Mission 6: Radio Tower

Adventures of the Legion's 1st Special Exploratory Team.
User avatar
Zolo
Posts: 27
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Thu Sep 13, 2018 6:49 am

Zolo scowls a bit at the obvious trap set before them. Gesturing to the wounded comrades all over the place Zolo pipes up,”So... I think we did it! Lets get these wounded folks back to the Castle or some place of refuge. Seems plausible that whatever is through those doors is that demonic lady thing Alecto reported on. Seems likely it is also a trap. I am actually super curious to see if the Dragon Wing, Hot pants there, and your dragon could deal enough fire power to blow this radio tower sky high. What do you say we give that a shot before we saunter into a demonic scrum?” Zolo grabs one of the injured comrades carefully and points to the way out, ”Common guys lets get these prisoners out before it is too late for them.”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage

User avatar
Roderick Wolfram
Posts: 77
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram » Thu Sep 13, 2018 12:37 pm

"I have to agree with Zolo here. While I don't believe we'd loose, it it not just us. And while I don't like being wrong, the results show that Alecto made a good call in our attempt to free the prisoners. The proof is that we have them. Leaving them now would be tantamount to just killing them ourselves to whatever is out there." The robot points back out into the field where the sounds of demons squabbling can still be heard. "We need to get them to safety. If this demonic crazy that Alecto spotted gets away, then so be it. We can still make it difficult by bringing this building down on top of it on our way out," the pilot says over the radio up in the robot. "If not, I say we guard the tower and call the Legion in so it can't escape. Once they are here, we hand off our wounded, gear appropriately and head in and take it out."

Rod looks down at himself, Outside, of the Dragonwing, I am as squishy as my little friend down there. Huntsman armor and a pistol does not an assault make.
Notice 4
Bennies: 4/4

Notice: 1d8+2 = 4: 2
Wild Die: 1d6 = 1: 1
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q3 2018 Adventure Cards
  • 12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • 29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
  • 51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

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

Re: Mission 6: Radio Tower

Post by Sinder » Thu Sep 13, 2018 5:38 pm

Sinder looks at his Feet then speaks up, "I could use my Cannon Balll Armor and go Intangable. Next go in through the roof. Then set of a burst."

"The problem is, if they some how are imune to fire, which would be a smart thing, since they knew that there was a Burster on the team. So something else they might not know we have and I could deploy it."


"Yea I hate to have all of us go in, then they set something off."
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
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 269
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Fri Sep 14, 2018 6:56 pm

OOC Comments
Notice: 1d8+2 = 3: 1 Wild Die 1d6 = 6: 6
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
An odd idea occurs to Cory, maybe they should exercise caution. They've made it through one obvious trap, now they are confronted with another. Which has several possible interpretations: they got lucky the first time or they're that good. She discounts the interpretation that they were lead here and the first trap a ruse. This next trap could be more deadly, or it could be nothing.

"Sinder, like, and, I guess anyone else who can turn invisible or intangible or whatever, go take a peak in the next room. Like I guess if anyone could like just see in there, like, that would be the best. I mean, I'll stick my head in if no one else wants to," Cory says, falling back on being snarky with a dose of bossy.

If no one else volunteers, she'll turn into a bug and take a look in the room, and hopefully not get squashed.
If needed: Shape Change
Mysticism 1d10 = 4: 4 Wild 1d6 = 1: 1

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

Re: Mission 6: Radio Tower

Post by Sinder » Sat Sep 15, 2018 10:57 am

Sinder listens to Cory talk about scouting the area out. He thinks before he answers, "I can do it. I would like a diversion at the front entrance. Any other help also looking in would be appreciated.”

Intangibility 5PP+2 success using wild dice
Psi 1d10+2 = 3: 1
Wild Dice
1d6 = 2: 2

Sinder will go through the ceiling. He then goes over to the back side of the room and finds an edge away from the front and waits for the diversion before sticking his head into the celing and looking.
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
Merlaggon
Diamond Patron
Diamond Patron
Posts: 273
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon » Sat Sep 15, 2018 1:24 pm

Sinder wrote:"I can do it. I would like a diversion at the front entrance. Any other help also looking in would be appreciated.”
"I can make a diversion!!!"

Moving to the front entrance, Merlaggon sticks his head inside...
Taunt 12
Taunt: 1d6+2 = 7: 5
Wild: 1d6+2 = 3: 1
  • Extra Effort: 1d6+2 = 5: 3 (Elan)
Result: 12
"Hello, ugly demonic crazy person? Pbbbbtttt!!!! Bahhh! You are not even worth our time. Prove me wrong!!!"
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
Sinder
Diamond Patron
Diamond Patron
Posts: 213
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder » Sat Sep 15, 2018 7:13 pm

After the diversion, Sinder looks!
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
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 269
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Sat Sep 15, 2018 7:22 pm

During the diversion, Cory helps teleport people!
Teleport--if roll above isn't used, IF the roll above wasn't used, I'll use a bennie foe EE...
Mysticism 1d10 = 3: 3 Wild 1d6 = 1: 1

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
Zolo
Posts: 27
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Sun Sep 16, 2018 9:33 am

Cory Tetrascroll wrote:
OOC Comments
Notice:Original post: 1d8+2 = 3: 1 Wild Die Original post: 1d6 = 6: 6
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
An odd idea occurs to Cory, maybe they should exercise caution. They've made it through one obvious trap, now they are confronted with another. Which has several possible interpretations: they got lucky the first time or they're that good. She discounts the interpretation that they were lead here and the first trap a ruse. This next trap could be more deadly, or it could be nothing.

"Sinder, like, and, I guess anyone else who can turn invisible or intangible or whatever, go take a peak in the next room. Like I guess if anyone could like just see in there, like, that would be the best. I mean, I'll stick my head in if no one else wants to," Cory says, falling back on being snarky with a dose of bossy.

If no one else volunteers, she'll turn into a bug and take a look in the room, and hopefully not get squashed.
If needed: Shape Change
Mysticism Original post: 1d10 = 4: 4 Wild Original post: 1d6 = 1: 1
Zolo gives Cory a smile and points to the Dragon Wing about 25” away. ”What we really need is someone who is brave and full of teenage angst to teleport the injured to saftey.” Zolo laughs a bit at the humor of a bug getting squished, ”No need for you to show us which came first the foot or the bug.”
Hmm... Where are the rest of the ATT? Only 2 are accounted for. Zolo looks at the opening the dragon is NaNaNaNa.

Zolo uses a grown up deep voice with a hint of humor,”So... Merlaggon, you need to let those with some stealth do a bit of recon and intelegence. We got at least two missing team members and in most parts of the world taunting demonic forces is a great way to get those captured and currently being tortured a quick case of the dead... While I was not part of the ATT for too long, I would really hate to see them killed because we went in blowing rasberries.”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage

User avatar
Alecto
Silver Patron
Silver Patron
Posts: 473
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Alecto » Sun Sep 16, 2018 7:57 pm

Alecto swaps out a fresh e-clip into her suit's auxiliary power supply and says, "I'll go with Sinder."

A moment later her suit shimmers eerily and she vanishes from view!

Moving quietly on the burster's heels, she ghosts into the room, alert for danger.
Rolls: Invis 5, Stealth 17, Notice 10
Invis or
Stealth or Ace Ace
Notice or Ace , inc the bonus from cybernetics to Sight checks
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Anon
Posts: 40
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon » Mon Sep 17, 2018 9:05 am

Notice 4 (-2 for hearing) and Techno-Wizardry 11
Notice -2 for hearing
Wild

Techno-Wizardry to operate clairvoyance drone (includes out of combat machine maestro)
Wild
-4 PPE to the drone in order to send in sight and hearing
Anon slings his rifle and pulls out his scope and miniature drone. "Okay, Sunshine," he whispers to the little drone, "let's make me proud, okay?" He releases the drone, about the size of a large insect, into the air, and it hums away almost silently. Using its magically enhanced telescopic lens and parabolic mic combination, it doesn't even need to go into the building to see what's inside; it just needs to be close enough to the wall for the enchantments on the camera to see right through it.

"Okay, team, here's what I'm seeing in there." Anon gives a quick run-down of what he sees, then he clips the scope on his helmet, where it sits opposite the tac-cam that houses his Magic-Optic System and folds down in front of his left eye.

As he scans the room, he also drops the stone mine he whipped together a few minutes ago, settling it firmly against the ground. "Watch your steps; I'll be here watching and making walls appear out of the ground in there to give you guys cover and box in the bad guys. If you need cover, just radio in and I'll pop a short wall up for you to hide behind.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (6 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1540
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco » Mon Sep 17, 2018 4:37 pm

Crazy Town

As Melaggon shouts into the room a voice comes back over all radio frequncies causing squelching feedback.The voice is very familiar to him - and other long standing members of the team - Lial Gabbersleaf, alleged daughter of Sir Sayeen and extremely insane.

"Bring me the chrome commander!"

Under the cover of the screeching, Sinder and Alecto sneak into the radio room and are immediately greeted by a hallway full of Alu demons (ooc: lesser demons). From his position, Anon sees the whole room and it is crawling with demons. Old radio equipment litters the floor and walls but there appear to be more recent maps on the walls and tables with books and more modern electronics on them. Armed Brodkil guard four captives in the centre of them room. Sitting in the middle of them is Lial - or at least a twisted demonic version of her. The MOM implants appear to have been replaced by demon horns, encasing her head like a twisted crown of thorns. She holds a vicious sword to the neck of one of the captives. She seems to know she is being watched as she unceremoniously lops off the head of one captive, leaving three more in the room.

"More will die! The whole world will burn! But the chrome commander is mine! It has been promised!"

Outside the room Cory and Zolo begin to teleport the survivors to safety. As they do, one of the survivors, her breath ragged from beatings and maltreatment, looks at the young leader and her diminutive ally. She barely manages to gasp out a phrase, "Hell is on earth. You must stop it. Fell is the key."

Map


1 square = 1 inch
Alecto and Sinder can sneak to their position (the demons only have a Notice of d4). However, the brodkil have cybernetics and may be able to see more.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Anarik Ebonlocke
Posts: 30
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke » Wed Sep 19, 2018 12:42 am

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon
Round 0

Well, if others were going to go invisible and walk into the demon’s den, who was Anarik to complain. He lounged with Ilserayne against the side of the tower as they awaited and listened to the report, the succubus tucked up against him, but eying Cory a bit hungrily, smiling at the angsty teen whenever the mystic looked her way.

“I can try and clear out some of those demons,” Anaric said. “We can’t bring the the tower down on top of those hostages.”

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 5/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Invisibility (Raise): -6 to Notice and attack him. (-1r)
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 11/35 (3 bound)
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
Adventure Card:
  • None this quarter

User avatar
Roderick Wolfram
Posts: 77
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram » Fri Sep 21, 2018 12:08 pm

Rod slaps the release button on his harness as the injured people are teleported into the compartment. Crap a little warning would have been nice, Rod thinks. Did they even verify they are not demons in disguise? "Hey name is Rod, what are your names? What squad were you a part of?"

He quickly gets them into their seats and strapped in. He opens a side compartment and pulls out a water bottle for them, helping them drink if they can't do it themselves. He also grabs a pair of gauze pads and wipes a bleeding injury on each and steps back in the small area checking to see if it actually looks bloody, if not, he pulls his pistol on the pair prepared to shoot the creatures hidden by some sort of illusion.

If, based on the one test Rod can think of, the pair seem legit. He moves back to his seat and buckles back in. He moves the robot away from the building to be able to strike at anything that comes out that he doesn't recognize.

Hearing the voice on the radio ask for Timothy, Rod retrieves the audio recordings stored in his mini-computer and loads them onto the more powerful computer of the Dragonwing. He directs the computer to use the recordings to make a new composite message.

When he's ready, he sends a message over the compromised frequency, "This is Timothy Hernandez, leader of the 1st SET. You want a piece of me? Come out here and get me. The Chrome Commander is waiting."

Notice 8, K/Computers 9, K/Electronics 23
Notice: 1d8 = 6: 6 (+2 Core Electronics Package or Dragonwing Sensors, -2 Danger Sense)
Wild Die: 1d6 = 1: 1
Total: 8

K/Computers: 1d6 = 6: 6, Ace 1: 1d6 = 3: 3
Wild Die: 1d6 = 2: 2
Total: 9

K/Electronics: 1d8 = 5: 5
Wild Die: 1d6 = 6: 6, Ace 1: 1d6 = 6: 6, Ace 2: 1d6 = 6: 6, Ace 3: 1d6 = 5: 5
Total: 23
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q3 2018 Adventure Cards
  • 12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • 29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
  • 51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

User avatar
Zolo
Posts: 27
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Fri Sep 21, 2018 5:00 pm

This is it! Just like the stories my mom writes, we are about to go in and save the day. Zolo adheres the gaget Anon made to the boots. ” So... Anon, what does this red button do.?.. I gots to know, oo nice. Super duper walking shoes.”
Greater Wall Walker using divice PPE, total 5, and 6 PPE left
Activate Greater Wall Walker 10PPE, AB super die(no backlash) 1d8 = 1: 1 wild 1d6 = 5: 5 (6PPE left)
  • Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.
With pistol in hand and mangifying in the other Zolo creeps up the wall to the ceiling then to the edge of the door way peering through the manyfying glass looking seemingly looking through the wall.
Notice 6 for looking through objects, also ignores obscurment penalties including inisibility
Notice ( Looking through is -4, but the device gives a +2 to notice, also lets Zolo ignore all obscurment penalties including invisibility) 1d8-2 = 0: 2 Wild 1d6-2 = 4: 6 Ace 1d6 = 2: 2
Over the comms Zolo whispers, ” So... I think I got a good idea of what awaits us... Sinder, Alecto... Gie the high sign and we act as one. One squelch... We don’t need any loose dragon cannons as my dad would say.”

Zolo half smiles at Rod’s attempt to deceive. Thats it Rod, engage... Keep these guys off balance and then bring down this tower in a blaze of glory.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage

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

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Fri Sep 21, 2018 9:26 pm

OOC Comments
Notice: 1d8+2 = 4: 2 Wild Die 1d6+2 = 6: 4
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Saving people, killing things overkill, the 1st's business Cory thinks. She's extremely concerned about the hostages and the amount of time they are taking to bust in and rescue them. She feels very sorry for Lail, but the young woman was always on edge. She chose to leave a circle of people that cared about her. Maybe she found what she was looking for, maybe this is what that was.

Cory knows her power is still limited, so she will have to act quickly, surgically. First thing is to get in the room. She creeps up to the door. She takes a look around Merl. Hands him the sword, "Merl, like watch this for me."

Her view isn't encouraging. She doesn't see anything but dog-like creatures, presumably more demons. But she knows, per the reports, that Lail is in the center of the room. Her armor is capable of two things that might be useful. She could use its speed boost to run into the room, hopefully dodging the demons. The challenge of course, is dodging the demons. The second function is teleporting. But she'd be teleporting blind. That is a huge risk. She steps back and makes sure the armor is fully charged. She ponders.

Then she makes a decision.

She pauses in the hall, gripping the tiny sword, she pulls Sun's power through it, slowing down the world around her. She doesn't boost it all the way, which gives her a little letdown. But...it's the only way to do everything she wants to do.
Round 0: Quickness: 4 (Success)
Mysticism 1d6 = 1: 1 Wild 1d6 = 4: 4
Once she has accomplished that, she focuses again. Then trusting to Sun and Moon, she closes her eyes and teleports. She pictures herself in the room, a few feet away from the ex-teammate.
Round 1/1 Teleport: 12 (Success w/ 2 Raises)
Mysticism -4 blind 1d10-4 = 5: 9 EE 1d6 = 3: 3Wild 1d6-4 = 0: 4 Map Image.
Landing in the middle of the room, she blasts Lail with a blast of Sun's power, a tendril of fire touching just Lail...hopefully.
Round 1/2: Onslaught: 19 (Success with Raise); Damage 22 AP5
Mysticism -4 blind 1d10-4 = 5: 9 EE 1d6 = 6: 6 Ace 1d6 = 4: 4Wild 1d6-4 = 1: 5 Damage 6d6 = 16: 2, 6, 1, 2, 3, 2 Ace 1d6 = 4: 4 Raise 1d6 = 2: 2

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

Re: Mission 6: Radio Tower

Post by Sinder » Sat Sep 22, 2018 6:37 pm

Conditions:
Flying Wings
Improve fiery Aura 3D8

Sinder coordinates with Aletco, “I’ll enter room there and use a flame bolt that should cover the group over here. If you go on the other side. We might get those guarding the hostages.”
Sinder enters and he becomes tangible and sets off his Fire bolt.

Flame bolt, Flame Blast Large 3 PP +2 PP for 8 AP 1 benny extra effort

Psi 1d10 = 2: 2 use the Wild Dice for 5 Extra Effort 1d6 = 2: 2 Total 7
Damage:
6d6 = 20: 1, 5, 5, 4, 1, 4 +8AP
Wild Die
1d6 = 5: 5
Everything Burns
1d10 = 1: 1
As he moves toward the Brodkill and Sothern demon Improve fiery Aura 3d8 = 14: 2, 4, 8 (Medium size) Aced 1d8 = 2: 2 total 16
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
Anarik Ebonlocke
Posts: 30
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke » Mon Sep 24, 2018 12:15 am

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon
Round 0

Since the assault was beginning, Anarik chanted his magic and faded from view. “Are you ready, Ilserayne?” he asked.

“Always,” the succubus purred, uncurling her whip.

They headed inside. As the first demon they encountered snarled at her, Ilserayne muttered in an infernal tongue and pointed at it, trying to sap its vigor.
Map
Image
Anarik Invisibility 47; Raise -6 to Notice and attacks against him
Spellcasting 1d12 = 12: 12
Ace 1d12+12 = 24: 12
Ace 1d12+24 = 36: 12
Ace 1d12+36 = 47: 11
Wild 1d6 = 3: 3
Ilserayne Lower Vigor 5; opposed by Spirit
Spellcasting 1d6 = 4: 4
Wild 1d6 = 5: 5
Character Tracker
Anarik Invisibility (Raise): -6 to Notice and attack him. (-1r)
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 11/35 (3 bound)
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
Adventure Card:
  • None this quarter

User avatar
Anon
Posts: 40
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon » Mon Sep 24, 2018 6:07 pm

As the team begins to enter the room, Anon tenses, preparing to summon earth and stone from the ground to protect the legionnaires.

It’s amazing what a single-minded determination can do when coupled with a little magic and a little tech. Well, a lot of tech. Heck, there is a whole person in there who is 100% tech! We’d all be better off with more tech in our lives, wouldn’t we?

His targeting scope hums slightly, and he speaks to it soothingly. ”Now, now, you’re doing great. Keep it up.”
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (6 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Merlaggon
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Posts: 273
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon » Tue Sep 25, 2018 5:25 pm

With a big sigh, Merlaggon changes into his puny Human form, dressed in his pained Flame Motif Deadman Armor, holds Fell's Folly, and draws upon his Magical Heritage to armor up this puny form before entering the tower (Taking the Right turn at the entrance)
Armor Power: +4 Armor
Spellcasting: 1d6 = 2: 2
Wild: 1d6 = 2: 2
  • Extra Effort: 1d6+2 = 6: 4 (Elan)
Result: 8 - +4 Armor
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
Alecto
Silver Patron
Silver Patron
Posts: 473
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Alecto » Wed Sep 26, 2018 3:48 pm

Moving quietly past the patrolling demons, Alecto paused when she could see the three surviving hostages, clustered around the center with the 'crazy' she'd seen earlier and the brodkil. Her gauntleted fingers curled under the small flap of material covering the hilt of her rune-sword and gripped it. She'd have only seconds to act when the time came...best to make the most of them.

With the compromise to team communications it was too risky to try to send her status, but with the magic of that blade active she was prepared to make her move.

Rolls: Activating Quickness through sword: 5
Spirit 1d8 = 5: 5 or 1d6 = 5: 5
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Tiree
Site Admin
Posts: 79
Joined: Sat Jun 11, 2016 1:29 pm

Re: Mission 6: Radio Tower

Post by Tiree » Wed Sep 26, 2018 9:05 pm

Dice Test Roll

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1540
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco » Thu Sep 27, 2018 6:27 pm

Prep Round
Cory activates quickness
Alecto activates quickness
Sinder moves into position
Anarik activates invisibility
Merlaggon activates armor
Anon readies to cast barrier
Rod attempts subterfuge and fails to impress Lial
While the others gear up for a fight, Rod tries in vain to lure Lial out in a rash move. Unfortunately, she does not take the bait but just grows more insistent, ”Come and face me coward!

Surprise Round
Appearing, in the air, on the right side of the room Sinder explodes into a giant burst of flame. The flames wash over the old radio tower burning papers off the walls and melting electrical circuitry but have no effect on the Alu demons or the Brodkil. Fortunately, he also snaps up his flaming armor as the Brodkil takes a pot shot at him peppering the burster with laser fire but having little effect. However, they seem well trained and ready for a fight!
Shooting
4, hit, (15, AP 2 halved is 7, no effect)
4, hit (7, AP 2, halved is 3, no effect)
10, hit with raise (18, AP 2 halved is 9)
Combat Round 1
Initiative & Info
If you try to act against an on hold foe you must make an opposed Agility roll or be interrupted. Let me know if you fail so I can post their reactions. If you are invisible and they failed their notice check then you may act on your card without interruption.

Map is Unchanged.

Alu - Left (5, On Hold) - Agility 5 to Interrupt
Alu - Right (5, On Hold) - Agility 8 to interrupt (nearest Anarik) - Notice 1
Alu - in Rooms (3, On Hold) - Agility 3 to interrupt - Notice 4
Lial (On Hold) - Agility 9 to interrupt
Brodkil (3, On Hold) - Black Joker
Sinder - Ace of Clubs
Zolo - Ten of Clubs, Ace of Diamond, Queen of Hearts
Alecto - Jack of Spades
Anon - Nine of Spades
Merlaggon - Eight of Diamonds
Cory - Eight of Clubs
Rod - Seven of Clubs
Brodkil - Sinder - Six of Clubs
Anarik - Four of Diamonds
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Roderick Wolfram
Posts: 77
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram » Fri Sep 28, 2018 3:42 pm

Lial wrote: While the others gear up for a fight, Rod tries in vain to lure Lial out in a rash move. Unfortunately, she does not take the bait but just grows more insistent, ”Come and face me coward!
Rod secure in his chair continues manipulating the controls. Alright, she believes he's here, now I just need to goad her to make mistakes.

He manipulates the controls, and the computer spools out a new message over the radio. "Coward!" the sound of the Chrome Commander's laugh follows. "I know what you have set up in there. You want a piece of me, you've got to come out here and leave your demon flunkies behind."

She's some sort of crazy, they like to mix it up hand to hand. Timothy had that huge chain sword. He clicks on the radio, "My blade is waiting for you."
Notice: 8, Smarts Trick 5
Notice: 1d8 = 6: 6 (+2 Expanded Detection Array; -2 Danger Sense)
Wild Die: 1d6 = 3: 3
Total: 8

Smarts Trick: 1d10 = 3: 3
Wild Die: 1d6 = 5: 5
Total: 5
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q3 2018 Adventure Cards
  • 12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • 29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
  • 51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

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

Re: Mission 6: Radio Tower

Post by Sinder » Sun Sep 30, 2018 7:54 am

Conditions:
OOC Comments
Flying Wings
Improve fiery Aura 3D8
As he is flying around low and avoiding gun fire and “Flaming Crap! they are protected from my flames just as I predicted. Where are the heavy fighters? There is fell!”

First thing, he Summons Allies (Force Multiplications. Ogres 4PP, +5 more for 10PP, +2 for 2 ISP. Two on each brodkill. Using (1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling. (2 EP) Power Flexibility: Temporarily switch trappings on a power (can be maintained as normal • cold and Ice:Slow: A raise with a detrimental power (like stun) results in the target’s movement counting as Difficult Ground while the power is active (or his next movement for Instant powers) due to the slick ice frozen on him.).)) And they appear next to the Brodkil swinging the great chainsaw.

Sinder continues to fly around the southern area, low but fast , trying to throw off any attacks he uses his body guards in the south part to block views of him from the others .
Psi 1d8 = 4: 4 +4 +2 = 10 raise (the ally is more durable and gains the Hardy ability)
Wild Card
1d6 = 3: 3

Ice Ogre attacks!
OOC Comments
Ogre # 1 Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8 = 4: 4 +1(double team) Success
Agility 1d8 = 4: 4
Damage 1d12 = 6: 6 + 2d10 = 10: 2, 8 +2AP +3 strength=22

Ogre # 2 Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8 = 5: 5 +1(double team) Success
Agility 1d8 = 4: 4
Damage 1d12 = 2: 2 + 2d10 = 12: 8, 4 +2AP +3 strength= 20

Ogre # 3 Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8 = 3: 3 +1(double team) Success
Agility 1d8 = 4: 4
Damage 1d12 = 10: 10 + 2d10 = 11: 6, 5 +2AP +3 strength= 26

Ogre # 4 Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8 = 8: 8 +1(double team) Aced 1d8 = 4: 4 Success and x2 raise
Agility 1d8 = 4: 4
Damage 1d12 = 9: 9 + 2d10 = 16: 10, 6 +2AP for Raise 2d10 = 11: 4, 7 ? for Ace on damage 1d8 = 4: 4 +3 strength=45

Ogre # 5 Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8 = 1: 1 +1(double team) crit Fail
Agility 1d8 = 4: 4
Damage 1d12 = 2: 2 + 2d10 = 8: 7, 1 +2AP +3 strength= 30

Ogre #6 Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8 = 6: 6 +1(double team) Success
Agility 1d8 = 4: 4
Damage 1d12 = 1: 1 + 2d10 = 8: 7, 1 +2AP+3 strength= 16
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
Anon
Posts: 40
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon » Sun Sep 30, 2018 11:11 am

Role Play
Just saying words. No actions until his turn.
Seeing Sinder’s situation, Anon relays the information to the rest of the team. ”Sinder’s fire didn’t do anything, so heads up that fire weapons might all be ineffective. He summoned the ogre brigade, but I can’t tell how they’re doing in there.”

He looks for the best spot to grow a wall between Sinder and the bad guys and starts to gather his energy.

Everything in combat just happens so darn fast! What about all the stories where things move in slow motion once the bullets start flying?
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (6 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

User avatar
Zolo
Posts: 27
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Sun Sep 30, 2018 11:56 am

Zolo Dagga the half human half dragon on the Ace of Diamonds! Bullseye Adventure card played

Upside down at the edge of the doorway Zolo pauses to take note and a mental memory of the heroes heading in. From the outside, the pilot of the dragonwing continues his verbal parley keeping the enemy off balanced. Such a majestic mechanical dragon it seems a shame that its weapons cannot be unleashed in this close quarters combat. The beauty whose skin is too fair and gait too real to be believable goes into the space between shadow and light disapearing from vision. A man whose countance dictates a linneage worth exploring passes through the walls as if some kind of fire ghost left from the horrors of the Tolkien war. From his fingers whips of Ogres with frost on their fangs doth spring forth. Capable and angry these icicle beasts from the southlands enter the frey. The wizard of tech seems to be eyeing the superstructure no doubt prepared to do something dramatic.

”So...” Zolo pulls out a urn of water with a symbol long worn away on the front of it. No small feat for someone unpside down on the ceiling. ” The way Isaih Comstock tells it, long ago in a time far removed from the threat of rifts a shaman over shadowed the river Jordan looking down at it from high above. He cast himself into the raging waters blessing it for the coming harvest. A peasant holding whitness to the act of divine faith filled his urn full of the flowing waters. Well here it is the last of that water... I ahh “barrowed” it right out of his Library at Castle Refuge for this quest. I am sure the requisition paperwork is somewhere in the mail.” Zolo winks dumping the holy sludge all over the laser pistol gripped tightly in the right hand. That will do... That will do... Didn’t even fry the super charged connectors!

Quick as a whip the dragon within Zolo appears drawing her shadow 20 times its normal image. A red eye in the shadow winks and Zolo is into the room just 10 feet away. With her pistol in hand and still up on the ceiling Zolo lets loose with a furry of blessed laser shots. The second lesser demon in the room, Zolo catches sight of something unseen and in that moment it all clicks just before she autofires with her CS made laser pistol (Bullseye played). Haha, when the laser acrid smoke settles lets see who is standing!
Oer the comms she mutters excitedly, ”I am in room 1A, ready to provide backup for operation Snuggle Claw... Assuming these lesser demons are out for count.”
4 Actions: -6 to everything, Agility to interupt the ones in the room: 1d8 = 2: 2 wild 1d6 = 3: 3
Found Blessing, Used Blessing on Laser, Teleported in using 3 PPE (see Map for Zolo’s position), Shot three times. Close Demon took 16AP4 holy laser, Farthest Demon took 20 AP4 holy laser, all damages include the +4 from holy
Benny for EF 1d6+2 = 7: 5
Finding the trinket to bless in the backpack: Streetwise 1d8+6 -6 1d8 = 3: 3 wild 1d6 = 4: 4
Repair to adfix the trinket to the laser pistol: Repair 1d10-6, 1d10-6 = 4: 10 Ace 1d10 = 10: 10 wild 1d6-6 = -2: 4
Teleport In: 1d8-6, 1d8-6 = -1: 5 wild 1d6-6 = 0: 6 ace 1d6 = 5: 5
Shooting the two creatures in the room:
Closest creature: 1d8 shooting -6MAP, +3 other bonuses. Has rock and Roll Shooting 1d8-3 = 5: 8 Benny for EF: 1d6+2 = 7: 5 Shooting 1d8-3 = 3: 6
Damage to Closest (holy): with raise, 3d6+5 = 16: 5, 3, 3AP4
Next Closest Creature: shooting 1d8-3 = 1: 4 benny for EF: 1d6+2 = 6: 4
Wild dice: 1d6-3 = -1: 2
Damage on farthest in the room: 2d6+5 = 10: 3, 2AP4 Dropping bullseye for double damage (20 pts AP4 counts as holy)
More to come after VV tells me about any possible negatives to the whole Teleport thing.
Attachments
10491BC2-5BFC-4CBC-ADE0-6B9FB7461A0B.jpeg
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage

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

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Sun Sep 30, 2018 3:56 pm

OOC Comments
Notice: Notice: 1d6 = 4: 4 Wild Die 1d6 = 4: 4
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Quickness (2/3 Rounds)
Reusing rolls from last post per VV chat.

Once she has appeared in the room, she focuses again. Then trusting to Sun and Moon, she closes her eyes and teleports. She pictures herself in the room, a few feet away from the ex-teammate.
Round 1/1 Teleport: 12 (Success w/ 2 Raises)
Mysticism -4 blind Original post: 1d10-4 = 5: 9 EE Original post: 1d6 = 3: 3Wild Original post: 1d6-4 = 0: 4 Map Image.
Landing in the middle of the room, she blasts Lail with a blast of Sun's power, a tendril of fire touching just Lail...hopefully.
Round 1/2: Onslaught (Celestial Silver Trapping counts as both holy and silver for purposes of Weaknesses.): 19 (Success with Raise); Damage 22 AP5
Mysticism -4 blind Original post: 1d10-4 = 5: 9 EE Original post: 1d6 = 6: 6 Ace Original post: 1d6 = 4: 4Wild Original post: 1d6-4 = 1: 5 Damage Original post: 6d6 = 16: 2, 6, 1, 2, 3, 2 Ace Original post: 1d6 = 4: 4 Raise Original post: 1d6 = 2: 2
Agility
Agility Wild

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
Anarik Ebonlocke
Posts: 30
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke » Tue Oct 02, 2018 2:52 am

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon
Round 1

The invisible Anarik chuckled quietly as he saw the demon ahead of him in the entry of the tower. He was already casting even as Ilse moved toward it.

Ilse snapped her whip at the demon.


Anarik 20 (success) and Ilse 3 (fail) Agility to interrupt
Anarik Agility 1d4 = 4: 4
Wild 1d6 = 6: 6
Ace 1d6+6 = 12: 6
Ace 1d6+12 = 18: 6
Ace 1d6+18 = 20: 2
Ilse Agility 1d6 = 3: 3
Banish 7; opposed Spirit; Fear trapping means it also has to make a Fear check
+2 Banish
This power can affect any creature that is not native to the current plane of existence (GM’s determination). This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
Spellcasting 1d12+2 = 7: 5
Wild 1d6+2 = 6: 4
Fighting 1
Fighting 1d6 = 1: 1
Character Tracker
Anarik Invisibility (Raise): -6 to Notice and attack him. (-1r)
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 11/35 (3 bound)
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
Adventure Card:
  • None this quarter

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Merlaggon
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Re: Mission 6: Radio Tower

Post by Merlaggon » Tue Oct 02, 2018 5:10 am

Agility 9
Agility : 1d6 = 6: 6
  • Ace: 1d6+6 = 9: 3
Wild: 1d6 = 5: 5
Result: 9 - Success. Not Interrupted
Assuming there is not enough space for Merlaggon to assume his true and MIGHTY form, he strides quickly over along the outside wall and strikes at the Alu there with the Fell Blade, taking cover from the two others who are further along the passageway.
Fighting 26AP2 on Alu
Fighting: 1d6 = 1: 1
Wild: 1d6 = 6: 6
  • Ace: 1d6+6 = 8: 2
Result: 8 - Hit, but with a 1 on the Fighting Roll means that the Power Cell is now drained.
  • Damage: 2d10 = 12: 7, 5+ 1d12+6 = 12: 6
    • Spending Last Bennie to Reroll Damage: 2d10 = 11: 9, 2 + 1d12+6 = 15: 9 AP2
With a MIGHTY swing, Merlaggon hits the Alu with Fell the Fell Blade, but not long after it hits the Alu, the chains along the blade go quiet.

"CORY!!! Your Fell Blade is out of Power!!!"

Hmmm... I think something is wrong with the Powercell. I guess I will have to change it... of all the timing...
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

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Hobo Joe
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Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: Mission 6: Radio Tower

Post by Hobo Joe » Fri Oct 05, 2018 4:19 pm

Cory Agility 1d6 = 3: 3 Wild 1d6 = 2: 2 + Bennie EE 1d6 = 1: 1
Why does everybody forget about Hobo Joe? - Hobo Joe


Nameless:
  • Adventure Deck (WIP)
    GM Bennies: 4/6


Murder Hobos:

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Venatus Vinco
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Re: Mission 6: Radio Tower

Post by Venatus Vinco » Fri Oct 05, 2018 5:27 pm

Updated Map
Timestamp wrote:6 second have passed since last turn.
Before Sinder can summon his ogres one of the Brodkil opens fire on him with a rapid fire pulse rifle. Fortunately for the Burster the lasers prove ineffective against his natural immunities. Meanwhile, Sinder calls forth a band of Ogres made of ice setting them loose on the nearby demons. While ferocious, the Ogres have a hard time striking. One manages to badly strike and kill one of the Alu. Unfortunately, the Alu and Brodkil descend on the ogres quickly and ferociously. The dog-like demons manage to kill off two of Sinder’s summons while two of the Brodkil move in and each stab one to death with their bionic chainswords.

In a nearby room Zolo, after some quick work blessing his laser pistol, pops into the room and squeezes off two quick shots...vaporizing the two unsuspecting demons.

Alecto stays invisible and observes the action. Outside Anon monitors the situation, trigger finger on his gadget to build walls when needed.

Charging into the room with the Fell Blade held high, Merlaggon strikes a mighty blow against the Alu demon who is momentarily taken aback, but manages to quickly regain its senses and return the strike. Meanwhile, two of its infernal brethren come charging up the hall with their swords brandished, taking swings at the large human (15 MD, 9 MD, 6 MD).

In a bold move, Cory teleports into the middle of the room. Unfortunately, Lial’s super enhanced reflexes allows her to respond before Cory can act. The demonic crazy pushes one of the victis forward using her to block Cory’s ferocious onslaught. Instead of killing Lial the blast kills one of the very people they are trying to save. In addition, two Alu charge the now exposed spellcaster unleashing Frenzied attacks (10 MD, 2 MD).

Outside, Rod continues his psychological warfare. Unfortunately, from his distance it is impossible to gauge his effectiveness.

Finally, Anarik enters the hallway only to find his way unobstructed. He comes upon two Alu engaged with a pair of ogres of all things. With a word of power Anarik manages to banish one of the Alu back to Hades.
Initiative
OOC: Everyone gets a benny
Merlaggon (Q) - 5D, Joker!
Alecto (LH) - QD, 7H
Alu (right) - KC
Alu (left) - 9S
Sinder (and Ogres) - 8S
Rod (LH) - 8D, 7S
Lial - 6C
Brodkil (all) - 5H
Cory - 4H
Zolo (LH) - 3H, 2S, 2C
Anarik - 3C
Anon - 2D
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Cory Tetrascroll
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Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Fri Oct 05, 2018 10:17 pm

OOC Comments
Notice: 1d8+2 = 10: 8 Wild Die 1d6+2 = 8: 6
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Quickness (2/3), Stupid Fucking Angry!!!!! (a long time)
No words exist to describe Cory's emotions. She relives the moment an infinite number of times in the split seconds after the prisoner was killed, killed by her own spell. It does not matter that Lail pushed the prisoner into the gout of flame, Cory cast the spell, she was not fast enough to beat Lail. Fear, horror, revulsion, guilt, sadness all fight for space in her mind. But they are losing that fight, rage is conquering all else. Her perception narrows into tunnel vision, colored red. Tears roll from her eyes. Her scream of pain is not muffled by her helmet, the shriek and volume cut through the noise of the room.

Cory is not built for physical violence, but she is compelled to action.
Round 1
Round 1:
Action 1: Touch Attack 11: Fighting +2 Touch Attack -2 MAP +6 Fate's Chosen 1d6+6 = 10: 4 Wild 1d6+6 = 10: 4 + 1d6 = 1: 1 EE
Action 2: Teleport 11: Mysticism -2 MAP -2 Target not visible +10 Fate's Chosen 1d10+6 = 11: 5 Wild 1d6+6 = 9: 3
  • Contingency if Touch Attack Fails: Action 2: Touch Attack 11: Fighting +2 Touch Attack -2 MAP +6 Fate's Chosen 1d6+6 = 10: 4 Wild 1d6+6 = 7: 1 + 1d6 = 1: 1 EE
Round 2
Round 2:
Action 1: Shape Change 19: Mysticism 1d10+10 = 19: 9 Wild 1d6+10 = 15: 5 Fate's Chosen
  • Contingency if Second Touch Attack Succeeds: Action 1: Teleport 15: Mysticism -2 MAP -2 Target not visible+10 Fate's Chosen 1d10+6 = 15: 9 Wild 1d6+6 = 7: 1
    Action 2: Shape Change 13: Mysticism -2 MAP +10 Fate's Chosen 1d10+8 = 10: 2 Wild 1d6+8 = 13: 5

  • Contingency if Second Touch Attack Fails: Action 1: Banish the Horde 13: Mysticism -2 MAP +10 Fate's Chosen 1d10+8 = 13: 5 Wild 1d6+8 = 11: 3
    Action 2: Holy Warrior Repulse Evil: Targets within 8". Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.

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."

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Sinder
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Posts: 213
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Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder » Sat Oct 06, 2018 12:45 pm

Sinder sees the ogre’s have taken damage. He knew they would have to just to absorb some of the damages that the foes could deal out to those in the room. “Flaming turd balls the ogres have taken a lot of damage. The Calvary better arrive soon.“

Sinder uses his Armor and its EXALTED QUICKNESS 8 PP 1 benny +4
Round 1
Psi
1d8+1 = 4: 3 +4 Sucess and a Raise
Wild Dice
1d6 = 5: 5

Ogre # 1 fighting ALU Demon near Sinder.
Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8+1 = 4: 3 (double team) Sucess
Agility 1d6 = 4: 4
Damage 1d12 = 7: 7 + 2d10 = 12: 4, 8 +2AP =19

Ogre # 2 fighting ALU Demon near Sinder
Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8+1 = 4: 3(double team) Sucess
Agility 1d6 = 2: 2 Aced 1d8+1 = 4: 3
Damage 1d12 = 9: 9 + 2d10 = 14: 7, 7 +2AP =23

Ogre # 3 BrodKil to west
Fighting d8, Strength 1d12+3, Agility d6, +1 double team Cold base attacks +2AP
Fighting 1d8+1 = 9: 8 Aced 1d8+1 = 3: 2 Sucess and 2 raise
Agility 1d6 = 6: 6
Damage 1d12 = 8: 8 + 2d10 = 2: 1, 1 +2AP Raise Dice 1d6 = 2: 2

Round 2
Fires Ice blast shotgun at brodkil, Notes: Shotgun rules (double-barrel), a hit with a raise creates ice around the target, halving any movement on its next action, requires 1 PPE to load.
Shooting
1d8+1 = 4: 3 +2 shotgun close range1 benny +4 Sucess and 1raise
3d6 = 7: 2, 1, 4 1d6 = 2: 2 second barrel 3d6 = 10: 6, 2, 2 total 22 and Ice
Wild Dice
1d6 = 4: 4

Sinder uses his wings speed to duck into the room on the right, and then to the north ghosting through the north
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

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Roderick Wolfram
Posts: 77
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram » Mon Oct 08, 2018 1:51 pm

Rod grimaces as he hears the continued screams from inside the room over the radio, the distortion making it impossible for him to know if it's his team or the demons. He puts his hand on his microphone. He calls out over his shoulder to the two people in the Dragonwing with him. "What do you know about this girl in there? All I know is she's pissed at one of my teammates." Teammate. For what? A day?

(Common Knowledge Success) One of the two injured gasps out. "Her name is Lail, she was on the 1st SET, and he did something to her."

He quickly decides to plod forward (Smarts Trick). With the computer simulating Timothy's voice, he speaks, "Where are you, Lail? I have things to do, I am thinking it's time to leave, you deserved what I did to you." As a CS spy, I bet the 'Chrome Commander' must have done something pretty despicable.

Notice: 5 , Smarts Trick: 7, Common Knowledge: 5

Notice: 1d8 = 3: 3 (+2 Expanded Detection Array; -2 Danger Sense)
Wild Die: 1d6 = 5: 5
Total: 5

Smarts Trick: 1d10 = 9: 9 (-2 MAP)
Wild Die: 1d6 = 6: 6, Ace 1: 1d6 = 5: 5
Total: 7

Common Knowledge: 1d10 = 7: 7 (-2 Unfamiliar, -2 MAP)
Wild Die: 1d6 = 6: 6 Ace 1:
1d6 = 3: 3
Total: 5
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q3 2018 Adventure Cards
  • 12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • 29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
  • 51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

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Merlaggon
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Posts: 273
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon » Mon Oct 08, 2018 3:19 pm

Even though the Alu Demons were unable to hurt Merlaggon, he has had enough of them. Looking quickly around, he sees he has enough room... and SUDDENLY Merlaggon is back in his natural Dragon form, cramped though he may be.

"BOO!!!!"
OOC Comments
+2 from Joker, +2 from Strong Willed, and +2 from Big Gun (for Intimidate... being a FRIGGIN DRAGON) cancels the -2 from MaP for changing forms, and the -4 MaP from targeting all 3 Alu (4 actions so -6 MaP total).
  • Intimidate on Alu #1
    • Intimidate: 1d6 = 6: 6
      Wild: 1d6 = 3: 3
      Result: -
  • Intimidate on Alu #2
    • Intimidate: 1d6 = 5: 5
      Wild: 1d6 = 2: 2
      Result: -[/list
    • Intimidate on Alu #3
      • Intimidate: 1d6 = 3: 3
        Wild: 1d6 = 5: 5
        Result: -[/list
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

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Merlaggon
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Posts: 273
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon » Mon Oct 08, 2018 3:20 pm

Even though the Alu Demons were unable to hurt Merlaggon, he has had enough of them. Looking quickly around, he sees he has enough room... and SUDDENLY Merlaggon is back in his natural Dragon form, cramped though he may be. With a BIG toothy smile at the Alu, Merlaggon just has one thing to say...

"BOO!!!!"

Intimidate 9, 13, 7
Note: Due to Merlaggon's Joker, he will be acting first.
+2 from Joker, +2 from Strong Willed, and +2 from Big Gun (for Intimidate... being a FRIGGIN DRAGON) cancels the -2 from MaP for changing forms, and the -4 MaP from targeting all 3 Alu (4 actions so -6 MaP total).
  • Intimidates
    • Intimidate on Alu #1
      • Intimidate: 1d6 = 5: 5
        Wild: 1d6 = 3: 3
        • Extra Effort: 1d6+2 = 4: 2
        Result: 9
    • Intimidate on Alu #2
      • Intimidate: 1d6 = 6: 6
        • Ace: 1d6+6 = 12: 6
          • Re-Ace: 1d6+12 = 13: 1
        Wild: 1d6 = 4: 4
        Result: 13
    • Intimidate on Alu #3
      • Intimidate: 1d6 = 3: 3
        Wild: 1d6 = 3: 3
        • Extra Effort: 1d6+2 = 4: 2
        Result: 7
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

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Anarik Ebonlocke
Posts: 30
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke » Thu Oct 11, 2018 5:23 am

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon
Round 2
OOC Comments
You should add Ilserayne to the map as well. She should be just behind the ogre in the space right in front of where you have Anarik.
Still invisible, Anarik crept carefully along the wall further into the room.
Move
Move Anarik 6 spaces to the left.
He now had a clear view of the demon crazy girl. Unfortunately, Anarik couldn’t banish most of the alu demons in the room without also banishing Sinder’s ogres, and he’d seen what the crazy had done, using the hostages as shields. He wasn’t sure he wanted to risk such a direct attack himself. But there were still two demons harrying the mystic.

So Anarik increased the power of his banish, casting it in a wider radius.

Meanwhile, Ilserayne snapped her whip at the brodkil, keeping her distance from it.

Banish the Horde 18
Targeting 2 alu on Corey, the brodkil to the right of them, Lail, and the brodkil to the right of Lail.
Fear trapping: They must make a Fear check as well.
This power can affect any creature that is not native to the current plane of existence (GM’s determination). This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
Spellcasting 1d12+2 = 5: 3
Wild 1d6+2 = 7: 5
Benny for Extra Effort 1d6+7 = 13: 6
Ace 1d6+13 = 18: 5
Ilserayne Fighting 2
Fighting 1d6 = 2: 2
Ilserayne Whip Damage 6
1d6 = 4: 4 + 1d4 = 2: 2
Character Tracker
Anarik Invisibility (Raise): -6 to Notice and attack him. (-1r)
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 11/35 (3 bound)
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
Adventure Card:
  • None this quarter

User avatar
Zolo
Posts: 27
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Fri Oct 12, 2018 7:54 pm

” So... The hero is caught off from allies and prepares to fire at the head of an enemy. 2 foes already having met their end will a third join their comrade? A dank room is filled with the crackle and firery pop from the main chamber just to the south. Slowly with care the hero gets low and creeps to the entry way peaking into the horrors of the other room. One breath and a silient ray of death hits the head of an enemy.” ”
Zolo peaks out arround the corner amd opens fire going for the headshot with her holy soaked laser pistol with a rapid 3 round burst. Zolo crouches down using the slight doorway for cover.
Shooting 7, 14 damage to head, or 18 if extra damage from holy AP4
Shooting head, -4, armor +2, 3 roumd burst +2, +1 gun 1d8+1 = 7: 6 wild 1d6+1 = 4: 3
Damage: +4 head, +2 3rb, +1 gun, 2d6+7 = 9: 1, 1benny to reroll 2d6+7 = 9: 1, 1 benny reroll 2d6+7 = 14: 5, 2
Nearest Demon or badguy will do.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage

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Anon
Posts: 40
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon » Sat Oct 13, 2018 11:43 am

Notice 6, 4 for hearing; Teleport 22; Armor 7; Shooting 10
Notice 1d8 = 6: 6
Wild 1d6 = 1: 1

TW for teleport 1d10 = 10: 10 + 1d10 = 10: 10 + 1d10 = 2: 2
Wild 1d6 = 2: 2
+2 from Machine Maestro
-2 PPE from Anon's supply (saved 1 b/c of raise)

TW for armor 1d10+2 = 9: 7
Wild 1d6+2 = 3: 1
-5 PPE

Agility to unsling rifle 1d6 = 1: 1
Wild 1d6 = 4: 4

Shooting and drain power points 1d10+2 = 5: 3
Wild 1d6+2 = 7: 5
EE 1d6 = 5: 5
Includes 3RB
-2 PPE from rifle's supply (saved 1 b/c of raise)

+2 from Machine Maestro cancels out -2 MAP for drawing the rifle but not for the Shooting


As Anon watches the action unfold, he prepares to activate the stone mine and call up a wall between the hostages and that crazy, when suddenly his scope goes din. What the heck? he thinks, giving it a good whack. It was working just fine!

He hears a clatter as his drone falls to the floor, and he watches his digital control display with incredulity as the connection to the stone mine just disappears. Something's happening to my tech! I that Crazy has somehow managed to short out all the stuff I just put together.

He gets on the radio immediately and practically shouts, "Zolo! Cory! Be careful of the devices I gave you! It seems that Crazy has somehow figured out a way to short them out, and they might not be working."

He briefly considers trying to whip something else up, but what if whatever she's doing shorts that out, too? He hurriedly unslings his carbine and gives it a glance to make sure it's still working, and is relieved to see it still holding a charge. It must just be the temporary stuff.

He lets out a quick breath, slaps the silver dollar sized disc stuck to his left arm to activate his Armor of Ithan spell, and teleports.

Inside the chamber, Anon appears, rifle at the ready, and fires a quick burst into the crazy. He gives the shot some extra juice from the rifle's reserve and uses the mage bane round. Enjoy that.
Drain Power Points 8
She needs to roll her arcane skill against an 8. If she fails, she loses 1d6+1 = 6: 5 ISP. If Anon beats her with a raise, she loses 1d8+2 = 7: 5 ISP.
Damage 24, AP 4
4d6+4 = 21: 6, 4, 2, 5 (includes raise and 3RB) + 1d6 = 3: 3 AP 4
Current Toughness 18(11) MDC
Mega armor spell active, round 1 of 3.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (6 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Alecto
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Posts: 473
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Alecto » Sat Oct 13, 2018 3:32 pm

As the chaos of battle roared, Alecto used the last gasp of invisibility from her cloaking device to glide forward towards the crazy named Lail, hands outstretched. If she could just capture her arms, she could negate her ability to use the hostages as shields. And if Lail substituted a hostage, she'd be delivering someone to Alecto's grasp for taking to safety.

Rolls: 11 to hit; not sure if being invisible gives a bonus or anything, but I didn't count the -2 for targeting a crazy either so... Might benny that if GM rules this attack misses
Fighting 1d12+2 = 4: 2 or 1d6+2 = 8: 6

Ace! 1d6 = 3: 3
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Venatus Vinco
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Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco » Sat Oct 13, 2018 7:00 pm

Battle at the Radio Tower
Merlaggon transforms into his full size, taking the Alu totally off guard. They scramble backward for a moment. Unfortunately, Merlaggon is sort of stuck in the hallway and can’t press his advantage very much as they cower in front of him.

Moving swiftly Alecto reaches out and grabs Lial by the arm. Lial’s super heightened senses notice Alecto’s approach but the crazy is too slow to do anything about it. The pair end up locked in a struggle of strength and agility (ooc: Grappling).

Nearby, three of the Alu descending upon one of Sinder’s ogres like a pack of dogs. Unfortunately, in a comedy of errors they more get in each other’s way then do anything else. One of them does manage to level a hit that shakes the ogre slightly. The two remaining ogres finds themselves squaring off with a single Alu demon, who manages to hit and shake the ogre.

Ooc: two Ogres shaken

Cowering, but unsure what to do the Alu press the attack against Merlaggon taking advantage of his bulky form to score easy - but ineffective - hits. Nearby, two other Alu growl and glower at Cory and have at her as she prepares to react to Lial’s human shield tactics. Fortunately, neither one can penetrate her Cyberknight armor.

From up high Sinder manages to pelt one of the Brodkil with his Ice blast shotgun, while his two ogres try to shake out of their stupor (only one unshakes). The ice blast hits hard, causing the Brodkil to step back a half step. Yet, the beast manages to keep its feet (ooc: Soaked the wounds). Sinder’s remaining ogre swings away at the Bordkil, but the cold seems to not phase the sub-demon at all.

Still outside like a big metal chicken, Rod keeps Taunting Lial over the radio.. However, she is either too mentally tough, or two engrossed with her battle with Alecto to notice. Instead she, whispers a deep dark secret into Alecto’s ear, surprising the Android with its truth and poignancy.
Alecto
Roll a Smarts check vs. 6 or be stunned. If it’s a raise then you’re incapacitated. For a benny, write the secret that shakes you to your core.
With Lial and Alecto wrapped up the Brodkil seek to wrap things up nearby. One steps menacingly toward Cory, swinging with his massive sword at the diminutive mystic but she blithely steps out of the way. Her mind focused on a single moment as she moves toward Lial...unfortunately that gives the three demons around her a chance to nip at her heels (Ooc: free attack from 2 Alu and 1 Brodkil as you exit melee).
Cory
Brodkil: 15, AP 4
Alu: miss
Alu: miss

You need to soak 2 wounds before attempting your action on Lial...or not you spent enough EP to probably succeed despite the wound modifiers. But you’ll at least need a benny to unshake. Also, things are a little more complicate with Alecto asl entangled with Lial.
Stepping around the corner, Zolo manages to pick off another Alu with his sharpshooting. In the meantime, seeing a fray about Cory, Anarik banishes two Alu from this realm. The brodkil remains, but he suffered some pain to do so. Ilserayne proves to be all talk and no bite as she cracks her whip menacingly, but ineffectively toward one of the Brodkil.
Finally, Anon gets involved directly hitting Lial with a mighty blow - and somehow avoiding Alecto in the process. The blast hits hard, nearly felling Lial in a single moment. She manages to her feet, but is obviously in trouble (ooc: 3 wounds)
Pending
The ball is in Cory’s court. She can soak, continue with her action, or change her plan.

After she acts, initiative will be heroes, then bad guys (if any remain)
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Alecto
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Posts: 473
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Location: 1st SET

Re: Mission 6: Radio Tower

Post by Alecto » Sat Oct 13, 2018 11:33 pm

Placeholder while I consider the seeeecret

Rolls
Smarts vs 6: 1d8 = 4: 4 or 1d6 = 5: 5
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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

Re: Mission 6: Radio Tower

Post by Sinder » Sun Oct 14, 2018 10:15 am

Sinder goes intangible and goes through the ceiling, as he goes he release the Ogres. He keys the mike, “Anyone, force field around the demons in the southern corner, try to trap them.”

Going intangible 1 to keep it going and 4PP for +4
Roll if needed if not for the intangible for Smite on pistol
PSI 1d10 = 7: 7 +4
Wild 1d6 = 6: 6 Aced Wild dice 1d6 = 3: 3
Pulls out super laser pistol
Moves toward south west corner appears ready to shoot.
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
Anarik Ebonlocke
Posts: 30
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke » Tue Oct 16, 2018 2:33 am

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon
Round 3

With the ogres disappearing, the field is a lot more clear for the invisible Anarik. He starts casting again to finish off the demons in the room.

In front of Anarik, Ilserayne continues her assault on the brodkil, this time with a spell to weaken him, which, unfortunately, doesn’t take hold.

Banish the Horde 8
LBT should catch all the alu demons and the brodkil near Lail
Fear: Extra-dimensional creatures must make a Fear check when hit by this power.
+2 for Banish
Spellcasting 1d12+2 = 8: 6
Wild 1d6+2 = 3: 1
Ilserayne Lower Vigor 2
Spellcasting 1d6 = 2: 2
Character Tracker
Anarik Invisibility (Raise): -6 to Notice and attack him. (-1r)
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 11/35 (3 bound)
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
Adventure Card:
  • None this quarter

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Roderick Wolfram
Posts: 77
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram » Tue Oct 16, 2018 2:38 pm

It's been less than 30 seconds since his team engaged the demons inside the building. Rod secure inside his large 'robot chicken' knows that his team in danger and is sure he could make a difference if he could get a clear shot at them from the Dragonwing, but outside of it, he knows that in such close quarters he's just a liability, at best, another target. Come on start drawing them out of there. Hopefully, I've distracted Lail so that she has left her self open.

He maneuvers the Dragonwing from it's current spot ready to shoot any enemies that come streaming out with his medium lasers. He tells his two wounded passengers, "I think they've almost got her."





Notice: 6

Notice: 1d8 = 4: 4 (+2 Expanded Detection Array; -2 Danger Sense)
Wild Die: 1d8 = 2: 2
Total: 6

Contingency:

Shooting Medium Laser Left: 1d12+3 = 13: 10
Wild Die: 1d6 = 5: 5
Damage: 3d10 = 19: 2, 7, 10 AP 10, Ace 1: 1d10 = 4: 4
Total: 13, Damage 23 AP 10

Shooting Medium Laser Right: 1d12+3 = 10: 7
Wild Die: 1d6 = 6: 6, Ace 1: 1d6 = 5: 5
Damage: 3d10 = 15: 1, 6, 8 AP 10
Total: 11, Damage 15 AP 10
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q3 2018 Adventure Cards
  • 12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • 29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
  • 51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

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Cory Tetrascroll
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Posts: 269
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Wed Oct 17, 2018 10:05 pm

Previous Round wrote:
Fri Oct 05, 2018 10:17 pm
OOC Comments
Notice 8: Original post: 1d8+2 = 10: 8 Wild Die Original post: 1d6+2 = 8: 6 Ace 1d6 = 5: 5
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Quickness (2/3), Stupid Fucking Angry!!!!! (a long time)
No words exist to describe Cory's emotions. She relives the moment an infinite number of times in the split seconds after the prisoner was killed, killed by her own spell. It does not matter that Lail pushed the prisoner into the gout of flame, Cory cast the spell, she was not fast enough to beat Lail. Fear, horror, revulsion, guilt, sadness all fight for space in her mind. But they are losing that fight, rage is conquering all else. Her perception narrows into tunnel vision, colored red. Tears roll from her eyes. Her scream of pain is not muffled by her helmet, the shriek and volume cut through the noise of the room.

Cory is not built for physical violence, but she is compelled to action.
Round 1
Round 1:
Action 1: Touch Attack 11: Fighting +2 Touch Attack -2 MAP +6 Fate's Chosen Original post: 1d6+6 = 10: 4 Wild Original post: 1d6+6 = 10: 4 + Original post: 1d6 = 1: 1 EE
Action 2: Teleport 11: Mysticism -2 MAP -2 Target not visible +10 Fate's Chosen Original post: 1d10+6 = 11: 5 Wild Original post: 1d6+6 = 9: 3
Round 2
Round 2:
Action 1: Shape Change 19: Mysticism Original post: 1d10+10 = 19: 9 Wild Original post: 1d6+10 = 15: 5 Fate's Chosen
  • Contingency if Second Touch Attack Succeeds: Action 1: Teleport 15: Mysticism -2 MAP -2 Target not visible+10 Fate's Chosen Original post: 1d10+6 = 15: 9 Wild Original post: 1d6+6 = 7: 1
    Action 2: Shape Change 13: Mysticism -2 MAP +10 Fate's Chosen Original post: 1d10+8 = 10: 2 Wild Original post: 1d6+8 = 13: 5

  • Contingency if Second Touch Attack Fails: Action 1: Banish the Horde 13: Mysticism -2 MAP +10 Fate's Chosen Original post: 1d10+8 = 13: 5 Wild Original post: 1d6+8 = 11: 3
    Action 2: Holy Warrior Repulse Evil: Targets within 8". Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.
OOC Comments
Notice: 1d8 = 3: 3 Wild Die 1d6 = 6: 6 Ace 1d6 = 2: 2
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Quickness (3/3), Stupid Fucking Angry!!!!! (a long time)
Previous Round Results: (Dice rolls color coded to previous post)
Round 1:
Action 1: Teleport into Melee Range w/ Lail: 11 SUCCESS W/ RAISE
Action 2: Touch Attack vs Lail:Fighting 11
Round 2:
Action 1: Greater Teleport as far up as within range (10PPE):15 SUCCES W/ 2 RAISES -- 60" distance, Note: She'll take Alecto too if she needs to, dropping Lail at the apex.
Action 2: Shape Change: 19 into small bird if it's just her, into a gargoyle or a griffin to carry Alecto down.

IF this at all succeed, Cory is more or less removed from the current fight.

From outside, she will fly back as close to the tower as she can and then teleport back with Alecto if needed.
Greater Teleport 9 SUCCESS W RAISE: Mysticism 1d10 = 5: 5 Wild 1d6 = 6: 6 Ace 1d6 = 3: 3

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

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"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."

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Venatus Vinco
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Re: Mission 6: Radio Tower

Post by Venatus Vinco » Thu Oct 18, 2018 4:57 pm

Mini Update

As Alecto and Lial tussle on the ground, jockeying for position, Cory teleports next to them and grabs Lial by the hair. Then, sight unseen, Cory teleports straight up, high above the radio tower. The pair reappear in the sky, Lial thrashing wildly her red demonic eyes burning as she realizes her situation. Then, Cory transforms into a little bird leaving Lial thrashing at air as she falls down toward the tower.

The former teammate, turned demoness, lands on top of the radio tower impaled through the stomach on the old broken antenna.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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