5.2 Lost!

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

Re: 5.2 Lost!

Post by Ryder »

Test 13, Shot 1 26 Damage AP 20, Shot 2 28 Damage AP 20
Bennies: 6/6
Notice 1d8!!+4: [3]+4 = 7
W Notice 1d6!!+4: [1]+4 = 5

Three actions--driving the Cassowary to confuse one of the bugs (Test to try to Distract), two shots with Helios Cannon (net MAP -2 due to Combat Ace, cancelled for Shooting due to Targeting System, cancelled for Driving due to Ace) at two others. -2 Weather conditions applied to all roll/

Distraction:
Driving 1d12!!+1: [10]+1 = 11
W Driving 1d6!!+1: [4]+1 = 5
Forgot Joker, Total 13
Xiticix needs to roll Agility:
9 or less = Distracted & Shaken
10-12 = Distracted
13+ No effect

PEW
Shooting 1 1d12!!+2: [9]+2 = 11
W Shooting 1 1d6!!+2: [1]+2 = 3
Raise!
Raise Damage, AP 20: 3d10!!+1d6!!+2: [5, 9, 4]+[4]+2 = 24 Forgot the Joker, so total damage 26 AP 20

PEWPEW
Shooting 2 1d12!!+2: [2]+2 = 4
W Shooting 2 1d6!!+2: [5]+2 = 7
Ooh, forgot the Joker, so gets the Raise!
Hit Damage, AP 20: 3d10!!+2: [1, 3, 3]+2 = 9 + Raise/Joker bonus damage 1d6!!+2: [4]+2 = 6
Benny to reroll this damage:
Benny Damage 2: 3d10!!+1d6!!+4: [8, 7, 5]+[4]+4 = 28 = 28 AP 20

Bennies: 5/6
As the group kicks into overdrive, Ryder follows suit. Cranking up a favored selection from his small collection of pre-Rifts tunes, he lets Dr. A do his thing for a moment while swinging the Cassowary around to basically run circles around one of the bugs, trying to disorient it while getting a clean line of fire on two more; once the Cannon has been supercharged, he then fires off two quick beams, lancing the Xictixic without mercy.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
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KahlessNestor
Posts: 657
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Hunter Resist Test 7
Agility 1d10!!: [7] = 7
Hunter attacks Dorn 4 Miss, 28 Raise; Damage 9 AP 6 MD
Unarmed Defender +2, Distracted -2
Fighting 1d10!!: [4] = 4
Fighting 1d10!!: [28!!] = 28
Raise Damage 1d10!!+2d4!!+1d6!!: [1]+[1, 3]+[4] = 9
Benny to reroll that damage 1d10!!+2d4!!+1d6!!: [3]+[1, 1]+[4] = 9
Benny to reroll again 1d10!!+2d4!!+1d6!!: [1]+[3, 3]+[2] = 9
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)

Robert obliterated the two xiticix warriors moving on his right flank.

Ryder spun the Cassowary around the white-carapaced xiticic as he blasted the other two, distracting the Hunter.
Dorn
You are on top of the Cassowary and Ryder is doing fancy driving. Make an Agility check to hang on or take one level of Fatigue (Bumps and Bruises) as you are thrown from the vehicle.
The Hunter hissed, and his wings buzzed, lifting him out of the snow. He charged at Dorn (either on top of the Cassowary or wherever he falls), drawing two wickedly hooked short swords. Atop the vehicle, he couldn’t be targeted by the Cassowary’s weapons. (Assuming Dorn makes his save) His swords slashed at the newly arrived Dorn. One strike missed, and the other just bounced off his armor.

OOC: Two bennies and couldn’t break a 9. Grrrr!

REMAINING PLAYERS ARE UP (EVERYONE BUT RYDER AND ROBERT)
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
Dorn Giantslayer Top of Cassowary
Average: 7.71

Hunter Parry 7, Toughness 18 (8) QC Far left, Distracted (-2 Trait rolls)
Average: 10.2

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

Re: 5.2 Lost!

Post by Elennar »

Elennar spun quickly as @Dorn Giantslayer landed on the roof of the Cassowary. Her bow's aim moved with her gaze. She only opts not to shoot as he identifies their SET designation. "Hunter's tangled beard, who assigned a dwarf to this unit?! I'll have heads for this! HEADS!" As if on queue, her aim shifts back towards the hunter. She waits long enough for the creature to swing, then looses an
Called Headshot: 1d10!!: [9] = 9
WD Headshot: 1d6!!: [2] = 2
of the bug. The shot lands
Damage with raise: 5d6!!: [2, 3, 3, 7!!, 1] = 16 (AP 6, omitted +4 from head shot)
dropping it where it lands. Her icy stare doesn't leave the newcomer's hulking (for a dwarf) form, nor does she relax her bow. "Head on a swivel, dwarf! There may be more, and you're on the front line!"
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 takes his time lining up a shot, content to let his lackeys squadmates claim the glory. He's in the midst of a long, rehydrating slug from his flask when Sgt. Plant-based Knickers lets loose her cry of elven outrage.

"Dwarf?!? <<cough-cough>> The blighting recruiter swore on the Queen's bleeding nostril what there was no sodding stunties on this excursion! Whole castle of them buggering pervs at the ol' Refuge, digging holes and looking up skirts like that reprobate Hans. Ain't s'posed to be this far north ..."

Vik catches a look at the newcomer's tall red mohawk and groans again, like he's been kicked in the cockles by a cyber-centaur. "Oy, and lookit, this one's a barking looney, one'a them slayer types what wants to kamikaze hisself on somefin' big and horn-ful from the Rifts. Hazard pay, I tell you, is what this is about. Bloody Leftenant Winnie's gonna be paying hazard pay for days, he is, saddling Ol' Vik with halfers and stunties and elf-witches, like he's on the way to Mt. Doom. You'll not Boromir me, you back-stabbing Judas, with your puppy-dog eyes and deceptively upright posture. Ol' Vik weren't born yesterday, or even last century. Bloody hell.

Rant done, Vik slams the rest of the contents of his flask, then waits for his eyes to uncross.

"Oy, new guy. You bring anyfin to drink?"
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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Dorn Giantslayer
Posts: 7
Joined: Wed Jul 07, 2021 6:02 pm

Re: 5.2 Lost!

Post by Dorn Giantslayer »

Dorn's voice trails off as he sees the bug he is pointing at take to the air charge right at him! Cursing under his breath he rips his sword from his sheath but only manages to parry one of its blades. Fortunately the other skitters off armor at it flies past.

He can feel his reflexes speeding up as his harness pumps drugs into his system but he just manages to turn for a strike at the fast moving bug when its head explodes from some kind of energy bolt. Continuing his turn he follows the line of attack back to it's source and freezes in astonishment to see an ELF ?!? berating him.

Then he looks to the sky and laments "A fhuil fhuilteach?!? Dè na diathan a rinn mi dheth gun cuireadh iad mallachd orm le elf cluasach àrdanach? Damn e gu na naoi ifrinn!" before returning his gaze to earth.

"Not to worry Sgt. Elf, I" pointing his thumb at his chest, "Dorn Giantslayer am on job."

With that Dorn stalks towards where the bugs were last seen keeping his eyes and ears open for any additional targets.
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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Elennar
Posts: 58
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar's eyes (both the good and the bad) narrow at the dwarf's diatribe. "Gibberish does the squad no benefit. Speak to be understood or don't bother at all, stonehead!" She sighs and mutters (in elven) at her misfortune as she scans the surrounding territory for additional threats.
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 »

Ryder takes in all the racial animosity and chuffs. "Technically, Vik, I think you're Gandalf, not Boromir. I figure Doc A is Aragorn, what with the scouting and all. Row-Bear's more a late-entry Faramir, really. Don't think we've got a proper Boromir type, really. I'm just happy here with my... preciousss.." He reaches out one of his uncannily long arms and strokes the dash of the Cassoawary, before busting up in laughter. "Now, el jefes, where the hell are we going next? If we're done here, I'd just as soon get out of this space and let the CS and the bugs fight it out."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
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Dr. Asterisk
Posts: 54
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Huhm... Dwarf, Elf, Halfling, 3 Humans, Trimadore, Robodroid. (looks at Ryder) In that narrative reference, the two of us wouldn't really fit in this group. And the dwarf's accent is a little off, if I remember my screen-Dwarven. Good thing those are just fantasy, eh? I'd hate to think everything we are doing is scripted for us like that. I mean, look at me - what tortured soul would conjure this, anyway?

Good thing this truck seats 7 but I don't envy y'all the closeness you're gonna feel soon. I mean, I can turn my sniffer off but you guys...

Anyway, you want we should sift through the bug guts for anything they might have had? Or are we bugging out? Heh.

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 is methodically scanning for the next target when he hears his name over the comms. "Faramir? What is this Faramir? Very handsome I presume."
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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 waits a moment to be sure all the targets are down before returning to his new friends, "Well, that's no fun. There's no wee little buggies to adopt. Oh well, it's nice to meet ye @Dorn Giantslayer. Ye can call me Tirgal if ye like. That's me name after all, Tirgal Danvanbor at your service. I'm a traveller and a monster slayer, ye know, although I prefer to make nice with the ones that can be taught to play nice."

"The angry man," Tirgal points at @Vik as he speaks, "Is Vik. He's the boss, so don't make him too mad or he'll leave yer toes out in a cold blizzard. Tried to do it to me, I tell ye. But the other's convinced him to do me right. Now we're a right old fellowship, ye see. So tell me, Dorn, do ye have any fun monster stories?"

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

Re: 5.2 Lost!

Post by Ryder »

Robert wrote: Wed Jul 28, 2021 8:04 pm Robert is methodically scanning for the next target when he hears his name over the comms. "Faramir? What is this Faramir? Very handsome I presume."
Ryder laughs and replies. "You'll have to ask Doc Asterix for an image to judge for yourself."
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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