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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Joined: Fri Jul 20, 2018 8:00 pm

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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

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Anarik Ebonlocke
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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: 14 (8)
Anarik PPE: 23/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
Party Loot

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Zolo
Posts: 63
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

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Sinder
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Posts: 254
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:50/50 Spent 8 Left 42
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, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


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

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

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: 66
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: 14 (8)
Anarik PPE: 23/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
Party Loot

User avatar
Roderick Wolfram
Posts: 128
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: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

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)
Q1 2019 Adventure Cards
  • None Drawn Yet

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Venatus Vinco
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Posts: 1803
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
Posts: 79
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
Character Sheet

User avatar
Zolo
Posts: 63
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Alecto
Silver Patron
Silver Patron
Posts: 521
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
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Posts: 308
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: 0/3
  • [*]Base Amount
    [*]-1 due Soak vs. Spider's Railgun
    [*]-2 due Reroll Soak vs. Spider's Railgun
ISP :8 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 36(16) 35 (16) MDC; Size +7
Toughness: Human Form - 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, TW Heavy Railgun (0/120 Shots)

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

User avatar
Roderick Wolfram
Posts: 128
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: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

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)
Q1 2019 Adventure Cards
  • None Drawn Yet

User avatar
Sinder
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Posts: 254
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:50/50 Spent 8 Left 42
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, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


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

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

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: 66
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: 14 (8)
Anarik PPE: 23/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
Party Loot

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Venatus Vinco
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Posts: 1803
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!

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Venatus Vinco
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Posts: 1803
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!

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Zolo
Posts: 63
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Pursuit
Game Master
Posts: 612
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: 128
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: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

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)
Q1 2019 Adventure Cards
  • None Drawn Yet

User avatar
Merlaggon
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Diamond Patron
Posts: 308
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: 0/3
  • [*]Base Amount
    [*]-1 due Soak vs. Spider's Railgun
    [*]-2 due Reroll Soak vs. Spider's Railgun
ISP :8 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 36(16) 35 (16) MDC; Size +7
Toughness: Human Form - 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, TW Heavy Railgun (0/120 Shots)

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

User avatar
Sinder
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Diamond Patron
Posts: 254
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:50/50 Spent 8 Left 42
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, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


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

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

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: 66
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Denying the Devil

Post by Anarik Ebonlocke » Fri Dec 14, 2018 1:02 am

Challenge 4: The Great Escape: Support Roll
Anarik Spellcasting 13; +3 to the leader
-2 Difficulty, +2 Banish
Spellcasting 1d12 = 12: 12
Ace 1d12+12 = 13: 1
Wild 1d6 = 6: 6
Ace 1d6+6 = 8: 2
Ilserayne Persuasion 9; +2 to the leader
Persuasion 1d6+4 = 9: 5
Sacred Mountain
Afternoon
Round 0

Now that they had the book, Anarik and Ilserayne moved to the surface again. Ilserayne had refused to approach the church. The holy ground didn’t agree with her. But now that they were back topside, she was eager. As Rod used his sensors to avoid the largest of the demonic and simvan forces, Anarik engaged his considerable arcane might, granting them some invisibility, banishing demonic outriders, and Ilserayne even seduced a couple sentries so they could sneak past.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 23/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
Party Loot

User avatar
Alecto
Silver Patron
Silver Patron
Posts: 521
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Denying the Devil

Post by Alecto » Fri Dec 14, 2018 9:25 am

On seeing Rod take off to lead the demonic forces astray, Alecto decides to join in that effort. Using his efforts to distract as cover, she takes the opposite route...being as quick and fast as possible, she seeks to avoid attention as she scouts the enemy lines and finds a safe path for the others to follow. A combination of mechanically-augmented ground speed, punctuated with periodic bursts of jetpack, sees her off...always watching the reactions to Rod's Dragonwing, and quick to take advantage of the openings he gives...

(Assisting with The Great Escape)
Rolls: Stealth 7, 1 benny spent
Stealth 1d8-2 = 1: 3 or 1d6-2 = 0: 2 - Chameleon suit inflicts -4 to Notice checks to spot, if that's useful...
Extra Effort (w/Elan): 1d6+2 = 6: 4
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
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1803
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Denying the Devil

Post by Venatus Vinco » Fri Dec 14, 2018 2:44 pm

Round 2 Summary
Crypt Keeper (Challenge 1): 3 successes
Tim Again (Challenge 2): 2 successes
Help From Our Friends (Challenge 3): 3 successes
The Great Escape (Challenge 4): 3 successes
Total 19/24 successes
Like the hobbit in tales of old, Zolo sneaks past the Basilisk and scores the book with cunning and stealth. Meanwhile, outside the team works hard to keep demons and the CS at bay. Merlaggon and Sinder lend heavy duty support to the Pueblo natives. They cheer loudly at the sight of Merlaggon, the presence of a dragon bolsters their courage and breaks the spirits off the demons. A dragon opening up with a rail gun breaks their faces. Meanwhile, Anon spoofs the Coalition sensors. His fancy work leaves the Death Head Transport confused and off course, foiling its ability to land troops. With a larger demon force approaching, Rod, Alecto, and Anarik bait them into following the wrong path - leaving an opportunity for the group to escape with the goods. With a little help from the Pueblo, who seem to adore Merlaggon, the group also learns of Fell's next target.
Compiled Tales of New Mexico
An old book, written in Spanish, that assembles many of the stories, tales, and religious practices of the various native tribes of New Mexico. They were collected by an early Spanish missionary and added to throughout the years. The book is not magical in and of itself, although it is miraculously preserved for all this time, but contains the steps needed to restore the ancient protections on the tribal lands. Protections which should drive back the demonic incursion. Those with K/Arcana recognize some of the rituals as an old form of geomancy, mapping ley lines and tapping into their power even before they were visible. The Book adds +2 to Mysticism rolls and +4 to Common Knowledge rolls related to New Mexico Native traditions.
The Acoma Pueblo
The Acoma Pueblo, known as the Ancient Sky City, is built atop a sheer-walled, 367-foot sandstone bluff in a valley studded with sacred, towering monoliths. The Sky City is considered the oldest continuously inhabited community in North America. During the cataclysm it was protected from destruction by the Native American Spirits. The mesa-top settlement became a place of refuge throughout the post-apocalyptic dark ages and continue to be a centre of Native American culture. The high cliffs and stone walls make it a veritable fortress.

Acoma holds many treasures of the Pueblo people, none more important than the Mah-pah-róo (the Mother). It is considered the most beautiful article a Pueblo ever fashioned. It is made from a flawless ear of pure white corn covered with a downy mass of snow-white feathers, and hung with ornaments of silver, coral, and the precious turquoise. It is said that at one time there was no night, only day, for the Sun (Father) and Moon (Mother) both had two eyes to shine light on the earth. However, the mother sacrificed her eye so the world could have night and the people could rest. The Mah-pah-róo contains pure sunlight, light powerful enough to conquer any darkness, and it one of the holiest items in New Mexico. It is needed to power the entire ritual.

Unfortunately, the Demon Lord of the Hell Pit knows the value of the Mother and has placed the Acom Pueblo under under siege by an entire demonic army. Breaking the siege and convincing the Shaman to let the Mah-pah-róo travel to the hell pit is the 1st SETs most daunting task to date.

Approach With Caution
The army laying siege to the city is massive, with flying demons patrolling the skies, and mounted riders aggressively scouting the approaches. Getting close to the city without being seen is going to be difficult.
Challenge 1
Type: Covert (Interference)
Modifier: -2
Leader Skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking, Survival
Help From Friends
Fortunately, the Pueblo warriors from the church know a secret way into the city. They have agreed to guide a team from the 1st into the Acoma Pueblo unseen. Once inside, there is still the matter of finding and securing the final item.
Challenge 2
Type: Covert (Jackpot)
Modifier: +2, Gain and contact if successful
Leader Skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking, Survival
The Gatekeeper
Once inside the city, the team must still win the trust of the gate keeper. She will not let them pass until she is satisfied they are on the side of good!
Challenge 3
Type: Interaction (Interference)
Modifier: -2
Leader Skills: Intimidation, Investigation, Persuasion, Streetwise, and Taunt.
Herald of Death
The Greater Demon who granted Lial her power over radio communications is part of the siege army. Her ability to target communications, broadcast fear, and wage a war of terror is unparalleled. Falling prey to her vicious Taunts and technical attacks could crippled the team!
Challenge 4
Type: Technical (SNAFU), failure and the team suffers -2 to all technical skills for the rest of the session
Modifier: Roll Against leader, 20!! 1d12 = 12: 12 1d6 = 1: 1 Ace: 1d12 = 8: 8
Leader Skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking, Survival
You Want to Take What?
The eldest shaman of the Acoma Pueblo is flabbergasted by the request to take their most holy object. It is going to take some real convincing, or trickery, to get him to part with it to a bunch weirdos.
Challenge 5
Type: Interaction (Disaster)
Modifier: -4, roll against enemy leader, 26! 1d12 = 12: 12 1d6 = 5: 5 Ace: 1d12 = 12: 12 Ace: 1d12 = 2: 2
Leader Skills: Intimidation, Investigation, Persuasion, Streetwise, and Taunt.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Fri Dec 14, 2018 8:26 pm

Lead of Challenge 5:

Zolo looks at the battle with a grin. She pops a ring out of her pocket catching it aptly. A little trinket I picket up from the baslik lair... Its invisibility should come in handy. Zolo pulls down her goggles getting a good look. ” So what do you say I go talk to cheif whats his face and get the elders to part ways with holy object. Honestly... I might have snagged a few pre-rift tribal ledgers and such that could help us convince them...” Zolo’s voice trails off as she sees the demons surge eating folks... Well I hope mom writes about this... Those Tribal scrolls I nicked from Castle Refugee only leave only one option, and it will require precise timing.

Zolo disappears putting the ring over her finger and scampers into the fray dodging here dodging there and using the secret ways to get into the publo. She pops off the ring once she gets to the tribal shamans sweat lodge and almost gets killed by the tribe’s gaurds. Zolo puts her hands up, ” Woa... Woa... Take it easy... I am with the tomorrow legion and we need the Mah-pah-roo.”

The shaman looks at Zolo with a wizened look that is unmoving, ” The wind howls but does not move the mountain.”

Zolo chuckles inwardly. I knew you would bullshit me. ” Right, so there are a million demons outside coming for this thing. We got a plan to stop them but we really really need it.”

The shaman clicks his toungue and sits in the sweatlodge lighting a fire. He looks at Zolo who has two vibro spears at her throat from the honor gaurd. He softly says, ” The wind pines for what it cannot have.”

Zolo sighs. Tribe Elders are always the same. Zolo looks back seeing a large demon by the name of Killer Bee break through the lines heading for the auspicious lodge. Mom, Dad... I know you will be pissed but, its the only way. Zolo gingerly, least she be stabbed, pulls out an ancient scroll. It was made of birtch bark and in the language of Wiigwaasabak. Zolo tosses the scroll at the elder winking and calling out, ” You owe me, and there fore my team now.” She slips the gaurd’s hold on her scampers up the walls of the sweat lodge using the pokey thatch as handholds and leaps just as the roof is torn asunder by the ungliest, stinkiest, and smelliest demon you could imagine. The demon growls and goes for the shaman only to instead grab the leaping Zolo cutting the halfling in two with the largest great sword ever conceived of. It was one of those swords that had a good name like Drool Maker, or Child Eater. The gaurd’s do their thing and strike back beating the demon back to the line. Those gaurds are something.

Thats right shaman, Zolo through down and saved your life. That scroll says you owe me in an ancient language in no uncertain terms. Zolo looks at her legs a good 3 feet away a bloody mess. So this is what it feels like to be small... Its cold.

The shaman with scroll in hand sheds a tear for the halfling. ”The wind had teeth. Your spirit will be one with the mother... Thank you.”

Right back at—- ugghh...

Adventure Card: Better you than me played for 2 successes. Card was technically played on the shaman and zolo took the hit.
Investigation: 1d10+2 becomes 1d10-2 = 5: 7 wild 1d6-2 = -1: 1 Benny for EF: 1d6+2 = 8: 6 Ace 1d6 = 1: 1
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Roderick Wolfram
Posts: 128
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Denying the Devil

Post by Roderick Wolfram » Sat Dec 15, 2018 10:16 am

Challenge 4 Herald of Death

K/Electronics: 23 TN: 20 - Success!
TN: 20
Knowledge: Electronics 1d12+6 = 17: 11
Wild Die: 1d6+6 = 9: 3

Spending a Benny for extra effort: 1d6+2 = 3: 1 (Elan)

Bennies now 3 of 4.

Beta assist:
Knowledge Electronics: 1d12+6 = 12: 6; Success +2 raises

Total: 23

With the demonic army encamped around the city, Rod waits for the darkest part of the night to bring the Dragonwing into the city. He flies at maximum altitude at a sub-sonic speed until over the town.

"Charlie, scan the area below for a landing spot." Rod says to the automation on his right.

"Yes, Rod," it replies in his own voice. "I have found one, it looks like the city square."

Rod attempts to contact his own team, but just like with Lail, the demons control over communications are complete. Between curses, mis-information, and just plain static, the demons have locked out the ability for the people below to call for help.

Like a hawk spotting prey, the Dragonwing, suddenly dives towards the city it's engines accelerating it to the ground. At the last moment, the robot's legs flick forward and jets of fire spear down slowing it to a hover just a few feet above the ground. The final drop is with a clunk as it's weight cracks the stones beneath it.

Dust settles around the DragonWing where it land uncermonially out of the sky as it lands in the pueblo's. Heat-waves radiate from the robot and small pings can be heard as it cools down.

Rod exits the robot and can hear the argument in the sweat-lodge, Zolo's voice carrying clearly.

The radio interference needs to be neutralized, Rod thinks. Once Zolo gets the artifact we need from here, we'll need to be able to coordinate the next part of the plan. Rod turns around and looks at his robot. The communication systems are the best that NGR has Anon was able to stop Lail for a short time, maybe we can do the same.

Through the mental link, Rod calls out to his two automotons, Beta, Charlie, we have work to do. His mind shares his plan to modify the sensor suite of the Dragonwing. If this fails, Rod shakes his head not completing the thought. I'll just have to use visual scanning then.

The trio begin pulling out electronic modules out of the robot and rewiring them.

The cobbled together electronics hum as they are powered up by the nuclear heart of the Dragonwing. The images and sounds coming from the communication are almost comprehensible. All three, Rod, Beta, and Charlie all raise their right fists in the air and shake it in frustration, their near identical though processes clearly demonstrated. Rod, looks around and points up to the tallest structure in town and old rusting radio tower. Beta and Charlie pull cable and attach it, all three hoping the metal structure will provide the necessary single amplification.

In the cockpit, Rod sees the snow on his screen dissipate,what passes for a smile on Elle of the Owls face clearly visible in his screen.
Last edited by Roderick Wolfram on Sun Dec 16, 2018 9:06 am, edited 2 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

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)
Q1 2019 Adventure Cards
  • None Drawn Yet

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 254
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Denying the Devil

Post by Sinder » Sat Dec 15, 2018 11:51 am

Challenge Lead 2 Total =13
OOC Comments
Investigation 1d10 = 3: 3 (spend a benny to use his spirit in place of any other trait roll for a round.) Computer +2, extra effort 1d6 = 3: 3
Wild Dice
1d6 = 6: 6 Aced Wild Dice 1d6 = 2: 2
Total =13
Jack hangs out with the natives, whom Merl and he help rescue he notice that two are carrying shields, He asked about the design on the shields which feature a jack rabbit and hawk. They tell him a story about them.
“The hawk has great eyes they see far away, the jackrabbit has his ears. But will still end up as a meal unless he stays hidden, the jackrabbit was eating and he notice that his friends would be capture by the hawk if they ventured out when the hawk was around. Those that lived were the ones that stayed near the bushes and hid and waited, this goes against the jackrabbit’s nature to run. But patient is a must even for the fast.”
The other shield had a spider and web, Jack asked about that the Natives told him of the trap door spider.

“The Spider makes his home near the roots they act as funnels for prey and there was a young child that studied them, he notice that the spider could not be seen even when the roadrunner was right next to him. So the child made his own trap door to hide from the white man who were chasing his people and it worked.”

Sinder notice that both shields had a squiggly line. .
“Who knows what they are for, the ancestors forgot that part of the story. "
But Sinder feels they are important. He had seen those before and when he brings up a map on his computer and does a search for likeness the squiggly lines match trails used in the area.

Sinder brings this to the Natives attention, they look and one says
“There are caves and over hangs along here they match breaks in the line of the Jackrabbit, some I don’t know why there are breaks. Those must be spots that we can hide from the birds in the sky.”
Another speaks up,
“Maybe the breaks on the other one is places the traps doors are?”
Sinder speak, “This is not a race this is where we go slow and steady.”

The natives and Sinder use the maps to get to the city, sure enough with a little patients he and the navies slowly move and find trap doors and caves to hide themselves from the demons overhead.
Last edited by Sinder on Mon Dec 17, 2018 5:08 am, edited 1 time in total.
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:50/50 Spent 8 Left 42
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, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


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

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

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
Alecto
Silver Patron
Silver Patron
Posts: 521
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Denying the Devil

Post by Alecto » Sat Dec 15, 2018 12:22 pm

The air approach would never work. The noise and exhaust of her jetpack couldn't be concealed by her armor's chameleonic properties. From her vantage on a nearby rocket outcropping, she could see the ground route wouldn't be much easier. If she had an advantage, it was that the demons seemed to think they had their angles covered. They were ready, presumably, for someone approaching invisibly. Their scouts were far enough apart however that she thought they might not be ready for someone who was merely very hard to see.

Staying low to the ground, Alecto moved in towards the besieging army of supernatural horrors. Her armored suit's array of cameras took in the light and color of the environment around her, and the embedded display elements created matching images on the opposite sides. Up close the contours of the suit were still not too hard to spot, even if it was still tricky to make out its specific location...but from farther away it was almost impossible to pick it out of the background unless you knew exactly where to look.

Alecto moved in a series of quick darts, followed by pauses where she froze immobile...a stillness that organic infiltrators would be hard-pressed to match. When waiting, she watched...gauged the demons to see if any of them had seen something when she'd moved last. Was looking suspiciously her way. When the coast was clear, she moved again. Stockpiles of supplies offered occasional cover points. And fortunately, the demons weren't terribly unlike humans under these circumstances. They didn't even fill ranks around the city...rather, they congregated around spots of interest; cookfires or mess tents, or victims to torment. Siege was long, boring work...no one was on lookout duty within the horde.

That would be silly.

Even so, there were rough moments. The fiendish mob had other, more animalistic elements. Monstrous hounds corrupted into black-spiked, flame-eyed terrors that warbled choked barking noises from enclosures that barely kept them in check. Avoiding those enclosures, and the occasional patrol that had a houndmaster leading it, forced Alecto into suboptimal paths. She had to spend nearly five minutes, pinned inside a disgusting larder while a demonic chef squatted outside collecting captives for a clamoring horde of lesser creatures wanting a meal. Finally he moved out to serve them, and Alecto was able to slip away.

At the city wall, the need for stealth was removed. She fired her jetpack, shocking several demons who'd been lobbing jeers and little balls of fire at defenders atop the walls. Before they could react though, Alecto was over.

Inside she was immediately ringed by armed defenders. She raised her hands.

"I've come to help."


Approach With Caution (Lead): Stealth 9
Stealth (-2 event modifier, +4 chameleon armor) 1d8+2 = 9: 7 or 1d6+2 = 5: 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

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Sun Dec 16, 2018 11:42 am

What is that roar? Rod’s dragon wing? Like sweet music... I bet he is getting that demon off the air waves... Some of those taunts where just horrific. I mean how would Merlaggon actually do that to Cory?

Zolo opens her eyes seeing the wizened shaman looking down at her. The Shaman touchers her legs now reattached, ” The Winds blows like the mountain stands.?” Whatever old man... I hope you remembered I saved your life.

Zolo croaks making sure all her other extremities were still attached. They were. ”So about the Mah-pah-roo? I really really need it.”
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 308
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Denying the Devil

Post by Merlaggon » Sun Dec 16, 2018 6:37 pm

Leading Task 3 - 12
Intimidation (+2 due Strong Willed, -2 due Scene, +2 due "Big Guns"... +2 Total)
  • Intimidation: 1d6+2 = 6: 4
    Wild: 1d6+2 = 4: 2
    • Extra Effort (With Elan): 1d6+2 = 6: 4
    Result: 12 - Success with 2 Raises.
Walking up to the gate in his Majestic True Form, Merlaggon is SHOCKED that he is stopped.

"What do you mean we can't come in? YOU say we have may be EVIL and have to prove ourselves friends to enter? The whole reason we are coming here is to STOP an evil force from corrupting MORE of the earth. We have saved some of your friends from the Demons and Simvan who had them surrounded and under attack. If we were TRUELY evil, we just would have forced our way in past you. I KNOW that the weapons you are wielding wouldn't even scratch my hide, yet here I am talking to you instead of just forcing my way through. Ask the people we rescued about our might. Even without most of your forces fighting off the Demons, we could have forced our way inside... yet here we are just talking to you. This... disrespect... is making me ANGRY. You don't want to make me... ANGRY!!!"
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    [*]-1 due Soak vs. Spider's Railgun
    [*]-2 due Reroll Soak vs. Spider's Railgun
ISP :8 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 36(16) 35 (16) MDC; Size +7
Toughness: Human Form - 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, TW Heavy Railgun (0/120 Shots)

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

User avatar
Anarik Ebonlocke
Posts: 66
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Denying the Devil

Post by Anarik Ebonlocke » Mon Dec 17, 2018 2:54 am

Challenge 4 Support
Spellcasting 8; +2 to to Leader
+2 Banish
Spellcasting 1d12+2 = 8: 6
Wild 1d6+2 = 5: 3
Acoma Pueblo
Afternoon
Round 0

Anarik didn’t know much about radio transmissions or technology, but he did know demons. He knew if Rod was going to break through whatever mystic interference, he was going to need cover from the demon army.

Anarik and Ilserayne took cover and he started casting, sending demons back where they came from.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 23/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
Party Loot

User avatar
Anon
Posts: 79
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Denying the Devil

Post by Anon » Thu Dec 20, 2018 8:21 pm

TW to Assist in Challenge 2; +3 to Sinder’s Roll
Techno-Wizardry 1d10+6 = 10: 4 (includes machine maestro and challenge modifier)
Wild 1d6+6 = 8: 2
Being sneaky is not really Anon's area of expertise, but he's too intrigued by the puzzle that Sinder pieces together to help himself; he's got to go along.

As he, Sinder and the natives sneak through the path laid out on their artifacts, Anon lends a hand the best way he knows how: building.

To avoid one patrol, he slapped together a hard-light projected illusory field, basically creating an illusion to trick their enemies into thinking they were just part of the scenery. At another junction, a quick speed boost was needed to get them across open ground as soon as possible, so a batch of temporary adrenaline surge patches came in quite handy.

Following Sinder's lead, they manage to bob and weave their way safely through.
Anon
Anon Smith a human Techno-Wizard
Character Sheet

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Mon Dec 24, 2018 2:11 pm

Anarik Ebonlocke wrote:
Mon Dec 17, 2018 2:54 am
Challenge 4 Support
Spellcasting 8; +2 to to Leader
+2 Banish
Spellcasting Original post: 1d12+2 = 8: 6
Wild Original post: 1d6+2 = 5: 3
Acoma Pueblo
Afternoon
Round 0

Anarik didn’t know much about radio transmissions or technology, but he did know demons. He knew if Rod was going to break through whatever mystic interference, he was going to need cover from the demon army.

Anarik and Ilserayne took cover and he started casting, sending demons back where they came from.
Zolo pops out unexpectedly dodgimg Illerayne’s well placed assets. Wow, harder to avoid than I thought.
She grins at Anny puttimg her newly stitched leggings and legs. Normally Zolo would notventure out i to the battle but she had a question to ask of her displaced fellow team member, ” Anny, you like demons right? So whats the end game here? Doesn’t it seem too straightforward.” Zolo glances at his demonic familiar, ” I mean, don’t they come at you sideways?”

@Anarik Ebonlocke
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Mon Dec 24, 2018 2:18 pm

Anon wrote:
Thu Dec 20, 2018 8:21 pm
TW to Assist in Challenge 2; +3 to Sinder’s Roll
Techno-Wizardry Original post: 1d10+6 = 10: 4 (includes machine maestro and challenge modifier)
Wild Original post: 1d6+6 = 8: 2
Being sneaky is not really Anon's area of expertise, but he's too intrigued by the puzzle that Sinder pieces together to help himself; he's got to go along.

As he, Sinder and the natives sneak through the path laid out on their artifacts, Anon lends a hand the best way he knows how: building.

To avoid one patrol, he slapped together a hard-light projected illusory field, basically creating an illusion to trick their enemies into thinking they were just part of the scenery. At another junction, a quick speed boost was needed to get them across open ground as soon as possible, so a batch of temporary adrenaline surge patches came in quite handy.

Following Sinder's lead, they manage to bob and weave their way safely through.
Zolo pops out following Anon. The techno wizard never seemed to be sneaky but the look of facination on his face was enough to peak her interest in what Sinder was doimg as well. It had been a rather tough conversation with the elder and having ones legs seperated by demonic great sword was not very fun. The puzzle Sinder was putting together was a welcomed diversion. Besides this gave her a perfect opportunity if ill-timed to ask Anon about how accomplished a twchno-wizard he was.

While watching the two word she whispered, ”So Anon, how good are you of a techno-wizard? I got this sweet pistol I was hoping to one day make magical. Given my draconic heritage I can poeer techno-wizard items. Do you thonk you are up to the task to punch it up a bit?” She paused for half a heart beat, ” After you help Sinder of course.”
@Anon
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Mon Dec 24, 2018 2:27 pm

Merlaggon wrote:
Sun Dec 16, 2018 6:37 pm
Leading Task 3 - 12
Intimidation (+2 due Strong Willed, -2 due Scene, +2 due "Big Guns"... +2 Total)
Walking up to the gate in his Majestic True Form, Merlaggon is SHOCKED that he is stopped.

"What do you mean we can't come in? YOU say we have may be EVIL and have to prove ourselves friends to enter? The whole reason we are coming here is to STOP an evil force from corrupting MORE of the earth. We have saved some of your friends from the Demons and Simvan who had them surrounded and under attack. If we were TRUELY evil, we just would have forced our way in past you. I KNOW that the weapons you are wielding wouldn't even scratch my hide, yet here I am talking to you instead of just forcing my way through. Ask the people we rescued about our might. Even without most of your forces fighting off the Demons, we could have forced our way inside... yet here we are just talking to you. This... disrespect... is making me ANGRY. You don't want to make me... ANGRY!!!"
Zolo popped over to the gate hoping the 50 creds she paid to the gaurd was enough for them to give Merlaggon a hard time. Using her invisibility ring she watched in silience as Merlaggon did what all babies did throw a tantrum. Wow, I wish I had some popcorn...

Afterwards, Zolo popped over next to Merlaggon and looked up at the big dragon curious to see how the interaction with the gaurds might have helpped the baby dragon mature. ” He big guy the sun is geting low you know? What happened back there and how do you feel?”

@Merlaggon
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Mon Dec 24, 2018 2:38 pm

Zolo pops into the cockpit of Rod’s dragon wing. She maybe it was cramped but zolo was only half sized and never really needed a seat. Besides to see Rod in action mentally commanding his helpers was a perfect diversion while she waiting for the elder to make up his mind on giving up the artifact. This is sure a nice machine. Zolo can’t help but appriciate the craftsmanship of the dragonwing. Unable hold back Zolo’s curiousity gets the better of her and she blurts out, ” Rod, I got to believe you could command top dollar for services piloting a beauty like this. Kingsdale, Colorado Barronies, King Halloway down south... Why, work for peanuts with the To orrow Legion?”
@Roderick Wolfram
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 308
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Denying the Devil

Post by Merlaggon » Mon Dec 24, 2018 3:14 pm

Zolo wrote:
Mon Dec 24, 2018 2:27 pm
Zolo popped over to the gate hoping the 50 creds she paid to the gaurd was enough for them to give Merlaggon a hard time. Using her invisibility ring she watched in silience as Merlaggon did what all babies did throw a tantrum. Wow, I wish I had some popcorn...

Afterwards, Zolo popped over next to Merlaggon and looked up at the big dragon curious to see how the interaction with the gaurds might have helpped the baby dragon mature. ” He big guy the sun is geting low you know? What happened back there and how do you feel?”
Merlaggon looks DOWN at Zolo and just has one reply.

"I need to talk to my Cory!"
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    [*]-1 due Soak vs. Spider's Railgun
    [*]-2 due Reroll Soak vs. Spider's Railgun
ISP :8 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 36(16) 35 (16) MDC; Size +7
Toughness: Human Form - 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, TW Heavy Railgun (0/120 Shots)

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

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Mon Dec 24, 2018 5:04 pm

Merlaggon wrote:
Mon Dec 24, 2018 3:14 pm
Zolo wrote:
Mon Dec 24, 2018 2:27 pm
Zolo popped over to the gate hoping the 50 creds she paid to the gaurd was enough for them to give Merlaggon a hard time. Using her invisibility ring she watched in silience as Merlaggon did what all babies did throw a tantrum. Wow, I wish I had some popcorn...

Afterwards, Zolo popped over next to Merlaggon and looked up at the big dragon curious to see how the interaction with the gaurds might have helpped the baby dragon mature. ” He big guy the sun is geting low you know? What happened back there and how do you feel?”
Merlaggon looks DOWN at Zolo and just has one reply.

"I need to talk to my Cory!"
Zolo looks up at Merlaggon and then up some more finally meeting his eyes. Its like he has the mental capacity of a 1 year old. Super sad he might never grow up. Zolo frowns and sighs hating to be the bearer of bad news. ” So... About Cory... I am not sure where she is but if it makes you feel better I can pretend I am a 14 year old girl with rage issues and pretending to be board with everything.” Zolo sort of holds out a hand like one would to a dog or little kid letting them make the first move.

@Merlaggon
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 308
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Denying the Devil

Post by Merlaggon » Mon Dec 24, 2018 5:16 pm

Zolo wrote:
Mon Dec 24, 2018 5:04 pm
Merlaggon wrote:
Mon Dec 24, 2018 3:14 pm
Zolo wrote:
Mon Dec 24, 2018 2:27 pm
Zolo popped over to the gate hoping the 50 creds she paid to the gaurd was enough for them to give Merlaggon a hard time. Using her invisibility ring she watched in silience as Merlaggon did what all babies did throw a tantrum. Wow, I wish I had some popcorn...

Afterwards, Zolo popped over next to Merlaggon and looked up at the big dragon curious to see how the interaction with the gaurds might have helpped the baby dragon mature. ” He big guy the sun is geting low you know? What happened back there and how do you feel?”
Merlaggon looks DOWN at Zolo and just has one reply.

"I need to talk to my Cory!"
Zolo looks up at Merlaggon and then up some more finally meeting his eyes. Its like he has the mental capacity of a 1 year old. Super sad he might never grow up. Zolo frowns and sighs hating to be the bearer of bad news. ” So... About Cory... I am not sure where she is but if it makes you feel better I can pretend I am a 14 year old girl with rage issues and pretending to be board with everything.” Zolo sort of holds out a hand like one would to a dog or little kid letting them make the first move.
"Zolo, nobody can replace my Cory. I am going to talk to Sinder about things then. He at least is not mean and doesn't insult Cory."

With that, Merlaggon turns his back directly to Zolo and pointedly ignores him.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    [*]-1 due Soak vs. Spider's Railgun
    [*]-2 due Reroll Soak vs. Spider's Railgun
ISP :8 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 36(16) 35 (16) MDC; Size +7
Toughness: Human Form - 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, TW Heavy Railgun (0/120 Shots)

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

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Mon Dec 24, 2018 5:36 pm

Hmmm... Yeah definitely stuck in baby mode.. Zolo looks around for a dragon sized pacifier and sees a demon with an oddly bulbious head approaching with twin great swords wreathed in fire. Yeah that would work.
” Hey Merlaggon, what about that big ole demon there? He looks like he has seen Cory recently. Maybe try to ring our mouth the information of her whereabouts from him?”

Zolo tosses some dirt into the eyes of the demon aptly named Passy making it super easy for Merlaggon to work out some some of his tantrum fueled aggression.
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 308
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Denying the Devil

Post by Merlaggon » Mon Dec 24, 2018 5:54 pm

Zolo wrote:
Mon Dec 24, 2018 5:36 pm
Hmmm... Yeah definitely stuck in baby mode.. Zolo looks around for a dragon sized pacifier and sees a demon with an oddly bulbious head approaching with twin great swords wreathed in fire. Yeah that would work.
” Hey Merlaggon, what about that big ole demon there? He looks like he has seen Cory recently. Maybe try to ring our mouth the information of her whereabouts from him?”

Zolo tosses some dirt into the eyes of the demon aptly named Passy making it super easy for Merlaggon to work out some some of his tantrum fueled aggression.
"You are making fun of me, Zolo. That is being MEAN. I am heading off to find Sinder. I should let you have fun with that Demon you just pissed off, but when I see Cory, she would not be happy with me doing it. I don't like being manipulated, Zolo. You are just lucky I care what Cory would think of me. DON'T PUSH YOUR LUCK!"

With that, Merlaggon grabs the demon, rips its head off, and throws the body at Zolo's feet before walking away.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    [*]-1 due Soak vs. Spider's Railgun
    [*]-2 due Reroll Soak vs. Spider's Railgun
ISP :8 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 36(16) 35 (16) MDC; Size +7
Toughness: Human Form - 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, TW Heavy Railgun (0/120 Shots)

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

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Tue Dec 25, 2018 3:21 pm

Merlaggon wrote:
Mon Dec 24, 2018 5:54 pm
Zolo wrote:
Mon Dec 24, 2018 5:36 pm
Hmmm... Yeah definitely stuck in baby mode.. Zolo looks around for a dragon sized pacifier and sees a demon with an oddly bulbious head approaching with twin great swords wreathed in fire. Yeah that would work.
” Hey Merlaggon, what about that big ole demon there? He looks like he has seen Cory recently. Maybe try to ring our mouth the information of her whereabouts from him?”

Zolo tosses some dirt into the eyes of the demon aptly named Passy making it super easy for Merlaggon to work out some some of his tantrum fueled aggression.
"You are making fun of me, Zolo. That is being MEAN. I am heading off to find Sinder. I should let you have fun with that Demon you just pissed off, but when I see Cory, she would not be happy with me doing it. I don't like being manipulated, Zolo. You are just lucky I care what Cory would think of me. DON'T PUSH YOUR LUCK!"

With that, Merlaggon grabs the demon, rips its head off, and throws the body at Zolo's feet before walking away.
Zolo looks at the huge dragon leaving and looks at the demon he just tore the head off of. Reflexsivly Zolo gulps. It had been a while since she had truely seen a dragon loose his shit and Merlaggon’s tantrum was a stark reminder of their awesome power. Well shit, I better help him especially if Corey really is missing.

Zolo scoots past the gore of the demon and scampers after Merlagon, ”Woa, hey Merlaggon. Sorry I lost my head there. I tend to get carried away with dragons but only because I grew up with them...” The halfling half dragon was about to say You Know? but bites hard on her mouth realizing Merlaggon does not have his dragon family. He only has Cory. ”You still got that Fell Blade right? I bet there is something there in that sword that will let us track down Corey. Plus...” Zolo whips out her unique magnifying glass, ”With this, I can just about find anything if I put my mind to it.” She smiles at Merlaggon trying to get his attention, ” I have made my mind up to help you find Corey so its a done deal. If you don’t like it you will just have to eat me.”
@Merlaggon
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

User avatar
Anarik Ebonlocke
Posts: 66
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Denying the Devil

Post by Anarik Ebonlocke » Wed Dec 26, 2018 1:27 am

Acoma Pueblo
Afternoon
Round 0

”Anny, you like demons, right? So what's the end game here? Doesn’t it seem too straightforward.” Zolo glanced at the demonic familiar. ” I mean, don’t they come at you sideways?”

Anarik glanced at Zolo between spells. “Like is a strong word,” he said. “I don’t like them. They are just...useful.” He looked at Ilserayne, who stuck her tongue playfully out at Anarik and gave him a wink.

“It depends on the demon, Zolo,” Anarik continued, casting another spell. “Some are subtle and manipulative, like a succubus.” Another nod to Ilserayne. “Others are engines of pure destruction, like a fel reaver, or even a voidbringer.” He cast again, summoning a few of those demons to aid them. “And we have to remember that Fell isn’t a true demon. He used to be human. Who knows what that combination has done to the way he thinks and plans.”

Another spell, and Anarik yanked magic from one of the demons to restore his power reserves. “But you are right. A full on frontal assault like this seems too...direct and will draw attention from many enemies. We should be alert for any more subtle machinations.”
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 23/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
Party Loot

User avatar
Anon
Posts: 79
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Denying the Devil

Post by Anon » Wed Dec 26, 2018 9:50 am

Zolo wrote:
Mon Dec 24, 2018 2:18 pm
Zolo pops out following Anon. The techno wizard never seemed to be sneaky but the look of facination on his face was enough to peak her interest in what Sinder was doimg as well. It had been a rather tough conversation with the elder and having ones legs seperated by demonic great sword was not very fun. The puzzle Sinder was putting together was a welcomed diversion. Besides this gave her a perfect opportunity if ill-timed to ask Anon about how accomplished a twchno-wizard he was.

While watching the two word she whispered, ”So Anon, how good are you of a techno-wizard? I got this sweet pistol I was hoping to one day make magical. Given my draconic heritage I can poeer techno-wizard items. Do you thonk you are up to the task to punch it up a bit?” She paused for half a heart beat, ” After you help Sinder of course.”
@Anon
Finally! Someone wants me to improve something! Anon gives a wide grin and replies, "Absolutely, Zolo. Making things magical is something any techno-wizard worth his salt can do. As for how good I am... well, I'm pretty good, if I do say so myself, but I'm still in the lower ranks of my guild. I can do some pretty useful upgrades, but I can't embed powers into things yet; I'm still working on that. But if you just want it to cause more hurt, or if you want the shots to be magically guided to hit their targets, I can help with that sort of thing, no problem."
Anon
Anon Smith a human Techno-Wizard
Character Sheet

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1803
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Denying the Devil

Post by Venatus Vinco » Wed Dec 26, 2018 5:46 pm

Round 3 Summary
Approach With Caution (Challenge 1): 2
Help From Friends (Challenge 2): 3
The Gate Keeper (Challenge 3): 3
Herald of Death (Challenge 4): 2
You Want to Take What? (Challenge 5): 2 successes
Total 31/24 successes
Bonus: Each player receives a bonus Benny, a bonus Action Card each round of our next combat, and a bonus Adventure Card.
Having navigating the siege and acquired the Mah-pah-róo (on loan). The 1st SET is faced with another daunting challenge - the assembled demon army surrounding the Acoma Pueblo! The army stretches out across the cracked plains of New Mexico for miles. While the group looks at what lies ahead, a cry goes up from the siege below. A new army comes upon the demon's rearguard and cuts its way toward the front. From their position in the Sky City the team can see an eclectic, rag-tag, army of cyber-knights, Native Americans, Legionaries, come along the ground. In the sky, Lyn-Srial Skyknights and even some mighty adult dragons fly onto the scene. The demon siege is broken and what remains of their forces breaks into retreat. Leading them all from the front is Elle of the Owls.

Elle flies into the city, setting down near the 1st.

"Well done collecting what we need. Now the real fight begins."

The commander of the Special Expeditionary Force says the Hell Pit is 65 miles away and the ritual must be preformed at the very centre of the pit. Pueblo scouts from Acoma report that the pit is massive, easily a mile wide and hundreds of feet deep. The pit is centred on a massive nexus point with dozens of intersecting ley lines crisscrossing the area. Four blood pillars are key to the pit, they draw energy from the ley line and act as a demonic terraforming devices, converting earth into hell.

Look at the group Elle swings her arm out across the assembled "army" of heroes.

"Many have answered the call, but it may yet not be enough to break the demons lines into the pit. We will attack, but you must break through to the centre and collapse the blood pillars using the ritual you uncovered."

Looking grim she sets her large, owl-like eyes, toward the east.

"Make ready for battle."
Preparations
Next step is a mass battle followed by tactical combat/ritual to collapse the hell pit.

Now is a good time for strategizing, questions, preparations, etc.

Mass Battle SWADE:
https://lh3.googleusercontent.com/-BO3J ... t_id%253D1
https://lh3.googleusercontent.com/-QT_y ... t_id%253D1
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Roderick Wolfram
Posts: 128
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Denying the Devil

Post by Roderick Wolfram » Fri Dec 28, 2018 12:19 pm

The sight of the Tomorrow Legion and it's allies creates a fierce grin on Rod's face. We can win this, he thinks.

Beta and Charlie using the equipment brought by the legion sets up the interence gear to keep the radio waves clear of demon chatter. Afterwards, they put the Dragonwing's communication and sensor suite back in it's normal configuration.

...

As the leaders gather in the town to meet with the 1st, Rod hunkers down with his team eating some sort of meat on a stick that's been grilled over the fire.

Rod is no longer surprised when the leader of the Tomorrow legion yet again calls on the 1st to be the point of the spear. He ponders a plan using his own knowledge of battle tactics, but Zolo, despite his queer antics, has been the one come up with the 'Impossible plan to handle and impossible situation'. He volunteers his thoughts, "I think we should lead with our ground forces, pulling the demons attention from the air. Then we use the sky-knights and Dragons to shield us as we make directly to the Hell Pit from the air. What do you guys think? Having seen Merlaggon in action, I know what Dragons can do, what about these Sky-Knights?"

Knowledge Rod doesn't have

Zolo as leader using K/Battle. The rest of us support him.

Have the sky-knights call in their cloud-weavers to create temporary structures as defensible positions and then use their magic to create various weather effects (fog, rain, lightning, wind) to harass the demons). With the demons mired in the mud and unsure of what direction to go, the dragons fly in and breathe down death and destruction. With the wet ground now baked dry by mega fire, the ground troops move in and take out the survivors. Rinse and repeat the 65 miles to the hell pit.

We still need to know who has the force bonus and how much it is. As well as the Tactical Advantages and Battle Plan bonuses VV is willing to grant.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

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)
Q1 2019 Adventure Cards
  • None Drawn Yet

User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Denying the Devil

Post by Zolo » Tue Jan 01, 2019 7:26 am

Zolo looks up at Rod. She has her magnifying glass out looking at the charred meat on a stick he was eating. Wonder what kind of meat that is. Good thing I just switched to vegan. Loosing your legs and then having thm magically reattached changes ones diet they say.

Zolo seemed abit perturbed at the arrival of Elle the owl and her allies. Instead of shooting the owl Zolo voices her concerns at the kombya session Rod organizes. ” So... Rod fine plan, but seriously did you guys see that smug owl swoop in with her fancy allies, dragons, cyber knights, and sky knights. Pfft I could have gotten us some real dragons ya know?” Zolo sighs pulling out extra dimentional magazine from out of a fold in space. Head Line reads Elle saves the Day.

”I am just curious how she does it? Staying so blue and clean, I mean does she preen all day? Ok ok I admit it, I got a hard time staying objective with her around. We went after the same guy once and she won, long story which I will not share. What do you say, toss me your ideas for this battle and I’ll take this napkin and write down a secret battle plan that we can execute... ”

Zolo pauses and smiles writing on the back of the napkin, ” Maybe we can use that feather we got to make it rain holy water for a spell.”
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: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.

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