Mission 7: Denying the Devil

Adventures of the Legion's 1st Special Exploratory Team.
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Venatus Vinco
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Mission 7: Denying the Devil

Post by Venatus Vinco » Mon Nov 19, 2018 8:10 pm


After hearing the briefing from the 1st SET Elle of the Owls is deeply concerned. She gathers the group in a small meeting room in Gallup to follow up the debriefing, Cory is notably absent. She begins with a hard look at Zolo, "I don't normally leave the Castle to brief in the field, but I wanted to get a read on this situation for myself." She continues, turning her attention to the wider room, "What you have reported is very serious. While, sadly, demons are not uncommon on this world their attempt to gain a permanent foothold is disturbing. Our scouting based on the intelligence you gathered is that the demons have constructed a hell pit here in New Mexico. These pits are literally a small piece of Hades made present on earth. It explains what some of you saw through the portal in Colorado, hell with an earthen sky. With enough time and power, this pit can become a permanent fixture on our wolrd."

Sighing she opens a small holographic computer with a map of North America, "The Legion is a nascent organization. We don't have an army large enough to storm a demonic beachhead. And even if we did, deploying such and army in the deserts of New Mexico would be logistically difficult. Ley line teleporting does gain us some mobility, but again, we lack sufficient punch. The Council of Hope is reaching out to our allies, to assemble a group of heroes from Lazlo, New Lazlo, the Cyberknights, and others. Bringing together such a diverse group and getting them into place will take time. We need you to buy that time."

She switches the image on her projector to a simple blue feather.

"As you know, our former Sergeant Severin Fell has made a pact with the demon lord behind this incursion. His presence is a deeply disturbing form of psychological warefare. No doubt, his feelings for Cory have been twisted and manipulated in the perverse way only demons can do, the commander pauses long enough to look at Anarik and his familiar. "Nonetheless, we must press on. What Fell seeks is the key to victory for our combined force. The items he seeks are ancient earth artifacts, many preserved by the first peoples of this land, designed to manipulate the gateways between worlds. With them, the hell pit can be made permanent or can be destroyed and folded in on itself...it depends on who holds them. We must hold them."

She scans the assembly one more time, "As the closest special exploratory team in the region, your mission is to intercept Fell and secure these items. Once you have them, rendezvous with our army so we can close the pit for good. It will be a delicate operation so I have brought additional equipment from Castle Refuge, you'll need every advantage you can get."
OOC Comments
You can ask questions, gear up, etc.

As a means of preparation each person can have one Seasoned techno-wizard or Super-Tech Item for use in accomplishing the mission. Submit them in the OOC forum.
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Venatus Vinco
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Re: Mission 7: Denying the Devil

Post by Venatus Vinco » Mon Nov 19, 2018 8:21 pm

Tsoodzil - The Sacred Mountain (Round 1)
From the map recovered at the radio tower the team realizes Fell is on his way to Tsoodzil, the holy mountain, to recover a sacred hummingbird feather. The Hummingbird is important to the Native American tribes. One story says the Hummingbird leads people from an underground world of darkness to their current sunlit home and many shaman use hummingbird feathers in rituals to send messages to other worlds. The Hummingbird Fetish is a powerful sacred object that bridges this world and the underworld in order to help lost souls escape darkness.

The Sacred Mountain
The feather is stored on Tsoodzil (Anglo Name: Mount Taylor, NM) known as the blue bead or turquoise mountain in local lore. The mountain is sacred ground, preventing demons and other evil beings from approaching it. Using Simvan minions Fell has desecrated the sacred warding and allowed his demonic soldiers to enter, tearing up the ancient site looking for the item. The 1st SET must restore the warding in order to expel Fell’s demonic forces and help the local natives protect their sacred traditions.
Task
  • Difficulty: -2 Penalty
  • On Failure: Simple Failure
  • Primary Skills: K/Arcana, Spellcasting, Mysticism, Psionics, Other Arcane Skill
Technical Difficulties
The the mountain is shrouded in a blue haze, giving it its name. The shroud is part of the ancient magics that protect the site and make it holy. It wreaks havoc on modern equipment and techno-wizardy items. Keeping the team's gear in proper working order during this mission is going to take some superior skill.
Task
  • Difficulty: Target Number is 9 ( 1d10 = 1: 1 1d6 = 6: 6 Ace 1d6 = 3: 3)
  • On Failure: Everyone on this team suffers a “setback” (-2 Technical Challenges until end of next session)
  • Primary Skills: Academics, Computers, Electronics, Healing, Investigation, Repair, and Science
Relic Hunters
The team needs to find the artifact without disturbing too many of the Native sacred places. This involves checking local lore, searching carefully, and speaking with the native people themselves - unfortunately this is an ancient and secluded tribe and no one speaks American!
task
  • Difficulty: -2
  • On Failure: Simple Failure
  • Primary Skills: Academics, Computers, Electronics, Healing, Investigation, Repair, and Science
Instructions
Challenge
  • Rounds: 3
  • Challenges per round: 3/4/5
  • Successes per challenge: 2
  • Total Successes Required: 24
Determine Who Does What
  • Teams: Each Challenge will need to be met by a team of players. Can only be on one team per round.
  • Team Leaders: Must use one of the challenge related skills
  • Team Members: Can add a cooperative roll using any skill (Max +4)
Make the Roll & Narrate the Results
  • Total of 1 or Less: The Enemy Leadership becomes aware that something is wrong, and the very next Challenge tackled is against the Enemy Leadership die (no matter what the conditions of the card indicate). No success tokens are awarded and this Challenge is failed (thus granting the GM the Risk benefits).
  • Failure: The team gains no success tokens towards the mission outcome, and this Challenge is failed (thus granting the GM the Risk benefits).
  • Success: The team gains one success token towards the mission outcome.
  • Raise: For each raise, the hero gains an additional success token towards the mission outcome. If three or more success tokens are achieved on a single Challenge, each member of the challenge team gets a benny.
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Zolo
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Re: Mission 7: Denying the Devil

Post by Zolo » Tue Nov 20, 2018 11:36 am

Zolo looks right back the cheif. Something about the owl unsetteled the halfling. The eyes perhaps? Maybe all the feathers. But Zolo does radio the team before the going gets good. ” So... I am all for this gift wrapped plan except for the part when we bring all these old earth items back to Elle here. Gathering them all in one place seems to be playing right into the hands of our adversary. I am not saying I got a better solution right now, but lets keep our eyes peeled for one just incase.”
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.
[list]• +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.
[/list]
Bennies
Bennies: 3/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage
-1 notice
-1 benny for EF in Baslisk cave

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Anarik Ebonlocke
Posts: 40
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Denying the Devil

Post by Anarik Ebonlocke » Thu Nov 22, 2018 1:41 am

Gallup
Afternoon
Round 0

Anarik glanced over at Zolo. “On the other hand, if everything Fell needs is in one place, then we will know where he will be,” he said. “We could lay a trap, or fortify for a seige.”

As the meeting ended, Elle gave instructions for them to gather some special gear from the quartermaster she had procured for them. Anarik looked up with interest.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 32/35 (3 locked)
Corruption: 0/6
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • None this quarter


Party Loot
3 L-20 Pulse Rifles
5 Demon Bone Swords (Str+d8 MD, evil aura)

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Zolo
Posts: 38
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Fri Nov 23, 2018 12:58 am

Anarik Ebonlocke wrote:
Thu Nov 22, 2018 1:41 am
Gallup
Afternoon
Round 0

Anarik glanced over at Zolo. “On the other hand, if everything Fell needs is in one place, then we will know where he will be,” he said. “We could lay a trap, or fortify for a seige.”

As the meeting ended, Elle gave instructions for them to gather some special gear from the quartermaster she had procured for them. Anarik looked up with interest.
Zolo chuckles giddy with the prospect of traps and counter traps. ” So... I am down to see how it all plays out. I assume you are good to Anny? We joining up with these badasses or what?”
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.
[list]• +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.
[/list]
Bennies
Bennies: 3/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage
-1 notice
-1 benny for EF in Baslisk cave

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Sinder
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Posts: 223
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Denying the Devil

Post by Sinder » Fri Nov 23, 2018 2:09 pm

Sinder not sure how things will play out. He knows Fell is no fool. “Fell’s tendencies were, get close and react quickly. Fell is never anyone that tries subtle. He was always in your face and get at them, if they are a distance away charge right in the center cause the most havoc. Settle things up close and personal let the others react. He wants to smell their dying breath.”

Sinder isn’t sure what Additional equipment Elle has for the First. He wishes more people but he remembers he has his body guards and robot horse, Starfire. Another one might be useful.

Sinder talks to Zolo, "Fell likes to get close to you and then strike. He is fast, real fast, anything to slow him down would be great."
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: 40
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Denying the Devil

Post by Anarik Ebonlocke » Sat Nov 24, 2018 3:54 pm

Gallup
Afternoon
Round 0

Anarik looked over at Zolo and nodded. “We are here, and we have no team. I do not see why we wouldn’t join them. Besides, we still owe this Fell vengeance,” he said darkly.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 32/35 (3 locked)
Corruption: 0/6
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • None this quarter


Party Loot
3 L-20 Pulse Rifles
5 Demon Bone Swords (Str+d8 MD, evil aura)

User avatar
Roderick Wolfram
Posts: 91
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Denying the Devil

Post by Roderick Wolfram » Sat Nov 24, 2018 9:36 pm

Rod listens to the Chief of Owls outline the mission. He looks at his team, Oh sh$t! With Cory out of commission does that mean I am in command? Crap I just want to fly and shoot things.

"So, uh, Chief? If it comes down to it, are we to destroy the items if it looks like the enemy has the capability to take them from us? Are there more than one of these items?" Rod asks. I'd rather we just vaporize them on the spot, but if she wants, well we will get them.

When Zolo radios later, he replies, "Bring them back seems like the more dangerous route, but if we can actually use them to close those festering holes, I think that's the right call. Afterwards, I say we ask to scatter them back out to the winds."
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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Venatus Vinco
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Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Denying the Devil

Post by Venatus Vinco » Mon Nov 26, 2018 5:19 pm

Roderick Wolfram wrote:
Sat Nov 24, 2018 9:36 pm
"So, uh, Chief? If it comes down to it, are we to destroy the items if it looks like the enemy has the capability to take them from us? Are there more than one of these items?"
"To destroy the items would leave no way to close the pit. The items are unique. Tied to this region of the earth, part of an ancient protection put on these lands by its first inhabitants. Using them we can magnify the protection and destroy the pit, or the enemy can use them to weaken the protections. Destroying them may also weaken the bond."
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Anon
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Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Denying the Devil

Post by Anon » Tue Nov 27, 2018 10:45 am

Challenge 3, K/Computers 5, +1 to Leader's roll
K/Computers 1d8+2 = 3: 1 (includes +2 bonus from field computer, +2 from Machine Maestro for an out of combat roll, and -2 for scene modifier)
Wild 1d6+2 = 5: 3
Knowing it could take a while to find any relevant information, Anon heads back to the newly upgraded APC, grabs a soda, and sets up in front of the flatscreen with his field computer. With a series of mindless movies playing in the background, he gets to work researching the people and history of the area.

It takes sometime and some doing, but he manages to dig up a couple of useful nuggets of information. Maybe someone else has had more luck? he thinks.
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 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Zolo
Posts: 38
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Tue Nov 27, 2018 5:15 pm


Technical Diffuculties leader: 10
Investigation 10
Technical difficulties investigation d10+4( investigator and x-ray mode of magnifying glass) 1d10+4 = 7: 3 wild 1d6+4 = 5: 1 benny for EF, 1d6+2 = 3: 1
Zolo eagerly pulls out a book about How to repair items on holy ground for dummies. Unfortunately the reading is not just sitting down with a cup of stuff and glancing all leisurely. Something... Something with feathers and is blue actively destroys relevant pages. The ghost of the mountain. I should introduce you to another blue feathered bird. Zolo winces after a particularly scathing paper cut is issued.

After getting down to business and reading for a few minutes Zolo makes some notes despite the ornery flapping of ghostly feathers. Whatever Zolo writes down gets passed out to the team. Sadly most of it probably is not useful. ” Hey guys seems like this mountain where the humming bird is at is supposed to wreck havok on equipment. Just follow the note and you will be fine.”
Notes
No smoking.
Stay away from rapid temperature drops.
Use a EMF to locate electromagnetic interference spots, and stay away from them.
Bring an extra set of batteries or eclips.
Bring a prayer.
Attachments
9EDD91A0-3978-4246-BD2B-83AAA3D69A5C.jpeg
The interfering ghost
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.
[list]• +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.
[/list]
Bennies
Bennies: 3/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage
-1 notice
-1 benny for EF in Baslisk cave

User avatar
Alecto
Silver Patron
Silver Patron
Posts: 482
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Denying the Devil

Post by Alecto » Tue Nov 27, 2018 10:17 pm

Alecto accesses her data decryption and analysis software package, and winces as she realizes some kind of invasive foreign code has infiltrated it, possibly during her attempts to hack into the radio tower. She quickly firewalls the offending sectors off, and begins purge protocols...but in the meantime, it means she has none of the tools she needs to contribute to the group's efforts.

"My electronic warfare suite has been compromised," she reports with a flicker of irritation belying the calm tone of her voice. "It's imperative I contain the infection immediately or risk the damage spreading. I apologize."

Rolls (Technical Difficulties): Knowledge - Computers 1!
1d10 = 1: 1 or 1d6 = 1: 1
Technical Difficulties 1d6 = 5: 5 - A serious problem. -2 to all rolls utilizing the Subject Matter Chipslot until 1d6 = 1: 1 hours of repairs are done.
Last edited by Alecto on Fri Nov 30, 2018 1:35 pm, edited 2 times in total.
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
Merlaggon
Diamond Patron
Diamond Patron
Posts: 278
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Denying the Devil

Post by Merlaggon » Wed Nov 28, 2018 2:19 pm

Assist on The Sacred Mountain 4
Psionics at -2 due Difficulty
  • Psionics: 1d6-2 = 1: 3
    Wild: 1d6-2 = -1: 1
    • Extra Effort (+2 due Elan): 1d6+2 = 3: 1
    Result: 4 - Success. +1 to Anarik's Roll
"Anarik, Cory would be upset if I didn't help you."

Drawing upon his inner strength, Merlaggon opens his Third Eye and is now able to see the remnants of the sacred wardings, pointing out what he can make of the big picture from up in the sky above.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
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:
[list][*]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.”[/list]

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
Roderick Wolfram
Posts: 91
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Denying the Devil

Post by Roderick Wolfram » Wed Nov 28, 2018 3:21 pm

Rod nods his head and says, "Very well," at Elle as she confirms that they need to keep the items. He turns to his team, "Well, lets go visit the eggheads to see what they've got for us, and finish up any equipment shopping and head out. Hopefully Cory will be able to catch up to us."

....

With the tech specialists from the legion, Rod pulls out a set of notes on a device he'd been thinking of. "In the last few fights, just the sight of the demons has put us at a disadvantage because of their unworldly nature and evil magics. I think we could modify an IRMSS to function like a watered down Juicer module..." He outlines how the IRMTS (Internal Robot Medical Trauma System) would work and leaves them to it.

...

He picks up his credits from Zolo's negotiations, "Good job Zolo, these credits will come in handy. I'll keep one of these L-20s, not as powerful as I'd like, but it has a good payload and rate of fire." Maybe I can get back with those eggheads and modify this thing for a higher energy output.

...

In Gallup, Rod wanders through the various second hand shops looking for an environmental armor to replace what he has. Scrabbling in the dirt with a giant robot doesn't always work, and he needed some heavier protection. In one shop, he finds an odd suit with a pod of some sort attached to the back off to the side, but no price listed. He asks the clerk, "What's up with this armor?"

The clerk looks up from his data pad, a flash of skin quickly vanishes off the screen, "What? Oh that one. It's got various tools to help repair things on the field, but that pod on the back is integrated into the armor. Taking it off looks like it would break the environmental seal. The module doesn't do anything and makes it difficult to walk and run when worn. No one wants it."

Hmm, there's a side panel here that looks like it will open, Rod thinks. He twists and turns the catch, a fused e-clip pops out. Oh ho, if I can fix the leads and put in a new clip, we might be able to see what this does. He suppresses a grin, "How much do you want for it?"

"You can have it. It's just taking up space," the man says.

"Sold!" Rod says as he hefts the bulky suit of armor and heads out the door.

...

His next stop is at Bandito Arms Cybernetics Clinic. He finds the Cyber-Doc, "Doc, I need some more skill ports." Rod taps the two on his head, "But, I'd like them a bit more protected. Can you put in a secret compartment and house the chips in side?"

The tired cyber-doc just looks at him for a moment, "Yes, we can do that, do you want to move those two on your head as well?"

"No, just the new ones. I need three subject matter ports." Rod says.

"Fine, I've got the parts, give me a few minutes to setup and then hop up on the table. You can look at what chips we've gotten stock. We're running low on mark IV chips, but there are a lot of mark III's. Don't know why anyone messes with the mark I's but we've got some of those too." The man says as he walks into his surgical suite.

A few minutes later Rod's made his choices and follows the doctor into the other room. "Let's get started, Doc. I've got to go save the world today."

A few hours later, he's up and moving.

....

Back at the Dragonwing, Rod pulls out his tools and fixes the module on the armor. "Right On! Right On!" he exclaims. Trying it on, he realizes he's found a true treasure. The internal actuators move smoothly doubling his reaction speed. Powered up the module changes shape confirming better to his back, no longer unbalancing the armor. He spots a glowing icon in the heads up display, he focuses his vision on it to activate it. He feels a pull on his back and then a sound as something hits the floor. The module quickly begins to morph into two identical looking sets of armor. He hears a response in the helmet. "Beta Automaton activated, Charlie Automaton activated, awaiting instruction from Alpha..." A grin splits Rods face as he begins to play...

...

Later, he checks in with the eggheads to see what they have for him. They hold up the small medical device and strap it to his arm. "Should be good for 96 hours before it needs to be recharged. It should help protect you from disease and poison, suppress any excessive fear response. If your injured, or expect you will be you can activate a sub function to make it easier you to ignore any discomfort. Be careful of that one, you may feel okay, but your not, make sure you do get actual medical care at some point." The scientist says, "Good luck out there!"

...

Suited up and ready to go, he flies the Dragonwing out to the Sacred Mountain. He joins Anon in trying to find the relics, the enhanced sensor suite of the Dragonwing to locate the relics, over the radio Rod calls Anon, "Alright, Anon, feed me the search coordinates."

Relic Hunters 12, Success +2 raises
K/Electronics 1d12+6 = 8: 2 (Mark III Skill Chip, and Armor)
Wild Die 1d6 = 4: 4
Extra Effort: 1d6 = 5: 5
Total: 12 (forgot the -2 task difficulty, +1 from Anon) - Success +2 Raises!

Remaining Bennies: 3
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: 223
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Denying the Devil

Post by Sinder » Wed Nov 28, 2018 6:34 pm

The Sacred Mountain PSI roll 16
PSI Roll
PSi 1d10 = 10: 10 + 1d10 = 5: 5
Wild Die 1d6 = 1: 1
Extra Effort 1d6 = 1: 1
Or with Boost
1d12+3 = 8: 5

Sinder needs intelligence for the group he decides to use some of his Allies to help.He gathers his power.

Sinder uses his abilities to summon an air elemental. He asks the elemental to gather information about Where the feather is stored on Tsoodzil? Where are the destroyed Wardings? And the current location of Simvans and Demons on the mountain.
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: 40
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Denying the Devil

Post by Anarik Ebonlocke » Thu Nov 29, 2018 1:22 am

Spellcasting 9; Sacred Mountain Lead
-2 difficulty
Spellcasting 1d12-2 = 9: 11
Wild 1d6-2 = 0: 2
Sacred Mountain
Afternoon
Round 0

“So we are finally leaving this place?” Ilserayne said, pressing her naked body against Anarik’s. She kissed him, her sharp fangs biting his lower lip, long tongue licking at the blood that welled up.

Anarik grabbed a horn and pulled her back, then kissed her back just as fiercely before shoving her away and sliding out of the bed. “Yes. And then we are all business,” he reminded her.

“Of course,” Ilserayne smirked as she got out of bed too, shapeshifting now into her human form, just as gorgeous and just as naked.

Anarik tossed her her clothes and started pulling on his own, as well as his armor and other gear.

Ilse pulled on her armor and admired her new sword. Then they headed out to join the team.

The trip out to the Sacred Mountain went rather uneventfully. Anarik took a ride on Merlaggon, Ilserayne flying wing-demon nearby, using his magical sight to observe the wards, making notes on where things were weak.

“There seem to be some sacred totems that have been weathered,” Anarik said. “They will need to be replaced if we want the wards to last any significant expanse of time, but I think we can shore them up enough for our purposes until we inform the tribes what they need to do.” He pointed out the areas where he wanted to start work, the primary anchors of the spell wards. “Let’s get to work.”
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 32/35 (3 locked)
Corruption: 0/6
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • None this quarter


Party Loot
3 L-20 Pulse Rifles
5 Demon Bone Swords (Str+d8 MD, evil aura)

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1633
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Denying the Devil

Post by Venatus Vinco » Wed Dec 05, 2018 9:17 am

Round 1 Summary
Sacred Mountain (Challenge 1): 3 successes
Technical Difficulties (Challenge 2): 2 successes
Relic Hunters (Challenge 3): 3 successes
Total 8/24 successes
Mountaintop Experience
Working together the team hastily attempts to undo the damage done by Fell and his minions while racing them up the mountain in search of the ancient hummingbird feather artifact. Zolo is able to figure out the source of the blue haze on the mountain and circumvent its technical effects, although not before Alecto manages to short out her computers systems. Hobbled but successful the pair clears the way for Rod and Anon to put their combined technical abilities to work. Anon from the ground and Rod from the air manage to get well ahead of Fell's demonic search teams, who are using sure footed - but slow - riding animals.

With a little calculating and sensor calibration the pair identifies the location and Rod touches down atop the mountain just as a large group of demons happens on the spot. In a frantic race for the item Rod pushes hard, his dragonwing fast but extremely large in the tight confines of the narrow mountain pass. All looks lost, until, down below Anarik, Merlaggon, and Sinder restore the ancient protections on the mountain, banishing all the demons in a cloud of blue smoke. Hobbled, Fell retreats with his group leaving the 1st SET atop the Sacred Mountain with their prize in hand.

Hummingbird Feather Fetish
Image
The Hummingbird is important to the Native American tribes. One story says the Hummingbird lead people from an underground world of darkness to their current sunlit home and many shaman use hummingbird feathers in rituals to send messages to other worlds. The Hummingbird Fetish is a powerful sacred object that bridges this world and the underworld in order to help lost souls escape darkness, it provides +2 to open and manipulate Rifts, particularly to the underworld, as well as grants the user the ability to fly and banish demons.
breakdown
Major: Fly (+5 PPE)
Major: Banish (+5 PPE)
Major: +1 to open or manipulate Rifts
Minor: +1 to open or manipulate Rifts
Minor: Apply a trapping: Sacred. Considered a sacred object and will keep vampires at bay similar to a cross.

Special: This sacred object counts as an ingredient in the closing Hell Pit ritual. Unfortunately, the item will be lost forever in the process.
On A Mission
Searching through the remnants of Fell's forces the team learns of the next location. With Fell injured by the banishing haze of the mountain the group has the opportunity to get ahead of him for the next item - if they hurry. The next item is a book, oral histories of the Pueblo people copied down by Spanish missionaries long before the Golden Age. Apparently, one of these stories is actually a ritual used to put protective magics around the Pueblo territory. The book is buried in a place called Ohkay Owingeh in the crypt of San Juan Pueblo an ancient church where the missionaries are buried.

The Crypt Keeper
Hundreds of years of debris, storms, and climate change from the coming of the Rifts have buried the old church well underground. The crypt itself is even deeper beneath the surface. Moving through the inky darkness the team finds the crypt in surprisingly good repair. The main vault of the crypt has high ceilings and is filled with shelves and tables covered in books, treasures, and trinkets. Apparently, some supernatural being a has turned this area into its lair!

Closer inspection shows a lot of stone statues lining the walls. Amazing likenesses of CS soldiers, wizards, warriors, and many others. It doesn't take long to figure out that this is the home of a full grown basilisk!

Getting in and getting the without drawing the ire of an ancient supernatural being is going to be difficult to say the least.
Challenge 1
Type: Covert (Disaster)
Modifier: Roll Against Enemy Leader at -4, if failure Everyone on this team is “On the Run,” gaining Enemy (Minor) or Wanted (Minor)
Leader Roll: 1d12 = 7: 7 Wild 1d6 = 5: 5
Target Number: 7, at -4 (11 total)
Special: The crypt is Holy Ground, adding -2 to any attempts to help by Anarik's demon, Merlagoon also is at an additional -2 dealing with another (superior) dragon.
Leaders Skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking, or Survival.
Tim Again!
The CS continues to patrol the ares with their massive Death's Head transport. This mobile battalion has been setting up blockades throughout New Mexico, attacking demons and the Tomorrow Legion alike. Avoiding an altercation with an entire battalion of CS troops is tricky business and requires some slick maneuvering by the group.
Challenge 2
Type: Covert (Interference)
Modifier: -2
Leaders Skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking, or Survival
Help from Our Friends
Fell's forces are also at the church site, but the holy ground is slowing them down and preventing many of them from entering. Even better a group of allied Pueblo native warriors are on site intent on protecting their lands from demon incursion. Linking up with them and clearing out the demons should be a cakewalk compared to a normal day for the 1st SET.
Challenge 3
Type: Tactical (Jackpot)
Modifier: Add +2, Gain a contact to call upon for future challenges
Leader Skills: Climbing, Throwing, Battle, Boating, Demolitions, Driving, Fighting, Notice, Piloting, Riding, Shooting, Survival, and Tracking.
The Great Escape
Nothing is easy. Despite avoiding the CS and taking care of Fell's advance team, the area is flooded with demons. Slipping past them is key to getting to the next item without tipping off Fell to the team's location.
Challenge 4
Type: Covert (Interference)
Modifier: -2
Leaders Skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking, or Survival
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1633
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Denying the Devil

Post by Venatus Vinco » Fri Dec 07, 2018 7:22 am

post is ready!

@Roderick Wolfram
@Pender Lumkiss
@KahlessNestor
@Sinder
@Pursuit
@Merlaggon
@Cory Tetrascroll
@Alecto
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Zolo
Posts: 38
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Sat Dec 08, 2018 7:53 pm


Task 1: Baslisk
Streetwise 16
Streetwise 1d8+6-4= 1d8+2 = 3: 1 Wild 1d6+2 = 8: 6 Ace 1d6 = 3: 3 benny for EF 1d6+2 = 5: 3
Zolo cannot help but be facinated by the trinkets that litter the baslisk cave. Feels like this place is some kind of holy ground for... Those that love to collect. I couldn’t imagine Annie summoning anything in here that would like it. Given the size of the cavern and amount of treasure I wonder if it makes Merlaggon feel small? Like a cat chasing a shiny Zolo scampers arround inspecting everything and possibly barrowing one or two small things. When it comes to the folks frozen in place Zolo freezes too... ” Mortimyer is that you?” Zolo looks intensly at a CS soldier whose helm is off. The soldier seems to have a bushy beard and even in its frozen state a facial expression of dumfounded confusion. A mirror is held aloft by the soldier. As Zolo moved on, another figure frozen, a lyn-sirial of short height causes Zolo to stop again. Zolo softly curses and touches the decidedly female statues hand gently. Zolo eyes seem to well up and the halfing quietly sits down taking in everything in the lair of the creature that had collected: so many trasures and people. ” Damn this... Damn this... I got just the thing to deal with you beasty.”
Eye of Medusa
The famed library at Castle Refuge was a treasure trove of wonders and items rife to be barrowed long term. It’s caretaker Isiah Comstock Erin Tarn’s protogee had long ago learned to not let Zolo in unaccompanied, and if possible just not let Zolo in at all. However that was easier said than done because lets face it Zolo was a dragon: or at least half of one. After talking to a few adventurers in the Castle like Greywind Lady, a half sized short Lyn-Sirial Zolo had learned that the library had just come into a medusa’s eye. Know one really knew why Zolo was so facinated by special eye based items but the Medusa’s Eye was on the short list of things to permantely barrow.
Zolo fishes out a crusty stone and grips it tight. Over the comms Zolo whispers taking care to keep very silient, ” Looks like this cave is home to a Baslisk... I ahh barrowed something from Castle Refugee’s library that should turn the creature to stone if it comes upon us. Remember avert your gaze if it comes at you. Don’t use a mirror. Conventional weapons will not penatrate its hide either. But this Medusa’s eye I picked up should be able to turn it back to stone.”
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.
[list]• +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.
[/list]
Bennies
Bennies: 3/3
+1 Race
+1 FG
+1 post rate
+1 joker
-2 damage
-1 notice
-1 benny for EF in Baslisk cave

User avatar
Pursuit
Game Master
Posts: 454
Joined: Thu Jan 04, 2018 9:21 am

Re: Mission 7: Denying the Devil

Post by Pursuit » Sun Dec 09, 2018 9:46 am

Lead on Challenge 2, Notice 10
Notice 1d8+4 = 10: 6 (includes +2 from goggles, +4 from MM, -2 for scene modifier)
Wild 1d6+4 = 9: 5
WIP

User avatar
Roderick Wolfram
Posts: 91
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Denying the Devil

Post by Roderick Wolfram » Sun Dec 09, 2018 11:17 am

As the team gathers at the end of the day the Hummingbird feather in hand, Rod can't help but wonder at how something so small can be so important. He asks to hold the feather to see if he can feel anything, "Nope, I got nothing. So this thing is going to help us save the world?" Rod asks. He sort of gets Techno-Wizardry, At least with that function follows form, leveraging some sort of power to generate a repeatable effect, but just a feather? I'll keep the wings of my mechanical 'bird',' Rod thinks as he looks up at his Dragonwing.



The Great Escape - Electronics 8, Success + 1 Raise
Electronics d12+6-2 = 1d12+4 = 12: 8
Wild Die: 1d6+4 = 8: 4
Bennies: 3/4 +1 Benny for last challenge success
With the book in hand it's time to get out of here. "I'll distract the demons, I'll make the big play to head in another direction and then circle around and meet back with you all. Keep the book and feather safe." With that Rod climbs into the large robot and leaps into the sky. Like a sheep dog. Rod circles the demons picking off outliers and generally being a nuisance. With Beta and Charlie at the comm console, they quickly fly back and forth sending out various coded and un-encoded signals to give the impression that the team is head in a particular direction. Come on Fell, you know the 1st, there's nothing subtle about us, no deception here.
Last edited by Roderick Wolfram on Sun Dec 09, 2018 12:02 pm, edited 1 time in total.
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
Merlaggon
Diamond Patron
Diamond Patron
Posts: 278
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Denying the Devil

Post by Merlaggon » Sun Dec 09, 2018 11:53 am

Challenge 3 - Help From Our Friends
Shooting 13
Shooting (Using new Heavy Railgun, so d6 becomes d12+2, additional +2 due (lack of) Difficulty
Shooting: 1d12+4 = 13: 9
Wild: 1d6+4 = 9: 5
Result: 13 - Success with 2 Raises.
"Sinder, since Cory is busy, want to go and blow up some Demons? Down on the Holy Ground around the Church they seem to be needing our help. Mount up, and HOLD ON!!!"

Flying over to the Church, Merlaggon makes a low pass as he lets loose with his new toy... the Heavy Rail Gun. Blowing up the Demons and their allies with easer, Merlaggon lands just outside the entrance to the Church as he keeps shooting at the oncoming Demons and their Simvan allies.

"Come out and use me as cover as we take down these... these... Meanies! Together we can drive them back."

As the Pueblo native warriors tentatively come out of the church and use Merlaggon's bulk as cover against incoming fire, Merlaggon plants himself and really lets loose with the Railgun Fire, mowing down any of the attackers that head in his way.

Cory will be so Proud of me protecting these nice people from those meanies!
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
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:
[list][*]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.”[/list]

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: 223
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Denying the Devil

Post by Sinder » Sun Dec 09, 2018 3:16 pm

Challenge 3 - Help From Our Friends
Psionic 20
OOC Comments
Psionic 1d10 +4( using 4 ISP) +2 From Challenge
Psi 1d10 = 10: 10 Aced 1d10 = 4: 4 +4+2=20
Wild Dice 1d6 = 5: 5

WPT

"Sinder, since Cory is busy, want to go and blow up some Demons? Down on the Holy Ground around the Church they seem to be needing our help. Mount up, and HOLD ON!!!"
Sinder always wanted to rid on a dragon so when Merl offers he says, “Hell Yes!” Sinder quickly scampers up to the cargo net. “I’m actually going to be on dragon back.” He fastens himself to the saddle.

Once airborne Sinder hangs on and looks for a good grouping of the Simvans and their mounts. He knows his firebolts will do damage. Fire Bals are launched and he uses his new guantlet and the power to banish on Demons. he stays close to Merl For Protection and when he lets lose with the rail gun he takes out any others trying to rush hiss friends blind side.
Everything Burns 1d10 = 9: 9

Before Sinder lies Simvan and their mounts on fire, bodies burning the flames of destructions and form Merl's railgun shreaded body parts. The natives are behind them and are excited about the defeat of the enemies that have desecrated their holy ground. Sinder ask if he should stop the flames. and he does as they wish.
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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