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4.3 Fort Sioux

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Dr. Asterisk
Posts: 30
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

The bot continues to stare at the Daemonix, waiting patiently for their demise (OOC hasn't taken any actions other than monitor the MS). It once again feeds the Manslayer's location to the team and then focuses a little more intently on the Hangdog.

Electronics 1d10!!+2: [5]+2 = 7
Wild 1d6!!+2: [3]+2 = 5


It reaches into a small pack, pulls out a small whiteboard and begins to draw.

This...is Chewbacca...

Confusion w/range (2PP) Spellcasting 1d6!!+2: [4]+2 = 6
Wild 1d6!!+2: [1]+2 = 3

Hangdog Smarts roll

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 d8+2, 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: d8; Parry: 6; (+3 to jumping)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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

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, Channeling, 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 or electrical weapons 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: 15,150 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), 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
Novice 2: Edge: Power Points (Magic)

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Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar begins to draw on the final hangdog. Something catches her eye and causes her to stop. Refocusing her vision, she
Notice for Manslayer: 1d8!!-8: [22!!]-8 = 14
engaged with Barinthasheer. "I have you now, fiend. Your miserable existence ends here and now!"
She takes aim and
Shooting manslayer, called shot (head): 1d10!!-4: [7]-4 = 3
WD Shooting: 1d6!!-4: [5]-4 = 1
Benny - Shooting manslayer with Elan: 1d10!!-2: [2]-2 = 0
WD Benny Shooting: 1d6!!-2: [9!!]-2 = 7
. The shot flies true,
Damage, headshot, AP 10: 5d6!!+6: [9!!, 8!!, 3, 1, 10!!]+6 = 37
and sprouting from the opposite end of its head. The beast falls very, very dead. "Rally, friends! Let us finish its comrade in the name of Orome!"
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, Command Presence, Inspire, Natural Leader, Master 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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Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

two headshots to Hangdog, doing 3 and 2 Wounds
5/6 Bennies, +1 for Allied Joker, 6/6

Two Shots at Hangdog, -2 MAP

Hangdog: Calibration +1; Double-Tap +1; Helios cannon gives +1 DT, +2 Shooting; Ellennar Support +2; Head Shot -4, -2 MAP, STS counters MAP
Net Shooting 1d12+2
First Shot:
Shooting 1d12!!+2: [9]+2 = 11
Wild Shooting 1d6!!+2: [1]+2 = 3
Called Shot Raise Damage: 3d10!!+1d6!!+11: [1, 1, 6]+[5]+11 = 24 vs. net Toughness 18=1 Wound
Benny to Reroll Damage
Called Shot Raise Damage Reroll: 3d10!!+1d6!!+11: [11!!, 5, 4]+[1]+11 = 32 vs. net Toughness 18 = 3 Wounds

Second Shot:
Shooting 1d12!!+2: [2]+2 = 4
Wild Shooting 1d6!!+2: [4]+2 = 6
Called Shot Hit Damage: 3d10!!+11: [1, 2, 12!!]+11 = 26 vs. net Toughness 18 = 2 Wounds

5/6 Bennies
Ryder iss about to play hunt-and-blast with the invisible Manslayer, when he hears Elennar's triumphant cry. Figuring that means the unseen target was down, he decides to get the remaining Hangdog, popping off two blasts with ease, both headshots, hitting with enough force to cauterize the exposed neck.

"Okay, folks, I think that's our lot! Grab anything potentially useful--Vic, see if some of their gear can be salvaged for your own projects, maybe? Just try to cut off anything that's more demon-meat than magic-tech, okay?"
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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KahlessNestor
Posts: 621
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 8, 109 PA
Mission: Day 13
Time: 1740
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

Elennar’s and Ryder’s shots finish off the daemonix, leaving their ichor-bleeding corpses strewn over the plains.

END ENCOUNTER: You have some time for RP for the rest of the week.
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Robert HOLD
Ashley HOLD
Barinthasheer JOKER
Jericho KS
Ryder (Danger Sense) JH
Elennar 6H
Dr. Asterisk 6S
Vik 5D

Enemies
Manslayer Parry 6; Toughness 29 (14) 12” (engaged with Bari) KH
Hangdog 1 Parry 6; Toughness 33 (15) (engaged with Jericho 12” from Cassowary) 4S

***
GM Notes
GM Bennies: 3/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Jericho
Posts: 22
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

The creatures dead, Jericho begins looking over them. Then looking between the reported leader of the team and the one who took charge in combat Jericho is unsure who is really in charge. "Anyone need to harvest anything from these guys? If not, better to burn the bodies than eat them or let them rot, most animals won't eat something that smells like this. They smell diseased."
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Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar shakes her head at @Jericho. "I have no need of anything these foul creatures have defiled. However, speaking of defiled, you may wish to ask that one." She head-bobs towards @Vik. "He has a surprising expertise with techno-wizardry. I suspect the smell may be a subtle camouflage so that most will expect little of him." She reaches out a hand to the cat. "I am Elennar. We have not been properly introduced. How came you to this region?"
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, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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Jericho
Posts: 22
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Elennar wrote: Tue Dec 15, 2020 12:20 pm Elennar shakes her head at Jericho. "I have no need of anything these foul creatures have defiled. However, speaking of defiled, you may wish to ask that one." She head-bobs towards Vik. "He has a surprising expertise with techno-wizardry. I suspect the smell may be a subtle camouflage so that most will expect little of him." She reaches out a hand to the cat. "I am Elennar. We have not been properly introduced. How came you to this region?"
Jericho gently look the hand of the tiny elf. "I am Jericho." Then answer some of her question. "I came here fleeing the Coalition. Turns out they are not fond of it when one of their pets decides the likes the prey more than the masters."

Then looking at the collection of men he asks. "So, what can you tell me of your collection? I like the idea of being in a group and not being left to fend for myself against the coalition."
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Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar smirks at @Jericho. "Magnetic charm in something besides a human form is anathema to such as the skull worshipers." She glances around and begins to introduce the entirety of the 101st. "Our senior officer, @Ashley Logan. No friend of the coalition, she. Technical matters fall to @Vik, who you can identify by the putrid smell and the tenuous grip on consciousness and lucidity. Far better smelling and much more alert is our talented transport specialist, @@Ryder. @Dr. Asterisk is a recent addition to our number. And, lastly, the mighty @Barinthasheer is a squadron unto himself. We are fortunate he has lent his strength to our cause." She bows slightly to the cat. "You are welcome to seek refuge with us. You have the look of someone who is well able to carry his own weight. We shall be glad for the addition."
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, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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Jericho
Posts: 22
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Elennar wrote: Thu Dec 17, 2020 9:36 pm Elennar smirks at Jericho. "Magnetic charm in something besides a human form is anathema to such as the skull worshipers." She glances around and begins to introduce the entirety of the 101st. "Our senior officer, Ashley Logan. No friend of the coalition, she. Technical matters fall to 4Vik, who you can identify by the putrid smell and the tenuous grip on consciousness and lucidity. Far better smelling and much more alert is our talented transport specialist, Ryder. Dr. Asterisk is a recent addition to our number. And, lastly, the mighty Barinthasheer is a squadron unto himself. We are fortunate he has lent his strength to our cause." She bows slightly to the cat. "You are welcome to seek refuge with us. You have the look of someone who is well able to carry his own weight. We shall be glad for the addition."
Jericho nods as he is introduced to each a little more formally than his previous intro now that there is no risk of imminent death or combat. Though a couple had already made his acquaintance it was good to have names for everyone. "Well, if your hiring, I am looking for employment. My last job did not like it when I chose not to murder younglings.

"I know I did not perform as well as I could have in this last battle, but my skills are not trivial. I can labor, fight, scout and hunt for you if needed."



Without more direction he takes care of disposing of the corpses.
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Vik
Posts: 158
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Vik sticks his head into the conversation before the poncy tree-hugging tart fills 'Rico's head up with a load of shite and calls it lembas.

"Right-o, Lion-o. If you's wants ta sign up with this lot, the first thing what's worth sorting is ta know who's qualified for the dispensing of wisdom, like, and who's not. And the most important of that persuasion is ta know that yer best served ignorin' anyfin' what's vomited from 'twixt the lips of jumped-up Jezebelles what's never known this side of an Epilady, if you catch my drift," he says, glaring as obviously as he can at the patchouli-bombed princess.

"Now, 'fore we go and just pretend to be warriors for like ecological justice and such, how abouts you give ol' Vik a hand with the recyclables, right? Some good tech on these demon-y blokes, once you get the brimstone and hell-pus off the transistors. Gotta watch for the ones what's got like abyssal grubs in the gubbins, need an extra scrub on them wif some holy water, though dragonfire's good for that, too, and Barry-boy's game once he's had a bellyful of them Legion ration's ...
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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar arches an eyebrow at @Vik. She points towards his chestplate. "You would know of vomit. Is that regurgitated breakfast you've decorated your suit with?" She pinches her nose and leans back towards @Jericho. "Yes. This one is wisdom incarnate. His wisdom begins and ends with self-gratification and defilement. It's a wonder our gear hasn't collapsed under the weight of intestinal acids."
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, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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Dr. Asterisk
Posts: 30
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

You know, come to think of it, both of those issues could be remedied with one device. (presents a tendril-held device with a small, electric rotary motor) Spin it one way and the 5 titanium blades remove unsightly hairs. Spin it the other, a passable crustbuster vaccuum groomer for last night's <ahem>, "bout with excessive reflux." See that way you both could look and smell a little... (trails off) Ah...

'Course, these blades are good for excising bits of tech from alien fleshheaps too, right? Uh, heh.

I'll be over here.

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 d8+2, 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: d8; Parry: 6; (+3 to jumping)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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

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, Channeling, 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 or electrical weapons 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: 15,150 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), 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
Novice 2: Edge: Power Points (Magic)

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

Re: 4.3 Fort Sioux

Post by Jericho »

Listening as @Vik and @Elennar go through their perspective view point Jericho has been around long enough to know he did not want get in the middle of it. When Vik shares some work he can apply himself to he jumps on it. "Right, I can help with that right away."

Moving over to help on the work Jericho proves he is competent and works well at the job. All the while listening to the conversation and how they relate. The robots response seemed a little out of sorts, leaving Jericho to wonder if the robot is more than a simple droid.
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KahlessNestor
Posts: 621
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 8, 109 PA
Mission: Day 15-18
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
Survey Days successes: 1/5

After harvesting what techno-wizard parts could be had from the daemonix, the Trailblazers found a place to set up camp, and then resumed their surveys of the area the next morning. Nothing too exciting interrupted them as they worked.
Instructions
You need four more survey successes to complete the survey task you were assigned. Choose a character or characters to make the primary survey roll (Survival) four (4) times. Other characters may make assistance rolls (any applicable skill) to give +1/+2 to the Survival roll. Make 4 skill rolls, one to assist each day. Then roll 1d4 and write an interlude.
  • 1: A difficult obstacle the group negotiated.
  • 2: How the party endured a trying hardship.
  • 3: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
  • 4: A hardship the party overcame on their 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:

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

Enemies

***
GM Notes
GM Bennies: 3/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Support: +2, CritFail, +2, +1
Rolls 'n' such:

Interlude:
Interlude 1d4: [4] = 4
A hardship the party overcame on their survey: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
Hardship: Leadership vacuum causing infighting and distress among the crew.

Support Rolls:
OUTDATED TEXT FOR RELIABLE EDGE ON MY CHARACTER SHEET. Subtract 2 from all rolls, but then get a Free Re-roll if desired. Final totals in Green

Day 1: Driving 1d12!!+5: [21!!]+5 = 26
Wild Driving 1d6!!+5: [2]+5 = 7
Final Total: 24

Day 2: Electronics 1d8!!+2: [5]+2 = 7
Wild Electronics 1d6!!+2: [1]+2 = 3
Free Reroll (Gearhead):
Electronics Reroll 1d8!!+2: [2]+2 = 4
Wild Electronics 1d6!!+2: [5]+2 = 7
Free Reroll (Reliable):
Reliable Reroll Electronics 1d8!!: [1] = 1
Wild Electronics 1d6!!: [1] = 1
Benny Reroll:
Benny Electronics 1d8!!+4: [5]+4 = 9
Wild Electronics 1d6!!+4: [2]+4 = 6
(This part was negated by the post-hoc CritFail.)
TechDifficulties:
TechDifficulties 1d6: [2] = 2 = Glitch!
Repair
TD Repair 1d8!!+1: [12!!]+1 = 13
Wild TD Repair 1d6!!+1: [5]+1 = 6
Glitch Fixed.
Final Total: CritFail

Day 3: Notice 1d8!!+6: [4]+6 = 10
Wild Notice 1d6!!+6: [3]+6 = 9
Final Total: 8

Day 4: Persuasion 1d4!!+2: [1]+2 = 3
Wild Persuasion 1d6!!+2: [2]+2 = 4
Benny w/ Elan:
Benny Persuasion 1d4!!+4: [3]+4 = 7
Wild Persuasion 1d6!!+4: [5]+4 = 9
Reliable Reroll Persuasion 1d4!!+2: [5!!]+2 = 7
Wild Persuasion 1d6!!+2: [5]+2 = 7
Final Total: 7

Bennies: 4/6
Day 1: Ryder adeptly manages to cover considerable ground, maneuvering the Aeon Cassowary through gullies, over rocky terrain, through thick underbrush and even down a steep slope, all the while making his passengers feel as if they're riding on a smoothly paved street, of the kind that scarcely exists outside of Chi-Town and the better 'Burbs.

Day 2: Power surge problems continue to plague the Cassowary, unfortunately, once again damaging the sensors. Fortunately, it's a fairly quick and easy fix, and this time Ryder knows what to look for, but the delay does hinder their exploration a bit, and they're forced to drive 'blind' for the rest of the day.

Day 3: Ryder opts to give the sensors a bit of a break, and simply takes time to stop every so often, get a good vantage point on top of the Mountaineer, and give radio advice to Jericho, enabling the cat to find features of note.

Day 4: Pushed to his limits by Vik and Ellenar's constant snide remarks to and about one another, Ryder pulls them aside during the morning meal. "Look, you two. Personally, I don't give a carp who's in charge, so long as it isn't me. But you guys really kind of need to put a sock in it, for the sake of the kids." Here, he gives a nod towards Jericho and Dr. A. "Just chill on the bickering until we get back to base. They'll sort out command issues, then, and we can all get on with a new structure at that point, okay? Meantime, we just need to get through this and home without driving off any potential recruits."
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
Robert
Posts: 7
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.3 Fort Sioux

Post by Robert »

An accented voice chirps up over the radios. "Hello. My name is Robert (he pronounces this "Row Bear"). May I approach?
User avatar
Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

A return voice comes over the radio. "Affirmative, Row Bear. Come on out, please keep any weapons you've got stowed, though." Clicking off the radio, he turns to his multiple commanders "Figure with a name like that, he's prolly some sorta shaman-type, they can be useful contacts."
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
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 130
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.3 Fort Sioux

Post by Barinthasheer »

As much as the recent losses had shaken the dragonling he found the bickering between Vik and the newcomer oddly comforting.

Robert wrote: Fri Dec 25, 2020 8:41 pm An accented voice chirps up over the radios. "Hello. My name is Robert (he pronounces this "Row Bear"). May I approach?
A childlike voice answers.
"Your name is Robber? Why do humanoids name themselves after professions? Are you going to try and steal from us because that did not work out for the last robber... I did not know giant robot machines could run so fast. Or that there were giant robot machines with people inside..... You may approach, I am named Barinthasheer."
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: 30
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Despite @Ryder s frustration with the electrical systems, the maintenance bot seems happy to have something to do that doesn't involve smashing faces.

Support rolls:
Day 1 - Repair 1d10!!+6: [1]+6 = 7
Wild 1d6!!+6: [5]+6 = 11
Day 2 - Electronics 1d10!!+2: [8]+2 = 10
Wild 1d6!!+2: [1]+2 = 3
Day 3 - Survival 1d6!!: [2] = 2
Wild 1d6!!: [9!!] = 9
Day 4 - Survival 1d6!!: [1] = 1
Wild 1d6!!: [4] = 4


Interlude 1d4: [2] = 2

The bot still isn't quite sure what to make of this ensemble, as trouble seems to find them rather frequently in the short time he has witnessed. This group could use their own therapy sessions, it seems. He can only imagine some of the trust exercises and findings that would produce. This Legion thing sounds promising though...if they can cut down on the murder and projectiles-- and murderous projectiles. No problems, though he is heard muttering to himself, I'm sure things will settle down soon and we'll all be getting along just peachy! It's a bright, sunshiny... (looks up at the snow) Ehh...fine.(whistles and buffs away the grime from the suspension)

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 d8+2, 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: d8; Parry: 6; (+3 to jumping)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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

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, Channeling, 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 or electrical weapons 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: 15,150 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), 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
Novice 2: Edge: Power Points (Magic)

User avatar
Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Day 1 +2, Day 2 +3, Day 3 +2, Day 4 +2
Day 1 Support - Battle: 1d10!!+2: [8]+2 = 10
WD Battle: 1d6!!+2: [4]+2 = 6
Day 2 Support - Notice: 1d8!!: [6] = 6
WD Notice: 1d6!!: [14!!] = 14
Day 3 Support - Stealth: 1d8!!+2: [7]+2 = 9
WD Stealth: 1d6!!+2: [5]+2 = 7
Day 4 Support - Faith: 1d8!!: [3] = 3
WD Faith: 1d6!!: [8!!] = 8
Interlude: 1d4: [1] = 1
Day 1: Elennar falls into her element as she coordinates the plan of attack, so to speak, on surveying the remaining grids. She makes skillful use of her teammates' various talents and abilities, delegating an efficient list of assignments and coordinating all necessary communications to accomplish the task ahead of them.
Day 2: The Cassowary's troubles don't seem to faze her. She searches for a proper vantage point and borrows a rifle scope to minimize the limits of her cursed vision. The technology more than compensates for the issue of depth perception. Far off in the grid being surveyed, she spots a chilly bog that blocks their proposed path. While the Cassowary would have little issue with the terrain itself, the bog seems to be inhabited by an alien species of vegetation akin to the Venus flytrap, only larger. She manages to observe a massive grizzly get snapped up whole as it walked across the open and camouflaged plumage. The numbers of the plant equal bad news for their conveyance. She clicks her radio and informs Ryder of the obstacle. "It is wise to circumnavigate this area until we have a better grasp of the creature's capabilities and tastes. Veer west-northwest until you pass that ridge. That will keep us from being devoured.
Day 3: Elennar takes to the field again, this time on night watch. She flits and slides about the shadows and trees like a ghost, leaving no hint or trace of her coming and going. She keeps watch on a pack of wolves as they roam near the camp, though they pass with no incident. Despite their keen senses, they never knew she was there.
Day 4: The constant push to finish the survey begins wearing on most of the crew. Before the morale begins to flag along with their constitutions, Elennar encourages the 101st with both word and mystic relief, steeling them for the last push of the survey. "Our task is nearly through. Let us persevere, see a job well done, and return to our respite. I am interested to see the fort which you have carved from the wilderness."
To @Ryder's admonition, she nods in acknowledgment. "It is as you say. The camp camaraderie may not be known for what it is by outsiders. I shall refrain from needling at @Vik until the spirit of barracks friendship is more obvious." She nudges past Vik with just a hint of a smirk on her face. "You still ought to take Dr. Asterisk up on his offer, though. At least for the more visible bits of vomit."
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, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
User avatar
Robert
Posts: 7
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.3 Fort Sioux

Post by Robert »

Barinthasheer wrote: Fri Dec 25, 2020 10:40 pm As much as the recent losses had shaken the dragonling he found the bickering between Vik and the newcomer oddly comforting.

Robert wrote: Fri Dec 25, 2020 8:41 pm An accented voice chirps up over the radios. "Hello. My name is Robert (he pronounces this "Row Bear"). May I approach?
A childlike voice answers.
"Your name is Robber? Why do humanoids name themselves after professions? Are you going to try and steal from us because that did not work out for the last robber... I did not know giant robot machines could run so fast. Or that there were giant robot machines with people inside..... You may approach, I am named Barinthasheer."
A man wearing a Gladius Exo-Skeleton, minus the face plate, walks into view. He is carrying some pretty heavy weaponry, but you see that there are no magazines inserted into what appears to be an Ion Rifle, and a Mini Missle launcher.

"Hello, my name is Robert." He nods his head politely. "I am travelling and long for some good companionship along the way. May I travel with you for a while?"
User avatar
Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Ryder mutters. "Ah, that ain't no shaman..."

The hatch on the side of the Mountaineer (which, to be honest, looks a tad sketchy, what with all the re-fits and retro-fits it's had over the last several months--it looks to have lots of places where things were once bolted on and then removed) pops open, and the long arms of a Trimadore emerge, holding a grenade launcher that is most definitely loaded.

"Well, the final decision on that will be up to the Boss, assuming we ever settle who that is--" The heavily armored driver snorts at that. "But a big part of the answer's gonna depend on yer opinions on D-Bees, Dragons, Droids and practitioners of the arcane arts. Care to elucidate yer views on such matters?"
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: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar peeks out from behind @Ryder to size up the wanderer. She notices he is carrying weapon-shaped paperweights, but she still keeps an arrow nocked. She nods at @Robert, seconding Ryder's inquiry. "We are most assuredly good companionship for whatever suits your tastes, as long as skull-wearing human supremacy isn't your taste." The brazen-haired elf maiden stands just behind the driver, her one keen eye locked on the polite stranger. "How came you into this wilderness alone and with empty weapons?"
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, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
User avatar
Dr. Asterisk
Posts: 30
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

And in the back of the vehicle one might hear another diminutive voice.

Ask them if they have Thin Mints!

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 d8+2, 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: d8; Parry: 6; (+3 to jumping)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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

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, Channeling, 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 or electrical weapons 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: 15,150 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), 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
Novice 2: Edge: Power Points (Magic)

User avatar
Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Ryder blinks slowly as Dr. A's voice comes from the back of the Mountaineer. Never taking his eyes off Robert, he leans back slightly and speaks out of the side of his mouth. "Why, in all the Rits-verse, Tee-Emm, would we ask him for Thin Mints? Why, for that matter, would you specifically want them? You don't eat!" He resumes talking to Robert. "Sorry about that, we're, ah, whatcha might call 'eclectic'."
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: 158
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Rolls
Day 1: TW 1d12!!+2: [7]+2 = 9
Wild 1d6!!+2: [2]+2 = 4

Day 2: Repair 1d10!!+3: [11!!]+3 = 14
Wild 1d6!!+3: [3]+3 = 6

Day 3: Occult 1d12!!: [7] = 7
Wild 1d6!!: [2] = 2

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

Interlude: 1d4: [1] = 1 = Obstacle
Support rolls add: +2, +2, +1, +1

The constant comments about his allegedly vomitous appearance had Vik a mite self-conscious, truth be told, not to mention he'd been up to his elbows in diabolical ichors for a good few hours after the battle with the demonical types. When the group returns to surveying, he spends the first day cobbling together a TW dousing rod, which leads the group to the nearest source of clean water (or at least, it was clean before Vik climbed in for a soak, armor and all).

Day 2 is spent trying to repair the damage Ryder inflicts on the Casio-Wankist's motor-vational bits.

Day 3 proves more interesting: After stumbling across a patch of magic mushrooms -- like, actual magic ones, growing on a ley line -- Vik spends the day hallucinating and attempting a variety of half-remembered methods of divination. Haruspicy proves most effective, though he has to make do with the "guts" of a wayward skelebot, rather than actual flesh-and-blood entrails.

Avoiding the skelebots robo-Nazi brethren proves a harrowing task, especially for one recovering from such an intense trip down the rabbit hole, but Vik spends his time on lookout more or less conscious. It's while daydreaming and staring intently at the horizon that he has a minor epiphany regarding the annoying elf bird.

Vik nods and mumbles politely when the Frenchman shows up, deciding to give the stranger the benefit of the doubt (maybe he's up and gone walkabout precisely 'cause he don't like his snail-snorting countrymen, neither??).

Later, he pulls Elennar aside, doing his best not to grimace when he catches a whiff of her all-natural ... nature.

"Oy, Tinker Bell, a word if you please. Now, I know you and me ain't been seeing eye-to-eye exactly. Truth be told, you been up my arse like them titchy brownie bastards what was climbing up Mad Martigan's skirts when he was just trying to like get under that one bird's armor, Joanie Whale or somefin' like. Anyway, we got us like, a conundrum, what wif' Tommie dead and Ash off ... wherever the bloody hell Ash gets off to."

"First things first, it ain't like this is some struggle for leadership with equal sides or some shite. I've got the seniority, not to mention the love of the men, and like dragon-boy, especially. Meanwhile, you're a bleeding hi ... well, olive branches, I reckon, which ought to be up your lane wif' the tree-huggin' an' all. Meaning which, it's like this: I'm obviously next in line to be boss. Only, I been around a lot of bosses in my years, and I got a particular brand, like, of leader-ing. The whole hands-on bit just ain't me, really, barking orders and dealing wif' details and the like. I'm more big picture, global ... delegatin', really.

"Which is sorta like this military Legion business. Chain of command, so to speak, wif' generals and lieutenants -- that's me -- at the top, making action plans and priorities and what have you, and sergeant-at-arms types below what like handles the day-to-day marching orders and what have you. We work out something like that, I stick to the long-range, strategical-thinking, and you can order the rest of this lot around much as you want. Many strays and stragglers as we're picking up, might be useful havin' a sort of tag-team when we's got to get 'em scarpering in the same direction, right?"


Doing his best attempt at a smile, Vik extends his hand, willing himself not to think about what Elennar's dirt-covered nails have been picking.

"What d'you say? Proposal indecent enough for ya?"
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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
User avatar
Robert
Posts: 7
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.3 Fort Sioux

Post by Robert »

"Human supremcist?" he chuckles "Hardly. I am looking for members of the 101st as I have been assigned to them. My weapons are unloaded at your request, my friend." He absently strokes the mini-missle launcher, which you note has the name "Matilda" elaborately laser etched onto the side.
User avatar
Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar's one good eye glasses over by the time Madmartigan's skirt comes into play, but returns to focus once @Vik manages to get to his point. She nods at appropriate points, then smiles as he compares himself to a general. At his extended hand, she wastes no time. Bowing slightly as she accepts the handshake, she accepts his terms. "I assure you, there is no conundrum. I am quite familiar with the chain of command. I know that even in my role as commander of the Armies of the Wood, I am subject to the directives of my father, the king. Here, I have no such standing. If you have seniority among this unit, then I am at your disposal, for the betterment of those to whom we owe allegiance. I am more than happy to utilize my skills and gifts at small and large-scale tactics and strategy where they are better suited than your global-level machinations."
She grins at the slightly cleaner techno-wizard. "And as for being 'up your arse' so to speak, those are old habits. Playful and pointed gibes are commonplace among the soldiery. There is a level of camaraderie between those who have fought and bled together that those who do not fight will never know. Still, Ryder has the right of it. Until our newer additions understand the dynamic, I should not needle my superior officer so." She clasps a fist to her chest and bows again. "I am at your service until death or ordered otherwise."
Elennar turns to leave. As she begins to walk off, assuring that there are no eavesdroppers, she turns back again and offers one last zinger. "The bath has done you and your armor some good. You may wish to remain longer, next time...or is that a fresh mushroom growing from your shoulder?"
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, Command Presence, Inspire, Natural Leader, Master 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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Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Elennar arches an eyebrow at @Robert. Glancing back towards Ryder, she steps forward slightly. "We were not expecting new recruits, but this assignment is full of surprises. You have transfer orders?" Assuming some proof of his assignment to their unit is presented, she steps out to accept and review them. She bows slightly towards the newcomer. "I am Elennar, the Huntress, commander of the Armies of the Wood, Champion of Orome, and the tactical advisor to your superior officer, @Vik Donnager. We are in the midst of a surveying assignment. I recommend charging your weapons, as these are wild lands."
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, Command Presence, Inspire, Natural Leader, Master 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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Robert
Posts: 7
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.3 Fort Sioux

Post by Robert »

Robert presses a stud inside his armored hand and a small pocket swings open. He gingerly fishes out the documentation and hands it to Elennar. He smiles crookedly. "I'm glad to load up, I was just doing as you asked is all". He slides an E-Clip into the Particle Beam rifle, and slaps the mini missle magazine home, racking a missle into the ready position.
User avatar
Vik
Posts: 158
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Elennar wrote: Wed Dec 30, 2020 12:46 pm"The bath has done you and your armor some good. You may wish to remain longer, next time...or is that a fresh mushroom growing from your shoulder?"
"Buggering shite, you can see that? Thought it might be a bitty residual, like, hallucinatory after-glow, what from consuming them magic mushes yester-eve. S'not a good sign, if the psycho-psylocibin's multiplying like that. This armor ain't even enchanted."
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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Dr. Asterisk
Posts: 30
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Without pause and almost interrupting, DA looks @Ryder Well, it's not so much that I can't but really that I just don't and, well my lab doesn't really get a lot of visitors except those are really serious about finding people. So, girl scouts, Jehovah's Witnesses and student loan thugs, but not in that order. With the former I've found that being polite gets more frequent visits and with the latter, I've since learned a trick or two that makes it diff- er... (looks around) Oh. Well, I guess sometimes I just get lost in thought. My lab is quite a distance back that way anyway, but I'm happy to be alive and displaced versus the alternative.

During the conversation, the bot meanders around the cabin on one axis like a pinwheel, stepping on only one appendage at a time, ending up in the center of the ceiling, still hanging by just one and spinning in place on a different axis. The pace of its speech gradually increases.

All this talk about ranks and leaders has me wondering. I'm not really a military type, or at least I wasn't but I'm wondering how I fit in with such a group. Do I salute? (the bot salutes with one appendage on each side, though not the corresponding match, and then experiments with saluting different appendages while speaking) It seems people are really only interested in what parts they could scavenge from me or having me find new and better ways to blow things up, or at least learn to fix stuff they have already blown up. As long as I can't be where I would choose to be, I am happy to help any way I can and so far you people have only slaughtered a few life forms, which is a far cry better than just about everyone else I have encountered. Just don't promote me because that seems to be a risky job.

(pause, then still faster)

And you know I was thinking maybe we could solve this whole relief driver thing with some design work since you don't seem to get a lot of rest or time to yourself and I bet we could program a sort of autopilot for those times you wanted to take a nap or just take a break or something (suddenly loud, then immediately softer) OOH! I bet we could relay with voice command or even like a series of taps (claps two appendages together) for the most basic commands like stop, go, left, right, etc. and I really don't think it would be that difficult to do I mean this tech existed waayyyyyyy back in the past when machines were even simpler so I bet this thing could handle the interface no problem and not catch fire or anything not that that should have been an issue in the first place I mean it was Morty's fault the wiring gauge was wrong he never could keep his catalogs straight but I'll draw it up sometime later tonight (no pause for a breath)

The rambling continues as DA wanders further back into the cargo area and is more easily tuned out.

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 d8+2, 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: d8; Parry: 6; (+3 to jumping)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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

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, Channeling, 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 or electrical weapons 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: 15,150 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), 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
Novice 2: Edge: Power Points (Magic)

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

Re: 4.3 Fort Sioux

Post by Jericho »

I will polish up post tomorrow.

Here is a roll so the GM has something to work with.


Survival 1d8!! or Wild 1d6!! +4 to highest roll: [4]+[5] = 9
DAY 1 SURVIVAL = 9

Day 2 Survival 1d8!! or Wild 1d6!! +4 to highest roll: [6]+[7!!] = 13
DAY 2 SURVIVAL = 11

Day 3 Survival 1d8!! or Wild 1d6!! +4 to highest roll: [13!!]+[9!!] = 22
DAY 3 SURVIVAL = 17

Day 4 Survival 1d8!! or Wild 1d6!! +4 to highest roll: [4]+[3] = 7
DAY 4 SURVIVAL = 8
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KahlessNestor
Posts: 621
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.3 Fort Sioux

Post by KahlessNestor »

Date: December 12, 109 PA
Mission: Day 22
Time: 1320
Weather: 30 degrees warmer than the season (warm); strong wind; light rain
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light/Visibility: -1 for rain
Round 0

The rest of the survey days went well, with no interruptions. The team’s new battlecat companion proved particularly adept at working out the mapping and surveying, so with Jericho’s help, Vik and the team felt they had done really well and had good maps to return to Captain Winston at Fort Hope.

The first four days of the return journey home were also uneventful. The weather warmed up, turning the terrain a bit more muddy, and the light rain didn’t help at all. A strong wind whipped the rain around, helping it find any crevice. It made for a bit of misery, even though it was warm.

The Trailblazer’s luck didn’t hold out, though, and shortly after their midday stop for a bathroom break and lunch, Ryder started to register a serious fault in the solar cannon. Rain had found a crack in the weapon’s housing and started shorting out the magic solar crystals that powered it.
Instructions
The Solar Cannon on the Cassowary now has a Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2. It will take 1 hour, a Repair check at −2, and parts equal to 20% of the item’s cost to repair. You may choose to stop and fix it, or continue on your way home.

Interludes: Roll 1d4
If you choose to stop, while Ryder fixes things, what do you do?
  • 1 The character spends time alone in quiet contemplation. What does she do?
  • 2 The hero practices a skill. What is it?
  • 3 The character studies or works on an object of some sort. What is it?
  • 4 Your hero broods or is angry about something. What is it, and how does she misbehave?
If you choose to continue traveling, share a story to while away the rainy days.
  • 1 A great victory or personal triumph.
  • 2 A tale of the hero’s greatest love—lost, found, present, or waiting on her back home.
  • 3 Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.
  • 4 A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.
TAKE A BENNY!
Loot
Amulet of Confusion (see Thomas)
Shadow cloak
The Vampire Slayer 3000 (see Thomas)
Combat Notes

Initiative:

Robert
Barinthasheer
Jericho
Ryder (Danger Sense)
Elennar (Master Tactician)
Dr. Asterisk
Vik

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
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Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Ryder sighs at the damage. "Okay, then. Vik, any chance you got the right sorta parts from the Daemonix to repair this thing? If not, we'll have to go the rest of the trip without using it unless it's an emergency."
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: 30
Joined: Sat Dec 14, 2019 11:20 pm

Re: 4.3 Fort Sioux

Post by Dr. Asterisk »

Roll 1d4: [2] = 2 The bot wanders across the different systems of the Cassowary, making observations and taking images of different parts and assemblies, recreating them on a small image viewer and rendering 3D models of each. You'd think, based on this systematic behavior that it just might be able to recreate the vehicle from memory, given the parts.

Scaling the side of the gun, the bot pokes around the fissure. It then skitters down to the cab window and looks @Ryder

We had a saying for stuff in that condition. It's called "plumb busted." Where'd you get the crystals to power this thing initially? IF they are from this planet, anywhere along a ley line or something, might we scrounge a bit on our way back? Not too far out of our way of course, but does the Legion stock this sort of thing or are we going to be on our own to replace them anyway? If so, might as well get started finding them OR a trader who might deal in such things.


Spirit Check (PTSD Hinderance) 1d8!!: [7] = 7
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 d8+2, 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: d8; Parry: 6; (+3 to jumping)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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

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, Channeling, 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 or electrical weapons 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: 15,150 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), 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
Novice 2: Edge: Power Points (Magic)

User avatar
Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

Once Vik confirms that they have the parts, Ryder nods. "Lucky. I say we take the hint, and make camp here while we fix the thing. I'd rather not risk ending up in a situation where we gotta choose between not shooting something that needs shooting, or risking the cannon just cracking like an egg."
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
Robert
Posts: 7
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.3 Fort Sioux

Post by Robert »

Robert walks over toward Ryder, a socket wrench in his hand. "I'm pretty sure there's about a zero percent chance I can help you fix" he gestures towards the cannon "this. I am pretty handy with tools though, so if you need an assistant to hand you what you need, or any other kind of grunt work, I'm happy to help."
User avatar
Vik
Posts: 158
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.3 Fort Sioux

Post by Vik »

Repair 14
Interlude: 1d4: [3] = 3 = Working on that cannon

Repair 1d12+3, -2

Repair 1d12!!+1: [13!!]+1 = 14
Wild 1d6!!+1: [2]+1 = 3
Vik whistles as he removes the outer casing of the Helios cannon, releasing a cloud of steam from the drowned weapon.

"Barry-boy, I'd wager that's what the singing birds of my time would call a Wet Arse P... hoton cannon."

Disengaging the weapon from it's mount and deactivating the arcano-voltaic wiring connecting it to the Casa-WaWa's fuel cells, he motions for the dragon to pick it up.

"Just sort of tip it over the edge there so's it can get a bit of drainage, like. Sort of shake it off like you was done with a wee in boy-wonder form, if you follow."

With the bulk of the seepage removed, Vik sets about addressing the remaining moisture, using a combination of rice, adult diapers (wherever those came from ... ) and a can of Animated Air (tm) that spews aerosolized micro-air elementals into all the cannon's nooks and crannies. After that, it's just a matter of replacing some of the hexagrammatic solders and a patch of wiring that had started to oxidize and spew forth electric blue butterflies.

That done, he screws back on the paneling and again directs his draconic construction crane, who lifts the cannon back into place.

"That's it, my draconic droog, just the tip ... gentle, gentle ... ah, that's the spot. Now just give it a little flick, circle-wise, and we're right as rain."
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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Ryder
Posts: 133
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.3 Fort Sioux

Post by Ryder »

OOC Comments
Interlude 1d4: [3] = 3 3 The character studies or works on an object of some sort. What is it?

Hm... Let's go McGuyver, here.... Or at least, a bit of prep-work for a future use of the Edge.
Ryder shakes his head at Robert. "Nah, let's let Vik have at it; he'll bellow if he needs us for something, but odds are he's good for it."

While Vik is putting the gun back together, Ryder pulls out a small box of spare bits and bobs from prior repairs to the Cassowary. "Still, if you're hankering to get your gearhead on, you can give me a hand with this little project of mine."

There's several half-assembled... things in the box. Small platforms with different modes of mobility--one has wheels, another has erector-set style legs, two have treadmills, and one even has a single helicopter-style lift mechanism (though it looks like it'd need a couple more to be actually able to take off). He's also got a couple small motors, antennae, and other odds-and-ends.

"See, I got a lot of this sort of thing...." From a second crate, he pulls out several grenades; looking closer, it's clear he's understating the matter; there's got to be nearly a hundred canisters in there, along with what looks like some plastique, and... are those fusion blocks? Yes, yes they are.

Lighting a cigar and taking a puff, oblivious to the concerns some might have with a burning cheroot being in that close proximity to a very concentrated load of high explosives, he continues. "Now, the grenades can at least be fired out of my launcher. But the heavier stuff, that sometimes you'd like to be able to put someplace useful on a battlefield, are a bit unwieldy for that sorta thing. Hence these little drones. I'm figuring I can rig them up with a radio receptor attuned to my head-set"--here, he taps the side of his skull, where the faint but unmistakable signs of cybernetic surgery can be seen--"and ideally, I could use that to both control the drone for a short distance, and then detonate the payload when it got close enough. Suicide mission for these little guys, of course, but potentially effective in the right circumstances."

As he continues his tech-cobbling, he also keeps chatting amiably. "Now, these ain't gonna be your standard overbuilt-for-durability drones. They're strictly for one-way trips, after all. So I want to have the basic modules ready to go, so they can be snapped together at need later on."
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: 22
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.3 Fort Sioux

Post by Jericho »

Interlude, WORK IN PROGRESS
Jericho interlude 1d4: [4] = 4
4 A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.
User avatar
Elennar
Posts: 34
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.3 Fort Sioux

Post by Elennar »

Quiet Contemplation
1d4: [1] = 1
Elennar takes to the land, walking a lonely patrol while the cannon is under repair. She remains within earshot of the Cassowary, making sure she can either alert her associates, or respond to their calls. Her eye remains sharp, though her mind begins to wander to her home. The faces of her family, friends, soldiers...her father...frozen in time. She wonders to herself about whether they dream, or if their souls are simply in limbo. Is their last thought still echoing in their heads?
A twig snaps in the brush. With a single fluid motion, she nocks a spirit arrow and takes aim...at the rabbit she stirred as she walked. I had best keep my wits sharp. If that were anything more dangerous, I would be fighting alone. She pulls her cloak tight around her shoulders and continues her patrol, watching over her new unit. Despite her understanding with Vik, she knows that the real-time decisions that are likely to be life-and-death will fall to her. As she returns to camp to check the progress of the repairs, she takes a moment to study each member of the squad, taking note of their behaviors, mannerisms, and attitudes, committing them to memory for future considerations.
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, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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