Arcus (Part Two: Dragon Lords of New Freehold)

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Lars
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Arcus (Part Two: Dragon Lords of New Freehold)

Post by Lars » Mon May 20, 2019 11:30 am


Arcus (Part Two: Dragon Lords of New Freehold)
Image


West of Castle Refuge - - Colorado Area and Great Barrier Mountains (Starts May 20, 2019)


A lot of info is posted here, however the main thing to take away from this post is at the very bottom of this post. This is a Pre-Combat post.



Part One wrote: The CS SF SAMAS are all destroyed by the group. The sky boat of warrior mages is blown to smithereens. The CS in the DHT are tossed out and collectively the Party manages to land the DHT, which is then secured and stolen as a prize (lootz!).

The Lyn-Srial cloud city continues to soar westward and the DHT, although shot to hell, still works and heads west adjacent the city of Arcus.

Sky Knights continue to patrol the air and the last Jazz Vipers airlift attack shuttle zooms around on patrol.

The Legion members are called upon by Commander Haste to assemble in the cities HQ for a debriefing.

Your new ride:
The damaged DHT Stats
One of the most terrifying sights in the sky is a fully loaded Death’s Head transport; a single vehicle represents a large unit of Coalition soldiers capable of taking on an entire town with ease. The usual compliment aboard is two Mark V APCs with 20 Dead Boy soldiers in each; two UAR- 1 Enforcers; a Spider-Skull Walker; and either a hundred more Dead Boys or two dozen SAMAS troopers. One of these should represent a terrible threat for any group of heroes, more of a thing to avoid instead of taking on unless they’ve got one seriously fantastic plan.

Coalition Death’s Head Transport (damaged):

Size 10, Acc/TS 30/245, Toughness 52 (30) normally, now 40 (28), Crew 2+407
Notes: Environmental Systems, M.D.C. Armor, Sensor Suite, VTOL

Weapons:
  • Heavy Rail Gun = blown to hell and gone!
  • 6 ×Heavy Lasers (three 180 degree turrets on each side) all still working 6d6 MD per shot
  • 2 ×Medium Missile Launchers, only 2 missiles left which each do 1d6x10 MD each
No additional weapons or cargo is onboard. The rear thrusters seem to spark and blow more flame than usual.
Image


Gathering in the small building of the Arcus Security compound, located on the floating cloud city, the Players are addressed the Lyn-Srial, Sky Knight, Cyber Knight, and Arcus Commander, Reeth Haste:


"We will be flying past the city of New Freehold, located where Denver Colorado once stood. I am concerned that as we pass either the Gargoyles of Gargoyle Springs or the Dragon Lords of Denver, now New Freehold, might either attack or demand tribute. I need you to scout ahead of Arcus and pay a visit to the Dragon Lords. Negotiate a passage fee and secure the promise of safety from the Gargoyles."

Commander Haste tells you what he knows about the Barrier Mountains and Dragon Kings:

History of the Great Barrier Mountains (Not vital to read for story, just background details):

“Sir! Get down!” As the entire room fluxed and shifted the Secret Service Juicer moved to stand before the President of the United States. Even the augmented serviceman couldn't keep up with the ever changing environment and onslaught of creatures pouring into the USAF commanders room. - 2098 December, the end of days, NORAD.


Chaos Earth is the Apocalypse and the definitive end of the Golden Age. Across the globe, billions of people perish in an instant, and many more suffer from the Earth being torn asunder by the return of magic and the Coming of the Rifts. This wave of death is just the first, followed by countless more. The people of the Golden Age witness their world violently devolve from a prosperous age of science and technological advancements, into a demon-infested, war-torn hell. Their entire world is turned upside down in a matter of minutes.

In North America, despite NEMA’s heroism and technology, the emergence of the Blue Zones (Ley Lines) has brought with them otherworldly demons and monsters. Every corner of the globe experiences their own private hell, all similar, but also each geographically unique. Every city, state, and country on Earth has its own particular trials to deal with.

In the initial hours of the Great Cataclysm, the Yellowstone caldera erupts with merciless fury, likely killing the President of the United States, who was sheltering in the Cheyenne Mountain installation located in Colorado. At 9:45 p.m., December 23, day two, magma erupts 20 miles (32 km) into the stratosphere, sulfur fills the air, rock, and lava and ash cascade down across the western United States. The President is never heard from again, and is presumed dead as the shifting Great Barrier Mountains erupt in a massive flux, transforming the Great Divide into something completely foreign and alien in nature.

The entire world feels the effects of this massive volcanic eruption, as well as many others. Global temperatures plummet freezing worldwide. This eruption at Yellowstone covers most of the Western half of the United States of America in a nearly un-survivable ash-fall. The rest of the country is affected as well, though not as severely. The shifting Great Barrier disperses some of the airborne ash through open dimensional portals.

The Mountain States include Colorado, Idaho, Utah and Wyoming. These vast areas of mid west America are a great barrier separating the East and West. During the Golden Ages Montana, New Mexico and Arizona were also considered part of the region. These three former U.S. States have been explored to some extent, their secrets opened to the people of the East. The former U.S. States of Colorado, west of the Colorado Baronies, Idaho, Utah and Wyoming are still mostly unexplored in the Post Apocalyptic world of Rifts.

The Rocky Mountains are larger and shaped differently than they were before the Coming of the Rifts. The Great Cataclysm and eruption of the Yellowstone Super volcano reshaped much of the region, the Rockies included. There are portions of where the side of a mountain vanished, new peaks and hills appeared, and areas where a mountain is 50-100 feet taller or considerably lower. New mountain valleys, crevices and rivers are part of the Rockies of Rifts Earth. Inhabitants are limited to Native Americans, small bands of adventurers, solitary predators, hermits, hunters, trappers, and those looking to escape civilization or the law.

The Rockies are known as the Great Barrier Wall, although not a true wall, these peaks and valleys have acted like a wall between the east and west. Post Rifts scholars know that some sort of catastrophe of epic proportions happened in a place once known as the Yellowstone National Park. Whatever that disaster was, it reshaped that part of the country, altering the Rockies themselves. Scholars know it probably had something to do with volcanic eruptions and extreme seismic activity, and the return of Ley Lines, Nexus Points and magic to Rifts Earth.

The legend of NORAD persists and is supposedly located in the Rockies somewhere, and according to Pre Rifts books, located in Colorado. Countless expeditions from Lazlo, the Coalition States and others have had no luck locating this mysterious facility.

After the fall of Tolkeen the Dragon Kings left the area. Many simply left Earth. Many relocated to Denver, the mile high city bordering the Great Barrier. New Freehold was build over the ruins of Denver.

Ruins of Denver when Dragon Kings first arrived
Image
The Dragon Kings are the new power in the area. If Arcus has any hopes of passing through the area it will need to convince the Dragon Kings to not attack it or allow the Gargoyles in the area to attack Arcus.

Denver Colorado, aka. New Freehold today
Image

A large amount of Gargoyles call the ruins of Colorado Springs home.
Gargoyle Springs
Image
Commander Haste continues:

"I am asking you to jump onboard your newly looted DHT and fly ahead of Arcus, to the City of New Freehold. We will need the Dragon Kings help in stopping the 'goyles of Gargoyle Springs from raiding the city. Please, go see the Kings and ask for their protection. Be careful and on guard for attacking Gargoyles or Brodkil on your way. Negotiate our passage into the Great Barrier Wall. The city of Arcus can front a maximum of 500 thousand gold to the Kings. If you can go lower please do!"


Steps to Success wrote: YOU need to seek an audience with the Dragon Kings & convince the Dragon Kings to provide safe passage to Arcus. (A SWADE Social Conflict will occur).

FIRST, HERE BEGINS YOUR FLIGHT TO NEW FREEHOLD:

While in route to New Freehold you are all aboard (in, around, etc) the newly acquired DHT when the proximity radar alert sounds to alert you of incoming targets. What are you each doing and where are you? Are you in the DHT or zooming around outside with a Jazz Pack? Whoever looks at radar will see incoming flying target approaching the DHT. Once they are in range I will roll out Initiate rolls. It looks like 12 targets incoming. RP until then.

GM NOTE: There are no NPCs with you. Although one may join you later if needed. Please help set up the scene with an introduction post each on where you are and what you are doing on the trip. A full day will pass from the time you leave Arcus to when you are first seeing targets on the radar. Interact and "get to know each other". You are in the region of old Colorado, the Rockies are in the distance and visible.

This is ORP (open Roleplaying) and anyone can join in at any time, regardless of if you were part on Part One or not! Enjoy! - Lars
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Nomel Sagia
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Nomel Sagia » Mon May 20, 2019 3:24 pm

Nomel, upon hearing the request, frowns a bit. "If I can be honest, sir, I'm not sure my skillset is gonna be great for that job. Prolly better off if I hang back and stay on the city, just in case any more trouble shows up here." Once that gets settled, he steps back into his armor and resumes his vigil, giving a friendly wave to the departing Death's Head Transport.
OOC Comments
Swapping in Gorgeous George for the next bit.
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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Gorgeous George
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Gorgeous George » Mon May 20, 2019 3:44 pm

Once the ship is underway, Reiko picks up a familiar signal coming from the ground--and sure enough, she spots the familiar form of the Hospitaller Behemoth--bright white paint with a big red cross on the front and back. Radio confirmation happens, and after a brief conversation, arrangements are made for Gorgeous George and his trusty sidekick, Big Al, to come aboard. The Hospitallers and the Behemoth will remain behind, as they are still helping out with a small outbreak of bovine plague in the ranches in the area (the vaccine and treatment protocols have already been identified, so now it's just down to the grunt work that the Hospitaller team does so well).

A few minutes later, the Grackletooth and his companion pull alongside the DHT on his reinforced NG-357 Hovercycle. Both George and the diminutive human are wearing armor stylized in the same fashion as the Behemoth.

They land, and he immediately jumps off the bike, going over and grasping Reiko in a bear hug that might be dangerous to someone not as resilient as she is. "Good to see you, little lady! This is some ride you folks got here! I think Big Al can handle the controls, if you guys need a pilot."

He considers for a moment. "Though if you're on a diplomatic mission to dragon territory, you might want to do something about the motif on the front, so they don't come out breathin' fire and acid and whatnot. Maybe paint a big pink bow on the front, or somethin'?"

As he makes further suggestions for making the ship at least a little less likely to trigger immediate hostilities, the small human with him, walks around, nodding amiably to people but not saying anything. Upon seeing Sammy, he smiles warmly and reaches out to scritch the cat expertly.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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PFC Fox Simmons
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by PFC Fox Simmons » Mon May 20, 2019 8:20 pm

Fox strolls into the storage bay of the Death's Head. "I remember these old cattle transports being ... a lot more crowded."

Over the comms he complements evryone for emptying the contents of the Death's Head elsewhere.

Walking SAMUS over to the restraints along the wall, Fox turns her around faces her towards the interior of the cargo bay. Pausing as if in conversation, "I know. You want to be out among the clouds but we have work to get done and my skillset is needed at the controls of this DHT. Be patient we will be in the wind once more."

Strolling through the cargo area up past the armory and galley, Fox finds himself in the front of the DHT. He begins running a pre-flight inspection and looks through the windshield and taps on it. Whew glad that is solid and intact. Nothing like having a huge gaping hole pouring wind in you during an operation.

Taking the captains seat to the left of all the controls, he begins running pre-flights and turns the old tin can over and lets the beast idle while he heads outside to check on the exterior functions.

Coming around the front of the DHT, Fox stops for a moment and looks at the skull visage. Steppping back he frames the DHT nose and squints. Then an idea comes to him.

Grabbing a piece of scrap metal he takes out a vibroknife and begins sketching an iage for the front.
Just Deal With It.jpg
Just Deal With It.jpg (9.07 KiB) Viewed 4688 times

Fox heads of to find @Hans Greuber. Its time to paint this up right.
Attachments
Side art.jpg
Smiley Front.jpg
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Reiko Tanaka » Tue May 21, 2019 5:11 am

Arcus Cloud City
Afternoon
Round 0

Reiko greeted Gorgeous George and Big Al with a return hug. “Is good to see you again. Is plenty room for everyone. Find cabin. Make own.”

Most of the holes had been patched up as best as they could be. The things were resilient, though, and not likely to fall out of the sky anytime soon.

Reiko had been avoiding the new cyber-knight that had joined the group. She had never worked much with the official order. Her training had been alone with Old Serikh, and much of it on her own. She still struggled with the tenets of the order and the sins of her past from which she needed to atone.

Reiko went into the commissary and boiled up a bowl of noodles.

Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card

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Hans Greuber
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Hans Greuber » Tue May 21, 2019 4:14 pm

"What do you mean you want a fancy paintjob, Fox? I ain't no Pansy Elf Painter. I am going to be too busy patching all of the holes and running new wiring to make it all pretty for you. When there is time, I will put you together a custom Heads up interface with some of the scrapped SAMAS parts, but that is not the highest priority. We need to get this thing serviceable and as combat ready as possible before we start adding in custom work."

With that, Hans spends almost all of his waking hours crawling over, under, and through the Deaths Head Transport, running his Universal Energy to Matter Converter over everywhere it could be of use that he encounters. If it wasn't for the strange device that he found in Black Beauty's hanger long ago, these sort of repairs would take a full facility to perform, and most likely with a full team of workers in that facility in order to get it done as fast. While most things were able to be made serviceable, even if they weren't as pretty, Hans could not bring into working condition the Heavy Railgun. Someone got too enthusiastic and blew up too well for even Hans's skills and the Converter to fix back up. Where once was the turret, Hans had made a cupola... a shelter someone could stand in, protected from most incoming fire, but still shoot out. It wasn't environmentally sealed, but Hans knew most if not all of the people he worked with here had environmentally sealed armor... or at least the smart ones did.

As Hans was out putting some finishing touches to the cupola, his links to the DHT's sensors ping 12 incoming targets, stilla good distance out.

Resources Left
PPE: 40/40
Gadgets Left: 5/7
  • Gadgets Ready: None
Mithril Band of Healing: 10/10 PPE
Mithril Band of Power: 10/10 PPE
Dreamtime: 5/5 PPE
Wings of Icarus: 10/10 PPE
Golden Bennies: 4/3
  • +2 due Results First Two Rounds ARCUS ORP
  • -1 due Extra Effort to TK DHT
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Lars
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Lars » Thu May 30, 2019 2:59 pm

Image


One more combat before you reach the safety of Freehold and do a SWADE Social Conflict.
recap wrote: Gathering in the small building of the Arcus Security compound, located on the floating cloud city, the Players are addressed the Lyn-Srial, Sky Knight, Cyber Knight, and Arcus Commander, Reeth Haste:

"We will be flying past the city of New Freehold, located where Denver Colorado once stood. I am concerned that as we pass either the Gargoyles of Gargoyle Springs or the Dragon Lords of Denver, now New Freehold, might either attack or demand tribute. I need you to scout ahead of Arcus and pay a visit to the Dragon Lords. Negotiate a passage fee and secure the promise of safety from the Gargoyles."

Anyone can drop in with Big Al, Gorgeous George, Fox Simmons, Hans Greuber and Reiko Tanaka as they encounter the Dragon Lords.

You are in the region of old Colorado, the Rockies are in the distance and visible. All of you are aboard the newly acquired DHT. As you approach the Rockies the DHT alert system announces:

INCOMING TARGETS. NO CS BEACON DETECTED. INCOMING ENEMIES.

There are 10 incoming Gargoyles, flying towards the DHT, they are currently 600 feet (182 meters) away from the DHT.


Init Order:
Players - First
Gargoyles - Second


As the DHT screams across the sky, a trail of smoke and flame burning in its wake, the onboard computer systems alert those aboard of an incoming enemy. Ten Gargoyles are closing in on the DHT, and even though the range is great still they are firing upon the DHT with lasers and lances, beams of destruction and magical beams of energy flame out at the DHT. “ѕυяєη∂єя σя ∂ιє!” echoes closer. As the oncoming enemies fly towards you the DHT flies through a relatively normal cloud.

As the DHT enters the cloud it darkens significantly and an arc of ley line energy strikes out at the DHT. Sudden Ley Line storm!

Please roll and use the below in your post on how you fight off the Gargoyles.

As the DHT enters the darkness of the cloud, roll for each category:
Crazy Weather


Each of you will experience a different weather pattern as you pass though the cloud and confront the 'goyles. Roll below.
  • 01-10% Clear and Sunny. There are few clouds in the sky and despite the time of year, the temperatures are between 80 to 100 degrees Fahrenheit (27-38 C).
  • 11-20% Light Rain. Just a light trickle of rain. Temperatures are as per the norm for the time of year.
  • 21-30% Heavy Rainstorm. A major rainstorm that lasts 1D4x10+20 minutes with high winds, thunder and lightning. Visibility is limited to 100 feet (30.5 m) if traveling. The winds making flying a challenge with -10% to piloting rolls. Temperatures drop by ten degrees Fahrenheit (5.6 C).
  • 31-40% Hailstorm. A sporadic hailstorm showers the area for 2D6 minutes. There are 1D4 hailstorms over the next few hours. No penalties from a hailstorm although anyone exposed will take 1D6 S.D.C./Hit Points for each minute of exposure. Piloting is difficult and sensors are fouled up, with -10% to both skills.
  • 41-50% Light Snowstorm. No impairment to visibility or sensors. Temperatures drop to below freezing for anyone exposed.
  • 51-58% Heavy Snow and large snowflakes cover the land. The snow is wet and heavy and limits visibility to only 40 feet (12.2 m). Temperatures drop to below freezing with 2D6 inches (5 to 30 cm) of snow accumulating per hour. -5% to piloting wheeled vehicles.
  • 59-65% Ash Storm. Thick volcanic ash is falling and temperatures climb to 90 degrees Fahrenheit (32 C). Visibility is limited to 1D6x100 feet (30 to 183 m). Engine intakes for flying vehicles or hovercraft will clog up in 3D6 minutes and the engines will fail unless precautions are taken. Ground vehicles using a combustion engine can last 1D6 hours before the engine fails. Ground power armor and robots should not be impacted. Sensors are fouled, with -20% for sensor operators.
  • 66-70% Fog. A thick, pea soup fog covers the land. Visibility is limited to 10 feet (3 m). Sensors are not impacted, but high speed piloting on the ground is dangerous with a 01-25% chance per hour of striking debris or hitting a crater that can either damage the vehicle, reducing speed by 50%, or cause the vehicle to crash and become stuck. It will take 1D4 hours to free the vehicle. 71-75% Dangerous Toxic Fog. The fog was probably released from a nearby Rift. Most toxic fogs consist of a toxic atmosphere like chlorine gas or some alien atmosphere. Unless the characters are wearing environmental body armor, gas masks or have spells to breathe without air, they are in danger. The toxic fog can clearly be seen rolling in at a speed of 10. Worst case, characters can try and outrun the fog. The fog will dissipate in 1D6x10 minutes and the air will be breathable again. Damage from the fog is suffocation.
  • 76-80% Electric Storm. Lightning rains down in the area for 4D6 minutes. Anyone out in the open has a 01-25% chance per minute of being struck for 2D6 M.D. Under combat conditions, Game Masters may want to roll once every other melee round.
  • 81-89% Ley Line Storm. If near a ley line or nexus, a Ley Line Storm can be seen rolling in and will be on the characters in 1D4+1 minutes. If there is no ley line or nexus then the area is clear for now.
  • 90-95% Dimensional Anomalies from Rifts® Dimension Book Seven, Megaverse® Builder. One of the dimensional anomalies below occurs. Roll 1D6: 1-2 Dimensional Maelstrom, 3-4 Displacement Storm, 5-6 Dimensional Vortex. There is a 01-90% chance that if one of these anomalies is encountered that the characters end up back in the Nexus Zone, but 1D4x10 miles (16-64 km) from their previous location. On a 91-100%, the characters end up in a different dimension. Could these lead to new roads of adventure? Game Masters can select which dimension or roll on the list of dimensions on page 24 of Rifts® Dimension Book Seven: Megaverse® Builder.
  • 96-00% Combination of Two. Roll twice on this table and combine the crazy results. The two results could be happening simultaneously or one could even transition into another.
Effects
  • 01-10% Nexus Glow. The person glows with the faint blue of ley lines. While not physically debilitating, it will hinder any kind of prowling (-10%) when not near a ley line or nexus. However, it does act like camouflage when in a ley line/nexus or within a half mile (0.8 km) and adds a +10% to Prowl. The glow is such that even articles of clothing and non-environmental body armor glows. The glow will last for 1D6 days.
  • 11-20% Ley Line Fade. Like Fadetowns, the character is subject to fading. He and his possessions fade in and out constantly for 2D4 days. The character can still walk and travel, but picking up items or operating vehicles will be a problem as the character fades right through them. In combat, each strike has a 50/50 chance of passing right through an opponent. 01-50% chance the strike hits, but can be parried/dodge like normal. Likewise, on defense the afflicted person is only hit on a 01-50%. The attack can be parried/dodged as normal.
  • 21-30% Ley Line Drifting/Floating. Just like a Ley Line Walker, but the character has no control and floats 2D4x10 feet (6.1-24.4 m) in the air for 1D4 days. Combat penalties are -1 to strike, parry, dodge, and -1 attack. Speed is reduced by 50%.
  • 31-40% Random Teleporting. 1D4 times per day for the next 1D4 days, the character will teleport 1D20x100 feet (30.5-610 m) in a random direction. There is a 01-50% chance that this will happen at a critical moment or in the heat of battle. Just the character and his possessions teleport, nothing or no one else will go. Teleports are always at ground level and are never lethal, just inconvenient.
  • 41-50% Ley Line Rejuvenation. Just like the Ley Line Walker but without having to be on a ley line. For the next 1D6 days, the character will automatically heal 2D6 Hit Points/S.D.C. per hour.
  • 51-60% Ley Line Transmissions. For the next 1D4+1 days the character hears random voices each time he passes through a Ley Line. He is automatically picking up any Ley Line Transmissions. This could be good or bad. Good if an enemy is using them to transmit, but bad in that the voice could be in an alien language and the character could think he is just going crazy. The voices could even include terrified people who died during the apocalypse. Also, each time the character has a conversation, whatever he and his comrades say is transmitted along the nearest ley line. There is a 01-20% chance that an enemy can hear their conversations; double if the enemy is a Ley Line Walker.
  • 61-70% Ley Line Observation Balls. 1D4 Ley Line Observation Balls form and follow the character anytime he is near a ley line. The Ley Line Observation Balls are not tied to anyone specifically and may even go unnoticed. They typically elicit fear and suspicion from other party members. The afflicted person has no control over the observation balls nor can he see anything from them. A clever enemy could use this to slip in his own Ley Line Observation Ball!
  • 71-80% Ley Line Tendril Bolts. 1D6 times over the course of the next day, the character and those around him are struck by bolts of ley line energy. 1D6 people plus the person afflicted are struck for 2D6 S.D.C./1D6 M.D. to Mega-Damage armor and Mega-Damage creatures. The character glows brightly just moments before the bolts are unleashed, allowing those around him to attempt to dodge (need a 16 or higher), including the character that is suffering from this effect.
  • 81-90% Magic Eyes. The character’s eyes turn a solid blueish color and glow slightly, giving the character a Horror Factor of 10, or +1 if he already has a Horror Factor. The added benefit is that the character can see magic energy and can sense when spells are being cast nearby; 100 foot (30.5 m) radius per level of experience.
  • 91-95% Radiation Sickness. The character feels nauseous, has body aches and pains, and feels like he has a bad flu. He also has blistering burns on his skin that scratch and itch. The sickness lasts for as long as he is in the Nexus Zone, and while sick, all saving throws are -1. The character loses 1D6 Hit Points a day, all Nexus Zone effects last twice as long, and if he rolls Ley Line Rejuvenation he is healed, but only for half the duration and then the Radiation Sickness returns. Characters in this condition need to leave the Nexus Zone as quickly as possible or they will succumb to the sickness.
  • 96-00% Causes Ley Line Storms. For some reason, the character is the spark that starts Ley Line Storms. He has little warning as the storm starts around him. People need to duck for cover quickly. This only happens when the character is on a ley line or nexus point or within 100 feet (30.5 m) of one, and does not happen more often than once every hours.

The Gargoyles are out for blood. Please use Quick Combat rules and describe your Characters actions.

After your combat with the Gargoyles (and depending on your roles) I will narrate their response. After that, we are off to see the Dragon Kings of New Freehold!

OOC Comments
Thanks for waiting for an update. I was quite busy IRL. After you participate in this combat vs gargoyles I will be doing a SWADE SC with the Dragon Kings. - Lars
Account Info
March 2020 Diamond Patron, thank you Savage Rifts!

Lars

Damien - Momano Headhunter 1st SET

Ash - Burster 24 COT

Caul - Tundra Ranger (No team yet)

Daniel / Danjal73@gmail.com

Old Info
OLD PATRON AND ACCOUNT EARNINGS

* 75 Patron Milestone: Patron Item Freebie: (UNCLAIMED.)
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* 60 Patron Milestone EPIC COUPON (Good for a 50% discount on the purchase of any one EP Menu Item.) (UNCLAIMED.)
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* 50 Patron Milestone: Signature Item: (UNCLAIMED).

ACCOUNTS

* GM Account: Lars
* Primary/Original Account: Damien (Earned and unused 65 XP or 13 Advances earned for account prior to 2020)
* Patron Account(s): Ash (Earned and unused 35 XP or 7 Advances earned for account prior to 2020)
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Gorgeous George
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Gorgeous George » Thu May 30, 2019 4:15 pm

Fighting 13, took two wounds
Gorgeous George
2d100 = 72: 13, 59
11-20% Light Rain. Just a light trickle of rain. Temperatures are as per the norm for the time of year.
51-60% Ley Line Transmissions. For the next 1D4+1 days the character hears random voices each time he passes through a Ley Line. He is automatically picking up any Ley Line Transmissions. This could be good or bad. Good if an enemy is using them to transmit, but bad in that the voice could be in an alien language and the character could think he is just going crazy. The voices could even include terrified people who died during the apocalypse. Also, each time the character has a conversation, whatever he and his comrades say is transmitted along the nearest ley line. There is a 01-20% chance that an enemy can hear their conversations; double if the enemy is a Ley Line Walker.
1d4-1 = 0: 1 Days
So 0 days presumably means that it affects him for the duration of the battle and then is done.

Huh. So basically, the dragons and gargoyles along the Ley Line hear about 20% of whatever conversation he has with other people, at least during this fight. Lovely.

Big Al
2d100 = 42: 31, 11
31-40% Hailstorm. A sporadic hailstorm showers the area for 2D6 minutes. There are 1D4 hailstorms over the next few hours. No penalties from a hailstorm although anyone exposed will take 1D6 S.D.C./Hit Points for each minute of exposure. Piloting is difficult and sensors are fouled up, with -10% to both skills.
Damage 1d6 = 1: 1
11-20% Ley Line Fade. Like Fadetowns, the character is subject to fading. He and his possessions fade in and out constantly for 2D4 days. The character can still walk and travel, but picking up items or operating vehicles will be a problem as the character fades right through them. In combat, each strike has a 50/50 chance of passing right through an opponent. 01-50% chance the strike hits, but can be parried/dodge like normal. Likewise, on defense the afflicted person is only hit on a 01-50%. The attack can be parried/dodged as normal.
2d4 = 5: 3, 2 Days

Big Al uses Faith to SUPPORT Gorgeous George's Fighting (essentially, using Holy Warrior to stun any Goyles that get into the hangar):
Holy Warrior 1d8 = 7: 7
Wild Faith 1d6 = 3: 3
Success = +1 to George

George battles any Gargoyles that get inside (taking two Wounds for Serious Business, also includes +1 from Big Al):
Claw vs. Claw 1d6+5 = 11: 6 ACE 1d6+11 = 13: 2
Wild Fighting 1d6+5 = 10: 5
Standing atop the DHT, ready to negotiate, the Grackletooth blanches as he sees the Gargoyles. "Damn. Those blokes don't like they are the sort ta chat." Looking up at the light rain spattering around them, he nods. Least it's more likely to affect their light weapons than our heavy ones.

Ducking back inside, he gets on his radio. "Someone else needs to get on those guns. Big Al, meet me down in the hangar bay; once we're there, we'll hold it for folks who want to jetpack in and out to keep the Goyles from getting inside."

Big Al doesn't reply (as always); the small Chinese man simply joins George in the hangar, though he is briefly battered by gusts of hail as the hangar bay doors open. Centering himself, the diminutive pilot prays, and at the end of his prayer, those Goyles rushing the seeming weak point in the DHT's defenses discover they are being assailed by sacred energies--not enough to destroy any but the most weak-willed, but certainly enough to discombobulate them.

Which, it turns out, is all the opening Gorgeous George needs. The Grackletooth isn't a trained warrior, but hundreds of pound of muscle backed by claws, a sweeping tail and a willingness to throw everything into the fight is enough to compensate for a lot. Any Gargoyle that doesn't immediately back off from the holy aura on the place discovers themselves being disemboweled by George's claws.

Of course, one doesn't get that close to Gargoyles without some cost, and by the end of the first engagement, George himself is looking badly battered, blood seeping out from under his medic's armor.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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PFC Fox Simmons
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by PFC Fox Simmons » Thu May 30, 2019 9:12 pm

Ley Line Complications _
(2d100) 2d100 = 33: 28, 5
[*] Result 1 [28] Heavy Rainstorm (1d4x10+20) 1d4 = 4: 4 --> Lasts an Hour (-2 to Piloting)
[*] Result 2 [5] Nexus Glow (1d6) 1d6 = 6: 6 --> 6 days duration
Fox is already in SAMUS, seeing as he was not needed to pilot the DHT. No matter.

When the call comes through that boggies are inbound, he switches normal railgun ammo out for silvered railgun ammo. All pre-flight and pre-combat checks done, Fox closes up the suit and detachs the maglocks keeping SAMUS anchored in the DHT.

Fox curses himself it would seem as he steps out of the DHT into a dark cloud bank and then the Ley Line Storm comes rolling in his direction. Having never seen cartoons, this seen is much like the old ones where a thundercloud follows our hero around, except the size of the cloud was significant and the lightning and rain made piloting difficult.

Piloting _
Scene Modifier -2
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    • Piloting
    • Piloting (1d10) 1d10 = 9: 9
    • Wild Piloting (1d6) 1d6 = 1: 1
Despite him recently acquiring Johnny Raincloud, Fox in SAMUS is able to navigate the thundercloud, the rain, and the lightning. As his targets are charging the DHT, Fox hovers several hundred feet above the earth and lines up his shots on the approaching Gargolyles.

SAMUS's HUD lights up with near pin point accuracy on three gargoyles approaching from the far left wing opposite the direction that @Gorgeous George was tackling his demons.

Silvered Railgun Ammo, Shooting 10, 9, 8 _
Rate of Fire 3
  • Target 1
  • Shooting (1d10) 1d10 = 4: 4
  • Wild Shooting (1d6) 1d6 = 6: 6
  • Aced! Wild (1d6+6) 1d6+6 = 10: 4
  • Target 2
  • Shooting (1d10) 1d10 = 8: 8
  • Wild Shooting (1d6) 1d6 = 6: 6
  • Aced! Wild (1d6+6) 1d6+6 = 9: 3
  • Target 3
  • Shooting (1d10) 1d10 = 8: 8
  • Wild Shooting (1d6) 1d6 = 3: 3
"You know Silvred Rounds are hard to come by. I hope I made the right call on ammo.
"

All the while Fox keeps SAMUS in the cloud cover, not realizing that he looks like a neon christmas light bulb, without the blinking.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Hans Greuber
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Hans Greuber » Sun Jun 02, 2019 10:21 am

Crazy Weather
48
  • 41-50%
    • Light Snowstorm. No impairment to visibility or sensors. Temperatures drop to below freezing for anyone exposed.
Effects
15
  • 11-20% Ley Line Fade
    • Like Fadetowns, the character is subject to fading. He and his possessions fade in and out constantly for 2D4 days. The character can still walk and travel, but picking up items or operating vehicles will be a problem as the character fades right through them. In combat, each strike has a 50/50 chance of passing right through an opponent. 01-50% chance the strike hits, but can be parried/dodge like normal. Likewise, on defense the afflicted person is only hit on a 01-50%. The attack can be parried/dodged as normal.
      • Days: 2d4 = 8: 4, 4
Techno-Wizardry:
TW: 1d12+2 = 7: 5
Wild: 1d8+2 = 5: 3
Result: 7 - Success.
As the light snowstorm passes over Hans in the cupola on the Deaths Head Transport, some of the snowflakes start passing through Hans and then he starts passing through the very metal of the mighty vehicle that was supposed to be his transportation.

Bullocks! That spike of Ley Line Energy must have De-Harmonized my Quantum Resonance. If this is the kind similar to what Ley Line Storms usually do, it can last for days (8 days this time in lucky Hans's case). Well, good thing I can power up my Wings of Icarus to engage these Gargoyles... and mostly keep up with the Deaths Head. I hope that there won't be too much extra repairs since I will be unable to help for the next few days.

Powering up his Wings of Icarus, Hans takes to the skies under his own power. Looking at the Gargoyles, Hans decides his best response is Dreamtime. Sleeping Gargoyles don't have the best flight characteristics. Taking out the finely crafted TW Revolver, Dreamtime, Hans chooses his moments to unleash its mental journeys on the Gargoyles. Unfortunately, about half of the time Hans is out of phase and the energy passes harmlessly over the targeted gargoyle(s). Hans's language skips through the low points of a few of the languages that he has come to know, Russian and Gobbeley being the most heavily leaned upon. With the H1 Armor's Structural Integrity Field activated, Hans shrugs off the counterattacks of the Gargoyles, with some if them passing through Hans as if he wasn't even there thanks to his state.


Resources Left
PPE: 40/40
Gadgets Left: 5/7
  • Gadgets Ready: None
Mithril Band of Healing: 10/10 PPE
Mithril Band of Power: 10/10 PPE
Dreamtime: 5/5 PPE
Wings of Icarus: 10/10 PPE
Golden Bennies: 4/3
  • +2 due Results First Two Rounds ARCUS ORP
  • -1 due Extra Effort to TK DHT
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

Lars
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Contact:

Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Lars » Fri Jun 07, 2019 6:48 am

Image


As the DHT comes under fire from the gargoyles the protectors of Arcus onboard the DHT engage the incoming threat.
  • @Gorgeous George and Big Al, experiencing a light rain storm, unleash a fury of damage on the winged demons, although George takes some injuries while fighting the creatures in the strange weather.
  • @PFC Fox Simmons, experiences a slightly different version of reality and finds his battle vs the gargoyles conducted in a heavy downpour of rain and for some reason as he fly's along battling the winged demons he hears George's voice, which is strange, but not as odd as his SAMAS glowing like the sun.
  • @Hans Greuber has by far the strangest interaction with the Ley Line Storm as it twists and blasts across the battle field. Fading in and out of corporal shape he finds himself in and out of ghost state. Blasting away with Dreamtime he hopes there are not long lasting effects from this de-harmonized state.
Of the ten gargoyles who entered the battle, only one last one is alive after the onslaught of the protectors of Arcus.

Flapping its wings as fast as it can the lone gargoyle soars away from the DHT desperate to escape.

The odd Ley Line Storm, "Zone Twister" swirls and snakes its way further away from the DHT and the sun shines brightly out of dissipating clouds. Far below the aerial between the heroes and villainous gargoyles a Ley Line snakes its way through the mountains headed towards the distant city of New Freehold. A long, Techno Wizard Ironhorse magical Train floats along on the Ley Line headed towards New Freehold.

Astride monstrous distance-hopping demonic looking bunny-horses are a dozen Brodkil who "ride" towards the Ley Line Train, firing laser weapons in the air they look like demons riding mounts with the intent of robbing or attacking the train. Standing atop the LL train is a lone figure dressed in El Diablo Bandito Arms western MDC armor firing a JA-11 Rifle back at the Brodkil.

You may be experiencing "issues" from the LL Storm, which has moved on, but if you decide to head towards the LL Train as your character gets close to the Ley Line he/she will need to roll on the OOC chart for effects you experience while near the Ley Line. Same roll as last time...re-roll. Enjoy!

Effects along the Ley Line
  • 01-10% Nexus Glow. The person glows with the faint blue of ley lines. While not physically debilitating, it will hinder any kind of prowling (-10%) when not near a ley line or nexus. However, it does act like camouflage when in a ley line/nexus or within a half mile (0.8 km) and adds a +10% to Prowl. The glow is such that even articles of clothing and non-environmental body armor glows. The glow will last for 1D6 days.
  • 11-20% Ley Line Fade. Like Fadetowns, the character is subject to fading. He and his possessions fade in and out constantly for 2D4 days. The character can still walk and travel, but picking up items or operating vehicles will be a problem as the character fades right through them. In combat, each strike has a 50/50 chance of passing right through an opponent. 01-50% chance the strike hits, but can be parried/dodge like normal. Likewise, on defense the afflicted person is only hit on a 01-50%. The attack can be parried/dodged as normal.
  • 21-30% Ley Line Drifting/Floating. Just like a Ley Line Walker, but the character has no control and floats 2D4x10 feet (6.1-24.4 m) in the air for 1D4 days. Combat penalties are -1 to strike, parry, dodge, and -1 attack. Speed is reduced by 50%.
  • 31-40% Random Teleporting. 1D4 times per day for the next 1D4 days, the character will teleport 1D20x100 feet (30.5-610 m) in a random direction. There is a 01-50% chance that this will happen at a critical moment or in the heat of battle. Just the character and his possessions teleport, nothing or no one else will go. Teleports are always at ground level and are never lethal, just inconvenient.
  • 41-50% Ley Line Rejuvenation. Just like the Ley Line Walker but without having to be on a ley line. For the next 1D6 days, the character will automatically heal 2D6 Hit Points/S.D.C. per hour.
  • 51-60% Ley Line Transmissions. For the next 1D4+1 days the character hears random voices each time he passes through a Ley Line. He is automatically picking up any Ley Line Transmissions. This could be good or bad. Good if an enemy is using them to transmit, but bad in that the voice could be in an alien language and the character could think he is just going crazy. The voices could even include terrified people who died during the apocalypse. Also, each time the character has a conversation, whatever he and his comrades say is transmitted along the nearest ley line. There is a 01-20% chance that an enemy can hear their conversations; double if the enemy is a Ley Line Walker.
  • 61-70% Ley Line Observation Balls. 1D4 Ley Line Observation Balls form and follow the character anytime he is near a ley line. The Ley Line Observation Balls are not tied to anyone specifically and may even go unnoticed. They typically elicit fear and suspicion from other party members. The afflicted person has no control over the observation balls nor can he see anything from them. A clever enemy could use this to slip in his own Ley Line Observation Ball!
  • 71-80% Ley Line Tendril Bolts. 1D6 times over the course of the next day, the character and those around him are struck by bolts of ley line energy. 1D6 people plus the person afflicted are struck for 2D6 S.D.C./1D6 M.D. to Mega-Damage armor and Mega-Damage creatures. The character glows brightly just moments before the bolts are unleashed, allowing those around him to attempt to dodge (need a 16 or higher), including the character that is suffering from this effect.
  • 81-90% Magic Eyes. The character’s eyes turn a solid blueish color and glow slightly, giving the character a Horror Factor of 10, or +1 if he already has a Horror Factor. The added benefit is that the character can see magic energy and can sense when spells are being cast nearby; 100 foot (30.5 m) radius per level of experience.
  • 91-95% Radiation Sickness. The character feels nauseous, has body aches and pains, and feels like he has a bad flu. He also has blistering burns on his skin that scratch and itch. The sickness lasts for as long as he is in the Nexus Zone, and while sick, all saving throws are -1. The character loses 1D6 Hit Points a day, all Nexus Zone effects last twice as long, and if he rolls Ley Line Rejuvenation he is healed, but only for half the duration and then the Radiation Sickness returns. Characters in this condition need to leave the Nexus Zone as quickly as possible or they will succumb to the sickness.
  • 96-00% Causes Ley Line Storms. For some reason, the character is the spark that starts Ley Line Storms. He has little warning as the storm starts around him. People need to duck for cover quickly. This only happens when the character is on a ley line or nexus point or within 100 feet (30.5 m) of one, and does not happen more often than once every hours.
Image

Do you let the last Gargoyle fly away or race after it, kill it? Or something else? Do you engage with the LL Train below and the attacking Brodkil? If so... Quick Combat the Narrative.

Next GM post in around 24 hours: On Friday night, or Saturday, or Sunday mornig.
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Lars

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Ash - Burster 24 COT

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Daniel / Danjal73@gmail.com

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OLD PATRON AND ACCOUNT EARNINGS

* 75 Patron Milestone: Patron Item Freebie: (UNCLAIMED.)
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PFC Fox Simmons
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by PFC Fox Simmons » Fri Jun 07, 2019 8:40 am

It is never a good thing to let an attacker flee.

Fox with SAMUS aglow, blaze through the sky after the last remaining Gargoyle.

Over Comms, "DHT this is Fox. Heading after the last Gargoyle. No interest in facing any more of them."

The fleeing Gargoyle can move but SAMUS is equipped for such a dogfight and Fox throws down. Flipping on his thrusters, he takes SAMUS from hover to topspeed in under six seconds. He stows away the big weapons in favor of his bug blade, Taskok.

Fighting 5 _
[*] Fighting (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 2: 2
Over comms, "Maybe one of you wizardly types can use this ones hide for something, uh magical."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

Lars
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Lars » Fri Jun 07, 2019 4:31 pm

Image


Image




Image

The last gargoyle is dispatched by PFC Simmons.

Below the aerial combat is the Ley Line Train headed towards New Freehold (Denver).

The odd Ley Line Storm, "Zone Twister" swirls and snakes its way further away from the DHT and the sun shines brightly out of dissipating clouds. Far below the aerial between the heroes and villainous gargoyles a Ley Line snakes its way through the mountains headed towards the distant city of New Freehold. A long, Techno Wizard Ironhorse magical Train floats along on the Ley Line headed towards New Freehold.

Astride monstrous distance-hopping demonic looking bunny-horses are a dozen Brodkil who "ride" towards the Ley Line Train, firing laser weapons in the air they look like demons riding mounts with the intent of robbing or attacking the train. Standing atop the LL train is a lone figure dressed in El Diablo Bandito Arms western MDC armor firing a JA-11 Rifle back at the Brodkil. (See the OOC picture below)

Effects along the Ley Line, if you head down to fight off the Brodkil you need to roll for a new effect from the unstable Ley Line, your old effects go away and the new one arrives ...
  • 01-10% Nexus Glow. The person glows with the faint blue of ley lines. While not physically debilitating, it will hinder any kind of prowling (-10%) when not near a ley line or nexus. However, it does act like camouflage when in a ley line/nexus or within a half mile (0.8 km) and adds a +10% to Prowl. The glow is such that even articles of clothing and non-environmental body armor glows. The glow will last for 1D6 days.
  • 11-20% Ley Line Fade. Like Fadetowns, the character is subject to fading. He and his possessions fade in and out constantly for 2D4 days. The character can still walk and travel, but picking up items or operating vehicles will be a problem as the character fades right through them. In combat, each strike has a 50/50 chance of passing right through an opponent. 01-50% chance the strike hits, but can be parried/dodge like normal. Likewise, on defense the afflicted person is only hit on a 01-50%. The attack can be parried/dodged as normal.
  • 21-30% Ley Line Drifting/Floating. Just like a Ley Line Walker, but the character has no control and floats 2D4x10 feet (6.1-24.4 m) in the air for 1D4 days. Combat penalties are -1 to strike, parry, dodge, and -1 attack. Speed is reduced by 50%.
  • 31-40% Random Teleporting. 1D4 times per day for the next 1D4 days, the character will teleport 1D20x100 feet (30.5-610 m) in a random direction. There is a 01-50% chance that this will happen at a critical moment or in the heat of battle. Just the character and his possessions teleport, nothing or no one else will go. Teleports are always at ground level and are never lethal, just inconvenient.
  • 41-50% Ley Line Rejuvenation. Just like the Ley Line Walker but without having to be on a ley line. For the next 1D6 days, the character will automatically heal 2D6 Hit Points/S.D.C. per hour.
  • 51-60% Ley Line Transmissions. For the next 1D4+1 days the character hears random voices each time he passes through a Ley Line. He is automatically picking up any Ley Line Transmissions. This could be good or bad. Good if an enemy is using them to transmit, but bad in that the voice could be in an alien language and the character could think he is just going crazy. The voices could even include terrified people who died during the apocalypse. Also, each time the character has a conversation, whatever he and his comrades say is transmitted along the nearest ley line. There is a 01-20% chance that an enemy can hear their conversations; double if the enemy is a Ley Line Walker.
  • 61-70% Ley Line Observation Balls. 1D4 Ley Line Observation Balls form and follow the character anytime he is near a ley line. The Ley Line Observation Balls are not tied to anyone specifically and may even go unnoticed. They typically elicit fear and suspicion from other party members. The afflicted person has no control over the observation balls nor can he see anything from them. A clever enemy could use this to slip in his own Ley Line Observation Ball!
  • 71-80% Ley Line Tendril Bolts. 1D6 times over the course of the next day, the character and those around him are struck by bolts of ley line energy. 1D6 people plus the person afflicted are struck for 2D6 S.D.C./1D6 M.D. to Mega-Damage armor and Mega-Damage creatures. The character glows brightly just moments before the bolts are unleashed, allowing those around him to attempt to dodge (need a 16 or higher), including the character that is suffering from this effect.
  • 81-90% Magic Eyes. The character’s eyes turn a solid blueish color and glow slightly, giving the character a Horror Factor of 10, or +1 if he already has a Horror Factor. The added benefit is that the character can see magic energy and can sense when spells are being cast nearby; 100 foot (30.5 m) radius per level of experience.
  • 91-95% Radiation Sickness. The character feels nauseous, has body aches and pains, and feels like he has a bad flu. He also has blistering burns on his skin that scratch and itch. The sickness lasts for as long as he is in the Nexus Zone, and while sick, all saving throws are -1. The character loses 1D6 Hit Points a day, all Nexus Zone effects last twice as long, and if he rolls Ley Line Rejuvenation he is healed, but only for half the duration and then the Radiation Sickness returns. Characters in this condition need to leave the Nexus Zone as quickly as possible or they will succumb to the sickness.
  • 96-00% Causes Ley Line Storms. For some reason, the character is the spark that starts Ley Line Storms. He has little warning as the storm starts around him. People need to duck for cover quickly. This only happens when the character is on a ley line or nexus point or within 100 feet (30.5 m) of one, and does not happen more often than once every hours.
A dozen bunny mounted Brodkil are attacking the train.
QUICK COMBAT YOUR ACTIONS


Running across the top of the LL Train is a lone female who opens fire on the advancing Brodkil bandits.
LL Train Guardian
Image
Tes Moonee - Half Elf Crazie
Account Info
March 2020 Diamond Patron, thank you Savage Rifts!

Lars

Damien - Momano Headhunter 1st SET

Ash - Burster 24 COT

Caul - Tundra Ranger (No team yet)

Daniel / Danjal73@gmail.com

Old Info
OLD PATRON AND ACCOUNT EARNINGS

* 75 Patron Milestone: Patron Item Freebie: (UNCLAIMED.)
* 75 Patron Milestone: Patron Item of Choice from Bronze Tier: (UNCLAIMED.)
* 60 Patron Milestone EPIC COUPON (Good for a 50% discount on the purchase of any one EP Menu Item.) (UNCLAIMED.)
* 50 Patron Milestone: Receive one: Additional Character Account Unlock (ASH.)
* 50 Patron Milestone: Signature Item: (UNCLAIMED).

ACCOUNTS

* GM Account: Lars
* Primary/Original Account: Damien (Earned and unused 65 XP or 13 Advances earned for account prior to 2020)
* Patron Account(s): Ash (Earned and unused 35 XP or 7 Advances earned for account prior to 2020)
* Second Account(s):Open/Unused with 17 XP or 3 Advances prior to 2020.
* Third Account(s):Open/Unused with 10 XP or 2 Advances prior to 2020.

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Gorgeous George
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Gorgeous George » Sat Jun 08, 2019 12:00 am

Shooting 7 on the Brodkil
Big Al Healing Miracle 1d8-2 = 2: 4
Wild Faith 1d6-2 = 0: 2
Golden Bennie 1d6+2 = 5: 3
Heals one Wound on George

George then takes one level of Fatigue for +2, uses targeting helmet for additional +2 to provide overwatch from the DHT:
George Shooting 1d4+3 = 6: 3
Wild Shooting 1d6+3 = 7: 4

Geroge Final Condition:
1 Wound
1 Fatigue
George starts looking around for one of those jet-packs, but Big Al steps in front of him and sets a firm hand against the Grackletooth's massive chest. George grumbles and then nods, letting the healer get to work. Soon as Al's got me patched up, I'll head over and get on one of the guns.

George's wounds stop bleeding, though he can still feel the spot where the last Gargoyle cracked his rib. The big guy rushes down to the guns, ignoring the pain in his side as best he can. He jumps into the seat and starts firing down on the Brodkil below, peppering them with laser fire.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Hans Greuber
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Hans Greuber » Mon Jun 10, 2019 4:05 am

New Ley Line Effect
1d100 = 74: 74
  • •71-80% Ley Line Tendril Bolts. 1D6 times over the course of the next day, the character and those around him are struck by bolts of ley line energy. 1D6 people plus the person afflicted are struck for 2D6 S.D.C./1D6 M.D. to Mega-Damage armor and Mega-Damage creatures. The character glows brightly just moments before the bolts are unleashed, allowing those around him to attempt to dodge (need a 16 or higher), including the character that is suffering from this effect.
Quick Combat 13
Techno-Wizardry (+2 due Machine Maestro)
  • TW: 1d12+2 = 13: 11
    Wild: 1d6+2 = 4: 2
    Result: 13 - Success with 2 Raises.
Well, even though it looks to have a Crazy guarding it, I should probably go and help the train. I HOPE she has a different enough bend to her compared to Mercy. She was ANNOYING!!! If I am lucky, getting close enough to that Zone Twister may even Re-Harmonized my Quantum Resonance and stabilize it. Who knows what effect it will have on me, but I will be needing to not be continually phasing in and out when we deal with the Dragon Kings.

Diving down towards the Brodkil attacking the Ley Line Train, Hans readies Dreamtime and starts knocking out both the Demonic riders and their Demonic mounts who then crash and tumble. With the speed that they hit the ground, only some will survive, and even those will not be able to keep up with the train any time soon. On his attack run, the phasing luckily does not interfere with his attacks, and as he approaches the Zone Twister again, he does stop phasing in and out. The energies, however, still surround him and will take almost a day to dissipate. During that time, however, there will be Ley Line energy discharges that can hurt unarmored people or light vehicles.

She should be able to fend off the remaining Brodkil easily enough. As to the Zone Twister effects, at least this will dissipate before I get to the Dragon Kingdoms. I guess I stay out here in the cupola for the night so nobody else will get hurt by the discharges. If I was out of my armor they might be able to hurt me, but fully geared up inside my armor, I will be fine, as will the transport.
Resources Left
PPE: 40/40
Gadgets Left: 5/7
  • Gadgets Ready: None
Mithril Band of Healing: 10/10 PPE
Mithril Band of Power: 10/10 PPE
Dreamtime: 5/5 PPE
Wings of Icarus: 10/10 PPE
Golden Bennies: 4/3
  • +2 due Results First Two Rounds ARCUS ORP
  • -1 due Extra Effort to TK DHT
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

Lars
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Lars » Wed Jun 12, 2019 2:42 am

The following is a three part post: Part 1 Image








@PCF Fox Simmons with SAMUS aglow, blazes through the sky after the last remaining Gargoyle, engages the winged demon and blows it straight back to Hell. Circling back he sees the Ley Line Train below being defended by the others.
@Gorgeous George opens fire on the Brodkil below the DHT utilizing the laser cannons onboard the behemoth of CS technology. .
@Hans Greuber flies down in a frenzy and drops Brodkil left and right with his Dreamtime pistol!

Somewhere a Cat lurks!

The red skinned demons are caught off guard from the onslaught. Scattering the Brodkil, on their strange mounts, they flee the area leaving the Ley Line Train alone as they disappear back into the lightly snow covered woods.

Looking up, at the DHT, the train guard raises her hand in a salute.

The Gargoyles gone, the Brodkil chased off, the Ley Line Train rockets along the Ley Line headed to the rapidly approaching city of New Freehold.

As the DHT soars across the sky it is approached by soaring shapes coming from New Freehold, four dragons!

Three large black dragons circle over the city, obviously aware of the DHT. A fourth large black dragon flies towards the DHT and matching speed and direction and parallels the DHT.


DRAGONS AND DHT
ImageImage
The loud voice of the black dragon can be heard, although it is difficult to understand in its gravelly broken English:

”G͔̠͚̝r͙͉̤̤͖͖͙͞e̝͓ẹt͉̣̗̱i̳̰̠̬n̛̝g̵̹̱̜̜͔͉ ̢̟t̫̻̠̩̻͞o̺̲̜̥͓̰̫ ͏͈͖̪̬̻ͅy̜̤̬͠ou̢͕̰.͚.͞.̤̩ ͓̲̫I̗̰̙̹͇̯͉ ̭̺̼͇as̭̗̺̠̣̹͈s̹̱͍ų͙̫m̫̲͔̲͎̼̕e̬̦̻͈̥ ͕͓̙͠y͏̖̻o̤̦̦̪̣͝ͅu͞ ̣a͍͈̮r̤̼̣̭͙e̸̟͇͇ ͍͉͝ͅn̷̲o͏̩̙͔͖t̠̳̯̞̲ ̜̫̬͡f͔r̹̯̥͈o͚̹̠ͅm̛͉̟̖ ͎̹̜͇̙͙t͕̝͚̙̹̪̥hẹ̼͇̥ͅͅ ̗̙͈̮̺̳Ć͎͚̰̹̮̤o͉̩̳͓̬̟ͅa̺l̡i͏̟t̝͓i̹͟o̘̞̳̪̩̬̘n͓̻̹̪̩͙̻͜.̱̪̳ ͟Y̪̲̱͙̜͈͍o͙̥̤͍̭u̼ ̨̥̳̖̲͖f̡̪̠͈̙l̜y ̳̘͙̟̼͕t̷̪͇̳̯h̘͖͕̹e̬̝̰͚i̸̺̩̯r̪̥̘̠̣̲ ̗̭͟s̶̼͖̖̹̙͙̬ḩ̠̟̰͚̺i̮̩͍̟̹̱̟͡p̶ ̪̺̺̜͕̜b̰̬̯͈̰̲ṷ̷͕̤̞t̳͔̣ ̳͝d̸̻o͎͖ ̟̗͔̟̭n̟̺̱ó̼̟̻ͅt̘͚ ̞̪̩͎ͅļ̰̰̞̩̱̻o̶͎̺̜o͏̹̘̘͎̭̳k͙̳ͅ ͢l̷͎̼̙ị͖k̴̜̠̦e͈̝͓͈̟͡ ̵̗t̰̳͓̬͍h̩̀ḙ̭͕͜m҉ ͖̬̪͈̦̥̞a̫̠͔t ̮̫a̖̦̠͚ͅl̷̥͉̗̜͎̱l͍͎̱̭͚̥͜.̣̻̟̱́ ̦͡
̱̲̼͕͔͠

C͇͝o̻͎̳̗̯͉ṋ̪̫͞t̢̹ị̺̼̰̤̯n͎̱ṷ͈̪̩͕̤͜ͅe͏͙̼͚̥̫̰̣ ͎̥͝t̷̳̦̺̳̙̤o̖̺̮w̴̭̞̪a̜̳r̠͇̼ḍ̥̜s ̳̩͚̠̜͈͘ͅt̸̫̳̟̹̝̟he̸̞͔͈͓̼̦ ̣̠̥̼̥͍͕͟c̨̘̩it͞y̮̫̪.͍̞̻̻͕ ͈͉͈̟̖̗͡ͅY̸̯͍͇͓̤̦o̴u͓͉̲̹͙̠ͅ ̴̼̰̬̩s͓͎̳͓̺͟h̨̠a̳̪l̸͎͇̫̰͙̘ͅḻ͇̪̕ ̧̟̖̪l̡͎͔͎̲̺ͅa̭̙̘̦̬͟n̤̣d̤͖ ͓̬̯̻̮̮w̼͇̱h͕̝̭̭̪̻̺͡e̥̜̩̬̫͟ṟ̻̤̖͉͙͙͟e̠̻̯̪ͅ ̷̙̘Į̝̟̟͈̥̠ ̗͚̯̩͡ị͇̯̫n͏̖̩͓̗̺d̳̙̤̼̳̫i̙̲͎̜̥̭͉͟c̙͎̯̬̲͡a̲̯̘͚̝̭̠ṱ͓͓͖̰̺̟̕e̬̰̜̹͔ ̖̻ạ̷̳ͅn̝̰̼̖d͓̘͓̤͔͚̕ ̼̲̟ͅb̛e̮͎̥̲͇͈ ̩̼̥̮͚̤b̩̙̺͉̕r̶̙̙̜͚̜ͅͅo̢͉̻͎̥͚̠u͜g̯̲h̲̹͖͝t͔̖͚̲̳̟̲ ͡b̤͚̝̞͝ȩf͏̬̭̝͙ó̼̮͎͈̙͍re ̷̭̞̬̤̻͖̘t͚̮̖̼́ͅh̯e̪̹ ̰̥̣̗̗͜ͅe̛l̦̳̀d͏̱͎e͍͓r̲̻s̩͓͖͓͉. ̵̗̦W͓͇͕̰̲̝e̥͔̰͇̠ͅ ̤̗r̲ẹ͞c̳͓̺̥è̙i̪̮̠͚̪̜͝v̬̭̜̞̥͡ͅę͇̜͉̞d͈ ̬a͍̥̱̫͟ ̖͢r̨͔a̮̭̬̯̼d̩̦̥i̶̳o̵ ҉͇͈m͚̣̣e̛̦şs̝̳̖̳̮͇̦ag̶͔ę̫͔̳̯͙̪̻ ̠̯̲̬f̝̺͍͜r̵o͈̥̲m̫̮͡ ̕y̺̖̥͔͍͍o̵u͍̗̲̝͠r̥̺͔͓ ̗̱̟̤̜͍͡S͖̹̙͉͙ͅk̰͕y̶̦̥̹̦͉̱̘ ̞̟̫͔̠͘C͔̳̥̳̠͎̙͢ọ̧̞̤m̜̣m̠̰̲͍͡a͙̩̝ņ̼̘͖̺̯d͈͔̪̠͙̣͡e͉̦̖̟͡ͅͅr̗,̧͓̪̭͍̙̩ͅ ̨̬̟̭͖̟͖H̹̼͘a̰̘͈̩̺̦͇s͍̩̪̤͚͙ͅṱ̣ͅe̷̪̜̠,̺ ̷͖̼̞̥̻̲͙t̨̮͍͖̼ͅh̵̻a͇̣̟͜t̫̣̝̀ ͉̱̮̫̯̬y͚̤̬o͚͘u͓̱͈ ̞̗̀w̸͎͕͕͔o̱͉̭͡ͅu̶ḽ̥̖̙̬d̶ ̹̙͚̯͟b̗̞̥̟ͅe͍̺͎̜ ̫͙̰͚͜a͈͍̞̺̫͇r̦r̴̼̜̹̘͙̱̝i̝̻̬v͉̝̗̬i͕̦͕̞͢ͅn҉̞̬̩ͅg͙.͖͚̦̫̰͉”




Moments later the black dragon indicates a landing cite and flies down to land on a large landing pad next to a massive, tall newly constructed building.

Transforming from dragon to human the black dragon motions for the occupants of the DHT to land, exit the DHT and talk with him.
A VIEW OF NEW FREEHOLD
Image

Lars
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Lars » Wed Jun 12, 2019 2:51 am


PART TWO of Three New Freehold
(ruins of Denver CO rebuilt by Dragons from Tolkeen)



Image

As you are escorted deeper into the building the dragon in human form fills you in on Denver - New Freehold:

Long details on New Freehold as told by your escort
New Freehold / Denver (The Dragon City) Image
Light Grey = Great Barrier Mountain range
Welcome friends, my name is Otherik. As we make our way into the council building to talk to the elders and the reps from the goyle nation....uh, will get to that soon enough, let me tell you a bit about New Freehold.

NEW FREEHOLD

New Freehold was built on the ruins of Denver, Colorado. Specifically above the old Mid-West NEMA Command Center. The actual new community is built upon a small portion of what was once the vast city of Denver during the Golden Age of Man. Much of the old city still lays in ruin and buried under the hands of time.

Prior to the fall of Tolkeen the city was made up Freehold was a city state ruled by the Dragon Kings prior to the Tolkeen wars, as a neighbor to Tolkeen, the Dragon of Freehold held out to the bitter end against the CS. Once the largest known city of Dragons, aside from Atlantis, Freehold was home to over 350 dragons of various ages. The elders decided to migrate with their treasurers instead of die at the hands of the CS. In the bloody wake of the Tolkeen CS wars thousands upon thousands of human and D-Bees fled the city as it fell to the Coalition States. Refuges moved ever westward in search of new safe havens ever pursued by the frenzied forces of the CS.

Many refuges eventually ended up in places like the Colorado Baronies, Idaho and even farther pushing into the old American West Coast states. The states of Washington, Oregon and the remains of California have recently seen a population growth. What is held in store for these explorers and fleeing refuges along the old west coast is still, as of yet, unknown to those in the mid-west and eastern portions of North America. The Coalition States rulers have become worried that the lost treasures of the west coast will fall into the hands of others and the CS has renewed its efforts to plan possible exploration into these lands. The Minion Wars has the CS occupied and it's likely the Coalition will not venture across the Great Barrier for many more years.

In the final devastating days of the war the Dragon City of Freehold was pulverized by the Coalition. The many supernatural inhabitants and the by far largest number of Dragons in North America saw their empire torn down. Some stayed to the bitter end to fight the CS while others made the hard decision of moving on and leaving behind what was theirs.

Several adult and young Dragons set out to secure a new home. Preferably far from the CS but still within high magical territory. The search spread across the western states and many decided that leaving the Americas or even Earth entirely was the safest option. While some decided upon the ruins of old Denver as a new home. Located outside the Colorado Baronies yet still located in a magically prolific area Denver afforded them close allies (the Baronies) and access to several Ley Lines and Nexus points (and proximity to the ever shifting Barrier Mountains).

Denver was once one of the staging points of the fabled Nemians (NEMA Mid West Command) but has long ago fallen due to invading demons and other horrors leaving behind buried secrets of the time of Chaos. Before building a new Dragon City the former Tolkeenits had to remove the plethora of occupying forces from the ruins of Denver. The Dragons and those who followed them took on this challenge and routed out the many forces who terrorized old Denver. The two largest issues that occupied the ruins of Denver were hordes of Gargoyles and tribes of Elemental Fusionist.

Prior to throngs of refuges arriving in waves to the new Dragon City of Denver a cadre of Dragons took to burning the remains of the city to dust. Every building was set ablaze. Over the coarse of a bloody month the Dragons burned and killed any who stayed in the ruins.

Nearly all of the Gargoyles were either slain or forced to flee. With the old buildings they rousted in burned to ash and under the destructive invasion of these Dragons the Gargoyles were all killed or fled.

Located around 70 miles away in the smaller ruins of Colorado Springs the remaining Gargoyles have set up their new home atop the buildings of the Springs. It will take decades for these Gargoyles to rebuild their strength and numbers before they can think about returning to fight the Dragons if Denver. For now they terrorize those in the Springs area and lick their wounds. They will eventually retaliate against the Dragons of Denver but by the time they can do so the forces in Denver will be so deeply entrenched in their new city it will be too late.

The other main opposition that lived in Denver were low tech Elemental Fusionist. Unlike the Gargoyles who were simply attacked, the human and D-Bee Fusionist were given the option to either join the new city or leave. Unable to give any real resistance towards the Dragons the majority of these Fusionist either moved deeper into the mountains of the Great Barrier or simple excepted new rulers.

New Freehold (Denver) was burned to ash, then rebuilt by the Dragons. With the arrival of refuges the city has grown quickly over the remains of Denver. The majority of those now occupying New Freehold would be horrified if they had seen the destruction wrought upon the previous occupants. As it is though the thousands who flocked to New Freehold are unaware of the mass destruction the Dragons did in order to secure a new home.

Over the ashen remains a great city has been built. Lead by the cadre of Dragons the city has prospered. The Dragons have written their own history of events. With occasional small invasions of Gargoyles upon the city the Dragons claim the Gargoyles have always been at home in the remains of Colorado Springs. The Springs, Manitou and areas of Gargoyle occupation are off limits to the population of Denver.

New Freehold is run by a predominately Dragon run council of leaders. There are a few non Dragon members of government, however the Dragons are seen as the saviors of all. Both Dragon, D-Bee, human and others now live here. The city is home to both high tech mercenary forces and masters of many forms of magic.

New Freehold has quickly become an epicenter of magic and tech on par with New Lazlo. Smaller than Lazlo the city is around the size of New Lazlo. The Dragons have promised a city open to all and one that will rival what was once seen at Tolkeen.

The main enemies that New Freehold sees as possible future trouble include the Gargoyles of Colorado Springs, possible CS expansion into the area and the Black Hills Empire in South Dakota.

New Freehold has both open arms to all who oppose or hate the CS and a isolationist view in regard to keeping others out. A Great Wall has been constructed around the new city and the interior is built by both Techno Wizards and regular high tech fortifications. The city is well on its way to being the most heavily fortified city in North America (outside of Chi Town itself). This new Mecca for all who hate the CS has endured its existence by being fueled by the aftermath of the CS-Tolkeen war and the promise of not falling again.

Those who wish to enter the city are highly vetted but also welcomed in order to strengthen the city. Both factions of the Black Market and Titan Industries have played a part in building the city.

Freehold was a city state ruled by the Dragon Kings prior to the Tolkeen wars, as a neighbor to Tolkeen, the Dragon of Freehold held out to th ebitter end against the CS. Once the largest known city of Dragons, aside from Atlantis, Freehold was home to over 350 dragons of various ages. The elders decided to migrate with their treausrs instead of die at the hands od th ecs. In the bloody wake of the Tolkeen CS wars thousands upon thousands of human and D-Bees fled the city as it fell to the Coalition States. Refuges moved ever westward in search of new safe havens ever pursued by the frenzied forces of the CS.

Many refuges eventually ended up in places like the Colorado Baronies, Idaho and even farther pushing into the old American West Coast states. The states of Washington, Oregon and the remains of California have recently seen a population growth. What is held in store for these explorers and fleeing refuges along the old west coast is still, as of yet, unknown to those in the mid west and eastern portions of North America. The Coalition States rulers have become worried that the lost treasures of the west coast will fall into the hands of others and the CS has renewed its efforts to plan possible exploration into these lands. The Minion Wars has the CS occupied and it's likely the Coalition will not venture across the Great Barrier for many more years.

In the final devastating days of the war the Dragon City of Freehold was pulverized by the Coalition. The many supernatural inhabitants and the by far largest number of Dragons in North America saw their empire torn down. Some stayed to the bitter end to fight the CS while others made the hard decision of moving on and leaving behind what was theirs.

Several adult and young Dragons set out to secure a new home. Preferably far from the CS but still within high magical territory. The search spread across the western states and many decided that leaving the Americas or even Earth entirely was the safest option. While some decided upon the ruins of old Denver as a new home. Located outside the Colorado Baronies yet still located in a magically prolific area Denver afforded them close allies (the Baronies) and access to several Ley Lines and Nexus points (and proximity to the ever shifting Barrier Mountains).

Denver was once one of the staging points of the fabled Nemians (NEMA Mid West Command) but has long ago fallen due to invading demons and other horrors leaving behind buried secrets of the time of Chaos. Before building a new Dragon City the former Tolkeenits had to remove the plethora of occupying forces from the ruins of Denver. The Dragons and those who followed them took on this challenge and routed out the many forces who terrorized old Denver. The two largest issues that occupied the ruins of Denver were hordes of Gargoyles and tribes of Elemental Fusionist.

New Freehold has quickly become an epicenter of magic and tech on par with New Lazlo. Smaller than Lazlo the city is around the size of New Lazlo. The Dragons have promised a city open to all and one that will rival what was once seen at Tolkeen.

The main enemies that New Freehold sees as possible future trouble include the Gargoyles of Colorado Springs, possible CS expansion into the area and the Black Hills Empire in South Dakota.

New Freehold has both open arms to all who oppose or hate the CS and a isolationist view in regard to keeping others out. A Great Wall has been constructed around the new city and the interior is built by both Techno Wizards and regular high tech fortifications. The city is well on its way to being the most heavily fortified city in North America (outside of Chi Town itself). This new Mecca for all who hate the CS has endured its existence by being fueled by the aftermath of the CS-Tolkeen war and the promise of not falling again.

Those who wish to enter the city are highly vetted but also welcomed in order to strengthen the city. Both factions of the Black Market and Titan Industries have played a part in building the city.


New Freehold Population Break Down: 90,000 +
16 Ancient dragons - The dragon kings
60 Adult Dragons
152 Young Dragons
800 Megaversals
16,000 D-Bee
34,000 Human
40,000 Others / refuges

New Freehold City Highlights:
Outer / Inner City
The Wall of Govnyth
The Nexus
City Hall
Militia
Magic Guild
Tech Haven
Titan Industries
Scorched Lands Connection (@ the Dolmen)

New Freehold Adventure:
Jumping Point via The Nexus and Dolmen
Gargoyles Wars
The Black Hills
Tri Cities
Great Barrier Mountains
Underground ruins of Denver
Future conflicts with the Coalition States

Lars
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Re: Arcus (Part Two: Dragon Lords & Barrier Mtns)

Post by Lars » Wed Jun 12, 2019 3:26 am


PART THREE

After you all make your way deeper into the building of Elders, you are stopped at massive double doors, large enough for a adult dragon to walk through. Standing at the threshold of these massive doors are two juicer looking warriors (dragon juicers) who bar the way. One steps closer to Otherik and states:

"State your purpose Master Otherik."

Dragon in human form nods at the Dragon Juicer guards, "Geth, I am bringing the representatives of the cloud city. I understand the Gargoyle Springs War band reps are already inside?"

Geth nods with a frown, "Yes, they have been arguing loudly for the last few minutes that they demand to be allowed to attack the cloud city as it arrives in Colorado. They are on a verbal rampage Oth."

Otherik nods his human head, "Yes well...they usually are on a rampage of some sort..."

Turning to look at the Heroes of Arcus the dragon in human form says:

"Look. The Dragon Lords rule over New Freehold, the Gargoyles rule over Goyle Springs, about a 30 minute fly to the south of here. Your Cloud City is headed straight here between us both. It is the fastest way across the barrier mountains and safest passage too, as long as you do not have to contend with the Gargoyles! I do not know where you are headed, your end destination, but if you want to make it through Colorado, or any further, now that the Goyles know of you, they will fly great distances to pillage and kill you....you will have to convince the mostly apathetic elders to care and deny the goyles from attacking you.

I suggest that once you are inside the council chambers you each address a separate Dragon Lord and beseech them to vote in favor of you living."




Note: The New Freehold council is made up of co-ruling dragons. Once you enter the room you will be surrounded by tall adult dragons and gargoyles. Around the room a dozen of each are in conversation. Find a dragon (name it!) and talk to it. Each PC will present their case before a Dragon Lord. The Lords really could care less how things turn out but are open to loot (payment) or might be persuaded by grand stories of who you are, who you represent (the Legion) and such.

The Gargoyles are mad and violent, they will tell the Lords that after they raid, loot and kill they will bring great treasures to the Lords from Arcus.

PCs want safe passage.

The D-Lords are inclined to just let matters be. The ‘goyles vastly outnumber the people of Arcus and the city will fall. But compelling RP on part of Party can persuade the D-Lords to insist on the safety of Arcus. The Gargoyles will not challenge the Dragon Lords power or authority. SEE RULES IN BELOW OOC.

Either you will convince the Dragon Lords to protect Arcus or the Gargoyles will launch an attack on Arcus...



Otherik smiles broadly at you, "You got this. I suspect I know who you work for and that will have some good influence on many of the Elders. Some of them owe their lives to a certain Legion after Tolkeen fell."

Geth and the other Dragon Juicer pull the large tall doors open and Otherik ushers you into a massive plush room.

The aroma tickles the nose, as you enter. The strange yet alluring smell catches you off guard at first but you get used to it over time.

The lights are dim but not dark. A massive tinted window / atrium covers the entire room. You are all, by far the smallest creatures in the room, which is build for dragons and gargoyles, Otherik transforms into full dragon form and announces your arrival in a booming voice, it is loud in here!

HOW THE CONFLICT WILL GO
Characters enter Round One at a - 6 to rolls. Round Two will be at - 4. Round Three at - 2.
Label your post Round One and remember you will be doing three rounds in total.

Convince the Dragon Lords to let Arcus pass unmolested on its way west or you can opt to try to get them to allow Arcus to stay over New Freehold as a new home location, up to you all.

Social Conflict

Not every conflict is won by the blade. Successful oratory can topple nations. When to Use These Rules: Most social exchanges are a simple skill roll resisted by the appropriate Trait, such as Intimidation or Persuasion vs. Spirit. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side’s discussion. (The GM might use a Dramatic Task instead if the argument must be won in a hurry!)
  • The Basics: Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the Conflict Results table (below) to see how well they’ve influenced their audience.
  • Conflict Rounds
    The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points). During each round, the player roleplays her character’s argument and makes a Persuasion roll opposed by the Spirit of whoever she’s trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead.

    Each success and raise by the petitioner grants her an “Influence Token” (rivals don’t gain tokens, they just oppose the petitioner and keep her from gaining them).
  • Modifiers: Persuasion rolls should be modified by the situation as the GM sees fit. A hero trying to convince a scientist of a fact within his field rolls the lowest of his Persuasion or Science. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or faux pas inflicts a similar penalty.

    Hindrances should also be considered. Convincing a jury that an Outsider (Major) is innocent of a crime, for example, carries a −2 penalty.
  • Results
    At the end of the third round, the speaker looks up her total Influence Tokens on the Social Conflict Results table below.
  • Trials: Run trials and similar conflicts from the accuser’s point of view since they must usually prove the accused’s guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.).

    Accusers in a trial must get at least four tokens to convict. Lesser or greater results indicate the degree of punishment based on the setting’s customs and laws.
Example: To Arms!

Red must convince a baron to send troops to the defense of a neighboring fiefdom. The barony has warred with his neighbor for generations so the GM decides that’s a −4 penalty to Red’s Persuasion rolls. Worse, she’s opposed by his slimy wizard, who argues against the idea every round (he opposes her Persuasion rolls). Red gets lucky the first round and gets a success and raise. That’s two Influence Tokens. She fails on the second, but gets one more in the third. That’s three tokens in total. The baron agrees but requires payment in land from his neighbor in return for sending part of his army to his rival’s defense.



TOKENS AND RESULTS
  • 0 Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.
  • 1–3 The target isn’t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.
  • 4–5 The arbiter is reasonably convinced or willing to help. He grants the aid requested, more or less, but only under certain conditions or in exchange for payment, tasks, favors, etc. The prosecution is successful with typical sentencing in a trial.
  • 6+ The target is eager to help or agree. He gives more than expected in a negotiation or provides
    more support than requested. A defendant is convicted with the maximum penalty.
Account Info
March 2020 Diamond Patron, thank you Savage Rifts!

Lars

Damien - Momano Headhunter 1st SET

Ash - Burster 24 COT

Caul - Tundra Ranger (No team yet)

Daniel / Danjal73@gmail.com

Old Info
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ACCOUNTS

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Gorgeous George
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Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Gorgeous George » Wed Jun 12, 2019 10:00 pm

George 1 token; Big Al 0
Gorgeous George:
Persuasion d10+2 w/ Reroll
Connections Edge: Black Market/Immortal Hand, Monsieur Bleu.
-6 round penalty

Persuasion 1d10-4 = 3: 7
Wild Persuasion 1d6-4 = 2: 6 ACE 1d6+2 = 3: 1
ReRoll
Persuasion 1d10-4 = 1: 5
Wild Persuasion 1d6-4 = 1: 5
Spend Bennie w/Elan:
Persuasion 1d10-2 = 4: 6
Wild Persuasion 1d6-2 = 0: 2



Big Al
Taunt d8+2
Scene Penalty -6
Taunt 1d8-4 = 0: 4
Wild Taunt 1d6-4 = -1: 3

The Grackletooth listens carefully to the discussion of the city's history and political situation; by the time they reach the door, he's nodding to himself, and once inside, seeks out a specific Dragon--to be more precise, a Shadow Dragon he'd been told about by an old associate of his. He approaches with due deference, standing off just a bit until the dark wyrm nods, and then steps forward.

"You must be Karthos, yes? An old friend of mine, Monsieur Bleu, once told me he had an acquaintance out this way, and said if I was ever in the area, I should take the opportunity to meet you. Fortuitous that you're here." 'Monsieur Bleu', of course, is simply the name the Immortal Hand operative goes by when doing business--but it's not a name that passes by unnoticed. George can see he's got the Shadow Dragon's attention. Now, to make the pitch.

"I assume you heard all about the cloud city approaching, thanks to the roof-huggers over there." He gestures dismissively in the direction of the Goyle representatives. "Well, I'm part o' the crew tryin' ta get passage through this territory to the west. They're good folks, there, and deserve a chance to set themselves up someplace secure--kinda like you all wisely set up shop here. And I'm sure you've got some reasonable sympathy for their situation, but I fully get that their business isn't yours."

"So let's talk business, instead. The Goyles, I'm sure, make active trade with the outside world difficult, There's not a lot you dragons need, of course, but I imagine sometimes you wouldn't mind having materials for your subjects to be able to accomplish more. Now, you know Monsieur Bleu, and you know how good he and his people are at getting in and out without being seen. Of course, he's smart--smart enough not to come here uninvited. But I imagine with a legitimate authority authorizing his passage on this end, a considerable amount of raw materials could be brought in right past the Grotesque's noses--much more securely than a bunch of merc-armed caravans."

A thoughtful pause. "Of course, if I get killed defending that Cloud City, I might not be in a very good position to broker that particular arrangement. That'd be a pity--the Goyles getting in the way of your business like that."

He lets Karthos mull over his implied offer--secure trade with the outside world through a black market channel that Karthos would be in control of at this end.

***********

Meanwhile, Big Al silently surveys the room, and, bizarrely, goes over to a Chiang-Ku named Tianlong, and gestures at the table in front of the noble drake. On the table are a large number of black and white stones; when Tianlong gives a momentary flick of his whisker in approval, the game begins--but comes to a stop, as Tianlong captures a significant chunk of the board. Big Al remains unphased, simply studying the board as if trying to determine the flaw in his strategy. Tainlong waits patiently, though the Chiang-ku is clearly less than impressed with his opponent.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Reiko Tanaka » Wed Jun 12, 2019 11:16 pm

Persuasion -1; no tokens
Persuasion 1d4-6 = -5: 1
Wild 1d6-6 = -2: 4
Benny to reroll
Persuasion 1d4-6 = -2: 4
Ace 1d4-2 = -1: 1
Wild 1d6-6 = -4: 2
New Freehold
Afternoon
Round 1

With the gargoyles and brodkil taken care of, Reiko returned to her quarters on the DHT. She removed her armor and gave it a thorough cleaning and repair, polishing the black composite material to a shine. Normally she wouldn’t want it that way since she relied on stealth, but it wouldn’t last too long as the smoky mist of the shadow enhancement on the armor would obscure the polish soon enough. Then Reiko did what she could to bathe, wash her hair, and put it up with a pair of ebony chopsticks. She put on her geisha paint and made herself as presentable as possible before joining the others to follow the dragon down to New Freehold.

Reiko fought back the natural fear of being in the presence of so many dragons. She wondered what her friend Alenysturathe would think of this place. She wondered how the dragons all got along, as they were notoriously solitary and territorial creatures.

After introductions, Reiko walked up to a black-scaled dragon with gold accents. She gave her deepest, most respectful bow. “Great Master Kinendaw,” she spoke in Dragonese. “I am no great speaker, but I come to respectfully request the aid of the great dragons of New Freehold. I represent the Tomorrow Legion as well as the cyber-knights, who both wish a boon. We ask for safety for the great cloud city of Arcus, to either pass through your lands or to rest here as your allies.”

Reiko looked up and saw the indifference on the dragon’s face. Her words were not getting through to the creature.

***
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 30/30
Bennies: 2/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 573
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Hans Greuber » Thu Jun 13, 2019 6:07 am

Round 1 - Persuasion 5 - 1 Token
Persuasion (-6 due Scene)
  • Persuasion: 1d6-6 = -2: 4
    Wild: 1d8-6 = -5: 1
    Extra Effort: 1d6+2 = 7: 5
    Result: 5 - Success.
With creatures such as Dragons, one must look as if you respect them, and that means cleaning my gear until it all shines and quickly repairing all of the trivial damage done during the trip here.

Getting down to work, Hans quickly makes all of his gear look all shiny and new as if it was all just made. It would take a very trained eye to spot the minimal wear showing the in field use of all of the items... and they would have to be able to see past the glare from the high level of polish Hans added.

That done, Hans is ready to be brought into the presence of the Dragons. The LARGE, SCARY Dragons. With a quick gulp, Hans steels himself and is ready to deal with them. One dragon in particular catches his attention. A pale blue Frost Dragon over in the corner is watching everyone, seeming to weigh their actions both when and when they are not talking to the others... a Dragon he quickly finds out is named Froidinger.

(In Dragonese) "Greeting, Lord Froidinger. I am Hans Greuber, of the Grubadorn Clan. I see you do not fully trust what you are told, but truth it with what you see and hear. You know why we are here. What you may not know, however, is that my relationship with the Tomorrow Legion is more complicated than the others. I am a mercenary, formerly of the Black Company, and I am helping them as I decide my future plans. I have a different view on things from the others in my expedition."

"They are indeed trying to make the world a better place for people who are wanting and willing to live in peace with their neighbors. While their intentions are noble, sometimes they do need help. They are wanting to help the citizens of Arcus escape the Coalition State's attention and resettle somewhere safer. That is why they are heading westward past Freehold. The Legion would like to ask your council's help in getting them to their destination safely, as the Legion has done for the survivors of Tolkeen, and as the Legion arranges for safety to those that ask them for help, including many Dragon Hatchlings. If you were to help the city of Arcus pass safely, the Legion would look upon it favorably. They would also know to send any merchants and traders they talk to this way, as you would keep your Gargoyle neighbors mostly in check. This would bring in more riches and opportunities, as the merchants would be happy to expand their trade routes as much as they can in relative safety."

Resources Left
PPE: 40/40
Gadgets Left: 5/7
  • Gadgets Ready: None
Mithril Band of Healing: 10/10 PPE
Mithril Band of Power: 10/10 PPE
Dreamtime: 5/5 PPE
Wings of Icarus: 10/10 PPE
Golden Bennies: 4/3
  • +2 due Results First Two Rounds ARCUS ORP
  • -1 due Extra Effort to TK DHT
  • +1 due Result vs Brodkil Riders
  • -1 due Extra Effort Round 1 Social Conflict
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

User avatar
sammy
Posts: 136
Joined: Fri Aug 25, 2017 11:06 pm

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by sammy » Fri Jun 14, 2019 8:43 pm

Sammy popped down off a black dragon’s shoulder. He stretched his front paws and arched his back. Sammy blinked once seeing the heroes make some kind of plea. Sammy grinned at the black dragon and whispered, ” Meow, I reckon it was good seeing you again my old friend. Glad you made it out of that last shootout with Geist.” Sammy yawned sleepily and licked his lips. Time to go to work.

Persuasion: 1d6 = 4: 4 wild 1d6 = 4: 4 Extra effort with elan: 1d6+2 = 3: 1 technically a 1, but I am pretty sure sammy will get the +4 bonus. So 1 success.

” Meow its simple... Back us and you get to sleep. We all know how much you like sleep. Most folks, gargoyals included think you want treasure. But...” Sammy winked, ” Between us we know sleep is king.” Sammy pranced around a bit, ” Think about it... So the gargoyals want to bring you treasure... Do you have any idea of how much time it takes to sort through loads of treasure?” Sammy clicked his tongue mimicking a clock. ” I reckon with what is aboard Arc you might be here a while. However... Us? We give you nothing but the opportunity to sleep and laz about. ” Sammy curled up into a ball illustrating how nice relaxing was. ”Looks like you got a choice I reckon... Sleep or a lot of mind numbing sorting.”. Sammy yapped his jowls and closed his eyes going to sleep.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat

User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by PFC Fox Simmons » Sat Jun 15, 2019 2:37 pm

For Fox, this was a first, being among dragons was a new thing for him. Uncertain of what path to take or who to talk to, it was and is fair to say that he was surprised to be greeted by an elderly gentleman as he entered the doors.

The old man beckoned for Fox to follow him. Confused and uncertain, Fox complied with the man.

Figuring it to be good manners to have a face to face with whomever he was going to see, Fox tapped the console controls and twisted the seal lock on the helmet. Taking the helmet under his arm, he strode up to and alongside the old man, whose gait was quick and steady.

"Excuse me sir, who is it exactly you are taking me to see?"

The old man said nothing but beckoned Fox to follow more quickly. Fox noticed that other Legion volunteers were conversing with other Dragons throughout the Great Hall, he only hoped he was actually going to be speaking with a human.

Fox following, the older man approached a great hall for any human but was merely a dragon sized alcove in the current setting. The old man passed through the entrance and Fox complied and followed. I hope there is no dragon.

Stepping through the entry way, Fox felt a wash of energy and found himself in an elaboratly decorated chamber of immense proportions. To the right were a half dozen statues, roughly ten to twelve feet tall and all vaguely similar to the gargolyes he had just taken care of in the skies over New Freehold. Seeing them this close made Fox jump back to his left. He was caught by a solid force.

"Easy now there Commander."

Fox looked back to his left and found himself supported by nothing really. The space was solid yet empty. So Fox turned to focus on the voice and in turn took in the rest of the room. It was luxorious and opulant. Fine rugs covered the floor and several dozen open boxes filled with glistening metal sat upon them. The walls were decorated in what would have been a western motif with sections of early Spanish Mexican frescos.

Finally able to catch his breath, Fox focused and found himslef looking at a large creature of shimmering scales but nearly translucent at the same time.

"I am no Commander."

"Oh but you were. Clone Trooper, CT - 1010. Commander Fox of the Senatorial Guard."

Fox's breath catches at the mention of his last assignment before coming to Earth. Not giving Fox the chance to respond.

"I heard about a cloning project on Kamino and sought out a means to replicate myself. Sadly they were unable to accomodate me as I am vastly complex. They were however raving about the most recent project, a clone army. So I decided to investigate."

Fox had not been shocked before but it was clearly evident on his face now.

"I uncovered some intersting facts and some new items for my collections." At a wave and a and a shimmer of his clawed foot Fox could now see a suit of armor and pedestal with a triangular prism sitting on it.

CT 1010 200.jpg
CT 1010 200.jpg (6.33 KiB) Viewed 4119 times
SithHolocron-CVD 200.jpg
SithHolocron-CVD 200.jpg (7.9 KiB) Viewed 4119 times

"Needless to say, your Senator Palpatine was not a nice guy and he is probaly not happy with his current bunk mate." At the mention of the Senator the pyramid actually jumps and dances on the pedestal. The shimmering figure reaches over and with a clawed foot, stills the pyramid.

The name of his last charge rings in his ears but Fox's gaze is fixated on his Combat Laminate armor. "Have we met before?"

The shimmering figure waves another clawed foot, and a scene replays from Fox's past. He sees hmself holding one of his brother clones in his arms as he dies. Fox's jaw drops. "Where were you? That was Fives. I shot him as he fled after breaking into the Senator's office."

"I took Fives' place. The information he retrieved and the Senator's own actions at me confronting him, revealed enough for the Jedi to scour the entirety of their known contacts and associations. They avoided a Purge from within and have continueed to utilize the clones to secure a peaceful and growing galactic civilization."

"It was necessary however to remove you and the Senator from the timeline though."

Fox was obviously trying to process. But the shimmering figure continued to speak, "I am Coalfax. A rather ancient dragon, several millenia in age. I am a collector of antiquities."

Fox catches the name and other details. "I am supposed to negotiate with you, Coalfax, but have brought nothing that may suit your nature."

Coalfax chuckles. A body warming laugh that fills the room. "Use your keen intellect and maybe you can come to something that I might take in trade."

A power eminates from Coalfax, directed at the six Gargoyle emissaries. They shimmer from stone to flesh and Fox suddenly wishes that they were solid stone again. The air is filled with screeches, harsh grating noises, and deep gutural sounds. Seeing Fox in the room, the noises and sounds escalate and become much more intense. The gargoyles are very emphatic about the need to do something but Fox cannot understand it.

Coalfax seeing the perplexed look on his face, reaches over with a clawed foot and with one of his talons, draws an eye on Fox's forehead. As the last of the eye is inscribed, Fox suddenly hears the conversation from the Gargoyles. There is mention of unfathomable wealth, to which Coalfax laughs.

"What treasures do you have that would interst me," states Coalfax.

The Gargoyles try and barter with item that they neither have at the present, nor which they seem to have access to at all.

Coalfax holds up a hand and addresses the emissaries, "I am certain you have none of what you are offering and I have no intention on waiting for you to acquire it. Just to show you that I have no hard feelings about today, let me send you away with a gift."

Coalfax pulls forth a claw full of coins and begins dropping these coins into the palms of the gargoyles' hands. As each gargoyle receives the coin and picks it up to investigate, they are suddenly gone and the coin falls to the floor.

Fox looks questioningly.

Coalfax collects the golden coins and answers without looking at Fox. "This is the treasure of Montazuma. Guess the stories about it being cursed are true."

Dropping the coins into the crate he pulled them from it dawns on Fox, what seemed so awkward. Coalfax spoke a differeent dialect of American. His time in North America, he had never encountered another that spoke this dialect.

"Coalfax. Where are you from? Originally?"

Coalfax's head swivels around and a smile crosses Coalfax's reptilian face. "I am from an island country in the Northern Atlantic, called England."

The idea came to Fox immediately. "You need me to look for a way for you to return to England."

"Exactly. Our bargain has been reached. We will see each other soon."

Fox was next seen leaving the alcove and heading towards the Legion vounteers designated meeting place.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

Lars
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Bronze Patron
Posts: 1223
Joined: Thu Jan 19, 2017 9:13 am
Location: GM
Contact:

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Lars » Mon Jun 17, 2019 2:18 am



Note: ALL of your posts were outstanding! Thank you. - Lars


The end of Round One.


Influence Tokens gathered this far.

George has 1 Token
Reiko 0
Hans 1
Sammy 1
Fox (no die rolls made)


Image
The Gargoyle leader, Illuth, watches as the newcomers approach the Dragon Lords. Spittle drips from his sharp demonic teeth in anger as he watches.

Stomping over to a Elder Green Dragon that is leaning against the far wall watching the ‘goyle loudly spits words at the dragon in a language unknown to the newcomers.

1d6 = 3: 3 <- GM Die Roll to randomly see how the mood is.

It’s only a moment later the great green dragon backhands the Gargoyle.

Roaring the green dragon says in English: ”American or Dragonese Illuth! Your foul language shall not be spoken in the sanctuary!”

Illuth grovels before the dragon, a snide sideways glance at the newcomers, and states in ‘American’:

”Riches. Their transport is worth millions. They attacked my brothers....”

Leaning in closer Illuth continues talking to the dragon, whispering in its ear. A long conversation is carried out beyond anyone else’s hearing.

The green dragon smiles and the Gargoyle nods.

There are several other Gargoyles making their rounds in the Dragon Lords sanctuary, talking to the dragons.



ROUND TWO OF SOCIAL CONFLICT

Either talk more to the same dragon or better yet: Locate another one and continue to convince the Dragon Lords to let Arcus pass or stay as members of New Freehold.
Account Info
March 2020 Diamond Patron, thank you Savage Rifts!

Lars

Damien - Momano Headhunter 1st SET

Ash - Burster 24 COT

Caul - Tundra Ranger (No team yet)

Daniel / Danjal73@gmail.com

Old Info
OLD PATRON AND ACCOUNT EARNINGS

* 75 Patron Milestone: Patron Item Freebie: (UNCLAIMED.)
* 75 Patron Milestone: Patron Item of Choice from Bronze Tier: (UNCLAIMED.)
* 60 Patron Milestone EPIC COUPON (Good for a 50% discount on the purchase of any one EP Menu Item.) (UNCLAIMED.)
* 50 Patron Milestone: Receive one: Additional Character Account Unlock (ASH.)
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ACCOUNTS

* GM Account: Lars
* Primary/Original Account: Damien (Earned and unused 65 XP or 13 Advances earned for account prior to 2020)
* Patron Account(s): Ash (Earned and unused 35 XP or 7 Advances earned for account prior to 2020)
* Second Account(s):Open/Unused with 17 XP or 3 Advances prior to 2020.
* Third Account(s):Open/Unused with 10 XP or 2 Advances prior to 2020.

User avatar
Hans Greuber
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Posts: 573
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Hans Greuber » Mon Jun 17, 2019 11:42 am

Round 2 Persuasion 9
Persuasion (-4 due Scene)
  • Persuasion: 1d6-4 = -3: 1
    Wild: 1d8-4 = 0: 4
    Wild: 1d6-4 = 2: 6
    • Ace: 1d6+2 = 8: 6
      • Re-Ace: 1d6+8 = 9: 1

      Extra Effort: 1d6+2 = 8: 6
      • Ace: 1d6+8 = 9: 1
    Result: 9 - Success with Raise. Tally: 3 Successes after Round 2

Having convinced Froidinger, Hans makes his way to a Flame Wing Dragon, who he was informed was Maika.

(Again in Dragonese)"Greetings, Maika. I believe it is 'Dancing Flame' from Japanese. As you know from what happened when Tolkeen was destroyed by the Coalition, the Tomorrow Legion are there when people need them. Many have been given sanctuary at Castle Refuge, including hatchling Dragons. Goyle Springs, on the other hand, attack anyone and anything they can get away with. If they were to perceive New Freehold as weakened by something to the point where they had the advantage, they would attack you. Allying yourself with a strong and reliable power such as the Tomorrow Legion would add to your safety.

The Gargoyles are opportunists. They would even attack your assets if they were ever given the opportunity to do so and not get caught. In addition, any shares of any loot that they promise you would have to be closely scrutinized in order to make sure they were not holding back. They are solely motivated by greed in this, and this same greed would get them to withhold as much as they believe that they can."


Resources Left
PPE: 40/40
Gadgets Left: 5/7
Gadgets Ready: None
Mithril Band of Healing: 10/10 PPE
Mithril Band of Power: 10/10 PPE
Dreamtime: 5/5 PPE
Wings of Icarus: 10/10 PPE
Golden Bennies: 3/3
+2 due Results First Two Rounds ARCUS ORP
-1 due Extra Effort to TK DHT
+1 due Result vs Brodkil Riders
-1 due Extra Effort Round 1 Social Conflict
-1 due Extra Effort Round 2 Social Conflict
Last edited by Hans Greuber on Fri Jun 21, 2019 3:42 pm, edited 2 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

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Gorgeous George
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Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Gorgeous George » Mon Jun 17, 2019 11:22 pm

Holy Schnikies! Big Al +4 Tokens, Gorgeous George +3 Tokens
Scene Penalty -4

Big Al Continues with the same Dragon:
Taunt d8+2
Taunt 1d8-2 = -1: 1
Wild Taunt 1d6-2 = 1: 3
Golden Bennie
Taunt 1d8-2 = 6: 8 ACE 1d8+6 = 14: 8 ACE 1d8+14 = 18: 4
Wild Taunt 1d6-2 = 3: 5
Big Al Tokens +4

Gorgeous George finds a new target
Persuasion d8+2, Free Reroll
Persuasion 1d8-2 = 0: 2
Wild Persuasion 1d6-2 = 4: 6 ACE 1d6+4 = 10: 6 ACE 1d6+10 = 14: 4
Gorgeous George Tokens +3
Big Al finally finishes his contemplation of the Go board, and continues with the game. Amazingly (at least, to anyone with an understanding of just how large his opponent's lead was), he manages to revert a large section of the board, ultimately securing victory. The little man stands up and bows to the Chiang-Ku, who spends several moments staring at the board as if trying to understand what just happened. Finally, whiskers twitching, the dragon bows his head to Big Al's skill, apparently assenting to the unspoken terms of the game.

Meanwhile, Gorgeous George sidles up to another dragon--this time, a shimmering green Forest Runner Dragon with frilled wings that has been watching the Goyles with suspicion. The wyrm, Sillestria, turns when George approaches, at first giving him as much of a glare as the Goyles--but unlike the Gargoyles, George does not return the hostility. Instead, he dips his head, considering for a moment, then moves closer cautiously, with respect. The Forest Runner tilts his head, curious, and permits this.

George nods to him. "You realize, of course, the nature of demons--they will always try to stab you when they think they have the advantage. Let them think they can temper-tantrum their way into interfering with draconic affairs, and sooner or later they'll think they have the right to even more clout. Eventually, of course, they'll not be satisfied with just getting heard--they'll try to take what they want, by theft or even by force. Wonder whose lot they'll go after, first?" Of course, it's not really hard to figure out the answer to that--the Forest Runners, being the smallest of the dragons, and less than perfectly suited to the environs here, are at a distinct disadvantage on the pecking-order; if the Goyles were to get rancorous, the Runners would almost certainly be their first choice. George again leaves unsaid the last step of the logic chain: Better to stop them from getting a toe-hold now.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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PFC Fox Simmons
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Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by PFC Fox Simmons » Wed Jun 19, 2019 3:42 pm

Fox leaves Coalfax and his loot of a thousand worlds. Re-entering the grand chamber Fox gathers himself and decides that he should continue to seek assistance. The Lyn-Syrials deserve at least peace and if they could get something more, then allies like the Dragons.

Not really having a method to where he goes Fox walks deep in thought. Suddenly he hears the sound of power tools and hammers. Turning back from the direction he was heading, he tries to pinpoint where the sounds were coming from. The sounds pick up again and Fox finds another alcove.

Stepping inside he is amazed by a massive mechanical figure with ladders and scaffolding surrounding it.

Cyber Dragon.jpg

"Welcome human. Something I can help you out with. You have caught me in the middle of an upgrade. Please excuse the mess."

Workers of many types organic and mechanical are attending to the giant form. As Fox steps more into the chamber, his cyberware starts chirping away as somewhere someone is trying to access his implants. Within a minute or so the access stops and his cyber returns to normal. He is then suddenly aware of laser optics sweeping his entire body.

"Most excellent. Do you hunt gargoyles and engage them for sport?"

Then Fox realizes that the scan picked up the biological remnants of the gargoyle he had just tangled with.

Fox actually laughs and looks at imposing figure before him. "I have only encountered gargoyles a few times. They are not what I would call amiable individuals."

Fox begins doing some searching around the construction chamber. SAMUS comes back a negative for any gargoyles. "I gather that you do not have much interest in them then?"

The mechanical figure's laugh booms off of the walls. "Gargoyles are big thugs. Stupid, slow, and a waste of space."

"Well that explains why there are none in here potioning you to halt the course of Arcus."

"Oh they tried the petition thing a few days ago. By visiting with me first. They cowered in the corner and whined and mewed and were just rather unbecoming. Apparently the message I sent them away with was not very well understood."

"Seems the gargoyle emissaries have been trying to get the attention of the others of New Freehold. Spoke with one Coalfax who likewise did not seem real interested in what the gargoyles had to say."

"Ah you spoke with the British chap. The gargoyles keep offering treasure but Coalfax has enough for everyone if that is what interests the other dragons of The Hold."

Repairs near completition on the large mechanical figure and in minutes the scaffolding is down and put away. Tools disappear with the workers and soon the floor and the entire room is empty.

"No way on God's once green Earth will I ever side with the Gargoyles. However that does not mean that I give my okay for Arcus to pass New Freehold."

"The Lyn-Syrial have any really good tech on board their floating city?"

"Other than their caster cannons on the perimeter? I really have not taken the time to look around."

"Well tell you what, your Coalition SAMAS has been modified. Certainly a labor of love and personal interest. How about we go through some simulations. You and your SAMAS and me and my "alternate form"."

Workers rush out and begin strapping on caps and covers to SAMUS's weapon platforms.

"This is merely a simulation. A really large Virtual Reality Holo Tank. We will fly, dive, break, and perform some other aerial maneuvers. Then we will go head to head in ranged simulated combat. Last we will check out the SAMAS's physical prowess. Fox, you have time for this?"

What a bazarre and unique request. Someone willing to test SAMUS's capabilities.

Flight, 5 Tokens _
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    Multi Action Penalty -6
    Total Modifers 0
    • Acceleration
    • Piloting (1d10) 1d10 = 6: 6
    • Wild (1d6) 1d6 = 4: 4
    • Break and Hovering
    • Piloting (1d10) 1d10 = 2: 2
    • Wild (1d6) 1d6 = 3: 3
    • Controlled Diving
    • Piloting (1d10) 1d10 = 10: 10
    • Aced! Piloting (1d10+10) 1d10+10 = 14: 4
    • Wild (1d6) 1d6 = 3: 3
    • Aerial Accrobatics
    • Piloting (1d10) 1d10 = 7: 7
    • Wild (1d6) 1d6 = 4: 4
"Fox. Your SAMAS needs some tweaking. Acceleration and Breaking and Hovering, specifically."

"The Controlled Dive was beautiful. You need to be dropping out of the clouds on more of your engagements."

"The turns and rolls were nice. May need to throttle down a bit before hitting the hairpin turn next time."

"Now let's see how your weapons do for target lock in flight. Go through railgun, missiles, and then the grenade launcher."

Targeting Systems, Tokens 12
  • Railgun
  • Shooting (1d10) 1d10 = 10: 10
  • Aced! Shooting (1d10+10) 1d10+10 = 18: 8
  • Wild (1d6) 1d6 = 6: 6
  • Aced! Wild (1d6+6) 1d6+6 = 10: 4
  • Missiles
  • Shooting (1d10) 1d10 = 10: 10
  • Aced! Shooting (1d10+10) 1d10+10 = 20: 10
  • Super Aced! Shooting (1d10+20) 1d10+20 = 30: 10
  • Super Saiyan Aced! Shooting (1d10+30) 1d10+30 = 32: 2
  • Wild (1d6) 1d6 = 2: 2
  • Grenades
  • Shooting (1d10) 1d10 = 3: 3
  • Wild (1d6) 1d6 = 1: 1
The digital/mechanical voice that comes over Fox's comms sounds like he is out of breath. "I forgot for a minute that we were running simulations."

"First the original weapon systems are well integrated. The railgun tracks flawlessly and the missile tracking system on board your SAMAS is simply amazing."

"Second. The grenade launcher needs some work. It is your close range weapon, correct?"

Fox speaks up, "Close Ranged Weapon. Yes."

"When you get the chance work on the system integration module for the grenade launcher. It should help on accuracy."

After a deep breath over the comms, "Those missiles were something else."

"Fox. Last thing is to pit raw physical strength."

"America. Once had a sport called Football. It involved tackling your opponent. Let's see how your SAMAS is equipped in this department."

Strength, 2 Tokens _
[*] Strength (1d12+5) 1d12+5 = 9: 4
[*] Wild (1d6+5) 1d6+5 = 7: 2
"Not entirely your SAMAS's strong suit, but it should get the job done against anything other than a dragon." The laughter that fills the comms is deep throaty and metallic with a ringing sound to it.

"Personally, I do not think Arcus has or holds in any interest for me. However, you and that SAMAS do."

"Come back through when you get done with the Lyn-Syrial. We will modifiy that SAMAS, better intergrate the weapon systems. Then we can go hunt gargoyles."

"What do you say Fox?"

As the simulation winds down and the sensory equipment is removed from SAMUS, Fox looks over to the mechanical being. "When I return, who should I ask for?"

"Call me Stormreign."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Reiko Tanaka » Mon Jun 24, 2019 10:49 pm

Persuasion 10; 2 Tokens
Persuasion 1d4 = 4: 4
Ace 1d4+4 = 5: 1
Wild 1d6 = 6: 6
Ace 1d6+6 = 10: 4
New Freehold
Afternoon
Round 2

Finding herself getting nowhere with her current conversation partner, Reiko scanned the other dragons. She found a large red and gold Flame Wing looking at her with a curious expression, and maybe a slight smile. That seemed better prospects.

Reiko approached and made a formal courtly bow. “Forgive my fumbling words, your greatness,” she said in Draconic. “I am no speaker by inclination. I am a warrior.”

There was a low, rumbling chuckle. “And a lover. And assassin.”

Reiko flushed. “In a previous life, a far away land, for masters who no longer control me,” she said. “I follow a new path now.”

“With new companions?” The large dragon peered down with interest at the small cyber-knight.

Reiko looked back curiously. There was something in the red-gold scales that was familiar, the green eyes. “I know you,” Reiko said.

The dragon chuckled. “No, child,” she said. “I am Ashrynturathe. But you do know my daughter…”

“Alenysturathe!” Reiko said with surprise. “But...she does not know you.”

Ashrynturathe’s face fell sadly. “Yes. Such is the way of dragons. It does not mean I do not care,” she said.

“I am sure that she would like to meet you,” Reiko said.

“Perhaps one day. I am glad she has found purpose with your Legion.”

Reiko nodded. “The gargoyle lies,” she said. “They attacked us. We merely defended ourselves.”

“It is their way,” Ashrynturathe said with a sigh.

“The question is, when will they turn on you?” Reiko asked pointedly. “If you allow the city safe passage, you would make an ally to come to your aid when that eventuality becomes reality.”

“You make good points. Perhaps you are a better speaker than you give yourself credit, Reiko Tanaka.”

Reiko merely bowed humbly. “I am only a servant.”

***
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 30/30
Bennies: 2/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card

Lars
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Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Lars » Sat Jul 06, 2019 12:09 pm


Note: ALL of your posts were outstanding! Thank you. - Lars


The end of Round Two.


So many Tokens earned I feel like a Third Round is pointless.... you guys have rocked it! The Dragon Lords are all nodding their heads and wondering why they let the Gargoyles even live in the 'goyle city ruins of Colorado Springs, about a hours from Denver / New Freehold.

As the Elder Dragons start to call for a vote, cries at the outer edges of the Great Hall are heard. The sanctum doors are blasted open and a sole man walks into the massive room. Golden red, long well kept hair and immaculately dressed in robes and armor he approaches the Elder Dragons with a nasty smirk on his handsome face.

A brash, younger Wind Dragon steps closer to the man to confront his intrusion to the Great Hall and a small demonic pixie like creature flies off the newcomers shoulder and into the face of the young dragon. A bolt of ice blasts from the demon towards dragon and blasts the Wind Dragon back onto its back crying out in pain.

A Elder Dragon barks, "Hold young Flurry. You know not who you are dealing with. Hold."

"Wise move Dragon. G'rjax will kill the impetuous youngster if he gets up off the floor."

The Elder Dragons collectively mutter and one steps forward, "You are not welcome here Lord Dunscan, return to you Brass Caves and let us be."

The Lord of the Federation of Magic frowns at the Elder Dragon, "Come now, we are all friends, right. You don't want to have me as a enemy do you? After you have just got settled here. Listen you hot heads I am here to tell you that the Gargoyle Nation south of your new fine city is under my protection. The Gargoyles and their commander, Illuth, work for me. I heard tell that you might not be aware of this bit of news. I also heard that a Tomorrow Legion and Lyn-Siral Sky Knight cloud city is over head. I hope you will not be letting the Legion scum stay here in Colorado. I have plans for Colorado and I don't need the Legion here. I suggest you show me that we are in deed friends, have the cloud city move on, or better yet let the Gargoyles destroy it. Think wisely."

The Lord of the Federation then turns and vanishes in one move.

The Elder Dragons have listened to your words, now they are worried by the appearance of Lord Dunscan. Another round of conversations is in order before we tally up the results and the fate of Arcus is determined!
Account Info
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Lars

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Daniel / Danjal73@gmail.com

Old Info
OLD PATRON AND ACCOUNT EARNINGS

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ACCOUNTS

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sammy
Posts: 136
Joined: Fri Aug 25, 2017 11:06 pm

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by sammy » Sat Jul 06, 2019 2:20 pm

Sammy yawns and shoots Dunscon in the face. ”Meow... I was having a nice nap. Your daddy had some great ideals. The grand city, but just like him your a bit of a nutter. Why don’t you and I go outside and try to kill each other... “Sammy winks slyly scampering down off the black dragon’s electric blue juke box. The cat telekinetically slides a six shooter accross the floor to Dunscon. Sammy reloads with another verbal shot to the face, ” Common D, skin that smoke wagon and get to work. What are you yella?”
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat

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Gorgeous George
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Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Gorgeous George » Sat Jul 06, 2019 10:51 pm

George Persuasion 12, +3 Tokens
Scene Penalty -2

Gorgeous George
Persuasion d8+2, Free Reroll
Persuasion 1d8 = 8: 8 ACE 1d8+8 = 12: 4
Wild Persuasion 1d6 = 1: 1


After the departure of Dunscon, George wastes no time. Instead of trying a casual conversation, he speaks aloud to all the Dragons in the room at once. "Great Wyrms, I cannot tell you what will happen if you defy Lord Duncson and permit us to pass. But I can tell you what will happen if you accede to all his demands this time--they will not be the last he makes. He will only demand more, and more, assuming that the pattern set here today will continue in perpetuity. He admits he has 'plans' for Colorado--I guarantee those plans do not include New Freehold being anything other than a vassal state, answerable to his will alone. Now, as I said, I cannot speak to how he will respond to refusal--but I can tell you this: The Tomorrow Legion will show gratitude and likely seek to formalize an alliance--not one in which we seek to dictate terms, but rather a true alliance, in which we work together on common goals, and in cases of disagreement, find a mutually acceptable solution, as we have sought to do here today."

Big Al chooses to step back, so as to not draw attention from George's speech.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Reiko Tanaka » Mon Jul 08, 2019 4:54 am

New Freehold
Afternoon
Round 3

Reiko frowned. Dunscon was only a name she had heard in fearful whispers as the leader of the Federation. What was he doing this far away personally?

“I hope you will not let yourselves be pushed around,” Reiko said to the dragons. “This is your home, and this Federation is far away. But we would understand if you did not wish the cloud city to stay for fear of antagonizing this man. Simply let us pass and we will be on our way. It was an option he gave you,” she reminded.

***
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 30/30
Bennies: 2/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card

User avatar
Hans Greuber
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Location: The Black Company

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Hans Greuber » Mon Jul 08, 2019 4:47 pm

Persuasion 4
Persuasion (-2 due Scene)
  • Persuasion: 1d6-2 = 1: 3
    Wild: 1d8-2 = 1: 3
    • Extra Effort: 1d6+2 = 3: 1
    Result: 4 - Success
Lars wrote:
Sat Jul 06, 2019 12:09 pm
The Lord of the Federation of Magic frowns at the Elder Dragon, "Come now, we are all friends, right. You don't want to have me as a enemy do you? After you have just got settled here. Listen you hot heads I am here to tell you that the Gargoyle Nation south of your new fine city is under my protection. The Gargoyles and their commander, Illuth, work for me. I heard tell that you might not be aware of this bit of news. I also heard that a Tomorrow Legion and Lyn-Siral Sky Knight cloud city is over head. I hope you will not be letting the Legion scum stay here in Colorado. I have plans for Colorado and I don't need the Legion here. I suggest you show me that we are in deed friends, have the cloud city move on, or better yet let the Gargoyles destroy it. Think wisely."
"Plans for Colorado and not wanting the Legion here? I wonder if his plans also include the existence of New Freehold when he is finished. Sounds to me like he is just wanting to isolate you here before helping the Gargoyle Legion against you.. "


Resources
PPE: 40/40
Gadgets Left: 5/7
Gadgets Ready: None
Mithril Band of Healing: 10/10 PPE
Mithril Band of Power: 10/10 PPE
Dreamtime: 5/5 PPE
Wings of Icarus: 10/10 PPE
Golden Bennies: 2/3
+2 due Results First Two Rounds ARCUS ORP
-1 due Extra Effort to TK DHT
+1 due Result vs Brodkil Riders
-1 due Extra Effort Round 1 Social Conflict
-1 due Extra Effort Round 2 Social Conflict
-1 due Extra Effort Round 3 Social Combat
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by PFC Fox Simmons » Tue Jul 09, 2019 9:09 am

The Force. Magic. Power. Whatever it is called. There is always someone flaunting it and waving their own damn banner because of it.

True. there is always someone higher up on the totem pole. And crap does roll down hill. And Fox was worried that he might end up mired in all the crap right now. Gargoyles. Dragons. Mad Mages. This world was full of them. What other surprises awaited?
Investigation 21, 5 tokens _
+2 for Investigator
[*] Investigation (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 18: 6
[*] Super Saiyan Aced! Wild (1d6+18) 1d6+18 = 19: 1
Fox flies from the rear of the hall to the front of the hall. Investigating the locations where Dunscon came in and where he stode. The HUD on SAMUS is recording details and comparing intel with previous occurances, encounters, and such material.

Standing up, he turns back to the gathered procession. "This evidence leads me to believe that the whole scene was a charade. Dunscon was not really here. But someone wanted us to believe he was."

Gathering himself together Fox does something uncharacteristic and he gives a speech.

"It is a fairly difficult thing to live in fear. At some point you just have to leave fear by the wayside as it is has served its temporary purpose."

"From all that I have seen across this land, all power is finite. Power seems limited to a specific place, specific entities, and specific situations. You, the Dragon Lords of Freehold, have power here but lack power in say Chi-Town where the Coalition is strong. The struggle continues."

"Dunscon is limited. It is said that he draws his power from his Federation and the entities that reside there. He is chained just as so many others are. So he is only a tyrant and to be feared in the Federatiion. Here he is just a storm blowing through."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

Lars
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Location: GM
Contact:

Re: Arcus (Part Two: Dragon Lords of New Freehold)

Post by Lars » Sat Jul 13, 2019 9:29 am

Results of the Social Conflict

With more than enough Tokens the Party has convinced the Dragon Lords of New Freehold that they should not listen to Lord Dunscan or the Gargoyles and decree that Arcus City is under their protection!

Collectively the Dragon Lords vote and decree the following after speaking with the members of the TL.

One, Arcus City may continue past the Great barrier Mts if it wishes, and will be under Dragon protection, or the Cloud City is invited to stay above New Freehold and become a part of New Freehold.

Two, war on the Gargoyles is coming. The Dragon Lords are set on ousting the 'goyles and making Colorado a safer place.

Congratulations Sammy, George/Big Al, Reiko, Hans and Fox! You have succeeded in securing the safety of the Lyn Srial City: Arcus. Under Dragon protection now, you are free to return to the Legion.

You are each invited to also stay in New Freehold, to help the Dragon Lords wage war on the Gargoyles if you so wish.

OOC Please note I submitted a request for EP to be sent to you. Thank you for Playing along. I was glad to have something to GM until I could start my new Chaos Earth Game. Thank you each!

Arcus City, over New Freehold will be a ORP for anyone interested here: viewtopic.php?f=212&t=4106#p55684

You each wrote some super fun posts!
Account Info
March 2020 Diamond Patron, thank you Savage Rifts!

Lars

Damien - Momano Headhunter 1st SET

Ash - Burster 24 COT

Caul - Tundra Ranger (No team yet)

Daniel / Danjal73@gmail.com

Old Info
OLD PATRON AND ACCOUNT EARNINGS

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ACCOUNTS

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