we can. Speaking of, reckon maybe some of these logs of recent travels and travails might be of help, like give you the lay of the land and the like, case any more of them devious D-bees is laying about or trying to have a laugh. Take it with, um, thanks and ... er, thoughts and prayers and well wishes as you bring the slaughter and righteous, uh, cleansing, to them what's getting D-bee dirt on all the good peoples what looks like you and us. Definitely all, every one of us, in this vehicle. Right factual. 'Cept for the scummy D-bee scum what we're persecuting in like, good faith for profit and the, uh, brilliant glory of the Emperor. Er, Amen."

Persuasion 23
Persuasion 1d10!!+4: [4]+4 = 8
Wild 1d6!!+4: [9!!]+4 = 13

Free reroll

Persuasion 1d10!!+4: [19!!]+4 = 23
Wild 1d6!!+4: [5]+4 = 9
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

User avatar
Jericho
Posts: 9
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Jericho only listens as he walks over towards the d-bees. With dbees among them and a dragon to boot he figures he is safer with them than out on his own. Besides the weapons on that vehicle would easily tear apart those dog boys chasing him if what the drunk guy said about blowing up robots is true. "If ya' don't mind I will just wait over here while you all sort things out." No point in making trouble, when you do not have to afterall...

Lowering his sword, he does not put it away, but instead leaves it at ease, just in case things get hostile.

Detect Arcana 1d8!! or Wild 1d6!! whichever is higher +2: [3]+[4] = 7

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 128
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »

Modifiers: wounds -2, Major Psi +2. Net 0
Cost: conceal 2 ISP, major psi +2 4 ISP. Total 6 ISP
Psionics 1d8!!: [7] = 7
Wild 1d6!!: [3] = 3


For once Bari actually knew what the hells Vik was referencing. Vik and Ryder both had regaled the team of tales of the heroic smuggler and his wookie sidekick. Ryder having seen movies made long after Vik vanished into a rift was a bone of contention actually. The merits of "half arsed Georgey-come-lately prequel shite" vs "privative effects and even more privative dialog" was a debate most of the team had come to dread hearing. But the stories of the team heroes always interested the boy-dragon so he paid attention.

Shrinking down to his human form Bari conceals his aura as best he can and berates the approaching cat-being. "Bad... cat person. You know not to scout so far from our boss lady, Ms. Ashley will be very cross with you. Stand there and think about what you have done." He points his finger emphatically as he does so which causes the flaming eyeball on the antenea to wobble.

Turning to the direction from which Jericho arrived he turns out the loudspeaker.

"Thank you for returning our cat servant. He will be repremanded. You may go now."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Jericho
Posts: 9
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Barinthasheer wrote:
Tue Oct 13, 2020 2:21 pm
Shrinking down to his human form Bari conceals his aura as best he can and berates the approaching cat-being. "Bad... cat person. You know not to scout so far from our boss lady, Ms. Ashley will be very cross with you. Stand there and think about what you have done." He points his finger emphatically as he does so which causes the flaming eyeball on the antenea to wobble.

Turning to the direction from which Jericho arrived he turns out the loudspeaker.

"Thank you for returning our cat servant. He will be repremanded. You may go now."
Jericho starts to bristle a little as his independent nature kicks in. But then realizes the Dragon is essentially offering his protection and calms himself. "Sorry, I get carried away." He says, with his best forced smile.

Though his feline heritage rebels even to death at submissions, his sapience allows him to override such rebellions as he feigns guilt.

User avatar
Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

@Vik Here's a breath mint for all the BS you just had to vomit up. That had to be rough.

@Barinthasheer Oh, since you're running in my domain I took the liberty of loading all the historical documents regarding wookiees. They're in .avi so it should leave a little bit of room in storage...but hey I'm running on a bastardized clone of Windows ME so I'm doing really well, considering.

I figure I'm not going outside anytime soon so, enjoy.


Research (Star Wars original theatrical VHS copy and Holiday special) 1d6!!+2: [3]+2 = 5 Wild 1d6!!+2: [3]+2 = 5


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 7, 109 PA
Mission: Day 13
Time: 1705
Weather: Normal for the season (cold); strong wind; no rain
Location: Wilderness/Survey location
Ley Line: No
Scene modifiers:
  • Light/Visibility: Clear
Round 0

The weary response came back over the radio. “Fine. Keep your eyes peeled,” it warned. “There’s a pack of daemonix roaming the area. We ran into them earlier. I’d suggest finishing your business and getting the hell out of the area. Now we have to go deal with these damn simvans.”

The Coalition patrol rumbled away north, leaving the Trailblazers to finish their survey and find a safe place to camp for the night.


Date: December 8, 109 PA
Mission: Day 13
Time: 0800
Weather: Normal for the season (cold); no wind; light snow
Location: Wilderness/Survey location
Ley Line: No
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

The wind died down overnight, but a light snow started to fall. It was still winter and cold in these northern parts as you continued your survey.
Instructions
Survey Day 3: A successful Survival roll is needed to complete each day’s survey. Select one character for the lead Survival roll. Other characters may make Support rolls. If you draw a Club, then your roll is at -2 for a complication. Then respond to the arrival of the Coalition patrol.
Roll 1d4:
  • 1: Spades: A difficult obstacle the group negotiated during the day’s survey.
  • 2: Hearts: How the party endured a trying hardship during the day’s survey.
  • 3: Diamonds: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
  • 4: Clubs: A hardship the party overcame during the survey: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Barinthasheer
Ashley
Dr. Asterisk
Elennar
Jericho

Enemies

***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Jericho
Posts: 9
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Watching the patrol leave Jericho feels a sense of relief. "Thank you. I believe you may have just saved my life. How can I repay the favor?"

Looking around at all their told and equipment he adds. "I am a fair hand with told if needing repairs. So if it is alright. I would like to hang around your team for a bit. Send the CS find something about you intimidating enough not to sit on sight."

User avatar
Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

@Jericho No worries, they tend to pick up stray, er- fugi- um, the involuntarily and inconveniently detained in this outfit.

Yeah, down here, the roomba. Just a quick word of advice though. Don't aspire to leadership as it isn't a healthy pursuit.


Survey roll 1d4: [1] = 1

Scanning and cataloging continued smoothly for the first hour or so of the morning, with the bot perched over the controls, when an unexpected power loss brought all the vehicle's electronic systems to a sudden halt. This left only the mechanical sounds of the AC's engine as the bot hurriedly restarted the system while simultaneously avoiding the side stares being thrown in its direction.

Right, right. Out of file storage space. Musta been that last group of fan videos I uploaded. Well, I'm already planning to convert everything to a better format so I guess nothing like the present. Don't worry the next structure will be so slick and quiet you won't even notice it!


(support)

Electronics 1d10!!+2: [2]+2 = 4 Wild 1d6!!+2: [2]+2 = 4


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Dr. Asterisk wrote:
Thu Oct 15, 2020 7:44 am
No worries, they tend to pick up stray, er- fugi- um, the involuntarily and inconveniently detained in this outfit.

Yeah, down here, the roomba. Just a quick word of advice though. Don't aspire to leadership as it isn't a healthy pursuit.
"Dr. Spot has the right of it, buncha wayward strays and prodigals in this lot, no argumentatives 'bout that," Vik says, welcoming the feline newcomer aboard and offering a swig of his latest brain-scrambling concoction. "Happy to have you and all, long as you ain't some sorta soul-sucking wanker or sodding supremacist, human-ish or otherwise."

He leans in conspiratorially to Jericho and flips a thumb in the direction of Elannar.

"An' if this patchouli-and-unicorns bird starts giving you the high-and-mighties, just know what she ain't in the line of command, as it were. Flaming tart over there, Ash, she's the one what's carrying the rank as of the nonce, while the secondary seniority and, like, keeping in line of the masses, is up to me. But we're all pals here -- except for the bird with the bow -- so no reasons to get your kit in a bind over salutes and salutations."

Repair 7 for a +1 to the survey

1d4: [4] = 4 = Hardship

Repair at -2 = 1d10!!+1: [6]+1 = 7
Wild 1d6!!+1: [1]+1 = 2
With introductions complete, Vik heads back to the rear of the Case-a-Oreos, where he's rigged up an electric still by patching into the vehicle's aetheric power supply. What with recent losses and other auxiliary causes of depression, his supplies are running low. In an attempt to step up production, he installs an oricalcum magnification loop in the network, which ends up being a mite too effective -- frying several power couplings and giving Vik enough of a jolt to prompt an unplanned nap on the nearby floor. After coming to, he spends most of the day repairing the damage, limiting his contributions to the survey more than usual.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

User avatar
KahlessNestor
Posts: 601
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Survey Wild Die 3; So that's a fail for the survey of this day.
I'll roll the Wild Die for the Survey roll that Asterisk forgot. +1 from Vik's support.
Wild 1d6!!+1: [2]+1 = 3
Date: December 8, 109 PA
Mission: Day 13
Time: 1710
Weather: Normal for the season (cold); no wind; light snow
Location: Wilderness/Survey location
Ley Line: No
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

The survey that day took longer than expected due to some unexpected technical failures, putting them a day behind their projected timeline, and the team was about to call it for the evening when Ryder caught something on the sensors just over the next hill, allowing the Trailblazers to get a peek before they were spotted.
Notice
A troop of daemonix have downed a rhino-buffalo and are currently munching on its carcass. There are 3 Feculence, 3 Hangdogs, an Immolator, a Manslayer, and a Basal.
Notice Raise
These daemonix look to have taken a beating. Some are wounded. They do not seem to have noticed the Trailblazers yet.
Instructions
How do you want to handle the situation? You have Surprise.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Vik
Ryder (Danger Sense)
Barinthasheer
Ashley
Dr. Asterisk
Elennar
Jericho

Enemies

***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ryder
Posts: 122
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

OOC Comments
Notice with all the trimmings 1d8!!+6: [5]+6 = 11
Wild Notice 1d6!!+5: [1]+5 = 6

Ryder, looking over the sensors, nods to Ashley. "Okay, Boss. Taking out random demon-things isn't necessarily part of our official mission right now, but honestly, it'd feel good to be able to lay into a bunch of nasties like that. And some of 'em are clearly beaten up a bit, so it'd be an easier win. Say the word, and we charge over the hill at full tilt. If we've got some folks willing to man the cannon and the minigun, I'll also launch some grenades into that cluster as we move in."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Jericho
Posts: 9
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Notice 1d8!! or Wild 1d6!! +2 for advanced senses.: [9!!]+[10!!] = 19

Notice = 12! Nice for a first roll.

GM Note, Jericho does not have posting permissions.


Jericho looks at the monsters, then to Vik, who appears to be 'the boss'. "I agree with your friend. I would like to help eliminate this threat, and that vehicle weapon could do most of the job without putting anyone at risk. If those things live, they will end up killing a lot of people. I also have some skill with ranged weapons and while not as good as a cyborg could easily hit one of these creatures using that cannon."

If Repair will be needed this day here is a repair roll for support 1d6!! or 1d6!!: [1]+[3] = 4

User avatar
Dr. Asterisk
Posts: 19
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Sure we could blast 'em, or we could have a little bit of fun with them...aren't the Daemonix pretty much Tolkeen's anti-CS brute squad? I mean, it prolly was the CS patrol we just saw that gave these fish heads their most recent makeover. We could...you know... point out which way the CS went and give these guys a simple tracker to their location.

From way out of range, that is. And they are thick but I'm sure they could figure out a pretentious skull and a blinking neon arrow.

And if that doesn't work we still have the option of blasting them. Just a thought.


While speaking, two arms almost casually whip up a radio tracker with aforementioned arrow pointing to a 16-bit but rather lifelike recreation of the CS patrol, holding it up just long enough for recognition and making out the words "Game boy COLOR" before quickly wrapping it up to place it in a grenade casing. Two other arms seem to have not only popped but buttered and salted a bucket of popcorn.

Repair 1d10!!+6: [11!!]+6 = 17 Wild 1d10!!+6: [1]+6 = 7

Or...(spins) I guess if you want to be boring I can do SOP ordnance testing aimed their direction also. (slaps a smiley-face targeting reticle on the minigun) After the satisfying "click" into place, you hear a muffled, recorded voice say, "Go ahead, make my day."

Repair 1d10!!+6: [6]+6 = 12 Wild 1d10!!+6: [7]+6 = 13

EDIT: Messed up the copy/paste on the die rolls for wild dice - those are here

Wild 1d6!!+6: [2]+6 = 8

Wild 1d6!!+6: [4]+6 = 10


Dr. Asterisk

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d4, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d6+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d10; Parry: 4; Toughness: 26 (12)

I effed up on confusing "Feature Lock" with "Specialized Construction." This bot has both and costs and abilities have been updated.

Leaper: Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 8,850 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 10

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect), Invisibility (SWADE pp164; Limitations: Self (limited)), Speed (SWADE pp167; Limitations: One Aspect, Self (limited))

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner


User avatar
Vik
Posts: 150
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Notice 11
Notice 1d8!!+2: [9!!]+2 = 11
Wild 1d6!!+2: [3]+2 = 5
Vik gets a bit squinty when the daemons are spotted, staring off at the noxious bunch as the vision enhancements in his helmet do there work.

"Big bunch of bastards, ain't they. And a fair few of 'em, though looks like the Dead Buggers left 'em licking their wounds and all. Not quite up to a full load of brimstone, like."

Vik does some quick calculations, taking into account the firing rate of the Helium-shooter and the distance ... with a little techno-wizarding boost, even the bitty railgun on the pintle mount might do a trick on the baleful brood over the hill.

"I'd wager we might could swat the bunch 'fore they got close enough to split us whiskers to walrus," he says. "Johnny Five, Jr. -- sorry, Doctor JFJ -- ain't got a bad plan, but I'm a mite on the skeptical end of the spectrum when it comes to them gorilla-type wanks grokking the meaning of the game what he's wanting to play. If the consensus of our merry band is to get our knickers wet with a bit of hurly-burly, reckon we do it straightforward-like, with an artillery shot in the arse."

[If the consensus is to attack the Daemonix, Vik will whip up an Energizer E-clip (smite device) using Arcane Machinist and then use it to enhance the Helios cannon as well as the Cassowary's railgun with greater smite, boosting damage on the cannon by +4 and the railgun by +6 (raise).]

Rolls
TW to build 1d12!!+2: [5]+2 = 7
Wild 1d6!!+2: [3]+2 = 5

Casting on Helios
TW 1d12!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7

Casting on Railgun
TW 1d12!!+2: [7]+2 = 9
Wild 1d6!!+2: [4]+2 = 6
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Persuasion with reroll 1/action

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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 128
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »

Vigor 1d8!!-2: [9!!]-2 = 7
Wild 1d6!!-2: [4]-2 = 2


While shy on specifics, the psionic lessons of his mother did cover demonic beings and their dangers, both to himself and others. While is was a largeish group their wounds, and the teams superior ranged firepower has Bari convinced that confrontation is the best course.

"If we decide to attack should I hide until they get close or be seen to try and scare them to keep back?"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 1/4; Fatigue: (1)/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 3/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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