5.2 Lost!

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KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

5.2 Lost!

Post by KahlessNestor »

Date: January 4, 110 PA
Mission: Day 1
Time: 1505
Weather: Normal for the season the season (cold); no wind; no snow
Location: Wilderness
Ley Line: Yes; Nexus
Scene modifiers:
  • Light/Visibility: No penalties
Round 0

The Trailblazers gathered the next morning and headed out to the northeast toward their assigned patrol area. The first day went relatively smoothly until the afternoon came and they started to consider if they should be looking for an area to camp in, and the came across a nexus point where two ley lines met, one going north and south, and the other east and west. The first was medium size, a quarter mile wide and five hundred feet tall, but the other was gargantuation, one and a half miles wide and a mile tall. The nexus put out a lot of energy.

They examined the phenomenon with fascination until Ryder realized that they had somehow gotten turned around and lost their way.
Lost!
Lost: It takes a successful Survival roll (at –4), made once a day, in order for the heroes to reorient themselves. Choose someone to make the roll; others may support.
Loot
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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Elennar
Posts: 47
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar's eyes narrow. "Lost? How can we have gotten lost with this sort of landmark right in front of us?" She turns to @Vik. "With your permission, sir, I would like to wander the field to locate any other distinguishing landmarks that may help orient us." Assuming permission, she nods, grabs her bow, pulls the hood over her head, and exits into the wilds. She dashes into the landscape,
Notice: 1d8!!: [3] = 3
WD Notice: 1d6!!: [4] = 4
for any familiar features of where they are and where they came from. Clambering up a boulder, she spies a ridgeline that seems to resemble one on the map Lt. Winston had.
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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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Jericho looks as the team gets lost. "I think I can get out of this. But a little help you guys would go a long way." Then he spends some times laying out some of the help they could use.

In a situation like this every little bit of help mattered, whether it is actually navigating, or simply helping prepare meals and clean up at the end of the day so others could rest. Jericho wanted to make sure, Vik and Elennar knew what he needed, to do what they needed him to.


(@KahlessNestor I am going to wait for the support rolls for my post and roll on survival.)
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Dr. Asterisk
Posts: 45
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Lost just means we're somewhere we ain't been before. No worries unless it has already taken us off this world and hasn't informed us yet. Otherwise we'll come out of it. However, I sincerely doubt @Ryder would be able to get us lost, or that our systems would be that far off. So I am going to get up on the roof and check our reception the old fashioned way but I'd guess this has something to do with those infernal magic lines. Nothing good ever comes from them in my experience and if I were in Vegas I'd be placing chips by "rifty shenanigans" on this one. I mean, "Rifts," who designed this world anyway? It seems I'm going to have to devote even more time to study of magic next chance I get.

Support=making sure it isn't our equipment at fault.

Manual inspection and diagnostic (Repair) 1d10!!+6: [1]+6 = 7
Wild 1d6!!+6: [5]+6 = 11

Dr. Asterisk

Bennies: 5/3

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, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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+11,650=26,800 universal credits

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

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

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)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

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Ryder
Posts: 143
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

+2 Support via Electronics
Electronics: Cyber gives +2, Reliable and Gearhead give 1 free reroll each.
Electronics 1d8!!+2: [7]+2 = 9
Wild Electronics 1d6!!+2: [2]+2 = 4
Raise, +2 support


Ryder shrugs at Ellenar's query. "Frankly, that 'landmark' may very well be what caused us to go off-course--those things play havoc with mundane systems, when they want to--not to mention time, space, and other dimensions." He then nods to Jericho. "Okay, yeah, I think I can help you out, there. Lemme do some intensive scans of the area, see if we can get a proper layout of our surroundings and see if anything is familiar."
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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Vik
Posts: 172
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik stares up at the nexus, thinking about all the flash things that could be done with that much energy ... if a bunch of barking gob-shite demon-y types didn't come crawling outta the thing every 15 minutes to piss in the gubbins.

"Eh, er, right, best do a bit of a walkabout, see wheres we're at.

Seeing Ryder and Doc Spot already messing with more traditional antennae, Vik salvages a mostly-unused plunger from the Casa-Wiggle's head and repurposes the aluminum handle into a dousing rod. With a few bits and bobs from his tool-box, it starts tapping into the nearby ley line, which Vik hopes to use to gain a glimpse of the surrounding area.

Techno-Wizardry 1d12!!+2: [1]+2 = 3
Wild 1d6!!+2: [1]+2 = 3


The cobbled-together gadget seems to work a little too well, drawing more and more energy from the nexus, flooding the surrounding area with thick blue mist.

"Hrrm. Mighta made a miscalculation-like, boys. Might I suggest taking a step or three back, just in case?"
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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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Survival 1d8!! or 1d6!! Support +3 and -1, Scene -4 total -2: [6]+[9!!] = 15



The days and nights working to get them back on track was hard work. The ley lines were annoying and messing with the warriors senses as he moved, and when Vik channeled so much of the energy near them it causes a surge setting off a buzzing in Jericho's head like an old hangover.

But as things got back on track the help from everyone else was enough to get him back on track and within few hours he was getting the team back out of the valley they had found themselves lost in.
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KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 5-6, 110 PA
Mission: Day 2-3
Time:
Weather: Normal for the season the season (cold); strong wind; light snow
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

Jericho got the Trailblazers on the right path again, and they left the interference of the ley lines and nexus. A light snow started again, obscuring visibility slightly.
Instructions
Choose a Navigator (Survival), a Lookout (Notice), a Pilot (Driving), and a Scout (Stealth) to make Journey rolls. All rolls are at -2 due to visibility and weather. Others may support one of the roles as desired.
Loot
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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Dr. Asterisk
Posts: 45
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Receiving an indication to scout the surroundings, Dr. A makes some stretching motions and then leaps off the side of the Cassowary, Zoidberging and spinning for a moment in midair before disappearing into the snow.

Scouting (Stealth) 1d10!!+4: [2]+4 = 6
Wild 1d6!!+4: [2]+4 = 6

meh, rerolling (benny)

Stealth 1d10!!+4: [6]+4 = 10
Wild 1d6!!+4: [4]+4 = 8

Dr. Asterisk

Bennies: 5/3

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, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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+11,650=26,800 universal credits

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

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

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)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

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Elennar
Posts: 47
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Settling into their assignment of patrol, Elennar remains vigilant throughout this branch of the journey. Through careful attention to detail and a keen memory, Elennar
Common Knowledge: 1d6!!-2: [4]-2 = 2
WD Common Knowledge: 1d6!!-2: [4]-2 = 2
Benny CK: 1d6!!: [1] = 1
WD Benny CK: 1d6!!: [3] = 3
2nd Benny CK: 1d6!!: [4] = 4
2nd WD Benny CK: 1d6!!: [1] = 1
from her review of the cursory map provided by Lt. Winston, helping @Jericho and @Ryder keep them on the best course for patrol.
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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Vik
Posts: 172
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

"Right, everyone off to the like, scoutin' and trailblazin' and sundry assorted duties," Vik says, before settling into the main turret of the Casio-whatsit with a flask home-brewed spirits and a bag of crisps to watch for trouble.


Notice is normally 1d10+2, -2 for scene
Notice 1d10!!: [7] = 7
Wild 1d6!!: [5] = 5

Benny to reroll with Elan
Notice 1d10!!+2: [3]+2 = 5
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: 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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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Jericho sets to work looking for the better paths, and scouting for dangers. Appreciating @Elennar's help. While Jericho makes sure to keep regular check ins on the window every couple minutes, but otherwise prefers to keep to himself and not waste a lot of time with chatter.

Survival 1d8!! or Wild 1d6!! Highest roll is -2 for scene modifier +! From Support: [5]+[7!!] = 12
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KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Ryder Piloting roll 9
+1 from navigator, +2 vehicle interface, +1 Elennar
Driving 1d12+4: [4]+4 = 8
Wild 1d6+4: [5]+4 = 9
Date: January 7, 110 PA
Mission: Day 4
Time: 11:35 AM
Weather: Normal for the season the season (cold); no wind; light snow
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

The Trailblazers managed to avoid any trouble for the next few days until they finally reached their assigned patrol area. They established a camp, and then the next day they set out on patrol. Shortly after they left camp, they found themselves neary a large ley line rising up high into the sky. Thanks to Dr. Asterisk’s scouting, they also noticed movement through the large snow about eighty yards away (40”).
Notice Success
You can make out ten large forms trudging through the snow. The group seems to have noticed the Aeon Cassowary.
Notice Raise
You can make out that they are daemonix. 3 Feculence, 4 Hangdogs, an Immolator, a Manslayer, and a Basal.
Loot
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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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Jericho was finding himself more useful to the team than he originally expected he would be, his survival skills getting pushed and as he explained what he learned or observed it helped him to understand his own skills better.

His reports back to @Ryder and @Vik about the directions he felt would be best and trying to account for the size of paths needed for the vehicle, he found that it really helped his understanding. He had spent years working alone or in small teams on foot as a hunter. But working in a team like this was great for his own growth.

Survival 1d8!! or Wild 1d6!! (Does not include support or edges if GM allows): [3]+[2] = 5
Benny for reroll, GM allowed Woodsman advance
Survival 1d8!! or Wild 1d6!! (Does not include support or +2 from Woodsman): [1]+[4] = 5
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Ryder
Posts: 143
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

OOC Comments

Notice (W/Sensors):
Notice 1d8+7: [5]+7 = 12
Wild Notice 1d6+7: [3]+7 = 10
Double Raise

Pilot Roll (Vehicle Interface and Ace give +2 and cancel out -2 Penalty)
Driving 1d12!!+2: [30!!]+2 = 32
Wild Driving 1d6!!+2: [5]+2 = 7
Ryder practically glides the Cassowary through the snow, at points jumping over small crags and such without even unsettling the passengers, mainly because it was more fun to do that way than go around. However, when Dr. A reports on movement ahead, he becomes a bit more serious, and checks the sensors.

"Well, crap, folks, we seem to have another cluster of Daemonix up ahead, ten of 'em all told. Doubt we're lucky enough to have them be as badly banged up as the cluster we ran into last, so everyone should get ready for hell-bear; Vik, if you could charge up both the Cassowary's weapons, that'd be much obliging.
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: 45
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

It's a good bet the Empire knows we're here...

I'd offer a diversion if it wasn't the Dumb-onix who'll prolly run right at us anyway. Anyone have anything really big and splodey to be placed between them and us? I mean, what they trip over is their problem.



Free Action Boost Trait (Fighting) Spellcasting 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7


WIP

Dr. Asterisk

Bennies: 5/3

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, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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+11,650=26,800 universal credits

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

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

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)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

User avatar
KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 7, 110 PA
Mission: Day 4
Time: 11:45 AM
Weather: Normal for the season the season (cold); no wind; light snowa
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

The daemonix slowed, keeping an eye on the Cassowary on the horizon. The column of otherworldly creatures shifted from strung out to a more compacted, defensible formation, though they did not change their course, watching what the Mountaineer would do.
OOC Comments
Let me know what you would like to do.
Loot
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
User avatar
Vik
Posts: 172
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik squints and makes faces for a moment or two, running over possible approaches.

"Eh, them demon-a-trixies is annoying gits, take a fair lasering to reduce 'em to salvageable bits, an' even then you gots to break out the industrial-type cleaners to clear the shite and hell-sick off the gubbins. Could have a sit and see if they'll bugger off on their own accord, like, though I s'pose what we're here for patrolling and eliminatin' nobs like them as a matter of course and courtesy."

He shrugs.

"Nothing for it but a scrap, I reckon, though maybe you put a shot in the ground right at their feet ... or hooves, or sumfin' ... and see if they scarper. Give me a tick and I'll whip up a bit of super-charge for the shooters."


Vik will use Arcane Machinist to create a smite gadget, then activate it on the Helios cannon, railgun, and any other weapons people push in his direction. -2 MAP

Build:
TW: 1d12!!: [4] = 4 = Creates gadget with 10 PPE
Wild: 1d6!!: [3] = 3

Activate smite+greater smite+Armor Piercing (3)+additional recipients (up to 2)
TW: 1d12!!: [9] = 9 = Raise, adds +6 damage and +6 AP, reduces PP cost by 1
Wild: 1d6!!: [4] = 4

PPE cost: 7 or 9


Vik uses arcane machinist to whip up a smite device. He then uses it (w/Greater Smite, Armor Piercing and Additional Recipients mods) to super-charge the Cassowary's Helios Cannon and railgun -- and up to one other weapon that someone brings to him -- with +6 damage and +6 AP.
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
Elennar
Posts: 47
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar grits her teeth, biting back the urge to charge the daemonix. She tightens her grip on her bow. "I for one would prefer not leaving such vile abominations to their own devices. Still, that is a formidable force. Call the order, sir, and I'll arrange an attack." She addresses @Vik, hoping he opts to let the Legionnaires off the chain.
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
Ryder
Posts: 143
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

6 Wounds to the Basal, 7 Wounds to the Immolator
6/6 Bennies
Shooting (Ag): d10 (+1 w/ Calibrated weapons)
Minor x2: Shooting +2
Major: Trademark Weapon
Major: +1 DT Shooting
STS counters 2 points of MAP
1d12+4, ignore 2 pts MAP, No Unstable Platform

Realized we should be making a Fear check:
Fear 1d8!!+2: [9!!]+2 = 11
Wild Spirit 1d6!!+2: [3]+2 = 5

Taking two called shots to the head: 1 at the Basal, 1 at the Immolator. No MAP. Called Shot penalty -4 for each, +4 damage to each (Both rolls forgot to add -1 to roll due to snow. No effect on final totals, however.
Damage from a base hit is 3d10 MD, AP 20. +4 from called shot to head, +6 from Greater Smite, +6 AP from GS. AP 26 completely cancels out their armor.
Basal:
Shooting Basal 1d12!!: [1] = 1
Wild Shooting B 1d6!!: [5] = 5
Hit, barely
Damage, vs net Toughness 14:
Damage Basal 3d10!!+10: [7, 7, 17!!]+10 = 41 = 27 damage = 6 Wounds

Immolator:
Shooting Immolator 1d12!!: [3] = 3
Wild Shooting I 1d6!!: [2] = 2
Benny w/ Elan:
Shooting Immolator Reroll 1d12!!+2: [1]+2 = 3
Wild Shooting I Reroll 1d6!!+2: [2]+2 = 4
Hit because Elan retroactively adds +2 to first 3, making it a 5, -1 for the weather = 4.
Damage vs net Toughness 17:
Damage Immolator 3d10!!+10: [2, 28!!, 8]+10 = 48 = 31 damage = 7 Wounds
Ryder nods to Vik's instruction, letting him charge the weapons up. Then as he begins turning the Cassowary to turn broadside to the Daemonix, in order to gun it if they charge, he taps the controls for the Helios Cannon, twice. Twin beams of solar heat and light arc through the falling snow, instantly producing a trail of mist through the air surrounding them. Both shots strike dead center in the faces of two of the foul beings--one in the bulky head of the monstrosity with six cybernetic legs, and the other in massive brute with a head like a carnivorous whale--hopefully, giving them something to think about, or even better, stop them from thinking entirely.

He glances back at Vik, a bit sheepish. "Sorry, Sarge. Sometimes with these alien buggers, it's a bit hard to tell which end's the feet, y'know?"
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
KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Basal Soaks, GM Benny, Soaks 1
Vigor 1d12!!: [1] = 1
Wild 1d6!!: [4] = 4
Immolator Soaks, GM Benny, Soaks 1
Vigor 1d12!!+1: [6]+1 = 7
Wild 1d6!!: [5] = 5
Date: January 7, 110 PA
Mission: Day 4
Time: 11:55 AM
Weather: Normal for the season the season (cold); no wind; light snow
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 1.1

PLAYERS WON INITIATIVE

Ryder’s first shot slammed into the Basal, sending the large daemonix staggering. It bellowed in rage even as the second shot slammed into the immolator, also knocking that great monster back. Both looked very hurt, but were still standing.

BARINTHASHEER, ROBERT, LITHIUM ROSE, DR. ASTERISK, AND JERICHO CAN STILL GO THIS ROUND.
Loot
Combat Notes

Initiative:

Vik AC
Ryder (Danger Sense) KD
Barinthasheer JS
Robert JC
Lithium Rose (Quick, Uncanny Reflexes) 6S
Dr. Asterisk 6D
Elennar (Master Tactician) 5S (7H, 8H)
Jericho 3D

Enemies

Basal (WC/4W) [Parry: 6; Toughness: 26 (12)] KC 3 Wounds
Manslayer (WC/4W) [Parry: 6; Toughness: 29 (14)] 9H
Immolator (WC/4W) [Parry: 7; Toughness: 37 (20)] 5H 3 Wounds
Handogs (2W) [Parry: 6; Toughness: 33 (15)] 3C
1
2
3
4
Feculence (2W) [Parry: 6; Toughness: 31 (14)] 2S
1
2
3

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

Rising Stars GM Bennies 8/8
User avatar
Robert
Posts: 12
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Robert perks up at the prospect of action. He slides his faceplate back on, and throws Matilda gracefully to his shoulder. A couple of pops and a thin steam of smoke, and then... a screaming across the sky. His missiles hit solidly, one striking a Manslayer, another one of the Feculence that have not yet been struck.
1st Shot 32 AP 24, 2nd Shot 20 AP 24

First Shot 1d10!!+2: [3]+2 = 5

Damage (Including Giant Killer) 5d6!!: [3, 1, 13!!, 14!!, 1] = 32 (AP 24)

Free Reroll

1st Reroll 5d6!!: [1, 5, 9!!, 4, 2] = 21

Second Shot 1d10!!+1: [3]+1 = 4

Damage Second Shot (Giant Killer) 5d6: [2, 4, 2, 2, 5] = 15 (AP 24)

2nd Reroll 5d6!!: [2, 3, 2, 10!!, 3] = 20
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Lithium
Posts: 11
Joined: Fri Mar 26, 2021 10:59 am

Re: 5.2 Lost!

Post by Lithium »

'You wanna be tough, be a Juicer. If you wanna be a God, be a Mega-Juicer.'

Some reason the slogan she read outside of the row of chop shops that offer a world of delight in combat augmentation had been playing through Lithium's mind. The inspiration probably came when someone suggested that she be assigned to guard duty while waiting for the 101st to come back from patrol. That person had Sargeant strips on and did not take it well when Lithium gave her unabashed opinion about that suggestion. Chain-of-command is essential and is life, do not tell off people in the chain-of-command.

Cooler heads decided to cut her loose to go join the team. She packed up on the bare essentials and let out after them. Whatever word of mouth she could dig up before leaving told Lithium that the group had been doing good work in the area. Dangerous work, which really appealed to her as it meant there was little chance of getting bored. Tacking the Mountaineer was easy to track, with its presence being the size of a mobile home. Their riding alongside the ley line set her teeth together, the hum rubbing on her innate psychic bio-feedback. Sometimes it was a good feeling, other times, it made the hair on the back of her neck stand up. Depending on what time of the day it was and who or what was messing with the magical power.

Then she heard the tell-tale sounds of weapons fire, and she guns her little dirtbag forward. She keyed the radio-mic taped to her armor, "101st, this is Lithium Rose; I'm going in on your six. Don't shoot me; I'm your new rookie team member."

So does not wait for a reply, hitting the breaks to bring the bike to a sliding halt. Lithium grabs the ladder and vaults up to the top of the Mountaineer. Minding where the weapons are pointing, she looks out to see what the team is firing on, unslinging the grenade launcher. The drugs were kicking in now; everything became crystal clear and sharp—the thump of micro-missiles against demonic flesh and colorful explosions. The anguished cries of the monsters as weapons fire tore into them in prismatic color gore. It was a lovely picture of combat that brought a crooked smile to Lithiums' face. So few could understand this perspective of her life.

For good measure and waiting to participate in the violence, she fires a HE grenade projectile amidst the monsters to add to their suffering. God, how she hated demons. How despised the misbegotten creeps who summoned them in the first place.
Combat
Grenade-Launcher 1d10!!: [17!!] = 17

Damage: HE (MBT, AP$) 3d10!!+1d6!!: [3, 8, 2]+[3] = 16
Dice rolls
Damage: HE (MBT, AP 4) 3D10!!+1d6!!: [5] = 5
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
User avatar
Elennar
Posts: 47
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar grins as @Ryder "accidentally" blasts two of the daemonix in their hideous faces. "Right." The elf maiden leaps gracefully out of the Cassowary. She scans for one of the creatures who hasn't felt the wrath of the 101st. She settles on a particularly ugly Feculence. "Hunter, guide my arrow. May it strike true, with all the power of the Light!" Drawing her bow, she
Shooting Feculence called shot head: 1d10!!-2: [8]-2 = 6
WD Shooting: 1d6!!-2: [3]-2 = 1
of the monster, striking true and with

Damage AP 16: 5d6!!+4: [5, 5, 3, 5, 1]+4 = 23
Benny Damage AP 16: 5d6!!+4: [17!!, 5, 4, 14!!, 10!!]+4 = 54
. "We have them on their heels, friends! Give them a full volley! Spread out and give them smaller targets to strike." She glances only momentarily at @Lithium, the new arrival, long enough to watch her fire at their shared enemy. "A palatable blow, warrior. We will have them deafeated momentarily!"
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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Dr. Asterisk
Posts: 45
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

The doc decides to take up a hiding place near an angle of approach for the Daemonix, waiting for the opportunity to leap out from cover and attack the aberration so unfortunate as to approach the Cassowary. Target order preference: Basal, Manslayer, Immolator, other.

Free Action: Boost Stealth: Spellcasting 1d8!!+2: [2]+2 = 4 (1 PP)
Wild 1d6!!+2: [5]+2 = 7

Activating Deflection: Spellcasting 1d8!!+2: [4]+2 = 6 (2 PP)
Wild 1d6!!+2: [3]+2 = 5

Stealth roll 1d12!!+4: [11]+4 = 15
Wild 1d6!!+4: [7!!]+4 = 11

D.A. is -2 MAP.

D.A. is on hold, waiting for the chance to strike in melee. If needed, a climb check for a (leap adds +4 if needed) attack and then the attack:
Athletics 1d8!!+4 (free runner): [6]+4 = 10
Wild 1d6!!+4: [5]+4 = 9

Fighting 1d10!!+6 (size bonuses): [8]+6 = 14
Wild 1d6!!+6: [3]+6 = 9

Damage: 4d4!!+1d6!!+4: [2, 5!!, 3, 1]+[4]+4 = 19 AP 16

Assuming any of this happens, D.A. will be at minimum -6 to hit in melee, not counting any bonus from climbing up a creature's back, which is the plan.
If so, insert cheesy line: I'll be back. This also does not include The Drop, should it apply, in which case the attack will be a called shot to the head. Add +4 to hit and damage and make Vigor at -2 or be knocked unconscious (unless they have some immunity or something, dunno)

Dr. Asterisk

Bennies: 5/3

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, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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+11,650=26,800 universal credits

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

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

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)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

User avatar
Vik
Posts: 172
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Ryder wrote:"Sorry, Sarge. Sometimes with these alien buggers, it's a bit hard to tell which end's the feet, y'know?"
Vik nods in sympathy.

"I think that one over there had an arse where his ear shoulda been, and that was before you put a hole in his brain-box. Easy mistake."

"Well, I suppose the rest of you lot ought to ..." Vik says as he waves a hand and starts to give the order to attack. "Right, well, carry on, what with the murderizin' and bringin' of justice to the unwashed and antithetical to the mortal experience."

Settling in behind the controls of the ensorceled railgun, he wonders for a moment if his involvement is strictly necessary, but figures if he wants a share of the spoils, he ought to be able to point to at least a few holes he's made in the opposition.

"Well come on, you buggerin' shitespawn, bring them glowing peepers close so's we can send you back to the devil what made you."
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
KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Manslayer Soak 2
Vigor 1d12!!: [2] = 2
Wild 1d6!!: [3] = 3
Basil casts Healing 8; heals 2 Wounds
-3 Wounds
Psionics 1d10!!-3: [7]-3 = 4
Wild 1d6!!-3: [11!!]-3 = 8
Immolator run 9
1d6!!: [9!!] = 9
Immolator casts Greater Protection with Toughness mod 5
-3 Wounds, -4 MAP
Spirit 1d8!!-7: [12!!]-7 = 5
Wild 1d6!!-7: [10!!]-7 = 3
Immolator shoots TW laser 0
-3 Wounds, -4 MAP
Spirit 1d8!!-7: [7]-7 = 0
Wild 1d6!!-7: [7!!]-7 = 0
Hangdogs run 6, 4, 6, 3
1d6: [6] = 6
1d6: [4] = 4
1d6: [6] = 6
1d6: [3] = 3
Feculence 3 attempts to unshake 22
1d8!!: [22!!] = 22
Feculence run 5, 2
1d6: [5] = 5
1d6: [2] = 2
Feculence 1 casts Greater Smite with +6 AP 0
-4 MAP
Spirit 1d8!!-4: [4]-4 = 0
Feculence 3 casts Greater Smite with +6 AP 1
-4 MAP
Spirit 1d8!!-4: [5]-4 = 1
Feculence 1 fires duel wield heavy pulse rifles 0, 3, 2, 1, 6, 0
- one hit on Jericho
-4 MAP
Shooting 1d8!!-4: [4]-4 = 0
Shooting 1d8!!-4: [7]-4 = 3
Shooting 1d8!!-4: [6]-4 = 2
Shooting 1d8!!-4: [5]-4 = 1
Shooting 1d8!!-4: [10!!]-4 = 6
Shooting 1d8!!-4: [4]-4 = 0
Feculence 3 fires duel wield heavy pulse rifles 1, 3, 6, 2, 2, 3
- 1 hit on Vik
-4 MAP
Shooting 1d8!!-4: [5]-4 = 1
Shooting 1d8!!-4: [7]-4 = 3
Shooting 1d8!!-4: [10!!]-4 = 6
Shooting 1d8!!-4: [6]-4 = 2
Shooting 1d8!!-4: [6]-4 = 2
Shooting 1d8!!-4: [7]-4 = 3
Damage on Jericho 28 AP 2 MDC
4d6!!: [2, 1, 8!!, 17!!] = 28
Damage on Vik 17 AP 2 MDC
4d6!!: [2, 4, 7!!, 4] = 17
Date: January 7, 110 PA
Mission: Day 4
Time: 11:55 AM
Weather: Normal for the season the season (cold); no wind; light snow
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 1.2

Robert’s missile took out the manslayer, exploding the daemonix in pieces of flesh and shrapnel.

The feculence that Robert hit weathered it better, stumbling around dazed and smoking.

Then a newcomer arrived on the scene as an old dirt bike revved up behind the Cassowary. A woman leapt off and clambered atop the Mountaineer, introducing herself as the newest member of the team even as she pulled out a grenade launcher. Her grenade hit the basal, immolator, and a feculence, but it only seemed to make the daemonix angrier.

Elennar’s shot with her bow takes the feculence demon’s head clean off. It runs along for a moment before its body realizes what had happened and collapsed.

The basil yelled some orders in its infernal language. Then it started casting a spell, and its injuries healed over.

The immolator grinned, its wide, whale-like maw revealing sword-like teeth as it lumbered forward toward the Trailblazers. It swelled, growing tougher before their eyes, and raised one hand to fire beams from a techno-wizardry laser built into its prosthetic arm, though the blasts missed hitting their targets.

The hangdogs gave growling barks and leaped forward, at first running, and then quickly disappearing as they burrowed beneath the earth and out of sight.

The shaken feculence demon shook off his shell shock and barked to his companion, and they charged toward the Legionnaires as well. They filled the air with heavy laser fire. Though most went wide, Jericho and Vik were struck.
Jericho
You take 3 wounds MDC (so Gritty Damage roll on the injury table if you don’t soak.
Vik
You are Shaken.
ROUND 2 -- PLAYERS GO FIRST!
Loot
Combat Notes

Initiative:

Barinthasheer HOLD
Dr. Asterisk HOLD (rolls in post)
Jericho HOLD
Lithium Rose (Quick, Uncanny Reflexes) 2D, AS
Robert 10H
Elennar (Master Tactician) 7S (8C, 8S)
Vik 5C
Ryder (Danger Sense) 4D

Enemies

Handogs (2W) [Parry: 6; Toughness: 33 (15)] KS
1 24” Burrowing
2 26” Burrowing
3 24” Burrowing
4 27” Burrowing
Immolator (WC/4W) [Parry: 7; Toughness: 43 (20 MDC)] 7C 23” 3 Wounds, Gr Protection Toughness 5r
Feculence (2W) [Parry: 6; Toughness: 31 (14)] 6C
1 25”
3 28”
Basal (WC/4W) [Parry: 6; Toughness: 26 (12)](Calculating) 4S 40” 1 Wound, Calculating triggers

***
GM Notes
GM Bennies: 5/8
Dice rolls
1d6!!: [4] = 4
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: 45
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Over the team's encoded transmission, D.A. can be heard, "Targeting Feculence 3. If you shoot it hit the front parts." (If Feculence no longer exists by then, target will be 1st hangdog that is within striking distance)

Free Action Boost Notice Spellcasting 1d8!!+2: [5]+2 = 7 0 PP (Channeling)
Wild 1d6!!+2: [8!!]+2 = 10

Activating Invisibility Spellcasting 1d8!!+2: [4]+2 = 6 4 PP
Wild 1d6!!+2: [1]+2 = 3



Other rolls remain on hold.
Last edited by Dr. Asterisk on Thu Apr 29, 2021 8:19 pm, edited 1 time in total.

Dr. Asterisk

Bennies: 5/3

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, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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+11,650=26,800 universal credits

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

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

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)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

User avatar
Elennar
Posts: 47
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar wastes little time finding another target. The basal who managed to heal itself draws her attention. She draws another spirit arrow and launches an unerring dart
Shooting Basal Headshot: 1d10!!: [8] = 8
WD Shooting Basal: 1d6!!: [5] = 5
. The bolt lands squarely,
Damage with Raise AP16: 6d6!!+4: [4, 1, 3, 5, 1, 2]+4 = 20
Benny reroll damage: 6d6!!+4: [10!!, 5, 1, 3, 7!!, 11!!]+4 = 41
. She takes a few steps to get a little more distance from the Cassowary, hoping to confuse the hangdogs who have gone underground about where their adversaries might be. "Shoot and move. Do not give them a static target! @Ryder, evasive maneuvers. The hangdogs are heading this way!"
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
Lithium
Posts: 11
Joined: Fri Mar 26, 2021 10:59 am

Re: 5.2 Lost!

Post by Lithium »

Lithium notice the Daemonix were angry after the grenade strike, and that made her smile. If that made them mad, she plans to make them downright hateful as she released a whole barrage of grenades. Raining destruction down on their heads. She fired so fast it sounded as she fired three times instead of six. Lithium
First action: Double Tap 1d10+1!!: [6]+1 = 7
WD 1d6!!: [10!!] = 10
2nd action: double tap 1d10!!-1: [2]-1 = 1
WD 1d6!!: [8!!] = 8
3rd action: Double tap 1d10!!-1: [5]-1 = 4
WD 1d6!!: [4] = 4
on the head of the Immolator on its approach to the Mountaineer. The grenades pelting the creature with large

First shot: 3d6!!+1+3d6!!+1: [4, 3, 8!!]+1+[5, 5, 5]+1 = 32
second barrage: 3d6!!+1+3d6!!+1: [10!!, 5, 10!!]+1+[5, 17!!, 3]+1 = 52
third barrage: 3d6!!+1+3d6!!+1: [1, 2, 2]+1+[3, 3, 1]+1 = 14
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
User avatar
Ryder
Posts: 143
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

Driving 8, Basal takes 4 Wounds, Immolator Shaken
Bennies: 5/6

Actions:
1: Driving for 'evasive action'

2: Shooting Basal, Called Shot to Head

3: Shooting Immolator, Called Shot to Head

Driving:
Handling +1; Vehicle Interface +2; Ignore 2 points of penalties
Driving 1d12!!+2: [6]+2 = 8
Wild Driving 1d6!!+2: [1]+2 = 3
Raise

Shooting (Ag):
d10 (+1 w/ Calibrated weapons)
Minor x2: Shooting +2
Major: Trademark Weapon
Major: +1 DT Shooting
STS counters 2 points of MAP, Combat Ace counters 2 points of MAP from Shooting+Driving, Stabilizer counters Unstable Platform, -4 Called Shot
Net 1d12 Shooting

Basal:
Shooting Basal 1d12!!: [17!!] = 17
Wild Shooting Basal 1d6!!: [1] = 1
Hit with a Raise
Damage vs Net Toughness 14:
3d10!!+1d6!!+10: [9, 11!!, 9]+[4]+10 = 43 = 29 Damage = 4 Wounds (because Wound Cap)

Immolator:
Shooting Immolator 1d12!!: [4] = 4
Wild Shooting Immolator 1d6!!: [8!!] = 8
Only a hit (Forgot -1 for Weather)
Damage vs. Net Toughness 23:
Damage Immolator 3d10!!+10: [5, 7, 1]+10 = 23 = Toughness exactly: Shaken
Ryder calls out over the radio as the newcomer intros herself in a hailstorm of high explosives. ""Cool, I been pondering getting a rooftop grenade launcher for the Cassowary; welcome aboard! Judging by the way you came in here, I'm gonna assume you have what it takes to stay on top. Evasive maneuvers, coming up!"

With that, he begins navigating the Mountaineer effortlessly across the snow and ice--if anything, he makes use of the slippery ground to power-slide, allowing him to swing the hulking machine around the battlefield like an Olympic skater. If there were still an Olympics, that is.

Meanwhile, he takes advantage of the large marks on the heads of the Immolator and Basal, treating them like targets to be shot again. The Immolator is spared the worst of it, the shot glancing off as little more than a momentary distraction, but the massive head of the six-legged Basal is a dead-on repeat of the prior shot, complete with the stench of smoking bone.
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: 12
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

42 Damage AP 24
Shooting 1d10!!+1 1d6!!+1: [7]+1+[3]+1 = 12 +2 due to Size
Damage 5d6!! AP 20: [8!!, 3, 5, 1, 7!!] = 24 Giant Killer 1d6!!: [1] = 1

Improved Take Em Down Reroll 6d6!! AP 24: [14!!, 9!!, 5, 5, 4, 5] = 42
Sensing weakness, Robert turns his attentions to the Immolator that Ryder shook. He squeezes off another mini missle, hitting it square.
User avatar
Vik
Posts: 172
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Seeing the rest of the group concentrate heavier fire on the biggest daemons of the lot, Vik points the comparatively lightweight railgun at smaller foes, first targeting the feculences...es and then moving on to hangdogs.

"Right-o, time to spray some hot, enchanted heavy metals at these slobbering wankers," he says. "Dakka dakka and all that."


Free action use of Hype-Me-Up Hypo (Speed+Exalted Quickness to ignore MAP) then three full-auto bursts from the railgun.

TW 1d12!!+2: [2]+2 = 4
Wild 1d6!!+2: [3]+2 = 5
Actually, this roll suffers the -4 MAP, so Benny to reroll, with the modifier factored in
TW 1d12!!-2: [9]-2 = 7 = Success, no mo MAP (EDIT: And forgot Elan, which kicks this up to a Raise and saves 1 PP due to Channeling)
Wild 1d6!!-2: [8!!]-2 = 6

Shooting is 1d12+1; no recoil due to vehicle; +2 for size Size

Volley 1
Shooting 1d12!!+3: [7]+3 = 10
Shooting 1d12!!+3: [8]+3 = 11
Shooting 1d12!!+3: [9]+3 = 12
Shooting 1d12!!+3: [7]+3 = 10
Wild 1d6!!+3: [3]+3 = 6
4 Raises, will roll damage below

Volley 2
Shooting 1d12!!+3: [10]+3 = 13
Shooting 1d12!!+3: [2]+3 = 5
Shooting 1d12!!+3: [3]+3 = 6
Shooting 1d12!!+3: [9]+3 = 12
Wild 1d6!!+3: [2]+3 = 5
2 Raises, 2 hits

Volley 3
Shooting 1d12!!+3: [21!!]+3 = 24
Shooting 1d12!!+3: [13!!]+3 = 16
Shooting 1d12!!+3: [14!!]+3 = 17
Shooting 1d12!!+3: [6]+3 = 9
Wild 1d6!!+3: [10!!]+3 = 13
4 Raises



DAMAGE (10 Raises, 2 Hits): All are AP 12 thanks to the boosted Smite
Raises
2d10!!+8+1d6!!: [7, 1]+8+[1] = 17 = 17, nothing
2d10!!+8+1d6!!: [2, 4]+8+[4] = 18 = 18, nothing
2d10!!+8+1d6!!: [2, 4]+8+[5] = 19 = 19, Shaken Feculance
2d10!!+8+1d6!!: [9, 2]+8+[2] = 21 = 21, Shaken again for 1 Wound
2d10!!+8+1d6!!: [8, 8]+8+[5] = 29 = 29, 2 Wounds to a Feculance
2d10!!+8+1d6!!: [3, 2]+8+[7!!] = 20 = 20, Shaken or 1 Wound to a Feculance, nothing to Hangdog
2d10!!+8+1d6!!: [4, 3]+8+[5] = 20 = 20, Shaken or 1 Wound to a Feculance, nothing to Hangdog
2d10!!+8+1d6!!: [7, 1]+8+[3] = 19 = 19, Shaken or 1 Wound to a Feculance, nothing to Hangdog
2d10!!+8+1d6!!: [4, 2]+8+[5] = 19 = 19, Shaken or 1 Wound to a Feculance, nothing to Hangdog
2d10!!+8+1d6!!: [4, 8]+8+[5] = 25 = 25, 1 Wound to a Feculance or a Hangdog
Hits
2d10!!+8: [8, 7]+8 = 23 = 23, 1 Wound to a Feculance or Shakes a Hangdog (Wounds if already Shaken)
Hits
2d10!!+8: [6, 2]+8 = 16 = 16, nothing
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
KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Basal Soaks Elennar's shot (4 Wounds) 5; Soaks 1, takes 3, sits at 4 Wounds
Vigor 1d12!!-1: [6]-1 = 5
Wild 1d6!!-1: [2]-1 = 1
Basal Soaks Ryder's shot (4 Wounds) 3; DEAD
Vigor 1d12!!-4: [7]-4 = 3
Wild 1d6!!-4: [5]-4 = 1
Immolator Soaks Robert's shot (4 Wounds) 4; DEAD
Vigor 1d12!!-2: [6]-2 = 4
Wild 1d6!!-3: [7!!]-3 = 4
Date: January 7, 110 PA
Mission: Day 4
Time: 11:55 AM
Weather: Normal for the season the season (cold); no wind; light snow
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 3

Dr. Asterix remained hidden and went invisible.

Elennar’s shot took the basal in the face. It rocked the daemonix back, leaving him tottering, but still up.

Lithium Rose launched a barrage of grenades at the approaching daemonix, but they scattered widely and harmlessly.

Ryder sent the Cassowary into evasive maneuvers, kicking up snow in its wake.
Lithium Rose
Make an Athletics check to not get thrown off the roof of the Cassowary as it jukes around.
Then Ryder opened up with the Cassowary’s weapons on the largest of the daemonix. When the smoke cleared, the basal was missing its head as its large body slumped into the snow, and the immolator staggered, momentarily shaken by the attack.

Robert followed up by scattering pieces of the immolator across the snowfield with his mini-missile launcher.

Vik cleaned up the field with the Cassowary’s light rail gun, eliminating the feculence.

That just left the hangdogs, who were somewhere under the snow and earth, an unseen threat.

ROUND 3: Hangdogs are still burrowing toward the party, so are underground, so this is an open round. You can move, or you can cast a spell to buff or something, or just go on Hold. Let me know what you want to do.
Loot
Combat Notes

Initiative:

Barinthasheer HOLD
Dr. Asterisk HOLD (attack rolls in post) 12” off Invisibility
Elennar (Master Tactician) AD 6” off
Lithium Rose (Quick, Uncanny Reflexes) QH
Robert QD
Ryder (Danger Sense) 10D 12” off Evasive Maneuvers
Vik 3H

Enemies

Handogs (2W) [Parry: 6; Toughness: 33 (15)] JD
1 9” Burrowing
2 15” Burrowing
3 10” Burrowing
4 11” Burrowing

***
GM Notes
GM Bennies: 3/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Dr. Asterisk
Posts: 45
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

DocA decides to use the time continuing to prep:

Free Action Boost Athletics Spellcasting 1d8!!+2: [2]+2 = 4 1 PP
Wild 1d6!!+2: [5]+2 = 7

Activate Smite Spellcasting 1d8!!+2: [2]+2 = 4 1 PP
Wild 1d6!!+2: [11!!]+2 = 13

DA is -2 MAP

Stealth Roll Stealth 1d12!!+4: [6]+4 = 10
Wild 1d6!!+4: [4]+4 = 8

Notice to detect Hangdogs Notice 1d12!!+4: [29!!]+4 = 33
Wild 1d6!!+4: [5]+4 = 9

Electronics to relay Hangdogs location (if detected) Electronics 1d10!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7

Stealth will be done last of these things and will involve movement from previous location toward the Cassowary so he can remain within 10" of the vehicle.

Depending on how much of an actual action the above are (stealth free as part of movement, notice is free, electronics is usually free), D.A. is able to still be on hold for an attack that he might be in range for. This would be melee or even leap attack if they come up anywhere within 5 squares, if the math is correct on jumping (without adding pace, since he already moved) If so, +4 damage.

Attack Fighting 1d10!!+2: [4]+2 = 6
Wild 1d6!!+2: [10!!]+2 = 12

Damage 4d4!!+1d6!!+6: [5!!, 5!!, 5!!, 1]+[3]+6 = 25 (+4 if leaping, AP 16, MD)

Agility to Interrupt (if needed) 1d12!!: [19!!] = 19
Wild 1d6!!: [5] = 5

Athletics (if needed) 1d10!!+2: [3]+2 = 5
Wild 1d6!!+2: [2]+2 = 4

Boosted abilities: Fighting +1d (d10+2), Stealth +1d (d12+4), Notice +2d (d12+4), Athletics +1d (d10+2)
Powers Active: Deflection (-2), Invisibility, Smite +4 dmg
Last edited by Dr. Asterisk on Sun May 09, 2021 6:44 pm, edited 7 times in total.

Dr. Asterisk

Bennies: 5/3

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, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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+11,650=26,800 universal credits

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

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

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)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

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Elennar
Posts: 47
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar hears @Dr. Asterisk call the hangdogs' approach. "Cover, all! Make them search for us when they emerge!" Taking her own advice, she moves
Stealth: 1d8!!+2: [5]+2 = 7
WD Stealth: 1d6!!+2: [3]+2 = 5
towards the nearest solid cover, either a tree or boulder, to give herself an advantage when the hangdogs come up for air.
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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Lithium
Posts: 11
Joined: Fri Mar 26, 2021 10:59 am

Re: 5.2 Lost!

Post by Lithium »

"Pft," Lithium said as she watches her grenade go off target. While it made for nice explosions it did not put her in the best light showing off her capabilities. She was a Juicer, dammnit, she had a reputation to carry on. Eh, she could blame the driver for

Athletics 1d8!!: [5] = 5
Athletics WD 1d6!!: [3] = 3
he made to avoid whatever was left to attack the Mountaineer.

Seeing she is a literal moving target on top of the Mountaineer she slings the launcher and takes a running start and

Athletic Jump 1d8!!: [13!!] = 13
Athletic jump WD 1d6!!: [5] = 5
Distance Covered: 6"
She angles down to catch the branch and deftly swings around in a crouch. She takes a moment to switch out for her rifle, scanning the ground carefully where the targets might emerge. She waits in hyper anticipation for the monsters to show their ugly heads so she can blow them off.
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
User avatar
Vik
Posts: 172
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

"Buggering burrowing blighters," Vik mutters as the whine of the railgun dies down and he runs out of targets. "Right, well, let's have us some of them evasive maneuverins, like, so's the arse-footed gits don't come barkin' up the tailpipe, so to speak."

Keeping an eye on the ground, Vik readies the railgun to let loose on anything that appears.


Agility 1d8!!: [11!!] = 11
Wild 1d6!!: [9!!] = 9

1d54: [31] = 31 Ignore this



If able to interrupt, he'll use three actions (no MAP, due to Ex. Quickness) to fire full-auto bursts.

Volley 1
Shooting 1 1d12!!+3: [6]+3 = 9 = Raise
Shooting 2 1d12!!+3: [10]+3 = 13 = Raise
Shooting 3 1d12!!+3: [3]+3 = 6 = Hit
Shooting 4 1d12!!+3: [14!!]+3 = 17 = Raise
Wild 1d6!!+3: [4]+3 = 7

Volley 2
Shooting 1 1d12!!+3: [2]+3 = 5 = Hit
Shooting 2 1d12!!+3: [7]+3 = 10 = Raise
Shooting 3 1d12!!+3: [8]+3 = 11 = Raise
Shooting 4 1d12!!+3: [3]+3 = 6 = Hit
Wild 1d6!!+3: [1]+3 = 4

Volley 3
Shooting 1 1d12!!+3: [9]+3 = 12 = Raise
Shooting 2 1d12!!+3: [5]+3 = 8 = Raise
Shooting 3 1d12!!+3: [16!!]+3 = 19 = Raise
Shooting 4 1d12!!+3: [11]+3 = 14 = Raise
Wild 1d6!!+3: [5]+3 = 8



3 Hits, 9 Raises
All AP 12 thanks to boosted Smite
2d10!!+8: [7, 11!!]+8 = 26 = 1 Wound
2d10!!+8: [15!!, 7]+8 = 30 = 2 Wounds
2d10!!+8: [4, 4]+8 = 16 = nada
2d10!!+8+1d6!!: [2, 4]+8+[4] = 18 = nada
2d10!!+8+1d6!!: [5, 2]+8+[5] = 20 = nada
2d10!!+8+1d6!!: [2, 6]+8+[5] = 21 = Shaken or 1 Wound if already Shaken
2d10!!+8+1d6!!: [2, 3]+8+[2] = 15 = nada
2d10!!+8+1d6!!: [3, 3]+8+[1] = 15 = nada
2d10!!+8+1d6!!: [8, 3]+8+[5] = 24 = Shaken or 1 Wound if already Shaken
2d10!!+8+1d6!!: [4, 3]+8+[3] = 18 = nada
2d10!!+8+1d6!!: [6, 8]+8+[1] = 23 = Shaken or 1 Wound if already Shaken
2d10!!+8+1d6!!: [2, 14!!]+8+[4] = 28 = 1 Wound
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: 143
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

Interrupt 8
Going On Hold until a target is presented that survives Vic's initial onslaught:

Agility roll to Interrupt, Driving Roll to Test the target to make them Vulnerable (and Distracted if a Raise occurs), then finally firing the Helios Cannon twice at the target:

Interruptus:
Agility 1d10!!: [8] = 8
Wild Agility 1d6!!: [3] = 3
If the Interrupt attempt fails, he still steps in after that to do the same action sequence below.
Drive, Shoot, Shoot
Three actions, base MAP -4:

Driving Test vs. Hangdog's Agility roll:
Driving 1d12, +2 Vehicle Interface, +1 Handling, Ace Ignore 2 points of Penalties, Combat Ace ignores 2 points of MAP
Net roll: 1d12+3
Driving Test 1d12!!+3: [9]+3 = 12
Wild Driving 1d6!!+3: [5]+3 = 8
Handog Agility Roll:
1-8 = Raise, Hangdog is Vulnerable and Distracted
9-11 = Success, Hangdog is Vulnerable
12" = Fail, Hangdog suffers no effect

Shooting Helios Cannon Twice:
Upgrades: +1DT Shooting, +2 Shooting, TMW +1 Shooting, +1 Targeting System, +1 for Calibration, Targeting System cancels 2 points of MAP, STS Ignores Unstable Platform, Sensors ignore Illumination penalties, -1 for Weather, -2 MAP
Net roll: 1d12+2
1st Shooting Hangdog 1d12!!+2: [3]+2 = 5
Wild Shooting Hangdog 1d6!!+2: [2]+2 = 4
Hit, regardless of whether or not Hangdog is Vulnerable, vs. Toughness 18 due to AP:
Hit Damage 3d10!!+6: [12!!, 7, 15!!]+6 = 40 = 22 Damage = 4 Wounds due to cap

2nd Shooting Hangdog 1d12!!+2: [11]+2 = 13
Wild Shooting Hangdog 1d6!!+2: [4]+2 = 6
Raise, regardless of whether or not Hangdog is Vulnerable, vs. Toughness 18:
Hit Damage 3d10!!+6: [12!!, 7, 15!!]+6 = 40
Raise Damage 3d10!!+1d6!!+6: [7, 3, 8]+[7!!]+6 = 31 = 13 Damage = 3 Wounds
Sequence, just to be clear
Hangdogs emerge.
Vik's Interrupt attempt happens.
If any Hangdogs survive that, then Ryder's Interrupt attempt happens; they have to roll Agility vs an 8 Difficulty to resist.
If Ryder's Interrupt is successful, then he shoots one Hangdog twice for 7 Wounds total, probably putting it down.
If Ryder fails to Interrupt, then after they go, he shoots one Hangdog twice for 7 Wounds total, probably putting it down.
Ryder nods to Vik. "You got it, Sarge." He continues letting the Cassowary move along the path of least resistance, prepared to take sudden moves and lay down fire as soon as he's got something evil and foul sticking its head up.
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
KahlessNestor
Posts: 641
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Hangdogs running
4d6: [5, 4, 3, 3] = 15
Hangdog Agility to interrupt
1d6!!: [5] = 5
Hangdog attacks Elennar 3
MAP -2
Fighting 1d8!!-2: [5]-2 = 3
R5 Hangdog Agility 4
1d6!!: [4] = 4
Fighting 5
Fighting 1d8!!: [5] = 5
Date: January 7, 110 PA
Mission: Day 4
Time: 11:55 AM
Weather: Normal for the season the season (cold); no wind; light snow
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 4

The ground erupted as the hangdogs exploded out of the ground. Three of them were just off of where the Cassowary had been at the start of the fight, but one was practically underneath Elennar. Vik and Ryder immediately opened up with the Cassowary’s weapons, wiping out three of the hangdogs.

The remaining hangdog’s eruption threw Elennar into the air. With elven grace, she pushed off the daemon’s horn and flipped out of the way, avoiding injury for now, but she had a snorting hangdog in her face.

ROUND 5 - HANGDOG WINS INITIATIVE, BUT VIK CAN INTERRUPT IF HE BEATS AGILITY 4

Snorting angrily, the hangdog swung its massive horn at Elennar, but she deftly slid to the side and avoided it.

PLAYERS ARE UP!
Loot
Combat Notes

Initiative:

Barinthasheer HOLD
Dr. Asterisk HOLD (attack rolls in post) 4” off Invisibility, actions held
Vik JOKER
Lithium Rose (Quick, Uncanny Reflexes) QC
Ryder (Danger Sense) 2C (7D from Elennar) 18” off Evasive Maneuvers
Robert 4H (5D from Elennar)
Elennar (Master Tactician) 4C (5D, 7D)



Enemies

Handogs (2W) [Parry: 6; Toughness: 33 (15)]
1 Engaged with Elennar KH

***
GM Notes
GM Bennies: 3/7
Dice rolls
1d6!!-2: [3]-2 = 1
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Vik
Posts: 172
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik sees the lone remaining hangdog trying to have itself a snack of the one-eyed granola bird.

Wait a tic ... he thinks to himself, remembering the glory-full days of yore and yon, when he used to be able to catch a barrel of winks of an afternoon without the stink of patchouli and wet hobbit feet assaulting his nostrils.

Right-o, boy-o, but them was in the days when ol' Tom was leading the crew. If the ol' hellcow gets gobbled by that demon-dog now, you'll be left to do the managin' and the thinkin', and no chance of stolen winks at all of a future.

Sharp thinkin' there, s'what, he thinks, mentally patting himself on the back before cutting loose once more with the railgun.


Agility 1d8!!+2: [11!!]+2 = 13
Wild 1d6!!+2: [4]+2 = 6

Interrupts, does the Dakka Dakka same as last round, with an added +2

Volley 1
Shooting 1 1d12!!+5: [22!!]+5 = 27
Shooting 2 1d12!!+5: [1]+5 = 6
Shooting 3 1d12!!+5: [3]+5 = 8
Shooting 4 1d12!!+5: [10]+5 = 15
Wild 1d6!!+5: [8!!]+5 = 13

Volley 2
Shooting 1 1d12!!+5: [1]+5 = 6
Shooting 2 1d12!!+5: [8]+5 = 13
Shooting 3 1d12!!+5: [10]+5 = 15
Shooting 4 1d12!!+5: [2]+5 = 7
Wild 1d6!!+5: [7!!]+5 = 12

Volley 3
Shooting 1 1d12!!+5: [2]+5 = 7
Shooting 2 1d12!!+5: [2]+5 = 7
Shooting 3 1d12!!+5: [9]+5 = 14
Shooting 4 1d12!!+5: [4]+5 = 9
Wild 1d6!!+5: [4]+5 = 9

10 Raises, 2 Hits



All AP 12 thanks to boosted Smite, +2 damage from the Raise
2d10!!+10: [17!!, 3]+10 = 30
2d10!!+10: [3, 9]+10 = 22
2d10!!+10+1d6!!: [3, 4]+10+[2] = 19
2d10!!+10+1d6!!: [6, 9]+10+[2] = 27
2d10!!+10+1d6!!: [5, 9]+10+[2] = 26
2d10!!+10+1d6!!: [6, 8]+10+[1] = 25
2d10!!+10+1d6!!: [1, 1]+10+[10!!] = 22
2d10!!+10+1d6!!: [1, 11!!]+10+[2] = 24
2d10!!+10+1d6!!: [6, 9]+10+[11!!] = 36
2d10!!+10+1d6!!: [3, 4]+10+[1] = 18
2d10!!+10+1d6!!: [19!!, 13!!]+10+[3] = 45
2d10!!+10+1d6!!: [18!!, 13!!]+10+[7!!] = 48
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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Lithium
Posts: 11
Joined: Fri Mar 26, 2021 10:59 am

Re: 5.2 Lost!

Post by Lithium »

Lithium whistles loudly watching the Hangdogs go splat as they emerge from cover. She actively searches the battlefield for more targets to blast learning to never trust the damn monsters till one could be sure they had been properly put down. She learned that lesson the hard way once before and like hell she was going to let it happen to this new team. "First fight and we survived. Might have to help these guys out after all," commented to herself out loud.


Notice 1d6!!: [5] = 5
Notice WD 1d6!!: [4] = 4

Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
User avatar
Elennar
Posts: 47
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar draws back her bow, intent on giving this hangdog a final headache. Before she can loose, a withering barrage of railgun fire turns the beast into a gruesome mist. She looks at the Cassowary and nods her head. She does one last scan of the battlefield before clicking her radio. "Thank you for the assistance. It is good to see these things reduced to their base components. The field appears clear. Let us scan for salvage or other information before we depart, aye, commander?" With that, she begins looking for salvageable parts, weapons or ammunition, or any hostages / victims these things may have been carrying.
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: 45
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

(drops Invis, looks at Vik)

Yeah you're right that weapon definitely needs an upgrade.

(begins sifting through entrails, starting with the ones on his person, before cataloguing enemy fragments)

Dr. Asterisk

Bennies: 5/3

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, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

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+11,650=26,800 universal credits

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

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

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)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

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Lithium
Posts: 11
Joined: Fri Mar 26, 2021 10:59 am

Re: 5.2 Lost!

Post by Lithium »

Lithium helps from the tree and begins a quick policing of the ground. Looking for the possible victims of the demonix's cruelty, cleaning up any loose weapons that they had been using to no avail. Happy to give anything they used a good home to be used against their comrades in the future.
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
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