Chapter Three: Welcome to OClaire

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Venatus Vinco
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Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

OClaire
Status wrote:
  • Approaching a small town
The village of OClaire is a small settlement that sits at the confluence of two rivers (Eau Claire and Chippewa according to your pre-Rifts maps) and is approximately 90 miles from the former city of Tolkeen. The hamlet essentially amounts to a fortified group of houses surrounded by fields, with a few more surrounding homesteads. Observing from afar the village has two or three large buildings and the rest are residential dwellings. It’s likely that less than 100 people live in the area.

As Ajax gallops toward town well ahead of the group he sees a small crowd has gathered at the gate..small in every sense of the word. The residents look like humans, but are much smaller with fuzzy brown or black hair and large hairy feet - with no shoes!

They greet the centaur with a sort of friendly caution. One of them, a rotund little fellow with a jovial face and wearing a meagre burlap robe, steps forward. He begins speaking just as the rest of the group catches up. His voice has a pleasant lilt, ”Hold yer horses there friend,” his dad joke earns a nervous chuckle from the gathered group.

”Welcome to OClaire. Home of us wee folk, makers of the best brandy in ya ever tasted. If yer here to visit we can do our best to put ya up a couple of days. If ye can trade, we’d welcome it. We used to trade with Tolkeen but, sadly, the city is no more.” His jovial face hardens, and Tex can feel the surge of magic when he speaks, “If yer here ta rob us, well you got another thing comin’”

Up in the watchtower a few guards shift to make their presence known.

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Icosa
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Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

"We're not here to rob you," Icosa assures the tiny man with a smile. "We were passing through on the way to our destination when we noticed your village nearby. It wasn't on any maps, so we came to investigate."

She looks around, taking in the bucolic charms. It was a pleasant looking, but ultimately irrelevant to her objectives, little town.

Perhaps the inhabitants would know of more significant civilizations nearby though?

"I'm sure we can arrange a little trade, though we will have to be back on our way fairly soon."
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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Phoenix
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Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

If the place seemed well enough Pheonix slunk in and started passing out pamphlets about how awesome and enlightened New Lazlo is (The pamphlets definitely hint at everyone else is rather backwards).

"Hey wee-lings, I got enough pamphlets for everyone. I don't suppose while you are reading about the greatest civilization ever created you could point me in the direction of your munitions? Things that go boom!?"

Not to let his guard down against these potential parasites he had Huxley circle round looking for trouble that no doubt was about to befall them. Or at the very least Huxley could warn Pheonix with a howl when the Xicitc who were no doubt following their scent showed up to kill everyone. Everyone knows Xicitc can track you hundreds of leagues. But I guess we want to show these wee folks what Rifts is all about. Run, Hide... Think? He chuckled handing out some more pamphlets to the doomed inhabitants of the town. "That's right read about New Lazlo, the greatest thing ever conceived by mortal man or otherwise. It even has picture's for those of you who are illiterate."

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Ajax
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Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Ajax does his best not to let his irritation show, but his jaw reflexively clenches at the horse joke. He even manages to force a smile, hoping not to burn the whole town to the ground over a half-folk joke. "My friend is correct. We aren't marauders. I don't know what need we may have to lodge here, but we may be able to find mutually beneficial trading for the journey ahead." He bows slightly to the halfling spokesman. "I am called Ajax, and I am the fastest mortal creature you'll ever meet."
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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Tex Arcana
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Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Tex watches as the other members of his team speak to the wee folk. He uses his 'inner eye' to check out these people who he senses have some sort of magical affinity.

Detect Arcana
Costs: 0 (No Range, Self Only)
Spellcasting: 1d10+1: [4]+1 = 5
Wild Die: 1d6+1: [4]+1 = 5

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Venatus Vinco
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Tex Arcana wrote:
Thu May 07, 2020 3:56 pm
Detect Arcana
Costs: 0 (No Range, Self Only)
Spellcasting: 1d10+1: [4]+1 = 5
Wild Die: 1d6+1: [4]+1 = 5
Limitations cannot reduce PPE cost to zero. Still consumes 1 PPE.

The small, round man speaking for the group definitely has magical abilities. His aura suggests they are holy in nature.
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William Rufus
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Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

William gets out of the vehicle and looks at the small people , "Sir, we are trying to go further west, do you wish us to bring the vehicle through now or should we wait? We don't know what you want to trade or if we have anything for trade that you would like. "
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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Mars
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Re: Chapter Three: Welcome to OClaire

Post by Mars »

Venatus Vinco wrote:
Wed May 06, 2020 4:47 pm

”Welcome to OClaire. Home of us wee folk, makers of the best brandy in ya ever tasted. If yer here to visit we can do our best to put ya up a couple of days. If ye can trade, we’d welcome it. We used to trade with Tolkeen but, sadly, the city is no more.” His jovial face hardens, and Tex can feel the surge of magic when he speaks, “If yer here ta rob us, well you got another thing comin’”

Up in the watchtower a few guards shift to make their presence known.
Mars smiles. ”Oh, I like these folk. Brandy, did you say? I could go for some brandy. Nothing mixes quite like violence and alcohol.”
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: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(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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William Rufus
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Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

After hearing of brandy William offers their help, "Yes we could use a few boxes of the great beverages. Do you need us to transport so stuff westward?
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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Tiny Tim
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Re: Chapter Three: Welcome to OClaire

Post by Tiny Tim »

"Hey, you guys are as short as I am. Was everybody here also fed on by a Ghost Entity before they hatched? My feet aren't as big nor as hairy as yours, though. Don't they fit in shoes? I may also be interested in buying a rifle or something, if we can come to an agreement. You can call me Tiny Tim. I can probably be the one carrying the trade goods to and from our Mammoth."


Notice 11 to Sense Supernatural Creatures
Notice (d8+4 (Due Armour)
  • Notice: 1d8+4: [7]+4 = 11
    Wild: 1d6+4: [1]+4 = 5
    Result: 11 Success with Raise/11 on Opposed Roll
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
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: 4/3
Base Amount
+1 due to Interlude

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Erebus Caine
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Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Oclaire
Afternoon
Round 0

Caine hopped down from the truck as they approached the small folk. He frowned. At least they looked human. He wasn’t sure what to make of them.

“Could be a good place to spend the night,” Caine told the others. “Got walls. It’s defensible. And some of that brandy might make good trade down the line.”

Cade looked at the halfling that had spoken, oblivious to any magic. “Any trouble about we should be aware of?” he asked. “This close to Tolkein, do you know what Coalition units are in the area?” He considered darkly if he might get some more notches on his rifle.
Turn
Free Action:
Action: IRMSS activation
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 59/60
  • 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: 3/4
Medi-Gel: 10/10
Wealth: d8
Encumbrance: 36.75/20 lb
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.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Venatus Vinco
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Welcome Party
OClaire wrote: The village of OClaire sits at the confluence of two rivers (Eau Claire and Chippewa according to your pre-Rifts maps) and is approximately 90 miles from the former city of Tolkeen. The hamlet essentially amounts to a fortified group of houses surrounded by fields, with a few more surrounding homesteads. The village has two or three large buildings and the rest are residential dwellings. The villagers are predominantly small folk who specialize in making a local brandy. It’s likely that less than 100 people live in the area.
As the group makes their introductions the crowd listens intently, seems everyone has turned out. The arrival of strangers is obviously a big deal!
Icosa wrote: "I'm sure we can arrange a little trade, though we will have to be back on our way fairly soon."
”Trade is it then? Very good. I’m Gozbert Brandywood, Prior of our meagre monastery and what passes for a leader in these parts. We don’t have much to offer in accommodations but we can do food and drink to refresh you. We’ll set something up in our Hall!”

The assembled crowd seems excited at the mention of a party, seems like these folks don’t need much reason to eat and drink.

Things turn a little sour as Phoenix and Huxley stalk about the group distributed propaganda pieces.
Phoenix wrote:"Hey wee-lings, I got enough pamphlets for everyone. I don't suppose while you are reading about the greatest civilization ever created you could point me in the direction of your munitions? Things that go boom!?"

That's right read about New Lazlo, the greatest thing ever conceived by mortal man or otherwise. It even has picture's for those of you who are illiterate."
Most of the halflings eschew the phamplets, or take one politely to get the bombastic stranger out of their faces. Brandywood frowns at the red leaflet and shakes his head, ”We don’t take sides here mister. I suggest ya keep this sort of thing to yerself. Nobody likes a busibody.”
Townsfolk are considered “Uncooperative” on the Reaction table when interacting with dealing with Phoenix. Everyone else they remain Neutral or Cooperative.

Ajax wrote: "My friend is correct. We aren't marauders. I don't know what need we may have to lodge here, but we may be able to find mutually beneficial trading for the journey ahead." He bows slightly to the halfling spokesman. "I am called Ajax, and I am the fastest mortal creature you'll ever meet."
”Well met Mister Ajax,” Brandywood replies with a generous smile. ”Your kind is always welcome among us.”
Ajax gains the benefits of his “Faerie Friend” racial abilities when dealing with the Halflings

Tex wrote:Tex watches as the other members of his team speak to the wee folk. He uses his 'inner eye' to check out these people who he senses have some sort of magical affinity.
There’s no doubt Brandywood and a few others have mystic abilities, in fact, Tex can feel a magical eye turned toward him as Brandywood smiles, ”Seems only fair for me to take a looksee at you too eh mister Wizard?”
William wrote:William gets out of the vehicle and looks at the small people , "Sir, we are trying to go further west, do you wish us to bring the vehicle through now or should we wait? We don't know what you want to trade or if we have anything for trade that you would like. ...do you need us to transport things Westward"
Gozbert scoffs a little, ”That thing will rip up our fields if yer not careful. We can show you a way around the town when it’s time for you to go. But I gotta say, the West of here is crawling with the black skulls. They won’t take kindly to a group such as you.” His demeanour switches immediately back to talk of trade, ”Obviously we can trade brandy, we have a wee bit of a surplus with no one to sell it too in Tolkeen. We also grow a lot of speciality herbs and seasonings that you won’t find anywhere else on the planet. Our products are well known in the Colorado Baronies, if you are going that far west you would fetch a good price for them there.”
Mars wrote:Mars smiles. ”Oh, I like these folk. Brandy, did you say? I could go for some brandy. Nothing mixes quite like violence and alcohol.”
The word violence sets tremors through the assembly, ”Ahem, we’re more the wine and song type of folks here madame,” Gozbert says hesitantly. ”Perhaps sheath your sword and join us in a dance or two instead.”
Everyone in town will be cautious around Mars, mostly Neutral reactions on the reaction table.

Caine wrote:Cine looked at the halfling that had spoken, oblivious to any magic. “Any trouble about we should be aware of?” he asked. “This close to Tolkein, do you know what Coalition units are in the area?” He considered darkly if he might get some more notches on his rifle.
Frowning slightly Gozbert nods, ”The black skulls patrol west of here. They keep creeping closer, one of their officers rides into town and demands brandy by the truck load threatening to set the whole place to the torch if we don’t give it.” Suddenly, Gozbert winks mischievously, ”Don’t tell him we use faerie magic to make the stuff though!”

Barely contained giggles go through the crowd as Gozbert spills a little secret.
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Venatus Vinco
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Tiny Tim wrote:
Mon May 11, 2020 8:00 pm
"Hey, you guys are as short as I am. Was everybody here also fed on by a Ghost Entity before they hatched? My feet aren't as big nor as hairy as yours, though. Don't they fit in shoes? I may also be interested in buying a rifle or something, if we can come to an agreement. You can call me Tiny Tim. I can probably be the one carrying the trade goods to and from our Mammoth."
It's obvious Gozbert sees through Tim's humanoid form as his eyes get suddenly big. He chuckles nervously as Tim begins asking a million questions, "We're small to humans friend, but no one fed on us. I think you'll find us hearty eaters. And we don't need shows, we got good enough padding for walking...you don't use shoes normally either correct?" He adds with a wink.

"No rifles, but maybe we can find something shiny to trade."
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Mars
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Re: Chapter Three: Welcome to OClaire

Post by Mars »

Venatus Vinco wrote:
Fri May 15, 2020 11:09 am
The word violence sets tremors through the assembly, ”Ahem, we’re more the wine and song type of folks here madame,” Gozbert says hesitantly. ”Perhaps sheath your sword and join us in a dance or two instead.”
Everyone in town will be cautious around Mars, mostly Neutral reactions on the reaction table.
Mars gives a little shrug. "Don't look at me. You're the ones who threatened violence." Even so, she keeps her weapons sheathed. "I'll warn you all, though: my wrath is not to be trifled with, and if there is war here, I will know about it. I will not start it, however. That would be cheating. Now, tell us more about these Black Skulls, and point me the way to that brandy. The road has been long, and I find myself parched."

With that, Mars enters the town in search of a drink and maybe a bar fight... if someone else starts it, of course. The god of war revels in combat, but it's not a religious rite if she has to start it herself.
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: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(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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Ajax
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Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Ajax's jaw clenches at the mention of the black skulls. "How far west do their feet plod, the black skulls? Is there strength of numbers there? And..." His thoughts turn to food and drink. "...have your herbs and seasonings been tried on cadborosaurus meat?" He rubs his hands together in anticipation.
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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Posts: 607
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

"Food and drink sound great," Icosa agrees, "But I'm curious about what sort of things you and your people are interested in. It seems as if you have everything you need...but what do you want?"

It was a rare thing to find a community of magicians that were friendly and willing to communicate. Gaining insight into the motivations of magical people was something she very much wished to do.
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
Phoenix
Posts: 44
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

Having worn out his welcome the psi-ghost demo man goes intangible and walks with Huxley patrolling the edge of the town. Might as well keep an eye on things. He was pretty used to folks not liking him which was why he could count his friends on one hand, and people that could put up with him on the other.

User avatar
William Rufus
Posts: 54
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

William heard the word monastery and ask the elder, "You mention that you were a Monastery due you have a chapel where I could go pray and offer thanks? I mean no disrespect to any of light. Oh you mention Black skulls. "

William looks around not exactly sure what they were talking about, "I am new to this area the gods of light and Angels sent me here from another world."
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
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Oclaire
Afternoon
Round 0

Erebus Caine listened to Gozbert’s report of Coalition activity in the area. At the mention of the officer, he smiled, though it didn’t reach his eyes. “I’d be willin’ to take care of that officer nuisance for you, if you like,” he said, his hand brushing his rifle. “And we’d like to know more about the disposition of those Black Skulls before we leave,” he agreed with Ajax. “Troop size and complement, any armor and mobile units, and such. But that can be done after the meal,” he said, noting the eagerness the halflings had to get on with the fun.
Turn
Free Action:
Action:
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 59/60
  • 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: 3/4
Medi-Gel: 10/10
Wealth: d8
Encumbrance: 36.75/20 lb
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.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Three: Welcome to OClaire

Post by Tiny Tim »

Venatus Vinco wrote:
Fri May 15, 2020 11:38 am

It's obvious Gozbert sees through Tim's humanoid form as his eyes get suddenly big. He chuckles nervously as Tim begins asking a million questions, "We're small to humans friend, but no one fed on us. I think you'll find us hearty eaters. And we don't need shows shoes, we got good enough padding for walking...you don't use shoes normally either correct?" He adds with a wink.

"No rifles, but maybe we can find something shiny to trade."
"Do you have any fireworks for a fireworks display? I LOVE fireworks. If not, my friend Phoenix makes the BEST fireworks I have ever seen... he is the one who was trying to hand out those pamphlets. You NEED to see all the colours, sounds, and other effects that he can create with just a few chemicals and paper! I know the right magic can do the same sort of display, but it is TOTALLY different when even the creator cannot know EXACTLY when the fireworks will boom, nor EXACTLY which patterns the fireworks will show. This is in addition to the feelings in your rib cage when some of the booms go off."

Now moving up to Gozbert, Tiny Tim whispers into his ear...

"I KNOW you can tell what I am. This form is... confining. I MUCH prefer my natural form. Would it be too much to ask if I could revert back? I wouldn't want to scare your people, and would understand if you think it would be better for them not to see my true magnificent form."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
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: 4/3
Base Amount
+1 due to Interlude

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Brandywood wrote:There’s no doubt Brandywood and a few others have mystic abilities, in fact, Tex can feel a magical eye turned toward him as Brandywood smiles, ”Seems only fair for me to take a looksee at you too eh mister Wizard?”
Tex gives a slight bow to the small man, "Very fair, sir. I hope what you have seen has shown that are intentions are honorable."

Tex listens to the various conversations, but doesn't interject into the discussions on trade and troop movements. Noting the aura of holiness around Brandywood, he looks around to see if he can determine what they may worship. (Holy symbols, things hanging on walls, in windows and the like)


Notice: 1d6: [1] = 1
Wild Die: 1d6: [1] = 1

Occult: 1d10: [9] = 9
Wild Die: 1d6: [2] = 2
Dice rolls
1d6, 1d6, 1d10, 1d6: [1]+[6]+[2]+[2] = 11

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2449
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Welcome Party
OClaire wrote: The village of OClaire sits at the confluence of two rivers (Eau Claire and Chippewa according to your pre-Rifts maps) and is approximately 90 miles from the former city of Tolkeen. The hamlet essentially amounts to a fortified group of houses surrounded by fields, with a few more surrounding homesteads. The village has two or three large buildings and the rest are residential dwellings. The villagers are predominantly small folk who specialize in making a local brandy. It’s likely that less than 100 people live in the area.
With a somewhat friendly introduction to the town, the team begins to follow-up on their various interests and pursuits.
Icosa wrote: "Food and drink sound great," Icosa agrees, "But I'm curious about what sort of things you and your people are interested in. It seems as if you have everything you need...but what do you want?"
As preparations are made for a big party, Icosa is introduced to some of the local mercantile types. It seems the town is a largely sustenance economy with barter, trade, and charity ensuring everyone is taken care of. They lack advanced technology, weapons, and manufactured goods - although their clerics seems to be able to supplement some of these things using magic.

Use Common Knowledge or Persuasion to come up with a good trade. Critical Failure Lose two Supply Die types. Failure, lose a Supply Die. Success lose a Supply Die but increase the Wealth die for each member of the group by 1. Raise Supply die unchanged and Wealth for each member increased by one type.

Phoenix wrote:Having worn out his welcome the psi-ghost demo man goes intangible and walks with Huxley patrolling the edge of the town. Might as well keep an eye on things. He was pretty used to folks not liking him which was why he could count his friends on one hand, and people that could put up with him on the other.
Moping around outside of town Phoenix can easily see large vehicle tracks passing through the otherwise pristine fields west of the village. This is obviously the route the Coalition uses when they come to terrorize the town. A few farmers do their best to salave crops on either side, but they know better than to bother trying to replant the tracks.

Use Survival or Repair to determine the nature, number, and type of vehicles that pass by the area. Critical Failure will result in wrong information. Failure, no information. Success, basic info. Raise, detail force composition.

Ajax wrote:Ajax's jaw clenches at the mention of the black skulls. "How far west do their feet plod, the black skulls? Is there strength of numbers there? And..." His thoughts turn to food and drink. "...have your herbs and seasonings been tried on cadborosaurus meat?" He rubs his hands together in anticipation.
As food and drink are brought into the great hall Ajax is impressed by the quantity and quality. Also, these little folk can eat! The hunger hyperion juicer is surprised that some of them even try matching him bite for bite. Where do they put it all! Soon a bit of a crowd gathers and wagers begin as it comes down to Ajax and a few very hearty small folk. Without realizing it the juicer is in an eating contest.

Make a Vigor roll to try and out eat the little creature. This is pass/fail. Critical Failure and you throw up! Hobbit Vigor = 6 (Ace) = 4 =10 - also include a Spirit roll for...uhh...reasons

William wrote:William heard the word monastery and ask the elder, "You mention that you were a Monastery due you have a chapel where I could go pray and offer thanks? I mean no disrespect to any of light. Oh you mention Black skulls.”
Gozbert smiles and offers to lead William on a tour of their meager monastery and show him to the chapel. It is simple but well cared for. Everything is made of wood and other natural materials. Refined metals are either very rare or not part of their religious practice. Sitting quietly in the chapel William is soon joined by a few monks and he has a chance to join them in their prayers.

Use your Spiritual Channel ability to receive a vision related to this town

Mars wrote:Mars smiles. ”Oh, I like these folk. Brandy, did you say? I could go for some brandy. Nothing mixes quite like violence and alcohol.”
While Ajax puts on a display of unbridled gluttony, Mars drinks the sweet brandy offered by the nervous town folks. The alcohol is delicious, perhaps magically so, and she soon finds herself relaxed and calm her normally muddled mind at ease. Soon a story teller begins to sing songs and tell tales of the town. Mars listens then soon realize the entertainer is look at her, What about you lass? Any stories of violence for us?”

Tell a story of war and violence either related to Mars or retell one from her Greek mythological background

Caine wrote:Erebus Caine listened to Gozbert’s report of Coalition activity in the area. At the mention of the officer, he smiled, though it didn’t reach his eyes. “I’d be willin’ to take care of that officer nuisance for you, if you like,” he said, his hand brushing his rifle. “And we’d like to know more about the disposition of those Black Skulls before we leave,” he agreed with Ajax. “Troop size and complement, any armor and mobile units, and such. But that can be done after the meal,” he said, noting the eagerness the halflings had to get on with the fun.
At a corner table in the great hall, Caine huddles with the more martially minded half folk trading notes and observations on the CS forces.

Common Knowledge or Battle. Failure, no info. Success, unique information about the commanding officer. Raise, reveals a particular weakness

Tiny wrote:"I KNOW you can tell what I am. This form is... confining. I MUCH prefer my natural form. Would it be too much to ask if I could revert back? I wouldn't want to scare your people, and would understand if you think it would be better for them not to see my true magnificent form."
”Oh the children would love to see a dragon!” Gozbert exclaims. ”And while we do not have fireworks, perhaps you could entertain us with your flight and form, and air show perhaps?”

Athletics or Performance to put on a dragon-esque show perhaps flying, breather weapon displays, scale colour changes, etc

Tex wrote:Tex listens to the various conversations, but doesn't interject into the discussions on trade and troop movements. Noting the aura of holiness around Brandywood, he looks around to see if he can determine what they may worship. (Holy symbols, things hanging on walls, in windows and the like)
Taking a walk through town Tex can tell these people seem to have some sort of naturalist religion based on the land and elements. Before too long he finds himself in a philosophical discussion with one of the town monks.

Occult or Research to learn more about the local religion. Critical failure a big blunder. Failure. Not much. Success. A Basic grasp of the concepts. Raise. It’s good but has a darkside.



Each entry above contains a Quick Encounter and skills that can be used to resolve it. Roll and narrate the result as interactions with the townsfolk etc. To be clear Make up the results yourself! You’re building the CS force or the religion of the palace etc.

Social skills are modified by the Reactions noted above.

NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Gluttony is good
Vigor 1d8!!: [3] = 3
WD Vigor 1d6!!: [4] = 4
Spirit 1d8!!: [6] = 6
WD Spirit 1d6!!: [5] = 5
Ajax grins as more and more food is brought out to him. Heedless of other happenings, he samples delicacy after delicacy. Roasted mutton, pork tenderloin, bread pudding, eggs five ways, corn souffle. Ajax begins to slow just a touch before realizing he had an audience. He then noticed one especially portly fellow with a determined look in his eye, keeping pace with him. The juicer will not be outdone. With a mouth full of shortcake, Ajax shouts out "MORE!" A cheer erupts from the crowd, but the stout competitor is no slouch. Encouragement rings out from the sidelines. "Hamfast! Hamfast! You can do it Hamfast!" To a people with less chance of success in purely athletic endeavors, competitive eating is their national pastime. Hamfast Bolger, then, is their Mike Tyson. Their Michael Jordan.
The pre-Rifts champion Kobayashi has nothing on Bolger.
By now, the food has to be filling voids in his thighs, but the halfling doesn't even break his stride. Ajax struggles to keep up, but will not be defeated. It has become a race. Ajax refuses to lose a race of any kind. He pauses, savoring the flavors in this pita - quesadilla hybrid sandwich. In a flash, the massive conglomeration of foods and flavor profiles make their presence known, and the centaur's eyes roll back in his head. His mind spins as fast as it can to figure a way out of his predicament, but it's slowed by the ladyfinger trifle mixed with the meat pie...or the nut-crusted trout combined with the short stack of chocolate chip pancakes. Or was it the biscuits and gravy?
Overwhelmed by a quantity - and quality, to be sure - of foods, and a variety found nowhere else on earth, the juicer stalls, dropping the turkey leg to the table. He lets out a belch that nearly shakes the rafters of the hall, stumbles, and falls prone. Hamfast doesn't even break his stride. Another bite and a pint of ale punctuate his resounding victory, and shouts of "Hamfast! Hamfast" echo throughout the village. Their champion remains undefeated. He picks up his fallen foe's half-eaten turkey leg, finishes the meat from the bone, and offers consolation. "You'd have eaten any other out of hearth and home, but ye'll never see a day Hamfast Bolger didn't have the last bite. A worthy competitor ye are, lad!"
Ajax hates losing, but he knows when he has been well and truly beaten. He offers meager congratulations before the food induced coma takes its hold, and his snoring rattles the empty plates. Heedless of the noise, the halflings cheer and drink, celebrating their champion's feat.
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: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Mars grunts. She does that kind of a lot.

“Have you ever heard the term ‘pyrrhic victory’? Honestly, I used to think the term was ‘phallic victory,’ which also kind of makes sense, you know? But a ‘pyrrhic victory’ is one where you win a battle, or skirmish, or war, or even a bar brawl, but your casualties are so high that it might as well be a loss.”

She takes another sip of the sweet brandy. “It’s named after a king, who was one of my worshippers, as history would have it. King Pyrrhus was his name, but don’t ask me to spell that.” She chuckles a little at her own joke. “Well, this king had a city on the other side of the world from here, and he got nervous that some of his neighbors were being a little too expansionist. So, he went to his fellow kings and created a great alliance of cities and they went off to battle against their upstart neighbors.”

“This king’s men died by the thousands. Their neighbors had new tactics, you see. While King Pyrrhus lined all of his soldiers up in a straight line,” she holds out her hand with her palm straight, “their neighbors put their troops in a ‘v’,” she bends her fingers making more or less a “v” shape with her hand, “and they beat the king bloody. See, the ‘v,’ shape, the phalanx, would penetrate the kings’ lines at the point of the v, split them, and then kill from both sides.”

“It was a bloodbath. The king won the day out of sheer numbers, but he and his alliance lost the war with their victory. After that fight, they didn’t have the troops left to stop their neighbors the next time they came knocking. Nor the next. Nor the next.”

“And thus, Ancient Rome defeated Ancient Greece,” she raises her glass, “and Ares turned to Mars and became stronger than ever.”

She smiles, satisfied with her tale, and looks at the listeners for their reactions.
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: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(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
William Rufus
Posts: 54
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

William at the Chapel of Love

Gozbert smiles and offers to lead William on a tour of their meager monastery and show him to the chapel
William follows looking at the sights as he goes, When he gets to the monastery he is overjoyed at its simplistic yet functional designs and the use of natural material it reminds him of small villages chapels where the people aren’t wealthy but have put a lot of effort in to the building to make it beautiful beyond belief. He speaks to Gozbert in hushed tones so as not to disturb others, “It is a beautiful place that you and your village have built here. Your village did this all, how long did it take?"

Once to the chapel William looks to Gozbert to make sure it is OK for him to enter and where he should do his meditations and prayers. He moves to the spot indicated and realizes this place was meant for smaller people so he does not go in for fear of scraping the wood with his armor he knees on the floor off to the side.

He starts his mediation and prayers. He hears the and sees the monks coming in and he joins them in prayer.

Spirit Success
OOC Comments
Dice: Spirit Roll 1d10!!: [4] = 4
Wild Dice: Wild Dice 1d6!!: [3] = 3
William concentrates and ask the gods of light to watch over all the good people here and to help guide his companions.
He ask the gods, Help guide our group past the CS and the Black Skulls. If it is your will that we meet them please aid us in what your will is.

As he closes his eyes the wings come out and his armor glows softly.
Dice rolls
Wild Dice 1d6!!: [1] = 1
Last edited by William Rufus on Sat May 23, 2020 8:10 pm, edited 2 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
Icosa
Silver Patron
Silver Patron
Posts: 607
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

Noting their lack of technology and relatively rustic lifestyle, Icosa selects items of survival gear to barter with. Ordinary tools made from high tech materials that will be stronger and lighter-weight than the equivalents these people possess, but do not require any new skills or technological background to use. To that she adds certain items that are intended for use in wilderness settings; technological gear that does not require infrastructure to be effective, like automatic filtering canteens and solar-charged lights and heating stoves. These people knew about the gear used by the 'skull heads,' but knew very little of how technology could be used to actually do useful things, rather than throw bolts of death or protect soldiers from injury. Icosa believed these simple, practical folk might appreciate items that had day to day utility.

"How's it work?" one of the merchants asks dubiously, peering into a filtering canteen with one eye as if expecting to find a little pixie inside it.

Icosa smiled and replied, "It has an osmotic membrane that passes liquid water through, but that captures particles down to 15 nanometers that would be contaminating..."

She paused as the merchant spat into the canteen and tried to quickly look into it again to see what happened to it. "What's that then?" he asked, clearly not understanding a word.

With that, Icosa decided to change her approach. "It's like a kind of...magic," she said. "A human sort of magic, that pulls all the dirty and germs in the water out, and leaves even nasty water as pure as fresh-fallen rain."

At this the other onlookers all went 'ooooo' and drew closer to get a better look at the enchanted canteen.

The merchant scowled. "I don't feel no spell on it."

"Yes, humans have a special magic of their own, that doesn't feel the same as other sorts. It still works though...allow me to demonstrate." Icosa went to the feeding trough of some sort of livestock and dipped the canteen into it. It was brackish and gross in there...some stablehand needed a whipping for letting it get to such a state...and the crowd made various noises of disgust as Icosa lifted the canteen. They watched as she cleaned the neck of it, then took a sip.

"It's fine," Icosa said with a grin and offered it up to the merchant. "Give it a try."

He frowned, edged forward, then took the canteen and sniffed at the nozzle. Then he took a sip...and his eyes widened. "Spirits and demons," the old chap blurted. "It really IS fresh." He quickly guzzled the rest and wiped his mouth.

A cheer went up from the onlookers, and more of the little folk pressed in, full of questions about 'human magic.' Icosa beamed at them and began breaking out more of the basic survival gear to show off. Each tiny miracle was greeted with wonder and applause, from the saw wire that could cut just about anything and fit in your pocket to the solar-stove that cooked better than a fire using only sunlight for fuel.

In the end, these items...carried by the expedition in large supply due to their inexpensiveness and utility...were treated as rare and wonderful artifacts by the village, prized and paid for as such. Cost to the expedition was negligible. The gain, substantial. Best of all, they parted as satisfied customers.

Icosa smiled as she went to rejoin the others. She had negotiated peaceful relations with a terrestrial settlement, practiced interaction skills with great success, and gathered substantial data in the process.

ARCHIE 7 would be pleased.

Rolls: Persuasion 11
Persuasion 1d6+1!!: [2]+1 = 3 Wild 1d6+1!!: [6]+1 = 7
Rolling Ace because I am dumb and did the die formula wrong 1d6!!: [4] = 4
Raise Supply die unchanged and Wealth for each member increased by one type..
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
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Occult 1d10: [8] = 8
Wild Die 1d6: [6] = 6 , Ace: 1d6!!: [1] = 1

OOC Comments
Tex wrote:Tex listens to the various conversations, but doesn't interject into the discussions on trade and troop movements. Noting the aura of holiness around Brandywood, he looks around to see if he can determine what they may worship. (Holy symbols, things hanging on walls, in windows and the like)
Taking a walk through town Tex can tell these people seem to have some sort of naturalist religion based on the land and elements. Before too long he finds himself in a philosophical discussion with one of the town monks.

Occult or Research to learn more about the local religion. Critical failure a big blunder. Failure. Not much. Success. A Basic grasp of the concepts. Raise. It’s good but has a darkside.
Tex nods to himself as he observes the town and people in it. The naturalist trappings of the religion align with the growing of crops and in general the fertility of the region. It's the gluttony of those attempting to out eat Tiny Tim and out drink Mars that clues him in that these folk worship Bacchus. As the growing party progresses, he begins to see the wild look in the eyes of both the men and the women. Still happy and friendly, but every so close to bursting as they try to contain a madness as they indulge in hedonistic behavior. It is probably only the introduction of strangers that has reigned in their normal impulses that would have turned the party into an actual rave.

User avatar
Phoenix
Posts: 44
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

13 repair
Repair: 1d10! 1d6!: [9]+[3] = 12 +4 edge and equipment bonus
Pheonix had been outside in the fields following a wide swath of tracks for sometime. The town had seem easy going so he had left most of his gear except his bow with Huxley at the edge of town. The sun had dropped low by the time he had stopped and he put his hand up blocking the glare when one of the farmers approached. He had dropped his mutant intangibility in an attempt to not scare the locals any more than usual. The farmer approaching seemed a bit taller than most of the shorties he had seen, and was wearing a thick cloak. Against the low sun it was hard for the demo man to get a read on the farmer. Just before Pheonix waved hello he felt a prick in his neck. As the world dimmed and he fell into the dirt Pheonix muttered, “Prosek’s balls...”

A familiar voice whispered to him. It grated on his ears.
During the war
Mission Commander Ronald Macdonald looked at the soldiers assembled before him. He scowled moving his puddgy frame up and down their ranks. He stopped at Sgt. Simon Pheonix. Half a foot shorter than the sgt Commander Macdonald’s beedy eyes looked into the man’s chest snd perhaps soul. Seemly frothing at the mouth Macdonald yelled, “What are you looking at Son!? Did I hear you laugh?”

Sgt Simon Pheonix stared straight ahead, and did not snicker. The Commander waddled away in his decidedly non regulation red shoes. After a few moments the Commander circled back coming to a halt in front of the strike team assembled.

“You have all seen the reports? Heard the news? We lost ten death’s head transports thanks to those dragons. If our campaign to purify and unify the human’s on this planet against the aggression of D-bees and their dragon masters is to succeed we must convince the dragons to stay out of our conflict with Tolkeen.”

Pheonix looked straight ahead knowing full well he was one of the those d-bees Macdonald was talking about. Macdonald had a reputation for being as smart as they come, crafty and ingenious to a fault. He continued, “You each will receive your mission packet tomorrow morning and leave the following night. Gentlemen and ladies, We found the hatchery in Freehold and you will turn the tide of this war in our favor.” The team of eight special force soldiers including Pheonix gave a small gleeful murmur. The commander Ronald Macdonald ended with, “The only thing to ever change the course of history has been a small group of dedicated citizens. In three nights you will reshape this war.”
What happened out in the Farms
”Wake up Pheonix...” Something hard and fist like hit the psi ghost. “Damnit Pheonix... Like a ghost from the past.”

The demo man’s eyes opened with difficulty, his face hurt and he could feel one of his eyes swollen shut. He was in a large earthen cavern. Flood lights extended seeming forever highlighting dozen’s of vehicles, power armor, and two large enforcer Robot Armors. To one side of the cavern all he could see were skelebots stretching on for what seemed forever. Directly in front of him was the puddgy man whose lower jaw had been replace with a chrome cybernetic one, Pheonix gurgled his mouth dry, ”Macdonald... I thought you died?”

Macdonald chuckled and touched his face, “Oh that business with the legion at Crowley’s? Yes while it did not end well, I have landed on my feet. The reports of my demise were exaggerated.”

Pheonix looked around holding back his desire to escape for the moment. His hands were tied behind his back, and his legs and waist strapped with a leather belt to a chair. He still has no idea I am a Psi-Ghost.

Phoenix croaked trying to get Macdonald to spill it, “What is this? Where are we?”

Macdonald chuckled and a soldier came up to him handing him a report. “Ahh yes... Nicely done.”
The soldier left. There were lots of soldier going this way or that way. Pheonix got a feeling they were preparing for something, something big. Macdonald leaned in close and zapped Pheonix with a taser in the chest. Argghhhh...

Macdonald softly said, “Simon, we are under the village you and your friends stopped at. All of this? We are going to purify the Hinter lands for human kind. Those short hedonistic story loving D-bees are on borrowed time. Have you seen how they ooo when you explain a filter to them? The way they eat, and their chapel where they perform their marriage rites... All boils down to despicable. I saw how they treated you, they did not like your humor. They will just be the beggining. Dozen’s of villages like the one above will be wiped out. Monsters all. Join us...”

Pheonix shook his head. He had felt like he had been tased a dozen times, and probably was. His strength was failing him. Still he had to get out. To Macdonald’s shock Pheonix slipped the restraints and grabbed with little strength he had Macdonald’s throat. It felt fleshy still. He squeezed.

Macdonald’s turn to gurggle, “You can stay... And Kill me... Or that door over there leads to a tunnel and cave opening just outside of the village... My aide will be back in four seconds...Ak...”

Macdonald hit the ground still breathing and rubbed his neck. His aide came in bending low checking on the Commander who smiled whispering, ”So all these years eh Pheonix... You were a fracking D-bee...” But the demo man had gone.
Pheonix himself found himself top side in a field not really knowing how he got there. But Huxley’s familiar muzzle was enough to put a smile on his face. Glad that the CS did not take his armor he commed the team. It hurt to talk, but it was time to go. He sounded like he was in pain and tired, ”The CS forces that travel through here are overwhelming. Time to go.” They would have never believed the truth.

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Three: Welcome to OClaire

Post by Tiny Tim »

Venatus Vinco wrote:
Sat May 23, 2020 5:04 am
Tiny wrote:"I KNOW you can tell what I am. This form is... confining. I MUCH prefer my natural form. Would it be too much to ask if I could revert back? I wouldn't want to scare your people, and would understand if you think it would be better for them not to see my true magnificent form."
”Oh the children would love to see a dragon!” Gozbert exclaims. ”And while we do not have fireworks, perhaps you could entertain us with your flight and form, and air show perhaps?”

Athletics or Performance to put on a dragon-esque show perhaps flying, breather weapon displays, scale colour changes, etc
Athletics 5
Athletics: 1d6!!: [2] = 2
Wild: 1d6!!: [5] = 5
Result: 5 - Success
With Gozbert's permission, Tiny Tim reverts into his majestic natural form and takes to the sky. Turning into an eye hurting combination of colours, he takes to the sky for the air show. Keeping relatively low in order not to attract too much attention from outside the village. Having the colours move along his body so that the coloured sections seem to stand still as he moves his body underneath them, the kids... kids of all ages even... are entertained by the dragon's acrobatics and displays. At the end of the show, Tiny Tim has all of the colours seem to slip off of his body as he camouflages himself to the sky and disappears from sight before carefully landing just outside of the village and loping back in with a rather subdued green pattern on his scales.
Last edited by Tiny Tim on Sat May 30, 2020 5:38 am, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
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: 4/3
Base Amount
+1 due to Interlude

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Common Knowledge 5
Common Knowledge 1d6!!: [5] = 5
Wild 1d6!!: [3] = 3
Oclaire
Afternoon
Round 0

The food was good. Erebus Caine sat in a corner, watching Ajax gorge himself. That wasn’t going to be pretty when it came out the other -- horse -- end. He guessed having two stomachs had to have some benefit.

Caine was joined by several of the halflings that seemed to have some interest in the defense of their town. Many had kept an eye on the Coalition forces, and a few had even sneakily followed them.

The Coalition force seemed to be a typical standard recon force on routine patrol. While that was interesting tactically, Caine found more interesting the nature of the commanding officer. Caine had served under Thurston Gwent for a short time following ranger sniper school. The man had an enormous appetite and required an aide to squeeze him into his armor, which he preferred not to wear because of said restriction. He liked his food, his drink, and his women, and he often used his position to enrich himself. While no lover of D-Bees like these halflings, Gwent was a man who could be convinced they weren’t worth the effort of exterminating if offered a good bribe, or access to some other luxury. His command tent had been full of stolen works of art or some pretty farmer’s daughter he’d confiscated for his little harem of camp followers. He considered himself an aesthete. He also kissed Prosek’s ass like no other.

“Thank you,” Caine told the halflings.

“Not a problem,” said the raven-haired female next to him. She leaned in close. “Do you think I could see your big gun?” she asked, and Caine felt her hand slide up his thigh.

Caine stared at the female and blinked. Damn, this brandy was strong. She wasn’t that bad looking, for a D-Bee. How long had it been…? He shook his head to try and clear it and tossed back the remains of his brandy. “I don’t think I caught your name.”

“Rose.”

“Rose…” Caine repeated. “Lovely…”
Turn
Free Action:
Action:
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 59/60
  • 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: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
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.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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