5.2 Lost!

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KahlessNestor
Posts: 657
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: 58
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: 54
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: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Ryder
Posts: 153
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
User avatar
Vik
Posts: 180
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: 657
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
User avatar
Dr. Asterisk
Posts: 54
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: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Elennar
Posts: 58
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: 180
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
User avatar
KahlessNestor
Posts: 657
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
User avatar
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: 153
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: 54
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: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
KahlessNestor
Posts: 657
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: 180
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: 58
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
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Ryder
Posts: 153
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: 657
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: 20
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
User avatar
Lithium
Posts: 12
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: 58
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: 54
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: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Vik
Posts: 180
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: 657
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: 54
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: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Elennar
Posts: 58
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: 12
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: 153
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: 20
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: 180
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
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KahlessNestor
Posts: 657
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
User avatar
Dr. Asterisk
Posts: 54
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: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Elennar
Posts: 58
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: 12
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: 180
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
User avatar
Ryder
Posts: 153
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: 657
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: 180
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: 12
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
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Elennar
Posts: 58
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
Current Status Post
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Dr. Asterisk
Posts: 54
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: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Lithium
Posts: 12
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
User avatar
Robert
Posts: 20
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Just when he's about to send another mini-missle, he watches the Hangdog explode. With a sigh he gently pats Matilda, and lets it hang on the strap. He joins the others in searching to see if anything useful is left on the killing field.
User avatar
Ryder
Posts: 153
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

While the rest of the 101st takes to giving the field a proper looting, Ryder does a bit of scanning and scoping, with a twofold purpose. One, he wants to provide general overwatch for his companions, but also, he wants to see if there's anything indicating the two groups of Daemonix they've encountered were working together, or if they both came from the same region--basically, either a common source or a common target.


Field Intel 27, because why not?
Notice (Field Intel +2, Sensors +2, Alertness +2, Weather -1, Illumination penalties countered)
Notice 1d8!!+5: [22!!]+5 = 27
Wild Notice 1d6!!+5: [1]+5 = 6
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: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 8, 110 PA
Mission: Day 5
Time: 8:00 AM
Weather: 40 degrees colder for the season the season (very cold); strong wind; heavy snow
Location: Wilderness
Ley Line: None.
Scene modifiers:
  • Light/Visibility: -6 for blizzard conditions
Round 0

Vik vaporized the last daemon with the Cassowary’s rail gun, saving Elennar and leaving the field of battle clear.

The team spread out to survey the bodies. There wasn’t too much to be had amongst the dead flesh, and no indication where they had come from. Maybe they were refugees and survivors from Tolkeen, looking for easier prey than the hunting grounds of Coalition forces. There was no real way to tell.

The last couple hours of patrol went uneventfully and the Trailblazers stopped to make camp for the night.

The Trailblazers awoke the next morning to blizzard conditions. A stormfront had moved in, and the temperature had dropped significantly. The wind had picked up, blowing snow horizontally across the landscape even as it dumped heavily from the sky.
Instructions
You have one more day of patrol. Do you want to try and finish in the blizzard, or hunker down and lose a day?
Combat Notes
Initiative:

Barinthasheer
Dr. Asterisk
Vik
Lithium Rose (Quick, Uncanny Reflexes)
Ryder (Danger Sense)
Robert
Elennar (Master Tactician)

***
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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Ryder
Posts: 153
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

Ryder turns to Vik and Elennar, bringing anyone scouting in on the radio. "What's it going to be? Hunker down and wait out the blizzard, or press on? I'm good either way, but if we're going to stay still, we should at least locate a bit of a lee from the wind, so we don't get completely snowbound. Maybe set a few boards out so it'll be easier to get moving again once all this passes, too."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
User avatar
Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar stands hidden in the blizzard just feet away from the door of the Cassowary. She remains there until the last member of her squad is back in the vehicle, and then follows them in. She turns to @Vik to offer an opinion. "Sir, while the vehicle's sensors may be able to cut through the snowblindness, we are of little assistance should we need to exit to the field. It may make sense to get the Cassowary behind some cover as @Ryder suggests. Still, we are resilient and can overcome any obstacle." She stops and nods her head. "Sir."
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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Tirgal Danvanbor
Posts: 19
Joined: Sun Mar 08, 2020 8:06 pm

Re: 5.2 Lost!

Post by Tirgal Danvanbor »

Stealth 1d6!+2: [4]+2 = 6
Wild 1d6!+2: [1]+2 = 3
This is just for funsies. A little guy can't just sing a song as he noisily crunches through the snow alone in the wilderness during a blizzard. If anyone sees me, they see me it doesn't matter.

Hunched forward against the wind and the snow, Tirgal made his way through the biting cold of the blizzard. He was so focused on keeping low and quiet while putting one foot in front of the other that it was quite a surprise when he banged his head against something hard and probably metal.

"Oooooh, what kind a'...who jes leaves a bucket a' rust in the middle a'..." He mutters to himself as he reaches his hand out to the Cassoway to steady himself. Feeling the vibrations from the idling vehicle, Tirgal smiles, lets out a little whoop, and shouts, "Hello! It's right cold out here ye know. Don't suppose ye have room for a wee little one in there? Shove me under the bunk or even in storage if ye like, I'll be jes fine ye know. Then when the storm wears itself out, why, I'll be right on me way. Helloooo?"

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 14(7)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 6/6; Conviction: 0/1
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Dr. Asterisk
Posts: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

D.A. takes to the sensors, on watch whilst the meatbags take a snooze.

Boost Electronics: Spellcasting 1d8!!+2: [3]+2 = 5
Wild 1d6!!+2: [3]+2 = 5

Electronics 1d12!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Vik
Posts: 180
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Elennar wrote: Wed May 19, 2021 8:38 pm"Sir, while the vehicle's sensors may be able to cut through the snowblindness, we are of little assistance should we need to exit to the field. It may make sense to get the Cassowary behind some cover as @Ryder suggests. Still, we are resilient and can overcome any obstacle." She stops and nods her head. "Sir."
Vik nods sagely, gazing out at the blowing snow as if turning the granola-bird's words over in his mind. Truth be told, he was thinking it might be nice to have a little camp for the night, give him a chance to decant the latest batch of Ol' Vik's Head-twisting Belly-Warming Bourbon-like Spirited Spirits what had been cooking in the still he'd rigged up in the aft storage compartment.

"Right-wise, Sargeant. I'd wager the troops is due for a hot one. Ryder ol' chap, find us a likely site where the new recruits can build us an igloo or deuce an' we'll have us a restful respite from the reconnoiterin', like."
Some hairy-footed hobbit wanker what just rolled in out of the night wrote:"Hello! It's right cold out here ye know. Don't suppose ye have room for a wee little one in there? Shove me under the bunk or even in storage if ye like, I'll be jes fine ye know. Then when the storm wears itself out, why, I'll be right on me way. Helloooo?"
Vik pokes his head up, bleary-eyed from sampling a warm tin of his latest batch.

"Oy, which of you nobs whats 'sposed to be on the lookout let the bleeding hairless Ewok past the perimeter? You, you muppet-toed halfer -- stop right there. Thieving bastards, one and all. Show me your hands -- how many fingers has he got? Any bloody wanking dwarves hiding out in the night? Nightwraiths chasing cocklerings and thieving Buggerins? You'll not shanghai this lot into some quest to mountains of doom, we're a day off ending this recon and headed home, is what, so just march right back to your be-shited burrow, sharp-like, or I'll have the Row-Bear there shove you in his shoulder cannon and give you a jet-fueled kick in the arse."
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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Tirgal Danvanbor
Posts: 19
Joined: Sun Mar 08, 2020 8:06 pm

Re: 5.2 Lost!

Post by Tirgal Danvanbor »

"Oh, no, I've got all ten of me fingers and toes, I do," Tirgal says, taking the angry man's tirade in stride and wiggling his ten fingers for the sensors, "But what's this business about nightwraiths and buggerins and ewoks? Oh, please tell me, I do love a good monster tale! Ye can leave out the boring bits about the dwarves...Ooh, but this row-bear sounds mighty interesting, though."

Tirgal bundles himself up and shivers a bit. Then he looks into the camera with his best puppy dog eyes, "But do ye think we can chat inside? Maybe over a cup a' tea? Me fingers might not count to ten much longer if ye leave me out here too long."

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 14(7)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 6/6; Conviction: 0/1
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Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar's hand moves to her sword at the commotion outside the Cassowary. "By the Hunter, whose watch was it?!" She peeks at the viewscreen with the hobbit's digits waving in the snow. "Perhaps we should verify this creature is what it says it is first, then see what it knows of the surrounding land. Any insight into the area we are scouting could prove useful, sir." She doesn't pull her hand away from the hilt of her sword, unsure of what this tiny being might be capable of.
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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Vik
Posts: 180
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik looks skeptical, but nods with a grimace when Elennar suggests letting the shoe-less vagrant closer to the fire for inspection.

"Alright, but the fur-topped trash compactor best keep his filching mitts where we can see 'em. And someone go check there's a lock on the pantry. I've heard horror tales back at Castle Refugee 'bout whole caravans of them what was fleeing Tolkien-town starved once a couple halfers got into the provisions."
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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KahlessNestor
Posts: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 8, 110 PA
Mission: Day 5
Time: 8:15 AM
Weather: 40 degrees colder for the season the season (very cold); strong wind; heavy snow
Location: Wilderness
Ley Line: None.
Scene modifiers:
  • Light/Visibility: -6 for blizzard conditions
Round 0

Permission given, Tirgal is allowed to clamber on board the Cassowary, letting in cold and snow. I was as bitter as Baba Yaga’s backside out there. The Trailblazers set to work trying to find a sheltered place to hunker down for the night.
Instructions
I will need two main roles at -6
  • Ryder should roll Driving to move the Cassowary through the blizzard.
  • Someone should roll Survival for finding someplace sheltered
  • Everyone else can roll Support at -6
    • Tell me who you are supporting
    • Tell me how you are supporting. It should make sense with the context (like “I fight the snow banks!” is probably not going to cut it), and roll a skill.
  • Everyone roll a Vigor check at -2 against cold. Being in the Cassowary cancels out the penalties from conditions, but it’s cold, and cramped. You may get more bonuses depending on how successful Ryder’s Driving and the Survival check are (I will add them on after).


Combat Notes
Initiative:

Barinthasheer
Dr. Asterisk
Vik
Lithium Rose (Quick, Uncanny Reflexes)
Ryder (Danger Sense)
Robert
Elennar (Master Tactician)
Tirgal Danvanbor

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

Rising Stars GM Bennies 8/8
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Lithium
Posts: 12
Joined: Fri Mar 26, 2021 10:59 am

Re: 5.2 Lost!

Post by Lithium »

The morning was cold and that made it annoying for the Juicer. Drugs could only compensate for so much after all. She bundled up with what she had for the climate and observe their newfound guest from outside the wilds. She almost thought he was a child lost, but his voice dispelled that thought. She would keep an eye on him just in case he was some monster impersonating something harmless because you never know out in these parts. Once they get underway she does her part. She works to find ways to increase the warmth comfort of their rig while hunkering down. Pulling blankets together, thick towels, any material that can be used to retain warmth while they 'chill' on the last day of their patrol.

Survival Roll 1d4!!: [5!!] = 5 -6; Total: 1
Survival WD 1d6: [3] = 3
Dice rolls
d6!!: [3] = 3
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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Dr. Asterisk
Posts: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Braving the cold, D.A. clambers up onto the nose of the Cassowary and sniffs out a trail the old-fashioned way. (support survival roll)

Vigor at -2 Vigor 1d10!!: [8] = 8 (edit -2 this is a 6, etc.)
Wild 1d6!!: [5] = 5

Boost Notice (spellcasting) 1d8!!+2: [4]+2 = 6 1PP
Wild 1d6!!+2: [2]+2 = 4

modified Notice 1d10!!-2: [15!!]-2 = 13
Wild 1d6!!-2: [3]-2 = 1

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

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Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

The bitter cold and cramped conditions
Vigor: 1d6!!-2: [3]-2 = 1
WD Vigor: 1d6!!-2: [4]-2 = 2
Soldier - Reroll Vigor: 1d6!!-2: [15!!]-2 = 13
WD Vigor: 1d6!!-2: [2]-2 = 0
. She's spent worse times in trenches and trees in enchanted winters and all with less favorable armor.
Not all of her compatriots share the same hardiness against the elements. With the proper care and concern of a sister-in-arms, and not the least bit of a

Faith: 1d8!!-6: [13!!]-6 = 7
WD Faith: 1d6!!-6: [11!!]-6 = 5
she calls out encouragement and what instructions she might be able to offer the situation. Those who begin to weary of the blizzard's biting temperatures find themselves warming as she stands next to them. "Our driver is beyond competent. We will be through this in no time. The Hunter's fire will warm us all."
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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Ryder
Posts: 153
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

Driving 12, Vigor 8
Bennies: 5/6
Driving:
Ace: Ignore 2 points of penalties.
Vehicle Interface: +2 to roll
Handling: +1
Net roll 1d12-1
Driving 1d12!!-1: [3]-1 = 2
Wild Driving 1d6-1: [1]-1 = 0
Well, cant' have that. Time to tap the old Elan.
Spend a Bennie, +2 to highest roll (First roll is now a 4; all other rolls will have the +2 added in making the net roll 1d12+1):
Benny Reroll Driving 1d12!!+1: [1]+1 = 2
Wild Driving Reroll 1d6!!+1: [3]+1 = 4
Do I risk it? Yeah, I do. Second Benny:
Benny Reroll Driving 1d12!!+1: [11]+1 = 12
Wild Driving Reroll 1d6!!+1: [1]+1 = 2
Final Bennies: 3/6

Chilly!
Vigor 1d8!!-2: [10!!]-2 = 8
Wild Vigor 1d6!!-2: [5]-2 = 3
Ryder's only reaction to the new arrival is to call out, "Use the floor mat. I don't want those footprints all over the back of the Cassowary! Other than that, welcome aboard!" He then nods to Vik and Elennar, "Affirmative. Strap in, folks, if you ain't fool enough to peek outside!" The Trimadore deftly maneuvers the Mountaineer through the snow and darkness of night without so much as a hiccup. At times, it almost appears like he's driving between the huge flakes of snow coming down. He may not know where they're going, but he's sure as hell going to get them there!

The exhilaration of getting to show what his beloved Aeon Cassowary can do seems to be sufficient to ward off any discomfort from the cold and cramped conditions. He just grins as a near-total whiteout forces him to drive by nothing but the sensors--jacked into the Vehicle Interface, it's as if the whole machine is simply an extension of his Self, anyway.
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: 180
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Cold? Who's cold?
Vigor is d6+2, +4 vs. cold from his Pyjamas of Pistol-Packing Prowess, -2
Vigor 1d6!!+4: [9!!]+4 = 13
Wild 1d6!!+4: [4]+4 = 8
Toasty with his techno-wizarded long-underwear beneath his armor, Vik spends his time outside, clambering around the Cassius-war-hero's hull.

Cursing just loud enough to be heard but softly enough to be unintelligible, he rolls out a length of phosphorescent fiber-optic cable, splicing in little satellites crafted from what look to be old laser-discs every few feet. None of it makes much sense, but with a jolt of concentrated PPE from the C.S. Wahoo's generator, the nonsensical contraption starts working a treat, refracting magelight to and from the falling snow in a sort of optical echolocation that he feeds into the central navigation system.

Brewing up a pot of T.W. = +1 to Survival support
TW 1d12+2, -6
TW: 1d12!!-4: [6]-4 = 2
Wild 1d6!!-4: [9!!]-4 = 5
Try a Benny, with Elan
TW: 1d12!!-2: [3]-2 = 1
Wild 1d6!!-2: [8!!]-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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Tirgal Danvanbor
Posts: 19
Joined: Sun Mar 08, 2020 8:06 pm

Re: 5.2 Lost!

Post by Tirgal Danvanbor »

Tirgal stamps his feet on the matt as instructed when he hops into the Cassowary. He takes a moment to look at the kindly folks who let him in out of the snow and then beams a big friendly half-folk smile, "Oh, it's so great to meet ye! Call me Tirgal, please, or whatever strikes your fancy, really. Tirgal's me name, though. Tirgal Danvanbor."

The little half-folk vagabond's teeth chatter and his little body shivers throughout the introductions. He can't quite seem to shake the cold off until @Elennar uses her strange powers
Vigor d6!-2: [2]-2 = 0
Wild 1 1d6!-2: [4]-2 = 2
Benny 1 (Elan) 1d6!: [1] = 1
Wild 2 1d6!: [6!, 4] = 10
, "Oooh, that's convenient it is. I'll have to get ye to teach me that trick. So ye folks be lost, huh?"

Tirgal stamps his little hobbit feet one more time as if to shake off the last vestiges of the chill and sets to work. He checks the sensors first. They're more high tech than he's familiar with, but it doesn't take long for him to make heads or tails from the information. He scampers over to @Vik's whats-it and taps it a couple times. He wiggles the lines and hops over to the readout and lets out a little 'hmmmmm.' Then, as if something clicks in his head, he hustles back over to the sensors and double checks those readings.

It's uncanny how quickly the little half-folk picks up on the various systems in the Cassowary just by studying them and asking a handful of questions. Finally satisfied with his understanding of the systems and the information available to him, Tirgal promptly flops down onto the floor cross-legged and pulls out some hand sketched maps of various areas of North America. The most recent ones seem to be of the Dinosaur Swamps and the Magic Zone.

"Here we are! If I understand yer fancy gadgets and fiddly whats-its, why, they're telling me we're right here," Tirgal starts rattling off excitedly
Success and a raise: 8 (9 if the Compass/Inertial Mapper counts for this check)
+2 from support so far (Elennar +1, Vik +1), +2 Woodsman, +1 Compass/Inertial Mapper [NG-S2]?)
Survival 1d6!-2: [3]-2 = 1
Wild 3 1d6!-2: [6!, 4]-2 = 8
with his finger, "I may be off by some kilometers, mind ye. I'm just a half-folk after all. Me head isn't filled with these to-the-milimeter-precise do-jiggy's ye fellows carry around and there's a mighty blizzard blowing outside. I expect me estimations are fairly accurate, though."

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 14(7)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 6/6; Conviction: 0/1
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Robert
Posts: 20
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Survival 7, Vigor 19
Survival 1d6!!-6 WD 1d6!!-6: [13!!]-6+[1]-6 = 2
Vigor 1d8!! WD 1d6!!: [3]+[16!!] = 19
In spite of the whipping winds and blowing snow, Robert finds himself able to relax. The snow, he can deal with. He gives a few bits of advice to help navigate the snow drifts, and the cold itself is nowhere close to the coldest he's ever been.
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KahlessNestor
Posts: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 9, 110 PA
Mission: Day 6
Time: 6:25 PM
Weather: Normal for the season the season (cold); strong wind; no snow
Location: Wilderness
Ley Line: Huge, east to west
  • Ley Lines: When activated on a ley line, double the Range and Duration of psychic or magic powers. Attack powers deal +2 damage, and defensive powers gain +1 Toughness. Magic users double the PPE regained while resting on a ley line.
  • Dynamic Backlash: Psychics and magic users are subject to Dynamic Backlash in areas affected by ley line energy, see SWADE 138.
Scene modifiers:
  • Light/Visibility: -4 for blowing snow and night
Round 0
Lithium Rose
Lithium Rose is the only one who didn’t make a roll against the cold. Make a Vigor-2 roll. If you fail, take a level of fatigue. If you crit fail, take 2 levels.
The Trailblazers manage to maneuver the Aeon Cassowary into the lee of a hill. It helps a bit with the cold, as the wind isn’t finding every little chink and opening to get into the vehicle, but it means the team is forced to spend the day in close quarters with each other and their newfound small companion.

The next morning the snow has stopped and the frigid temperatures had returned to a more typical cold for winter. But the wind was still going strong, blowing the fresh snow around the landscape, reducing visibility.

They had missed a day of patrol yesterday, so they still needed to finish their patrol route. The Trailblazers spent most of the morning digging the Cassowary out of the snow drift it had become and getting it moving again. It was midday by the time they got rolling.

The patrol was rather uneventful, and an hour after sundown when they came upon a huge ley line, a mile wide and three thousand feet tall. The massive amount of energy allowed the team to decamp from the Cassowary -- which, frankly, needed a good airing out by now -- and into the team’s energy field generator.
Notice-4 Success
You see something moving in the snow in the distance.
Notice-4 Raise
You see something moving in the snow in the distance. It looks like a large shell moving half buried in the snow.
Combat Notes
Initiative:

Barinthasheer
Dr. Asterisk
Vik
Lithium Rose (Quick, Uncanny Reflexes)
Ryder (Danger Sense)
Robert
Elennar (Master Tactician)
Tirgal Danvanbor

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

Rising Stars GM Bennies 8/8
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Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar gazes up to the heights of the ley line before them. She breathes deeply, the magical power mixed with freshly fallen snow gives her a bit of reprieve from the stale odors emanating from certain members of her team. Taking a cursory look around, she
Correction: the -2 is only for her vision. -6 total makes these rolls a failure.
Notice: 1d8!!-2: [7]-2 = 5
WD Notice: 1d6!!-2: [3]-2 = 1
and the blue energy of the line. "Have we completed this grid?"
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: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Notice 1d8!!+4: [2]+4 = 6
Wild 1d6!!+4: [1]+4 = 5

(edit: those should both be at -4 so they fail - benny reroll)

Notice again 1d8!!: [6] = 6
Wild 1d6!!: [9!!] = 9

Hey, not to bring this group hug to a halt or anything but there's a thing over there. (points) No, not the giant psychadelic thing, the other thing!
Last edited by Dr. Asterisk on Thu Jun 03, 2021 3:45 pm, edited 1 time in total.

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Robert
Posts: 20
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

OOC Comments
Notice 1d8!!-4 Wild Die 1d6!!-4: [5]-4+[4]-4 = 1
User avatar
Ryder
Posts: 153
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

OOC Comments
Bennies 3/6
Alertness +2, EDS +2, Optics Helm +2, -4 Scene Penalty
Notice 1d8!!+2: [1]+2 = 3
Wild Notice 1d6!!+2: [3]+2 = 5
Spend a Benny with Elan
Elan Notice 1d8!!+4: [3]+4 = 7
Wild Elan Notice 1d6!!+4: [1]+4 = 5
Eh, I'll accept the 7.
Ryder nods as Dr. A speaks up, having also noticed the movement in the snow. "Right, anyone who wants to face whatever that is from inside relatively safe confines, get in! Showboaters, feel free to dance out here!" Suiting word to deed, he jumps into the Cassowary and fires up the engines, bringing the offensive systems online.
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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Tirgal Danvanbor
Posts: 19
Joined: Sun Mar 08, 2020 8:06 pm

Re: 5.2 Lost!

Post by Tirgal Danvanbor »

"Oooh,
Notice 1d8!-4: [8!, 2]-4 = 6
Wild 1 1d6!-4: [4]-4 = 0
, too."
Tirgal says as he points towards whatever it is, "I wonder what sort a' wonderful creature it could be? Can't ye get me over there any quicker, Mr. @Ryder? Hurry, before the little lovely gets away! Oooh, and don't shoot it yet. Let me give it a good talking-to first. It could be a friendly critter, or maybe even one never before seen! Do ye think itll fit in the Cassowary? Maybe we can keep it. Did ye know..."

Tirgal excitedly rambles on about monsters and other magical creatures, and their various virtues, as the team approaches the whatever-it-is.

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 14(7)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 6/6; Conviction: 0/1
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Vik
Posts: 180
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »


Notice at -4 1d10!!-2: [5]-2 = 3
Wild 1d6!!-2: [3]-2 = 1


Vik blinks out into the snow.

"Eh? I don't see nuffin'. Ryder-mate, let's point this magical rollin' caravan toward home so's I can spend the night in the lovin' arms of fair Charlie, and this lot of strays and 'fugees can sign their papers and cast their lot, Legion-like, or follow the path on what they was followin'."
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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KahlessNestor
Posts: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Fury Beetle Athletics
Athletics 1d8!!: [10!!] = 10
Wild 1d6!!: [1] = 1
Date: January 9, 110 PA
Mission: Day 6
Time: 6:35 PM
Weather: Normal for the season the season (cold); strong wind; no snow
Location: Wilderness
Ley Line: Huge, east to west
  • Ley Lines: When activated on a ley line, double the Range and Duration of psychic or magic powers. Attack powers deal +2 damage, and defensive powers gain +1 Toughness. Magic users double the PPE regained while resting on a ley line.
  • Dynamic Backlash: Psychics and magic users are subject to Dynamic Backlash in areas affected by ley line energy, see SWADE 138.
Scene modifiers:
  • Light/Visibility: -4 for blowing snow and night
Round 1.1

As the Cassowary rumbled to life, the movement in the snow stopped. Then a terrible screeching sound began, and the movement in the snow began to rapidly charge the Trailblazers.

OOC: The fury beetle wins initiative, but Elennar can give the JOKER to someone in the party, who can interrupt. Everyone gets a Benny and whoever gets the JOKER gets +2 to all Trait rolls this round. Whoever has the JOKER can try and interrupt with an Athletics roll. The FB rolled a 10. If you spend a benny, I will let you guarantee a win on the interrupt.

I will pause here for the interrupt roll before taking the Fury Beetle’s turn.
Combat Notes
Initiative:
Fury Beetle (WC 4W) 10C

Barinthasheer 8H outside
Lithium Rose (Quick, Uncanny Reflexes) 7S outside
Dr. Asterisk 6S outside
Tirgal Danvanbor 6C outside
Robert 5H outside
Elennar (Master Tactician) 5C (KH, JOKER) outside
Ryder (Danger Sense) 3S inside
Vik 3D outside

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

Rising Stars GM Bennies 8/8
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Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar whips her head toward the screeching sound. Without hesitation,
assigning the Joker to Robert
to @Robert. "Take it down, Robert! Fire at will! @Ryder, evasive actions! EVERYONE MOVE!"
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
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Robert
Posts: 20
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Robert nods, the Mini-Missile launcher already at his shoulder. He takes careful aim and looses an Armor Piercing missile.
Shooting 9, 74 MDC AP 24
Shooting 1d10!!: [9] = 9
Shooting Wild Die 1d6!!: [2] = 2

-4 due to visibility, +2 due to Joker, +2 Due to Size bonus, +1 Due to Trademark Weapon

Damage

Damage Raise + Giant Killer 6d6!!: [4, 7!!, 3, 1, 2, 2] = 19

Improved Take 'Em Down Reroll

Improved Take 'Em Down 6d6!!: [2, 7!!, 5, 5, 3, 14!!] = 36
The shot is perfect. The Fury Bettle turns ever so slightly, exposing it's under belly. The missile hits the (relatively) soft part and explodes, sending bits of beetle and gore everywhere.

Robert grins and gives the missile launcher a kiss. "Very good, mon cheri." he says, stroking the still steaming barrel tenderly.
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KahlessNestor
Posts: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 9, 110 PA
Mission: Day 6
Time: 6:40 PM
Weather: Normal for the season the season (cold); strong wind; no snow
Location: Wilderness
Ley Line: Huge, east to west
  • Ley Lines: When activated on a ley line, double the Range and Duration of psychic or magic powers. Attack powers deal +2 damage, and defensive powers gain +1 Toughness. Magic users double the PPE regained while resting on a ley line.
  • Dynamic Backlash: Psychics and magic users are subject to Dynamic Backlash in areas affected by ley line energy, see SWADE 138.
Scene modifiers:
  • Light/Visibility: -4 for blowing snow and night
Round 0

Snow and dirt blew everywhere as Robert’s mini-missile cored out the fury beetle, splattering it across the landscape. When the debris cleared, the Trailblazers saw that they had also uncovered what looked like a mass grave. There had been some kind of fight here at some point, and someone had dug a hole and just pushed everything into it, perhaps with magic.

OOC: As a reward, you can receive credits or salvage worth 2,200,000 credits. Or we can apply that to bump your Raw Resource die. That would be 275k for each of you, or trade your 275k for a +1 die bump to the resource die if you want to turn it over to Fort Hope. Let me know.
Combat Notes
Initiative:
Barinthasheer
Lithium Rose (Quick, Uncanny Reflexes)
Dr. Asterisk
Tirgal Danvanbor
Robert
Elennar (Master Tactician)
Ryder (Danger Sense)
Vik

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

Rising Stars GM Bennies 8/8
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Dr. Asterisk
Posts: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

(upon the explosion)OOOOOooooooo!!Dr. A emits some happy warbling and upon viewing the smorgasbord of collectible wealth, his multiple eyes light up in animated explosions of coins, like from that old video game -- I think it featured an aardvark or something. But anyway, if asking me its time for some coinage to come my way. Uh, see, coins are REAL money not like some imaginary symbol that arbitrarily is decided to...uh, nevermind. I just need a large sack. Or maybe I can sleep on a pile of them like a dragon. Well, the ones we used to imagine, anyway. Oh, an aardvark is this creature that ...(trails off)

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Ryder
Posts: 153
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

Ryder nods in approval as Row-bear opens up the ground like a pinata.

Funny thing about graves in the post-cybernetics era. Once the bodies have been allowed to decompose, there's often very valuable bits left behind. Mass graves, of course, create even more opportunity. Ryder gets to work with a makeshift metal detector, identifying the parts that are most likely to be useful, and snagging a small cartful of them. Of course, a lot have been damaged by exposure to the elements, but the Cyberdocs back at the Fort should be able to do some mixing and matching to get a fully functional piece or three.
OOC Comments
Taking the money. 225K Cr. buys at least a bit of useful cyberware.[/OOC[
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
User avatar
Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar lets her bow slack as @Robert's missile blast showers the snow with fury beetle bits and pieces. "Great shot, my friend! That was no mean feat. Let us...what have we here?"
She moves towards the pit, discovering to her disgust the mass grave. She shakes her head at the undignified burial of the dead. "Even a worthy adversary deserves a proper burial, or at least a pyre." She moves carefully through the bodies, trying to discern what may have happened, who may have fought here, or why this assemblage's final rest was so careless. Amidst the bodies are scattered weapons and armor of various kinds and in various levels of functionality. "May your spirits be honored by your armament seeing the field of battle once more. May The Hunter replace what you have left behind with outfittings worthy of your deeds. And may your souls know peace." She does what she can to array a few of the bodies in what serves as a funerary pose, though the cold and the rigormortis is no help. She
Adding resources for the fort
at the side, with intent to load them into the Cassowary. Finally, she sighs. "I would light a pyre, but there is no way to account for any of their customs, nor should we draw the attention of that which laid them here. Let the earth take them and let us pray they will be satisfied." She makes a symbolic casting of dirt upon as many of the deceased as she can, then prepares to load back into the vehicle.
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
Vik
Posts: 180
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik whistles softly as bits and pieces of fury beetle (as well as dirt, snow and other bits best left unidentified) rain down.

"Right impressive shootin' there, Row-Bear. And looks like Lady Luck's graced us with a bit of instant gratification, as it were."

Motioning the others forward, Vik engages in a bit of earnest looting, himself, wagering that none of this lot have the spark left in 'em to protest, and if they do, they're most like some sort of necromantic thrall what needs a particle beam twixt the eyes to ensure a bit of peace.

It's hard to tell what allegiance the rotters had before death -- Vik spots bits of Coalition gear here and there, though that might have been looted, along with more arcane gear indicating forces from the Magic Zone were involved. He rolls over a few worm-eaten corpses wearing the bug-eyed helmets of Magi when spots a pair of TW shooters that make his heart skip a beat.

"The gods of thunder an' lightnin' is smiled upon us today, boys and birds," he says, reverently lifting free a pair of identical TW Nova rifles, each etched with the silver lightning brand of Stormspire. With a bit of orichalcum wiring and some aetheric sodder, he could have the pair linked together and mounted in place of the Coo-coo-wobbler's railgun, upgrading from mundane dakka to premium incandescent annihilation.

"Easier on the wrists, right, 'void the carpal tunnel and the like."
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
Tirgal Danvanbor
Posts: 19
Joined: Sun Mar 08, 2020 8:06 pm

Re: 5.2 Lost!

Post by Tirgal Danvanbor »

"Well, look-it all the shinies in this hole... My word, is that a fellow half-folk?" Tirgal hops down in the hole, chatting excitedly, and uncovers a small body decked out in full medieval armor, "I think this is just right for me. What do ye say,
@Vik
, can I have it? This one was made just for me, I know it! Don't ye think I'd make for a dashing wee adventurer in a suit a' armor like this?"


Tirgal scampers through the hole and across the bodies unashamedly hunting down the shinies, "Oooh, it's a whats-it! This human's got metal work from his head down to his legs. Hmm, you folks have that done quite often, I see. What kind of wonders can these thing-a-ma-jigs make happen? They must be useful. I don't suppose ye fine folks would help me acquire some a' me own metal doohickeys?"

Tirgal sets about enthusiastically gathering up all the valuables and shinies from the mass grave, and he helps store them for transport. When that's done he even helps @Elennar set the dead to rest. After the bodies are looted and the dead settled in for eternity, Tirgal invades the
@Dr. Asterisk
's personal space.

"I regret not having had much opportunity to speak with ye sooner," Tirgal says as he scrutinizes Dr. Asterisk, "So, tell me, what kind a' monster are ye, now? Ye have enough legs to be an insect, yet...well, ye look kind a' like a spider but with two fewer legs. And yer all metal! Absolutely fascinating. A metal..not-spider. A metal not-spider that talks! Oh, I'm so glad I found ye fine fellows."

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 14(7)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 6/6; Conviction: 0/1
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KahlessNestor
Posts: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 10-11, 110 PA
Mission: Day 7-8
Time:
Weather: 30 degrees warmer than normal for the season the season (warm); strong wind; light rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light/Visibility: -1 for rain
Round 0

With the patrol mission completed, the Trailblazers head for home. After the blizzard, the weather warmed up quite a bit, and soon the snow that had dumped was melting and making the travel a bit treacherous with mud. The light rain that came didn’t help, either, blown nearly horizontal by strong winds. Barinthasheer decided to fly ahead, and was soon lost to sight.
Instructions
Journey time again!

I need a Navigator (Survival check), a Lookout (Notice check), and a Piloting roll (from Ryder). If you like, someone can also be a Scout (Stealth check). Other characters may roll to support any of these rolls. Remember visibility modifier.

Include a scene with the new guy Tirgal for a benny.
Combat Notes
Initiative:
Lithium Rose (Quick, Uncanny Reflexes)
Dr. Asterisk
Tirgal Danvanbor
Robert (Level Headed)
Elennar (Master Tactician)
Ryder (Danger Sense)
Vik

***
GM Notes
GM Bennies: 4/7
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: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

@Tirgal Danvanbor Monster? (spins and looks behind, then quickly spins back) Curious as to who or what you mean, there. And how many legs do spiders have on your planet? (while speaking, takes turns balancing on each of the larger six while gesticulating with the smaller two) Those must be impressive. Although I did have a nice gorilla bot I could have joined with but that guy has trouble fitting through doors and tends to break stuff.

The pic doesn't show the rearmost two legs.


Anywho, looks like we have some a-scoutin' to do. Way funner in the old days. It involved cookies when you could find the right scouts. Back in a few. Since I am stealthy, I'll go on ahead a ways - maybe you could help us find the best route back, perhaps that way? (points over Tirgal's shoulder)

The spiderbot seems to have disappeared when Tirgal turns back to him but actually can be easily seen tiptoeing away, quickly glancing back toward the Cassowary in a clandestine sort of way. (trailing off)dun dun dun dun dun dun dun When obviously noticed he acts nonchalant, though still as if he is invisible. He then does seem to disappear at third glance.

Stealth 1d10!!+4: [6]+4 = 10
Wild 1d6!!+4: [23!!]+4 = 27

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Dr. Asterisk
Posts: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

The bot returns dragging a large pack that is almost twice his own size, which makes one wonder where it came from since he didn't appear to have left with this amount of material or even the pack itself. Looking inside the vehicle, there doesn't seem to be enough room to spread anything out so Dr. A climbs back up onto the roof of the Cassowary, at which time some loud rattling and clanking, plus sounds of dragging items along the surface can be heard. For the next couple hours, shuffling sounds and small mechanical noises emanate from outside the vehicle.

To any not able to observe the dealings on the roof, the bot clambers back inside the vehicle hours later as if nothing happened.

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

The return journey doesn't lie along the same path. Elennar does her part to direct @Ryder and the Cassowary by
Common Knowledge: 1d6!!: [5] = 5
WD CK: 1d6!!: [1] = 1
she recalls from their wanderings and from the charts they've made. "That small river lies this way" she says as she points west/southwest. "It was a few miles from this large mound."
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
Vik
Posts: 180
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Notice at -1
Notice 1d10!!+1: [5]+1 = 6
Wild 1d6!!+1: [9!!]+1 = 10


Vik spends his time in the turret of the Casserole Wailer, installing the dual-linked Nova Rifles in place of the old railgun assembly. He takes copious breaks, gazing out across the surrounding countryside while nipping at a bottle of spirits.

"Steer us straight, Ryder-mate, so's we can arrive home for a bit of R-n-R without engagin' in further conflict what only delays our reunifications and resupplies. We'll be lucky if they don't force us through quarantine and a good scrub, accountin' on all the strays what we've picked up this tour."
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
Ryder
Posts: 153
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

Driving 20
Driving +2 Vehicle Interface, Ignore up to 2 points of Penalties due to Ace. +1 Handling
Driving 1d12!!+3: [17!!]+3 = 20
Wild Driving 1d6!!+3: [2]+3 = 5
As always, Ryder and the Cassowary seem to completely ignore the inclement weather, often seeming to bend the wind and mud to their will (the Trimadore and the Mountaineer work together so well, it's as if they're an actual team) to actually maneuver even better.

During the drive, Ryder begins talking more frequently to Dr. Asterix, his natural affinity for machines making the robot/droid/whatever something of a natural companion. And as the mechanical marvel seems to be a wealth of information about both the terrain and pre-Rifts culture, he learns a lot about each of these, simply by osmosis.
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: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 14, 110 PA
Mission: Day 11
Time: 1605
Weather: Normal for the season (cold); no wind; heavy snow
Location: Wilderness
Ley Line: Ley Line, NW to SE, Medium: Quarter-mile wide, 500 feet tall, 10 miles long.
Scene modifiers:
  • Light/Visibility: -2 for snow
Round 0

The next few days of the journey back to Fort Hope were uneventful, though the team ran into some obstacles. The melting snow flooded rivers, and then it turned cold again. The freezing mud made the trip a bit easier, but then it started to snow heavily again.

As the Trailblazers set up their energy field generator by a ley line to make camp, Dr. Asterix skittered back from scouting the area to inform them he had spotted a group of five bipedal bug-like creatures approaching from the northwest. There were Xiticix in the area!
Combat Notes
Initiative:
Lithium Rose (Quick, Uncanny Reflexes)
Dr. Asterisk
Tirgal Danvanbor
Robert (Level Headed)
Elennar (Master Tactician)
Ryder (Danger Sense)
Vik

***
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
Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar moves to action, rapidly assessing their current situation. She turns and begins calling orders. "On your toes, friends! @Ryder, orient the Cassowary to prepare for a charge or a retreat. There may be more, and they could have us surrounded. @Robert and @Lithium, take cover in positions flanking the Cassowary. We've no way of knowing if they have heavy armament. Keep some distance. @Vik, may I recommend you apply your expertise to the vehicle's primary armament? @Dr. Asterisk, I leave location to your discretion, but we will need you to scry the other directions for more. These bugs seem to travel in swarms, and five is few." She turns to @Tirgal Danvanbor. "Small one, I know little of your abilities. The fighting outside the vehicle is likely to be dangerous. The shell of the Cassowary is fine armor, if ever Ryder could not avoid what was fired at her. However, I know better than to let appearances dictate capability. If you join us outside, stealth and cover is your ally. Take the opposite flank as me, nearest Robert."
Having given orders, she offers a
Faith - Boost Vigor: 1d8!!: [3] = 3
WD Faith: 1d6!!: [11!!] = 11
All Vigor boosted 2 die types.
to the Hunter. "May we all strike true against these evil vermin. Give us strength to withstand their darts and blades." A warmth and courage rises in the chests of each member of the 101st.
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: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

(flashback) During the install @Vik makes for the Cassowary's secondary weapons, D.A. observes while perched on the corner of the vehicle, sporting what looks like a hastily thrown-together jumpsuit of worn light blue fabric, hanging off his torso as it does not fit properly. Every now and then, the bot quips, Ayup, That'll do'er, or, Nice. 'Course... Y'all want that bigger batt-ray. You wonder where the scattered beverage cans came from.

After he returns from scouting the Xiticix, he is in the front of the vehicle and sharing the details of the Xiticix patrol while observing @Ryder 's driving / talking shop. Knows, ya gots to shoot them bugs a little higher. (spits) Oh, and they spit.
The green one's the tracker but remember there's usually more trying to sniff out trails they leave.


Notice 1d8!!+4: [5]+4 = 9
Wild 1d6!!+4: [3]+4 = 7

Occult 1d8!!: [1] = 1
Wild 1d6!!: [2] = 2

benny reroll
Occult 1d8!!: [5] = 5
Wild 1d6!!: [1] = 1


Heyyyyyy...I bet I could shoot them fancy new guns I bet I bet I bet! Lemme find some o'them thar targets.

With a few quick taps of the controls, the targets are lit up like Roman candles at cousin Zeke's 7th of July party.

Electronics 1d10!!+2: [6]+2 = 8
Wild 1d6!!+2: [21!!]+2 = 23


Free Action Boost Spellcasting 1d10!!+2: [2]+2 = 4 0 PP due to raise, Channeling
Wild 1d6!!+2: [8!!]+2 = 10

Activate Smite 1d12!!+3: [6]+3 = 9 1 PP due to raise, Channeling
Wild 1d6!!+3: [5]+3 = 8

Linked Nova Rifles are +4 damage
Last edited by Dr. Asterisk on Fri Jul 09, 2021 10:05 am, edited 1 time in total.

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Robert
Posts: 20
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Robert nods in response to Elennar's words, grabs Matilda. He slides on his helmet and activates the Multi-Optics gear he recovered from the grave site. He heads to the flank of the Cassowray, the mini-missile launcher ready to loose it's contents upon the battle field at a moments notice.
User avatar
Vik
Posts: 180
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik growls and rouses himself from the command couch from which he'd been strategizin' with his eyes closed.

"If it ain't bleedin' demon-y-ixes, it's soddin' zitty-ixes. I tell you, somefin's gone rotten in the galley, attractin' all sorts of vermin, it is," he says, eyeing first the halfer, then Sergeant Nature's-My-Fragrance, before hauling himself behind the controls of the newly-installed nova rifles.
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
Tirgal Danvanbor
Posts: 19
Joined: Sun Mar 08, 2020 8:06 pm

Re: 5.2 Lost!

Post by Tirgal Danvanbor »

"Why, I thank ye for your concern @Elennar. Me bow Flamespitter is for more than show though, ye know. Show me what needs-a-shooting, and I'll shoot it for ye," Tirgal responds to his fellow archer, "But the more important question is do ye think they have any small ones with them? I've never had a zittysix before. Can it talk? Talking monsters are always me favorite, you see. If they're caring for any wee ones, lets take it with us!"

Tirgal looks around for Vik when he hears the angry man grousing, "@Vik, can we keep any wee ones? I want me very own zittysix."

Although not fully aware of what he's getting into, Tirgal prepares for combat and
Stealth (Woodsman) 1d6!+2: [6!, 1]+2 = 9
Wild 1 1d6!+2: [5]+2 = 7
around him. He nocks a Neural Disruptor while he
Notice 1d8!: [5] = 5
Wild 2 1d6!: [2] = 2
to approach, not wanting to kill anything that might be friendly or tamable. When he sees his first xiticix, Tirgal
Monster Slayer
Occult 1d8!: [7] = 7
Wild 1d6!: [3] = 3
Benny (Elan)
Occult 2 1d8!: [1] = 1 +2 = 3
Wild 4 1d6!+2: [2]+2 = 4
Benny 2 (Elan)
Occult 3 1d8!+2: [7]+2 = 9
Wild 5 1d6!+2: [3]+2 = 5
all the notes he's jotted down of monsters over the years to determine whether or not he's actually ever encountered one. If he has, he whispers what he knows to his team. Tirgal gives them general pointers to fight them and explains their common tactics, too.

"Dont let them spray ye with their bug goo," he whispers, "Some of it'll eat ye up, and the other type makes you smell like a tasty snack for miles around. That's most of what I remember. I haven't seen these beasties, but I heard about them and wrote it down in me monster notes. The only other thing that might help is loud noise. It can mix them up when they can't rely on their big googly bug eyes."

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 14(7)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 6/6; Conviction: 0/1
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Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar nods at @Tirgal Danvanbor. "Very well, my friend. Take cover and do not risk yourself unnecessarily. I look forward to learning what you and that bow are capable of." She winks at the halfling before moving
Stealth: 1d8!!+2: [1]+2 = 3
WD Stealth: 1d6!!+2: [2]+2 = 4
herself.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
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Ryder
Posts: 153
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

Ryder nods to Ellenar, and jumps into the Cassowary; he leaves the doors open just long enough for everyone who's joining him inside to get in, then starts moving immediately, letting the doors slide shut as he picks up speed. "All of you staying outside need to be ready to jump in; I ain't leaving anyone behind, but if we have to pull out, everyone's gotta get back onboard toot-sweet."
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: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Xiticix prep round
Hunter Stealth 1d10!!+2: [5]+2 = 7
Warrior 1 Stealth 1d6!!: [3] = 3
Warrior 2 Stealth 1d6!!: [5] = 5
Warrior 3 Stealth 1d6!!: [5] = 5
Warrior 4 Stealth 1d6!!: [3] = 3
Date: January 14, 110 PA
Mission: Day 11
Time: 1615
Weather: Normal for the season (cold); no wind; heavy snow
Location: Wilderness
Ley Line: Ley Line, NW to SE, Medium: Quarter-mile wide, 500 feet tall, 10 miles long.
Scene modifiers:
  • Light/Visibility: -2 for snow
Round 1.1 (Joker round)

OOC: Xiticix beat the team on initiative, but the team got 2 Jokers. Everyone gets 2 bennies. Ryder has +2 on all Trait and Damage rolls. One other team member, decided by Elennar, can have the other Joker with the same benefits. The two players who get the Jokers may go before the Xiticix.

As an action on your turn, make a notice roll to see if you can spot the targets. Remember the visibility penalty (-2). It applies to sensor rolls, as well, due to snow.
Notice 3
You can spot 2 of the grey-skinned Hunters approaching about 40” out on the right flank (Robert’s side).
Notice 5
You can spot the other two grey-skinned Hunters approaching about 40” out on the left flank (Elennar’s side).
Notice 7
You can spot the Hunter flanking about 40” out on the extreme left flank (Elennar’s side). Its carapace is now as white as the snow.
Pick a side
The Cassowary can target anywhere. The flanks cannot hit targets on the other flank (the Cassowary is a big machine; you can’t see over/through it unless you can fly). Based on Tirgal’s narrative, he can pick which side he is on, or on the roof. Same for Lithium Rose.
The Trailblazers look around the surrounding snow field, searching for the Xiticix.
Combat Notes
Initiative:
Ryder (Danger Sense) Joker Cassowary
Robert (Level Headed) KD 10S Outside, R flank
Lithium Rose (Quick, Uncanny Reflexes) 3C, 9H Outside by Cassowary
Dr. Asterisk 8S Cassowary
Elennar (Master Tactician) 5C (Joker, 5D) Outside, L flank, stealthed
Tirgal Danvanbor 2H Outside, stealthed
Vik 2S Cassowary
Average: 7.71

Hunter QC
Warrior 1 KH
Warrior 2 7D
Warrior 3 8C
Warrior 4 JD
Average: 10.2

***
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
Dr. Asterisk
Posts: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

@Vik Ayck-tchuallyyy..I think they are attracted by us magic using types, like you, me and those who (amplified deep cavernous voice) HAVE THE POWAH!

I mean, they do make a bee-line
(snicker) toward those of us with particular sets of skills. I s'pose if there's no one else around to fire this big thing then I could...I mean, solar's kinda like electricity, right? (starts casting)


Smite on Helios Cannon (2 PP)
Spellcasting 1d10!!+2: [4]+2 = 6
Wild 1d6!!+2: [3]+2 = 5

Cannon is +2 damage


I cannot delete a die roll but Spellcasting was boosted to d12 not d10 so rerolling Smite
Reroll Spellcasting 1d12!!+2: [6]+2 = 8
Wild 1d6!!+2: [3]+2 = 5

Cannon is +4 damage (1 PP due to raise/Channeling)

FA Boost Fighting Spellcasting 1d10!!+2: [14!!]+2 = 16 (0 PP)
Wild 1d6!!+2: [4]+2 = 6


Also rerolling fighting boost (0 PP)
Spellcasting 1d12!!+2: [11]+2 = 13
Wild 1d6!!+2: [4]+2 = 6

Last edited by Dr. Asterisk on Tue Jul 20, 2021 11:49 am, edited 5 times in total.

Dr. Asterisk

Bennies: 7/3

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

Pace: 12; Running Die: d8; Parry: 6; (+1 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)

Rich 1 - Choice of Armor (Arzno)
Rich 2 - Stealth on Armor (+2)
Filthy Rich 1 - Choice of Weapon (Laser Torch)
Filthy Rich 2 - Armor Pace +2, Jumping +1

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
+275,000 6.2021 (301,800)

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: Touch), 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)
Seasoned 4: Increase Occult (d8), Spellcasting (d10)
Seasoned 5:
Seasoned 6:
Seasoned 7:
Veteran 8:

User avatar
Robert
Posts: 20
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Shot 1 58 damage AP 24, Shot 2 46 damage AP 24
Notice 1d8!! WD 1d6!!: [4]+[1] = 5

Shooting 1d10!! WD 1d6!!: [6]+[8!!] = 14
Shooting 1d10!! WD 1d6!!: [3]+[2] = 5

Bonuses to shoot: Marksman +1, Joker +2 (negates multi acgtion) Monster Slayer Bonus +2, Multi-Optics Helmet +1

Shot 1 Damage 5d6!!: [2, 2, 4, 5, 1] = 14
Shot 2 damage 5d6!!: [3, 1, 4, 1, 4] = 13

Free reroll Shot 1, Take Em Down 5d6!!: [10!!, 3, 3, 10!!, 3] = 29
Free reroll shot 2, take em down 5d6!!: [2, 2, 11!!, 3, 5] = 23
After some sage words of advice from Elennar and a few last minute tips from the half man, Robert lines up his shots and sends two mini missles at the Xiticix approaching his side, hitting them dead center.

"Good girl" Robert tells Matilda, patting the still hot barrel gingerly, Good girl.
User avatar
Dorn Giantslayer
Posts: 7
Joined: Wed Jul 07, 2021 6:02 pm

Re: 5.2 Lost!

Post by Dorn Giantslayer »

The mage opens his eyes and nods to Dorn and the Shifter. "I've managed to zero in on them. Fortunately they are near a ley line so this shouldn't be too difficult." Looking at Dorn the Shifter asks, "are you sure you want to do this? They should be back in a day or two."

Dorn shrugs as he makes a last check of his gear. "Orders say report A-S-A-P so I report A-S-A-P. Besides, what worst can happen?" Dorn flashes a grin at the magic users. "Let's do this thing, yes?" His accent is good though you can tell English is not his first language and the mages glance at each other dubiously until the Shifter shrugs and begins his preparations.

Moving nearer the ley line the Shifter mutters and waves his hands about like he really does care and within moments a disk of energy appears in midair which quickly expands to a Rift large enough to accomodate the Dwarf. Wind blows a fair bit of snow through the portal from the other side. "Ok trooper, here's your ride. Just step through and you should come out practically one top of them. Try not to get yourself shot."

Flashing the mages another grin Dorn turns towards the Rift and strides into the swirling snow and immediately starts windmilling his arms in an attempt to keeps his balance as he step out into empty air!

Incompetent bastard! I'll say on top of them! Five meters above them more like. I'll kill that idiot when I get back! Dorn thought furiously has he fought to keep his feet under him.

The roof of a Mountaineer rushed up at him and he flexed his knees to absorb the

Agility 1d10: [9] = 9
Wild 1d6: [4] = 4
and though he did manage to set the vehicle rocking he also managed to avoid doing it any damage. Launching himself from the roof of the vee he hits the ground with a thud and a wordless bellow next to a human patting a rocket launcher.

I picked Gaelic to be his Dwarven language and I'll be seeding phrases like the one below once in a while. I plan on doing a lot of cussing so Google translate at your own peril. If anyone is actually fluent in Gaelic let me know and I'll pick another language.


Looking up Dorn shakes his fist at the closing rift and bellows in Dwarven "Ro na naoi ifrinn tha e nas fhuaire na teud bana-bhuidseach shuas an seo agus tha an gluasad còig meatair far an talamh! Tha thu a ’dol a phàigheadh airson seo nuair a thig mi air ais, tha mi a’ dol a reubadh do bhàlaichean agus gam biadhadh dhut !!! An cluinn thu mi thu a ’glagadaich buidhe !!!"

The first thing that most people think about Dorn is that he's closer than he actually is. It's an easy enough mistake to make considering most Dwarves aren't over
That's 7(ish) feet and 700(ish) pounds for the metric impaired.
. The second thing people tend to think is to wonder how he maintains that massive mohawk!

Looking down at Robert, Dorn pushes back the hood of his parka and snaps a salute, bellowing over the wind "Hello! This is One-Oh-One Set, yes? Please to tell me where to find Sgt Vik! Legionnaire Dorn reporting for duty!"

Taking his bearings for the first time Dorn looks around and frowns. "Very bad weather to be out for target practice, no? Or perhaps timing is better than thought, yes?"

Meanwhile back at Fort Hope the Shifter looks at his companion as the Rift closes. "What was that he said?"

Shrugging the mage replies, "I dunno but he sounded pretty mad if you ask me. I hope you didn't miss again. If I were you I'd think it might be a good time to take some leave for a week or so until he cools off."

The Shifter nods and looks thoughtful as they walk back through the main gates into the fort.
Last edited by Dorn Giantslayer on Sun Jul 25, 2021 6:36 pm, edited 1 time in total.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn Giantslayer
Bennies: 4 of 4


Tiberius (Inactive)
Jack Cooper
[https://savaged.us/s/s4m2xkmg]Radecliffe[/url]


Player: James

Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7 Run Die: d8 Parry: 7 Toughness: 19(5) Strain: 0 Burn: 7
User avatar
Robert
Posts: 20
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Robert does a double take at the sudden appearance of the newcomer. He radios "Veek, you have a guest?"

Robert puts a finger to his lips and gestures towards the shot Xiticxics
User avatar
Dorn Giantslayer
Posts: 7
Joined: Wed Jul 07, 2021 6:02 pm

Re: 5.2 Lost!

Post by Dorn Giantslayer »

Following Robert's gesture Dorn

Notice 1d6!-2: [6!, 5]-2 = 9
Wild 1d6!-2: [6!, 3]-2 = 7
to see what he's pointing at. Spotting the group of Xiticix Dorn grunts, "Bugs, ugh! Hate bugs. Shooting good idea, yes? Killing up close gets bug guts on armor. Stains bad. Take forever to wash out and stinks too."

Seeing as much as sensing movement on the far flank Dorn brings Robert's attention to the flanker. "Look! White shell bug is flanking position! Tell Sgt that Dorn on the case. Will intercept, yes?"
Ancient wisdom from the Golden Age: Don't Panic.

Dorn Giantslayer
Bennies: 4 of 4


Tiberius (Inactive)
Jack Cooper
[https://savaged.us/s/s4m2xkmg]Radecliffe[/url]


Player: James

Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7 Run Die: d8 Parry: 7 Toughness: 19(5) Strain: 0 Burn: 7
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