Shore Leave: Escabana (Merc Bay)

Exploits of Adventure Incorporated!
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Venatus Vinco
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Shore Leave: Escabana (Merc Bay)

Post by Venatus Vinco » Wed Feb 19, 2020 7:36 pm

Status wrote:
  • Tokens 25/25 (Success!!)
  • On Shore Leave in Merc Bay
Confusion and chaos reign in the pirate flotilla. Speed boats careen out of control, collide with one another, and capsize as laser fire, explosions, and mystical power wreak havoc amid their crews. Mars gives one of the boat pilots a look into her true nature, as a terrifying goddess of war. He is immediately shaken and leaps from his ship into the frigid waters of Lake Michigan.

Shimmering like an illusion over the water, Tiny continues to grab hold of pirates with his telekinetic powers, drawing them overboard and inciting panic amongst the crews. Meanwhile Phoenix continues his ghostly walkabout using well placed explosives to illuminate targets for his teammates.

Aided by their pyromaniac friend, Ajax, Icosa, and Caine all hit home sending a half dozen boats in scrambling in different directions. William continues his mystical airborne onslaught setting another boat ablaze forcing its crew to focus on firefighting.

On the bridge, Tex takes a moment to survey the scene and paints a few targets with the Fortunata’s radar scope. Suddenly, the skie erupts in flames and missile plumes streak toward the drawn to the radar pings like moths to a flame. Massive explosions rock through the speed boats reducing them to splinters. Another barrage of missiles follows closely behind targeting the pirate fast attack vehicle but it has already turned tail to run with the ill gotten gains from the downed ship.

Flemming brings his boat around, but there are no remains of the sunken cargo ship. It looks like she went down with all hands.

With an escort from Northern Gun forces the last leg of the journey is uneventful. The Captain of the convoy holds a brief memorial service aboard one of the freighters and thanks the crew of the Fortuna for their assistance. Many more would have died with their help. It is a bittersweet thanks.

Docking in Escabana the freighters dole out the funds from the sale of the sea monster harvest and wish the crew good luck. Flemming gets to work unloading the Fortuna and transferring her cargo to Adventure Incorporated’s land transports.

Lady Alexandre Mackenzie awaits the group when they reach the local hotel that houses the company, ”It seems you had quite a journey. Given an account, then take some time to rest. We head west overland in two days.”
Report
Give an IC report of your travels, and take a benny
Shore Leave
Up to you how you want to spend the next two days. I don’t anticipate an adventure, but if you start throwing grenades anything can happen
Merc Bay is a hubbub of activity servicing Great Lakes trade for Northern Gun, Manistique, and even the Coalition. There is no shortage of high tech gear and hi-jinx available.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Ajax
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Joined: Wed Jan 08, 2020 12:04 am

Re: Shore Leave: Escabana (Merc Bay)

Post by Ajax » Thu Feb 20, 2020 9:09 am

Ajax salutes Lady Mackenzie as appropriate, and regales with stories of their heroism and the tragedy of losing a ship under their watch, extracurricular as it was. "The company acquitted itself admirably in both conflicts. The sea monsters managed to consume a handful of sailors, but by and large, only served to feed us and provide us fodder for sale. I consumed several cuts of the flesh, and prepared appropriately, they are quite appetizing." He grins, a touch of the lazy euphoric chemical mix tipping him towards lethargy. "The pirates, however, claimed a larger portion. They managed to down one of the vessels we had undertaken to protect. Still, had we not been present, I am certain the pirates would have...pirated...the whole convoy." He stifles a yawn. "I'm sure it has done us no ill to garner favor with other factions. The waters are a dangerous place. I am pleased to have been of assistance, but ye gods! I need to run. And find a meal." Once dismissed, he finds the nearest exit from the city, dials up the juice, and releases several days worth of speed, putting Mercury to shame with his velocity. Upon return from the city, he searches for additional supplies and armament to carry into battle.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Icosa
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Location: 1st SET

Re: Shore Leave: Escabana (Merc Bay)

Post by Icosa » Thu Feb 20, 2020 9:58 pm

In her debriefing, Icosa is bright and cheerful, presenting a smile and her most melodious vocal tone. This operation had been a success!

"The Fortuna was contacted shortly after departure by civilian vessels that were under attack by large aquatic creatures of uncertain taxonomy. My partnership with the crew resulted in those creatures being swiftly killed. We then elected to escort the civilian ships, which proved fortunate. Midway through our journey an attack force of apparently unaligned boats and ships intercepted us. They were able to sink one of the ships. This was unfortunate, but unavoidable, given their numbers and equipment. I have full records of the incidents available for review on request. These early successes only reinforce how essential our mutual cooperation is."

Following the debrief, she loiters just outside the hotel, hoping to catch one of the others that had served on Fortuna before everyone scatters to do their own things.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

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Erebus Caine
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Joined: Wed Jan 08, 2020 1:06 am

Re: Shore Leave: Escabana (Merc Bay)

Post by Erebus Caine » Fri Feb 21, 2020 4:11 am

Merc Bay
Afternoon
Round 0

Erebus Caine broke down and cleaned his rifle as he made his report. Always take care of your weapon. It will save your life.

“We could have bypassed the cargo ships. Not our assignment. But they wouldn’t stand a chance. And it was good practice to see how we worked together,” the former Coalition sniper reported. “The D-Bees made a good show, if undisciplined. Too flashy, if you ask me. But that’s magic.”

He snapped his rifle back together.

“The pirates were another story. That went less smoothly. We lost one of the ships. Grenade mishap. Friendly fire.” Caine bit his tongue, though. Who gives explosives to insane people? “But we ultimately prevailed. Definitely stiffer resistance. But everyone came through.”

Walking out of the building, Caine saw Icosa standing there, seeming to wait for someone. He glanced over the attractive Human woman, the only one of them not some D-Bee freak or magic crazy.

“Good job,” Caine said simply. He turned to head toward the market. He wanted to see if he could get some better armor.

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
Group Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.

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Phoenix
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Joined: Sat Sep 14, 2019 4:49 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Phoenix » Fri Feb 21, 2020 10:08 am

What happened? We went looking for trouble and it found us. Then I found it and blew it up.
Pheonix was sketchy on the details not exactly wanting to explain how he had to sink one of the Imperium ships. After all it had clearly been an accident. He did however offer some words of misdirection, “Tuna did well as you might expect. Got some meat and brought home some ships. Dropped some pamphlets outlining the storied goals of New Lazlo for the savages out in the wilds. ” He paused wondering If he was too vague on the details. He needed a way out and had a plan. Usually if you mention something uncomfortable folks will just let you leave to avoid the awkwardness. He cleared his throat stepping close so that his scent intermingled with hers, ”Mars has first dibs, but If you need me to come to your room later just hit me on the comms.”. After winking he expertly used the awkwardness to excuse himself and gather some supplies and creds so he could restock and do some shopping.

First thing was he needed a nice hi-tech bow with an array of arrows. Most folks thought arrows were a bit under ratted but if he could get his hands on the explosive kind he could defiantly in crease their yield. He also needed to restock his grenade supply, plus acquire some common house hold items to help further the explosive process.

Well he had a list of things, he probably had the creds, he was like a man sitting at the table with a sharp knife and fork in hand looking at an empty plate. He needed the steak. @Tiny Tim ”Timmy, are you playing with Huxley? Common down to Sideshow St so we can do some shopping in style.”

Outside the hotel while waiting for Timmy he smiled at @Icosa waiting. Is she loitering? She was not unearthly beauty like Mars, but still he made a promise to be civil, ”Hey, ‘Costa right? You going shopping or trying to decide if that.” He pointed at the exterior of the hotel, “Is egg shell or white?” He fiddled with a grenade and looked at her.

Rolls forth coming when I get a chance to read through them.

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Tiny Tim
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Joined: Sun Nov 10, 2019 2:15 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Tiny Tim » Fri Feb 21, 2020 11:29 am

Phoenix wrote:
Fri Feb 21, 2020 10:08 am
@Tiny Tim ”Timmy, are you playing with Huxley? Common down to Sideshow St so we can do some shopping in style.”
With a big thump from the rolling almost invisible Hatchling Dragon with the Phantom Wolf.

"Awww... do we have to?!? Huxley and I are having fun down here at the docks. I have only thrown him onto the water a few times so far... and pulled him into the water once. The people working here at the docks haven't complained to us yet... they are even moving to give us more room to play!!!"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 15/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers: None

Bennies: 1
Base Amount
+1 due Post Reply Speed
+1 due Icosta's Joker
-3 to Reroll Psionics in Round 1
+1 due Tiny Tim's Joker
-1 due Reroll on Tiny Tim's Athletics for Flying
-1 due Reroll on Tiny Tim's Psionics to Boost Athletics

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William Rufus
Posts: 38
Joined: Sat Jan 04, 2020 6:17 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by William Rufus » Fri Feb 21, 2020 1:11 pm

When it is his turn to report what has happened since their last meeting, he heads over to Lady Alexandre Mackenzie and waits for her to start . William is happy to report how the team worked together. So he is eager to speak, "Lady I am Proud to report that I believe the team over all preform better than I could hope ,for. The first incident we spotted a group of trading vessels being attacked. by some aquatic life forms , like reptilian dinosaurs. The team with the captains's suggestion, rendered aid to the people that were in the water and to the vessels that were being attacked. after the creatures were neutralized, we proceed to rescued those sailors that had been thrown overboard, when they were returned we rendered further aid in healing the injured, repaired the vessels and processed the creatures for food and other items.

We then got under way and decided that we should convoy with the other incase of any other trouble. It was a good thing we did. In a few hours the convoy was attacked by some privateers. with out are assistance I fear the entire group of trading vessels would have been slaughtered.
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Venatus Vinco
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Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco » Fri Feb 21, 2020 5:29 pm

Shopping & Carousing
FYI wrote:Sea Monster Proceeds: Increase wealth die by one type (to a d8, d6 for Icosa) and select a new piece of adventuring gear (Choose a piece of TLPG Adventuring Gear up to 30,000 credit).
To Buy New Things:
1) Networking: Make a Networking check modified by the item's rarity to find a seller. Add +2 for Northern Gun and Mass Market Gear. -2 for Magic Items, Technowizardy, etc. Each Raise adds +1 to your Wealth die roll to Make the Purchase.
2) Make the Purchase: If the item is less that $25 times your Wealth Die, no roll is required. If not, Roll your Wealth die at -1 for each 10,000 credits of the purchase price.
3) Narrate the Result: Include good quality story about your process, interactions, etc. I will mine these for hooks in the future.

Carousing
Going to pubs, getting in fights, meeting new and interesting people can be done a a Quick Encounter using Common Knowledge, Persuasion, Intimidation, or Taunt at -2. For each Success and Raise take a benny. Failure means you got into trouble, overindulged, or otherwise need to get bailed out, reduce your Wealth Die by one type. Narrate the result
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Icosa
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Posts: 590
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Shore Leave: Escabana (Merc Bay)

Post by Icosa » Sat Feb 22, 2020 1:32 pm

'Merc Bay,' as it was known, was one of the larger communities Icosa had encountered since her arrival on Earth. As such, it was a source of endless information. Stage 1 of her objective was to assess conditions on Earth, catalogue threats and opportunities in preparation for Stage 2. The stories of the mercenaries and business owners of Escabana provided a rich bounty of leads to follow up on. A small, but mathematically significant, portion of her earnings were spent in the various bars and hangouts, buying drinks and tipping performers. Her ability to perceive and react to social cues was tested, and not found wanting. Particularly valuable was talk of major communities that could tentatively be called 'nation states,' like the Coalition.

She also got a lead on some 'good deals' on local defensive technology. Her experience on the river showed that possessing a suitable ranged weapon would be important for continuing her assignment. Escabana was dominated by the offerings of a 'corporation' called Northern Gun. It was, to Icosa's sensibilities, a rough-hewn, scruffy excuse for a corporation. Its products were durable, and possessed stopping power, but crude and lacking finesse. The particle beam weapons she investigated were priced out of her reach, but there was a special going on in the store on a very interesting weapon; a laser rifle with an underbarrel grenade launcher. Again...crude, but capable of projecting sufficient force for her needs. The store proprietor gave her a discount on some grenades to go with it as well, and informed her that there was a 'special' being offered. Northern Gun was promoting a new sidearm called the 'Equalizer,' that was being sold with an armored overcoat. The coat would help her carry much of what she planned to buy...and a sidearm would be a valuable fallback in circumstances where the rifle was unsuitable. Icosa purchased that 'special' as well.

From there Icosa haunted several other stores, using the 'bonus' proceeds for saving the ships to procure additional necessities. A device to assist with the language barrier afforded by a world with dozens of competing civilizations, some of which were alien. A scope for her new rifle, to give it some of that finesse it lacked. Some equipment to help circumvent environmental barriers.

Icosa returned to base looking considerably more seasoned than she had left it, armed for bear and toting a backpack full of gear.

Carousing Roll
Persuasion at -2: 1d6-1 = 4: 5 or 1d6-1 = 3: 4
+1 Benny!
Shopping Rolls
For patron items, taking the overcoat and the NG Equalizer revolver sidearm.

For the 30k of Adventuring gear:
Language Translator (common North American languages, skill 1d12+2), 9600cr
Multi-Optics Scope (+2 Notice, offset range penalty by 2, when taking Aim, +1 Shooting), 3000cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
NG-S2 Survival Kit, 3000cr
Field Computer, grade 1, 10,000


That's less than 30k, but close enough. :)

Networking (Persuasion) to find ab NG-P7 particle beam rifle (Rarity -4, +2 for NG): 1d6-1 = 1: 2 or 1d6-1 = 4: 5
Wealth check at -2 to afford the NG-P7: 1d6-2 = 3: 5 or 1d6-2 = 0: 2

Okay, no particle rifle, hehe. Looking instead for an NG-LG6 Laser/grenade launcher combo
Networking (Rarity -1, +2 for Northern Gun) 1d6+2 = 3: 1 or 1d6+2 = 4: 2
Drat, was really hoping for a raise on that. Wealth at-2! 1d6-2 = 4: 6 or 1d6-2 = 4: 6

Yay! Got me a GUN!
Now for a sidearm...gonna try for the NG-45LP, particle beam pistol.
Networking (-2 Rarity, +2 NG product) 1d6+1 = 3: 2 or 1d6+1 = 5: 4
Wealth at -1: 1d6-1 = 3: 4 or 1d6-1 = 1: 2
Aww, can't afford it after the rifle. Oh well.

Some ammo for the grenade launcher! We'll try for AP grenades first.
Not sure if grenades get the mass marketed bonus, I'll roll without it: Networking (Rarity -1) 1d6 = 3: 3 or 1d6 = 5: 5
Wealth: 1d6 = 4: 4 or 1d6 = 1: 1
Yay! Got some AP grenades. The note here says a purchase grants 1d4+2 grenades... 1d4+2 = 6: 4

Now some high explosive:
Networking (Rarity 0, +2 mass market) 1d6+3 = 6: 3 or 1d6+3 = 4: 1
Wealth 1d6 = 4: 4 or 1d6 = 6: 6
Number of grenades 1d4+2 = 5: 3
Last edited by Icosa on Sat Feb 29, 2020 1:14 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
William Rufus
Posts: 38
Joined: Sat Jan 04, 2020 6:17 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by William Rufus » Sat Feb 22, 2020 8:32 pm

Casrosing 5

Persuasion: 1d8 = 2: 2 spending 1 benny to roll again 1d8 = 7: 7 -2= 5 a Benny made it
Wild Dice: 1d6 = 1: 1


Shopping

For patron items, taking the overcoat and NEMA Liberator Multi-Rifle
Networking for finding TW Force Field (Tiny Tim)
Persuasion 1d8 = 3: 3 -2 Sorry Tim could not help you find it
Wild Dice 1d6 = 5: 5 -2

If we can't get the TW Force Field
Networking Multi-Optics Helmet +2
Persuasion 1d8 = 1: 1 +2
Wild Dice 1d6 = 4: 4
Wealth 1d8 = 6: 6 -2=4 success if Timmy or our other can't find the TW Generator
Wild dice if needed 1d6 = 5: 5

After their networking in the bar one of the members gets a leadon where they might have a TW Force Field Generator. They all decide to check the place out in the morning. He heads to his room and prays before going to bed. Gods of good I have killed people to save others but I could not save all please help the families of those that were lost. I shall try to help in my way maybe the captain, can get the funds to them.
in the morning William sees the Captain and talks to him. The Captain stated the crew families would be well looked after and that those who live on the water understand the risk, but he will deliver any funds to the sailors that passed away. He add you group did fantastic. they were all going to die fi you people weren't there.
William Hands over 2000 credits worth of gems. he then waits for his friends to come down.

Caine, Tim and Will head to the place that might have a TW Force Field Generator .

When he gets back to his room there is a large trunk in his room, and a note from the captain.
Last edited by William Rufus on Sun Feb 23, 2020 9:33 pm, edited 7 times in total.
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Phoenix
Posts: 32
Joined: Sat Sep 14, 2019 4:49 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Phoenix » Sat Feb 22, 2020 9:12 pm

Phoenix opened the door to Captain Riker’s Bar and Grill. The door was solid steel, polished and immaculate with an emblazoned red CR on the right hand side. As Phoenix touched it he smiled slightly as his finger tingled. An electrical current. The devil must have installed it after last time. The inside was as sterile and clean as the front door. Polished, well swept, and servers constantly bustled keeping everything just so. It was fairly crowded, and the psi ghost waved in his companions, at the very least @Tiny Tim in a more human form. Huxley, you’ll need to sit this one out.

From the door it was 20 feet to a metallic high top bar whose counter was made of stamped concrete. The floor was mirrored, and the lights dangling from silver and blue chandeliers were bright as they were luxurious. Different folks from different strokes strode to and fro giving the place a slightly seedy tinge. Pheonix smiled wide yelling across the floor, “ I am looking for the no good tomato sauce faced sausage sticker devil man... Captain Riker!”
Carousing +2 bennies
Taunt -2 scene 1d8-2 = 1: 3 wild 1d6-2 = 4: 6 ace 1d6 = 5: 5
A swave D’norr devil man, a bit more brawny than most, parted through the cloud. He held a finger up shushing Pheonix with a knowing grin, “Phoenix, its been some time. I got the stuff you wanted for doing that thing for you know who. “
Good. The Tribunal always pays. The Tribunal of course being six members, all psi-ghosts, and all assassins, that did not “exist” according to Erin Tarin and yet coordinated their brethren in an imperceptible fashion throughout north America. Taking out the Imperium ship had been challenging simply because of all the witnesses, but it seemed most bought that it had been an accident.

The D’Norr straighten his silver tie and smoothed out his jacket. As if by magic a wrapped parcel appeared in his hands. Phoenix chuckled and took it. “You still do card tricks for little girls birthday parties Captain Riker?”

Captain Riker’s devilish features soured a bit, but he still smiled genial at the demolition man, ”Been years since I did that. Operation Keeper if memory serves was the last time...” He twirled his finger producing a long cigarette from seemingly nowhere. In similar fashion it lit up as if of its own accord. He smiled at Phoenix barring his canines, “So Phoenix, what’s your boggle?”

User avatar
Ajax
Posts: 31
Joined: Wed Jan 08, 2020 12:04 am

Re: Shore Leave: Escabana (Merc Bay)

Post by Ajax » Sun Feb 23, 2020 1:11 pm

Shore Leave
Carousing - Intimidate
1d6-2 = -1: 1

WD Carousing
1d6-2 = 0: 2

1 item worth up to 30k = Multi-Optics Helmet.

Attempting to buy 2 vibro-greatswords

Networking - Persuasion (+2 mass market, -1 rarity)
1d4+1 = 4: 3

WD Persuasion
1d6+1 = 3: 2

Wealth die (d8 ==> d6 due to Carousing failure, +1 from successful networking, -2 for purchase price of 18k)
1d6-1 = 4: 5

Wild die wealth for 1st sword
1d6-1 = 2: 3

Wealth die, sword #2
1d6-1 = 1: 2

WD Wealth, sword #2
1d6-1 = 5: 6
Ace with prior, if applicable
1d6+5 = 11: 6
2nd Ace with prior
1d6+11 = 12: 1
Ajax returns from his free run, having run several miles in a remarkably short period of time. He returns hungry, and proceeds to park himself at a restaurant with outdoor seating, roomy enough to accommodate his bulk. He begins ordering food, eventually requesting fully half of the bar & grill's menu. The waitress gives him a side eye, but goes about her task.
Before long, Ajax is reveling in his feast, along with more than a few pints of mead. Some of the patrons begin to resent his seemingly drunken behavior. One diminutive fellow, the sort who has avoided violence throughout his life by running his mouth and letting others handle his fighting, begins a passive aggressive rant against the famished centaur. "...and then you got these freaks come in, stinking up the place, feeding like horses at a slop trough..."
Ajax, while not fully inebriated, is still enjoying the feeling of the euphoric mix mingled with a strong mead. He manages to stay happy, up until the shrimpy patron makes an untoward comment about leading Ajax out by a bridle. With a sudden, yet half-speed kick, he launches the punk halfway across the bar, knocking over several tables and upsetting a tray of food. The bar manager comes out, neural mace in hand, and begins to shout. The mouthy customer groans in pain, though not seriously wounded. Ajax holds his hands up. "I meant no harm to this establishment, but I'll not stand idly by while half-men speak threats they cannot fulfill about leading their BETTERS by a bridle. That plodder's tongue demanded response! He should count himself fortunate that I flung him so far. Were he closer, I may have given a second kick for good measure."
The restaurant manager, a swarthy looking human, growls. "I don't care what he said. You can't bust up my place like this!"
Ajax reaches into his bag and fishes around. The manager prepares for violence, but instead is greeted by a credstick placed swiftly beneath his nose. "I have caused damage, though it is that one's fault. To prove I have no ill feelings, it will be my pleasure to pay for the damage to your eatery." The manager sneers, but takes the stick. "Yeah, that's fine. But don't come back 'less you can control yourself. We don't need your kind of trouble 'round here!"
The food was good, but the company was terrible. That was a poor way to spend so many credits.
***
The following day, Ajax makes his way around the city, hoping to better outfit himself for what is sure to be a dangerous road ahead. He arranges, with the good graces of the local outfitters engendered by their haul of cadborosaurus meat, for the purchase of a multi-optics helmet and a giant vibro-sword. While large and unwieldy, when actively powered, the blade feels just right in his hands. Unfortunately, after the previous evening's frivolities, Ajax finds himself short of funds for a second blade. "Very well. This will do nicely, I surmise." With that, he departs and looks to meet up with his compatriots.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Mars
Posts: 39
Joined: Sat Aug 31, 2019 4:30 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Mars » Sun Feb 23, 2020 7:09 pm

Mars sucks at her teeth a bit as she gives her report.

"We set off, as planned, and encountered a pod of sea creatures. The crew dispatched them with relative ease," she leaves her own role in the encounter out of it, "and picked up some pathetic followers. We ran into a patrol of pirate vessels before arriving here, which we dispatched with some difficulty. An explosive went awry, bringing down one of the friendly vessels," she continues without mentioning @Phoenix by name.

"We killed what pirates we needed to kill and continued on. Now we find ourselves here, with 'shore leave,' and ready for the next phase. I assume you have some additional task for us to consider?" She says this last as a statement, not a question.
Later, Mars heads to the market, her eye falling on the various wares offered (which are many). She is continually impressed by the various implements of death that mortals create, and she tries out several.

After some deliberation, she picks up a Multi-Optics helmet and instructs the smith to install it for her. (1 Adventuring item of 30k or less)

Later, while perusing some of the more arcane options available, she finds a curious bag that can store seemingly any number of small items inside. She purchases it with a grin and slings it across her chest. An infinite ammunition pouch! This could come in very handy, indeed. (patron item bag of holding)
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 16 (7) w/o tactical plates |19(9) w/tactical plates | 21(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Phoenix
Posts: 32
Joined: Sat Sep 14, 2019 4:49 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Phoenix » Sun Feb 23, 2020 7:12 pm

Go hi tech bow, 10k in arrows, T-13 armor
Networking to find high tech bow and a high tech arrows is a 6 total,+1 to wealth.
Networking Roll for Hi-Tech Bow with two HJ mods & Arrows, +2 NA networking(HJ) +2 mass market, ( Mass market item and arrows)= 1d6 = 2: 2 wild 1d6 = 2: 2
Wealth die for 15k worth of high tech bow and arrows, 1d8 = 4: 4 wild 1d6 = 5: 5
Networking to find Triax T-13 field mechanic armor, 15, so +3
Networking for Field Mechanic: +2 networking in NA 1d8 = 3: 3wild 1d6 = 6: 6ace 1d6 = 6: 6 ace 1d6 = 3: 3= +4 to wealth
Wealth: 1d6-4 = 1: 5 wild 1d6-4 = 0: 4 benny to reroll: 1d6-2 = 2: 4 wild 1d6-2 = 2: 4 one more benny to reroll: 1d6-2 = 2: 4 wild 1d6-2 = 2: 4, takes the armor but goes broke!
The demo man with the aid of Captain River finds exactly what he was looking for at the stall of one Frieda Morningfoot, a centaur trader along the upper crust of Merc Bay.

User avatar
Erebus Caine
Posts: 22
Joined: Wed Jan 08, 2020 1:06 am

Re: Shore Leave: Escabana (Merc Bay)

Post by Erebus Caine » Tue Feb 25, 2020 1:08 am

Merc Bay
Afternoon
Round 0

Erebus went with the others to find the energy field generator. It made him a bit uneasy, clearly being a magical technology device. The safe place to rest overnight would be countered by the fact it had to be set up on a ley line, which was just a lure for trouble, like a river for predators looking for prey.

While in the market, though, Caine did find a couple items that caught his attention. One was fairly common, much like something he wore with the Coalition Army, a Northern Gun equivalent gear harness. It would be useful, helping schlepp his pack around the wilderness.

The other was a much rarer item, some kind of prototype stealth suit. After listening to the rundown by the salesman, Erebus compared it to his fairly cheap and standard Huntsman, not environmentally sealed. This new armor would make him invisible to technology, which is Coalition targets relied upon. He simply smiled and charged the exorbitant price to Lazlo.

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Group Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.

User avatar
Mars
Posts: 39
Joined: Sat Aug 31, 2019 4:30 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Mars » Wed Feb 26, 2020 12:37 pm

Networking to Buy, 10
Persuasion 1d4+2 = 5: 3 (+2 for mass market/NG made)
Wild 1d6+2 = 8: 6 + 1d6 = 2: 2
Wealth Roll 10, Raise, No Reduction to Wealth Die
4 pistol e-clips = 20,000
7 AP grenades = 4,900
Repair glitch = no price listed for Glitches; assuming this could be done at most armories

Wealth 1d8-1 = 0: 1 (+1 from Networking raise, -1 for each $10k)
Wild 1d6-1 = 5: 6 + 1d6 = 5: 5
Mars wanders the marketplace in search of some extra ammunition, and for someone who can repair her damaged vibro-sword. Seeing as how she isn't looking for anything particularly difficult to procure, she is able to find everything she needs, and for cheaper than she could've guessed.

I like this town, she thinks. But then again, weapons are plentiful and cheap here, so what's not to like?

Deciding to press her luck a bit, she goes in search of some backup weapons in the event they run across vampires or similar creatures in the wild.
Networking Crit Fail, Cannot Find More Things to Buy
Persuasion 1d4 = 3: 3
Wild 1d6 = 2: 2

Benny to reroll: 1d4 = 1: 1
Wild 1d6 = 1: 1
Perhaps its because she is in the wrong part of the marketplace, but she is entirely unable to find a single merchant selling even an ounce of silver. How odd, she muses. I can find anything I could dream of wanting to bring down a tank, but nothing for vampires or werewolves. I wonder if they do not have such creatures this far west?
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 16 (7) w/o tactical plates |19(9) w/tactical plates | 21(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

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Tex Arcana
Posts: 29
Joined: Tue Jan 07, 2020 6:40 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Tex Arcana » Wed Feb 26, 2020 1:38 pm

Tex provides a perfunctory report, know his team has already given a similar response:

"We left port in a bit of hurry. Pheonix has friends in all the low places, and there were a bunch of peglegged pirates that were after him to pay his portion of some undisclosed item."

"On the water, we came across a bunch barges being attacked by a bunch of aquatic dinosaurs. The team readily handled the beasts and we were able to repair the damage to the barges and harvest the creatures."

"We agreed to escort the barges to Escabana since we were headed this anyway. It wasn't long afterwards that a pirate fleet, I am not sure if it was Pheonix's friends or not, began to give chase. We were able to delay them long enough for us to cross paths with a Northern Gun patrol. With their assistance the pirates were routed."


With the report out the way, Tex joins the team in sight-seeing the town. He looks wistfully at the various TW items he comes across, but decides to spend his windfall a bit more practically. He selects:
  • Dosimeter 200 credits
  • Holy Symbol 200 credits
  • Infrared Distancing Binoculars 1200 credits
  • Language Translator 9600 credits
  • Repair Kit, Field 4200 credits
Total: 15,400 credits

User avatar
Tiny Tim
Posts: 29
Joined: Sun Nov 10, 2019 2:15 pm

Re: Shore Leave: Escabana (Merc Bay)

Post by Tiny Tim » Sat Feb 29, 2020 8:23 am

With the credits collected from Caine and William and a few trade items he was told was some of his share, Tim went out in his human form along with Phoenix.

"I need to find myself some armour to help with seeming more normal, Phoenix. Even though I am the size of a half folk, I should be able to find something I can use. Caine and William gave some credits to help buy a Techno-Wizard Energy Field Generator to make camping out in the wilderness safer for all of us.

While the buying of the Energy Field Generator seemed simple enough... other than the vendor's eyes bugging out when Tiny Tim effortlessly picked up the 60 lbs device after they bought it... the finding of the armour was a bit more difficult. After checking many armour vendors, both new and used, they were eventually able to find one that had a used set of Techno-Wizard converted Crusader Armour the right size.

"A bunch of... Gentlemen... came in a few weeks ago with this set of armour. Not many people looking for a suit this small that also have the strength to use this one. I am sure we can come to an agreement."

Just a few minutes later, Tiny Tim was wearing his new suit of armour, covered by a new armoured duster.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 15/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers: None

Bennies: 1
Base Amount
+1 due Post Reply Speed
+1 due Icosta's Joker
-3 to Reroll Psionics in Round 1
+1 due Tiny Tim's Joker
-1 due Reroll on Tiny Tim's Athletics for Flying
-1 due Reroll on Tiny Tim's Psionics to Boost Athletics

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