Mission 7: Into the Pit

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Venatus Vinco
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Mission 7: Into the Pit

Post by Venatus Vinco »

Conditions wrote:
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
With Elle of the Owls captured and the Hummingbird Feather in demonic hands the mission appears in jeopardy. Yet, the 1st Special Exploratory Group presses forward, hoping that the gates of hell will not prevail against them. As Lyn-Srial Sky Knights battle the demon swarms above they are joined by a single Coalition Death's Head transport, flanked by SAMAS power armor and a Red cyborg wearing a jet-pack. A short radio message comes through from the Chrome Commander, ”Better the devil you know. Deal with this and we can settle our scores if we all survive.” The channel is flooded with static as the winged demonic herald flies above the scene, fouling radio communications.

Descending into the pit the team realizes the giant crater is only the surface of things. A giant tunnel system runs beneath the pit descending deep into the bowels of the earth. The tunnels are rough volcanic stone and reek of brimstone and acridic fumes. Each passageway is easily large enough for Merlaggon and the Dragonwing. The tunnel system appears roughly circular, defending down in narrow levels. After about the ninth circle the group enters a massive cavern dominated by a churning lake of fire. Peering into the lake reveals shadowy demonic forms swimming within it like tortured souls or budding demons - or both.
Charnel Pool
Charnel Pool. If a hero should be unfortunate enough to stumble into a pool, first make a Spirit roll to generate the will to escape, and then a Strength roll to pull away from the grasping forms within. Moving through the pool applies a -2 penalty to pace.

Each turn spent in the pool requires a Vigor roll as if the character had just become Incapacitated. Failing the Vigor roll will be...unpleasant.
Four giant “islands” protrude from the pool extending upward for what appears to be miles, as if forming the foundation of the entire hell pit. These are the blood pillars - the material link between this world and the domain of Hades. At the base of each pillar stands a humongous guardian demon.

Chained to the pillars is a large central island filled with columns, with dozens of flying demon beasts perched atop of them. Lesser Demons ring the island ready to repel all comers while in the centre of the island stands another massive winged demon whom Anarik immediately recognizes as Kilimonde. His giant bat wings are fully unfurled and he wields two demonic blades as he guards the central altar where the closing ritual must take place.

Elle of the Owls is imprisoned on a small outcropping at the far end of the lake of fire. Next to her stands a tortured and twisted version of Severin Fell. He holds the Hummingbird Feather high above his head in a challenge for anyone to try and take it from him.
Order
You can act in the order you post in...all demons are on hold meaning they can interrupt. Please include an Agility roll with your post.

Those who can fly will be intercepted by at least one swarm of flying demons...no one is immune to the effects of the Charnel Pool (except the demons who can cross it with impunity)

Objectives: save Elle, recover the feather, conduct the closing ritual, don't die...dying while in hell may have eternal consequences!

All greater demons are Wild Cards, so are Fell and Killimonde. Swarms and Lesser Demons are extras. Stats for demons and swarms are in Savage Foes of North America.

On the map the “lava” is the Charnel Pool. 1 square is 2”.
MAP
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Zolo
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Re: Mission 7: Into the Pit

Post by Zolo »

Agility [dice:2n44pqri]48601:8[/dice:2n44pqri] wild [dice:2n44pqri]48601:9[/dice:2n44pqri]
Mom better write something nice about me.
In the back of @Roderick Wolfram ‘s dragonwing Zolo gulped as the team stared down the hell pit. She pushed down her nerves and laughed, ”Roderick, I’ll enchant the medium laser with this necklace. Got it from a christian nun fresh from New Alamo, she said it carried the spirit of their god. Even told me the mystical chant to activate it. That has to do something against the demons right?” Zolo holds up a silver necklace then vanishes leaving a brief spector of a emerald scaled dragon in her wake perhaps hintimg at her true form.

Damn it is hot out here... Looks like a long drop down into one of those Churnel rivers... Just got to wrap this necklace arround the barrel. Damn, common Zolo put some extra effort into it. Unggghh. Whisper the chant: Christ compells you. The power of Christ compells you. Done!

The roar lf the wimd is apperent when Zolo comms @Roderick Wolfram excitedly, ” So its done Roderick! Fire the right arm medium laser! Omph... I wasn’t able to secure myself so no barrel rolls ok!”



Two Actions:
Teleport 6, great smite 8, smarts success
Teleport To the weapon: [dice:2n44pqri]48601:0[/dice:2n44pqri] wild [dice:2n44pqri]48601:1[/dice:2n44pqri] ef [dice:2n44pqri]48601:6[/dice:2n44pqri]
Smarts -2 cant see it: [dice:2n44pqri]48601:2[/dice:2n44pqri] wild [dice:2n44pqri]48601:3[/dice:2n44pqri]

Greater Smite the weapon: [dice:2n44pqri]48601:4[/dice:2n44pqri] wild [dice:2n44pqri]48601:5[/dice:2n44pqri] ef [dice:2n44pqri]48601:7[/dice:2n44pqri]
@Roderick Wolfram +8 damage holy on the right arm medium laser weapon.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
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Merlaggon
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Re: Mission 7: Into the Pit

Post by Merlaggon »

Agility 4
Agility: [dice:10ygecyr]48608:0[/dice:10ygecyr]
Wild: [dice:10ygecyr]48608:1[/dice:10ygecyr]
Result: 4 on Opposed Roll
15 Vs. Puppet
Spirit (Spending 2 EP for Fate's Chosen, so d8+8)
  • Spirit: [dice:10ygecyr]48608:9[/dice:10ygecyr]
    Wild: [dice:10ygecyr]48608:10[/dice:10ygecyr]
    Result: 15 - Success
Flying to just out of range of the Greater Demons, should it decide to charge him, over the island just in front of Cory, Merlaggon sets himself up and unloads into the nearest Greater Demon (Bottom Right).

They do not deserve you. They are beneath you. Abandon them, and you will be awarded the riches you rightly deserve

Looking at the Greater Demon he was aiming at, Merlaggon could tell it was him who tried to muddle his brain.

"There is NO WAY you could make me abandon my friends. Eat Magical DEATH!!!"

With that, Merlaggon sets his new favorite toy, the Heavy Railgun, to full automatic and sends pulses of pure magical energy at the Greater Demon, wounding it severely.
Shooting
Shooting (d6->d10+2 (TW)->d10+4 (Size Large)->d10+2 (Steady Hands, Snapfire)-> d10 (Rapid Fire)
  • Shooting: [dice:10ygecyr]48608:2[/dice:10ygecyr]
    Shooting: [dice:10ygecyr]48608:3[/dice:10ygecyr]
    Shooting: [dice:10ygecyr]48608:4[/dice:10ygecyr]
    Wild: [dice:10ygecyr]48608:5[/dice:10ygecyr]
    Result: 7,4,2 - 2 Hits
    • Damage 1: [dice:10ygecyr]48608:6[/dice:10ygecyr]+[dice:10ygecyr]48608:8[/dice:10ygecyr] (Ace)AP18 - 2 Wounds.
      Damage 2: [dice:10ygecyr]48608:7[/dice:10ygecyr]AP18 - 1 Wound.
Last edited by Merlaggon on Sun Jan 27, 2019 3:37 pm, edited 3 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Sinder
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Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Conditions :
Conditions
Fly
Armor
Psi Sword edge


Agility 11,7
OOC Comments
1d6
use a benny
[dice:3q5li289]48613:3[/dice:3q5li289]
Wild
[dice:3q5li289]48613:4[/dice:3q5li289]
Angel
[dice:3q5li289]48613:5[/dice:3q5li289]
Sinder calls over the Intercom, "Alecto,to Rod, let me up any normal weapons. Angel to me". With that he cast Smite on the weapons.

Total 14 with 2 raises Holy light , Damage +8
OOC Comments
Psionic +4 ISP for +4 (Alecto's vibro, Rod's 2 weapons arm, Angel's claws, My Psi Blade and 2 NG Super Laser Pistol
[dice:3q5li289]48613:0[/dice:3q5li289] total 14 with 2 raises
Wild
[dice:3q5li289]48613:1[/dice:3q5li289] Aced
[dice:3q5li289]48613:2[/dice:3q5li289]

Ignore
Second Attack
Shooting gernade at nearby lesser demon near by.

[dice:3q5li289]48613:6[/dice:3q5li289]
Damage
[dice:3q5li289]48613:7[/dice:3q5li289] +8+4 ROF 1, AP 8 Total: 27

Angel nearby lesser demon.
Fighting
[dice:3q5li289]48613:8[/dice:3q5li289] +4 =7
• Bite: Str [dice:3q5li289]48613:9[/dice:3q5li289] + [dice:3q5li289]1d10,[/dice:3q5li289] Aced [dice:3q5li289]48613:11[/dice:3q5li289] AP 1. +8+4 ROF 1, AP 8 Total: 43
• Claws: Str [dice:3q5li289]48613:10[/dice:3q5li289] Aced [dice:3q5li289]48613:12[/dice:3q5li289] + [dice:3q5li289]1d6.[/dice:3q5li289] Aced [dice:3q5li289]48613:13[/dice:3q5li289] +8+4 ROF 1, AP 8 Total: 51
Last edited by Sinder on Sat Jan 26, 2019 5:49 pm, edited 15 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:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Notice: [dice:2awezi7a]48616:0[/dice:2awezi7a] (+2 Expanded Detection Array | -2 Danger Sense
Wild Die: [dice:2awezi7a]48616:1[/dice:2awezi7a]
Total: 4

Rod Agility: [dice:2awezi7a]48616:2[/dice:2awezi7a]
Wild Die: [dice:2awezi7a]48616:3[/dice:2awezi7a], Ace 1: [dice:2awezi7a]48616:6[/dice:2awezi7a]
Total 11

Beta Rod Agility: [dice:2awezi7a]48616:4[/dice:2awezi7a]
Total: 11

Charlie Rod Agility: [dice:2awezi7a]48616:5[/dice:2awezi7a]
Total: 2

Rod Piloting: [dice:2awezi7a]48616:7[/dice:2awezi7a]
Wild Die: [dice:2awezi7a]48616:8[/dice:2awezi7a]
Total: 15

Beta Rod Shooting Ion Cannon: [dice:2awezi7a]48616:9[/dice:2awezi7a] (+2 Combat Ace -2 Second Action)
Damage: [dice:2awezi7a]48616:10[/dice:2awezi7a] AP4 SBT (+12 Holy Smite), Raise Damage: [dice:2awezi7a]48616:17[/dice:2awezi7a], Ace 1: [dice:2awezi7a]48616:18[/dice:2awezi7a], Ace 2: [dice:2awezi7a]48616:19[/dice:2awezi7a]
Total: 37 AP4 SBT

Charlie Rod Shooting Ion Cannon: [dice:2awezi7a]48616:11[/dice:2awezi7a] (+2 Combat Ace -2 Second Action)
Damage: [dice:2awezi7a]48616:12[/dice:2awezi7a] AP4 SBT (+12 Holy Smite), Raise Damage: [dice:2awezi7a]48616:20[/dice:2awezi7a], Ace 1: [dice:2awezi7a]48616:21[/dice:2awezi7a]
Total: 30 AP4 SBT

Beta Rod Shooting Medium Laser: [dice:2awezi7a]48616:13[/dice:2awezi7a] (+2 Combat Ace -2 Second Action)
Damage [dice:2awezi7a]48616:14[/dice:2awezi7a] AP10 (+12 Holy Smite), Raise Damage: [dice:2awezi7a]48616:22[/dice:2awezi7a]
Total: 34 AP10

Charlie Rod Shooting Medium Laser: [dice:2awezi7a]48616:15[/dice:2awezi7a] (+2 Combat Ace -2 Second Action)
Damage [dice:2awezi7a]48616:16[/dice:2awezi7a] AP10 (+12 Holy Smite), Ace 1: [dice:2awezi7a]48616:23[/dice:2awezi7a]
Total: 42 AP10

Rod and company snug in their seats zoom out of the passage way into the large central chamber. "Zolo, there are a lot of demons out there, you got a plan for this?" Rod asks as he banks hard to avoid a swarm.
Zolo wrote:In the back of @Roderick Wolfram ‘s dragonwing Zolo gulped as the team stared down the hell pit. She pushed down her nerves and laughed, ”Roderick, I’ll enchant the medium laser with this necklace. Got it from a christian nun fresh from New Alamo, she said it carried the spirit of their god. Even told me the mystical chant to activate it. That has to do something against the demons right?” Zolo holds up a silver necklace then vanishes leaving a brief spector of a emerald scaled dragon in her wake perhaps hintimg at her true form.

Damn it is hot out here... Looks like a long drop down into one of those Churnel rivers... Just got to wrap this necklace arround the barrel. Damn, common Zolo put some extra effort into it. Unggghh. Whisper the chant: Christ compells you. The power of Christ compells you. Done!

The roar lf the wimd is apperent when Zolo comms @Roderick Wolfram excitedly, ” So its done Roderick! Fire the right arm medium laser! Omph... I wasn’t able to secure myself so no barrel rolls ok!”
"Are you holding up the necklace? You are holding up a necklace #sigh#. You know I can't see it, right?" Rod grunts as he continues dodging. "If you've got the magic juju, now's the time..." Bamf "Zolo?"

Charlie Rod suddenly speaks, "Anomolous object on right weapon arm. Correction Zolo on right weapon arm. She's wrapping something around the cannon."
Zolo wrote:The roar lf the wimd is apperent when Zolo comms @Roderick Wolfram excitedly, ” So its done Roderick! Fire the right arm medium laser! Omph... I wasn’t able to secure myself so no barrel rolls ok!”
Rod does haven't time to answer as he commands, "Maximum fire power!"

A flying horse swoops in from the left, Charlie Rod says, "Belay command. Sinder is approaching and gesturing that we cross the weapon arms."

Rod pulls hard at the controls causing the large robot to momentarily pause in the sky. The energy from Sinder's psychic power flows with a silver light over the arms. Sensors in the Dragonwing begin flashing. Beta Rod comments, "Energy Output increased 100% Composition unknown."

Rod mentally exults, Go to the light a$$holes go to the light! as first the ion cannons fire on the flying swarms, then the weapon arms change position and the medium lasers target the nearest larger demon and fire.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

OOC Comments
You forgot to put Ilserayne on the map.
Anarik Agility 3
Agility [dice:1ymn5r6c]48700:0[/dice:1ymn5r6c]
Wild [dice:1ymn5r6c]48700:1[/dice:1ymn5r6c]
Ilserayne Agility 3
Agility[dice:1ymn5r6c]48700:2[/dice:1ymn5r6c]
Anarik True Invisibility 8; Raise
Spellcasting [dice:1ymn5r6c]48700:3[/dice:1ymn5r6c]
Wild [dice:1ymn5r6c]48700:4[/dice:1ymn5r6c]
Ace [dice:1ymn5r6c]48700:6[/dice:1ymn5r6c]
Ilserayne Boost Fighting 7; +1 DT
Spellcasting [dice:1ymn5r6c]48700:5[/dice:1ymn5r6c]
Ace [dice:1ymn5r6c]48700:7[/dice:1ymn5r6c]
Albuquerque/Hell Pit
Afternoon
Round 1

Anarik could feel the heat through his armor, but it was sealed, so the environmental systems were working to cool him. Some of it was nerves, he supposed. Straight into the pit of hell. Wonderful.

Ilserayne shifted nervously beside Anarik. “This isn’t good, Anny,” she said, adjusting her grip on her new demonic rapier. “Greater demons. Kilimonde. Again. I thought you killed him.”

“So did I. He obviously got better,” Anarik said dryly. “We can do this, Ilse. I’ll bring in some help, too.”

Anarik started to mutter the arcane words and move his hands. His body evaporated into the shadows of the cavern and he disappeared.

Ilserayne cast her own spell and swept her sword around, then took off into the air, awaiting the swarms of flying demons to come for her.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

Agility 4; Activate Armor 4; Build Gadget 6; Use Gadget to Activate Armor Power on Cory 5
Agility [dice:3j05yujz]48771:0[/dice:3j05yujz]
Wild [dice:3j05yujz]48771:1[/dice:3j05yujz]

TW to activate armor power [dice:3j05yujz]48771:2[/dice:3j05yujz] (+2 for Machine Maestro, -4 for MAPs)
[dice:3j05yujz]48771:3[/dice:3j05yujz]
Success. +5 MDC armor

TW to build a new armor gadget [dice:3j05yujz]48771:4[/dice:3j05yujz] (+2 for Machine Maestro, -4 for MAPs)
[dice:3j05yujz]48771:5[/dice:3j05yujz]
Success. Device has 5 PPE

TW to activate said armor gadget [dice:3j05yujz]48771:6[/dice:3j05yujz] (+2 for Machine Maestro, -4 for MAPs)
[dice:3j05yujz]48771:7[/dice:3j05yujz]
Success. +5 MDC armor.
Lovely. We are in hell. This is literally hell. Anon's outlook is a bit on the glum side as he contemplates the challenges laid before them.

His first move is to slap the graphite-colored disc attached to his left shoulder, which immediately begins glowing blue. It's difficult to see, but the air around Anon takes on a slight blue tinge as his version of Armor of Ithan, the old, old armor spell that every apprentice learns when they start their training, surrounds him. He learned in Tolkeen that mages who don't armor up at the beginning of a fight tend not to last very long.

With his protective spell humming along, and without any better idea of what to do with himself, he pulls another disc out of his jacket, makes a quick tweak, and turns it on, too. Without spending too much time to consider what he's doing, he slaps that one on Cory's shoulder, activating a second Armor of Ithan spell on her.

"Not sure if you need it," he says, "but this should help keep you alive for a few seconds. Don't waste them!"

With that, and without any real cover to speak of, Anon crouches low to at least try and present a smaller target. I hope the armor is enough, he thinks, eyeing the demons in the sky above.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
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Icosa
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Re: Mission 7: Into the Pit

Post by Icosa »

Black clad, held aloft on wings of screaming plasma, Alecto descended upon Fell like an angel plummeting from Heaven. In one hand she held the ebon-bladed runesword that crackled with power, accelerating her movements to something close to what a juicer or crazy could achieve. From her other wrist extended her well-worn, built-in vibroblade. It hummed eagerly.

Her attacks, lightning quick, were aimed precisely at one thing...forcing Fell to release the feather.

Which, ideally, would fall slowly enough for her to grab it. Before it fell in.

Then again, if falling into the flames would destroy it, she thought it likely they would simply have done that already. No, there was some other trickery afoot...but whatever it was, she'd have to get them to show their hand before she could lop it off at the wrist.

Rolls, 1 benny spent
Agility to interrupt Hold [dice:xhi0jps0]48773:20[/dice:xhi0jps0] or [dice:xhi0jps0]48773:21[/dice:xhi0jps0]
Spirit to engage Quickness: [dice:xhi0jps0]48773:0[/dice:xhi0jps0]

Attack 1: 10 to hit, 23 damage
Fighting (Disarm) [dice:xhi0jps0]48773:1[/dice:xhi0jps0] or [dice:xhi0jps0]48773:2[/dice:xhi0jps0]
Benny for EE [dice:xhi0jps0]48773:17[/dice:xhi0jps0]
Damage (opposed by Fell's Str check) [dice:xhi0jps0]48773:3[/dice:xhi0jps0] + [dice:xhi0jps0]48773:4[/dice:xhi0jps0]
Ace [dice:xhi0jps0]48773:18[/dice:xhi0jps0]

Attack 2: 8 to hit, 13 damage
Offhand: Fighting (Disarm) [dice:xhi0jps0]48773:5[/dice:xhi0jps0] or [dice:xhi0jps0]48773:6[/dice:xhi0jps0]
Damage (opposed by Fell's Str check) [dice:xhi0jps0]48773:7[/dice:xhi0jps0] + [dice:xhi0jps0]48773:8[/dice:xhi0jps0]

Attack 3: 12 to hit, 17 damage
Fighting (Disarm) [dice:xhi0jps0]48773:9[/dice:xhi0jps0] or [dice:xhi0jps0]48773:10[/dice:xhi0jps0]
Ace [dice:xhi0jps0]48773:19[/dice:xhi0jps0]
Damage (opposed by Fell's Str check) [dice:xhi0jps0]48773:11[/dice:xhi0jps0] + [dice:xhi0jps0]48773:12[/dice:xhi0jps0]

Attack 4: 5 to hit, 17 damage
Offhand: Fighting (Disarm) [dice:xhi0jps0]48773:13[/dice:xhi0jps0] or [dice:xhi0jps0]48773:14[/dice:xhi0jps0]
Damage (opposed by Fell's Str check) [dice:xhi0jps0]48773:15[/dice:xhi0jps0] + [dice:xhi0jps0]48773:16[/dice:xhi0jps0]

Note - if an attack succeeds in disarming the feather, subsequent attacks will no longer be disarm attempts. Add +2 to the hit roll of these attacks in that case.
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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Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Interrupt (Merlaggon)
Greater Demon
Agility [dice:33ebjmzi]48799:0[/dice:33ebjmzi]
Extra Effort [dice:33ebjmzi]48799:8[/dice:33ebjmzi]
Wild [dice:33ebjmzi]48799:1[/dice:33ebjmzi]

1
Fighting [dice:33ebjmzi]48799:9[/dice:33ebjmzi]
Wild [dice:33ebjmzi]48799:10[/dice:33ebjmzi]
Damage [dice:33ebjmzi]48799:11[/dice:33ebjmzi] Raise: [dice:33ebjmzi]48799:12[/dice:33ebjmzi] AP 16
Benny
Damage [dice:33ebjmzi]48799:13[/dice:33ebjmzi] Raise: [dice:33ebjmzi]48799:14[/dice:33ebjmzi] AP 16 Total: 31, AP 16

2
Fighting [dice:33ebjmzi]48799:29[/dice:33ebjmzi]
Wild [dice:33ebjmzi]48799:30[/dice:33ebjmzi]
Damage: [dice:33ebjmzi]48799:31[/dice:33ebjmzi] Raise: [dice:33ebjmzi]48799:32[/dice:33ebjmzi]
Interrupt (Rod)
Greater Demon
Agility [dice:33ebjmzi]48799:2[/dice:33ebjmzi]
Wild [dice:33ebjmzi]48799:3[/dice:33ebjmzi]

Unshake [dice:33ebjmzi]48799:15[/dice:33ebjmzi] (barely a success)

Greater Blast Spellcasting [dice:33ebjmzi]48799:16[/dice:33ebjmzi]
Damage: [dice:33ebjmzi]48799:17[/dice:33ebjmzi] Raise: [dice:33ebjmzi]48799:18[/dice:33ebjmzi] -1 to visual based Trait rolls next round MDC (Large Burst Template)
1st WC Benny [dice:33ebjmzi]48799:19[/dice:33ebjmzi]
2nd WC Benny [dice:33ebjmzi]48799:20[/dice:33ebjmzi]
Interrupt (Alecto)
Swarm
Agility [dice:33ebjmzi]48799:6[/dice:33ebjmzi]
Ace [dice:33ebjmzi]48799:7[/dice:33ebjmzi]

Fighting [dice:33ebjmzi]48799:21[/dice:33ebjmzi]
Two Raises [dice:33ebjmzi]48799:22[/dice:33ebjmzi]
Gang-up: +3
Total: 11, 12
Damage [dice:33ebjmzi]48799:23[/dice:33ebjmzi] [dice:33ebjmzi]48799:26[/dice:33ebjmzi]
Damage [dice:33ebjmzi]48799:24[/dice:33ebjmzi] [dice:33ebjmzi]48799:25[/dice:33ebjmzi]

Fell
Agility [dice:33ebjmzi]48799:4[/dice:33ebjmzi]
Wild [dice:33ebjmzi]48799:5[/dice:33ebjmzi]
Killimonde
Spellcasting [dice:33ebjmzi]48799:27[/dice:33ebjmzi]
Wild [dice:33ebjmzi]48799:28[/dice:33ebjmzi]
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Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Conditions wrote:
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
As the demons bristle, waiting to pounce, Zolo teleports onto the wing of the dragon wing and somehow manages to hang on long enough to bless one of Rod’s medium laser cannons.

Moving quickly, Sinder powers up more weapons on Rod’s dragon wing. Then the big robot goes to work. Opening up with his ion cannons Rod’s surrogates manage to thin the herd on the imposing swarms killing a half dozen of them with ion bursts (SBT caught three each). Seeing the robot in motion the nearby greater demon tries to intervene but Rod is quicker on the draw and gets his holy laser blast off, staggering the beast slightly (Shaken). Rod’s final laser blast is only munande in nature and does little but upset the great beast. The iron manacles on its massive arms glow with dark energy sending a massive burst of darkness that engulfs the Dragonwing doing little damage but obscuring sensors and vision. Unfortunately, Zolo is still out on the wing and is caught in the blast (18 Mega Damage, -1 to sensors and vision base Trait rolls next round, Zolo can try to evade at Agility -2 but doing so will cause her to fall into the Charnal pit below)

Merlaggon impetuously sets down to open fire with his shiny TW rail gun. However, as soon as Merlaggon lands on island the eighteen foot tal multi-ton demon charges and swings at the dragon with a great length of chain bristling with sharp spikes and barbs, disrupting the Merlaggon’s attempt to open fire with with new toy and finding him with his hands full in a fist fight. The chain hits hard, the spikes digging in and causing excruciating pain even to the mighty dragon (31 Mega Damage, AP 16, 3 wounds). With hellish frenzy the demon gets gives the dragon a second whipping (Improved Frenzy: 23 MDC, AP 16)

Knowing better than to stay in sight when giant demons are stomping about, Anarik turns invisible and disappears. Not far away, Anon whips up a gadget and helps Cory gain some extra protection from the heavy hitters. For her part, Cory remains calm, assessing the outcome of the situation.

After receiving a psychic boost to her sword Alecto zooms toward Fell, unfortunately she is waylaid by a swarm of flying demons. They do little but annoy her, and most importantly delay her progress. Through the flapping and biting she can see Fell laughing as he kicks Elle of the Owls, who is tied and bound, into the Charnal Pool...she will no doubt drown if not rescued. Then the juicer leaps from the island toward the altar in the middle of the room.

On the central island the lesser demons take cover behind the large stone barriers (-4 cover penalty) and prepare to defend the altar. Killimonde also moves to a stone barrier then slices the air with his two swords sending a withering wave of green energy toward the Dragonwing consuming it with a blast that reeks of decay. Rod’s instrument panel goes wonky as the amazing energy boost he received from Sinder and Zolo suddenly wanes and fizzles out (ooc: greater dispel negates greater smite. Also any magic items or devices are disabled as well).

The greater demons at the back of the room begin to chant, and the charnal pool starts to swirl. The team can see shadows swimming in the pool. Some of the shadows come to life and emerge from the pool as small demonic forms burning with flames. Whatever they are they don’t look friendly (summon ally). The move with glee and start skipping along the surface of the pool toward the group.
Initiative
Imps AC (movement)
Lesser Demons KD (hold, cover -4)
Rod (Level Headed), QC, 4D
Sinder JD
Greater Demon 3 (Top Right) 10S
Zolo (Improved Level Headed) 10H, 5D, 5H
Swarms 9S
Anon 9H
Alecto (Level Headed) 9D, 3C
Greater Demon 2 (Bottom Left) 8S
Greater Demon 1 (Bottom Right) 7C
Merlaggon (Quick) 7S, 2D
Greater Demon 4 (Top Left) 6C
Killimonde 3S (Cover -2)
Cory (On Hold)
MAP
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Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Puppet

Spellcasting [dice:1yu3aikh]48801:0[/dice:1yu3aikh]
Wild [dice:1yu3aikh]48801:1[/dice:1yu3aikh]
Extra Effort [dice:1yu3aikh]48801:2[/dice:1yu3aikh]
Ace [dice:1yu3aikh]48801:3[/dice:1yu3aikh]
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Re: Mission 7: Into the Pit

Post by Zolo »

Action happens on a 10 of hearts:

One small step. One giant leap into the Charnal pit...

”Darkness burst or Charnal pit? Sounds like the worst game of would you rather.” After thinking for a moment Zolo tries to leap off the Dragonwing because lets face it the mysteries of that pit must be uncovered. Bonus, looks like mr dark and evil hit da dragonwing with a greater stinky dispel. Looks like being in a Charnal Pit has its uses... #Brightside and now I am surrounded by their minions. On one had I feel like I should try to get free from all these hopeless souls trying to drag me down. But on the other hand my small halfling muscles make it so incredibly hard to get away. Its like mom used to say... #Fucked.

Agility roll to avoid damage, Spirit to summon the will to get away success, str to get away failure.
Agility [dice:1foqsz7q]48823:0[/dice:1foqsz7q] wild [dice:1foqsz7q]48823:1[/dice:1foqsz7q]

Spirit to summon the will to get away: [dice:1foqsz7q]48823:2[/dice:1foqsz7q] wild [dice:1foqsz7q]48823:3[/dice:1foqsz7q]
Str to get away from the forms: [dice:1foqsz7q]48823:4[/dice:1foqsz7q] wild [dice:1foqsz7q]48823:5[/dice:1foqsz7q]
On a 10 of hearts Zolo springs into action from the depths of the charnal pool.

Unable to exactly retrive her interdimentional whiteboard that displayed the contigency for falling into a pool of water derived from hell itself Zolo does her best to rely on her memory of what the plan called for. Hmm... Should have shared this plan with someone. Ok step 1: time to teleport... Step 2 rescue the owl. Step 3: rely on my toughness to survive another 6 seconds in this water of the dammed. Step 4 hope the powers that be get me back into the action lickity split.

Zolo calls upon the dragon power with in transforming for a brief second into a large emrald green dragon! ”I am Zolo!!!!”. Then she shrinks down to halfling form and winks out of existance only to reappear next to the struggle elle the owl.

”Hey Elle... Don’t worry I am not trying to drown you.” Zolo grins and does her best to help Elle free her self! But damn if Elle was just stuck! ”Ophh... Elle these forms are dragging us both down... As much as it pains me to say we need like an actual dragon not just some plucky half dragon to get us out!” Zolo smiles wishing she had a note pad in hand to write down a small addendum to her plan. I got a dragon on our side!

Zolo comms the team asking for @Merlaggon to come fish them out. ”So... Merlaggon if you are not too busy can you come fish me and Elle out. Aaaand if you do I promise to show you where the treasure is down in this pit of hell.”

To the side because a back up plan has to have a good back up plan Zolo hits up @Alecto ” So Alecto on the off chance that Merlaggon is still sore and can’t break through his five year old mental wall can you fish us out of the Charnal Pool? I am thinking the longer we are in hear the less likely we will be able to get out and I got to say I was not planning on staying in here long term. I think we are just beneath you and fell.” Zolo wave a freindly and frantic hi!
Teleport success, str roll not so much, vigor made it!
Cooperative str[dice:1foqsz7q]48823:9[/dice:1foqsz7q] wild [dice:1foqsz7q]48823:10[/dice:1foqsz7q] no dice...

Teleport [dice:1foqsz7q]48823:6[/dice:1foqsz7q] wild [dice:1foqsz7q]48823:7[/dice:1foqsz7q] EF with last benny: [dice:1foqsz7q]48823:8[/dice:1foqsz7q]

Vigor roll for being in their for a round: [dice:1foqsz7q]48823:11[/dice:1foqsz7q] wild [dice:1foqsz7q]48823:12[/dice:1foqsz7q]
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
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Re: Mission 7: Into the Pit

Post by Sinder »

WIP

Sinder trains his Pistol at the Swarm coming in , "Oh crap what just happened to Rod?" over the radios, "Rod I got the Swarm that is coming in at your 2 oclock ( Supposing Rod is looking at the Greater demon at 12)

Shooting at the fly group with AP grenade burst small damage 3d8 AP8 + smite 8 + 4 holy light
(Not sure what happend on the wild dice roll there the Middle one was the first rolled. the Ace I rolled was a d8 and it says d6? Angels claw was a d12 but came up as a d 6)
Shooting
[dice:3dawufd4]48826:2[/dice:3dawufd4]
Wild Dice
[dice:3dawufd4]48826:3[/dice:3dawufd4]
[dice:3dawufd4]48826:0[/dice:3dawufd4]
[dice:3dawufd4]48826:1[/dice:3dawufd4]

[dice:3dawufd4]48826:4[/dice:3dawufd4] Aced [dice:3dawufd4]1d8 [/dice:3dawufd4] +8+8+4 = 47 to a small burst area

Angel attack on imp
[dice:3dawufd4]48826:5[/dice:3dawufd4]+4 Aced [dice:3dawufd4]48826:7[/dice:3dawufd4]
Bite Str [dice:3dawufd4]48826:6[/dice:3dawufd4] +8+4 ROF 1, AP 8 Total:
Claw: Strength 1d12
Claws: Str [dice:3dawufd4]1d12 [/dice:3dawufd4] +8+4 ROF 1, AP 8 Total:
Last edited by Sinder on Tue Jan 29, 2019 5:35 am, edited 13 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:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Initiative: QC

Rod

Piloting [dice:3sul8bwf]48853:0[/dice:3sul8bwf], Ace 1: [dice:3sul8bwf]48853:11[/dice:3sul8bwf]
Wild Die: [dice:3sul8bwf]48853:1[/dice:3sul8bwf]
Total: 19

K/Electronics: [dice:3sul8bwf]1d12+5 [/dice:3sul8bwf](-1 to sensors included), correction [dice:3sul8bwf]48853:17[/dice:3sul8bwf]
Wild Die: [dice:3sul8bwf]48853:2[/dice:3sul8bwf]
Total: 16

Beta Rod

Fire Ion Cannon: [dice:3sul8bwf]48853:3[/dice:3sul8bwf]
Damage: [dice:3sul8bwf]48853:4[/dice:3sul8bwf] AP4 SBT, Raise Damage: [dice:3sul8bwf]48853:12[/dice:3sul8bwf]
Total: 14 AP4 SBT

Fire Medium Laser: [dice:3sul8bwf]48853:5[/dice:3sul8bwf]
Damage: [dice:3sul8bwf]48853:6[/dice:3sul8bwf] AP10, Raise Damage: [dice:3sul8bwf]48853:13[/dice:3sul8bwf], Raise Ace 1: [dice:3sul8bwf]48853:16[/dice:3sul8bwf]
Total: 21 AP10

Charlie Rod

Fire Ion Cannon: [dice:3sul8bwf]48853:7[/dice:3sul8bwf]
Damage: [dice:3sul8bwf]48853:8[/dice:3sul8bwf] AP4 SBT, Raise Damage: [dice:3sul8bwf]48853:14[/dice:3sul8bwf]
Total: 18 AP4 SBT

Fire Medium Laser: [dice:3sul8bwf]48853:9[/dice:3sul8bwf]
Damage: [dice:3sul8bwf]48853:10[/dice:3sul8bwf] AP10, Raise Damage: [dice:3sul8bwf]48853:15[/dice:3sul8bwf]
Total: 19 AP 10


"Keep the swarms off me, Beta and Charlie!" Rod says as he swings the large robot into position. As the dark energy engulfs the Dragonwing, the internal lights flicker. "Status?"

Beta Rod responds, "No permanent damage, sensors are slightly occluded." A slight delay, "Unknown energy impacting in 3, 2, 1...the energy aura provided by Sinder and Zolo is no longer present. Weapon effectiveness decreased dramatically."

Crap!
Rod thinks, over the radio,"Zolo can you reengergize.." he stops as the small fry suddenly blooms wings and then winks out of existence. Double Crap! "Take your shots at the same large demon."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

Though Alecto was initially intending to pursue Fell, his gambit forced her to reconsider. This was doubly so when Zolo followed Elle into the hellish liquid churning below on an ill-advised attempt to rescue her.

Leaving them to their fate was simply not acceptable.

She dove and opened the throttle on her jetpack, plunging through the smoke and ash to whatever that bubbling go was. The instant it came into contact with her suit she could sense an otherworldly presence picking at the sides of her programming, attempting to rewrite instructions. Fortunately, either Hell was not as accomplished with artificial intelligences as it was with natural-born ones, or Alecto's experience trying to keep her mind from being hacked in the past had given her sufficient defenses. She ignored the alien signals.

Beyond that, her suit was more than strong enough to resist the grasping limbs that reared out of the water and grab Zolo and Elle.

For a moment Alecto felt her strength falter...some kind of fluctuation in her power systems. Secondary routes opened up, giving her precious seconds more before failing. Enough time to hit the jet engines again and soar upward away from the charnel pool, living cargo in hand!

She glanced around the steep rocky walls of the pit, looking for a place she could set them down and let them recover.

Rolls: Spirit 11, Strength 7, Vigor 7, 1 benny spent
Spirit [dice:1wcpduiz]48974:0[/dice:1wcpduiz] or [dice:1wcpduiz]48974:1[/dice:1wcpduiz]
Ace [dice:1wcpduiz]48974:6[/dice:1wcpduiz]
Strength [dice:1wcpduiz]48974:2[/dice:1wcpduiz] or [dice:1wcpduiz]48974:3[/dice:1wcpduiz]
Vigor [dice:1wcpduiz]48974:4[/dice:1wcpduiz] or [dice:1wcpduiz]48974:5[/dice:1wcpduiz]
Benny for EE [dice:1wcpduiz]48974:7[/dice:1wcpduiz]
Last edited by Icosa on Sun Feb 10, 2019 7:28 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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Merlaggon
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Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Into the Pit

Post by Merlaggon »

4, 13 vs. Fear
Fear 1 (+2 due Brave)
  • Spirit: [dice:3140nihj]48977:10[/dice:3140nihj]
    Wild: [dice:3140nihj]48977:11[/dice:3140nihj]
    Result: 4 - Success
Fear 2 (+2 due Brave)
  • Spirit: [dice:3140nihj]48977:12[/dice:3140nihj]
    Wild: [dice:3140nihj]48977:13[/dice:3140nihj]
    • Ace: [dice:3140nihj]48977:14[/dice:3140nihj]
    Result: 13 - Success with Raise(s)
Shooting at the same Greater Demon
Greater Demon already has 1 Wound and is Shaken.

Shooting (d6->d10+2 (TW)->d10+1 (Steady Hands, Snapfire)… Not Moving
  • Shooting: [dice:3140nihj]48977:0[/dice:3140nihj]
    Shooting: [dice:3140nihj]48977:1[/dice:3140nihj]
    Shooting: [dice:3140nihj]48977:2[/dice:3140nihj]
    • Extra Effort: [dice:3140nihj]48977:7[/dice:3140nihj]
    Wild: [dice:3140nihj]48977:3[/dice:3140nihj]
    Result: 6, 10, 9 - Hit, Hit with Raise, Hit with Raise.
    Damage:
    • Hit: [dice:3140nihj]48977:4[/dice:3140nihj] AP18
      • Since it is already Shaken, it causes 1 Wound.
    • Raise: [dice:3140nihj]48977:5[/dice:3140nihj] + [dice:3140nihj]48977:6[/dice:3140nihj] AP18
      • Causes 1 Wound
    • Raise: [dice:3140nihj]48977:8[/dice:3140nihj] + [dice:3140nihj]48977:9[/dice:3140nihj] AP18
      • Causes 4 Wounds.
Shrugging off the bolts of inky darkness, Merlaggon wonders why they even bothered... but now that he is in place, Merlaggon just lets loose into the Greater Demon, its body is torn up into pieces by the magical forces that his Heavy Railgun sends its way.

"Woo-hoo! Take that, Big Evil Bad Demon!!!"
Last edited by Merlaggon on Sun Feb 03, 2019 9:34 am, edited 7 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 7: Into the Pit

Post by Cory Tetrascroll »

Standard Rolls
Notice: [dice:9et6b3ki]48983:0[/dice:9et6b3ki] Wild Die [dice:9et6b3ki]48983:1[/dice:9et6b3ki]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Exalted Quickness (2 rounds remain), redraw initiative less than 8
Like heroes of old--Goku, Naruto, Ultraman, Voltron--Cory decides she needs time to "power up". There is only one course of action to take, one path out of this fight. And that is for her to kill Fell. She doesn't like the idea (her blood isn't up quite yet) of striving totally for murder, but this is Fell, this is demon Fell, he is the reason they are literally in a Hell Pit. It's the worst place she can imagine. To be so surrounded and consumed by the evil that even her most basic power, to banish evil back to hell, is useless. They are already there.

That, of course, cannot be left unchallenged.

Cory doesn't know or care well the Fell Blade is, she has her own little sword. It fits her much better. The other seem to be doing okay.

Gripping the little sword, she charges it with energy and fills the power converted to speed. She smiles, and reaching out through her prayers to Sun, she charges her power, letting Sun's own energy cleanse the foul psychic energy of the Nexus. Thanking Sun for help, she teleports across the battlefield. Teleports 15' or so behind Fell. Her original plan was to spend the next few seconds gathering more energy, but now her blood is up, and she just fuel's her spells with anger, or hopefully righteous indignation.

Now she's out for blood.

With a gesture and silent prayer, she asks to borrow Sun's Fist to smite this evil.

Action 1:
  • Exalted Quickness: SUCCESS W RAISE: 10 PPE; Mysticism [dice:9et6b3ki]48983:2[/dice:9et6b3ki] Wild [dice:9et6b3ki]48983:3[/dice:9et6b3ki] RAISE, redraw initiative less than 8
  • Draw energy: 18 RECOVERED: Mysticism [dice:9et6b3ki]48983:4[/dice:9et6b3ki] Wild [dice:9et6b3ki]48983:5[/dice:9et6b3ki] ACE![dice:9et6b3ki]48983:13[/dice:9et6b3ki] 18 recovered
Action 2:
  • Greater Teleport: SUCCESS : 10 PPE, Range 40"; Mysticism [dice:9et6b3ki]48983:6[/dice:9et6b3ki] Wild [dice:9et6b3ki]48983:7[/dice:9et6b3ki] ACE [dice:9et6b3ki]48983:14[/dice:9et6b3ki]
  • Onslaught: SUCCESS, DAMAGE 31 AP 5 : 6 PPE, Mysticism [dice:9et6b3ki]48983:8[/dice:9et6b3ki] Wild [dice:9et6b3ki]48983:9[/dice:9et6b3ki]; ACE [dice:9et6b3ki]48983:15[/dice:9et6b3ki]Damage [dice:9et6b3ki]48983:16[/dice:9et6b3ki] should be [dice:9et6b3ki]48983:17[/dice:9et6b3ki] (don't know what the 1d10 was) ACE [dice:9et6b3ki]48983:19[/dice:9et6b3ki]+ Raise [dice:9et6b3ki]48983:18[/dice:9et6b3ki]MD, note: Celestial Silver trapping, counts as both silver and holy for weakness purposes.

Vigor: SUCCESS: [dice:9et6b3ki]48983:10[/dice:9et6b3ki] Wild [dice:9et6b3ki]48983:11[/dice:9et6b3ki] EE: [dice:9et6b3ki]48983:12[/dice:9et6b3ki]

PPE Use: -26 Remain: 18 Will use EP to refill based on Draw Energy roll. Boom. Net used 8 from pool. With leftovers!

Cory Tetrascroll
PPE: 8/25 | ISP: 5/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Worn Armor:
Custom CK Armor:
[list]+6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport[/list]
Overcoat:
[list]+1 Toughness[/list]
Talisman of Marduk:
[list]+1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance[/list]
Weapon in Hand:
(Right) Sun’s Glaring Sting:
[list]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[/list]
(Left) TW Club:
[list]Damage Str+1d4; +1 Parry[/list][/OOC]
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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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Soak 18
Vigor [dice:33ggqh67]48984:0[/dice:33ggqh67]
Wild [dice:33ggqh67]48984:1[/dice:33ggqh67]
Ace [dice:33ggqh67]48984:2[/dice:33ggqh67]
Ace [dice:33ggqh67]48984:3[/dice:33ggqh67]
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Venatus Vinco
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Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Conditions wrote:
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
The recently formed imps take flight above the charnal pit, delighting in the chaos around them and swarm toward the heroes on tiny flaming wings. Behind cover the lesser demons snarl and wait, daring the heroes to enter the ritual area.

Despite its reduction in effectiveness the Dragonwing is still a force to be reckoned with, especially with three pilots operating as one. Charlie and Beta use their ion cannons on a swarm of flying demons managing to take out another six of the beasts between them. Unfortunately, the mundane lasers seems to have little effect on the giant demons. With a swarm closing on the dragonwing, Sinder opens fire with his grenade launcher, taking out three of the flying demons. Meanwhile, Angel flies toward one of the imps and catches it by the throat with his massive jaws. The incisors make quick work of the little sub-demon ripping it to pieces.

The towering demon in the back blurs into motion (exalted quickness with raise) and leaps from island to island toward the group while sending two bolts of inky darkness toward Merlaggon. Both bolts hit (16 and 24 MD, no AP) and although they do not penetrate the dragon’s scaly hide, the impact fills him with an impending sense of dread (two Fear checks required, this may impact Merlaggon’s actions below).

Bravely teleporting into the fray to save Elle of the Owls, Zolo soon finds himself mired in the charnal pit as the the shapes swirling around in the missmia grope and claw at him and Elle. Calling for help, Zolo waits to be rescued by his teammates. Hopefully.

Thinned but undeterred the swarms of demons continue to fly toward the heroes. Near the back of the chamber (top of map) two packs of the demonic flying rhinos flock to alecto, harassing her progress toward Zolo and Elle. Most of the flock barely scratch her armor, but the android quickly learns that the deadly horns on their heads are not to be trifled with as two of them break through the massive cloud of claws and teeth to penetrate her defenses (27, AP 6 & 14 AP 6). Another cloud of swarming horned creatures circles near Elle and Zolo, waiting for Alecto to emerge so they can pounce.
Soak
Deal with damage before attempting to move through the crowd and save the others. There are more waiting for you if you do.
Two more swarms speed toward Merlaggon. They are flying wildy and are largely ineffective, but their massive horns are still dangerous. As they approach the dragon’s frightening form a few of them are momentarily stunned, but two managed to dive bomb the dragon raking with their claws, teeth, and horns but still miss. Using their momentary panic Merlaggon opens fire on the great demons below sending him flying backward into the Charnal pit, apparently dead.

As things get hairy, Anon keeps an eye on the situation ready to help out where needed with a gizmo or gadget (on hold).

Tired of the massive Dragonwing robot, the Greater Demon waves his hand as if swatting away a fly.
Shrink
He is using shrink on the pilot of the Dragonwing (Rod), roll a Spirit vs. 12 or be reduced to Size -2
Cory enters the fray as a ball of righteous fury teleporting behind Fell and opening up with a massive onslaught of holy silver. The juicer somehow manages to dive from the blast but is a fraction of a second too late and it catches him hard. The demonic juicer howls in pain as the purifying light burns his unholy nature.
3 wounds
Did 5 wounds he soaked 2
From behind cover, Killimonde lets loose with another ant-magic cloud. This one aimed at Merlaggon.
Greater Dispel (Merlaggon)
All spells on Merlaggon dispelled. All TW and Enchanted Items shut down for 5 minutes
Seizing the situation the blood pillar guardian (lower left) sends the charnal pool bubbling as he summons forth a number of imps who immediately take flight above him and zoom toward the cloud of demons beginning to surround Merlaggon.

Reeling from his blow, Fell limps behind a pillar and takes cover from Cory’s blasts.

”You must leave! The lord will spare you. It’s why I agreed to help him.”
Initiative
Anarik (On Hold)
Anon (on hold)
Lesser Demons (on hold, cover -4)
Greater Demon 2 (Bottom Left) AS - summon ally
Fell AH (Quick) - move to cover (cover -4)
Zolo (Improved Level Headed) AD, 5S, JD
Rod (Level Headed), KH, 3H
Imps QH (movement)
Merlaggon (Quick) JS
Killimonde JC (Cover -2)
Alecto (Level Headed) 10D, 2S
Sinder 8H
Greater Demon 4 (Top Left) 8C
Greater Demon 3 (Top Right) 7H
Cory 5C
Swarms 4S
MAP
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Zolo
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Re: Mission 7: Into the Pit

Post by Zolo »

No help is coming. Stay with me you blue fucking owl. I am glad my suit is sealed, and I can’t hear the owl crying.
Treading hellish water and hanging onto Elle’s feather hand she comms the team with a hint of gleeful facination, ” So... forget about me and Elle. Everyone, we need to focus on Fell everything else on that platform ids just a fraking ditraction. Looks like he was wounded so super awesome job! He has that feather and we need it. Whatever happens don’t let him toss that feather into the water.”
Ok Zolo so what is the next step? Perform a ritual on that alter.

Zolo whispers to Elle, ”Elle, can you still fly? I am going to wait a bit until that platform clears out, then fly us up there. We better just hope Fell isn’t smart enough to toss the feather out into the water, because that would be the end.” Zolo keeps an eye on the bird watching her carefully as there was a shred of doubt in her mind that this Elle was also an imposter which is why Elle did not tell her the whole plan and fudged on how she would get up to the platform. With a bit of luck Fell would get cockey and toss the feather into the water and Zolo would teleport and catch it.
Held Action
Going on hold, either teleporting to the platform on corey’s go or if the feather is tossed into the water teleporting to it and activating wall walker.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

TW 12 for Exalted Slow on Killimonde, Greater Demon, and 3 demons near Anon
Techno-Wizardry [dice:8d4rc7ia]49051:0[/dice:8d4rc7ia] (includes -1 for Fatigue and +2 for Machine Maestro)
Wild [dice:8d4rc7ia]49051:1[/dice:8d4rc7ia]
EE[dice:8d4rc7ia]49051:2[/dice:8d4rc7ia]
Activating exalted slow on Killimonde, the remaining greater demon over by Sinder, Anny and the Dragonwing, and the 3 little demons closest to Anon (5 targets total). They must all make Spirit rolls against Anon's TW roll of 12 or suffer the results of exalted slow.
-9 PPE (saved 1 PPE for raise).
Anon shakes off his temporary stupor. Okay, time to move. So to speak. He quickly rotates the face of his watch, taps a couple of prompts on the screen, and selects a few lucky recipients.

The air shudders and pulse out from Anon towards the targets. Okay, the big guy with wings, the one chained to that pillar, and... gah! Let's get these guys out of my face a bit.

Any demons affected by the magical pulse will find their reaction speeds slowed to a proverbial crawl, making them easy targets for the rest of the First.
Current Toughness 18(11) MDC
Current Toughness 18(11) MDC - round 2 of armor spell.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Resisting Shrink:
Spirit: [dice:3cn21av7]49052:0[/dice:3cn21av7]
Wild Die: [dice:3cn21av7]49052:1[/dice:3cn21av7], Ace 1: [dice:3cn21av7]49052:2[/dice:3cn21av7]
Spending a Benny for Extra Effort: [dice:3cn21av7]49052:3[/dice:3cn21av7] Elan
Total: 12
3 Bennies left

Rod Piloting [dice:3cn21av7]49052:4[/dice:3cn21av7], Ace 1: [dice:3cn21av7]49052:18[/dice:3cn21av7]
Wild Die: [dice:3cn21av7]49052:5[/dice:3cn21av7]
Total: 17

Rod K/Electronics [dice:3cn21av7]49052:6[/dice:3cn21av7]
Wild Die: [dice:3cn21av7]49052:7[/dice:3cn21av7]
Total: 14

Beta Shooting Ion Cannons at Swarms/Smaller Demons [dice:3cn21av7]49052:8[/dice:3cn21av7]
Damage: [dice:3cn21av7]49052:9[/dice:3cn21av7] AP4 SBT, Raise 1: [dice:3cn21av7]49052:16[/dice:3cn21av7], Ace Damage 1: [dice:3cn21av7]49052:17[/dice:3cn21av7], Ace Damage 2: [dice:3cn21av7]49052:19[/dice:3cn21av7]
Total: 25 AP4 SBT

Beta Shooting Laser Cannon at Greater Demon [dice:3cn21av7]49052:10[/dice:3cn21av7] (Called shot to Head/Vitals, -6 to hit, +4 Damage, No armor per Combat Survival Guide)
Damage: [dice:3cn21av7]49052:11[/dice:3cn21av7] AP10

Charlie Shooting Ion Cannons at Swarms/Smaller Demons [dice:3cn21av7]49052:12[/dice:3cn21av7]
Damage: [dice:3cn21av7]49052:13[/dice:3cn21av7] AP4 SBT

Charlie Shooting Laser Cannon at Greater Demon [dice:3cn21av7]49052:14[/dice:3cn21av7] (Called shot to Head/Vitals, -6 to hit, +4 Damage, No armor per Combat Survival Guide)
Damage: [dice:3cn21av7]49052:15[/dice:3cn21av7] AP10, Ace 1: [dice:3cn21av7]49052:20[/dice:3cn21av7]
Total: 27 AP10 (but I think this is a miss)

Seeing more of the smaller demons go down in clouds of sizzling ions warms Rod's heart. But that Greater Demon is a d$ck. Just go down will you! Rod thinks as the lasers connect but do virtually nothing. "Beta, Charlie, go for an unarmored spot on the head, or the nuts if exposed. Hopefully we can make it blink and run." In the middle of his comment, another wave arcane energy passes through the walls of the Dragonwing as if they weren't there. His voice raises an octave for a split second before going back to normal.

Rod activates the engines in the legs and rockets the large robot up towards the ceiling (30") as Beta and Charlie continue to clear the area of demon vermin then take their care shooting the Greater Demon on the bottom right.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 7: Into the Pit

Post by Cory Tetrascroll »

Common Rolls
Notice: [dice:v5bxsmmh]49088:0[/dice:v5bxsmmh] Wild Die [dice:v5bxsmmh]49088:1[/dice:v5bxsmmh]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Exalted Quickness (1 round remains), redraw initiative less than 8
The effects of her spells make Cory feel powerful. She feels confident. And then, Fell begs for his life.

All the tumultuous emotions the dead juicer caused when he was alive are somehow now magnified and for a split second rob her of her power, but only for split second. Then with even more power and confidence she shouts, "You're lord is dead, surrender and you might survive!!"

She reaches out again and draws on the ambient energy around her, letting Sun cleanse any taint from it before Cory transforms it into Sun and Moon's will.

Cory knows deep down that she's making a mistake, but un-Fell is begging and she can't murder someone begging...but she should. Instead she switches her target. Only the biggest target will do, and the one that seems to have control over Fell. So once she gets some juice, she lashes out at Lord Killmonde. Boom.

She reaches out again to draw power and then launches a storm of fire down on the demon, just to keep the vile enemy on his toes. Boom boom boom boom!!

Action 1:
Draw power: Nope: Mysticism [dice:v5bxsmmh]49088:2[/dice:v5bxsmmh] Wild [dice:v5bxsmmh]49088:3[/dice:v5bxsmmh]
Onslaught: Hit 8; Damage 22 AP 5: Mysticism [dice:v5bxsmmh]49088:4[/dice:v5bxsmmh] Wild [dice:v5bxsmmh]49088:5[/dice:v5bxsmmh] Ace [dice:v5bxsmmh]49088:18[/dice:v5bxsmmh]Damage [dice:v5bxsmmh]49088:6[/dice:v5bxsmmh] Raise [dice:v5bxsmmh]49088:25[/dice:v5bxsmmh]AP 5

Action 2:
Draw power: 4: Mysticism [dice:v5bxsmmh]49088:7[/dice:v5bxsmmh] Wild [dice:v5bxsmmh]49088:8[/dice:v5bxsmmh]
Onslaught: Bolt 1: Hit 5; Damage 14 AP 5; Wild [dice:v5bxsmmh]49088:9[/dice:v5bxsmmh] Bolt 1: Mysticism [dice:v5bxsmmh]49088:10[/dice:v5bxsmmh] Use Wild Damage [dice:v5bxsmmh]49088:11[/dice:v5bxsmmh] Ace [dice:v5bxsmmh]49088:19[/dice:v5bxsmmh]
Bolt 2: Hit 8; Damage 20 AP 5: Mysticism [dice:v5bxsmmh]49088:12[/dice:v5bxsmmh] Damage [dice:v5bxsmmh]49088:13[/dice:v5bxsmmh] Raise [dice:v5bxsmmh]49088:20[/dice:v5bxsmmh] Ace [dice:v5bxsmmh]49088:21[/dice:v5bxsmmh]
Bolt 3: Hit 7; Damage 21 AP 5: Mysticism [dice:v5bxsmmh]49088:14[/dice:v5bxsmmh] Damage [dice:v5bxsmmh]49088:15[/dice:v5bxsmmh] Raise [dice:v5bxsmmh]49088:22[/dice:v5bxsmmh]
Bolt 4: Hit 7; Damage 25 AP 5: Mysticism [dice:v5bxsmmh]49088:16[/dice:v5bxsmmh] Damage [dice:v5bxsmmh]49088:17[/dice:v5bxsmmh] Bennie [dice:v5bxsmmh]49088:23[/dice:v5bxsmmh] Bennie [dice:v5bxsmmh]49088:24[/dice:v5bxsmmh] Ace [dice:v5bxsmmh]49088:26[/dice:v5bxsmmh] Ace [dice:v5bxsmmh]49088:27[/dice:v5bxsmmh]

PP Spent: 12, PP Gained 4, Expended 8

Cory Tetrascroll
PPE: 8/25 | ISP: 5/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Worn Armor:
Custom CK Armor:
[list]+6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport[/list]
Overcoat:
[list]+1 Toughness[/list]
Talisman of Marduk:
[list]+1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance[/list]
Weapon in Hand:
(Right) Sun’s Glaring Sting:
[list]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[/list]
(Left) TW Club:
[list]Damage Str+1d4; +1 Parry[/list][/OOC]
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
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

Anarik Spellcasting 9; Raise; Killemonde, Fell, 5 lesser demons in the center, and one of the rhino demons on Alecto need to make a Fear check at -4.
Spellcasting [dice:j7lxl6c9]49139:0[/dice:j7lxl6c9]
Wild [dice:j7lxl6c9]49139:1[/dice:j7lxl6c9]
Ace [dice:j7lxl6c9]49139:3[/dice:j7lxl6c9]
LBT 8 targets
[dice:j7lxl6c9]49139:2[/dice:j7lxl6c9]
Ilserayne Fighting 6
Fighting [dice:j7lxl6c9]49139:4[/dice:j7lxl6c9]
Albuquerque/Hell Pit
Afternoon
Round 3

Faced with the return of the demon lorde Killemonde, Anarik was initially at a loss what to do. He glowered in annoyance at having lost precious seconds in this battle and started to cast. He focused on a spell and dropped a giant fear bomb on the center platform in the middle of the battle.

“Fear me, you unholy things!”

Ilserayne attacked one of the nearby swarms.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Sinder isn’t sure what afraid what he should do. He isn’t sure that using fire might not be the best for these demons he uses his suit to bring up Exalted quickness. (From armors PP)

Psionic 9
[dice:whz767nj]49171:0[/dice:whz767nj]
rolled the wrong dice
[dice:whz767nj]49171:2[/dice:whz767nj] extra effort [dice:whz767nj]49171:3[/dice:whz767nj]

Wild
[dice:whz767nj]49171:1[/dice:whz767nj]

Second attack on a greater demon on the lower left and a group of flyers around him
Shooting Grenade
[dice:whz767nj]49171:7[/dice:whz767nj]

[dice:whz767nj]49171:8[/dice:whz767nj] +8+4+8AP = 30 to a small burst area

Angel attack on lesser demon
[dice:whz767nj]49171:4[/dice:whz767nj]+4
Bite Str [dice:whz767nj]49171:5[/dice:whz767nj] +8+4 ROF 1, AP 8 Total: 22
Claw: Strength 1d12
Claws: Str [dice:whz767nj]49171:6[/dice:whz767nj] +8+4 ROF 1, AP 8 Total:30
Last edited by Sinder on Fri Feb 08, 2019 7:55 pm, edited 4 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:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Into the Pit

Post by Merlaggon »

Before flying up to over the central island (arriving 22" over the chains at the 5 o'clock position of the central island), Merlaggon lets loose with his Tail Swipe and Flame Breath Cone at the smaller demons near him.
Tail Swipe
Tail Swipe with Wild Attack (+2 due Wild Attack, -2 due Large Size) (2x4 section)
  • Fighting: [dice:1h2cfjqh]49172:0[/dice:1h2cfjqh]
    Wild: [dice:1h2cfjqh]49172:1[/dice:1h2cfjqh]
    • Extra Effort: [dice:1h2cfjqh]49172:3[/dice:1h2cfjqh] (Elan)
    Result: 10 vs. Parry
    • If he hits... Damage: [dice:1h2cfjqh]49172:6[/dice:1h2cfjqh] + [dice:1h2cfjqh]49172:2[/dice:1h2cfjqh]+ [dice:1h2cfjqh]49172:7[/dice:1h2cfjqh] (Ace) +2 (Wild Attack) + [dice:1h2cfjqh]49172:5[/dice:1h2cfjqh](If Raise) = 27 (28 if Raise)
Flame Breath
Targets make an Agility save at -2 or 2d10 Damage
  • Damage: [dice:1h2cfjqh]49172:4[/dice:1h2cfjqh]
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

Turn Update:

As Alecto plunges through the ranks of demons between herself and the charnel pool below, she is raked by massive claws, glowing with unholy energies. Between her armor and her own durable construction, she gets through...though with damage visibly taken, and still more demons before her. With the unnatural speed gifted to her by her runesword, she attacks the next swarm as she falls, swirling in a kind of ballet piroette that is both graceful and deadly...

Rolls: Many attacks, 2 bennies spent
Soaking 2 wounds (benny spent): Vigor (+2 for Elan) [dice:2wqbawq7]49242:0[/dice:2wqbawq7] or [dice:2wqbawq7]49242:1[/dice:2wqbawq7]
Spending benny to unshake (1 benny spent)
Using Quickness extra action to make Improved Sweeping attack against second demon swarm before she continues movement past them:

Attack summaries:
Target 1: 15 to hit, 14 MD, AP 4
Target 2: 16 to hit, 36 MD AP 4
Target 3: 11 to hit, 22 MD AP 4
Target 4: 12 to hit, 14 MD AP 4
Target 5: 9 to hit, 17 MD AP 4
Target 6: 7 to hit, 11 MD AP 4

Unshaken survivors can opportunity attack Alecto vs Parry 11

Fighting rolls (Improved Sweep attack vs 6 targets in second group of demons between Alecto and allies)
[dice:2wqbawq7]49242:2[/dice:2wqbawq7] or [dice:2wqbawq7]49242:3[/dice:2wqbawq7] to hit, for [dice:2wqbawq7]49242:4[/dice:2wqbawq7] + [dice:2wqbawq7]49242:5[/dice:2wqbawq7] AP 4 magic damage.
Raise damage: [dice:2wqbawq7]49242:26[/dice:2wqbawq7]
[dice:2wqbawq7]49242:6[/dice:2wqbawq7] or [dice:2wqbawq7]49242:7[/dice:2wqbawq7] to hit, for [dice:2wqbawq7]49242:8[/dice:2wqbawq7] + [dice:2wqbawq7]49242:9[/dice:2wqbawq7] AP 4 magic damage.
Raise damage: [dice:2wqbawq7]49242:27[/dice:2wqbawq7]
Ace damage: [dice:2wqbawq7]49242:28[/dice:2wqbawq7]
Ace raise damage: [dice:2wqbawq7]49242:32[/dice:2wqbawq7]
[dice:2wqbawq7]49242:10[/dice:2wqbawq7] or [dice:2wqbawq7]49242:11[/dice:2wqbawq7] to hit, for [dice:2wqbawq7]49242:12[/dice:2wqbawq7] + [dice:2wqbawq7]49242:13[/dice:2wqbawq7] AP 4 magic damage.
Raise damage: [dice:2wqbawq7]49242:29[/dice:2wqbawq7]
Ace raise damage: [dice:2wqbawq7]49242:33[/dice:2wqbawq7]
Ace raise damage: [dice:2wqbawq7]49242:35[/dice:2wqbawq7]
[dice:2wqbawq7]49242:14[/dice:2wqbawq7] or [dice:2wqbawq7]49242:15[/dice:2wqbawq7] to hit, for [dice:2wqbawq7]49242:16[/dice:2wqbawq7] + [dice:2wqbawq7]49242:17[/dice:2wqbawq7] AP 4 magic damage.
Raise damage: [dice:2wqbawq7]49242:30[/dice:2wqbawq7]
Ace raise damage: [dice:2wqbawq7]49242:34[/dice:2wqbawq7]
[dice:2wqbawq7]49242:18[/dice:2wqbawq7] or [dice:2wqbawq7]49242:19[/dice:2wqbawq7] to hit, for [dice:2wqbawq7]49242:20[/dice:2wqbawq7] + [dice:2wqbawq7]49242:21[/dice:2wqbawq7] AP 4 magic damage.
Raise damage: [dice:2wqbawq7]49242:31[/dice:2wqbawq7]
[dice:2wqbawq7]49242:22[/dice:2wqbawq7] or [dice:2wqbawq7]49242:23[/dice:2wqbawq7] to hit, for [dice:2wqbawq7]49242:24[/dice:2wqbawq7] + [dice:2wqbawq7]49242:25[/dice:2wqbawq7] AP 4 magic damage.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Conditions wrote:
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
Anarik tries to alter the battlefield by giving demons a taste of their own medicine: Fear. Two of the lesser demons react to Anarik’s terrible visage and scurry from his path (Shaken). For his part Killimonde bellows with laughter, ”I have seen fear itself Anarik. You are puny in comparison.” For her part, Ilserayne hacks away at an imp but really only manages to graze the little hellion.

Adding insult to injury, Anon, hits Killimonde with his TW Watch, slowing the demon down. Killimonde, seems stunned but it’s hard to tell at first.

In the Dragonwing, Rod and his crew blow two of the little imps from the air but their advanced weapons seem to do little to bother the greater demon nearby - even with a mighty head blow!

Cory unleashes holy fury toward the greater demon Killimonde. The blasts hit home with righteousness, but the demon lord shrugs them off as a tickle. He appears to be laughing, ”Foolish girl. I am not the lord, but he comes soon and you can do little to stop him!”

As the swarms close in on him Merlaggon makes a mighty tail sweep brushing them side like flies on a horse’s arse. He then turns and uses his flame breath to Merlaggon clear the path of some imps. Unfortunately, the flames seems to wash over the little hellspawn with no visible effect.

Non pulsed by Cory, Killimonde taunts her, ”To show the power of my lord, I will strike down your friend. I can see his value to you in your heart.!”. The great demon flies up from cover and makes a beeline, moving somewhat sluggishly, for Merlaggon firing a mystical energy blast toward the dragon while closing the distance with his deadly swords. The dark energy hits Merlaggon with a chilling cold, not from the temperature, but deep in the dragon’s soul (33 MD damage, Merlaggon moves as if on Difficult Ground - including flight. Killimond is slow, movement is an action).

Sweeping her sword with ferocity Alecto cuts through an entire swath of swarming demons. As no good deed goes unpunished in hell a second swarm descends upon her. Most of them cannot hit her swerving form, yet one manages to gore her with its deadly horn (11 MD, AP 6). Brushing off the blow, Alecto dives toward the charnal pool and grabs a hold of Zolo and Elle.

Angel, the flying tiger, leaps over the river to engage a lesser demon, but finds they have all withdrawn. Sinder, cannot get a bead on anymore swarms but manages to blow a small imp to kingdom come, or where ever demons go when they die.

The uppermost demon spots Cory wielding holy fury at Fell and responds in kind, sending a bolt of dark energy toward the diminutive mystic hitting her with a soul chilling impact (22 MD).

The last of the mighty demons leaps closer to Merlaggon and also fires a blast at the dragon the chills Merlaggon to his soul (30 MD, Movement counts as difficult ground).
New Round
Demons have all the high cards, so I will do those first.
Furious that the Dragonwing remains airborne the greater demon bellows out in a commanding voice that gives Rod serious pause deep within his soul, ”Desist!”
Puppet 16
Rod make a Spirit roll or fall under the control of the Greater Demon
Still slowed, but undeterred, Killimonde closes the remaining distance to Merlaggon and sweeps with his furious swords, even slowed the demon moves with blinding speed.
Improved Frenzy
26, AP 16
36, AP 16
Initiative
Greater Demon 2 (Bottom Left) JB!
Killimonde KH
Rod (Level Headed), QS, 2H
Fell (Quick, cover -4) QD, 4S
Sinder JH
Greater Demon 3 (Top Right) 10C
Greater Demon 4 (Top Left) 9C
Cory 8D, 4C
Merlaggon (Quick) 8H
Lesser Demons (on hold, 2 Shaken, cover -4) 6S
Anarik 6H
Alecto (Level Headed) 5C, 3S (Zolo acts on this card too)
Anon 4H
Imps 3D
Swarms 2C
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Into the Pit

Post by Zolo »


Coming off hold after Greater Demon 2
So this is what it feels like flying? Thanks Alecto.

Zolo grins as Alecto frees her and Elle from the foul pool. She could tell it was hot out but fortunatly her armor was sealed aginat most environmental effects. One didn’t need to be a tactical genius to figure the demons were just lalygaggin and biding their time. Someone needed to do something dramatic, something no one would expect.

Zolo sighed resigned to her fate, she was only half dragon and the short shafted half at that. She would never be like Merlaggon which was why she teased him so. Best dragon I know, I wish he knew also. She glanced down at her wall walking shoes un used regretting not giving them a whirl. Alas time was short.

Zolo grasps Elle’s feather smiling at her nemisis, ” Sorry, we never were friends Elle. I was just always so jelous of you... Maybe next time we meet it will be different.”

To Alecto she whispers with anticpation, ”I got half a plan Alecto, if it doesn’t work you’ll know right quick. It’ll be up to you to lead them. Tell... Tell my mom Erin I love her.”

The spector of a dragon looms behind Zolo like a great shadow and then she vanishes only appear next to Fell. Words don’t fail me now. She smiles at the legendary Juicer hunkered down, ”Hey Fell. So, you know we are never going to give up, we are not going to pack up and leave. From what I know about you, you wouldn’t do that and damn aure you would not ask us to. You’re just like us and we are here to make tomorrow better.” She takes a quick breath wondering when the juicer might sever her head, ” You joined up to protect us? To protect her? I get it, love makes us do wacky things. Why do you think we are down here? We care Fell... She cares. So what are we going to do huh? Are you going to lead us into a second rending of the world? You want to show us you care for her, that you got what it takes be part of the legion, part of the first. We never... We never gave up on you.” Zolo gestures to the feather and nods to the alter, ” I know you Fell. Lets win one for the good guys and spit in evil’s eye.” Or maybe this is where you chop my head off.


Teleport next to Fell: [dice:341r54bq]49335:0[/dice:341r54bq] wild [dice:341r54bq]49335:1[/dice:341r54bq]
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Into the Pit

Post by Merlaggon »

Vs. Wounds
First Hit - 1 Wound
  • Left Alone. 1 Wound Taken and Shaken.
Second Hit - 4 Wounds
  • Adventure Card - Lucky Break - Play this card to completely negate the damage from one attack
Beginning of Turn Rolls
Spirit to Un-Shaken (-1 due Wound, +2 due Fast Regeneration)
  • Spirit: [dice:2vpiv3wy]49339:0[/dice:2vpiv3wy]
    Wild: [dice:2vpiv3wy]49339:1[/dice:2vpiv3wy]
    Result: Fail - Spending 1 Bennie to Un-Shaken
Regeneration (at -1 due Wound)
  • Vigor: [dice:2vpiv3wy]49339:2[/dice:2vpiv3wy]
    Wild: [dice:2vpiv3wy]49339:3[/dice:2vpiv3wy]
    Result: 5 - Heals 1 Wound (Now Undamaged)
Full Defense 11
Fighting at +2 (Additional +4 for Twist of Fate (1 EP), -2 due MaP)
  • Fighting: [dice:2vpiv3wy]49339:4[/dice:2vpiv3wy]-2
    Wild: [dice:2vpiv3wy]49339:5[/dice:2vpiv3wy]-2
    Extra Effort: [dice:2vpiv3wy]49339:6[/dice:2vpiv3wy]
    Result: 11 - Parry is now 11
Taunt 7
Taunt at Killimonde to get him to attack Merlaggon instead of Cory(+2 due Strong Willed, -2 due MaP, +2 due Twist of Fate)
Taunt: [dice:2vpiv3wy]49339:7[/dice:2vpiv3wy]
Wild: [dice:2vpiv3wy]49339:8[/dice:2vpiv3wy]
Result: 7 on Opposed Roll

Having just avoided being badly chopped up by Killemonde, Merlaggon goes on the defensive... then Cory pops up next to them and attacks the Greater Demon.

That stung... and I almost got my got my head cut off by that Killimonde Demon... guess I will have to concentrate solely on not getting hit... NOOO!!! Can't let him hurt my Cory!!!!

"Killemonde... don't bother with the Human. The only target here worth your time is me... a Dragon. Lets see if you have it in you to take me down!!!"
Last edited by Merlaggon on Mon Feb 18, 2019 7:49 am, edited 6 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Rod
Piloting: [dice:2vozbt0x]49387:0[/dice:2vozbt0x]
Wild Die: [dice:2vozbt0x]1d6 [/dice:2vozbt0x]

K/Electronics: [dice:2vozbt0x]49387:1[/dice:2vozbt0x]
Wild Die: [dice:2vozbt0x]1d6 [/dice:2vozbt0x]

Beta Rod

Shooting Laser Cannon at Demonic Fell: [dice:2vozbt0x]49387:2[/dice:2vozbt0x]
Wild Die: [dice:2vozbt0x]49387:3[/dice:2vozbt0x]
Damage [dice:2vozbt0x]49387:4[/dice:2vozbt0x] AP 10, Raise Damage: [dice:2vozbt0x]49387:14[/dice:2vozbt0x]
Total: 22 AP10

Shooting Ion Cannons at Swarms/Smaller Demons: [dice:2vozbt0x]49387:5[/dice:2vozbt0x], Ace 1: [dice:2vozbt0x]49387:15[/dice:2vozbt0x]
Wild Die: [dice:2vozbt0x]49387:6[/dice:2vozbt0x], Ace 1: [dice:2vozbt0x]49387:16[/dice:2vozbt0x]
Damage [dice:2vozbt0x]49387:7[/dice:2vozbt0x] AP4 SBT, Raise Damage: [dice:2vozbt0x]49387:17[/dice:2vozbt0x]
Total: 19 AP4 SBT

Charlie Rod

Shooting Laser Cannon at Demonic Fell: [dice:2vozbt0x]49387:8[/dice:2vozbt0x]
Wild Die: [dice:2vozbt0x]49387:9[/dice:2vozbt0x]
Damage [dice:2vozbt0x]49387:10[/dice:2vozbt0x] AP 10, Raise Damage: [dice:2vozbt0x]49387:18[/dice:2vozbt0x]
Total: 18 AP10

Shooting Ion Cannons at Swarms/Smaller Demons: [dice:2vozbt0x]49387:11[/dice:2vozbt0x]
Wild Die: [dice:2vozbt0x]49387:12[/dice:2vozbt0x]
Damage [dice:2vozbt0x]49387:13[/dice:2vozbt0x] AP4 SBT, Raise Damage: [dice:2vozbt0x]49387:19[/dice:2vozbt0x]
Total: 19 AP4 SBT

Standing on twin towers of fire, Rod surveys the terrain.

"Confirmed head shot on the demon, no effect," Beta Rod says.

"Damn it!"Rod growls in frustration, "With out that mystic mojo, we can't even make them blink. AND, they are just a distraction anyway."

Rod quickly reviews his options, I can keep plinking at these buys maybe give them eye strain from shining bright lights in their eyes, or...

Rod shifts the controls, the giant robot moves north in a curve to the right to give him a better view, "As soon as you have a clear shot on that Fell a$$hole, take it" Over the radio, "Grab the feather!"
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 7: Into the Pit

Post by Cory Tetrascroll »

OOC Comments
Notice: [dice:2zuvdxo5]49418:0[/dice:2zuvdxo5] Wild Die [dice:2zuvdxo5]1d6 [/dice:2zuvdxo5]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Armor: +5MDC, Exalted Quickness (Final round)
Soak: Vigor [dice:2zuvdxo5]49418:1[/dice:2zuvdxo5] Wild [dice:2zuvdxo5]49418:2[/dice:2zuvdxo5] Ace [dice:2zuvdxo5]49418:3[/dice:2zuvdxo5] (1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling)

Snarling, Cory is mad as hell, and yells to Merl, "I'll get this dickhead, Merl!!!" She takes a moment to draw some power from the ley line before channeling Sun and Moon's holy power into her tiny sword. The chainsword whirs with holy energy, crackly with gold and silver light, Sun and Moon's Righteousness Entwined.

Using the power of her armor she blips out of existence to reappear next to the mighty demon. And then the most ridiculous thing on the battlefield, she goes toe to toe and lays into him with her holy weapon.

Action 1:
Draw Power: Mysticism [dice:2zuvdxo5]49418:4[/dice:2zuvdxo5] Wild [dice:2zuvdxo5]49418:5[/dice:2zuvdxo5]
Greater Smite: Mysticism [dice:2zuvdxo5]49418:6[/dice:2zuvdxo5] Ace: [dice:2zuvdxo5]49418:14[/dice:2zuvdxo5] Wild [dice:2zuvdxo5]49418:7[/dice:2zuvdxo5]

Action 2:
Teleport: Mysticism [dice:2zuvdxo5]49418:8[/dice:2zuvdxo5] Wild [dice:2zuvdxo5]49418:9[/dice:2zuvdxo5]
Fighting: + (1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling) [dice:2zuvdxo5]49418:10[/dice:2zuvdxo5] Wild [dice:2zuvdxo5]49418:11[/dice:2zuvdxo5] Bennie Reroll: Fighting [dice:2zuvdxo5]49418:15[/dice:2zuvdxo5] Wild [dice:2zuvdxo5]49418:16[/dice:2zuvdxo5] Bennie Re-Reroll Fighting [dice:2zuvdxo5]49418:17[/dice:2zuvdxo5] Wild [dice:2zuvdxo5]49418:18[/dice:2zuvdxo5], Damage [dice:2zuvdxo5]49418:12[/dice:2zuvdxo5] + [dice:2zuvdxo5]49418:13[/dice:2zuvdxo5] + 8 Smite, 5AP

PP Spent: 8 Gained: 4 Expended: 4 Purchased: 15 Total: 6 Remaining: 8PPE 5ISP

Cory Tetrascroll
PPE: 8/25 | ISP: 5/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Worn Armor:
Custom CK Armor:
[list]+6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport[/list]
Overcoat:
[list]+1 Toughness[/list]
Talisman of Marduk:
[list]+1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance[/list]
Weapon in Hand:
(Right) Sun’s Glaring Sting:
[list]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[/list]
(Left) TW Club:
[list]Damage Str+1d4; +1 Parry[/list][/OOC]
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
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Sinder closes to the big bad dude just north of him and fires a fire bolt.
Attack one
Total 8 plus size strike with a Raise

[dice:2igznaum]49419:0[/dice:2igznaum] extra effort [dice:2igznaum]49419:1[/dice:2igznaum]
Wild Dice
[dice:2igznaum]49419:2[/dice:2igznaum]

Damage
[dice:2igznaum]49419:3[/dice:2igznaum]
Aced 2 dice [dice:2igznaum]49419:4[/dice:2igznaum] [dice:2igznaum]49419:5[/dice:2igznaum] total 26 + [dice:2igznaum]49419:11[/dice:2igznaum] for raise

Attack 2

total 4 + size difference strike
strike with Psi Sword
OOC Comments
[dice:2igznaum]49419:8[/dice:2igznaum] extra effort [dice:2igznaum]49419:9[/dice:2igznaum]

Damage:
[dice:2igznaum]49419:6[/dice:2igznaum] [dice:2igznaum]49419:7[/dice:2igznaum] (+6 +8+4)AP 26
Angels Attack attacks the greater demon from behind
Attack 8 and A raise
OOC Comments
[dice:2igznaum]49419:10[/dice:2igznaum]

Damage:
Bite: [dice:2igznaum]49419:12[/dice:2igznaum] + [dice:2igznaum]49419:13[/dice:2igznaum] , AP 1. +8+4+8 =30
Claws: [dice:2igznaum]49419:14[/dice:2igznaum] + [dice:2igznaum]49419:15[/dice:2igznaum] , AP +8+4+8=34
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

Spellcasting 5; Backlash; summon 3 Voidwalkers that engage the 3 lesser demons south of Fell
Spellcasting [dice:3pmwj6sw]49461:0[/dice:3pmwj6sw]
Wild [dice:3pmwj6sw]49461:1[/dice:3pmwj6sw]
Corruption 7
Anarik Spirit [dice:3pmwj6sw]49461:2[/dice:3pmwj6sw]
Wild [dice:3pmwj6sw]49461:3[/dice:3pmwj6sw]
Voidwalker Spirit [dice:3pmwj6sw]49461:4[/dice:3pmwj6sw]
Voidwalker 1 attack 2; Damage 11
Fighting [dice:3pmwj6sw]49461:5[/dice:3pmwj6sw]
Damage [dice:3pmwj6sw]49461:6[/dice:3pmwj6sw]
Voidwalker 2 attack 8; Damage 7 or 11
Fighting [dice:3pmwj6sw]49461:7[/dice:3pmwj6sw]
Ace [dice:3pmwj6sw]49461:11[/dice:3pmwj6sw]
Damage [dice:3pmwj6sw]49461:8[/dice:3pmwj6sw]
Raise [dice:3pmwj6sw]49461:12[/dice:3pmwj6sw]
Voidwalker 3 attack 5; Damage 8
Fighting [dice:3pmwj6sw]49461:9[/dice:3pmwj6sw]
Damage [dice:3pmwj6sw]49461:10[/dice:3pmwj6sw]
Ilserayne Fighting 5; Damage 12
Fighting [dice:3pmwj6sw]49461:13[/dice:3pmwj6sw]
Damage [dice:3pmwj6sw]49461:14[/dice:3pmwj6sw] + [dice:3pmwj6sw]49461:15[/dice:3pmwj6sw]
Ace [dice:3pmwj6sw]49461:16[/dice:3pmwj6sw]
Albuquerque/Hell Pit
Afternoon
Round 4

Anarik surveyed the situation. Merlaggon needed help against Killimonde, and Anarik had to admit he wanted to put that demon down again. But Alecto and Zolo needed help going after the feather. And the feather was the goal.

Anarik pushed aside his personal interest in defeating Killimonde. It looked like Corey was helping out the dragon anyway. Time to focus on the objective. Clear the demons away from Fell.

Anarik started casting, muttering infernal words, drawing on the magic of the hellscape they were in, summoning to him an army of minions. On the center platform, three voidwalkers emerged, giving a cry of frustration as the magical manacles of their enslavement to Anarik’s will locked onto their wrists. Following his command, they rushed the lesser demons to the south of Fell and attacked.

Unfortunately, Anarik hit a knot in the weave of magic that lashed back at him, leaving him shaken.

Ilserayne lashed out at another of the imps, keeping them away from the invisible Anarik.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

TW Build (8) and Activation (7) Rolls. Fell must resist Greater Entangle (TN 7) or be fully restrained
TW to build a new gadget: [dice:2wd33ro9]49587:0[/dice:2wd33ro9] (+2 machine maestro canceled by -2 MAP; -1 for Fatigue)
Wild [dice:2wd33ro9]49587:1[/dice:2wd33ro9]

TW to fire said new gadget, assuming he creates it successfully [dice:2wd33ro9]49587:3[/dice:2wd33ro9]
Wild [dice:2wd33ro9]49587:2[/dice:2wd33ro9]

Dang. Benny to reroll: [dice:2wd33ro9]49587:4[/dice:2wd33ro9]
[dice:2wd33ro9]49587:5[/dice:2wd33ro9]

random test to see if the dice roller is busted or if it really just gave me the exact same dice roll twice in a row

[dice:2wd33ro9]49587:6[/dice:2wd33ro9]
wild [dice:2wd33ro9]49587:7[/dice:2wd33ro9]

Okay, benny to reroll one last time (Benny from Zolo, so hopefully it's a lucky Benny!)
TW [dice:2wd33ro9]49587:8[/dice:2wd33ro9]
wild [dice:2wd33ro9]49587:9[/dice:2wd33ro9] + [dice:2wd33ro9]49587:10[/dice:2wd33ro9] (Ace)
Anon watches the fight unfold, and this time wastes no time in helping out. He begins pulling various bits and bobs from his jacket's many internal pockets, slapping together something that looks like a tiny laser pointer.

He lines it up carefully, targeting Fell's rather substantial bulk, and presses the little green button on the side. The device emits a high-pitched whine for a fraction of a second and the air pressure around Anon spikes! If it weren't for his environmentally sealed armor, he's sure his ears would be popping now, and he'd probably have one heck of a headache.

I really hope this doesn't explode, he thinks, right before it launches a massive pulse of energy with a near-deafening BOOM! that knocks him back a step or two (and that might turn a few demonic heads his way...).

Anon watches as a blob of glowing, blue energy rockets across the battlefield and collides with Fell, hitting him squarely in the chest. Upon impact, it swirls around the weirdly not-dead juicer, and ratchets up the force of gravity pushing down on him ten, no, twenty, no, a hundred-fold!

Anon holds his breath as he waits to see what the juicer will do next. Maybe that will be enough to hold him, he thinks, a little bit of hope in his heart. Maybe.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
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Icosa
Gold Patron
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

As Zolo makes good her plan, Alecto wheels about in midair and her swords flash again in a deadly pinwheel as she dives back into the swarm of demons whirling through the sky around her. Bodies fall like rain, some whole but even more in fragments.

She then pulls her railgun into firing position and takes aim at the gargantuan demon that's fighting Merlaggon. The railgun fired in rapid bursts of hyperkinetic slugs, riddling the huge beast with shell after shell.

And did nothing. The monster didn't even seem to notice.

Alecto frowned and let the weapon retract on its firing gimble, attached to her armor's side. Heavier firepower would be needed.

"I need magical augmentation to affect the primary targets!" she called out.

Rolls: 15 to hit swarm for 23 AP4 MD, 11, 11, and 7 to hit Merlaggon's greater demon for 26, 14, 13, AP 4 MD
Sweeping Attack on airborne swarm: [dice:tqzhmee5]49647:0[/dice:tqzhmee5] or [dice:tqzhmee5]49647:1[/dice:tqzhmee5] to hit, for [dice:tqzhmee5]49647:2[/dice:tqzhmee5] + [dice:tqzhmee5]49647:3[/dice:tqzhmee5] damage, AP 4.
Raise [dice:tqzhmee5]49647:11[/dice:tqzhmee5]
Ace [dice:tqzhmee5]49647:12[/dice:tqzhmee5]

Then, with Quickness, firing NE-85 railgun at the greater demon Merlaggon is attacking:
Shooting
[dice:tqzhmee5]49647:4[/dice:tqzhmee5] for [dice:tqzhmee5]49647:5[/dice:tqzhmee5] MD AP 4
Raise [dice:tqzhmee5]49647:13[/dice:tqzhmee5]
Ace [dice:tqzhmee5]49647:15[/dice:tqzhmee5]
[dice:tqzhmee5]49647:6[/dice:tqzhmee5] for [dice:tqzhmee5]49647:7[/dice:tqzhmee5] MD AP 4
Raise [dice:tqzhmee5]49647:14[/dice:tqzhmee5]
[dice:tqzhmee5]49647:8[/dice:tqzhmee5] for [dice:tqzhmee5]49647:9[/dice:tqzhmee5] MD AP 4
Wild (sub for 3rd attack)
[dice:tqzhmee5]49647:10[/dice:tqzhmee5]
Last edited by Icosa on Mon Feb 25, 2019 7:10 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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Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Conditions wrote:
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
With a wink, and flash of a dragon, Zolo appears next to Fell who is recovering from his wound behind cover. Startled the juicer turns to face the diminutive half-dragon. After a moving speech, Fell looks momentarily torn, perhaps there was a chance at redemption for the old juicer afterall. Unfortunately, it will never be known as Rod sweeps the Dragonwing across the charnal pool and makes a massive strafing run on the centre island. The ion cannons hit the lesser demons surrounding Fell and manage to stun them for a moment (two shaken). Slowed by his injuries Fell cannot dance out of the way of the two main laser cannons, the blasts incinerate what remains of his mortal body. The feather, mystically indestructible, floats to the ground in a sort of slow motion descent toward Zolo’s feet.

Left alone, on an island, Sinder takes a blast at the big bad demon. The fire bolt hits home but does little, other than annoy the big guy. Leaping across to face the giant monster Sinder hacks at him with his sword while Angel attacks from behind. All these serve to do is tickle the demon who is much tougher, and much bigger, than Sinder. Rather than deal with the Burster the big demon moves away letting his smaller imps torment Sinder and Angel.

Seeing Fell fall the large guardian demons make their way to the centre isle leaving Zolo surrounding by big and small demons alike as the feather continues to slowly drift to the ground.

Upset by the attack on Merlaggon, Cory teleports into the fray with Killimonde, taking up her customary sport astride of the mighty dragon and striking him with her tiny fury. Despite its holy nature, her mortal strength and weapon prove to be ineffective against the demon who chortles merrily at her rage, ”Ah, I shall take your pet from you, then let you live with me in hell so your soul may be crushed for eternity.” Merlaggon, quickly tries to redirect the demon, but doesn’t need to as he swings his massive curved blades at Merlaggon once more. Fortunately the young flame wing is more than ready for the blows and uses some fancy flying to stay out of the demons reach..
2 misses!
Also he is still slow, so movement costs him an action
Shaken from Rod’s bombardment the lesser demons turn their attention to Zolo, but are interrupted by Anarik’s Voidwalkers. Demon descends upon demon with much fury but little result. Nonetheless, the Voidwalkers prevent the lesser demons from grabbing Zolo who watches the feather waft slowly downward.

In front of Anarik, Ilserayne comes to the side of Sinder and Angel, swiping down one of the two imps closing in on them.

Up above, Alecto watches as Zolo teleports away. Moving quickly she cuts through a swarm of flying demons, beheading and amputating them as they fall in pieces into the charnal pit. She follows up her slicing and dicing with railgun fire toward Killimonde. The rail gun does no discernable damage to the big demon. On the island below, she can see Zolo surrounded.

Flapping her wings, Elle of the Owls sets down next to Zolo and picks up a sword from the fallen Severin Fell. Looking out at the demons she smiles at Zolo, ”Let’s end this. Friend.”

With Fell gone, but demons all around Zolo. Anon tries to hold one of the greater beings in place, keeping it from reaching Zolo, Elle, or the feather. For his trouble, the technowizard is surrounded by little fiery imps who poke at him with their flaming claws. Fortunately for Anon his armo holds, but soon more of them join in the fun and he finds himself completely swarmed.
Initiative
Anarik AD
Greater Demon 3 (Top Right, Entangled) AC
Zolo QS, 6H, 6C
Sinder QD, 3D
Alecto (Level Headed) 10D, 2D
Cory 9D
Anon 9H
Merlaggon (Quick) 9C
Imps 8S
Greater Demon (Bottom Left) 7H
Greater Demon 4 (Top Left) 7C
Lesser Demons (on hold, 4 Shaken) 6S
Rod (Level Headed) 5C, 4H
Killimonde 2H
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

Unshake 14
Spirit [dice:1n67gals]49679:0[/dice:1n67gals]
Wild [dice:1n67gals]49679:1[/dice:1n67gals]
Ace [dice:1n67gals]49679:2[/dice:1n67gals]
Ace [dice:1n67gals]49679:3[/dice:1n67gals]
Draw PPE 9
Spellcasting [dice:1n67gals]49679:4[/dice:1n67gals]
Wild [dice:1n67gals]49679:5[/dice:1n67gals]
Benny to reroll
Spellcasting [dice:1n67gals]49679:6[/dice:1n67gals]
Wild [dice:1n67gals]49679:7[/dice:1n67gals]
Ilserayne Fighting 4; 11 megadamage
Fighting [dice:1n67gals]49679:8[/dice:1n67gals]
Damage [dice:1n67gals]49679:9[/dice:1n67gals] + [dice:1n67gals]49679:10[/dice:1n67gals] MD
Voidwalker 1
Fighting [dice:1n67gals]49679:14[/dice:1n67gals]
Damage [dice:1n67gals]49679:11[/dice:1n67gals]
Voidwalker 2
Fighting [dice:1n67gals]49679:15[/dice:1n67gals]
Damage [dice:1n67gals]49679:12[/dice:1n67gals]
Voidwalker 3
Fighting [dice:1n67gals]49679:16[/dice:1n67gals]
Damage [dice:1n67gals]49679:13[/dice:1n67gals]
Albuquerque/Hell Pit
Afternoon
Round 5

Anarik shook off the backlash from his last spell. The field near him had cleared. Sinder still tangled with a swarm of imps, and a greater demon still stood there. Anon and Merlaggon were still tangling with Killemonde. Fell seemed to have been downed, though, freeing the feather, and his voidwalkers were holding some of the lesser demons at bay.

“Get that feather, and let’s get this ritual done!” Anarik yelled to Zollo.

It was time to relocate.Anarik was too far at the edge of the battle to affect much, but now space had opened up. But he was in danger of running out of magic. He needed a moment to draw it in. He focused on the ley line and the power there.

Ilserayne flew over to help Sinder, attacking the imps there.

The voidwalkers continued to attack the lesser demons.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Conditions
OOC Comments
Fly 24
Armor+10 Cannonball +6, + 1toughness
Psi Sword edge
Florentine edge .+1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus

Attack one
Psi Sword attack on the Imp next to me
Total 6 Damage: 28
OOC Comments
[dice:33vo6ptu]49731:0[/dice:33vo6ptu] +1
Wild Dice
[dice:33vo6ptu]49731:1[/dice:33vo6ptu]
Damage [dice:33vo6ptu]1d6 [/dice:33vo6ptu] + [dice:33vo6ptu]49731:2[/dice:33vo6ptu] (+6 +8+4)AP= 28
Attack Two
Attack 2
Sinder move over to the main Island Bobbing and Weaving and using the pillars as protection as much as possible. Once inside he sees that lesser demons are pre-occupied by a couple of creatures. He launches a firebolt medium burst on the far two Lesser demons( centered between them. ISP Used 1 for a medium burst ( +2 for +8 AP)
Total 8 with a raise Damage: 42
OOC Comments
PSI
[dice:33vo6ptu]49731:3[/dice:33vo6ptu]
Damage [dice:33vo6ptu]49731:5[/dice:33vo6ptu] Aced [dice:33vo6ptu]49731:6[/dice:33vo6ptu] Raised [dice:33vo6ptu]49731:7[/dice:33vo6ptu] +8AP 8 = 42
Everything Burns
[dice:33vo6ptu]49731:4[/dice:33vo6ptu]
Angel Attacks Anyone getting close to Sinder or getting in the way of an attack
9 and Raised Damage total 79
OOC Comments
[dice:33vo6ptu]49731:8[/dice:33vo6ptu]

Damage:
Bite: [dice:33vo6ptu]49731:9[/dice:33vo6ptu] [dice:33vo6ptu]49731:10[/dice:33vo6ptu] Aced [dice:33vo6ptu]49731:13[/dice:33vo6ptu] Raise [dice:33vo6ptu]1d6 [/dice:33vo6ptu] AP+8+4+8 =48
Claws: [dice:33vo6ptu]49731:11[/dice:33vo6ptu] [dice:33vo6ptu]49731:12[/dice:33vo6ptu] Raise [dice:33vo6ptu]1d6 [/dice:33vo6ptu], AP +8+4+8=31
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

Alecto tilted forward and throttled up on her jetpack, intent on joining the fray at the ritual altar. Zolo and Elle would need cover to keep those demons off of them. Hopefully their air support could handle the other greater demon...she'd try to thin out the smaller ones nearby, to give them some breathing space.

She comes in low and fast, weaving past a couple of imps to drop directly in front of Zolo and Elle with a thunderous CLANG of armor ringing against abyssal stone.

"Get that ritual done, at all costs," she said. "We'll cover you!"

Then the android was flinging herself at the lesser demons standing menacingly nearby, moving with unbelievable speed and precision...trying to compensate for her lack of holy blessings by targeting hearts and heads with unerring, and unnerving, accuracy!

Rolls
Quickness in effect, Combat Sense
Targeting lesser demons first, but if she takes them out before she's out of attacks, she'll use any 'excess' attacks on imps.

Turn 1:
Attack Main Hand (Called Shot: -4 hit, +4 damage): 7 to hit for 12 MD AP 4 (magic)
[dice:25141hlk]49735:0[/dice:25141hlk] or [dice:25141hlk]49735:1[/dice:25141hlk] for [dice:25141hlk]49735:12[/dice:25141hlk] + [dice:25141hlk]49735:13[/dice:25141hlk] AP 4
Attack Frenzy (Called Shot: -4 hit, +4 damage): 6 to hit for 18 MD AP 4 (magic)
[dice:25141hlk]49735:2[/dice:25141hlk] or [dice:25141hlk]49735:3[/dice:25141hlk] for [dice:25141hlk]49735:14[/dice:25141hlk] + [dice:25141hlk]49735:15[/dice:25141hlk] AP 4
Attack Offhand (Called Shot: -4 hit, +4 damage, nonmagic): Miss
[dice:25141hlk]49735:4[/dice:25141hlk] or [dice:25141hlk]49735:5[/dice:25141hlk] for [dice:25141hlk]49735:16[/dice:25141hlk] + [dice:25141hlk]49735:17[/dice:25141hlk] AP 4

Quickness turn:
Attack Main Hand (Called Shot: -4 hit, +4 damage): 7 to hit for 12 MD AP 4 (magic)
[dice:25141hlk]49735:6[/dice:25141hlk] or [dice:25141hlk]49735:7[/dice:25141hlk] for [dice:25141hlk]49735:18[/dice:25141hlk] + [dice:25141hlk]49735:19[/dice:25141hlk] AP 4
Attack Frenzy (Called Shot: -4 hit, +4 damage): Miss
[dice:25141hlk]49735:8[/dice:25141hlk] or [dice:25141hlk]49735:9[/dice:25141hlk] for [dice:25141hlk]49735:20[/dice:25141hlk] + [dice:25141hlk]49735:21[/dice:25141hlk] AP 4
Attack Offhand (nonmagic, Called Shot: -4 hit, +4 damage): 7 to hit for 18 MD AP 4 (nonmagic)
[dice:25141hlk]49735:10[/dice:25141hlk] or [dice:25141hlk]49735:11[/dice:25141hlk] for [dice:25141hlk]49735:22[/dice:25141hlk] + [dice:25141hlk]49735:23[/dice:25141hlk] AP 4
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Rod
Piloting: [dice:2g1w5322]49758:0[/dice:2g1w5322], Ace 1: [dice:2g1w5322]49758:16[/dice:2g1w5322]
Wild Die: [dice:2g1w5322]49758:1[/dice:2g1w5322]
Total: 27

K/Electronics: [dice:2g1w5322]49758:2[/dice:2g1w5322]
Wild Die: [dice:2g1w5322]49758:3[/dice:2g1w5322]
Total: 9

Beta Rod

Shooting Laser Cannon at Greater Demon by Zolo: [dice:2g1w5322]49758:4[/dice:2g1w5322] (Targeting Vitals -6 to strike, +4 damage, ignore worn armor)
Wild Die: [dice:2g1w5322]49758:5[/dice:2g1w5322]
Damage [dice:2g1w5322]49758:6[/dice:2g1w5322] AP 10
Total: Straight up miss!

Shooting Ion Cannons at Swarms/Smaller Demons: [dice:2g1w5322]49758:7[/dice:2g1w5322]
Wild Die: [dice:2g1w5322]49758:8[/dice:2g1w5322]
Damage [dice:2g1w5322]49758:9[/dice:2g1w5322] AP4 SBT, Ace 1: [dice:2g1w5322]49758:17[/dice:2g1w5322]
Total: 18 AP4 SBT

Charlie Rod

Shooting Laser Cannon at Greater Demon by Zolo: [dice:2g1w5322]49758:10[/dice:2g1w5322] (Targeting Vitals -6 to strike, +4 damage, ignore worn armor), Ace 1: [dice:2g1w5322]49758:18[/dice:2g1w5322]
Wild Die: [dice:2g1w5322]49758:11[/dice:2g1w5322]
Damage [dice:2g1w5322]49758:12[/dice:2g1w5322] AP 10, Raise Damage: [dice:2g1w5322]49758:19[/dice:2g1w5322]
Total: 17 AP10 (ignore worn armor)

Shooting Ion Cannons at Swarms/Smaller Demons: [dice:2g1w5322]49758:13[/dice:2g1w5322]
Wild Die: [dice:2g1w5322]49758:14[/dice:2g1w5322]
Damage [dice:2g1w5322]49758:15[/dice:2g1w5322] AP4 SBT, Raise Damage; [dice:2g1w5322]49758:20[/dice:2g1w5322]
Total: 17 AP4 SBT


A tri-part harmony comes from Rod and his two Rod-bots as the heavy lasers strike Demonic Fell and vaporize large pieces of his body, "Boo-yah! Got you, you f$cker."

Rod commands Beta Rod and Charlie Rod, "Clear the area around the alter. Lasers on the large demon next to Zolo." Not that they will do much against the big boys, but may give Zolo enough time to get the altar. The ion cannons fire next clearing the lessor demons from the center island.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Into the Pit

Post by Zolo »

Zolo nods at Elle scouping up the magical seemingly industructable feather. ” So... I got enough juice left to get us to the alter. Hang on Elle.”
The spirit of the dragon within roars forth enveloping Elle and Zolo depositing them beneath or next to the altar.
Greater teleport, [dice:13zx6rrh]49774:0[/dice:13zx6rrh] wild [dice:13zx6rrh]49774:1[/dice:13zx6rrh] ace [dice:13zx6rrh]49774:2[/dice:13zx6rrh]
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

Anon draws Survival Knife, Parry increased by +2, to 7; Draws 9 PPE from ley line
TW to draw from ley line [dice:3oa9b7xr]49794:0[/dice:3oa9b7xr] (includes MAP for drawing knife and -1 from Fatigue) + [dice:3oa9b7xr]49794:2[/dice:3oa9b7xr] (Ace)
[dice:3oa9b7xr]49794:1[/dice:3oa9b7xr]
-2 PPE to keep greater armor going on Anon and Cory


Beset by demons, Anon snarls and draws his Survival Knife. And this is why I made this.

He pumps a bit of power into the knife and he begins to move a bit faster, slashing and blocking at demonic attacks as quickly as the imps can make them.

While engaged in his defense, he also spares some concentration to draw some of the ambient power from the air around them into his body.
Current Parry 7, Current Toughness 18(11) MDC. Cory also has +5 MDC Armor
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Conditions wrote:
  • Ley Line Storm! -2 to any rolls to use electrical equipment, -2 to Psionics rolls, -4 to use Techno-Wizard items, Cannot draw PPE from ley line, magic users must roll a 1d6 for any spell used to determine storm effects on their spell
  • Blood Magic: Each round that the greater demons bleed into the charnal pool yields 6 lesser demons
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
Anarik’s VoidWalkers continue to waylay the lesser demons, keeping them busy but not really having any physical effect. Nearby Ilserayne narrowly misses an agile little imp, who laughs tauntingly at her failure. As he draws power, Anarik feels a sudden surge of mystical energy running down the ley line emanating out from the nexus near the altar (+2 PPE drawn).

Entangled, and now enraged, the greater demon nearest the blood pillar easily breaks free from Anon’s magical bonds and growls mightily, heading for the centre island. Above him the ley ley throbs and pulsates with power.

As the ley lines begin to cast a brighter glow, Alecto sweeps into the centre area her swords flashing at less demons not currently engaged with Anarik’s Voidwalker savagely cutting two of them down with her magical sword.

Crackles of white energy being to roll down the ley line like electricity as Cory holds on to Merlaggon for dear life. The dragon’s evasive maneuvers causing her to hold on tight while she waits for a clear moment to act (on hold).

Drawing power to charge his knife Anon feels the increased power roll through his being (+2 PPE drawn) as if there is a huge energy build up happening at the nexus point.

With Killimonde still lurking with his whirling swords and precious cargo in his saddle, Merlaggon keeps on the defensive, contorting and flying to avoid the greater demon’s whirling blades.

The fiery imps swarm around Sinder and Merlaggon keeping them busy but little else. Meanwhile, Anon finds himself swarmed and even his increased defenses are quickly overwhelmed by the little blighters (17, 9, and 6 damage). Meanwhile, above him the ley line continues to surge.

At the island, two of the greater demons- guardians of the blood pillars enter the columed area and do something unexpected...they use their greater weapons to cut themselves spilling massive rivlets of demon blood onto the stone floor. As their blood pours the energy building in the ley lines swirls and crackles, reaching a near fever pitch.

Emboldened by the presence of their masters the remaining lesser demons lash out mercilessly at the weaker Voidwalkers but the walkers prove too elusive. Although it matters little as rod swoops in with his ion cannons and blows up lesser demon and Voidwalker alike blowing them all back to the infernal pit. His lasers are useless against the great demons, who continue to let their blood poor onto the stones and run into the charnal pool. As the blood mixes with infernal pit the pool begins to bubbling feverishly as if coming to a boil.

Striking down the laughing imp with his psi-sword Sinder feels a headache coming on as he, followed by Angel, bounds over to the island. With all the lesser demons dead he unleashes a massive fire bolt at one of the pillar guardians. The massive gout of fire momentarily stuns one of the big demons as it roars in anguis its blood literally boiling as it pours into the pit.

While the charal pit churns and the ley lines pulse Killimonde laughs maniacally as he lashes out at Merlaggon, ”Foolish child. You only delay your doom!” As if to accentuate his point one his whirling blades catches Merlaggon on his scaly hide (20 MD, AP 16).

Suddenly the nexus above the altar erupts in a flash of magic and ley line lightning strikes the boiling charnal pool. Shapes begin to form in the pool at the site of each strike and various demonic shapes rise to life from the bubbling sludge. Lightning continues to flash and strike through the room and everything in the room begins to glow with a halo of magic. Roiling waves of energy pulse from the nexus and through all the ley lines distorting attempts to use magic. Electronic instruments begin to go haywire while Cory and Sinder feel each pulse of the line pounding in their heads like a hammer (Make a Vigor check or suffer one level of Fatigue from headaches).

At the altar, Elle and Zolo open the ritual book recovered from the old Spanish mission and bring out the Eye of the Moon and Hummingbird Feather while the ley line storm rages above them. The ritual is complex and best performed by someone versed in spiritual matters but Cory is otherwise disposed. Doing her best Zolo tries to decipher the steps of the ritual while Elle prepares to hold back any demons.
Ritual
Dramatic Task (SWADE)
  • Difficulty: -2
    Rounds: 3
    Success Tokens Needed: 8
    Skill: Mysticism (additional -2 if another Arcane skill is used)
    Support: Other players can support the ritual with any skill and good narrative. Each success adds +1 to a maximum of +4. Those involved in the ritual cannot also fight off the new demons appearing each round.
Initiative
Zolo (Improved Level Headed) Joker!, 5S, 4C
Anarik AH
Killimonde KC
Anon JS
Greater Demon 4 (Top Left) JH
Rod (Level Headed) JD, 7S
Lesser Demons (6 new) JC
Greater Demon (Bottom Left, Shaken) 10S
Imps 10C
Alecto (Level Headed) 6D, 3C
Sinder 3H
Greater Demon 3 (Top Right) 2S
Cory (On Hold)
Merlaggon (Quick) (On Hold)
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Into the Pit

Post by Zolo »

mystisism 8, 2 successes

Has gifted so untrained is no biggie, +2 joker, -2 scene. 1d4 [dice:3t4cdgzw]49958:0[/dice:3t4cdgzw] wild [dice:3t4cdgzw]49958:2[/dice:3t4cdgzw] dropping the benny just earned from joker town for EF with elan: [dice:3t4cdgzw]49958:1[/dice:3t4cdgzw]
Zolo looks at the items at hand like a chef with ingrediants but no recipe in a language she could decipher. Well its a good this this little chef has the megaversal magazine complete with a small blurb, in the spice of life section, from Norona Swamp Thing and his favorite tips and tricks regarding mystical demon fouling rituals. Its like baking right, exact measurments... Exact turns, exact feather shaving... Oh hell... Haha too soon?

Zolo wipes a bead of sweat off her brow and grins at Elle, ” Something to tell your kids about right Cheif? Thanks for watching my back.”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

[OOC=Storm effect 5: Wild: The caster uses a complete different spell or power than intended, as selected
by the Game Master. This could even be a power the caster normally cannot use.][dice:3duby42y]50070:0[/dice:3duby42y][/OOC]
Teleport 5
Spellcasting [dice:3duby42y]50070:1[/dice:3duby42y]
Wild [dice:3duby42y]50070:2[/dice:3duby42y]
Ilserayne Fighting 9
Fighting [dice:3duby42y]50070:3[/dice:3duby42y]
Ace [dice:3duby42y]50070:4[/dice:3duby42y]
Ilserayne Sword Damage 7 MD
[dice:3duby42y]50070:5[/dice:3duby42y] + [dice:3duby42y]50070:6[/dice:3duby42y]
Albuquerque/Hell Pit
Afternoon
Round 6

Anarik cursed as he felt the effects of the ley line storm. This was going to make everything more difficult, and he wouldn’t be able to draw on the ley line for more power. And he was running low. They needed to get that ritual done!

Anarik drew power, intending to teleport to the altar, but at the last second as he cast he felt the power go wild on him!

Ilserayne continued attacking the imps, cursing their quickness.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Conditions
OOC Comments
Gains a Benny for Zolo Joker and activates his Joker card so everyone gets another benny add +2 to all his Trait tests this round, and +2 to damage totals as well!
Sinder Maintains: Fly, Armor, and Smite
Fly 24
Armor+10 Cannonball +6, +1toughness, +6 fiery aura medium field
Psi Sword edge
Florentine Edge .+1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Fiery Aura IMPROVED FIERY AURA -3 PP +4 for 4AP
Sinder fells the pounding in his head. He tries to shake it off,
Vigor check [dice:n0uq5thj]50084:0[/dice:n0uq5thj] +2=5
And Does

He draws on more of his inner power then he thought he had. Spending an EP for 5 more ISP, +1Bennyfor 5 more PP As he goes after one of the Lesser demons in front of him.
Psi [dice:n0uq5thj]50084:1[/dice:n0uq5thj] +2 -2 Extra Effort [dice:n0uq5thj]50084:4[/dice:n0uq5thj]= 8
Wild Dice [dice:n0uq5thj]50084:2[/dice:n0uq5thj]

Strike with Psi Sword
[dice:n0uq5thj]50084:5[/dice:n0uq5thj] +2+1=4

Damage [dice:n0uq5thj]50084:6[/dice:n0uq5thj] + [dice:n0uq5thj]50084:7[/dice:n0uq5thj](+6 +8+4) AP + [dice:n0uq5thj]50084:8[/dice:n0uq5thj]+4 AP fiery Aura extra damage [dice:n0uq5thj]50084:9[/dice:n0uq5thj]
+2 Damage total=46

Everything Burns
[dice:n0uq5thj]50084:3[/dice:n0uq5thj]

Sinder tells Angel, "Quick carry Anarik to the altar."

Angels attacks a second lesser demon
[dice:n0uq5thj]50084:10[/dice:n0uq5thj]
Bite: Strength [dice:n0uq5thj]50084:11[/dice:n0uq5thj] +Bite[dice:n0uq5thj] 1d10[/dice:n0uq5thj] +1AP+4 Damage Add Smite bonus +8 trapping bonus +4, Extra Dice [dice:n0uq5thj]50084:14[/dice:n0uq5thj] Total 24

Claws: Strength [dice:n0uq5thj]50084:12[/dice:n0uq5thj] + Claw [dice:n0uq5thj]50084:13[/dice:n0uq5thj] +Strength +4 Damage Add Smite bonus +8 trapping bonus +4, Extra Dice [dice:n0uq5thj]50084:15[/dice:n0uq5thj] Aced Dice [dice:n0uq5thj]50084:16[/dice:n0uq5thj] total Damage 33
Last edited by Sinder on Fri Mar 15, 2019 5:34 pm, edited 6 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:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

OOC Comments
TW to teleport [dice:32qti5xz]50136:0[/dice:32qti5xz]
Wild [dice:32qti5xz]50136:1[/dice:32qti5xz]

[dice:32qti5xz]50136:2[/dice:32qti5xz] to see what will happen
Anon focuses his will, channels some PPE into his Kansas City Long-Jumpers... and nothing happens. He can feel the energy go out of him, but it gets consumed by the storm.

Well, crap, he thinks, brandishing his knife at the attacking imps.
Current Parry 7; Current Toughness 18(11) MDC
-1 PPE to keep armor going.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Rod
Piloting: [dice:3mwng8w7]50198:0[/dice:3mwng8w7]
Wild Die: [dice:3mwng8w7]50198:1[/dice:3mwng8w7]
Total: 14

K/Electronics: [dice:3mwng8w7]50198:2[/dice:3mwng8w7]
Wild Die: [dice:3mwng8w7]50198:3[/dice:3mwng8w7]
Total: 15

Beta Rod

Shooting Laser Cannon at demons near Anon: [dice:3mwng8w7]50198:14[/dice:3mwng8w7]
Wild Die: [dice:3mwng8w7]50198:4[/dice:3mwng8w7]
Damage [dice:3mwng8w7]50198:5[/dice:3mwng8w7] AP 10, Raise Damage: [dice:3mwng8w7]50198:16[/dice:3mwng8w7], Ace 1: [dice:3mwng8w7]50198:18[/dice:3mwng8w7]
Total: 20 AP10

Shooting Ion Cannons at demons near Anon: [dice:3mwng8w7]50198:6[/dice:3mwng8w7]
Wild Die: [dice:3mwng8w7]50198:7[/dice:3mwng8w7]
Damage [dice:3mwng8w7]50198:8[/dice:3mwng8w7] AP4 SBT, Raise Damage: [dice:3mwng8w7]50198:17[/dice:3mwng8w7]
Total: 17 AP4 SBT

Charlie Rod

Shooting Laser Cannon at demons near Anon: [dice:3mwng8w7]50198:15[/dice:3mwng8w7]
Wild Die: [dice:3mwng8w7]50198:9[/dice:3mwng8w7]
Damage [dice:3mwng8w7]50198:10[/dice:3mwng8w7] AP 10
Total: 24 AP10

Shooting Ion Cannons at demons near Anon: [dice:3mwng8w7]50198:11[/dice:3mwng8w7]
Wild Die: [dice:3mwng8w7]50198:12[/dice:3mwng8w7]
Damage [dice:3mwng8w7]50198:13[/dice:3mwng8w7] AP4 SBT, Ace 1: [dice:3mwng8w7]50198:19[/dice:3mwng8w7]
Total: 18 AP4 SBT


Rod can but watch as he sees the greater demons move towards the blood pillars. Nothing I've done has made a difference against the big boys. Other than that psychic juju from Sinder, they've shrugged off anything.

He looks at the scene, Zolo and Elle looking cross eyed at a feather. Alecto standing guard over the pair. Cory standing toe to toe with a demon, Anon next to her surrounded by imps. Anarik off to the side. Where's our dragon? Ah, over there.

He makes a decision, Anon it is. He might have some sort of techie solution. "Anon, take a step back," Rod says over the radio. "Beta, Charlie, Target Anon plus two meters, spiral pattern. Initiate."

A spot of light appears on Anon's head, then quickly slides off with growing intensity as lasers and ions saturate the area around him, swirling around him.

Rod himself, pulls back on the controls, and moves back south. "Anon, my first blasts in this battle were effective, but everything else has been crap. Anything you can do?" Rod says as he flies over the techno-wizard. (He can make it to Anon's position)
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Into the Pit

Post by Merlaggon »

Fighting
Fighting (+2 from Wild Attack, +4 from Twist of Fate (1 EP)) with whatever natural weapon has Cory's Smite
  • Fighting: [dice:5s80u05v]50229:0[/dice:5s80u05v] Wrong Die. Fighting: [dice:5s80u05v]50229:6[/dice:5s80u05v]
    • Ace: [dice:5s80u05v]50229:7[/dice:5s80u05v]
    Wild: [dice:5s80u05v]50229:1[/dice:5s80u05v]
    Extra Effort: [dice:5s80u05v]50229:2[/dice:5s80u05v] - Rolled Well enough with the proper die to not need the Extra Effort.
    Result: 17 vs. 14->12 Parry (Greater Slowness). Hit with Raise.
    • Damage: [dice:5s80u05v]50229:3[/dice:5s80u05v] (Strength) + [dice:5s80u05v]50229:4[/dice:5s80u05v] (Claw) + [dice:5s80u05v]50229:5[/dice:5s80u05v] (Raise and Wild Attack) + 12 (Celestial Silver Smite at no Raise) = 41AP4
    I am buying the Deadly Blow Adventure Card with EP and using it. This brings it up to 82AP4 Damage on Killimonde
"Don't laugh at me!!!"

With that, Merlaggon puts EVERYTHING he has and more into a vicious claw strike that practically tears Killimonde in two. Seeing that the Greater Demon is out of action, Merlaggon starts flying towards the altar to help his friends with the ritual.
Last edited by Merlaggon on Fri Mar 15, 2019 9:38 am, edited 1 time in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

Alecto stuck close to Elle and Zolo, striking down any demon that strayed too close, or seemed to be trying to interfere with the ritual. The big ones were a concern, but she didn't have the means to contend with them yet.

"I have heavy munitions," she sent over the squad channel, "But I need supernatural augmentation for it to work against the larger demons!"

Beyond those words, she communicated only with movement and action; a lithe figure in black armor, whirling and slicing to keep Hell at bay just a little while longer...

Rolls: Aiding ritual with Fighting 13, 1 benny spent
Fighting to contribute to ritual: [dice:3ufeg9et]50237:0[/dice:3ufeg9et] or [dice:3ufeg9et]50237:1[/dice:3ufeg9et]
Ack, forgot the Joker bonus; that brings it to 7.
A benny for EE [dice:3ufeg9et]50237:2[/dice:3ufeg9et]
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: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

Roderick Wolfram wrote: Wed Mar 13, 2019 12:18 pm
He makes a decision, Anon it is. He might have some sort of techie solution. "Anon, take a step back," Rod says over the radio. "Beta, Charlie, Target Anon plus two meters, spiral pattern. Initiate."

A spot of light appears on Anon's head, then quickly slides off with growing intensity as lasers and ions saturate the area around him, swirling around him.

Rod himself, pulls back on the controls, and moves back south. "Anon, my first blasts in this battle were effective, but everything else has been crap. Anything you can do?" Rod says as he flies over the techno-wizard. (He can make it to Anon's position)
"Much appreciated, Rod. Yeah, gimme a second and I'll see if I can come up with something. This storm is playing havoc on all my stuff, but I think I can make it work."
Anon
Anon Smith a human Techno-Wizard
Character Sheet
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Venatus Vinco
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Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Conditions wrote:
  • Ley Line Storm! -2 to any rolls to use electrical equipment, -2 to Psionics rolls, -4 to use Techno-Wizard items, Cannot draw PPE from ley line, magic users must roll a 1d6 for any spell used to determine storm effects on their spell
  • Blood Magic: Each round that the greater demons bleed into the charnal pool yields 1d6 lesser demons
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
In the middle of the fray Zolo sets up for the ritual to destroy the hell pit, even as the strong rages around her and massive demons begin to lumber toward the diminutive dragon halfling. Elle of the Owls and Alecto stand nearby ready to hold off the hoard while the rest of the 1st SET is on the outsider looking in. Fortunately for Zolo she knows a thing or two about rituals from an article she read once and she manages to get all the materials correctly arranged and the pulsing storm above the altar begins to change colour.

Hoping to get in and help Anarik attempts to teleport to the altar. Unfortunately a sudden surge in the ley line storm causes him to be gifted with arcane vision instead (greater detect arcana). The sight takes the horrific scene of demons, the pool, and ley lines and makes it even worse. Anarik can see the demons in their truest, most vile form, and the charal pit wafts with the aura of death and torment, while the bolts from the ley line storm glow with searing brightness.

Frustrated from his earlier attempts to hit Merlaggon Killimonde erupts with another fury flurry of blows, these ones manage to break through the dragon’s intense defensive flying. Fortunately, the the heavy strikes fail to penetrate the dragon’s iron scales.

On the ground Anon tries to get free of the surrounding imps but his teleport gadget is fouled by the ley line and the imps close in on him with glee in their eyes. Before they can act, however, Rod’s dragonwing bursts into action cutting down the swarm of imps with impunity. The laser fire and ion bursts come dangerously close to Anon and the electrical interference causes the techno-wizard’s hair to stand on end before he has a chance to dive out of the way. Fortunately, he is just outside the area of effect from any real damage.

Having added its own blood to the charnal pool to create more demons and summon a ley line storm, one of the pillar demons attempts to disrupt Zolo’s ritual (dispel) the cancelling energies wirl, distract, and disrupt the ritual making acting as a negative effect on Zolo’s efforts (creates an additional -2 to the ritual rolls for one round).

Outside the central area, the recently raised demons from the pit snarl and run toward the altar with reckless abandon.

While the smaller demons come howling toward her, Alecto brandishes her weapon and begins to hold off the fends off one of the greater demons with a flourish of sword strikes. Although it has little effect on its infernal hide it does manage to keep Zolo safe from harm.

Seeing more demons pour to the centre, Elle of the Owls tries to hold them off by erecting a mystic barrier around the altar. The, flapping her wings the d-bess Top Chief of the Tomorrow Legion, flies to Alecto and calls forth a blessing onto the android’s grenade launcher (multi-action miracles barrier and greater smite - success). ”Holy hand grenades should give them hell!”
Holy Hand Grenades
Celestial Silver Trappings, mega smite with a raise = +16 damage to demons (holy +4, silver +4, greater smite, +8
Charging fearlessly after a lesser demon Sinder manages to rend the beast in half with his psi-sword, cutting it down like wheat with a scythe. Meanwhile, Angel flies viciously into another demons, tearing it apart with mystical claws and fangs. Sinder quickly calls out to the flying tiger to head back to pick up the stranded Anarik.

Above the fray, Cory grants a blessing on Merlaggon’s claws and teeth, and then sicks her pet dragon on Killimonde. ”Like totally kill that asshole!” she growls to Merlaggon. The mighty dragon happily obliges, spinning out of his defensive maneuver and clamping down hard on Killimonde’s throat biting the demons head right from its shoulders. The headless demon falls into the charnal pit below with a huge splash. The pit bubbles and blurps as the corpse is taken under and devoured by what lurks beneath.
Holy Claws
Celestial Silver & Greater Smite with a Raise = +16 MD Damage against demons
Ley Line Storm Effect: Surge! Doubles damage
+32 against demons
As the pit boils and bubbles six more lesser demons crawl ashore to the bigger island and snral their way toward the middle. Infused with the power of Killimonde in the pit, they charge with even more ferocity. Three of the new arrivals run toward Sinder but cannot reach him as he hovers above the battlefield (waster Joker on the freaking mooks!).
Ritual
Dramatic Task (SWADE)
  • Difficulty: -4
    Round: 1/3
    Success Tokens: 2/8
    Skill: Mysticism (additional -2 if another Arcane skill is used)
    Support: Other players can support the ritual with any skill and good narrative. Each success adds +1 to a maximum of +4. Those involved in the ritual cannot also fight off the new demons appearing each round.
Initiative
Lesser Demons (6 new) Joker!
Zolo (Improved Level Headed) AS, QC, 9S
Anarik AH
Sinder (Quickness redraw 8) KS
Merlaggon (Quick) KD
Rod (Level Headed) QS, 7D
Greater Demon (Bottom Left, Shaken) QH
Greater Demon 4 (Top Left) JC
Alecto (Level Headed) 10H, 5D
Greater Demon 3 (Top Right) 4D
Anon 3H
Cory 2D
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

Alecto wrenched the bulk of the multi-barreled grenade launcher around towards the looming bulk of the greater demon. The onboard computer in the weapon interfaced with her helmet, and through it with her own targeting optics. When she operated the firing control, there was a pulse of white light, a noise like a thunderbolt descending from on high. The grenade looked like an orb of pure radiance, and when it struck the corrupt shell of the demon it erupted in cleaning flames that etched and corroded that protection.

She advanced, firing. Again. The next grenade cracked and ate at the demon's hide...

Again.

Finally an opening...unclean flesh burning, burning in the Flame Imperishable, as if gallons of holy water had been brought to a boil, set aflame and poured on an open wound!

Rolls
Firing WI-GL20 grenade launcher (RoF 3, 40 AP grenades), includes hit bonus from helmet and from target size, called shot to head/vitals for -4 factored in, adding +4 damage per shot
Shooting [dice:19yeu3oi]50350:0[/dice:19yeu3oi] for [dice:19yeu3oi]50350:1[/dice:19yeu3oi] AP8
Using Wild dice, hits with Raise [dice:19yeu3oi]50350:7[/dice:19yeu3oi] OOPS - Wild dice incorrectly had the +4 factored in to hit; this is a hit, but not a raise.
Shooting [dice:19yeu3oi]50350:2[/dice:19yeu3oi] for [dice:19yeu3oi]50350:3[/dice:19yeu3oi] AP8
Hits with Raise [dice:19yeu3oi]50350:8[/dice:19yeu3oi]
Shooting [dice:19yeu3oi]50350:4[/dice:19yeu3oi] for [dice:19yeu3oi]50350:5[/dice:19yeu3oi] AP8
Ace on damage [dice:19yeu3oi]50350:9[/dice:19yeu3oi]
Wild [dice:19yeu3oi]50350:6[/dice:19yeu3oi]
Last edited by Icosa on Sun Mar 24, 2019 2:14 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
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

K. Arcana 7; +1 Support to ritual
K. Arcana [dice:3dzszcss]50409:0[/dice:3dzszcss]
Wild [dice:3dzszcss]50409:1[/dice:3dzszcss]
Albuquerque/Hell Pit
Afternoon
Round 7

Anarik cursed as his vision shifted, giving him the most frightful sight of the hell pit and the demons. “Get that ritual finished!” he yelled. He was going to run out of power soon, and couldn’t draw on the ley line with this storm.

He did have the satisfaction, however, of seeing Killimonde destroyed by Merlaggon and Cory. “Thank the Light!” Anarik said. “Good job, dragon!”

Anarik was ready when the flying tiger came to him. He had to drop his invisibility in order for the thing to find him, however. That would save him some power, but make him extremely vulnerable. “Get me over to the altar so I can help,” Anarik said.

Anarik got on his comms then. “Zolo, listen up. Here is some information about hell rituals like this.” He started to run down on some tips to help him with the task.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Sinder
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Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Conditions
OOC Comments
Sinder Maintains: Fly, Armor, and Smite
Fly 24
Armor+10 Cannonball +6, +1 toughness, +6 fiery aura medium field
Psi Sword edge
Florentine Edge .+1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Quickness
Fiery Aura IMPROVED FIERY AURA -3 PP +4 for 4AP

Sinder see the Lesser Demons coming to him and he want to try to take out the Greater Demon if he can. He has his fiery aura on him and a large burst should do the job and with his fiery aura, It just might take out a few.
As the burst goes off just north of Sinder and close to the Pillar to try to get the Greater demon, his Aura seems to surge massively, Sinder continues to fly around trying to find any Lesser demon left standing to finish off . When he flys around the blast there doesn't seem to be any
lesser demons left to strike with the blade .

Fire Bolt with large Burst on area trying to get most damage on the lesser Demons and greater near me. he will circle the lesser demons to add his fiery Aura +4 AP for +4pp

Psi [dice:2i1fox1l]50441:2[/dice:2i1fox1l] +2-2

Damage: [dice:2i1fox1l]50441:1[/dice:2i1fox1l] +4AP + [dice:2i1fox1l]50441:3[/dice:2i1fox1l] +4 AP Fiery Aura
Wild Dice [dice:2i1fox1l]50441:0[/dice:2i1fox1l] ACE dice [dice:2i1fox1l]50441:4[/dice:2i1fox1l]

Strike with Psi Sword


[dice:2i1fox1l]50441:5[/dice:2i1fox1l] +2
Damage [dice:2i1fox1l]50441:9[/dice:2i1fox1l] + [dice:2i1fox1l]50441:6[/dice:2i1fox1l] (+6 +8+4)AP + [dice:2i1fox1l]50441:7[/dice:2i1fox1l] +4 AP fiery Aura
Everything Burns
[dice:2i1fox1l]50441:8[/dice:2i1fox1l]
Last edited by Sinder on Sat Mar 23, 2019 1:16 pm, edited 1 time in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 7: Into the Pit

Post by Zolo »

Mystisism 7, 8 with Anny
[dice:2k1ymr3s]50444:0[/dice:2k1ymr3s] ace [dice:2k1ymr3s]50444:2[/dice:2k1ymr3s] wild [dice:2k1ymr3s]50444:1[/dice:2k1ymr3s] benny for Extra effort. Go dice roll! [dice:2k1ymr3s]50444:3[/dice:2k1ymr3s]
Zolo snapped her handy book shut. She had gotten to the last page of the book that delt in tips and tricks for demonic gate closing rituals. Sure it had been a help but the demons were closing in and how long could Elle and Alecto hold the alter space? Well Elle really because lets face it Alecto was a muder machine of grace and beauty. I wish I could draw Alecto fighting in her element. It would go great in my book.. She looked up and saw baby dragon and angry kid smacking demons left and right. Sinder was going nuclear, and Rod was holding for a techno wizard teamup. Anny was a veritable wealth of info about hell rituals and the like. It sort of made you wonder whose side he was on. Still his advice on which arteries to cut on her wrist was valuable because she was small and did not have too much blood to spare.

Zolo sighed holding the feather and tapped the back of the guide book. She chuckled looking at it trying not to think too much about the blood letting. I knew it was a find when I borrowed it from that T-bag D raider. Stupid Phaserface. As the feather tapped the back of the book a third time a series of sigils appeared by magic despite the leyline storm. I Norona give you the last incantation. Repeat these words if you be true of spirit...

Zolo grinned because that was what she needed. Game on! The half dragon and half human raises the feather high over the alter and chants putting her heart and soul into the life the very words she says, ”In the beginning all were drawn from Mother Earth, and in the end to her we return. Yet, like the first creation, all can be made anew with the mothers help. Her judgement is final.”

Eh close enough for Legion work!
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

TW to make a smite gadget 8; TW to use said smite gadget on the Dragonwing 4; Ley Line Storm Effect: Surge
TW [dice:31eijdb6]50495:0[/dice:31eijdb6] (+2 for Machine Maestro, -4 for scene modifier, -1 for fatigue, -2 for MAP +4 for EP expenditure = -1)
Wild [dice:31eijdb6]50495:1[/dice:31eijdb6]
-1 EP

TW to activate smite gadget [dice:31eijdb6]50495:2[/dice:31eijdb6] (same calculation as above)
Wild [dice:31eijdb6]50495:3[/dice:31eijdb6]
-1 EP

Time to see if all of that effort and EP was worth it: did the power activate as planned? [dice:31eijdb6]50495:4[/dice:31eijdb6]
Benny to reroll, because the GM is kind and merciful: [dice:31eijdb6]50495:5[/dice:31eijdb6]
-1 Benny
With a grateful nod, Anon scrambles up onto the Dragonwing, pulling bits and parts from his jacket as he goes. "This should give your weapon a heckofa kick, Rod.

With a few quick additions, a little wiring, and the twist of a wrench, Anon slaps the Dragonwing and jumps off. Okay, man, you're ready to go! That blast will pass through a special, micro-field of pure PPE mixed with an alcehmical silver concoction of my own design. The magic will, for lack of a better word, coat the blast in magical silver, and it will hurt like all get out.

Right as he finishes, Anon notices that the latent energy from the storm seems to be drawn into his device this time, giving it an extra kick!
Dragonwing Weapon gets +8 MD silver damage, thanks to Surge
Surge!
Anon current toughness is 18(11) MDC
-1 PPE to maintain the armor spell.
@Roderick Wolfram
Anon
Anon Smith a human Techno-Wizard
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Bennies: 6

Rod
Piloting: [dice:2ohyponf]50499:12[/dice:2ohyponf]
Wild Die: [dice:2ohyponf]50499:13[/dice:2ohyponf]
Total: 6

K/Electronics: [dice:2ohyponf]50499:14[/dice:2ohyponf]
Wild Die: [dice:2ohyponf]50499:15[/dice:2ohyponf]
Total: 10

Beta Rod

Shooting Silver Jacketed Laser Cannon at bottom right Greater Demon: [dice:2ohyponf]50499:0[/dice:2ohyponf]
Wild Die: [dice:2ohyponf]50499:1[/dice:2ohyponf]
Damage [dice:2ohyponf]50499:2[/dice:2ohyponf] AP 10, Ace 1: [dice:2ohyponf]50499:16[/dice:2ohyponf]
Total: 29 AP10

Spend Benny to reroll damage:

Damage [dice:2ohyponf]50499:26[/dice:2ohyponf] AP 10

Spend a 2nd Benny to reroll damage:

Damage [dice:2ohyponf]50499:27[/dice:2ohyponf] AP 10

Spend a 3rd Benny to reroll damage:

Damage [dice:2ohyponf]50499:28[/dice:2ohyponf] +12 AP 10


Shooting Ion Cannons at lessor demons right side of Sinder: [dice:2ohyponf]50499:3[/dice:2ohyponf], Ace 1: [dice:2ohyponf]50499:17[/dice:2ohyponf]
Wild Die: [dice:2ohyponf]50499:4[/dice:2ohyponf]
Damage [dice:2ohyponf]50499:5[/dice:2ohyponf] AP4 SBT, Raise Damage: [dice:2ohyponf]50499:18[/dice:2ohyponf], Raise Ace 1: [dice:2ohyponf]50499:24[/dice:2ohyponf]
Total: 14 AP4 SBT

Charlie Rod

Shooting Laser Cannon at lessor demon running up the middle of the lower Greater Demons: [dice:2ohyponf]50499:6[/dice:2ohyponf], Ace 1: [dice:2ohyponf]50499:19[/dice:2ohyponf]
Wild Die: [dice:2ohyponf]50499:7[/dice:2ohyponf]
Damage [dice:2ohyponf]50499:8[/dice:2ohyponf] AP 10, Raise Damage: [dice:2ohyponf]50499:20[/dice:2ohyponf], Raise Ace 1: [dice:2ohyponf]50499:21[/dice:2ohyponf], Raise Ace 2: [dice:2ohyponf]50499:22[/dice:2ohyponf]
Total: 28 AP10

Shooting Ion Cannons at lessor demons running up the middle of the lower Greater Demons: [dice:2ohyponf]50499:9[/dice:2ohyponf]
Wild Die: [dice:2ohyponf]50499:10[/dice:2ohyponf]
Damage [dice:2ohyponf]50499:11[/dice:2ohyponf] AP4 SBT, Raise Damage: [dice:2ohyponf]50499:23[/dice:2ohyponf], Raise Ace 1: [dice:2ohyponf]50499:25[/dice:2ohyponf]
Total: 15 AP4 SBT



The Dragonwing settles lightly onto the scorched, cracked ground of the small isle inside of the Hell Pit. It's comparatively slender legs to it's body's bulk shielding the techno-wizard, Anon as he works on his gadget.

Inside the cockpit, Rod watches the sensors, What the hell? those big demons are somehow spawning more of the smaller ones. "Anon, I hope you are cooking up something good, are team is about to be over run!"

The large robot crouches down, putting out a large hand for Anon to step onto and raises him up to the left weapon arm.
Anon wrote:With a grateful nod, Anon scrambles up onto the Dragonwing, pulling bits and parts from his jacket as he goes. "This should give your weapon a heckofa kick, Rod.

With a few quick additions, a little wiring, and the twist of a wrench, Anon slaps the Dragonwing and jumps off. Okay, man, you're ready to go! That blast will pass through a special, micro-field of pure PPE mixed with an alcehmical silver concoction of my own design. The magic will, for lack of a better word, coat the blast in magical silver, and it will hurt like all get out.
As the magic takes hold, the weapon arm sags slightly as if under load. "Rod," Beta Rod says, "Unknown energy signature and mass detected, power readings are similar to when Sinder used his powers earlier."

"Excellent!" Rod says, over the radio, he replies to Anon, "Anon, I only got one series of blast before what Sinder did was countered, be ready to activate it again. Now, let's clean house."

"Beta target the closest," Rod sees Merlaggon open up on it, "Belay that. Target the greater demon by Sinder with the laser cannon. Then join Charlie clearing out some of the lesser demons running towards Zolo."

The left weapon arm rises and takes aim, the silver jacketed energy beam lances out across the battle field. It strikes the demon a glancing blow, digging a significant furrow compared a few seconds ago, but not a true hit.

The pulse of ion cannons flare a split second later washing the area to the left and right of Sinder with energy boiling some of the lessor demons in their own skins.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
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Merlaggon
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Re: Mission 7: Into the Pit

Post by Merlaggon »

Flying over to the nearest Greater Demon, Merlaggon goes all out and snaps out at it with his great jaws.
Attack on Lower Right Greater Demon. Finished in Second Post
Fighting Wild Attack (+2 due Wild Attack, +4 due Twist of Fate)
  • Fighting: [dice:3ukjyyot]50508:0[/dice:3ukjyyot]+4
    Wild: [dice:3ukjyyot]50508:1[/dice:3ukjyyot]+4
    • Ace: [dice:3ukjyyot]50508:2[/dice:3ukjyyot]+4
    Extra Effort: [dice:3ukjyyot]50508:3[/dice:3ukjyyot] (Elan)
    Result: 18 - Hit.
    • Damage: [dice:3ukjyyot]50508:4[/dice:3ukjyyot] + [dice:3ukjyyot]50508:5[/dice:3ukjyyot] AP4
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Merlaggon
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Re: Mission 7: Into the Pit

Post by Merlaggon »

Damage Re-Roll - 5 Wounds.
Bennie Damage Re-Roll: [dice:no0z8nqu]50509:0[/dice:no0z8nqu] + [dice:no0z8nqu]50509:1[/dice:no0z8nqu] + [dice:no0z8nqu]50509:2[/dice:no0z8nqu] (Aces) + [dice:no0z8nqu]50509:3[/dice:no0z8nqu] (Re-Ace) = 61 AP4 - 5 Wounds
Merlaggon lashes out with his teeth and bites out a HUGE chunk out of it that he spits out onto the rocks below.

"ROAR!!! Feel my wrath!!!"
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Venatus Vinco
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Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Last Round!
Conditions wrote:
  • Ley Line Storm! -2 to any rolls to use electrical equipment, -2 to Psionics rolls, -4 to use Techno-Wizard items, Cannot draw PPE from ley line, magic users must roll a 1d6 for any spell used to determine storm effects on their spell
  • Blood Magic: Each round that the greater demons bleed into the charnal pool yields 1d6 lesser demons
  • Heat: Those without immunity or Full Environmental Protection must make a Vigor roll each round or suffer a level of Fatigue
  • Hell on Earth: The banish power does not work.
  • Nexus Point: As an action spellcasters can draw PPE and the effects of major Psionics are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range)
Bennies
Everyone take 2 bennies. +1 for Zolo’s Joker and +1 for surviving this long
Zolo continues the ritual, somewhat safe behind Elle’s walls of holy fire. From the other side of the pit, Anarik lends some advice to help the young dragonling. Bolstered by the words of the famous elven mystic Norona and the knowledge of his summoner ally, Zolo manages to keep the ritual going.

On the edge of the small island, the lesser demons snarl and attempt to enter the fray but first they must deal with a rather warm welcome. Erupting into massive flames from his hands and from his entire person, Sinder clears all them out, burning them down to their demons bones.

Merlaggon swoops in with ferocity, the blood of Killimonde still dripping from his claws, as he closes his massive jaws around another blood demon’s throat. Ripping and twist the demon around like a rag doll the mighty dragon eventually pulls his head clean off and the body is discarded into the bubbling pool.

With their pillar defender fallen, one of the remaining demons descends on the dragon while he is momentarily grounded taking two massive swings with his demonic flail, cutting into Merlaggon’s fiery scales (17 MD & 30 MD, AP 16).

From her position, Alecto opens fire on the nearest demon with her holy grenade launcher. The explosions are impressive and cause the demon obvious pain. Pain he shakes off and quickly returns to Alecto a hundred fold (wounded, soaked) by giving her a giant sized kick! The nimble android just has nowhere to go and can’t get out of the way fast enough. He quickly follows on with a flail strike, catching her as she rolls across the floor from the first impact (14 MD, from the kick. 16, AP 16, from the flail strike).

Working swiftly and aided by a last minute power surge from the ley line storm Anon m=hooks a device to one of Rod’s laser cannons that allows the robot pilot the opportunity to be more effective against the infernal hides of the demons. Rod blasts away, narrowly missing Merlaggon who is between Rod and both of the remaining demons. The laser glows with silvery mystic energy and catches the demon by surprise. Despite the unexpected blow, the demon recovers with a load roar and a glace back to Rod.

As Merlaggon lands to fight the demons, Cory makes a flying leap from his back over the crack in the floor and lands just outside of Elle’s barrier, crossing over it as if it weren’t even there. Dusting herself off she walks up to the altar and looks at Zolo with a sheepish teenage grin, ”Like need some help?”

Yet again, the charnal pools bubbles and more demons emerge from the soup.
Holy Hand Grenades
Round 2 of 3
Celestial Silver Trappings, mega smite with a raise = +16 damage to demons (holy +4, silver +4, greater smite, +8
Holy Claws
Round 2 of 3
Celestial Silver & Greater Smite with a Raise = +16 MD Damage against demons
Ley Line Storm Effect: Surge! Doubles damage
+32 against demons
Silver Lasers
Round 1 of 3
Greater Smite, +4 with Silver +4 Damage = +8
Ley Line Storm Effect: Surge! Doubles Damage
Ritual (Last Round, 4 Tokens Needed!)
Dramatic Task (SWADE)
  • Difficulty: -2
    Rounds: 2 of 3 (last round!)
    Success Tokens: 4/8
    Skill: Mysticism (additional -2 if another Arcane skill is used)
    Support: Other players can support the ritual with any skill and good narrative. Each success adds +1 to a maximum of +4. Those involved in the ritual cannot also fight off the new demons appearing each round.
Initiative
Zolo (Improved Level Headed) Joker!, 3D, 3H
Greater Demon (Bottom Left) KC
Alecto (Level Headed) KH, 2D
Sinder (Quickness redraw 8) JH
Greater Demon 3 (Top Right) JC
Anarik 7H
Lesser Demons (12 total) 7D
Merlaggon (Quick) 6S
Rod (Level Headed) 6D, 4C
Cory 6H
Anon 3C
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Zolo
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Re: Mission 7: Into the Pit

Post by Zolo »

mystisim 8
Zolo with her megaversal magazine and a tiny artical about how to really stick it to the demons. [dice:1db5enwp]50629:0[/dice:1db5enwp] wild [dice:1db5enwp]50629:1[/dice:1db5enwp] Extra Effort drop a benny [dice:1db5enwp]50629:2[/dice:1db5enwp]
Zolo wipes her brow pretty impressed by her team’s efforts. Big damn heroes each and every one. She unfolds her megaversal magazine reading its bi fold for any last did bits of ritual juice. A small passage catches her eye, written by none other than Plato of Lazlo. Ahh dad, even you have some words of encourgement.

With care Zolo places the feather on the altar, and lets the spanish book drift open guided by fate alone. She looks up at Cory and nods, ”So... Let’s get the crazy going huh? Hold this book for me and channel all your magic into it.” Zolo then slams the eye of the moon maiden into her right eye crying out in pain! Blood gushes everyhere as the eye of the moon attaches to Zolo’s own socket.

The halfling slumps against the altar as the demon’s redouble their efforts and emerge fromn the charnnal pools. With her face pressed into the altar, and one hand on the book and the other on the feather, she chants in a language not of her own, ”Sa'ah naaghéi, Bik'eh hózhoó,”. Over and over she chants keeping the rythym and spirit of the words alive as long as she is able to. But in all reality she probably dies loosing her magical energies to power the ritual or a demon lord steps forward and squishes her head like a grape.

Its been nice knowing you heroes. See you all on the other side.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Bennies 3/4 +2 this round

Rod
Piloting: [dice:2h9k3o9q]50646:0[/dice:2h9k3o9q]
Wild Die: [dice:2h9k3o9q]50646:1[/dice:2h9k3o9q]
Total: 5

K/Electronics: [dice:2h9k3o9q]50646:2[/dice:2h9k3o9q] | After adventure card played. Assisting Zolo by amplifying his voice (+4 from card, -4 from non-mysticism skill)
Wild Die: [dice:2h9k3o9q]50646:3[/dice:2h9k3o9q]
Total: 15 (+3 to Zolo!)

Beta Rod

Shooting Silver Jacketed Laser Cannon at top right Greater Demon: [dice:2h9k3o9q]50646:4[/dice:2h9k3o9q]
Wild Die: [dice:2h9k3o9q]50646:5[/dice:2h9k3o9q]
Damage [dice:2h9k3o9q]50646:6[/dice:2h9k3o9q] AP 10, Raise Damage: [dice:2h9k3o9q]50646:12[/dice:2h9k3o9q]
Total: 40 AP10

Shooting Ion Cannons at lessor demons far right of Alecto: [dice:2h9k3o9q]50646:7[/dice:2h9k3o9q]
Wild Die: [dice:2h9k3o9q]50646:8[/dice:2h9k3o9q]
Damage [dice:2h9k3o9q]50646:9[/dice:2h9k3o9q] AP4 SBT, Raise Damage: [dice:2h9k3o9q]50646:13[/dice:2h9k3o9q], Ace 1: [dice:2h9k3o9q]50646:14[/dice:2h9k3o9q]
Total: 19 AP4 SBT

Charlie Rod

Shooting Ion Cannons north of Alecto: [dice:2h9k3o9q]50499:9[/dice:2h9k3o9q]
Wild Die: [dice:2h9k3o9q]50646:10[/dice:2h9k3o9q]
Damage [dice:2h9k3o9q]50646:11[/dice:2h9k3o9q] AP4 SBT, Raise Damage: [dice:2h9k3o9q]50646:15[/dice:2h9k3o9q], Ace 1: [dice:2h9k3o9q]50646:16[/dice:2h9k3o9q]
Total: 28 AP4 SBT



Sensors trained across the hell pit, Rod watches as nothing happens as Zolo up on the altar appears to be saying something.

Geez, you've got speak up girl! It's the end of world it's no time to whisper. "Go time!" Rod says to his to replicants.

"Biological Anon, we am going to Zolo, grab a hand if you want to come along." Charlie Rod lowers the Dragonwings right arm, the fingers on it's huge hand slightly curled.

The mighty engines of the erupt in flame and smoke as they begin to lift the huge robot into the air.

Rod flies the robot over to Zolo's position.

Playing Adventure Card 19: Teamwork - Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

Beta Rod aims the enchanted medium laser at the upper right Greater Demon near Alecto and fires a blast, then saturates the air to the north of Alecto to hit the smaller demons.

Charlie Rod using the other weapon arm fires the ion cannons to the group of smaller demons farther to the right of Alecto.

Rod adjusts the directional microphone down at the small dragonling. "Zolo, you got to say it 'loud and clear for all to hear!'." He flips the switch and as Zolo repeats the words, the Dragonwing's loudspeakers, cranked to 11 blast the words across the Hell Pit.

"Sa'ah naaghéi, Bik'eh hózhoó," booms out of the Dragonwing's loud speakers.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
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Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 7: Into the Pit

Post by Cory Tetrascroll »

Mysticism 11, +2 assists
Mysticism [dice:3jvqm9rr]50647:0[/dice:3jvqm9rr]
Wild [dice:3jvqm9rr]50647:1[/dice:3jvqm9rr]
Teamwork: +4

Cory Tetrascroll
PPE: 8/25 | ISP: 5/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Worn Armor:
Custom CK Armor:
[list]+6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport[/list]
Overcoat:
[list]+1 Toughness[/list]
Talisman of Marduk:
[list]+1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance[/list]
Weapon in Hand:
(Right) Sun’s Glaring Sting:
[list]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[/list]
(Left) TW Club:
[list]Damage Str+1d4; +1 Parry[/list][/OOC]
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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Icosa
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Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

Knocked off balance by the demon's kick, Alecto was out of position to deal with its massive flail. A spiked ball nearly as big as she was fell onto her, crushing her into the stone of the platform the altar was on. With a triumphant roar the monster yanked, ripping the ball back up so it could swing it around for another blow against the irksome warriors still trying to fight.

There was a pulse of light from the rubble at the base of the crater Alecto had been mashed into though, and the black-armored Fury exploded out of it, propelled on jetpack's flame. Her suit was misshapen, the joints sparking slightly and its carefully engineered optic camo layer would need almost total replacement...but the creature inside the suit was made of stuff tougher than flesh and blood by far.

"We're not done yet, you and I."

Experience with numerous other encounters allowed her to calculate the exactly ideal moment for a quip, or rejoinder. An invaluable bit of coding for fighting amongst a freewheeling mercenary band.

The grenade launcher, protected from the impact as she'd curled around it, came back up. Heavenly light shone from within its firing chamber, accompanied by the faint sound of angelic hymnals being sung.

She opened fire, each 'THOOMP' from the grenade launcher being accompanied by a sudden swell of harmonic strings. Each grenade was a comet of golden light, casting sharp shadows over the hellish landscape before exploding in a detonation of purest white flame. The demon, its defenses already scoured from the first volley, was wracked by the divine power of its antithesis!

Rolls: Soak 8 (soaked both wounds, 1 benny spent)
Soaking (1 benny spent) [dice:2lwwmt17]50654:0[/dice:2lwwmt17] or [dice:2lwwmt17]50654:1[/dice:2lwwmt17] Vigor
Ace [dice:2lwwmt17]50654:2[/dice:2lwwmt17]
Attacks: 2 hits for 45 and 47 damage each at AP 8, 1 benny spent
Firing grenade launcher, still targeting vitals for -4 to hit, +4 damage.
Shooting [dice:2lwwmt17]50654:3[/dice:2lwwmt17] for [dice:2lwwmt17]50654:4[/dice:2lwwmt17] damage, AP 8 Gah, additional +4 from Rod's Teamwork per GM makes this a raise
Raise [dice:2lwwmt17]50654:12[/dice:2lwwmt17]
Ace on Raise [dice:2lwwmt17]50654:14[/dice:2lwwmt17]
Ace on Damage [dice:2lwwmt17]50654:10[/dice:2lwwmt17]
Shooting [dice:2lwwmt17]50654:5[/dice:2lwwmt17] for [dice:2lwwmt17]50654:6[/dice:2lwwmt17] damage, AP Hits now, but 30 damage AP8 is less than greater demon toughness
Shooting [dice:2lwwmt17]50654:7[/dice:2lwwmt17] for [dice:2lwwmt17]50654:8[/dice:2lwwmt17] damage, AP 8 Also a raise, per Teamwork
Raise [dice:2lwwmt17]50654:13[/dice:2lwwmt17]
Ace on Raise [dice:2lwwmt17]50654:15[/dice:2lwwmt17]
Benny to reroll damage
[dice:2lwwmt17]50654:11[/dice:2lwwmt17]
Wild [dice:2lwwmt17]50654:9[/dice:2lwwmt17]
Last edited by Icosa on Thu Mar 28, 2019 3:14 pm, edited 11 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Sinder
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Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Conditions:
OOC Comments
Sinder Maintains: Fly, Armor, Quickness + Smite
Fly 24
Armor+10 Cannonball +6, +1 toughness, +6 fiery aura
Psi Sword edge
Florentine Edge .+1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Sinder flies into the where the altar is. He turns of his fiery burst to make sure none of his team is harmed. He lands next to Rod
and uses his power Greater Boost trait
OOC Comments
4 PP on Himself and Merl to Raise Fighting Total: PP Used 4+4+1+1 +4 for +8 for +4 bonus on the two rolls
+1+1+1
Total 15, 2 Raises
Psi [dice:stnorj9c]50665:0[/dice:stnorj9c] +4-2+4

Second Action
Smite on Rods Second Weapon, Laser Cannon and the grenade Pistol
Total 9, Raise
Psi
[dice:stnorj9c]50665:1[/dice:stnorj9c] +4-2+4-2
Wild Dice
[dice:stnorj9c]50665:2[/dice:stnorj9c]

Angel
Hovers above the group at the altar he will take out anyone that is moving to block the Dragonwings shots.
TOTAL: 10 Raise

[dice:stnorj9c]50665:3[/dice:stnorj9c] +4

Bite Strength [dice:stnorj9c] 1d12[/dice:stnorj9c] Bite [dice:stnorj9c]50665:4[/dice:stnorj9c] +1AP+4 Damage Add Smite bonus +8 trapping bonus +4, Total 29

Claw Strength [dice:stnorj9c]50665:5[/dice:stnorj9c] Claw [dice:stnorj9c]50665:6[/dice:stnorj9c] +1AP+4 Damage Add Smite bonus +8 trapping bonus +4, Ace [dice:stnorj9c]1d12
[/dice:stnorj9c] Total 33
Last edited by Sinder on Wed Mar 27, 2019 8:30 pm, 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:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

I’m so tired. The Hell Pit is going crazy around him, he’s magically and physically drained, and here one of @Roderick Wolfram’s copies is holding out a hand, offering Anon a lift.

Anon groans. He can’t help it; this day has sucked. He just wants to lie down.

Instead, he reaches his free hand up toward the proffered help, hoping the force of the bot’s strength and the dragonwing’s sure-to-follow acceleration don’t dislocate his arm before he can scramble inside.
A Ride
Anon gets a lift to the spot of the ritual.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
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Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

K. Arcana 9; that's +2 support, so that should get us to the 16 we needed this round to finish the ritual.
-2 for not Mysticism, +4 Teamwork
K. Arcana [dice:1vldmc97]50772:0[/dice:1vldmc97]
Wild [dice:1vldmc97]50772:1[/dice:1vldmc97]
Ilserayne Fighting 7
Fighting [dice:1vldmc97]50772:2[/dice:1vldmc97]
Albuquerque/Hell Pit
Afternoon
Round 8

Anarik rushed over to stand next to Corey at the altar as she and Zolo chanted away. He winced as the little halfling jammed the relic into her eye and slumped over the altar, saying the words. He had seen such sacrifices before.

Using his own knowledge of the hells, Anarik wove a cage of magic around the altar to help contain and focus the mystic energies Zolo and Corey were channeling. Let Zolo’s sacrifice not go to waste. He had now lost his entire team. He and Ilserayne were all that remained.

Ilserayne landed at Anarik’s back, protecting him.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Merlaggon
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Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Into the Pit

Post by Merlaggon »

Soak 4
Soak (+2 due Elan)
  • Vigor: [dice:gexpqbwk]50873:0[/dice:gexpqbwk]
    Wild: [dice:gexpqbwk]50873:1[/dice:gexpqbwk]
    Result: 4 - Success. 1 Wound Soaked, so 1 Wound taken and Shaken.
Unshake 10
To Unshake (-1 due Wound, +2 due Fast Regeneration)
  • Spirit: [dice:gexpqbwk]50873:2[/dice:gexpqbwk]
    • Ace: [dice:gexpqbwk]50873:4[/dice:gexpqbwk]
    Wild: [dice:gexpqbwk]50873:3[/dice:gexpqbwk]
    Result: 10 - Unshaken
Fast Regeneration 5
Vigor (at -1 due Wound)
  • Vigor: [dice:gexpqbwk]50873:5[/dice:gexpqbwk]
    Wild: [dice:gexpqbwk]50873:6[/dice:gexpqbwk]
    Result: 5 - Regenerate 1 Wound - Unwounded.
Fighting - 5 Wounds
Fighting (2 Boost Traits go to d12+4, +2 due Wild Attack, +4 due Teamwork Adventure Card)
  • Fighting: [dice:gexpqbwk]50873:7[/dice:gexpqbwk]+4
    Wild: [dice:gexpqbwk]50873:8[/dice:gexpqbwk]+4
    • Extra Effort: [dice:gexpqbwk]50873:9[/dice:gexpqbwk] (Elan)
    Result: 18 - Hit
    • Damage: [dice:gexpqbwk]50873:10[/dice:gexpqbwk] + [dice:gexpqbwk]50873:11[/dice:gexpqbwk]AP4 + 32 (Smite) +2 (Wild Attack) = 59AP4... 5 Wounds.
Shrugging off the first hit from the Greater Demon's Flail, the second hit rings his bell and draws blood from the mighty Hatchling. The wound, however, quickly heals and Merlaggon lunges forward and takes a HUGE bite out of the Greater Demon.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

Anon unslings his rifle and takes aim at whatever bad guy is still standing. Maybe a brain breaker will even the odds.
Shooting 6; Target Must Make a Smarts Roll to Save vs Confusion or Be Shaken
Shooting [dice:39avhq4k]50876:0[/dice:39avhq4k] (+2 MM, +2 3RB, +4 adventure card, -2 MAP, -2 for TW device, -1 for Fatigue = +3)
Wild [dice:39avhq4k]50876:1[/dice:39avhq4k]

Use “brain breaker round” (confusion power, activated by Shooting roll). Target must roll to save vs confusion (Smarts roll) and then take damage.
-2 PPE to cause MD
-1 for confusion
1 PPE left in rifle
Damage 22 MD AP 4
Damage [dice:39avhq4k]50876:2[/dice:39avhq4k] + [dice:39avhq4k]50876:3[/dice:39avhq4k] (Ace) (includes 3RB) 4 AP
Current Toughness 18(11) MDC
-1 PPE to keep armor going another round.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Dramatic Exit
With the dragon bleeding and sensing the effects of the ritual the Guardian demon descends upon Ella's barrier. The Holy energy burns him as he attempts to smash through reaching a burning, smoking hand through but unable to reach Zolo.

On the other side of the barrier Alecto opens fire with two massive grenade narrates knocking the giant demon backward a few steps from the concussion force and leaving a dozens small lacerations all over its body.Howling at the grenade bursts the demons ignores Alecto and pushes into the holy barrier, screaming with rage as it attempts to reach Zolo and Cory inside. The barrier holds and causes the demon's skin to smoke and boil.

Rod extends a hand to Anon and drags the Techno-Wizard to the middle isle. When he sees Rod land in the middle of things, Sinder flies to the altar and helps the big robot vehicle get its mojo back by blessing one of its mighty laser guns. Opening up with his newly blessed gun, Rod hits the demon ensconced in the barrier snapping it back a bit and preventing it from reaching Zolo and Cory at the altar. Sinder and Angel start working on the hoard of lesser demons moving toward the action.

Having ridden in on Angel, Anarik quickly passes through the barrier - with only a slight sting to his baser nature - and lends a hand in the ritual. Meanwhile, Ilserayne helps keep the lesser demons at bay with her fancy sword work. Cory also adds the blessing of the Sun and the moon to the ritual.

Landing with Rod, Anon opens up on the huge pack of lesser demons, his gun taking one of them down quickly. The combined force of resistance keeps the lesser demons at bay while Merlaggon seizes onto one of the occupied demons, catching it and killing it as it tries to puncture Elle’s barrier.

Supported by so many heroes Zolo takes her final action of the ritual. She can sense the magic welling up but realizes it needs more power - power that can’t be drawn from the ley line due to the storm. Taking it upon herself she lays down her life on the altar releasing the mystical energy from her dragon’s blood onto the altar powering it up. The ritual sends a surge or mystical energy up from the altar that collides with the nexus point and spreads out through all the interconnected ley lines. The guardian demons howl in rage as the blood pillars begin to buckle and the charnal pool boils with half formed demons writhing in pain. High above them the ceiling begins to crumble and debris begins to rain down. The columns around the altar area shake and wobble. The whole place is near imminent collapse!

As all breaks loose (literally) the team is faced with the daunting task of getting out of the massive underground chamber before it falls in on their heads burying them in a tomb of rock and demon bones. Unfortunately it’s a long way to the surface filled with angry demons fighting for their existence on this plane. No quarter is given and no retreat is possible. Getting out may be harder than anything the team has done so far!
Dramatic Exit
Make a Fighting, Shooting, or arcane skill roll at -4 and narrate the outcome. Regardless you will get out alive but it might hurt a little.

Failure causes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual. Success means you emerge with Bumps & Bruises, and a raise means he escaping unscathed.

include a descriptive narrative of your actions.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 7: Into the Pit

Post by Icosa »

Fighting [dice:2hrvgw59]51081:0[/dice:2hrvgw59] or [dice:2hrvgw59]51081:1[/dice:2hrvgw59]

As cracks spiderwebbed across the cavern ceiling, and the pit below began spitting and crackling, Alecto turned to grab Zolo's body where it lay sprawled at the foot of the altar, and fired another salvo of holy grenades to clear a path towards the nearest tunnels out. She'd recorded their path in...though it was perhaps not the most direct, it would eventually lead out. A far better option than getting lost in those winding warrens!

Though the enhanced grenades had served her well, she drew her runesword for this, and rocketed out into the chaos beyond the barrier with her jetpack. The Dragonfly, though faster, would have more trouble maneuvering in the tight confines of the passages. Her goal was to cut down those demons who would stand in their path...clearing a corridor for the others to move through quickly and with a minimum of damage.

It was a long and hard journey, and more than one set of unholy claws raked across her armor, but she left a trail of bodies steaming and smouldering and leaking ichor in her wake for the others to follow...

(Bumped and Bruised!)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 7: Into the Pit

Post by Merlaggon »

Fighting 6
Fighting (-4 due Scene)
  • Fighting: [dice:16gj8n66]51110:0[/dice:16gj8n66]
    Wild: [dice:16gj8n66]51110:1[/dice:16gj8n66]
    • Extra Effort: [dice:16gj8n66]51110:2[/dice:16gj8n66] (Elan)
    Result: 6 - Success. Bumps and Bruises (Fatigue)
After quickly picking up Cory and placing her in his saddle, Merlaggon takes to the skies. Choosing to go through the biggest concentrations of Demons to keep them from messing with his friends, Merlaggon's teeth, tail, claws and fire lay waste into the Demons, thinning their numbers. Most of them get a swing at the mighty Dragon, but he shrugs off all but the strongest of blows and even those wounds are quickly healed.

As he can finally see the light from the surface up ahead, a large boulder falls and hits Merlaggon's wing, forcing a crash landing. Merlaggon contorts himself to make sure Cory is unharmed, further injuring himself. Giving his head a quick shake, Merlaggon starts running towards the surface world. When he has at last scrambled up to the bright sunlit plains, Merlaggon takes a deep breath... too deeply it seems as a pain wracks through his body that will take more time to heal.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 7: Into the Pit

Post by Roderick Wolfram »

Shooting 5 Bumps and Bruises
Shooting: [dice:2l65xvrs]51119:0[/dice:2l65xvrs] -4 for Dramatic Exit
Total: 5
"Damn it Zolo!" Rod yells inside the cockpit as he sees Zolo take one for the team. As the pillars begin to shake, Rod remembers a scene from an old movie, 3M had watched once during a lull in the fighting at Tolkeen.
Jack Burton, Big Trouble in Little China wrote:Just remember what ol' Jack Burton does when the earth quakes, and the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big ol' storm right square in the eye and he says, “Give me your best shot, pal."
They gave their best shot, and you still beat them, you little dragon that could, Rod thinks.

Seeing Alecto grab Zolo's body and Merlaggon take off with Cory, Rod unceremoniously reaches out with the Dragonwing's arms and grabs Anon and Elle and tucks them near the Dragonwing's chest. The engines roar to life kicking up more rocky dust, flinging lava across the altar as Rod orients the large robot to leave...exit stage right. [color=blue"Sight-seeing is done, time to get out of here. Keep your heads down, but if you can stop any of these creatures from latching on, take them out."[/color]

Rod's tempted to just pour on the steam, but they've accomplished their mission and he's not about to leave another team member behind if he can help it. The weapon arms track and fire continuously, shooting both demons and falling debris out of the way of the others as the fly out of the help it. In general, Beta and Charlie keep the way forward clear, but not everything can be blast or dodged. The Dragonwing finally emerges with smoke and fire billowing around it. The fuselage dinged in numerous places, new claw marks raked across along with stains of demon blood as the few demon's smart enough to realize they would be trapped as well were crushed between the robot and the falling rocks.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 7: Into the Pit

Post by Sinder »

Sinder, in Horror from his position from above looks as Zolo dies on the altar. He wishes he could scream but this world is falling apart to quickly. he lets out a command not saying no one is doing it anyway, “Everyone get the hell out of this place. Angel carry Anarik as fast as possible out of here. Last person, help the ceiling fall, that should slow down those trying to catch us. Alecto I think it is you. Rod you’re the Fastest I think that You take the lead. Plow a big opening for the rest. Merl and I are in the middle helping where ever we can."

Sinder stays near the rear making sure anything coming after them can’t make it out alive.
Total 11
Fighting [dice:172y2sat]51285:0[/dice:172y2sat] + 4 Grenade Pistols With Smite e
Wild Dice
[dice:172y2sat]51285:2[/dice:172y2sat] Aced [dice:172y2sat]51285:3[/dice:172y2sat]

total 2
Flying [dice:172y2sat]51285:1[/dice:172y2sat] extra effort [dice:172y2sat]51285:4[/dice:172y2sat] wound

Sinder flies on dodging and weaving occasionally just blasting ceilings or groups of demons, he realizes that this isn't a fight against them it is a fight against time. Unfortunately Angel ist so lucky , a rock falls and hits her right flank leaving a gash. the beast lets out a tremendous roar in pain.and is heading for the ground but angel finds something in herself and bounces of the goud and back into the air. Angel steadys herself with rider. Still bleeding she is shot out of the hole onto the ground and comes to a rolling landing.
Last edited by Sinder on Wed Apr 03, 2019 4:15 am, 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:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 7: Into the Pit

Post by Stormforge »

Its too late... High above the battle field filled with forces of good holding the line against their demonic counter parts Gryphus Stormforge flew carried on the back of his ever trusted ally a flying griffin. A rustling leaf half brown and orange as well as a whisp of water trailed be hind the two as if giving chase. He cursed under his breath lamenting the cruel mistress of time, for there was never enough, ” Damit Zolo... I can’t be too late.” He glanced one more time at the book he had carried with him titled Yolo Zolo: a guidebook to Rifts Earth. He flipped once again to the last page as the wind wipped arround his face furling his cloak out behind him. The fated page still read: The End... P.S. Sorry Gryphus I never got a chance to tell you.

Gryphus’ face was contorted in controlled grief, his eyes moist and slightly frosting over given his height. ” Tell me wht you pint sized...” The magic released by the final ritual hit him nearly tossing him off his mount, but the griffin smoothly adjusted securing its long time rider. The true atleantean wiped his tear away and peered down towards the last place the vaunted 1st set of the tomorrow legion had ventured. A tunnel... Of course it had to be a tunnel. A tunnel colapsing it appears. Well lets get in over with shall we, her team will make it even if she did not.

Like a strike of lightning rider and griffin shot down to the tunnel and the warlock Gryphus Stormforge reached forth into the air feeling its rythm and flow. The tunnel is collapsing, rocks and bone crushing down arround the heroes of the hour. Lets see if we can give them a cushion of air. Air had been the first element he had partnered and connected with. Now though it was time to alter its parameters and make falling objects fall that much slower as they were buffeted by powerful air currents. Perhaps he was a little bit successful but while his concentration was on the others of the 1st he had no such protection for himself as rocks erupted out from the tunnel like a earthen filled geyser smacking him in the chest and face!
with the -4 a succes, got a 4 total
Choosing Mystism to aid the heroes as they flee [dice:1wvnznzu]51292:0[/dice:1wvnznzu] wild [dice:1wvnznzu]51292:1[/dice:1wvnznzu] ace [dice:1wvnznzu]51292:2[/dice:1wvnznzu]
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 7: Into the Pit

Post by Anarik Ebonlocke »

Spellcasting 8; Raise
-4 difficulty
Spellcasting [dice:18rztk1c]51296:0[/dice:18rztk1c]
Wild [dice:18rztk1c]51296:1[/dice:18rztk1c]
Benny for EE [dice:18rztk1c]51296:2[/dice:18rztk1c]
Ilserayne Fighting -3
-4 difficulty
Fighting [dice:18rztk1c]51296:3[/dice:18rztk1c]
Albuquerque/Hell Pit
Afternoon
Round 0

Yes. It was time to leave. Zolo’s sacrifice could be considered later. Anarik was caught up by the flying, flaming tiger of Sinder, Ilserayne flying in close formation behind. Anarik managed to control his casting despite the ley line storm, blasting demons and falling boulders away with ease to clear the path for Angel and the others.

Ilserayne was not so lucky. She tackled a demon coming at them from a flanking tunnel, driving it, and herself, into the path of a falling boulder. Their bones crunched and Anarik felt the loss of the magical connection as his succubus returned to the Void.

Landing outside again, Anarik took a deep breath of the relatively clean air and straightened his robes.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 7: Into the Pit

Post by Anon »

From his position being held under the Dragonwing, Anon builds. A grenade casing. A bit of copper wire. A ruby. Some chewing gum.

He builds fast, pulling what he can from his jacket, dropping some components here and there. Even with Rod going slow, the Dragonwing is fast.

He finishes an invention, fires off a spell, and gets to work on a second. He drops the grenade casing, pulls out a screwdriver, and gets to work on something else.

Keep building.

TW 0
Techno-Wizardry [dice:bj973ujj]51560:0[/dice:bj973ujj] (-4 scene modifier, -1 from Fatigue, +2 MM)
Wild [dice:bj973ujj]51560:1[/dice:bj973ujj]
Once Rod drops him off, he finds his shoulder dislocated from his ride underneath the flying Robot Armor. Ow.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 7: Into the Pit

Post by Venatus Vinco »

Mop Up
Fighting their way from the depths of the pit to the surface, the 1st SET emerges triumphant. Unfortunately there is little time to celebrate. The collapse is causing the earth to tremble and shake as the link to hell is broken. Packs of demons, now stranded on earth and not tethered to a master, roam the area in vicious bands. Some rally to remaining greater demons, other tear off into the New Mexico wastelands to prowl about the earth seeking the ruin of souls.

After a mad dash to get clear of the dimensional fallout of their actions, the group convenes with Elle and the remaining commanders of the rag-tag army. The cyberknights and native leaders have already agreed to begin hunting down the demons in the New Mexico territory while the Lyn-Srial Skyknights agree to patrol the skies and waylay any of those who move toward Arizona. With clean-up in the hands of local forces Elle prepares the group for the trip home. There has been a lot of change and turmoil, Zolo gave the ultimate sacrifice. Fell and Lial died, and died again. Saul is missing with his demon child in tow. Sparky has moved on and and Tim has rejoined the Coalition and knows many of the Tomorrow Legions secrets.

The instability of the hell pit nexus means it cannot be used for a Rift back to Castle Refuge, but there is another nexus point a few hours travel away. With help from Legion shifters the group will soon be back to castle refuge.

END
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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