Mission 6: Fell's Folly

Adventures of the Legion's 1st Special Exploratory Team.
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Venatus Vinco
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Mission 6: Fell's Folly

Post by Venatus Vinco » Fri Jun 01, 2018 6:35 pm

After each member debriefs in turn, Elle takes a few hours to call back to Castle Refuge and collect her own thoughts. Meanwhile, the team takes a bit of downtime while Walcott and Anon beat the streets. Unfortunately, Anon is unable to determine much from the magical side but fortunately Walcott has developed a number of contacts in town and her improved datapad search engine heps figure out a bit of Fell’s story. In the meantime Sinder is able to get a good deal on transportation for the group from his buddy Gene, Elle even agrees to pay for it from legion funds. With the local and headquarters information in hand, Elle calls the team back together.

”These are dark times. Your journey west has been more fraught with evil than can ever be expected. No doubt it will leave a mark on your souls for some time. How that mark affects you will be the measure of your goodness of heart. Normally after such an ordeal I would order you back to the refuge for some time to process. Unfortunately, we do not have that luxury. The rise in demon activity is wider than even your experience. Our mystics at the castle report that demonic forces are breaking through onto the planet in numbers not seen since the Great Cataclysm. Travellers from distant dimensions report similar outbreaks on other worlds. Worse yet, your man Fell was seen linking up with a host of Simvan and demons outside of town, they headed south. The next major settlement south of here is New Durango.”

Pausing a moment the Top Chief ruffles her feathers, ”It is apparent the demonic activity and your former commander are now linked together. He is our best clue for determining what is happening. I will return to the castle and begin marshalling more forces, you must head south and track down Fell - putting him to his final rest and determining the source of this hellish outbreak.”
Black Market Special Mountaineer
Mountaineer ATV: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness
25 (14), Crew 1+5, Remaining Mods 5
Notes: All-Terrain, Handling 1, Environmental Systems, M.D.C. Armor, Sensor Suite
Weapons: Light Rail Gun (100/200/400, Damage: 2d10+4, ROF: 3, AP: 10, Payload: 45)
Black Market Features: Music system, minibar, video screens, hidden compartments.
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Cory Tetrascroll
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Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Sat Jun 02, 2018 4:29 am

OOC Comments
Notice: 1d8+2 = 10: 8 Wild Die 1d6 = 1: 1
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
"Like, you know, Fell put Tim in charge, and so like then Tim put me in charge, right," Cory says when the 1st SET, Fell's Follies, is gathered around the new ride. As usual these days, she stomps around with the Fell Blade in hand, so as she tries to give an ooorah rally speech, she is leaning on it. "Just because that's the story, doesn't mean Fell's off the hook when we catch him. Like guess we're heading to New Durango or something." She looks over the gang, "Like who's going to drive?"

A little while later, she approaches Merl. She still has the giant chainsword and hefts it with maximum effort, both hands and a lot of lifting with the legs. "Merl, when we get in a fight, or something like that, I need you to carry this, do you think you can do that?" Setting the sword back down, she says, "I think you're the only one left I really trust."

Tough talk, being authoritative and as mature as possible, but despite all that, Cory is very worried and apprehensive of this new mission. What will they encounter? More demons? A possessed, murderwraith version of Fell? Does she even want to contemplate the endgame here? What does a demon incursion like this mean. She's worried, very worried about that answer.
Knowledge: Mystic Arcana: 10
Knowledge Mystic Arcana 1d6 = 5: 5 Wild 1d6 = 6: 6 Ace 1d6 = 4: 4
When they finally get rolling, Cory takes up a meditative position on top of the Mountaineer and holds the mystic talisman she acquired in Silvereno clasped in one hand, her Sun and Moon rosary in the other hand. She lifts the medallion to her touch between her eyes and then touches each ear. She focus significant power from Sun through the medallion, far scrying for Fell. She has an emotional connection and a strong memory of his identity, all of which should aid in finding even the undead version of her most annoying friend.
World Scry (Medalion): 13
Mysticism+Bennie EE 7 PPE 1d10+4 = 13: 9 Wild 1d6+4 = 5: 1
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on
the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
Her interaction with everyone but Merl is a little offish, she's just not sure how to work with everyone yet. While traveling she still tries to assess the team and each individuals skills. She uses the Fell Blade's AI to help, because she really has no other expertise.
Knowledge Battle (Fell Blade): 5
Knowledge Battle (default +2 sword bonuse) 1d4 = 3: 3 Wild 1d6 = 5: 5
Saul weirds her out the more she gets to know about him, her experiences with Sarah are disturbing. The things he says. The way girl just shows up sometimes. She is maybe most chummy with Anon, to the degree her bad attitude allows.

"Hey, so, like, I wonder, you know, computers are kind of my thing too, believe it or not, whatever," she says to the TW, for some reason trying to earn this guy's trust. Another magic user, but hopefully not insane, is an important ally among the team.

After some meditation, she approaches Roderick, with trepidation, and asks him, "Like, apparently, you know, we need a second in command, call it whatever you want, and like, I think it should be you. Right? Well, what?"

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Sat Jun 02, 2018 5:37 am

World Scry
Zooming in on New Durango shows a town in flames! Demons and Simvan monster riders raid and pillage through the town burning building and eating townsfolk while they are still alive. A lone human looking figure stands in the midst of it all looking down at the body of a dead woman. As Cory's mystic gaze falls upon him, the figure looks up. It is Fell, although somehow twisted and demonic. He looks older. As she takes him in he looks toward her, almost as if staring her in the eyes - although that isn't possible. Right?
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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Sat Jun 02, 2018 5:39 am

Saul’s Reaction to Elle’s words
Is it apperent Elle of the owls? Or are you a demon’s mouth peice... At least Walcott will no longer be leading us arround by the nose... Kill you later Wally.
”Putting Fell to rest eh? He is our man? Last I checked he was part of the tomorrow legion. But it is nice to know we have your permission to go after him. Just remember my last words Elle... You cannot run from this, just being out here you have stepped in it, and when you return to the Castle you will leave the evil that has cursed us straight there. Oh in case you are curious I am done with the Tomorrow Legion. I’ll stick with the 1st SET as long as they will have me, but I am not going to be bound by orders of people I barely know... Rest assured when the gates of hell open wide I’ll be there Elle, I’ll be on the side of good. But I do wonder which side you and your tomorrow legion will be on? To much has happened. I only trust one person and that is Cory...”
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Re: Mission 6: Fell's Folly

Post by Saul » Sat Jun 02, 2018 11:06 am

To the 1st set without Walcott or Elle present
I should warn them... Will any of them beleive me? I see Cory look at me like I am a lunatic. Perhaps my words will fall on deaf ears, but I must try because they are family.”You all should know I withdrew my comission from the Tomorrow Legion. With the darkness coming I feel I cannot be bound by their orders. I am reminded of an ancient tale spoken in whispers on the high seas from the atlantic to the pacific. A darkness on the ocean rises and only a solitary ship stands in its way. Sir Francis Harold Drake and his ship the Spanish Main were alone when they confronted the demons called the Portuguese. The tale tells how they and they alone held to their faith and vanquished the armada of demons during a great cataclismic storm.” Saul wipes his brow with his hankercheif. His voice carries the weight of inquisitors that had come before him, ” History it seems will repeat itself shortly and it will be us who stand before the coming storm. I will remain with the 1st as long as you will have me... For right now there is only one thing that is certain in my mind. I can trust you. It was not Elle or Walcott that stood against the demons and their Simvan aliies, it was the Legion’s first set. Elle is more blind than the bottom feeders that lurk on the ocean’s floor if she thinks she can escape the enshrouding evil now that she has revealed herself to it. I know in my heart she will bring it back to Castle Refugee ten-fold. Walcott has been at the center of everything gone wrong. Long has it weighed in my heart and now I feel a burden lifted as we depart her company. Trust is essential and you all have mine, and more importantly I beleive we can trust in Cory’s leadership...” He climbs aboard the mountaineer alone without companion and gets into the gunner seat. He seems to have little gear other than his armor, branch, hankercheif, and laser pistol.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Alecto
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Location: 1st SET

Re: Mission 6: Fell's Folly

Post by Alecto » Sat Jun 02, 2018 11:32 am

Alecto listens politely to Cory's attempt at a rallying speech, and then to Saul's ranting. When there's a lull, she concludes it's her turn to speak.

"I have served in several encounters with hostile supernatural forces. Each time, the key to defeating them was knowledge. That the body of your former commanding officer was used is clearly an attempt to overwhelm your reason with emotion, and use his memory as weapon against you. This tactic is consistent with what I have observed 'demonic' entities using in the past."

She swept her imperturbable gaze over the team gathered at the Mountaineer.

"I urge you not to allow this tactic to work. We will act swiftly, decisively, and methodically. We will discover the nature of the enemy with reconnaissance and probing attacks before committing our full strength. We will keep our tactics flexible, until we find one that works...and then we'll leverage our advantage to the fullest in an attempt to destroy the leaders."

With that, Alecto turned to Cory and added, "As you command, of course."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Sat Jun 02, 2018 2:53 pm

Map
Just a reminder there is a large map of the area: https://drive.google.com/open?id=1ZY4gq ... sp=sharing

New Durango will take you close to New Mexico. Should you decide to go there I will activate that layer.
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Sinder
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Location: San Antonio

Re: Mission 6: Fell's Folly

Post by Sinder » Sat Jun 02, 2018 3:56 pm

Sinder is overwhelm by all the things that are happening some happy some unhappy.

Elle of the Owls is helping the 1st and trying to get help for the evil that has reared it’s head out in the west. But on the other side Fell is Evil and there are more Simvan and evil to the south.

Elle has come through about gathering more help, but that help won’t come for a while. So, the 1st SET must deal with the trouble out here by themselves.

Sinder’s friend, Gene came through with a sweet deal on a Mountaineer and Elle came up with the credits to buy it for the 1st. Elle was backing the 1st and what it has accomplished even when the deck was stacked against them. When Sinder got the news, he thanked both Gene and Elle. “Thank you both so very much. This will help with storing our gear and supplies. You won’t be forgot.”
1st SET meeting with Elle of the Owls

When Elle mentions mark on their souls, Sinder nods his head in agreement, “Yes fighting that big beast from Hell is already with me, there was nothing I could really do against it. I always consider myself capable of taking out almost anything, but that monster I was like a leaf against the storm.”

Sinder speaks to Elle of the Owls, “Did you want me to send reports back to you if so how?”After he receives the information he heads to the new ride.

He thinks about what has happened but then realizes that the new team is going to go into Harms Way. Out of the eight of them that started out, just to guard a convoy, there is only Cory, Merl and himself left. They lost over 50 % of their original numbers and are still told to tough it up and get your Flaming Asses out there in the fight. We got you new guys, just a quick reload, not anytime to train and see how each other blend in to the group as a team. No not at all, this group will be forged in the fires of hell and it is there that they will come out stronger then anyone would imagine or fail and maybe the 1st will be a lost. Then how it dies will be written by the devils of Hell.

How will Cory and Merl react when they encounter Demon Fell, Sinder thinks how he will react. “We need to destroy him in order to save him.”

When Saul speaks Sinder is confused, "Yes this is a bad thing but what are their choices? Saul thinks that Elle and Waallcott are responsable for all of this ? Is he loosing his Marbles?" well at least he said he would back the 1st SET.

He listens to Alecto and agrees.

Sinder thinks again and comes up with his take on what would happen, “We will succeed! We will not fail, we can not fail! The 1st must live on, so the others in the West can survive. Cory I am with you through the gates of Hell, Oh we have already been there, OK back through the gates of Hell.” He smiles.

Back at the new ride Mountaineer ATV

Sinder listen to the New Boss, Cory, talk to the team. When she ask about driving, Sinder looks around and speaks up, “I can drive. Not the best at it but I can. I’ll tie down my the Hover on top. Unless someone else can drive her. Maybe if there are more people that can drive we take shifts. Oh, I if we get Rylee a pardon she can drive it.” Sinder trying to work a deal to get Rylee off, he just doesn’t want to give up on her.

Sinder thinks of his past and future, “Rylee and I were together and happy. The future was ours. Then her brother came along, He and his friends changed her life and mine, which changed who we were meant to be, or is there more to who we are to be. Fate had our lives crossing a second time. What about the future? Is she meant for me or is there someone else?”

He looks to Cory, “I saw you bring forth some people to help man Quot’s vehicle, I can too, if you think we need a bit more help. Yea I know it isn’t normal for my kind to accomplish a task like that one. Mother says It must be from my father side. He has magic, powerful stuff.”

He talks to Starfire and Darkness, “Starfire stay close to the Mountaineer, if one of our party needs you for a ride or anything else let them and thank you Starfire for everything you do.”

Sinder starts thinking about Darkness and where he came from before he called him. Was darkness always near? Then responded when he put on the bracers? Or did the bracers open up a rift for the Hell Hound to step thru. If so could he open the rift and have darkness step back thru and wait to be called again? He speaks to Darkness"Darkness can you go back to where you came from and then come back. When I call you?"

He eventually gets on his hover cycle and takes off. He keys his mic, “Hotfoot airborne and ready to take position for the trek.”
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Cory Tetrascroll
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Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Sat Jun 02, 2018 4:31 pm

Alecto wrote:Alecto listens politely to Cory's attempt at a rallying speech, and then to Saul's ranting. When there's a lull, she concludes it's her turn to speak.

"I have served in several encounters with hostile supernatural forces. Each time, the key to defeating them was knowledge. That the body of your former commanding officer was used is clearly an attempt to overwhelm your reason with emotion, and use his memory as weapon against you. This tactic is consistent with what I have observed 'demonic' entities using in the past."

She swept her imperturbable gaze over the team gathered at the Mountaineer.

"I urge you not to allow this tactic to work. We will act swiftly, decisively, and methodically. We will discover the nature of the enemy with reconnaissance and probing attacks before committing our full strength. We will keep our tactics flexible, until we find one that works...and then we'll leverage our advantage to the fullest in an attempt to destroy the leaders."

With that, Alecto turned to Cory and added, "As you command, of course."
Cory frowns as she listens closely to Alecto. It's a frown of thought, not of any anger or frustration. Then she says, "I understand, totally, like that this is a trick. But alive Fell like had no idea what was going on, right? So, like, undead-Fell will be even more clueless. He has no sway over me, like, I felt sorry for him, and he died, like but, he died. This really, like, isn't Fell at all." She shrugs, "So, like, that won't be a problem, like at all."

When Sinder steps up she is relieved. He's been there the whole way. While he hasn't really been, in Cory's mind, one of the "leaders" he is solid and dependable.

Before they head out, before Elle leaves, Cory decides to test her authority. She gathers everyone and says, with all the presence she can muster, "Like, we need to give Ell of Owls the, like, demonically tainted mystic artifacts we picked up, right?. They will totallybe nothing but like a vector for the demons to infiltrate, you know, our team." Setting the example Cory gives the amulet she picked up from the carnage. "Merl, I know it seems like fun, but it will turn you bad. Look, it already has you not trusting me."

She watches the others, and if needed she has her last card to play, "So, like, as the leader of the 1st, right, I can dismiss team members. So, you know, If you like want to keep the items, then leave the 1st." She's stern and clearly means business.

------

Once they hit the road, she says, "Oh yeah, like I found Fell," and proceeds to describe the results of her scrying.

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Saul
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Posts: 118
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Re: Mission 6: Fell's Folly

Post by Saul » Sat Jun 02, 2018 4:59 pm

Saul Supports Cory
Saul nods in agreement. His voice is low with hatred, ” Cory is right. The Deep Lord, an ancient evil plagues me because of who I am. The rest of you can avoid this daily torture by destroying your items or if you must give them over to the Legion.” Saul wipes his forehead with his stained handkerchief, ” We go into the very maw of the deep blue devil and to bring its toys and cursed gifts is utter folly. Cory, I will see your order be done.” He holds his branch powered with the ability to destroy the supernatural at the ready. It glows faintly...
Saul takes Cory aside
He looks at Cory making sure she knows he fully supports her decision, but he also has a look of sadness,” Cory, I am who I am. I am at constant war with an enemy crafty and more powerful than it has any right to be. He pauses straightening his jacket and hat. ” I may be a liability in what will be our greatest fight, but I know the kind of foe we face... All us sea inquisitors are born again into this fight, and we are sworn to fight the demonic and evil forces knowing full well they over match us. Then we die unknown and forgotton. That said, if you wish me to leave I will no longer be a hinder to you or anyone under your command.” He tips his hat and wipes his brow frowning at the possibility of being dismissed.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Cory Tetrascroll
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Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Sat Jun 02, 2018 5:12 pm

Cory nods to Saul. "I guess. Like maybe your personal demons are like maybe different than the monsters from Hades, right? So like, my only concern is Sarah, she seems so totally like troubled. You know, if you can keep her out of harm's way, or like better yet, maybe convince her to stay behind, like I don't see any problems. Right, so, like I think all the sea talk totally annoys some people, so like it is totally all that much more entertaining." She smirks at Saul, a little devilish twinkle in her eye.

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Sat Jun 02, 2018 5:27 pm

Rod kicks back with Anon even taking a few moments to go out and look at the Dragonwing. But, when Elle of the Owls comes back to brief them, he's attentive, hat in his hand, his normal bluster gone as she confirms what they've all felt over the last weeks and months: Demons are everywhere.

He's not sure what to make of the 1st's legendary commander coming back from apparent death to now be on the side of evil. These are dark times indeed, he thinks. Going to find out for sure if I have the Queen of 'bots this trip.

When the new leader makes her speech, Rod makes no comment. Seems like it's the proverbial 'dead end position. Looks like something I should try to avoid.

After the meeting he duly checks out the new ATV, to Sinder he says, "Nice, a light rail gun, I've got a pair of mini's, sometimes a few hyper velocity slugs can make all the difference."

He examines the various maps, "If only we all could fly, we'd be there in minutes." He looks for Cory, "Uh Commander, Ma'am, ur Miss, Cory, what do you want to be called?" He tips his hat back, "Do you want me to do reconnaissance while the ground bound make their way south?" When she makes the offer for him to be her second in command, he decides to joke, "It must be hard reaching for the bottom of the barrel. Can't say it's my dream job, but I'll do my part. I'll follow your lead, and be your second. I'll even be okay if you call me third to keep the dragon happy." Well, no avoiding it now.

He listens to Alecto's comments to Cory and nods in approval as Cory affirms that she won't be swayed. The clueless comment catches him off guard. How did he wind up in charge, I guess you do rise to your level of incompetence.

Rod listen's to Saul's soliquey on his visions, his hand covering his lips keeping quiet. Nope, he is not flying with me again. This guy has got a real hard-on on Walcott, so far in the last 24 hours we dropped ourselves into the meat grinder, the spooks that were part of 3M were invaluable, so I'll keep my eye on her, but you attrack wierd like nothing I've ever seen, I'll keep my eye on you as well.

When the time comes to leave, he offers Alecto and Anon a seat, glad to see Saul secure himself in the ATV. He takes the DragonWing up to 20000', flying subsonic, keeping the ATV in sight and radio range, while scanning the route for foes.

Rolls
Notice: 1d8+2 = 10: 8, Ace: 1d8 = 1: 1
Wild Die: 1d6+2 = 4: 2
Total: 11

Knowledge: Electronics 1d8 = 2: 2 (Using Scanners)
Wild Die: 1d6 = 3: 3
Total: 3 (Looks like Rod will have to pick up the visual scanning, i.e. look out the window)

Knowledge: Battle: 1d6 = 1: 1 (Evaluating the reconnaissance)
Wild Die: 1d6 = 5: 5
Total: 5
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

User avatar
Saul
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Posts: 118
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Re: Mission 6: Fell's Folly

Post by Saul » Sat Jun 02, 2018 6:26 pm

Cory Tetrascroll wrote:Cory nods to Saul. "I guess. Like maybe your personal demons are like maybe different than the monsters from Hades, right? So like, my only concern is Sarah, she seems so totally like troubled. You know, if you can keep her out of harm's way, or like better yet, maybe convince her to stay behind, like I don't see any problems. Right, so, like I think all the sea talk totally annoys some people, so like it is totally all that much more entertaining." She smirks at Saul, a little devilish twinkle in her eye.
Saul Responds to Cory
So this must be the true evil the demons set against me have wrought. Constantly reminding of the girl I desperately wanted to have as part of my family, but instead had to kill twice... She had such a pretty smile...
Saul glances to the hotel the 1 set had stayed at, he nods in agreement with her, ” She will not bother anyone unless, they seek it upon themselves. I cannot promise she will pop up in our ensuing conflict, but I will do my best to saftely leave her behind.” He shakes his head trying to forget.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Sinder
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Posts: 223
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Location: San Antonio

Re: Mission 6: Fell's Folly

Post by Sinder » Sat Jun 02, 2018 7:18 pm

Sinders responds to Cory and giving up the Magic Item, "I well give up the Bracers but Cory but you and Merl need to be ready to take care of Darkness if he decides to go on his own."
Sinder tries to send Darkness back to hell or where evere he came from before taking the bracers off.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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

Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Sat Jun 02, 2018 11:02 pm

"Okay, like I mean, I'm pretty sure like I can banish him if it comes to that," Cory says to Sinder.

She does a quick mystical inspection of Sinder's friend, just to be safe.
Detect Arcana 11
Mysticism 1d10 = 10: 10 Ace 1d10 = 1: 1 Wild 1d6 = 5: 5

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Sun Jun 03, 2018 3:06 am

Banish
Yes, you can banish the hello hound. Since, it's an off camera thing just assume it is successful
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Sinder
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Posts: 223
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Location: San Antonio

Re: Mission 6: Fell's Folly

Post by Sinder » Sun Jun 03, 2018 8:01 am

And Sinder says good bye to his friend Darkness. After Darkness is gone Sinder turns the bracers over to Elle.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Saul
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Posts: 118
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Re: Mission 6: Fell's Folly

Post by Saul » Sun Jun 03, 2018 8:13 am

Sinder wrote:And Sinder says good bye to his friend Darkness. After Darkness is gone Sinder turns the bracers over to Elle.
Step one is complete, darkness will soon gain its foot hold in the Castle of Refugee. Not the last mistake that owl will make, or us... But at least I am now free from their yoke. I could put my gifts to work and dystroy such an item, but now is not the time. Let the castle burn.
Smile nods to Sinder, ” Brave and well done Sinder... You seem to know someone every where we travel. Tell me have you ever been to New Durango?”
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

User avatar
Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Sun Jun 03, 2018 11:30 am

Notice 15, 13 for Hearing
Notice 1d8 = 8: 8 -2 for hearing
Ace! 1d8 = 7: 7
Wild 1d6 = 5: 5
Cory Tetrascroll wrote:
"Like, you know, Fell put Tim in charge, and so like then Tim put me in charge, right," Cory says when the 1st SET, Fell's Follies, is gathered around the new ride. As usual these days, she stomps around with the Fell Blade in hand, so as she tries to give an ooorah rally speech, she is leaning on it. "Just because that's the story, doesn't mean Fell's off the hook when we catch him. Like guess we're heading to New Durango or something." She looks over the gang, "Like who's going to drive?"
Anon gives a wide grin. ”Oh, I’m good to drive! I love these things; the Mountaineer tends to get weirdly overlooked because there are so many of them doing service with various paramilitary and exploratory groups, but they are just fantastic machines. You know, we once put a boom gun on one of these back at my guild workshop? It was awesome! We used magical stabilizers to hold the gun in place and made some major modifications to the Mountaineer to withstand firing that beast. That’s actually what we called her when she was done: “The Beast.” I got to be there when we field tested it; loudest thing I’ve ever heard. Only managed to get four shots off, though, before the boom gun ripped the roof right off the Mountaineer. Those things do not mess around.”

He makes a quick rundown of everything onboard the APC, from the rail gun to the vid screens, and his grin gets wider. ”Pleased to make your acquaintance”, he tells the vehicle while giving it a friendly thump on the hood.
Cory Tetrascroll wrote: Saul weirds her out the more she gets to know about him, her experiences with Sarah are disturbing. The things he says. The way girl just shows up sometimes. She is maybe most chummy with Anon, to the degree her bad attitude allows.

"Hey, so, like, I wonder, you know, computers are kind of my thing too, believe it or not, whatever," she says to the TW, for some reason trying to earn this guy's trust. Another magic user, but hopefully not insane, is an important ally among the team.
Anon’s eyebrows go up when she mentions computers. ”No kidding! We should compare notes. What’s the craziest thing you’ve done?” He lowers his voice conspiratorially and says, ”a couple of friends and I made it so the, ah, pleasure houses in Sormspire would drop a digit off the readout of any Universal Cred-Card for twenty-four hours.” He can’t help but laugh at the memory before continuing ”didn’t affect too many folks, of course; most cred-cards in Sormspire are unsecured. But it did catch the ones dumb enough to trade with the Coalition without insisting on unsecured payment. Served them right.”
Sinder wrote: Sinder listen to the New Boss, Cory, talk to the team. When she ask about driving, Sinder looks around and speaks up, “I can drive. Not the best at it but I can. I’ll tie down my the Hover on top. Unless someone else can drive her. Maybe if there are more people that can drive we take shifts. Oh, I if we get Rylee a pardon she can drive it.” Sinder trying to work a deal to get Rylee off, he just doesn’t want to give up on her.
Anon doesn’t know who Rylee is, but he claps Sinder on the back (assuming Sinder is not currently on fire) and says, ”I’ve got this; no need to tie down that sweet hover bike. Listen, I think we got off on the wrong foot with the whole ‘hell hound’ thing; took me by surprise, given the circumstances. I hope there are no hard feelings?”
Roderick Wolfram wrote:Rod kicks back with Anon even taking a few moments to go out and look at the Dragonwing. But, when Elle of the Owls comes back to brief them, he's attentive, hat in his hand, his normal bluster gone as she confirms what they've all felt over the last weeks and months: Demons are everywhere.

...

When the time comes to leave, he offers Alecto and Anon a seat, glad to see Saul secure himself in the ATV.
Anon knows he should be more freaked out about the demons than he is, but it’s hard not to geek out at least a little at all this cool tech. A functioning DragonWing!

”Thanks,” he says to Rod, ”but I’m the designated driver for us ground dwellers this leg. I’ll take a raincheck, though; I can’t wait to get up in the air in one of those.”
Sinder wrote:And Sinder says goodbye to his friend Darkness. After Darkness is gone Sinder turns the bracers over to Elle.
Anon approaches Elle. ”Do you think I could take a look at those before we go, ma’am? Not to use them or anything; I just want to get a look at the symbols they put on there and see if they match up with the sorts of runes I’ve seen before.”
Curiosity
He’s just curious...
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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

Re: Mission 6: Fell's Folly

Post by Sinder » Sun Jun 03, 2018 3:16 pm

Sinder looks at Saul, very pensively, “Well my family traveled this part of the world, as with most other parts.” Sinder thinks of youn ladies that he might have known and then some of the guys. his parents used him to gather information about others in in the area to help in there negotiations.

"There might be someone at the big ranches we stayed, but that was years ago."

"I Know a Guy"
1d4 = 3: 3
Wild 1d6 = 5: 5 Success
Anon doesn’t know who Rylee is, but he claps Sinder on the back (assuming Sinder is not currently on fire) and says, ”I’ve got this; no need to tie down that sweet hover bike. Listen, I think we got off on the wrong foot with the whole ‘hell hound’ thing; took me by surprise, given the circumstances. I hope there are no hard feelings?”
Sinder looks at Anon and speaks up, "No hard feelings. I agreee the looKs of a Hell Hound might lead one to think this group is evil. But we are not."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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

Re: Mission 6: Fell's Folly

Post by Alecto » Tue Jun 05, 2018 6:40 am

Alecto is putting a rucksack with some of her gear in it, mostly spare ammo, into the Mountaineer when Roderick finds her and offers her a spot on the Dragonwing. She considers the massive, vaguely anthropic frame for a moment, then nods and transfers her gear over to the small cargo compartment on it.

"Thank you for the offer, Roderick," the ex-mercenary says with a sort of formal politeness. "I haven't had the opportunity to fly in a vehicle like this before. Are you familiar with their design and construction? Endowing a chassis as unstreamlined and unsuited to flight as that with flight seems like a questionable decision."
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
Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Tue Jun 05, 2018 10:29 am

(rolls carried)
Alecto wrote:Alecto is putting a rucksack with some of her gear in it, mostly spare ammo, into the Mountaineer when Roderick finds her and offers her a spot on the Dragonwing. She considers the massive, vaguely anthropomorphic frame for a moment, then nods and transfers her gear over to the small cargo compartment on it.

"Thank you for the offer, Roderick," the ex-mercenary says with a sort of formal politeness. "I haven't had the opportunity to fly in a vehicle like this before. Are you familiar with their design and construction? Endowing a chassis as unstreamlined and unsuited to flight as that with flight seems like a questionable decision."
Rod smiles as he hears Alecto's analysis. "Power is definitely king, there are engines in both the rear legs and tail section. However, in normal flight, the legs rotate back, and the shape itself is a lifting body. In essence the whole fuselage acts as a wing. The weapon arms present a minimal drag surface in comparison."

"In combat against other agile aircraft like power armor, the Dragonwing stays up in the air by direct thrust at a much slower speed allowing it to compete bringing it's full arsenal of weapons to bear. With a competent co-pilot assisting at weapons, it's a devastating assault vehicle."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

User avatar
Merlaggon
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Posts: 278
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Fell's Folly

Post by Merlaggon » Tue Jun 05, 2018 5:18 pm

Cory Tetrascroll wrote:Before they head out, before Elle leaves, Cory decides to test her authority. She gathers everyone and says, with all the presence she can muster, "Like, we need to give Ell of Owls the, like, demonically tainted mystic artifacts we picked up, right?. They will totallybe nothing but like a vector for the demons to infiltrate, you know, our team." Setting the example Cory gives the amulet she picked up from the carnage. "Merl, I know it seems like fun, but it will turn you bad. Look, it already has you not trusting me."

She watches the others, and if needed she has her last card to play, "So, like, as the leader of the 1st, right, I can dismiss team members. So, you know, If you like want to keep the items, then leave the 1st." She's stern and clearly means business.
"But, but... CORY! Its my shiny treasure! Please don't ask that of me..."

With a hanging head, Merlaggon hands his Band of Growth over to Cory.

"Here you go. I trust you, Cory. I trust you more than anyone. I... I... I just need some time to myself for a bit now."

Taking to the skies, Merlaggon goes off, sulking.

I better head off before she asks me to give up any more of my treasures
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

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

User avatar
Venatus Vinco
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Bronze Patron
Posts: 1640
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Fri Jun 08, 2018 2:08 pm

Exorcising Demons
It doesn’t take Cory long to assert her leadership and become the team’s moral compass. She orders the team to dispose of their demonic trinkets, and all comply - although not without some trepidation. Using her magics Cory is able to banish Sinder’s hell hound companion. Sarah on the other hand proves more perplexing. However, after some effort the girl does disappear from sight - although it is not clear if she is really gone.

Elle of Owls gathers the remaining artifacts and secures them in a lock box for transportation back to Castle Refuge. For the moment the group appears to be on a good path, after treading in darkness for some time.

The Road to Fell
Heading south toward New Durango is depressing. The makeshift path between Silverno and Durango used to be well travelled by traders and caravans, but now it is barren and deserted. Occasionally the group comes across the wreckage of burned out vehicles or the remains of fires where human flesh was roasted and feasted upon. Allying with demons seems to be making the Simvan fat and happy.

WIth the Mountaineer able to traverse the distance, and Rod’s Dragonwing flying at incredible speed the group is able to arrive at the outskirts of New Durango within only a few short hours. Using aireal surveillance, Rod is able to tell that demonic hoard is still present. They have set up camps in the middle of town and are feasting and pillaging. A number of Howlers are also lazing about. There is no immediate sign of Fell.
Black Market Special Mountaineer
Mountaineer ATV: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness
25 (14), Crew 1+5, Remaining Mods 5
Notes: All-Terrain, Handling 1, Environmental Systems, M.D.C. Armor, Sensor Suite
Weapons: Light Rail Gun (100/200/400, Damage: 2d10+4, ROF: 3, AP: 10, Payload: 45)
Black Market Features: Music system, minibar, video screens, hidden compartments.
Attachments
New Durango.png
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Saul
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Diamond Patron
Posts: 118
Joined: Fri Sep 22, 2017 7:49 pm

Re: Mission 6: Fell's Folly

Post by Saul » Fri Jun 08, 2018 3:31 pm

The end of the darkness is near, the demons will not be able to pillage if I can get in there and stop them.
Saul adjusts his CK armor and looks at the jet black armor he found under the seat. Lets see if this is any good. He shucks his CK armor off, putting on a harness and black supai armor.
With grim sadness he says, ” Cory, Fell’s Follies... I’ll be back and if I don’t come back... Well use the distraction wisely. “
Saul strides into town determined a ship on a calmn sea unshakable and unending... He means to put an end to the pillaging.

When he gets to the center he shakes his head in disgust and he yells calling out the leader, ” I am Saul Goodwright. You must stop your pillaging for a moment. I have news and I wish to speak to the leader of this horde!!” Perhaps through words I can use this parley to have the leader step forward. If it is Walcott, I will stab myself! Something tells me it may yet be Fell or rather an undead abomination. I must know their mind and to what end they seek. Plus my allies can use this time wisely...
Adventure Card Parley Played
Played his adventure card.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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

Re: Mission 6: Fell's Folly

Post by Sinder » Sat Jun 09, 2018 6:40 am

Sinder looks at Saul when he makes his statement and shakes his head.
With grime sadness he says, ”Cory, Fell’s Follies... I’ll be back and if I don’t come back... Well use the distraction wisely.“
He thinks about Fell, “This is the way Fell use to do things, and the way Fell ended."

He then speaks up pissed off at this type of thinking, “That isn’t a plan! What if they have hostages somewhere? Fell knows we usually strike first then improvise.”

He counters with a quick makeshift plan, "We have three people he, Fell, doesn’t know about. I say use them. We should recon into the place to see where or if there are hostages, then attack and get them out safely if possible. Also, if Fell is undead, we need to take out the Necromancer first. The town buildings could be holding an army of Darkness. Last thing, Cory is in charge here, Not Ash Williams, Oh And I have the Boom Stick.” Sinder raises his Double Barrel Ice Blast Shotgun over his head and says “Give me Some Sugar Baby!” “Yea this is how corny this plan is.” “Do we even Remember the Secret words? Klaatu Barada NNNNNNecktie. Nectar. Nickel. Noodle. It's an "N" word.”
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Sat Jun 09, 2018 10:50 am

Rod, with Alecto in the co-pilot seat take a high altitude fly by of the camp. Climbing to an altitude of 45000' Rod takes the Dragonwing to maximum speed and then begins a slow decent. He cuts the engines and let's the robot's momentum carry them silently across the base. Afterwards they return to the ATV landing near it and sharing their intel with the rest of the team.

Rod outlines what they saw and suggests a plan. "My recommendation is to do a high speed pass, shooting at the various large targets in the town. If Merlaggon can shape change into a something small that can hold onto the Dragonwing he can be used as a surprise if they actually have any fliers. With their attention directed at me as he fly out of town, the rest of you can move in from behind while their attention is focused elsewhere. I'll do a wide loop and flying in perpendicular to my original path to do another strafing run so they will be less likely to notice you." Rod trails off as he hears Saul speak and walk towards the town. "Does this happen all the time?"
Rolls
Notice: 1d8+2 = 7: 5
Wild Die: 1d6 = 2: 2
Total: 7
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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

Re: Mission 6: Fell's Folly

Post by Alecto » Sun Jun 10, 2018 5:25 pm

Alecto unbuckled the harness and worked her way over to the passenger compartment's hatch.

"Hold position long enough for me to exit. While the rest of the team engages the simvan, I can infiltrate behind their lines and attempt to secure threatened civilians."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

User avatar
Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Wed Jun 13, 2018 5:15 pm

Notice 4, 2 for Hearing
Notice 1d8 = 4: 4
Wild 1d6 = 3: 3
Anon has barely enough time to stop the ATV before Saul is out the door and on his way toward the enemy.
Saul's Ride
I think Saul was in the APC, but I'll reword if he wasn't.


Man, these guys just move, don't they?
Alecto wrote:Alecto unbuckled the harness and worked her way over to the passenger compartment's hatch.

"Hold position long enough for me to exit. While the rest of the team engages the simvan, I can infiltrate behind their lines and attempt to secure threatened civilians."
Seems like a solid enough plan, Anon thinks.

Into his radio, he responds "Alecto, I'll meet you there, and I'll bring some gear that should make our jobs a bit easier."

With that, he takes a few moments to slap together some gadgets before leaving the safety of the APC.
Building Gadgets
This will take him a couple of rounds to complete, but since we don't appear to yet be in combat, I am hoping that's not an issue.

Build roll 1: invisibility gadget TW 1d10 = 7: 7 (+2 for Machine Maestro cancels out -2 for seasoned power)
Wild 1d6 = 3: 3
Success!

Build roll 2: barrier gadget TW 1d10 = 8: 8 (+2 for Machine Maestro cancels out -2 for seasoned power)
Wild 1d6 = 3: 3
Success with a raise!


Anon pulls various tools out of pockets in his jacket and what look to be castoff parts from his pack and gets to work.

For his forst gadget, he pulls one of his spare “Ithy’s Night Out” discs and fiddles with it for a few moments before knocking it with the handle of his screwdriver. The LED lights switch from blue to green and he gives a satisfied grunt before saying to the silver-dollar sized device, ”Well, that’s what I was trying to tell you, wasn’t it?”

He sticks that disc on his shoulder, opposite the shoulder with his Armor of Ithan disc, and removes what looks like a brick... no, a mine(!), from his pack. At least, it looks like the shell of one. He pops it open to reveal a mess of wiring inside, and he twists two or three of them together quickly. He holds up his watch, presses on the crown for a moment, and then both the watch and the mine body let out simultaneous chirps. Anon grins, gives the mine a pat, and stows it. That done, he unslings his rifle and glances at Cory to see if she had any orders before he takes off toward the hostages.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Venatus Vinco
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Posts: 1640
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Sat Jun 16, 2018 6:47 am

Showdown in New Durango
Seeing the situation with the Simvan feasting on townsfolk, Saul walks right down the middle of the street his large brass balls causing sparks as they drag on the ground. The demon beasts growl and howl as Saul approaches, it is only the control of the Simvan that keep them from pouncing on the Sea Inquisitor and ripping him apart. In fact, it looks like even their control won’t last long. One of the Simvan looks up snarling, blood and gristle hanging from its teeth, a smile spreads slowly across its lips, ”Ah, Dessert!”

High above Rod’s suggested plan falls apart before it’s fully spoken as Saul walks into the middle of the fray. Instead he makes a high pass, letting Alecto drop free with her jet pack. The rookie SET member drops quietly behind the Simvan lines. Agreeing to meet up with her, Anon makes some gadgets and moves around to her position.

The rest of the team - Melaggon, Sinder, Cory - hold back to see what happens.

It’s a tense moment.
Situation
Saul has 30 seconds before they turn on him.
Attachments
New Durango.png
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Sat Jun 16, 2018 9:00 am

Saul looks at the grissle and the demons with a scowl. A true voyage of the damned... Captain Hosin Black would have chuckled at such a predicament... The tide leads us to strange shores indeed. Calmly Saul bends down and picks up a can of barts black beans, Made in Chitown for Chitown. He looks at the demons and beasts barely being restrained.
30 seconds at best is all I got, more than enough time.
” Three things are going to happen. One don’t do that.” Saul nods to the dismembered towns folks. ” Two you will tell me where he is or release the Juicer known as Fell is whatever form he is in. Third, I and the remaining Townsfolk will walk out of here unharmed.” Saul tosses the black bean can high in the air and smiles grimly at the Simvan, ” You have until that can hits the ground to say you agree to the terms. Otherwise it will be all over 12 seconds after that.”

The can hangs in the air awaiting the response of the simvan and demons.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Sinder
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Posts: 223
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Location: San Antonio

Re: Mission 6: Fell's Folly

Post by Sinder » Sat Jun 16, 2018 2:30 pm

Sinder looks as Saul keeps moving toward the town, “Flaming Turd Balls, this is never going to be easy is it.”

Sinder gets his armor up

Greater Speed, 2PP With a raise, running becomes a free action, so he may ignore the usual −2 running penalty. Attacks against the recipient are at −2.
Exalted Quickness, 8PP Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. he may ignore up to two points of multi-action penalties on each of those turns. Spending 12 PP for +2 on all rolls
Intangibility, 5PP

Spirit Rolls 1d10+2 = 12: 10 Aced 1d10 = 7: 7 Passed with 3 raises
Spirit Rolls 1d10+2 = 4: 2 Passed no Raise
Spirit Rolls 1d10+2 = 4: 2 Passed no Raise
Wild Dice
1d6 = 3: 3

Sinder steps behind Merl and talks to Cory and Merl, “I’m heading down the right side. Going to try to get behind and to the right any distraction would be welcome.”

Sinder uses intangibility to move so that just the top of his head is above the ground he plots a course that will hide him from view like in the shadows or behind bolders. Hopefully with some distraction he will get behind the Group and be clear to send a fire bolt at the group of Simvans and Howlers trying to enter House 30.

Intangible form sticks head in at lower floor looks around make sure no one is there. Before proceeding into the front of the house.

Will use sleep on any group in the house if need be. Becomes tangible when he is safe. Ready for an attack.
Last edited by Sinder on Thu Jun 21, 2018 10:29 am, edited 1 time in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Sun Jun 17, 2018 6:15 pm

Notice 10, 8 for hearing
Notice 1d8 = 8: 8 -2 for hearing
Ace! 1d8 = 2: 2
Wild 1d6 = 2: 2
Anon moves as quickly and quietly as possible, relying on his invisibility and his teleporting to get him past the Simvan and closer to the people the SET is there to protect. He meets up with Alecto and gives her a grin (which she likely can't see through his motorcycle-style helmet) and a thumbs up.

"Gimme another second," he says to her, pulling his tools back out and setting to work again.
Blind Gadget
TW 1d10+2 = 6: 4 (includes machine maestro)
Wild 1d6+2 = 3: 1
He carefully withdraws a rifle grenade and works deftly with a screwdriver and a laser torch (that one is a bit worrisome, what with it being a grenade) and then grunts. "Not my best work, but you will do the job nicely," he says to his newest creation before side-loading it into his rifle's launcher.

In the radio, he says, "Someone lemme know when it's starting, and then shield your eyes. I've got a flare here that packs a powerful punch, and those beasties aren't going to like it."
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Tue Jun 19, 2018 2:10 pm

With the group's command structure disintegrating with Saul's reckless actions, all Rod can do is rocket back into the sky to provide over-watch. I can only hope his crazy stories cause those Simvan to drop in a stupor, the pilot thinks.

He flies overhead in a loop, letting the shadow of the Dragonwing pass over the monsters animals and d-bees. Using Saul as his center point, he orbits the mad Sea Inquisitor in a radius of 60" at an altitude of 80" (a 3-4-5 triangle where the hypotenuse is 100") at a pace of 30" (6.25 rounds to travel the circumference) allowing him to engage with the Ion Cannons at long range or the Laser Cannons at short range.

Over the radio he says, "Team, I've got eyes in the sky, ready to perform ground strikes to back up Saul's play. Alecto and Anon focus on hostages if you can." Cory is being unusually quiet, she must be working with the dragon to magic something unexpected up. I've lost track of Sinder while moving into position. Once things start burning, I'll know where he is.
Rolls
Notice: 1d8+2 = 6: 4 (Danger Sense -2)
Wild Die: 1d6+2 = 7: 5
Total: 7

Piloting: 1d12+4 = 8: 4
Wild Die: 1d6+2 = 6: 4
Total: 8
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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

Re: Mission 6: Fell's Folly

Post by Alecto » Wed Jun 20, 2018 4:47 pm

Alecto gave the techno-wizard a curt nod, keeping low and taking a look around to see how alert the simvan and their creatures were she and Anon's presence...and also seeking out any civilians currently in danger. The optic camouflage features of her suit were active, painting her in a realistic rendition of the surrounding terrain, though this close Anon had little trouble making out where she was. After assessing the situation she spoke via communicator to avoid being overheard, "I'll move in after the flash with my cloaking field up. Warn me of any incoming area effects. First priority will be securing civilians. Second will be inflicting casualties on enemy."

Still crouched to reduce her cross-section, Alecto then waited for the 'fun' to begin.
Rolls: Notice 5, Stealth 3
Notice 1d8+2 = 5: 3 or 1d6+2 = 4: 2
Stealth 1d8 = 3: 3 or 1d6 = 3: 3 -4 to Notice to detect her if 25" or more away, -2 if closer.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

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

Re: Mission 6: Fell's Folly

Post by Sinder » Thu Jun 21, 2018 5:53 am

Sinder listens to the radio chatter.

Anon
"Someone lemme know when it's starting, and then shield your eyes. I've got a flare here that packs a powerful punch, and those beasties aren't going to like it."
Rod
"Team, I've got eyes in the sky, ready to perform ground strikes to back up Saul's play. Alecto and Anon focus on hostages if you can."
Ale
"I'll move in after the flash with my cloaking field up. Warn me of any incoming area effects. First priority will be securing civilians. Second will be inflicting casualties on enemy."
He ands his two bits in when he keys the mic, "! got the group on the westside of town square." he looks around the house and outside to see if or where they are keeping any hostages.

Notice
spends a Benny to use Spirit roll
1d10 = 10: 10 aced 1d10 = 3: 3 Good with 2 Raises!
Wild
1d6 = 1: 1

Armor (forgot to add this from previous post) -1Benny
1d10 = 8: 8plus extra effort 1d6 = 1: 1 good with a raise.
+10 Psi Power +6 Canon Ball +4
Last edited by Sinder on Fri Jun 22, 2018 7:07 am, edited 3 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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

Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Thu Jun 21, 2018 11:20 pm

OOC Comments
Notice: 1d8+2 = 4: 2 Wild Die 1d6 = 3: 3
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Before everything goes completely sideways, Cory waits for Merl to return. When she finally is able to catch up with him she says, Oh, Merl! I'm sorry, I should have given you something when I had you turn in your treasure. Here's all the money I have." She honestly doesn't know how much she has, but she gives him all of it*.

On the road, Cory sits on top of the Mountaineer and spends most of the time meditating. Her concern for this team is vague at the moment and she's trying to focus on the Fell Blade's powers. It's a technological device, so Cory can't probe it with any of her mystic skills. She cracks her knuckles and starts to fiddle with the sword, talking to it, trying to explain that she's in charge, but Merl will be wielding the sword in battle. She'll try at least.
Computers 10
1d8 = 8: 8 Ace 1d8 = 2: 2Wild 1d6 = 5: 5
She is aware that the big truck stops. She is focused on prayer as the crazy "team" scatters. It's too late when she does finally realize the repercussions of her distraction. She lowers the Fell Blade and uses it as a ladder to clamber down to the ground.

"What! Did they like, are they totally, like what?" she stammers, looking around to see who's left. Her religion doesn't have a hell or a damnation, but right now she is really wishing she had a litany of terms to curse Fell's Follies. She gathers her thoughts, focusing on things other than punitive spells. There is comm chatter and she listens, trying to build a picture of her team. It's grim, like normal.

First thing first, she needs to be able to move. "Merl, I need you to carry the sword into battle." As soon as the

Running down the road towards town, Cory contacts Rod, "Like...When like Saul blows it, I'll send Merl in and like you call it for the others, right, I guess. I'll box some of these jerks in, and a few like helpers. Like, you know, once they like eat Saul."

When the Howler poo hits the fan, Cory will run up towards Sinder's position. She hopes to piss off and draw the attention of the two creatures outside of the town and draw them in. Then she summons her soldiers, ordering them to distract the simvan while the rest of the Follies work on the bigger monsters.

Of course, she also uses her little sword's power to give her a little speed boost.
Mysticism: Summon Allies 11, Exalted Quickness 4
  • Mysticism: Summon Allies + Force Multiplier x3 1d10 = 2: 2 Wild 1d6 = 3: 3 Bennie Reroll: 1d10 = 2: 2 Wild 1d6 = 2: 2 Second Bennie Reroll Dammit: 1d10 = 10: 10 Ace 1d10 = 1: 1Wild 1d6 = 1: 1
    Mysticism: Exalted Quickness 1d10 = 2: 2 Wild 1d6 = 4: 4
    ISP Spent: 17
Cash to Merl
5000cr
Allies
  • Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
    Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
    Pace: 6; Parry: 6; Toughness: 11 (5)
    Gear: Huntsman Armor (+5), advanced
    melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT)
.

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

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"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Venatus Vinco
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Posts: 1640
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Sat Jun 23, 2018 4:17 am

Carnage
As Saul throws his bean into the air, the first Simvan doesn't even wait for it to his the ground before charging toward the Sea Inquisitor with a murderous howl. One cue the nearby desert howlers rear up and pounce toward Saul and the remaining Simvan set aside their dinners to charge toward him as well. Smartly, the howlers guarding the two roads into the little town stay on station. The odds for Saul are overwhelming, and a rescue may be in order!
Quick Combat
1.
  • 7 Simvan and 3 desert howlers are charging at Saul.
    2 Desert Howlers guard the road the Silverno
    2 Desert Howlers guard the road to Navajo territory


Since I am busy this week, I'm really relying on you guys to generate the narrative. Write a good, long description, of the combat results from your perspective and get a benny and 1 XP (we'll treat it like an interlude).

Scene Modifier (if any)
: -4 (-6 for Saul)

2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.
4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.

Total Group Successes
1- You're all alive, Saul takes 2 additional wounds, the townsfolk are dead
4 - Saul takes 1 additional wound, and the most of the townsfolk are saved
8 - Saul suffers a level of fatigue, and all townspeople are saved
12 or more - As with 8, but take an extra benny
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Sat Jun 23, 2018 11:12 am

Really just a bean?? Saul shakes his head as he realizes the so called can of beans was really just one bean. Should have had a can. It worked better when Captain Bliskin did it with a whole can.
Fighting 12 total, no matter the cost, benny gained and 6 ISP spent, not taking the benny. +3 successes
No matter the cost 12 ISP
Fighting 1d12-2 = 3: 5 wild 1d6-2 = -1: 1 last Benny for EF 1d6+2 = 8: 6 ace 1d6 = 1: 1
As the simvan and the howlers charge Saul mutters, ” It does not even seem fair. 12 seconds or less...”

1st second-
The blood spray is tremendous as my empowered weapon slits the juggulars of the first two simvan. Shorik and Malvis by their tribal name badges. Their mouths hung agape fresh from devouring the carcass of the local miller. Now forever hung open, with my branch OathMaker shoved deep into their larynax... This branch is good, sharp like the wind in the salty sea.

2nd second-
The first of the howlers comes in raging and screaming. Perhaps a lesser hero would have balked but all I can hear is the soft calling of the mighty sea. It flows in me, flows around me, flows through me calling forth my power to dystroy the supernatural. Blood and brain splatter arround me as my weapon caves its head in. It wimpers like a stuck cat and howls its last cry growing still.

3rd through 9th second-
They come at me faster than I can count. Time itself slows like a dry heat on the ocean top. A warm day in the atlantic aboard the Shinning Dagger. My first cutter, and the last ship I was ever to board. My eyes are wet with blood, mine, theirs, it swallows us all up. Oathmaker, my empowered weapon is red covered in the blood of my enemy. Tivil, Morg, Bathlom they fall in quick succession. Their tribal name badges clink to the ground forever to be unused. Their howlers fall just as fast, grey goop covers my once pristine hat. Bashman, slashman, the grey gooper... All names from the high sea, and now I bring them forth with my reckoning.

10th Second-
The large one grabs me by the throat...
His right eye is larger than his other. A simvan of epic purportions. He has heard the call of the Deep and bowed to its power. He licks my neck while he tries to throttle me. ” Little man!! I eat you, then those that cower in the house yonder.” Is this it? His grip feels like it could pop my head...

11th second-
My clothes are all in pawn
Go down you blood red roses, go down
And it's mighty draughty around Cape Horn
Go down you blood red roses, go down
Oh, you pinks and posies
Go down you blood red roses, go down
It's round Cape Horn we've got to go
Chasing whales through ice and snow
Oh my old mother she wrote to me
My darling son come home from sea
Oh it's one more pull and that will do
For we're the bullies to kick her through.


12th Second-
My breath is almost gone, my eyes are bloody and red... My Oathmaker is still in my hands. Saul slips himself away from the big Simvan’s death grip. He dodges one punch to the head, and then side steps a wicked vibrospear to the throat.” Not today you pig fucker. I am Saul Goodwright the Sea Inquistor who has resisted the call of the master you now serve. I don’t even want you to tell me where Fell is. I’ll rip the secret from your dead corpse.” The Simvan’s large eye goes even wider as Saul’s favored bashing branch OathMaker strikes true plunging deep in the big Simvan’s brown eye. It breaks the skull and skin poking out the back of the skull. The evil Simvan’s brain explodes spraying blood matter all over the street.

Saul looks around bloodied, battered, but still breathing. His branch the Oathmaker drips with the goop and blood of his foes slaughtered. Saul screams into the town, ” You think I am cursed you damn animals? You have not seen cursed!”

The can hits the ground, 12 seconds...
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Merlaggon
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Re: Mission 6: Fell's Folly

Post by Merlaggon » Sat Jun 23, 2018 12:43 pm

Quick Combat 12
No Matter the Cost. Net +0. 12 PP Spent
Psionics: 1d6 = 6: 6
  • Ace: 1d6+6 = 7: 1
Wild: 1d6 = 5: 5
Extra Effort: 1d6 = 5: 5
Result: 12 - Success with 2 Raises
Writeup will Follow
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

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

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Roderick Wolfram
Posts: 92
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Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Sat Jun 23, 2018 2:59 pm

Shooting 8, +1 Success, No Wounds
No Matter the Cost: +4 (12 bursts of the Mini Rail Gun)

Shooting Normally: 1d12+3 -4 Quick Combat +4 No Matter the Cost

Final:
Shooting: 1d12+3 = 6: 3
Wild Die: 1d6 = 3: 3

Spend Benny to Reroll

Shooting: 1d12+3 = 4: 1
Wild Die: 1d6 = 3: 3

Should have done extra effort. :(

Playing (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.

Total: 8 (Success +1 Raise)

Possible Wound:

Vigor: 1d6 = 1: 1
Wild Die: 1d6 = 3: 3

Spend Benny for extra effort on Vigor to avoid wound:
1d6+2 = 7: 5 (Elan)

Total: 8, success +1 raise, no wound

12 bursts of Railgun ammo spend (6 per mini gun)

2 bennies spent, 2 remaining
The shadow of the Dragonwing slides over the buildings and Simvan and their beasts. Changing shape as it moves over each object. Inside the cockpit, Rod is connected to the flying robot by his feet, hands, head, and mind (via the cyberlink). The pulsing of the powerful engines feel like a strong steady heartbeat keeping the 28 ton robot aloft.

On the video monitor, he sees Saul make his play, and the twitch of the lead Simvan. In anticipation before he even formalizes the thought, the pinnacle of NGR technology rolls over into a dive, the wind howling as it's torn apart by the turbulence caused by the Dragonwing. The weapon arms begin tracking as Rod watches Saul take on the Simvan. Seeing the Howlers ready to pounce, Rod fires the two medium lasers hitting two of the Howlers causing them to shy away, but not out of the fight

Still falling towards the ground, Rod clicks over to the light ion cannons and clears the area around Saul. The air rippling as the blasts of energy breakdown the molecules of air releasing a blast of heat, knocking back the next group of Simvan closing on Saul giving him some space to work.

The legs of the Dragonwing flip down and flame and fury stab down on to the ground, the giant mech landing forcefully, a cloud of dust now flaring out around him. Between his legs, Saul continues his dance of death. The weapon arms too close to Saul to use effectively, Rod flips to the head guns. The twin mini rail guns walking bursts of tungsten slugs over Saul and into the third Howler before it begins it's charge.
Last edited by Roderick Wolfram on Mon Jun 25, 2018 8:59 am, edited 1 time in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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Cory Tetrascroll
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Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Sat Jun 23, 2018 6:40 pm

OOC Comments
Notice: 1d8+2 = 3: 1 Wild Die 1d6 = 6: 6
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Battle. Another battle. But it's the kind of battle Cory can leap into with confidence. Fiery destruction is her tool today. Whether it's her personally calling down bolts from a solar flare or gouts of fire, or the combined attacks of her summoned allies, she wades into the fight, all in, even up close enough to use her little sword.

She tries to stay in contact with the rest of Fell's Follies throughout the fight. She only has a vague notion of things like troop morale or unit cohesion, but she instinctively knows a leader should keep everyone talking to each other. At one point she lets out a full on belly laugh when she realizes she's in charge of this band of nigh-murderous nut jobs. Then she continues with zeal the nigh-murdering.
Quick Combat: Mysticism: 12
Mysticism -4 (task) +4 (no matter the cost) +4 (extra effort) 1d10+4 = 6: 2 Wild 1d6+4 = 10: 6 Ace 1d6 = 2: 2
Cory is in the zone. She doesn't just feel Sun lending her strength, but Moon is there too. Her magic is mighty, her thinking clear (that would be Moon!). It's not just attacks either, when she sees an injured comrade or citizen she rushes to provide aid. That gives her a sense balance even in this brutal chaos. The tiny sword is also key to her success in all of this, its powers augmenting her own, same with the abilities of her armor. She may provide the raw power for their magics, but she did not take their aid for granted.

Beyond magic, her leadership position within the group seems to be maybe even marginally effective!

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Sinder
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Location: San Antonio

Re: Mission 6: Fell's Folly

Post by Sinder » Sun Jun 24, 2018 4:05 am

Actin like a Pro there Sinder goes! 0

Master Psi +2 -4PP
Extra Effort 1d6 1Benny
Twist of Fate+4 -1EP
1d10 = 10: 10+2+4+ 1d6 = 2: 2 Aced 1d10 = 2: 2
-4
Wild Dice
1d6 = 2: 2
Total 16 3 raises Unless I missed something.

SINDER DOES AS HE SAYS!
Sinder waits for Anon blinding flash, which will make a great distraction, along with Sauls chalange. He moves out, like a blur he then
let's loose a massive Fire bolt at the two beast close to him, he doesn't use a large burst but a medium.

Everything around him seems to be in slow motion. He decides to slow few of the beast riders down by playing pinball with them. He rams them from behind not hard, not to knock them out, but enough to throw off any range shots.

The Speedster, runs into the fiery blast to to help concel himself as he tops the head of a dead Beast that is still on fire. With the others joining in it seems that this match might be over sooner than later. The next questions are is this all of them or are there more? and where are the civilians?

Sinder decides to check out the jail. He puts on a burst of speed and goes intangable passing thru the door.

He notice the cells are full and there are three Simvans here guarding a group. He passes through the building watching the Simvans starting to turn toward the prisoners raising their weapon. He does a double quick, becoming solid, he uses the sleep charm on the Simvans as he passes by the prisoners. Then he quickly goes back intangable passes through the wall on the back side of the building. He turns right and heads back and catches the Simvans collapsing onto the ground with a few prisoners.

He stops and thinks, "Should I kill the Simvans,then free the prisoners, or just free the prisoners?"
He reacts and executes the sleeping guards.

Sinder keys his Mic, "I have freed some of the civilians in the jail." Then takes the keys to release the prisoners.
But with his speed the transmission comes out like , "I feed sove vilians ale."
Last edited by Sinder on Sun Jun 24, 2018 3:42 pm, edited 2 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Sun Jun 24, 2018 8:38 am

Quick Combat Techno-Wizardry: 8, Two Successes
Techno-Wizardry 1d10+2 = 8: 6 (+4 from No Matter the Cost, +2 from Machine Maestro, -4 scene modifier)
Wild 1d6+2 = 7: 5
-12 PPE
+1 Benny


Saul begins moving, and Anon takes that as his cue. "Shield your eyes!" he says into his radio before firing off the flare grenade. It burns terribly brightly, arching like an oversized tracer round into the center of town and then exploding in a silent supernova. The gathered Simvan and their beasts scream as their retinas burn, and Anon hopes it is enough of an opening for the rest of the team to get Saul out.

To Alecto, he calls, "I'm going for the people down there" and nods in her direction before tapping his left heel twice on the ground and slapping his invisibility disc again. He blurs slightly for a moment and then disappears entirely before being teleported to the nearest building. Moving quickly, he checks for civilians, and then teleports to the next building in line.

His ears fill with the sounds of combat as the rest of the 1st engage the enemy. Even partially deaf as he is, he can tell the assault is loud out there, which is an aspect of warfare that is lost on most who haven't experienced it first hand. After a few stops, he finds a family huddling in one corner of their little house while a group of Simvan hole up in their living room, weapons pointed out windows and at the front door.

Anon shoots out the window and heaves his barrier mine through the opening. It lands behind the raiders, and he taps his watch display quickly, selecting a length and height, before a wall of earth bursts through the ground and up to the ceiling, completely cutting the cowering townsfolk off from their assailants. The people safely sealed away, he launches another flare into the room and looks away as the gathered simvan are blinded by the concentrated explosion of light.

He picks them off quickly with a series of precise telekinetic bolts from his rifle before moving on. Doesn't sound like they need me in the main fight, so I might as well keep clearing houses. He sees Sinder go into one building, the windows flash with fiery light, and then a group of civilians come out, escorted by the burster. That block looks covered, he thinks, before turning the other way and continuing from house to house, relying on his invisibility and mobility to keep himself unseen.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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

Re: Mission 6: Fell's Folly

Post by Alecto » Sun Jun 24, 2018 9:33 am

Alecto nodded at Anon, and took off into the little town, quickly fading into true invisibility. Where Simvan were gathered near captives, swords erupted from chests, and as they fell a shimmering figure darted forward to press her attack from an unexpected angle. Once one group was out of immediate danger, she moved on to the next.

However the Simvan were cunning predators, and learned quickly. One of the larger ones spotted her coming, and for a magnificent moment they dueled; Alecto's speed and skill against the Simvan's legendary toughness and brawn. After nicking him several times, Alecto darted in for a mortal finish...only to discover that she'd been baited. The Simvan took her sword through his heart, but in the process smashed her across the head with its maul! The android was knocked end over end against a nearby hut; her helmet cracked by the impact and the skin over the left side of her face mashed and split over the silvery metal underneath. Immediately the other, smaller Simvan charged her, seeking to capitalize on her moment of weakness.

They quickly discovered that her injury didn't slow her in the least.
Rolls: Fighting 13, 1 benny spent
Serious Business (+2, 1 wound taken)
Fighting 1d12 = 7: 7 or 1d6 = 1: 1
Benny for Extra Effort 1d6 = 4: 4 +2 for Elan
Last edited by Alecto on Wed Jun 27, 2018 3:31 pm, edited 1 time 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

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Wed Jun 27, 2018 2:39 pm

Swift Justice
Dead d-bees and demons pile up in the centre of New Durango as the 1st SET deploys their trademark viciousness against them while protecting the innocent. Other than leaving the townsfolk alive there is little that separates the violence of demons from the wrath of the First.

Inside the jail, Sinder free some townspeople and Anon helps a few huddled people from another building. Many of the survivors shield their eyes from the carnage on the street, grateful it is not them but fearful of those who wrought such fury.

The twilight gives way to the darkness of night as an eerie silence descends on the western town, only interrupted by sobbing townsfolk, the team’s radio comes to life, the taunting voice of Fell on the other end, ”The first is so predictable. Charge in, save the day. Ignore the big picture. Little did you know, these innocents are not so innocent!”

On cue one of the small children pulls away from her “mother”. The mother immediately dropping dead to the ground her face lined with bulging black veins against pale white skin. A rapid disease spreads through the townsfolk, killing many more. Turning and pulling down her hood, the group sees the demonic girl, Sara, glaring at them. Her eyes are black as night and an unnatural sneer adorns her lips.
Fear
Make a Fear check at -2
As the girl sneers another member of the so-called “townsfolk” raises her hands and the bodies of the Simvan begin to stir and come to life. Some of the crowd seem to be genuine victims, but it is hard to tell. Detect Arcana reveals the woman to be a Blood Priestess, a demon worshipper and servant of a powerful demon lord.

Fell’s voice comes on the radio again, ”The bodies of your slain pursue you.”
Innocent Bystanders
Some of the crowd are demon collaborators and some aren’t, the Innocent Bystander rule is in effect for all ranged attacks
Endless Fanatical Zombies
There are a dozen raised Simvan and dead townspeople. Each time they fall the Blood Priestess will raise another. The “Endless” rule is in effect until she can be dealt with. From now until the end of the battle, any time a member of the party draws a Club for their initiative card, more zombies will shamble into the fray. Any time the bad guys draw a Joker, the same thing will happen.

They are also fanatics and will step in front of Sara or the Blood Priestess to absorb blows as long as at least one is standing.

These “zombies” use the CS Skelebot stats.
Theatre of the Mind
No map needed here, you have a mob of innocents mixed with undeath and two powerful demonic agents all jammed into the centre of a small western town
Initiative
Zombies Ace of Clubs (On Hold)
Saul Queen of Spades
Sara Queen of Clubs
Sinder Jack of Spades
Alecto Ten of Spades
Blood Priestess Ten of Diamonds
Cory Nine of Hearts
Rod Eight of Diamonds
Merlaggon Six of Spades
Anon Four of Diamonds
Track the Signal
If you want to track the radio signal it is a Dramatic Task at -2 using K/Electronics requiring 3 successes within 3 rounds
Pardon the Interruption
Zombies are on hold, include an Agility Check with your post in case they attempt to interrupt

Saul 1d4 = 2: 2
GM Benny Extra Effort 1d6 = 3: 3
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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Wed Jun 27, 2018 3:10 pm

Fear Check 6, success
Fear Check: Spirit -5 (-2 from curse, -2 from supernatural holy shit, -1 from fatigue): 1d4 = 2: 2 wild 1d6-5 = -4: 1
Agility 7
Agility 1d4-1 = 2: 3 wild 1d6-1 = 4: 5 last benny for ef 1d6+2 = 3: 1
Psionics for boost trait raise psionics now d12+3, deflection raise -6 to hit, and arcane denial success to shut down zombie plague magical effect for 3 rounds
Psionics free action boost trait mega power: +4 ISP for +2, Psionic 1d10+2 = 8: 6 wild 1d6+2 = 3: 1+4 die types psionics to a 1d12+3
Deflection Mega Free Action 1d12+3 = 12: 9 wild 1d12+3 = 4: 1-6 to hit saul

Arcane denial: Psionics -4, +4 ISP to get a +2 to his psonics roll: 1d12+3+2-4= 1d12+1 = 3: 2 Wild 1d6+1 = 4: 3
Saul lets his inner strength flow through him like an ocean roar. He glances at the horror, but he has confronted the Lord of the Deep and come through better for it. It does not even phase him. What gives him pause is the little girl, once his charge and whom twice now he has slain. His voice almost pleeds with the girl, ” Sara, please... I cannot kill you again, not again...” When the people start to change Saul instincitivly biting back the tears reaches into the ebb and flow of the ever flowing sea of magic and desperately tries to beat the zombies by denying them the magic creating them.
Over the radio he sobs struggling to maintain control, ” I am trying to stop them from turning... Sara is here she will not leave me alone. I cannot defeat her, all I can do is try to stop the towns folk from turning, but the magic is strong and my will will not hold for long. Please you must end her and kill the one weaving this magic.” His voice cracks when he mentions Sara. I wish I could have saved you child.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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

Re: Mission 6: Fell's Folly

Post by Alecto » Wed Jun 27, 2018 3:12 pm

"We need that transmission traced," Alecto said aloud, not using her radio. "We are being goaded to kill the mage quickly. Would her death cause even worse consequences?"

As she spoke, she extended her arm-sword and drew her runeblade. Regardless of the next instructions, it would likely require destroying a lot of these 'zombies' to complete...
Da Fear (7) an' Agileness (10)
(-2 for situation, +2 for Brave): 1d8 = 2: 2 or 1d6 = 2: 2
Benny for EF (w/Elan) 1d6+2 = 5: 3

Agility 1d10 = 9: 9 or 1d6 = 6: 6
Ace on wild: 1d6 = 4: 4
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Wed Jun 27, 2018 6:09 pm

Mini-Update
As Saul tries to subvert the workings of the blood priest, a zombie haplessly lunges at him but ends up bumping into another of his ilk. Instead, Saul's arcane denial doesn't dispel the current zombies, but it does seem to suppress new one from being made - for the moment. As Saul cries out to Sara she looks at him with her dark, dead, eyes and speaks with a mocking child's tone, "Saul, Saul, why do you persecute me? Release your hold on our magic and come to me. Let relieve you of your curse and burden. It is too much for you to bear alone."

Fortunately for Saul her siren call is blocked by his arcane denial and has no mystical effect, although it may naturally pull at his heart strings. Sara seems somewhat taken aback by this development and simply stars at him coldly. (Critical fail, backlash, shaken)
Puppet
Spellcasting 1d10 = 1: 1
Wild 1d6 = 1: 1
Repulse
Spirit 1d10 = 4: 4
Wild 1d6 = 2: 2

Spirit 1d10 = 4: 4
Wild 1d6 = 5: 5
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Roderick Wolfram
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Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Wed Jun 27, 2018 7:57 pm

Fear 5, Electronics 3, Notice 4
Fear Check @ -2
Spirit: 1d8 = 7: 7
Wild Die: 1d6 = 5: 5
Total: 5 Success

Knowledge: Electronics 1d8 = 5: 5 (Dramatic Task -2
Wild Die: 1d6 = 2: 2
Total: 3 (0 of 3 successes)

Notice: 1d8+2 = 3: 1 (-2 Danger Sense)
Wild Die: 1d6 = 2: 2
(left out the +2 for the Robot Sensors)
Total: 4


With the Simvan and Howlers dead or run off, Rod steps back from the Sea Inquisitor to find a clear field of view in and out of the town. He moves away from the townsfolk so he doesn't accidently crush them. He keeps his eyes on the sensors as the sun slips down in the sky. No sign of Nega-Fell, Rod thinks. He was here when we reconnoitered, where is he now?

Then as if summoned by the thought, the radio blares with the taunting words of the former leader of the 1st SET. "Where is that bastard!" Rod says to himself as he works the sensors. He attempts to work out the first plot line to begin triangulating the signal. It's then when he spots the girl step forward and the townsfolk drop to the ground and work her magic to raise the dead, he freezes for a second but snaps out of it. "Crap! I need to start over."
Last edited by Roderick Wolfram on Thu Jun 28, 2018 11:55 am, edited 3 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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Cory Tetrascroll
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Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Wed Jun 27, 2018 11:12 pm

Fear: 1d8-2 = 2: 4 1d6-2 = -1: 1 Bennie: 1d8-2 = -1: 1 1d6-2 = 1: 3 1d20+2 = 5: 3
OOC Comments
Notice: 1d8+2 = 3: 1 Wild Die 1d6 = 3: 3
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Talisman of Marduk (+1 Tough., +2 Soak, +1 Mag. Res.)
The girl Cory thinks, then says, "The girl?", louder, "The girl!!!", then finally a scream, "THE GIRL!!!!!"

She's mad and feels betrayed. There is a demonic, necromantic plague unfolding all around her. And the girl, Saul's Sara, not a girl but the worst sort of evil, the kind that lurks right in front of everyone's nose, masquerading as something innocent. It makes Cory sick to her stomach, she barely can keep it together. One benefit to being an actual holy warrior, one dedicated to destroying evil in all of its guises, is that when the evil is revealed, there is no hesitation, no regret, and no remorse for ruthlessly eliminating the diabolic being no matter what it's previous form. So with the abomination's true face revealed, Cory no longer sees anything resembling a child. She only sees a monster.

Cory hears Saul's plea, and knows what she must do. She dashes within ten feet of the child, activating her sword and the its powerful magic. Surrounded by the energy of Sun, Cory channels Moon and says to the demon-girl, "Back! Leave our world! Your evil has no place here! By Sun and Moon, leave now!"

Action 1:
Exalted Quickness 4
Mysticism 1d10 = 2: 2 Wild 1d6 = 4: 4
Repulse Evil 4
Mysticism 1d10 = 1: 1 Wild 1d6 = 4: 4
She's not really expecting it to work on the first try, so she braces herself for another round of her spiritual duel with the demon. "Out! Leave! You tainted creature! Moon and Sun command you to be gone! BE GONE!"

Cory, is a realist, so she's also prepared to blast the girl back to the demonic realm. If the banishing fails, she calls down a single, massive column of fire to smash the demon-girl into ash.

Action 2:
Repulse Evil 9
Mysticism 1d10 = 9: 9 Wild 1d6 = 5: 5
Onslaught 5 Damage 20
Mysticism 1d10 = 1: 1 Wild 1d6 = 5: 5 Damage 6d6 = 20: 3, 4, 3, 4, 2, 4

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Thu Jun 28, 2018 5:03 pm

Mini-Update
Cory's attempts to repel Sara are seemingly ineffective as the young girl simply tuns her head and smiles sweetly. Following up with a vicious onslaught of mystic power Cory knows that will hurt. Unfortunately, the blast doesn't reach its target as one of the zombies, a former town person judging by their tattered clothes and their ghoulish human appearance, steps in front of the blast and is withered into dust. Sara, still smiling sweetly begins to walk toward the group, in slow child-size strides.

11/12 Fanatical Zombies remain.

Over the radio, Fel''s mocking voice cuts into the battle.

"Cory, my love for you remains, you will live through this, and remember what it was to watch all your friends die. Then I will be the only one left for you on this earth."
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Anon
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Re: Mission 6: Fell's Folly

Post by Anon » Fri Jun 29, 2018 10:19 am

Notice 5, 3 for Hearing
Notice 1d8 = 3: 3 -2 for hearing
Wild 1d6 = 5: 5

Fear Check 5, Agility Check 2
Spirit 1d8-2 = 3: 5
Wild 1d6-2 = 2: 4
Extra Effort 1d6 = 2: 2
-1 Benny

Agility 1d6 = 2: 2
Wild 1d6 = 2: 2
Anon sees what's happening and is momentarily floored. We were suckered in! He hears Alecto's call to trace the transmission, and gets to work, slinging his rifle and pulling out his radio.

"Let's see what we can see. Well, hear, in any case." He begins working the device, searching for the source of the signal.
Knowledge Electronics 5
K/Electronics 1d8 = 3: 3 ( +1 for Machine Maestro, -2 for task per GM)
Wild 1d6 = 1: 1
Reroll K/Electronics 1d8 = 6: 6
Wild 1d6 = 4: 4
-1 Benny
With a grin, he announces, "Got him!"
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Sinder
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Posts: 223
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Location: San Antonio

Re: Mission 6: Fell's Folly

Post by Sinder » Sun Jul 01, 2018 12:11 pm

Actions
Fear
-2 Zombie +2 Master 4PP Extra Effort 1EP
1d10 = 1: 1 + 1d6 = 2: 2
Wild Die
1d6 = 3: 3Total 5 Pass - Failed!

Fright Table
1d20+2 = 9: 7

Sinder sees the undead all around him he isn't sure if the town folk are going to turn into more Zombies or not. so the speedster does what is best and runs toward the Mountianier to get as much distance between him and the others. " Flaming Crap they are all around me."

In a loud voice, "I'm out of here." Sinder avoids all as he goes sprinting away. As he does so he sinks into the earth with just head above the ground. "I hate Zombies!"

Conditional on results of Fright table


Use adventure card for a free action, Summon Allies Force Multiplier 4 PP +3 6 PP total 10PP for 4 Ogre
2 Bennys
1d10+10 = 15: 5
Wild Dice
1d6 = 4: 4

Attacks Of the

Starfire
Fighting
1d8 = 4: 4 - miss
Kick: 1d12 = 2: 2+2+ 1d6 = 5: 5

Ogre
Fighting
1d8 = 1: 1 - miss

Damage: Sword
1d10 = 10: 10+ 1d12+3 = 4: 1

Ogre
Fighting - hit
1d8 = 8: 8 Aced 1d10 = 5: 5
Damage: Sword
1d10 = 2: 2+ 1d12+3 = 13: 10 Raised 1d6 = 4: 4 = 16 - dead

Ogre
Fighting
1d8 = 7: 7 - hit
Damage: Sword
1d10 = 9: 9+ 1d12+3 = 14: 11 = 20 dead

Ogre
Fighting
1d8 = 2: 2 - miss
Damage: Sword
1d10 = 6: 6+ 1d12+3 = 5: 2

Sinder attacks
one
Sword
Fighting
1d6 = 6: 6 Aced 1d6 = 2: 2 - hit
Damage
1d10+6 = 16: 10 , AP 4 aced 1d10 = 7: 7 = 27 AP, 4 - dead
Sayeens mace
Fighting
1d6 = 5: 5
Damage
1d6+6 = 9: 3

Two
Sword
Fighting

1d6 = 5: 5
Damage
1d10+6 = 8: 2AP 4
Sayeens mace
Fighting
1d6 = 1: 1
Damage
1d6+6 = 9: 3

Sinders sends in the troops tag teaming making sure they get to the zombies Protecting the Blood Priestess and keeping the Civilians safe.
Last edited by Sinder on Tue Jul 03, 2018 9:11 am, edited 5 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Tue Jul 03, 2018 4:58 am

Alecto wrote:"We need that transmission traced," Alecto said aloud, not using her radio. "We are being goaded to kill the mage quickly. Would her death cause even worse consequences?"

As she spoke, she extended her arm-sword and drew her runeblade. Regardless of the next instructions, it would likely require destroying a lot of these 'zombies' to complete...
Da Fear (7) an' Agileness (10)
(-2 for situation, +2 for Brave): Original post: 1d8 = 2: 2 or Original post: 1d6 = 2: 2
Benny for EF (w/Elan) Original post: 1d6+2 = 5: 3

Agility Original post: 1d10 = 9: 9 or Original post: 1d6 = 6: 6
Ace on wild: Original post: 1d6 = 4: 4
A bladed sword covered in runes, look how she extends her arm. I hear her words, the roar of a tempest sea. Each word crashes agaist my skull and drips into my ears. Her cold logic is of course right, we do not know enough about the situation at hand. Like so many times before we, I jumped in with out testing the water’s height. Is it 20 feet to the floor, or just 2? Concentrate Saul... Concentrate, keep them from forming other zombies, but in the meantime what do you know about what is going on.
kn arcana 14
Kn arcana 1d4 = 4: 4 ace 1d4 = 4: 4 ace 1d4 = 4: 4 ace 1d4 = 3: 3 wild 1d6 = 5: 5 -1 for fatigue
opposed psionic roll vs dispel, got an 11
Opposed roll Psionic -1 for fatigue 1d12+2 = 7: 5 wild 1d6+2 = 8: 6 ace 1d6 = 3: 3
oops
ace 1d54 = 16: 16
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Tue Jul 03, 2018 5:20 am

Mini-Update (Blood Priestess)
Exalted Dispel 7
1d10 = 7: 7
Wild 1d6 = 5: 5
Extra Effort: 1d6 = 2: 2

Large Burst Template 2d6 = 3: 1, 2 (Saul + Merlaggon, Alecto, Rod))
all magical and TW devices are shut down for 1d6 = 2: 2 minutes

Who's caught reroll 5 = 1d6 = 5: 5 1d6 = 5: 5 1d6 = 2: 2
1 - Cory
2 - Merlaggon
3 - Rod
4 - Anon
5 - Alecto
6 - Sinder
Sensing that Saul is causing her problems, the blood priestess targets him with a cloud of oppression, trying to shut down his arcane enhancements. Despite the sudden heavy weight upon his heart, the Sea Inquisitor is indomitable. Nonetheless, the effects of her cloud of oppression manage to shut down magical items and devices for many of the team.
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Merlaggon
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Re: Mission 6: Fell's Folly

Post by Merlaggon » Wed Jul 04, 2018 9:03 am

Fear 5
Fear (+2 due Brave, -2 due Situation)
Spirit: 1d8 = 1: 1
Wild: 1d6 = 5: 5
Result: 5 - No Effect.
Notice 4
Notice: 1d6 = 4: 4
Wild: 1d6 = 2: 2
Result: 4
"Hey! No messing with my toys, nasty Blood Priest Person!!!"
Claw
Wild Attack and his Large size cancel out as far as for the hit roll.
  • Fighting: 1d6 = 4: 4
    Wild: 1d6 = 5: 5
    Result: 5 - Miss.
With that, Merlaggon launches himself towards the Blood Priest, drawing the strikes of many of the Zombies before trying to strike her down. Luckily for her and her Zombie minions tat the magic of the Shapeshifter's Claw has been suppressed, and his strike goes over their heads.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

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

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Wed Jul 04, 2018 2:05 pm

Initiative
Alecto AS
Cory KS
Saul JS
Zombies (remain on hold)
Blood JD
Rod 10H
Anon 6H
Sara 2S
Merlaggon 2D
Sinder 2C
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Alecto
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Location: 1st SET

Re: Mission 6: Fell's Folly

Post by Alecto » Fri Jul 06, 2018 3:35 pm

As things devolved further, Alecto sought patterns of enemy behavior...and it was quite clear almost immediately. The 'young girl' had targeted Saul. The arcanist who had inflicted this fate on the villagers had targeted Saul. Each trying in turn to nullify him, and each failing.

She wasn't sure why, or what Saul was doing, but available evidence suggested he was important to overcoming them.

Alecto ran through the crowd, shoulder-checking zombies out of her path like some kind of demented, armored running back in an Old Earth game of American football to stand by Saul's side. As she went, she replaced the now-quiescent runeblade with her old vibrosword.

When she got to Saul she whirled around, delivering sharp blows with her swords...but with the 'chainsaw' edges of the vibroweapons turned off, and hitting with the flats of the blades!

"Whatever you're doing, keep doing it," she said. "I'll cover you."

She suspected there was more at work here than met the eye. Over the radio she broadcast, "Avoid killing the villagers whenever possible."
Rolls
Alright, using nonlethal damage from p84 in the SWD Ex Edition, striking with the flat of the blade for -1 to Fighting, and using Sweep to clear out as large an area near Saul as I can without including Saul in the area.

1d12+1 = 12: 11 or 1d6+1 = 7: 6 to hit. Damage is rolled per individual, and I have no idea how many individuals are affected, so I can perhaps leave it to you to roll? That, or you can tell me and I'll roll. If you want to, here's the damage formula:

1d12+2 + 1d10 (presumably no AP since not using the grindy vibro-edges)
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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Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Fri Jul 06, 2018 6:55 pm

No Actions Because It's Not His Turn; Just Role Play
Like the tag says, this is just a post for fun.
Merlaggon wrote:
Fear 5
Fear (+2 due Brave, -2 due Situation)
Spirit: Original post: 1d8 = 1: 1
Wild: Original post: 1d6 = 5: 5
Result: 5 - No Effect.
Notice 4
Notice: Original post: 1d6 = 4: 4
Wild: Original post: 1d6 = 2: 2
Result: 4
"Hey! No messing with my toys, nasty Blood Priest Person!!!"
Claw
Wild Attack and his Large size cancel out as far as for the hit roll.
With that, Merlaggon launches himself towards the Blood Priest, drawing the strikes of many of the Zombies before trying to strike her down. Luckily for her and her Zombie minions tat the magic of the Shapeshifter's Claw has been suppressed, and his strike goes over their heads.
Anon is momentarily awed as he watches Merlaggon in action. He has certainly met dragons before, and he saw a couple in action from a distance at Tolkeen, but this is the first time he's seen one fight up close. Even though the blow goes wide, Anon is impressed by the sheer force his new teammate brings to bear. Wow.
Alecto wrote:As things devolved further, Alecto sought patterns of enemy behavior...and it was quite clear almost immediately. The 'young girl' had targeted Saul. The arcanist who had inflicted this fate on the villagers had targeted Saul. Each trying in turn to nullify him, and each failing.

She wasn't sure why, or what Saul was doing, but available evidence suggested he was important to overcoming them.

Alecto ran through the crowd, shoulder-checking zombies out of her path like some kind of demented, armored running back in an Old Earth game of American football to stand by Saul's side. As she went, she replaced the now-quiescent runeblade with her old vibrosword.

When she got to Saul she whirled around, delivering sharp blows with her swords...but with the 'chainsaw' edges of the vibroweapons turned off, and hitting with the flats of the blades!

"Whatever you're doing, keep doing it," she said. "I'll cover you."

She suspected there was more at work here than met the eye. Over the radio she broadcast, "Avoid killing the villagers whenever possible."
Rolls
Alright, using nonlethal damage from p84 in the SWD Ex Edition, striking with the flat of the blade for -1 to Fighting, and using Sweep to clear out as large an area near Saul as I can without including Saul in the area.

Original post: 1d12+1 = 12: 11 or Original post: 1d6+1 = 7: 6 to hit. Damage is rolled per individual, and I have no idea how many individuals are affected, so I can perhaps leave it to you to roll? That, or you can tell me and I'll roll. If you want to, here's the damage formula:

1d12+2 + 1d10 (presumably no AP since not using the grindy vibro-edges)
As fast as his eyes can track from the dragon to Alecto, he sees her running to Saul and, ever so briefly, was that metal on the skin of her face? A cybernetic maybe?

Zombies go flying and she begins defending Saul, and Anon is feeling pretty good about their chances. The 1st is living up to their reputation so far.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Fri Jul 06, 2018 6:57 pm

Alecto wrote:As things devolved further, Alecto sought patterns of enemy behavior...and it was quite clear almost immediately. The 'young girl' had targeted Saul. The arcanist who had inflicted this fate on the villagers had targeted Saul. Each trying in turn to nullify him, and each failing.

She wasn't sure why, or what Saul was doing, but available evidence suggested he was important to overcoming them.

Alecto ran through the crowd, shoulder-checking zombies out of her path like some kind of demented, armored running back in an Old Earth game of American football to stand by Saul's side. As she went, she replaced the now-quiescent runeblade with her old vibrosword.

When she got to Saul she whirled around, delivering sharp blows with her swords...but with the 'chainsaw' edges of the vibroweapons turned off, and hitting with the flats of the blades!

"Whatever you're doing, keep doing it," she said. "I'll cover you."

She suspected there was more at work here than met the eye. Over the radio she broadcast, "Avoid killing the villagers whenever possible."
Rolls
Alright, using nonlethal damage from p84 in the SWD Ex Edition, striking with the flat of the blade for -1 to Fighting, and using Sweep to clear out as large an area near Saul as I can without including Saul in the area.

Original post: 1d12+1 = 12: 11 or Original post: 1d6+1 = 7: 6 to hit. Damage is rolled per individual, and I have no idea how many individuals are affected, so I can perhaps leave it to you to roll? That, or you can tell me and I'll roll. If you want to, here's the damage formula:

1d12+2 + 1d10 (presumably no AP since not using the grindy vibro-edges)
Saul’s face is wet with angst untold. He nods to Alecto, ” Aye Alecto, perhaps together we can hold them off and give our allies time to locate Fell.” A bead of sweat poors down Saul’s face. The call of the Deep Lord is tremendous... I can anly hold them back for 6-8 more seconds. Saul’s oaken branch hums with the strength of his convictions. For sure any supernatural creature struck with it would meet its end. Saul’s blackened armor glints off the glow building on the oaken branch. Brighter, Brighter...
GM
not too sure whose turn it is, Cory maybe, then Saul. I saw VV post the initiative. Also, as Sara is being generated by a magical item on Saul, she goes bye bye?
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Cory Tetrascroll
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Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Sat Jul 07, 2018 12:30 am

OOC Comments
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Exalted Quickness (2 rounds left)
Oh man. Cory is super pissed at this blood mage, like raging crazy mad.

"Merl, use the Fell Blade on the target if you can get close." Cory starts to move quickly towards the blood mage. Along the way, she use her holy power to push away any of the zombies. She doesn't have time for them. About halfway to the blood priest, who Cory now refers to as "the target", she calls forth another strike from Sun's fiery fist!
Round 1: Move: Pace 8, Repel: 3 Fail, Onslaught: 18 hit, 18 damage, AP5
Move: Pace 8 (w/ Armor)
Repel: Mysticism 1d10 = 3: 3 Wild 1d6 = 1: 1
Onslaught: 1d10 = 10: 10 Ace 1d10 = 8: 8Wild 1d6 = 1: 1 Damage 6d6 = 17: 4, 5, 1, 1, 2, 4 AP 5Raise 1d6 = 1: 1
The she continues the rest of the way, closing distance to the blood mage. While en route she requests Sun and Moon to bless her little sword so that she might smite this evil. Then reaching the target, she smites the foul being.
Round 2: Move: Pace 8, Smite: 4 Success, Fighting 8, Damage:22 AP7, Holy+Silver Trapping
Move: Pace 8 (w/ Armor)
Smite: 1d10 = 4: 4 Wild 1d6 = 2: 2
Fighting: 1d6 = 5: 5 Wild 1d6 = 1: 1 + EE 1d6 = 3: 3Damage: 3d6 = 16: 5, 6, 5 Ace 1d6 = 2: 2+4 AP2+5
Cory thinks, note to self: talk to Saul about keeping us informed about demonic children.

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Sat Jul 07, 2018 7:56 am

Exalted Darksight psionics 1d12 = 11: 11 wild 1d6 = 1: 1
Time to let the world drift apart and my eyes with it. I am the water cool and calm. I can feel all that dwell on my surface or beneath. Saul’s eyes melt away as he reaches out feeling rather than seeing gaining an unparalleled insight into the foes arround him. So much so that gaining up will provide a lesser effect( only up to a +3).
”Blood Priest, release your magic and tell us where Fell is hiding. You have upon my word as a sea inquisitor that you will leave this battle with breath and your heart still beating. Your time is drawing near, give up!”
Saul strikes out with his oaken branch at a zombie but Saul’s branch strikes empty air.
OOC Comments
1d12-3 = 0: 3 wild 1d6-3 = -2: 1
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Sinder
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Location: San Antonio

Re: Mission 6: Fell's Folly

Post by Sinder » Tue Jul 10, 2018 9:46 am

Spirit for Shaken
1d10 = 8: 8
After Sinder’s heroic retreat, he stays back and calls up some muscle in case the zombies decide to follow. “Flaming crap that was bad. Need to send in some muscle to get this over with. ”

(In case the last summining didn't work. )
OOC Comments
Summon Allies Force Multiplier 4 PP +3 6 PP total 10PP for 4
Sinder gives marching orders " Team up first, then take care of Zombies, second after the blood Priestess, then find Fell."

Ganging up bonus +1?
#1 hits
#2 3 raises

1d10 = 2: 2
Wild Dice
1d6 = 6: 6 aced 1d6 = 1: 1
Ogre 1 Hit
Fighting
1d8 = 3: 3 +1 = 4 hit

Damage: Sword
1d10 = 7: 7+ 1d12+3 = 14: 11 total 20

Ogre 2 hit
Fighting
1d8 = 8: 8 1d8 = 7: 7 +1 total 16 hit with 3 raises

Damage: Sword
1d10 = 5: 5 + 1d12+3 = 14: 11 1d6 = 2: 2 total 19

Ogre 3 hit
Fighting
1d8 = 6: 6 +1total 7

Damage: Sword
1d10 = 7: 7 + 1d12+3 = 11: 8 total 18

Ogre 4 hit
Fighting
1d8 = 6: 6 +1 total 7 hit

Damage: Sword
1d10 = 3: 3 + 1d12+3 = 14: 11total 17
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Tue Jul 10, 2018 5:36 pm

Blood Priestess
Chaos and confusion erupt as Cory sends forth more holy blasts toward the enemy, yet, the zombies dumbly move into the way absorbing the hits and keeping their charges safe at the sake of their own un-life. Sweeping the flat of her sword Alecto manages to keep two zombies at bay knocking them backward. Unfortunately, knocking them unconscious is not really an option as they are animated dead with no real consciousness to begin with. Stumbling backward they simply begin to shuffle forward once more only as a hoard of ogres, summoned by the cowardly Sinder, begin to emerge from the ground.

Seeing Merlaggon fly overhead the blood priestess raises her hands and beckons the dragon toward her.
Puppet 13
Psionics 1d10 = 2: 2
Wild 1d6 = 1: 1

WC Benny
1d10 = 10: 10 Ace 1d10 = 3: 3
Wild 1d6 = 2: 2
Zombie count 9/12
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Merlaggon
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Re: Mission 6: Fell's Folly

Post by Merlaggon » Tue Jul 10, 2018 5:39 pm

Spirit 14
Spirit: 1d8 = 5: 5
Wild: 1d6 = 1: 1
  • Bennie Reroll
    • Spirit: 1d8+2 = 7: 5
      Wild: 1d6+2 = 3: 1
      Bennie Re-Reroll
      • Spirit: 1d8+2 = 5: 3
        Wild: 1d6+2 = 5: 3
        Bennie Re-Re-Reroll
        Spirit: 1d8+2 = 6: 4
        Wild: 1d6+2 = 8: 6
        • Ace: 1d6+8 = 12: 4
        Use Adventure Card to Steal the Blood Priest's Bennie for Re-Re-Re-Roll
        Spirit: 1d8+2 = 9: 7
        Wild: 1d6+2 = 5: 3
    Bonus +2 from Cory's Adventure Card
Result: 14 - Success
Last edited by Hans Greuber on Tue Jul 10, 2018 6:45 pm, edited 1 time in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

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

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Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Tue Jul 10, 2018 6:33 pm

Shooting 9 Damage 39 AP 10, Shooting 16 Damage 17 AP 10
Shooting Left Laser 1d12+5 = 9: 4 (-2 MAP +2 Combat Ace +2 Inspiration Adventure Card; +2 vs any other negative modifiers from on board computers)
Shooting Right Laser 1d12+5 = 16: 11 (-2 MAP +2 Combat Ace +2 Inspiration Adventure Card; +2 vs any other negative modifiers from on board computers)
Wild Die 1d6+2 = 6: 4

Damage Left Laser: 3d10 = 22: 10, 6, 6 AP10; Raise Damage: 1d6 = 5: 5, Ace 1: 1d10 = 10: 10, Ace 2: 1d10 = 1: 1
Total: 38 AP 10
Damage Right Laser: 3d10 = 15: 3, 8, 4 AP10; Raise Damage: 1d6 = 2: 2
Total: 17 AP 10
The exhaust from the engines in Dragonwing's feet blow dust as it lifts off and moves up and over to survey the landscape so Rod can make another attempt at discovering Fell's position. It's then the flash of magic from blood mage lights up the small view port of the robot. "What the hell was that?" Rod knew damn well that wierd not color of magic. Oh, going to take a shot at me? He thinks as he flips the controls ready to saturate the ground with his Light Ion Cannons. "Sh$t! Saul and Alecto are right next to her. Switching to lasers." Rod says over the radio. He sees Merlaggon shake off some other magical attack from the blood mage as a bunch of Ogres appear and wade into the fray.

Now with sufficient distance, the weapon arms swivel and track, the capacitors whining as they draw power from the nuclear heart of the giant robot.

The idea that he might hit an innocent bystander (Heartless Hinderance) flits briefly through his mind, but the thought that he might be the next target makes Rod think he's done enough just by not using an area effect weapon. He sees the two targeting reticles line up on the blood mage and pulls the trigger. Two bars of light drill down towards the blood mage.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Tue Jul 10, 2018 7:52 pm

The clouds in the mighty sea open forth letting loose the thunder clap of a squall. Yet it is the mighty mechanical dragonwing and its pilot Rod. Instead of lightning it is dual deadly daggers of laser fire.
Saul voice is strained and full of relief to have such a mighty ally in the sky above.” Understood Rod, I will leave you a clear shot if you can wait. My power against this plague is nearing its end. Perhaps six more seconds. We must strive to end this priest with furious haste.”
Where is Fell? It feels like this is just a ruse while what ever lurks inside Fell enacts its master plan...
Does anyone have clear vision of where Fell is? These zombies and blood priest feel like a delay tactic...”
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Wed Jul 11, 2018 6:04 am

Notice 7, 5 for Hearing
Notice 1d8 = 7: 7
Wild 1d6 = 3: 3
Saul wrote: Where is Fell? It feels like this is just a ruse while what ever lurks inside Fell enacts its master plan...
Does anyone have clear vision of where Fell is? These zombies and blood priest feel like a delay tactic...”
In reply, Anon says into the radio, "Working on it!"

He continues working the dials, trying to triangulate the position of the 1st's former leader.
Knowledge (Electronics) 8, total of 3 successes counting last round
K/electronics 1d8+1 = 8: 7 includes Machine Maestro bonus
Wild 1d6+1 = 4: 3
-2 to total for task modifier
+2 for Justin's adventure card, though!
"Hey! I think I've got him!"
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Alecto
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Location: 1st SET

Re: Mission 6: Fell's Folly

Post by Alecto » Wed Jul 11, 2018 9:20 pm

"Give me a bearing and distance," Alecto tells Anon. She fires up her jetpack, ready to take off at a moment's notice and go after him. For the moment at least, it seemed the team had the immediate threat well in hand. Locating and neutralizing Fell was still the main objective though.

(on Hold I guess? When he can tell Alecto where to go, she'll go there...)
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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Cory Tetrascroll
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Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Fri Jul 13, 2018 12:40 am

OOC Comments
Notice: 1d8+2 = 10: 8 Wild Die 1d6 = 6: 6
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Exalted Quickness (1 round left), Greater Smite-Sword (2 rounds left)
Damn zombies!! Damn blood witch!! Damn zombies keeping me from killing the blood witch! Cory thinks, her mind racing, trying to solve this zombie-witch issue. Nine zombies, one witch, ten targets...how how!

Cory takes a moment to try and push as many zombies out of her way as she gets into maneuvers again into sword range. She has engaged the witch, but the damn zombies still keep intercepting her attacks. So she walls them out! She creates a triangle of fiery walls enclosing both her and the witch. She's confident the zombies can't get through, the flaming walls will burn their undead bodies if they try!

Still trusting to her magic more than her sword, Cory tries again a fist of fire from Sun to destroy the evil being. But, if that fails, she's already swinging her tiny sword, juiced up with holy energy from Sun and Moon. She's going to end this. It's her duty, her vow, and she's pissed off.
Round 1: Repulse Evil 8, Stalwart Walls 5
Round 1:
Repulse Evil: Range: Spirit 8, Mysticism 1d10 = 8: 8 Wild 1d6 = 3: 3 Note: The ambiguous "Targeted creatures within that range must make a Spirit roll" in the Holy Warrior description gives me small hope that all the zombies within range could be repulsed just enough for...
Stalwart Walls: x3 Mysticism 1d10 = 2: 2 Wild 1d6 = 5: 5 Note: 2d4 damage if touched, fire trapping.
Round 2: Onslaught 17 Damage 28 AP 5, Fighting 9 Damage 29 AP 7
Round 2:
Onslaught: Mysticism 1d10 = 1: 1 Wild 1d6 = 3: 3 + EE 1d6 = 6: 6 Ace 1d6 = 6: 6 Ace 1d6 = 2: 2 Damage: 6d6 = 25: 3, 5, 2, 4, 5, 6 Ace 1d6 = 3: 3
Fighting: 1d6 = 6: 6 Ace 1d6 = 2: 2 Wild 1d6 = 5: 5+EE 1d6 = 1: 1 Damage: 3d6+6 = 23: 6, 5, 6 +Ace 2d6 = 6: 2, 4+ AP 7 Holy + Celestial Silver Trapping

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Fri Jul 13, 2018 5:13 am

Sara
As the number of zombies dwindles, Sara begins to sob and cry. Then she walks slowly toward Saul, tears streaming down her face and a sadness in her dark eyes. He can feel her emotions: don't let them hurt me

Meanwhile, Anon is able to track back the radio signal. It's coming from a strong radio source about twenty miles to the south.
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Anon
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Re: Mission 6: Fell's Folly

Post by Anon » Fri Jul 13, 2018 5:40 am

(Rolls held)
Alecto wrote:"Give me a bearing and distance," Alecto tells Anon. She fires up her jetpack, ready to take off at a moment's notice and go after him. For the moment at least, it seemed the team had the immediate threat well in hand. Locating and neutralizing Fell was still the main objective though.

(on Hold I guess? When he can tell Alecto where to go, she'll go there...)
Anon shakes his head. ”You aren’t going to love this, but he’s about 20 miles due south of us. There’s a strong radio signal that way; likely a tower or relay. I might be able to rig up something to go scout it out, but it’ll take a second.
Clairvoyance, Maybe?
He can try to make up a clairvoyance gadget next round to take a look, or we can wait until combat is over.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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Merlaggon
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Re: Mission 6: Fell's Folly

Post by Merlaggon » Tue Jul 17, 2018 5:01 pm

Claw 1
Fighting (+2 due difficulty, -2 due size)
  • Fighting: 1d6-2 = -1: 1
    Wild: 1d6-2 = 1: 3
    Result: 1 - Miss.
Bite
Fighting (+2 due difficulty, -2 due size)
  • Fighting: 1d6-2 = 3: 5
    Wild: 1d6-2 = 2: 4
    Result: 3 - Miss.
Frustrated by his lack of effect earlier, Merlaggon goes all out, swiping with one massive razor clawed paw and lunging with his massive mouth full of even sharper teeth, but again it ends up useless as he cannot connect.

I really need to learn to fight better. Cory must be so disappointed in how I am doing!
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

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

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Venatus Vinco
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Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Wed Jul 18, 2018 5:27 am

Ogres!
With a fix on Fell's radio signal the group redouble their efforts to end this delaying action. Zombies are quickly blighted out by blasts and blows. However, it is the cowardly Sinder who comes to the rescue with a gang of Ogres. They are large burly humanoids who are dressed like Pecos bandits and wielding chain swords. They move into town with reckless abandon cutting down the remaining zombies.

In the aftermath of their fury all the zombies are headless upon the ground. For a brief moment the battlefield falls quiet and all that can be heard are Sara's sobs and she continues to walk toward Saul, tears streaming down her cheeks.

1st SET QH
Sara JH
Blood Priestess 8C
SITREP
Initiative...I drew using Roderick's level headed to benefit the whole group. From what I can tell no one has Quick.

Zombies are down...after this turn Saul's Arcane Denial expires and a club is drawn 12 more zombies will reanimate.

You can post whenever you like, but I'll need some indication of what order to reconcile your actions. So you may wish to coordinate amongst yourselves a little
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Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Wed Jul 18, 2018 1:59 pm

Shooting 11 Damage 29 AP 10, Shooting 9 Damage 49 AP 10
Shooting Left Laser 1d12+3 = 11: 8 (-2 MAP +2 Combat Ace; +2 vs any other negative modifiers from on board computers)
Shooting Right Laser 1d12+3 = 9: 6 (-2 MAP +2 Combat Ace; +2 vs any other negative modifiers from on board computers)
Wild Die 1d6 = 2: 2

Damage Left Laser: 3d10 = 24: 7, 9, 8 AP10; Raise Damage: 1d6 = 5: 5
Total: 29 AP 10
Damage Right Laser: 3d10 = 20: 1, 9, 10 AP10; Raise Damage: 1d6 = 3: 3, Ace 1: 1d10 = 10: 10, Ace 2: 1d10 = 10: 10, Ace 3: 1d10 = 6: 6
Total:49 AP 10
Hovering in the air, Rod curses as the twin blasts of laser fire are absorbed by the zombies. But, he see his chance when the Ogres sweep the field. He fires both lasers at the Blood Priestess hoping to take her out. The robot pilot grunts out "Let's hope you finally see the light, lady," as he pulls the triggers. The beams of energy fly true and strike the woman. The sizzle snap as her body absorbs the tremendous amount of power fills the air. the first blast mists her right arm and much of her shoulder. The second hits her across the chest and head. The steaming remains of the body stand up on wobbly legs for a moment, then collapse to the ground.

He looks in his monitors at Sara next to Saul. Got to take her out, I wish I knew what was up with that girl of Saul's, but that's best left for the egg-heads.

Rod clicks on the radio as he settles the robot back on to the ground, "Anon, if you've got the signal, then get aboard. Anyone else need a lift?"
Last edited by Roderick Wolfram on Wed Jul 18, 2018 2:26 pm, edited 1 time in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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

Re: Mission 6: Fell's Folly

Post by Venatus Vinco » Wed Jul 18, 2018 2:11 pm

Vapourized
The Blood Priestess is no more. You can put the description of her death into your post if you wish.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Saul
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Posts: 118
Joined: Fri Sep 22, 2017 7:49 pm

Re: Mission 6: Fell's Folly

Post by Saul » Wed Jul 18, 2018 4:13 pm

My children all died at sea did you know that about me? Saul cannot help but be moved by Sara who seems to be her normal self. Whatever evil seems to be driven out of her... She looks like the child Drake introduced me to at the orphanage. How can I kill her? Again like this? In truth I cannot. But at least I can protect her and the 1st against this zombie plague if it still is effect after the Blood Priests skyborn demise.
Saul goes to Sara with his mighty oaken branch in hand warily keeping unlooked for enemies at bay. He sheilds her from the gore and death as best he can in his warm embrace. He feels for more of the zombie plague then by reaching deep into his will and psychic prowness attempts to keep it at bay with renewed force.

” Sara, it should be over soon. I’ll get you back to the orphanage away from this carnage. It was a mistake, my mistake. Can you forgive a man that saw too much of his dead daughter in you?” He drops his powers except for his sense the supernatural. The toll on his body in apperent as his face becomes gaunt and his eyes heavy. Nothing a respite would not cure, but when that might come is debatable. The power he weilds against the zombies is almost too much for him and blood starts to trickle from his nose (Shaken).
Psionics
Psionics 1d10 -2 exaughsted, +4 ISP for a +2 to roll Major Psionics . 1d10 = 1: 1 wild 1d6 = 4: 4
He whispers too tired from the mental anguish the Deep has wrought.
”Just give me your hand,
Tabhair dom do lámh.
Just give me your hand
And I'll walk with you,
Through the streets of our land,
Through the mountains so grand.
If you give me your hand.
Just give me your hand,
And come along with me.”

vigor 6 with a -4 penalty!
Gm told me too. Vigor -2. With exugsted -2, 1d8-4 = 1: 5 wild 1d6-4 = -3: 1 benny to reroll with elan 1d8-2 = 4: 6 wild 1d6-2 = 4: 6 ace 1d6 = 2: 2
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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Merlaggon
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Re: Mission 6: Fell's Folly

Post by Merlaggon » Wed Jul 18, 2018 6:17 pm

Bite 27 AP4
Fighting (+2 due Wild Attack, -2 due Size)
  • Fighting: 1d6 = 3: 3
    Wild: 1d6 = 4: 4
    Extra Effort: 1d6+2 = 6: 4
    Result: 10 - Hit with Raise.
    • Damage: 1d12+6 = 12: 6+ 1d6+2 = 3: 1(Raise and Wild Attack)+ 3d6 = 12: 3, 4, 5=27 AP4 MDC
Vigor 8
Vigor at -2
  • Vigor: 1d8-2 = 6: 8
    • Ace: 1d8+6 = 8: 2
    Wild: 1d6-2 = 0: 2
    Result: 8 - Success with Raise
Seeing the Blood Priest blown apart in front of him, Merlaggon goes after the other main threat... Sara. There was no way Merlaggon would let Cory be hurt by her. As she was running up to Saul, Merlaggon jumped at the opportunity, and her; biting her and swallowing her whole.

*BURP*

No way she will be able to come back from that. Cory will be safe...wait... why is everyone giving me that look?
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    [*]+1 for Joker
    [*]-2 due Extra Effort to Intimidate the Alu
    [*]-1 due Assist on the Sacred Mountain
ISP :10 / 10
PPE :18 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 39 (20) / 35 (16) MDC; Size +7
Toughness: Human Form - 18 (10) / 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

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

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Saul
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Re: Mission 6: Fell's Folly

Post by Saul » Thu Jul 19, 2018 1:48 pm

Sara... Sara... Only her fingers remain clutched in my hand...
Saul looks at the dragon with a gaze of seething fury. He walks away from the confrontation and for now the lives of the 1st.
To the leader and Dragon of the 1st he says coolly with concealed contempt, ” I am going to walk away now. I’ll find you in the deep dark shadows when I am ready.” To everyone else, “I... I really don’t know what to say. I thought it could have been different. Don’t follow me or I will not be responsible for what happens next. Thank you for showing me what heroes do.” Was he being sarcastic, joking or serious? It’s hard to tell with his voice full of so much raw unfiltered emotion.
He walks away his oaken branch crumbling under the force of his anger.
OOC Comments
On to the next character. So sorry this one just did not work out. One more try, Zolo Dagga a half sized mostly human rougue scholar. VV feel free to use Saul as a wild card villain.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate

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

Re: Mission 6: Fell's Folly

Post by Alecto » Thu Jul 19, 2018 4:59 pm

Alecto waits while Saul leaves, her swords raised defensively in case he was overcome by anger and attacks. And as an advertisement of her loyalties.

Dysfunction. Did she wish to avoid it, requesting transfer to a more conventional unit? Or did she wish to stay and try to mend what was broken here?

A moment after Saul vanished, Alecto put her blades in their respective sheathes and turned to face Cory.

"We've traced Fell's signal. There is a high probability that he is prepared for our arrival. I recommend assigning as many of us to the Dragonfly as can fit. I can follow on my own."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

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

Re: Mission 6: Fell's Folly

Post by Sinder » Fri Jul 20, 2018 8:42 am

Sinder waits, he holds himself back . He doesn't want to use his abilities with the flame to harm innocent. "Control! Control! I want to burn all the zombies, but there are people around too. I feel useless, or near useless. At least my ogres got in and took some of the zombies out. I nearly used up all my power try to do this. and we still have Fell."


When the blood priestess falls and then Sara is take out. Sinder breathes a sigh of relief. He sees Saul say something and then walks off. "What the flaming trudballs was all of that aout?"

He heads to the others and ask, "Where is Saul going? Wasn't that his girl Sara? Was she a spyand did he Know? How could she get here before us? I think Elle was right those items corupted us, and Saul said they would. Just wait is he corupted too?"


Shifting the subject, Sinder poits out the dead and ask, "Should we burn the bodies? I don't want anyone bringing them back. they deerve to rest in peace."

Sinder has the Brute Squad bring the bodies to one place as Sinder torches the bodies.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Mon Jul 23, 2018 2:56 pm

(rolls carried)

Notice: 1d8+2 = 8: 6 (-2 Danger Sense)
Wild Die: 1d6 = 4: 4
Total: 8

Rod watches as Saul attempts to reconcile with Sara, he shakes his head at the video screen. She's as bad as the creepy vibe she gives off, he thinks. Then jerks slightly as he sees the large dragon swoop down and swallow her hole. Holy sh$t! Talk about no second chances there. But Saul's reaction is not what he's become accustomed to. Why is he leaving? He's obviously angry, and I get not wanting to fight a dragon, but he's always talking about facing some sort deep lord guy.

Then Sinder starts directing the Ogres to move the bodies. He clicks on the speaker. In a moderate boom, he says, "Yo Sinder, we haven't got time for this. We need to get moving on that signal before Fell or whoever is pretending to be him has a chance to move. It's time to saddle up! Cory what are your orders? "

Rod starts the checks to get the Dragonwing ready for fast flight, he switches over to the radio. "Who needs a ride? I can take two, three cramped. Come on let's get out of here. Merlaggon, can you shrink down into something small, like a bird or a bug? You could hitch a ride that way. Otherwise, I might be able to latch onto you with my arms and boost us both once we are in the air."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

User avatar
Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Tue Jul 24, 2018 4:51 am

"Give me just a second here, guys. Let me see if I can see what we're up against."
Techno-Wizardry to Make a Clairvoyance Gadget
Techno-Wizardry 1d10+2 = 8: 6
Wild 1d6+2 = 5: 3
-2 because Clairvoyance is Seasoned, so a simple success
Device created with 10 PPE
Anon rustles around for a moment and then extracts a small, pocket-sized drone and what looks like a rifle scope from the pockets of his jacket. He makes a few tweaks and says, "Got just the thing right here."
Techno-Wizardry to Activate 9
Techno-Wizardry 1d10+4 = 9: 5 (includes Machine Maestro bonus for out of combat)
Wild 1d6+4 = 7: 3
-2 PPE from gadget (1 saved for activating with a raise thanks to HJ roll)
Anon releases the little drone, which zips up into the sky faster than anything that small has a right to move. Once it reaches sufficient height, a tiny, magically enhanced telescopic lens focuses southward, and Anon uses the scope to search for a possible source of Fell's signal.

"Whoa! I've got something here! It looks like an old, pre-Rifts radio installation with a bunch of really dilapidated looking dishes, and a whole horde of demons! It looks like they're fighting someone; nobody I recognize, but he's definitely a spellcaster and it looks like he's maybe got a demon fighting with him. Like, on his side, I mean. What is it with you people out here and having demons on your side?"

As wrapped up as he is in creating his gadget and tracking Fell, Anon does not fully realize what is happening with Saul.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

User avatar
Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Tue Jul 24, 2018 11:01 am

Anon wrote:"Whoa! I've got something here! It looks like an old, pre-Rifts radio installation with a bunch of really dilapidated looking dishes, and a whole horde of demons! It looks like they're fighting someone; nobody I recognize, but he's definitely a spellcaster and it looks like he's maybe got a demon fighting with him. Like, on his side, I mean. What is it with you people out here and having demons on your side?"
Rod grabs a bottle of juice out of the internal storage locker and takes a swig as he continues to watch the Dragonwing's monitors. He almost snorts some out as he hears Anon describe what he sees. "No way that's legit. Fell has eyes on us based on what he said over the radio. If there is a single guy over there fighting a mob of demons with some sort of demonic aid it has to be a set up." He wipes his mouth and chin and continues, "Even if he says he's not, he's a dup. I've dealt with some shifters in the past during the war, they say they have what they summon under control, right up to the point they get eaten."

He pauses for a second as thoughts roll through his head. What about us though? Sinder summoned up some Ogres and I think I've heard that Cory is able to summon people to help her as well. Being able to do that sounds a bit like slavery. "I know I am going to sound like a hypocrite, but Sinder, those Ogres you summoned. Did they have free will until you forced them to fight for you? I am all for putting the boot down hard on evil, but I also think that slavery and oppression is wrong. Cory, does the Sun and Moon, or whatever it is that gives you your power condone the domination of others? For either of you, do the beings you summon get a choice to help us, or are they forced to comply?"
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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

Re: Mission 6: Fell's Folly

Post by Sinder » Tue Jul 24, 2018 4:26 pm

Roderick Wolfram wrote:
Anon wrote:"Whoa! I've got something here! It looks like an old, pre-Rifts radio installation with a bunch of really dilapidated looking dishes, and a whole horde of demons! It looks like they're fighting someone; nobody I recognize, but he's definitely a spellcaster and it looks like he's maybe got a demon fighting with him. Like, on his side, I mean. What is it with you people out here and having demons on your side?"
Rod grabs a bottle of juice out of the internal storage locker and takes a swig as he continues to watch the Dragonwing's monitors. He almost snorts some out as he hears Anon describe what he sees. "No way that's legit. Fell has eyes on us based on what he said over the radio. If there is a single guy over there fighting a mob of demons with some sort of demonic aid it has to be a set up." He wipes his mouth and chin and continues, "Even if he says he's not, he's a dup. I've dealt with some shifters in the past during the war, they say they have what they summon under control, right up to the point they get eaten."

He pauses for a second as thoughts roll through his head. What about us though? Sinder summoned up some Ogres and I think I've heard that Cory is able to summon people to help her as well. Being able to do that sounds a bit like slavery. "I know I am going to sound like a hypocrite, but Sinder, those Ogres you summoned. Did they have free will until you forced them to fight for you? I am all for putting the boot down hard on evil, but I also think that slavery and oppression is wrong. Cory, does the Sun and Moon, or whatever it is that gives you your power condone the domination of others? For either of you, do the beings you summon get a choice to help us, or are they forced to comply?"
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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

Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Wed Jul 25, 2018 1:45 am

OOC Comments
Notice: 1d8+2 = 7: 5 Wild Die 1d6 = 3: 3
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
The priestess is dead. Her team is safe, at least for the moment. No one was really hurt. But, more than usual even, Cory is supremely pissed. She stalks over towards Merl to retrieve the mighty Fell Blade, maybe wielding that symbol will make her feel more at ease.


She's pissed because even expending almost all her mystic energy, maybe all of her physical strength as well, even utilizing every weapon in her arsenal, she was totally ineffective. Totally. Completely. She basically stood by and watched as her team destroyed the one kind of enemy she was literally created to combat. Stood by and achieved nothing.

Taking the giant chainsword and placing the heavy weight across her shoulders, she runs through a litany to Sun and Moon. Partly as penance for her anger, and partly as penance for her ineffectiveness.

She finally looks around. Just in time to see Merl snatch up the little demon girl in his toothy maw and her prayers stop mid syllable. She's horrified and relieved. While in the mask of the child, Cory was not sure she had the will to kill the demon. Thankfully, Merl had no such compunction. A corner of her mind wonders, should I talk to Merl about eating children in general? Does he realize this is a special circumstance?

Saul's hissy fit and whiny retreat pisses Cory off and she's glad he's gone if he can't handle the hard decisions. Doesn't mean her glowering, stink eye after him is any less vehement.
"We've traced Fell's signal. There is a high probability that he is prepared for our arrival. I recommend assigning as many of us to the Dragonfly as can fit. I can follow on my own."
"Alecto, like, thank you for keeping your head." She pauses before continuing. "I know you just got here, so that must have seemed weird. I mean, like it was weird, but Saul has been like totally strange since he arrived." Why is she telling this new person this? Why isn't she just acknowledging her team's constructive contributions? Easy, Fell. Damn!

Totally great, let's like get moving. I like usually catch a ride with Merl. Dragonwing, dragon, or on your own, like I think you can choose. If I tell Merl it's cool, you'll, like be cool."

Finding Sinder, she agrees with his assessment. "Sinder, like, yeah, burn it. Burn it all." She pauses, "If you need help, I might have enough energy for a couple fire elementals." As she walks away, she turns briefly, "Like, let's talk about Saul and the girl later. Like, it's not simple."

Over the radio she reassures the robo-jock, "We totally like can't leave these bodies, the like have to be burned. Trust me. Undead, like don't always stay, like dead." Then she adds, "Anyone who needs a ride, like talk to Rod, I'm going with Merl."

She is happy with Anon's intel, but still is a little apprehensive. Every step means she is closer to facing some crazy undead version of Fell. All she gives in response is, "Like, great."

She likes that Rod asks questions though. As she starts to really pull herself together, she gets a theological on him. "Rod, so, like, yeah, well, no. No to the domination think, not like slavery or anything. The 'helpers' I summon are like, you know, like ghosts kind of of, phantoms, they're like, like cartoon characters. They're like animated by Sun and Moon, and like directed by me and like seem super like alive, but, they're totally not. Like, not like an undead. That's just twisted, totally twisted. Elementals are like something like totally different. I mean, like it's a weird deal, not like a witch's pact, or anything, but the elemental gets something out of the deal, like I totally don't know what, they like don't think like us at all. Like making a deal with like I don't know, like what does the ocean want in return for its help?" She does not however, presume to interpret Sinder's powers though. Because she has no clue.

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

User avatar
Roderick Wolfram
Posts: 92
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Fell's Folly

Post by Roderick Wolfram » Wed Jul 25, 2018 9:56 am

(rolls carried)


Common Knowledge 1d10 = 1: 1 (+4 Core electronics package, -2 Magic is outside of his wheel house, though he has fought with and against mages during the Tolkeen war.) | common knowledge of summoning magic
Wild Die: 1d6 = 5: 5
Total: 7 or 3 Success or Failure
Cory Tetrascroll wrote:She likes that Rod asks questions though. As she starts to really pull herself together, she gets a theological on him. "Rod, so, like, yeah, well, no. No to the domination think, not like slavery or anything. The 'helpers' I summon are like, you know, like ghosts kind of of, phantoms, they're like, like cartoon characters. They're like animated by Sun and Moon, and like directed by me and like seem super like alive, but, they're totally not. Like, not like an undead. That's just twisted, totally twisted. Elementals are like something like totally different. I mean, like it's a weird deal, not like a witch's pact, or anything, but the elemental gets something out of the deal, like I totally don't know what, they like don't think like us at all. Like making a deal with like I don't know, like what does the ocean want in return for its help?"
Rod watches the young woman's face in the monitor as she gives her explanation. Seems sincere and an answer that she believes to be true. "Alright, if you believe that the things you summon aren't alive, I'll go with it. Sinder, what about you? Those Ogres looked pretty real to me. The shifters I knew in the war like to walk around with a posse of the things they could summon, typically the scarier the better. I know they weren't illusions, but some sort of d-bee pulled from another dimension and bound to their service. We can get into this more later, we've got a job to do, and pragmatically, better them than me.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

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

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

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

Re: Mission 6: Fell's Folly

Post by Sinder » Wed Jul 25, 2018 2:22 pm

Sinder listens to Cory and then to Rod and he replies, “Well the way my father explained it to me, the ability to summon is not a normal Psi power, it comes from my father’s side and his attachment to the Astral plane. Well, he says the Astral plane touches everything, every plane and dimensions and time too. With that comes trash or parts of everything from those and they ending up in the astral. So let’s say, a cell gets dropped off. A cell is all you need to grow another thing, like the ogres you saw, and with it an intelligence. Well this is the plan for formation along with the proto plasma to create things.”

"Now about their wills, certain people,and things have, a will, a purpose encoded on their beings. They are not slaves but come when a call or a need is asked. For instance, if you saw someone in trouble, would you not step up and go help them. That is natural for you. You could say it is encoded in your DNA.”

“So as my dad suggest, we send out a call. Something answers the call. The proto plasma forms around and they step forward to help. They get injured and can die but if you check the bodies usually they disappear.”

“I do respect them. They did come and help me.” Sinder turns to the Ogres, “I thank you for your help brothers and I respect you for all the good you do. Your task here is over please return to your normal state and place.” At this time the ogres nod and dissipate into a mist and disappears.

Sinder continues, “As long as one cell, one molecule, is still there we exist. And we exist here and in other planes, time and in other dimensions. Think of spirits, ghost. Try to explain it, it is beyond us. I hope this helps.”

Sinder gets on his hover and follows the others.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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

Re: Mission 6: Fell's Folly

Post by Cory Tetrascroll » Thu Jul 26, 2018 3:24 am

Cory grins just a little at Sinder’s description. It make just as little sense as hers! But she knows he’s right, or his powers wouldn’t work. She motions to the bursted, “He’s like right and like totally different. I like don’t preach my beliefs, but my belief is what, like, you know gives me power. Like, maybe you like noticed, I don’t like have any guns, won’t like use one on a vehicle. Like that was part of the deal to get my magic. And like psychic stuff too. But, like, magic, psychic stuff, kind of all the same in the end. Right, but like, yeah summoning demons is like totally no beuno.”

Cory Tetrascroll
PPE: 5/25 | ISP: 4/25 | Bennies: 3
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."

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

Re: Mission 6: Fell's Folly

Post by Sinder » Thu Jul 26, 2018 5:57 am

Sinder looks serious when Cory mentions demons. "Yea there is something about that, they come to you for personal gains, sometimes taking your soul. They love twisting your comands, and watching you fail."

"You saw me ask for Cory's help when we determined that we would give up our trinkets. I had no idea how the device work. That is why I mention Saul’s friend, Sara. She was pretending all this time. I think she still has some power over him.”
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +1 post, +2
Cards: Can be played at any time

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


New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.


Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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

Re: Mission 6: Fell's Folly

Post by Alecto » Thu Jul 26, 2018 4:28 pm

"Alecto, like, thank you for keeping your head." She pauses before continuing. "I know you just got here, so that must have seemed weird. I mean, like it was weird, but Saul has been like totally strange since he arrived."

The newcomer to the SET watched Cory intently, then nodded in acknowledgement.

"It was weird," she agrees. "Though not as weird as you may believe. In my time with the Black Company, such unusual twists of probability sometimes seemed commonplace. It is likely a perceptual phenomenon, such as confirmation bias."

Through her damaged helmet, it was easy to see that a portion of her 'skin' had been removed, exposing a section of unblemished metal in a swath over her cheek. It gleamed in reflected light from the helmet's still-functional HUD.

"As for Saul, I regret that I did not have a chance to know him better. It's possible the demon pretending to be his child was manipulating him though."

Alecto shrugged, dismissing the speculation for the moment. "I am ready to proceed on your order."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

User avatar
Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Sun Jul 29, 2018 7:14 am

(Rolls held)
Alecto wrote: Through her damaged helmet, it was easy to see that a portion of her 'skin' had been removed, exposing a section of unblemished metal in a swath over her cheek. It gleamed in reflected light from the helmet's still-functional HUD.
Anon packs up his radio and walks over to the rest of the group, raising an eyebrow at Saul's exit. He starts to ask a question, but stops cold when he sees the metal beneath Alecto's skin. No. Way.

He pulls Alecto aside and asks quietly, but eagerly, "Is that a cybernetic hidden by artificial skin? Or is that something else entirely? Please excuse my directness, and I mean no offense by this at all, but what are you made of, exactly? Because that looks uncannily advanced compared to anything I've seen, and I've seen a decent amount."
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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

Re: Mission 6: Fell's Folly

Post by Alecto » Sun Aug 05, 2018 3:47 pm

Alecto looked at Anon silently for a moment, then reached up to prod the silvery metal exposed under a layer of seared-off skin visible through a breach in her helmet.

"I'm not precisely sure what I'm made from, metallurgically. My skeleton is only slightly heavier than comparable human tissue, and significantly more durable. X-ray scans and magnetic anomaly detectors register it as metallic. Its properties imply a metal-bearing composite material."

Her eyes, one human-appearing, the other a camera orb in a metal socket, fixate on Anon's.

"Is that the information you're really interested in?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

User avatar
Anon
Posts: 47
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Fell's Folly

Post by Anon » Mon Aug 06, 2018 11:07 am

Alecto wrote:Alecto looked at Anon silently for a moment, then reached up to prod the silvery metal exposed under a layer of seared-off skin visible through a breach in her helmet.

"I'm not precisely sure what I'm made from, metallurgically. My skeleton is only slightly heavier than comparable human tissue, and significantly more durable. X-ray scans and magnetic anomaly detectors register it as metallic. Its properties imply a metal-bearing composite material."

Her eyes, one human-appearing, the other a camera orb in a metal socket, fixate on Anon's.

"Is that the information you're really interested in?"
Anon struggles to keep his jaw from dropping, fails, and then grins like the Cheshire Cat. "You're an artificial intelligence. You're a living, walking, talking artificial intelligence! Oh, I have so many questions!"

Anon spends as long as she will tolerate bombarding her with questions: everything from "who made you?" to "can you feel pain?" to further inquiry into the more technical aspects of her nature. Once someone reminds him that they're on a mission (assuming someone does), he will politely ask for a rain check and see if Alecto is willing to keep talking to him once things have calmed down.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (7 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace, Master of Magic
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

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

Re: Mission 6: Fell's Folly

Post by Alecto » Mon Aug 06, 2018 11:22 am

Alecto smiles a little at Anon's excitement, but assures him that there will be time after the mission for questions and answers...while cautioning him that much of her older memory is still damaged or incomplete.
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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