Mission 4: Devil's Canyon

Adventures of the Legion's 1st Special Exploratory Team.
User avatar
Cade
Posts: 31
Joined: Fri Apr 07, 2017 11:27 pm
Location: Black Company / Future Brigade / Lords of Hell / Freelance Time & Space Raider

Re: Mission 4: Devil's Canyon

Post by Cade » Mon Feb 12, 2018 9:36 am

Stumbling through the portal like a rag doll, or puppet on strings, held up by hope and a prayer, a man in full black armor drops to his knees and groans. Looking around he sees Drake and says: ”Took you long enough to open a portal.”

Hearing Drake say, ”Was busy here. These good folks are the 1st SET! I was helping them.”

Cade sighs.

”I suggest we get these pillars to Gloom ASAP. The second we arrived here every demon within a hundred miles became aware of them. Drake, we need a gateway to Gloom. To Be... Ben’s ... gods the poor guy was vaporized ... to Ben’s hotel. I am sorry to tell you Drake, t’Fethic killed Ben.”
Cade
Cade

Bennies: 4/4
Adventure Cards: Power Surge: Immediately recover all spent Power Points.

Temporal Blade

User avatar
Drake
Bronze Patron
Bronze Patron
Posts: 80
Joined: Wed Mar 08, 2017 5:45 pm
Location: 1st SET

Re: Mission 4: Devil's Canyon

Post by Drake » Mon Feb 12, 2018 9:44 am

Drake looks genuinely mad.

Breathing deeply he calms himself.

”Ben dead. t’Fethic killed him. You know, I know who t’Fethic is right! You dolt! Time won’t save your bacon Cade.”

Looking at Timothy, ”I need to go. I need you to help the Sheriff here. Tell him sorry his deputy had to bail. Help the town. Do what SETs do! But I need to open a portal, and go. If Ben is dead the entire Future Brigade is in trouble. I need to help these Legion and Mercs establish freedom and stop Giest in Gloom. Cade has managed to mangle this and set us upon a bad course. I need to take over at Ben ship. Tim. Thank you.”

Drake brushes dust off himself and looks at the Nexus as he siphones it’s energy.
RIP FELL
Drake
Drake - Temporal Wizard
Bennies: 2/3
Adventure Card (40): That's Crazy Talk Mister - Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Charisma: -2; Pace: 6 (12 on a Joker); Parry: 6/7; Toughness: 6; Armor 19 (11)

Skills: Spellcasting d10, Knowledge: Magic AB Skill d6, Survival d8, Fighting d8, Shooting d10, Notice d8, Stealth (Pick Locks/Pockets) d8

Edge: Danger Sense -2 Notice Roll to Detect Surprise Attacks/Danger
Edge: On a Joker, Time Stands Still Wild Card Edge = Two attacks per round, no MaP, just like Split the Seconds.
Edge: On a Joker, Deadshot doubles damage from guns.

User avatar
Timothy Hernandez
Posts: 261
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez » Mon Feb 12, 2018 11:12 am

Timothy looks at Drake as he's explaining. "I'm not even going to pretend I understood a word you just said. Good luck."

Timothy extends his hand. "I hope we see each other again at some point."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2

User avatar
Cantrell
Posts: 345
Joined: Thu Mar 02, 2017 10:57 pm

Re: Mission 4: Devil's Canyon

Post by Cantrell » Mon Feb 12, 2018 11:48 am

Timothy Hernandez wrote:Timothy Flies down to the 13th. "Is that a threat? Last mission report I heard, there is a bounty on on your heads. Now, why don't we all just settle down, and we'll escort you to our convoy. Why don't the leaders of the 13th and Black Company walk with me, we'll talk shop."

If the leaders join Timothy on point, he'll start the conversation.

"I'm Timothy Hernandez of the 1st SET. It looks like we all have had a rough day. Why don't we all take a nice stroll back to our convoy, get you guys resupplied and find out what's going on?" Timothy will take point and head towards the convoy.
Cantrell joins the Borg and motions for Gargamel to join once he's given Humble instructions not to start a fight.

"Sgt. Nadya Cantrell, commanding officer of the 13th SET. Gargamel here is senior member of the Black Company present at the moment. And you might want to check in with the Castle when you get the chance. The Black Company was cleared of the allegations made against it, and Lord Coake made it quite clear they're under his personal patronage, as well. We're all on the same side again. But I understand if you want your people to keep theirs guns on us while you check that with command."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




User avatar
Timothy Hernandez
Posts: 261
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez » Mon Feb 12, 2018 2:34 pm

Timothy will shake hands with the two. "Sgt. Cantrell, Gargamel. I appreciate the info, We will see if we can validate the orders. Just so you know, we are currently in the Colorado Baronies. We are currently on an outreach mission. Why don't you guys tell us what you can and how we can help you, if we are able to."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2

User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 567
Joined: Wed Mar 08, 2017 2:37 pm

Re: Mission 4: Devil's Canyon

Post by Maximilian » Mon Feb 12, 2018 3:01 pm

Max strolls over to Libertas once it's straightened out that Humble and Timothy aren't going to come to blows. Making friends wherever they go, these guys. He watches as the tail is unpacked. "Uh, Lib...you trying to be more like me? It's a nice attempt, but a little skinny. This doesn't look very techno wizard-y."

Alex pops Max on the shoulder. "Max...that's not techno-wizardry. Libertas grew a tail!"

They both stand there, gawking at the Tail That Should Not Be. Max offers a half-hearted encouragement. "Hey, at least...uh, you can always brag about getting tail whenever you want, right?"

Alex glares at Cade. "This guy's right, you sonofabitch. There's not enough time to outlast vengeance for what you did to me." He nods to Drake. "If Cade needs to get the chopping block, can I be the axe man?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger

User avatar
Qoat
Diamond Patron
Diamond Patron
Posts: 147
Joined: Mon Jun 27, 2016 2:45 pm

Re: Mission 4: Devil's Canyon

Post by Qoat » Mon Feb 12, 2018 4:02 pm

Qoat continues to watch the people stumble out of the rift. Seeing Timothy, meet with them, he stands down, and puts the safety on the rail gun. He hops out of the seat to get back up to the front of the Q-Mobile. He rolls the vehicle up to them so they don't have to walk as far. He sends a message out on the 1st's shared frequency. "Chief, are we sticking around to search the area, or we getting out of this canyon before the Simvan return?"

If the orders are to get going, Qoat hops down and opens the main door so those that are on foot can ride inside the spacious vehicle.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: Mission 4: Devil's Canyon

Post by Gargamel » Mon Feb 12, 2018 4:47 pm

Gargamel blinked, tryingto follow what was being said.

"You referred to you as the ID self. I think a nice sit down would be in order when you can explain more of this mess."

As Cade collapsed to the floor, Gargamel walked over, reached down and picked up, supporting him on his shoulder.


"Humble, no hitting any of them unless they start something. The Pillars as stated will not have a good effect on you if you touch them."


He made his way over to Timothy with Cantrell, still supporting Cade.

"These pillars need to make it back to Gloom. Any assistance in a rift or flight would be appreciated. Cade here knows your man Drake. Do you have any healers who might be able to patch him up?"
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1554
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 4: Devil's Canyon

Post by Venatus Vinco » Mon Feb 12, 2018 7:44 pm

Old Business
The 1st SET busies themselves with healing and digging out from under the massive rock slide, just when the 13th and Black Company refugees show up. After a few tense moments they begin a process of information exchange. Although the new arrivals just came from hell, the canyon doesn't look much different. The massive body of an infernal mastodon lay dead, taking up most of the valley floor, the bodies of some desert howlers, Simvan and massive piles of identified bones litter the area as well.

For those who bother to check, the Simvan are wearing armor made of animal bones and carrying bone spears as well (OOC: treat as TW Lightning Rods that also do Str + d8 melee damage 1d12 = 9: 9+1 spears recovered). The weapons have an evil aura about them, as if they might contain the soul of a foul being. Inside the cave, the dead Shaman's body lay splayed under some fallen rocks. His staff still clutched in his reptilian hand. The staff is also made of bone and has a ram's head on top. It radiates evil and necromatic power.

Nearby, the body of the overly large Simvan with tentacles bears some investigation. It looks like an evil necromatic mashup between a Simvan and a Neuron Beast. Fortunately, it died before ever wrapping its tentacles around the members of the 1st SET.

All in all a good days work.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 213
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder » Tue Feb 13, 2018 4:55 am

With his Fiery Aura downSinder lands the Hover and heads to the group of newcomers, to the Cat which seemed to be stalking him and other he Introduces himself, "Sinder of the 1st, Burster of the group. Heat didn't do much against these creatures and and even a rail gun rounds plus powers, we might as well be tossing popcorn, lots of pow but no damage. thank Heaven we have Cory Merl, and the others."
"Wonder whats up with all this reinforcements."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 92
Joined: Fri Oct 06, 2017 5:48 pm

Re: Mission 4: Devil's Canyon

Post by Sparky » Tue Feb 13, 2018 9:00 pm

Notice 5
Notice 1d6 = 3: 3
Wild 1d6 = 2: 2
+2 for Armor Sensors
Sparkmort staggers over to see if he can help Merlaggon dig Saul from the rubble. By the time he gets over there, however, the dragon has made short work of the rubble and Cory was already doing her healing magic. "I could use a bit of that healing touch if you have the juice to spare lass. I think I discovered a new pastime but seeing as you have to kill a gigantic beast from hell and slide down a cliff to do it I just don't think it will catch on. Call me crazy." Sparky said wanly as he grimaced inside his armor.

Gotta be a little quicker off the mark next time Sparky or the next ride will probably kill you. The quick laugh at the unbidden thought quickly turned to a groan as the pain dug in his side again. I don't think it's broken but I probably cracked a rib on the landing.

It was at this point that Sparkmort looked up and noticed they were no longer alone. Pain forgotten, Sparky moved so he could help Merlaggon cover Cory and Saul. Or at least this was the idea until Saul staggered to his feet to approach the newcomers. Must not be strangers I guess but this is an awful big coincidence them showing up out here just now.

Speaking to Cody and Merlaggon, Sparky asks the obvious question, "So, uh, who are the new guys?"
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6
Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6


Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand


Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.

User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 570
Joined: Fri Feb 17, 2017 3:02 pm

Re: Mission 4: Devil's Canyon

Post by Libertas Magicum » Wed Feb 14, 2018 2:58 am

Libertas blinks behind his goggles. "I... I'm sorry, but did you say... a tail?" Upon receiving confirmation that that was, indeed, the word Saul and Alex used, he starts reaching around and trying to find it, and of course there's a brief moment of comedy until he finally manages to reach the base of his spine, and feel the joint.

"I... Right, thanks for your help. Just tell me once I've got it tucked back into the armor? Cantrell's giving me that look that says she doesn't know what I'm doing but if I don't stop screwing around she's going to have me jogging laps around that mesa. It must've been a side-effect of that weird blast we got hit with in Hell. I'll, um, have to figure this out when we next make camp."

As he talks, he makes the effort to get back into his armor, practicing controlling the tail with Max's advice, at least enough to get it to stay against his back while he pulls the armor on. After a couple of abortive attempts (and Saul, Max and Alex realizing they need to step back a bit, because the tail keeps trying to snatch any dangling objects he might have on their person, and actually DOES snag one of those bone spears off the ground), Lib manages to get his armor re-sealed.

He takes a deep breath, then calls out to Cantrell. "Alright, boss, it's okay, I've just got a tail now."

With that, he turns to the Nexus, and starts drawing energy to top off the tank, while examining the spear he picked up.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 164
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: Mission 4: Devil's Canyon

Post by Humble » Wed Feb 14, 2018 10:47 am

Hearing the metal man rambling Humble was unsure if the man thought Humble was threatening him or if the metal man was threatening Humble. Thinking it may just be better take its weapons away while he waits for Gargamel's orders Humble was about to grab the thing, when people started talking more and the order came to stand down. These were more Tomorrow Legion. Funny he did not remember them all being so ready to attack everyone last time he was at Castle Refuge.



With the order to stand down Humble started looking around at everything going on. To his surprised Humble saw Merlaggon. He remembers fighting Merlaggon when he was working with Castle Refuge before he was summoned away by that magic man to fight Coalition in the Magic Zone. Merlaggon was a great warrior and one of few to defeat Humble. With a smile he wonders over to the great beast "Dragon Merlaggon. I see you Great Warrior." The term sounding like a title. Once he has the dragons attention his shows off some of his new toys that The Black Company had provided him and offers him a solid thump on the shoulder in respect to the creatures strength.
Indicating the team assembled across the battle field Humble was curious of the powerful dragon's relationship with them. "These Brothers or pets?" Perhaps they are strong enough to be battle brothers, or perhaps they are simply pets he keeps with him.
OOC Comments
Humble draws up power from the ley line until both he and all his gear is full.
He then reactivates all his gear to reset the durations.
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6
Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4
Current Status
Parry: 9* (Normal Sized attackers receive +1 to hit Humble)
Toughness: 28 (8)
PPE: 15/15
Wounds: 0/3
Fatigue: 0/0

Bennies: 4
  • +3 Quarterly Reset
    +1 Reward for helping GM with poll and post counts

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 273
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 4: Devil's Canyon

Post by Merlaggon » Wed Feb 14, 2018 1:19 pm

Humble wrote:With the order to stand down Humble started looking around at everything going on. To his surprised Humble saw Merlaggon. He remembers fighting Merlaggon when he was working with Castle Refuge before he was summoned away by that magic man to fight Coalition in the Magic Zone. Merlaggon was a great warrior and one of few to defeat Humble. With a smile he wonders over to the great beast "Dragon Merlaggon. I see you Great Warrior." The term sounding like a title. Once he has the dragons attention his shows off some of his new toys that The Black Company had provided him and offers him a solid thump on the shoulder in respect to the creatures strength.
Indicating the team assembled across the battle field Humble was curious of the powerful dragon's relationship with them. "These Brothers or pets?" Perhaps they are strong enough to be battle brothers, or perhaps they are simply pets he keeps with him.
"Humble! I see you have some new toys! Unfortunately, I have not been able to get myself any nice new toys yet. These people are my friends. They are teaching me about the world. Timothy, the Cyborg is our leader. He can be mean at times, but tries to take good care of us. The little human is my Cory. She is the one who teaches me the most about the world and how we should behave in it. She can throw balls of fire from her hands, can heal people, and can also REALLY help improve my effectiveness in combat. The Quick Flex in the vehicle is Qoat. He is our tech guy, and is handy with his vehicle. Sinder over there is a Burster, and can catch fire and throw fire and otherwise control fire. The other two humans and the Gnome in the Power Armor are new arrivals. I don't know really what they are good at yet. I just wish you could have met Sir Sayeen. He was a Cyberknight and a close friend. He died to protect us months back. I still miss him."

Something then catches Merlaggon's eyes. Around the Simvan Shaman's neck is a mottled tooth on a leather thong. It doesn't look valuable, but it seems to almost call out to Merlaggon. When he picks it up, it grows to be big enough for him to wear in his Dragon form, and before anyone can really reract, he ties it around his neck.
OOC Comments
This is his Signature Item, the Shapeshifter's Claw
  • Enchanted Item
    • Minor Upgrades:
      • +1 to Fighting Rolls with Natural Weapons
      • +1 to Fighting Rolls with Natural Weapons
      Major Upgrades:
      • Custom - Size changes as the wearer does
      • Edge - Quick
Maybe I spoke too soon about not finding any new toys...
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 2/3
  • Base Amount
  • +1 for Joker
  • -2 due Extra Effortto Intimidate the Alu
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
  • Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”


Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

User avatar
Jitters
Posts: 165
Joined: Sun Dec 17, 2017 9:52 pm

Re: Mission 4: Devil's Canyon

Post by Jitters » Thu Feb 15, 2018 6:13 pm

Notice 7
1d6+2 = 7: 5
Wild Die 1d6+2 = 4: 2
Common Knowledge 4
1d10-1 = 4: 5
Wild Die 1d6-1 = 3: 4
Smarts 5
1d10-1 = 5: 6
Wild Die 1d6-1 = 1: 2
Jitters decided it was the perfect time to mingle with the members of the 1st SET, seeing as how they were probably going to be helping them get back to Gloom. It was then that he heard the power armor pilot claiming that he's a Crazy, so Jitters naturally felt obligated to go greet a fellow Momma's Boy. He walks up to the power armor pilot, and tries to take his helmet off (if successful, Jitters will careully comb through Sparky's hair looking for the M.O.M. implants and when he finds none, he will say "You're not a crazy! You're an imposter!". If unsuccessful and interrogated about it, he will reply with "You know how dog boys sniff someone else's buts as a their way of greeting them, well this is how Crazies greet other people who claim to be a Crazy to ensure that they are not an imposter. Isn't it just the saddest thing you have ever heard that we Crazies have to resort to in order to make sure we're really Crazies?")

While Jitters is doing this, his tail is moving of it's own accord, grabbing a vibro-sword off of Sparky.
Stealth 7
1d6+2 = 7: 5
Wild Die 1d6+2 = 5: 3
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

User avatar
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 269
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll » Fri Feb 16, 2018 12:34 am

OOC Comments
Notice: 1d8+2 = 3: 1 Wild Die 1d6 = 4: 4+2
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Cory doesn't pay attention to what's happening until she is done healing Saul. And after that the next thing she does is draw in more mana from the nexus.
Draw Mana 2
Mysticism 1d10 = 2: 2 Wild 1d6 = 2: 2
Then she starts to even out the imbalance in the energy from Sun and the energy from Moon. She keeps her eyes momentarily closed as she counts off beads on her rosary. She doesn't pray out loud, but internally she is communing with her celestial deities. With some power replenished she charges the sword and armor up, just to make sure she's ready.

And she is glad she did. These new arrivals do not impress Cory. Without even thinking about it, Cory searches these new comers for any magic or supernatural powers, assuming if they have them, they are a threat. They seem like a band of villains and the way they act and talk like they own the place makes her immediately dislike them. More even than the sweater guy. She misses Fell, a thought that comes out of nowhere. Shaking it off she "messages" Timothy: "What do we do with them? I'm charged up again enough to put up a fight."
Telepathy 4
ISP 2, Psionics 1d8 = 4: 4 Wild 1d6 = 2: 2
Cory stares these purported Tomorrow Legion teams down, her visor up so they can see her scowl. The diminutive chainsword is idling in her right hand and the pipe-club in her left. She thinks she looks pretty fierce.

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 164
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: Mission 4: Devil's Canyon

Post by Humble » Fri Feb 16, 2018 8:02 am

Merlaggon wrote: "Humble! I see you have some new toys!... He died to protect us months back. I still miss him."
Humble enjoys a good visit with the dragon both listening and sharing his own stories of the things that have gone on in the last couple months. Letting Merlaggon try out some of his new properly sized gear as well if wanted.
But after a couple minutes the curiosity gets him and he wants to know if his newly enhanced strength makes him stronger than the great creature. "Wrestle?" After trying himself against Merlaggon a few times though he is disappointed to find that even the new strength he has does not put him on par with the mighty dragon.
OOC Comments
Humble's strength is maxed out as high as it can go with gear at d12+6 and I note your strength is d12+7 without gear.
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6
Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4
Current Status
Parry: 9* (Normal Sized attackers receive +1 to hit Humble)
Toughness: 28 (8)
PPE: 15/15
Wounds: 0/3
Fatigue: 0/0

Bennies: 4
  • +3 Quarterly Reset
    +1 Reward for helping GM with poll and post counts

User avatar
Qoat
Diamond Patron
Diamond Patron
Posts: 147
Joined: Mon Jun 27, 2016 2:45 pm

Re: Mission 4: Devil's Canyon

Post by Qoat » Fri Feb 16, 2018 11:21 am

Waiting for the two (three?) teams to make up their mind about what they are doing, he decides to follow up about the suggestion about the giant netherbeast. That would be a souvenir that would get free drinks just about anywhere, the Quick Flex thinks.

He walks the length of the beast and holds out his hands to get a rough size of it's head. He goes and finds Sinder and Saul, "Saul, do you think you could cut that thing's head off? And Sinder, what about searing the flesh off of it? I want to mount it to the top of the Q-Mobile as a hood ornament."

The head's makes him pause, Maybe Sinder would need help. He yells, "HEY MERLAGGON, COME ON OVER PLEASE!" Being polite to a dragon is always a good idea. He explains his idea to him.
Last edited by Qoat on Fri Feb 16, 2018 11:47 am, edited 1 time in total.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 213
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder » Fri Feb 16, 2018 11:43 am

Sinder listens too Qoat and replies quickly, "Uh that head is massive Qoat, I'm not sure you can fit it on the Qmobile. If you could, might it block your view?"
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Drake
Bronze Patron
Bronze Patron
Posts: 80
Joined: Wed Mar 08, 2017 5:45 pm
Location: 1st SET

Re: Mission 4: Devil's Canyon

Post by Drake » Fri Feb 16, 2018 11:50 am


Opening a Gate to Gloom

Standing before the Nexus, Drake throws his hands out wide, his head tilted backward and his eyes close. He stands up on tipsy toes and groans.

“Had to stretch. Ready?”

Walking slowly towards the Nexus he whispers a spell as he nods at Tim.

A rippling blue white light from within the crackling blueish Nexus pulses with a new rhythm and expands opening at the center in a widening portal. Beyond the Nexus, through the gateway, a dark ever night of a city can be seen. Gloom. Specifically one can see what appears to be a crash landed spaceship with a neon sign before it: The Pinnacle Hotel.

Drake nods at Tim: “Best of luck to you 1st SET. Saul, a true friend, thank you. Qoat, best driver in 9 realms! Merl friendly and frightening, awesome. Sparky, new blood and alive, keep their hearts warm. Hehehe, Sinder, burn bright my friend, such passion. Cory I hope you find peace, I heard rumors you lost your lover recently when he fell, stay strong and I wish you well. Smart and strong you will be alright. Tim, Sir, you carry these heroes far and do well. Lead them, and trust them. I was only along side you briefly but you feel like family. Thank you for the adventure and be well. I hope one day soon I can rejoin you in person or in some form on your adventure. Take care of them Tim!”

Drake walks through the portal to Gloom saying: “If you are coming - hurry. Oh, and Tim, tell the Sheriff I'm sorry I had to go, I'll try to get a friend to go visit him to help him as a Deputy. Maybe Buzz again.”

Once everyone has made their way through the portal (when you are done interacting) it will close ...
... cya 1st SET.

User avatar
Cade
Posts: 31
Joined: Fri Apr 07, 2017 11:27 pm
Location: Black Company / Future Brigade / Lords of Hell / Freelance Time & Space Raider

Re: Mission 4: Devil's Canyon

Post by Cade » Fri Feb 16, 2018 11:53 am

Cade stumbles forward through the open gate to Gloom.


OOC Comments
If you are coming to Gloom click here.

1st SET you should stay in Colorado with VV ;)
Cade
Cade

Bennies: 4/4
Adventure Cards: Power Surge: Immediately recover all spent Power Points.

Temporal Blade

User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: Mission 4: Devil's Canyon

Post by Gargamel » Fri Feb 16, 2018 11:59 am

Rolls carried

As he spoke to Timothy, he began drawing power from the leyline, refreshing his strength and reloading his shard pistol, though all his weapons were stored away and he still had Cade leaning on him.

"Still could do with a healer if you have one? Ours wasn't one of us who was dragged to hell."
OOC Comments
If Cory is using Detect Arcana, Gargamel radiates magic, from him and from various items and weapons he was carrying; one pistol, both swords on his back, his armour and something stored in one of the pouches on his armour.
"Oh never mind." As Cade pulled Gargamel along with him
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82

User avatar
Qoat
Diamond Patron
Diamond Patron
Posts: 147
Joined: Mon Jun 27, 2016 2:45 pm

Re: Mission 4: Devil's Canyon

Post by Qoat » Fri Feb 16, 2018 12:00 pm

Sinder wrote:Sinder listens too Qoat and replies quickly, "Uh that head is massive Qoat, I'm not sure you can fit it on the Qmobile. If you could, might it block your view?"
Qoat considers Sinder's feedback. He nods in agreement and says, "True, it's pretty big, but I am thinking it would really go on the roof. I am guessing it's less than 20' long. Maybe, we just take the 'face' of it, and leave the jaw and back of the skull behind."
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

User avatar
Jitters
Posts: 165
Joined: Sun Dec 17, 2017 9:52 pm

Re: Mission 4: Devil's Canyon

Post by Jitters » Fri Feb 16, 2018 12:25 pm

(Rolls carried over except for Smarts)
Smarts 4
1d10-1 = 3: 4
Wild Die 1d6-1 = 4: 5
Jitters notices Qoat, a fellow Quick Flex Alien, and meanders over to speak to him. As he does, his tail holding Sparky's vibro-sword swishes it through the air, shadow fighting some invisible attacker. "Hail, brother. Have you heard from our glorious father, the Dark Lord Savitar?" Jitters greets Qoat. As he talks to him, his tail swishes Sparky's vibro-sword past Jitters face, startling him and causing him to draw both of his swords out and to start fighting this new attacker, sparks of electricity flying off of all three swords. "Have no fear guys, I'll kill this new assailant! Have at thee!" Jitters shouts. He runs in circles, much like a dog chasing it's own tail, trying to get a glimpse of his assailant. He activates the Speed power from his armor and starts running at roughly 95 mph in a 10' circle, fast enough to kick up a miniature dust devil with what seems to be a miniature lightning storm inside. Clanging of metal on metal can be heard, ringing out as the Crazy fights himself. He eventually notices that the tail holding the sword is connected to his rear end and this causes him to stop abruptly, only further exacerbating his dizziness. "Hey guys, there's a monkey tail coming out of my but! Oh hey, Libertas has one too! High five, or tail rather!" And as Jitters goes to high tail Libertas, his tail drops Sparky's vibro-sword and attempts to take Libertas' Shadow Cloak off.
Stealth 5
1d6+2 = 3: 1
Wild Die 1d6+2 = 5: 3
After that, Jitters walks through the open portal to Gloom that Drake had created while his tail fits the Shadow Cloak around his shoulders.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

User avatar
Cantrell
Posts: 345
Joined: Thu Mar 02, 2017 10:57 pm

Re: Mission 4: Devil's Canyon

Post by Cantrell » Fri Feb 16, 2018 12:35 pm

Cantrell snatches the vibro-sword Jitters yoinked and places it back where it came from, then checks to make sure Libertas and his new appendage haven't "liberated" anything either.

"Okay 13th, let's get through that rift and back to our comrades. Gloom still needs saving, and it looks like the 1st has the local fauna under control," she says, herding her group toward the rift.

"Hernandez, appreciate the assist and the transfer, sorry we're taking your magic user," she says, then once Drake is through the rift and out of earshot: "Probably better for you in the long run. These temporal assholes and their timey-wimey bullshit have been nothing but a headache. Now I've got two team members with tails ..."

Once everyone else is through, Cantrell steps into the rift, rifle ready for whatever waits in Gloom.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 570
Joined: Fri Feb 17, 2017 3:02 pm

Re: Mission 4: Devil's Canyon

Post by Libertas Magicum » Fri Feb 16, 2018 12:49 pm

OOC Comments
Conditions: 1 Wound

Techno-Wizardry 1d12+4 = 11: 7
Wild TW 1d6+4 = 6: 2

Let's just call that 'back up to full PPE' and not worry about the overflow; if he needs to double-charge, he can grab more on the Gloom-end.

Fortunately, Lib never got close enough to Cantrell for the tail to get him into trouble with her. He tucks away the bone-spear thing for later examination, charges up at the Nexus before they step through, then nods to Gargamel. "Good news is, once we get a moment, I can manage the healing. Bad news is, 'moments' have been in short supply today."
Late Edit to point out the obvious
Folks, just to be clear, Libertas is... well, being Libertas, here. He's snagged one of the bone spear/Lightning Rod things that were quite clearly the spoils of the battle that we walked in on the tail end of.

He won't resist if someone shouts, "Hey, Goggles, leave that thing where you found it," but he's not the sort to just drop potentially valuable gear and leave it behind on his own, either.

Of course, if you all as players feel your respective characters are too distracted to stop him, that's cool--I just want to make certain I, the player, am not being as much of an ass as my character is.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 164
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: Mission 4: Devil's Canyon

Post by Humble » Fri Feb 16, 2018 1:02 pm

Seeing Gargamel head through the gate Humble looks to the dragon. "Farewell friend" Standing up he readies all his gear and makes sure he is ready to break things.
Looking around for the other members of the BC Humble nods and heads through.
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6
Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4
Current Status
Parry: 9* (Normal Sized attackers receive +1 to hit Humble)
Toughness: 28 (8)
PPE: 15/15
Wounds: 0/3
Fatigue: 0/0

Bennies: 4
  • +3 Quarterly Reset
    +1 Reward for helping GM with poll and post counts

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 273
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 4: Devil's Canyon

Post by Merlaggon » Fri Feb 16, 2018 5:01 pm

Intimidate 9
Intimidate (+2 due Strong Willed, +2 due "Big Gun")
Intimidate: 1d6+4 = 9: 5
Wild: 1d6+4 = 6: 2
Result: 9 on Contested Roll
On his way to the portal, Libertas finds his way to the Portal blocked by a large scaly Dragon tail.

"Grrrr.... Little red man, I think you have something that belongs to us. That spear is not yours... unless you pay us for it."
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 2/3
  • Base Amount
  • +1 for Joker
  • -2 due Extra Effortto Intimidate the Alu
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
  • Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”


Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 570
Joined: Fri Feb 17, 2017 3:02 pm

Re: Mission 4: Devil's Canyon

Post by Libertas Magicum » Fri Feb 16, 2018 5:07 pm

Lib stops short at the dragon's intercession. He takes a deep breath, then shrugs, and passes it over. "Sorry, new tail, mind of its own." Assuming this is the end of it, he'll continue on through. Probably best not to piss off Cantrell until this is over, and I'm pretty sure puppeting a dragon over a spear I probably wouldn't use would do just that.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

User avatar
Saul
Diamond Patron
Diamond Patron
Posts: 118
Joined: Fri Sep 22, 2017 7:49 pm

Re: Mission 4: Devil's Canyon

Post by Saul » Fri Feb 16, 2018 5:33 pm

Libertas Magicum wrote:Lib stops short at the dragon's intercession. He takes a deep breath, then shrugs, and passes it over. "Sorry, new tail, mind of its own." Assuming this is the end of it, he'll continue on through. Probably best not to piss off Cantrell until this is over, and I'm pretty sure puppeting a dragon over a spear I probably wouldn't use would do just that.
Saul still not feeling well bends down and grabs one of those spears Libertas was so interested in. What am I going to do with this? At least goggles might be able to remove the taint. Saul looks at Merlaggon, Probably for the best. Thanks for saving my life
Saul wipes some of the blood gushing out of his forehead away from his eyes. " Hey Libertas, I think I still owe your the repairs to my bike, not that I ride it anymore. Perhaps you can tell us something about these tainted spears, in exchange you can have mine here." Saul hands the spear to Libertas.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

User avatar
Timothy Hernandez
Posts: 261
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez » Fri Feb 16, 2018 6:00 pm

Timothy stands there watching the teams re-enter the rift.

"What the hell just happened?" With a sigh Timothy waves for everyone to continue to back to the convoy. "Okay everyone, gather round, lets head out."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2

User avatar
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 269
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll » Fri Feb 16, 2018 9:22 pm

OOC Comments
Notice: 1d8+2 = 8: 6 Wild Die 1d6 = 1: 1
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
"That's it, like you're totally going down!" Cory yells at Drake. This guy, what is his deal! Cory is usually in a bad mood, but it's a pretty existential angst. Now however, Drake has just seriously gone too far and really pissed her off.

She races towards him, her feet covering the distance with magically enhanced speed. She at first plans on slicing the asshat's head off, but at the last second thinks better of her action and instead whacks Drake upside the head with her club. Twice.
Fun Times
Exalted Quickness: Mysticism 1d10 = 2: 2 Wild 1d6 = 1: 1

Fighting 1 w/ Club: 1d6 = 2: 2 Damage 1d6 = 5: 5+ 1d4 = 2: 2 (Non-lethal)

Fighting 2 w/ Club: 1d6 = 2: 2 Damage 1d6 = 5: 5+ 1d4 = 2: 2 (Non-lethal)

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

User avatar
Saul
Diamond Patron
Diamond Patron
Posts: 118
Joined: Fri Sep 22, 2017 7:49 pm

Re: Mission 4: Devil's Canyon

Post by Saul » Fri Feb 16, 2018 11:31 pm

Cory Tetrascroll wrote:
OOC Comments
Notice:Original post: 1d8+2 = 8: 6 Wild Die Original post: 1d6 = 1: 1
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
"That's it, like you're totally going down!" Cory yells at Drake. This guy, what is his deal! Cory is usually in a bad mood, but it's a pretty existential angst. Now however, Drake has just seriously gone too far and really pissed her off.

She races towards him, her feet covering the distance with magically enhanced speed. She at first plans on slicing the asshat's head off, but at the last second thinks better of her action and instead whacks Drake upside the head with her club. Twice.
Fun Times
Exalted Quickness: Mysticism Original post: 1d10 = 2: 2 Wild Original post: 1d6 = 1: 1

Fighting 1 w/ Club: Original post: 1d6 = 2: 2 Damage Original post: 1d6 = 5: 5+Original post: 1d4 = 2: 2 (Non-lethal)

Fighting 2 w/ Club: Original post: 1d6 = 2: 2 Damage Original post: 1d6 = 5: 5+Original post: 1d4 = 2: 2 (Non-lethal)
Saul seeing Cory attacking Drake gribs his bashing stick in one hand. I am tired and still bleeding. The burdens of the sea will never escape me. He moves next to Cory embuing his stick with his righteous fury. He shouts at her, " Stand down Cory!" He points the stick at her, careful to not touch her, but enough to make her know he is there. " Enough Child! Drake goes where he feels he must. You have had it in for him from the moment you saw him. Let him do what he must and leave in peace..." Softly without anger in his voice he continues, " Please Cory, compose yourself. Let him leave as a friend and wish him well. You have done well today, leading us in our charge against the great beast and healing many of my own wounds. Do not tarnish all you have done by succumbing to being a petulant child."
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

User avatar
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 269
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll » Sat Feb 17, 2018 1:41 am

[Rolls carried over...]
Cory glares at Saul, not because she's mad at him, she knows he is right. She glares at him because if she glares at Drake she's liable to try and smack him again. Staring at Saul, her face is still tense but the weapons in her hands calm and are no longer ready to strike. Then she sighs. She looks at Saul with sad eyes and says, "You are like totally right, that a-hole has totally pissed me off since day one. Sun and Moon clearly didn't think like I should do it either, like, I don't know if you know could like see, but nothing like worked. It was totally lame. But I hear what they are saying, and I like hear what you are saying. Tell me when he's gone."

She keeps her back to the nexus and retreating interlopers. She puts both the weapons away and does some furious praying.

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 570
Joined: Fri Feb 17, 2017 3:02 pm

Re: Mission 4: Devil's Canyon

Post by Libertas Magicum » Sat Feb 17, 2018 11:29 am

Lib blinks at Saul, takes the spear with a grin, and nods. "Will do. I'll leave a write-up with high command back at Castle Refuge, next time I get chance to communicate directly with them." And with that, much cheered, he takes his new toy through the Rift, not even pausing to get caught up in the drama with Drake and the 1st chick. Hard enough being in a group with that lunkhead Humble. Best not seek out any other conflicts.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

User avatar
Timothy Hernandez
Posts: 261
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez » Sat Feb 17, 2018 1:00 pm

Seeing Cory just go ape shit for no apparent reason Timothy is more then just concerned. What in the hell is she doing? Timothy will fly towards Cory blocking her from everyone else. "Cory, we will talk when you are calmer." Timothy clicks on the radio. "All 1st SET. Stand down. That is an order. You will allow everyone who wishes to leave to leave. If you have a problem with them leaving, get over it. Any Questions?" Timothy resumes standing over Cory separating her from everyone else.

Teenage hormones. They always suck.
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 213
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder » Sat Feb 17, 2018 10:26 pm

Sinder is confused as ever. "They pop in just to pop back out. If that Drake wants to go, fine with me."

When Timmy calls the group to assemble and head out he is greatful. Before he does he states. " Sounds like a good thing to do let the carrion eatters get a belly full. I'm going to gut the beast see if he swallowed anything of intrest. Something this size could swallow a whole car."

Sinder makes sure his suit is air tight and everyone is a safe distance away including himself as he launchs a bolt into the beast gut.

Spirit 1d10 = 1: 1
Wild Dice 1d6 = 5: 5
Notice 1d4 = 4: 4 Ace 1d4 = 2: 2
Damage 6d6 = 18: 4, 1, 3, 3, 1, 6 Ace 1d6 = 2: 2

If he Finds anything of intrest he will go and get it.
Afterwards he joins the rest and heads back to town.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 92
Joined: Fri Oct 06, 2017 5:48 pm

Re: Mission 4: Devil's Canyon

Post by Sparky » Tue Feb 20, 2018 1:49 pm

Aside from peeling off that fruitcake Crazy with the tail Sparky avoids mingling with the newcomers. Sometimes I remember why I worked alone. He thinks wryly to himself. He thanks Cory for fixing him up and is more than ready to leave this canyon behind when Tim gives the word to head out. Climbing to the top of the Q-Mobile Sparky lays the armor prone and pops the seal. Ensuring it is lashed down securely Sparky clambers down into the vehicle and settles into a seat with a sigh.
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6
Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6


Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand


Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.

Post Reply

Return to “1st SET Adventure Forum”