Mission 4: Devil's Canyon

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Venatus Vinco
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Mission 4: Devil's Canyon

Post by Venatus Vinco »

Hell on Earth
Image

Flying over Devil's Canyon reveals some gruesome sights. Huge piles of bones litter the area, not old dry bones but fresh ones with bits of flesh and sinew still hanging from them. Although most of the bones appear to be from large animals such as cattle and horses, many others look to be from humanoids. The heat makes the whole valley stink like death. Someone of a lesser constitution than a dragon would suffer greatly amidst the stench. On the valley floor, the Simvan look busy "grazing" their beasts on the bone piles. These are not beasts Merlaggon has seen before, they are large demonic looking creatures with ferocious teeth and claws. By the young dragon's count there are sixteen riders and twenty beasts. Two more Simvan standout from the rest, one who carries a staff with a ram skull on top of it (T37) and another who is twice as large as any Simvan, and truly a monster himself with what appears to be a tentacle growing out of his back! (J39)

The canyon walls are high and sheer, climbing down them would be nearly impossible without proper rappelling gear. At the far end of the canyon Merlaggon can faintly see where two ley lines intersect inside the rock wall forming a small nexus point. There is a small cave opening near the nexus, with bones piled extremely high outside of it. For now the raiders don't seem to be expecting trouble but their weapons are near and they are not far from their mounts. No doubt if they suspected trouble they would be ready quickly.
Riding Beasts
Image
Map
http://www.nullfactor.net/eu/VV/Savage/ ... canyon.png
1 square = 1 inch
1 Small Simvan Token = 2 Riders
1 Beast token = 2 beasts
1 Large Simvan toke J39 = Tentacle Guy
1 Different Simvan Token T37 = Guy with staff
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Timothy Hernandez
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Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

Timothy takes the recon report and makes a simple map in the dirt. "Everyone gather, here the plan" Timothy will point to the lower right corner of the map. "Here is where we drop in. It's the least guarded and most secured." Timothy is moving his finger to the different locations on the map as he's talking to ensure that everyone is following him. "This target here has a staff. He is priority #1 when we drop in. Better if he dies on the way in. Once he's down, clear this area" Making a circle motion for the lower right area, indicating all the targets there. "That is 4 beasts and 2 simvan, we can clear it quickly. The simvans appear to prefer melee, that will give us an advantage. I want the rail gun on the mounts, It's firepower can bring the numbers down. Tentacle guy is priority #2, I want you magic users to take him down quickly., The rest of us will take out the 6 beasts and 5 simvans. If we are able to clear out both areas quickly Merl, Sinder and myself will take back to the skies to bring down the beasts numbers over in this area." Timothy is pointing to the left side of the map where the largest grouping is. Tapping the map at the North right corner of the map Timothy will put some emphasis. "Whatever is here is the leader of this group." As an after thought, Timothy will place two dotted lines on the map, representing the ley lines and the Nexus. "We don't know who or what this is. We don't know how powerful it is, or how much it uses the nexus that is here. I want everyone else keeping the cave as Priority #3. If you get targets of opportunity, take them, but whatever comes out of that cave, needs to be put down fast. Merl and sinder, when we go to the air, we'll land here" Pointing to Q23. "This will be a bottle neck." Timothy takes a moment to re-evaluate the position. "Correction. Right here, that will give us side view if they are smart enough to try and flank us, and keep us close enough to provide assistance to the cave if needed. Q, we will need the Q mobile to clean up the area." Timothy makes a new mark at M28. "Clear the areas, keep your zones clear of friendlies, and put them down quickly. Any Questions?"

Even an experienced team is going to have difficulty with this plan, Gotta treat this as a standard breach action. Clear and move, clear and move. That will keep us alive.
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Cory Tetrascroll
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Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Cory listens as best she can, but her tactical understanding basically is "we land here, kill everything that's a monster, except, Merl, of course."

She offers bit of information Tim may not know, "So, like, you know my magic and like me, I guess, can hurt like demons and undead like when other things can't, right? So, just sayin', like if the rail guns and crap aren't like doing anything, I might, like could," and in her mind she finishes with boys and their guns think they can do anything.

Taking a second or two longer to look at the map Cory tries to ferret out any more details from Merl's report that jive with what she's looking at now. How does Tim's plan account for supernatural abilities? What could possibly be done to account for something that variable and unknowable? This kind of thinking is foreign and frustrating for Cory. She is not a tactician. She really isn't a fighter, just kind of scrappy. More willful than cunning.

Sighing she adds one more thing, "Like I can, you know, bless some weapons and stuff, but like it should be right before we like dive into the canyon." She shuffles her tiny feet, the heavy armor making the motions seem even more minute. "So, like I can get like four weapons and still have strength left to fight. Who?"

Cory's plan is to do pretty much what Tim says. She'll ride in with Merl to the edge of the canyon, disembark, bless as many weapons as possible. Then she'll turn herself into something small and fast - hummingbird?- and get down to the field as fast as possible, behind the big enemy. Then, since she can while transformed, cast a bunch of bolts and bursts, maybe an entangle here and there to keep the riding monsters contained. More bolts than anything though. Mostly multiple bolts on one target. That's her plan. Stay small (very small), highly mobile and blasting the crap out of whatever she can find.

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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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

Saul listens to what Timothy is saying. I wish I was more tactically minded... What do I do if the Deep Lord wishes to parley?
" I am afraid I lack range weapons and I am best suited in close combat. If what we face is arcane and possibly truly supernatural I might be able to assist in defeating them." Saul, chuckles, " Its too bad Cory could not enchant the Qmobile and Merlaggon hold it aloft upside down and soften them up as we go in."
Given Merlaggon's description, I wonder if I have any inspiration as to what these creatures are.
Kn Arcana, 6
[dice]0[/dice] Ace [dice]4[/dice] Wild [dice]1[/dice]
Survival, 4
[dice]2[/dice] Wild [dice]3[/dice]
When Cory speaks up Saul smiles and with gusto echoes her tentative thoughts. " Cory has a good point. There are creatures that can only be harmed by holy or silver magics. Perhaps before the groups separate, Cory could bless those that have need so that we utilize all our abilities to our advantage. While perhaps to my own detriment, I will not take such a blessing but perhaps Timothy's railgun, Qoat's main weapon, Sparky's favored one, and Merlaggons claw could all be likely candidates."


Unsure of how long the trip will take Saul clutches his cane sword. and has his inner faith to protect him. He reserves any psionic powers for when the battle is at hand. Saul seems ready and will climb aboard whatever vehicle or creature destined to carry him.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Powers
Per Hangouts: You have one round to activate powers with no activation penalty. You'll enter the canyon on round two.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mission 4: Devil's Canyon

Post by Hondo »


OOC Comments
Notice:[dice]0[/dice] ACE [dice]6[/dice] Wild Die [dice]1[/dice]
Spellcasting (Phase Weapon) [dice]2[/dice] Wild Die [dice]3[/dice]
Spellcasting (Use a bennie) [dice]4[/dice] Wild Die [dice]5[/dice] ACE [dice]7[/dice]

Notice 10
Spellcasting 7


Constant Effects: Danger Sense 10-2 = 8

Danger Sense 8

Temporary Effects: Phase Weapon cast on Handgun and Saul's Sword (+2 damage and +2 AP to Saul Sword) New Damage on gun: 2d8+7 AP 8 Phasing (1/3)
Drake nods at no one in particular, "Right."

"Crazy people are considered mad by the rest of the society only because their intelligence isn't understood. Thank you Zemkor, your words remind me to be calm."

After a moment of looking blankly into the distance he jolts and pulls his large hand gun. Running his hand down the weapon he quietly mouths a spell onto the weapon.

"Lets see what the Devil has in store for us this time. Saul I’ll enchant your weapon if you like. Give it a little extra punch. There. Ready to go."

With the 1st about to enter potential combat, Drake looks more sober and clear eyed than you have seen him yet.
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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

Saul tips his hat holding out his empowered blade. " Much obliged Drake. Spend anytime on the high seas? I seem to remember my former captain, David Bones, had a run or two with folks that had a flamboyant relationship with time and space." Hmm looks like this blade might cut through armor pretty well.

Saul readies himself as well. He grips the sword cane in one hand and focus some of his inner strength into it. It whirls and gears and gagets sprout acccros the cane, they form a series of interlocking plates black like the deepest obsidian that quickly form a shield. Then a 1 carat blue Zircon pierces the center of it and the obsidian shimmers as if looking at a black rolling ocean. Saul immediately seems lighter on his feet, almost bounding around, and his sheild looks like it greatly enhances his forward facing defenses.
Activating a TW item
3 ISP spent to activate his tw sword cane's
  • Wind at your back(minor- modification): 1 carat zlear zircon in the cane topper. When weilding the enchanted cane the user feels a strong wind at his back helping propel him forward and aloft while in the air. When jumping the user can jump horizontally 2" farther and on a raise on the str check, in addition to the normal effects he can jump 1" vertically.
  • Obsidian Sheild(major): 2 carat amethyst in the can topper. For +1 ppt the cane sheath (with or without the sword in it) can tranform into a sheild very similiar in every way to the cyber knights psi-sheild. In fact to use this feature you have to have the innate potential to summon one your self. +3 parry, +4 armor vs ranged attacks, reduces psi-sword ap by 4.

Just before take off Saul closes his eyes for the briefest of moment. He breathes deep and whispers, " I have heard the call, deep below the waves. I have stood before the Lord and rejected his offering. I am the ocean, free, I am the inquisitor reborn." Sauls eyes flash with the raging tempest storm as he releases a flood of inner strength to power his inquisitorial abilities.
2 Psionics free actions
Psionics Greater Deflection [dice]0[/dice] wild [dice]1[/dice]
  • -4 to hit +2 on push maneuvers, fire or heat will act like a dispel.
Psionics Greater Boost trait Spirit [dice]2[/dice] wild [dice]3[/dice] Last benny for EF with elan [dice]4[/dice]
  • Increase spirit by two die types, +1 spirit roll
Power Descriptions, 9 ISP spent
  • Spiritual Body, Greater Boost Trait: 5 ISP, Range: Touch, Duration 3 (1/round)
    Trappings: The sea-Inquisitor channels the calm murky depths of the ocean allowing a stillness to overcome his soul strengthening his body for the work ahead. Such focus leaves the body drained of strength after the power wears off. Spiritual Body: Beneficial powers strengthen the soul and reinforce the body, but it leaves the body weaker than when it started: They cost +1 ppt to cast, but on a success add +1 to spirit rolls, and on a raise increase vigor by 1 die type. When this power ends the user suffers a level of fatigue that can only be restored with an hour of rest (succor cannot restore).
  • Furies' Storm, Greater Deflection: 4 ISP, Range: Touch, Duration 3 (1/round)
    Trapping: The sea itself rages around Saul battering attacks and foes aside. Tempest The winds of the sea and great gales of the ocean form a tidal force that pushes and pull at nearby foes. Beneficial powers provide a +2 to push maneuvers but fire or heat damaging attacks count as a dispel against them.
Saul seems calm and at peace, in complete juxtapose to the whipping wind that surrounds his body.
" Let us slay these monsters and restore peace to this area. Watch each other's backs and remember Tim's plan."
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Merlaggon
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Re: Mission 4: Devil's Canyon

Post by Merlaggon »

Knowledge of the Group Observed 7
Jack of All Trades: [dice]0[/dice]
Ace: [dice]4[/dice]
Wild: [dice]1[/dice]
Result: 7 - Success
Notice 3
Notice: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 3
"Remember, Saul, it is better manners to ASK before climbing onto someone and assuming they will carry you. Would YOU like for ME to do that to you?!? I thought not! You may climb onto the cargo net ot into my hand for me to carry you down... THIS TIME."

After patiently waiting for Cory to mount up, and impatiently waiting for everyone else who wants a ride down to either securely hold onto the cargo net or climb into one of his huge hands, Merlaggon flies down to the spot indicated by Timothy for him to go to, telling them anything he may know about the creatures he observed down there. As soon as he can see him, Merlaggon mentally figures out the best way to hit the stick wielding Simvan with a bolt of flame (Aim Action that if possible will take the place of any power use for preparation)
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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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

Saul bows deeply, " My mistake. I'll do my best to walk in. I would rather not burden you any more than you are. You are course right. Deepest appologies." Saul grins and slaps Drake on the back. " I'll see you in there."

Saul heads out to the canyon, either in the Qmobile or he will jog to the edge and jump down. But he will pass on riding in with Merlaggon.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mission 4: Devil's Canyon

Post by Hondo »

OOC Comments
Rolls to come...
[dice]0[/dice]
[dice]1[/dice]
6+1(Saul) PP used.
Greater Burrow for Saul and Drake. Mega not Temporal Spell.

Having used Phase Weapon and Greater Burrow ... 15 PP +10 PP (watch) - 11 = 14 PP left. Regen 1 per 5 minutes.
Nodding at Saul, Drake says ”Let’s walk. It’s not as far as you ... see here we are. With the others already.”

Disappeared. Then back. The two arrive at the location Tim ordered. Arriving pretty much as the others do. The distance covered by instantly dropping underground and then re-appearing where ordered to.
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Sparky
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Re: Mission 4: Devil's Canyon

Post by Sparky »

Notice 6
Notice [dice]0[/dice]
Wild [dice]1[/dice]
+2 from Sensors
Standing at the edge of the bluff Sparkmort looks across the valley at the gathered Simvan and their strange mount. "Don't think I've seen their like before. Something tells me though that those aren't some new breed of dinos." He then turns his attention to the sheer drop down to the valley floor. "Yep, that is a fair ways down. Maybe I should drop a fair ways off to draw their attention. I'll be pretty mobile once I'm down so there shouldn't be any risk of splitting ourselves up." You better hope your jump jets can get you down, Sparky. Even the Titan Gnome will go splat from this height otherwise.

Turning back to Cory he lowers the barrel of his railgun so it points at the ground. "I've never turned down a blessing freely offered in my life, ma 'am, if you can spare it. Anything that gives me the edge when hunting a bounty is a good thing in my book. You have my thanks."
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Sinder
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Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder »

Sinder looks at the map. "I think I'll but on my flaming wings, I should have speed. I'll expand my firey Aura. Then with your permission I can put a large Bolt with a blast here. It should take out several of the Simvans (points out T-12) and might take out their Beasts too. I'll then fly by the others and see If my firery aura can take out the other Simvans. That should leave hardly any one left to come down the opening. That way all of you can concentrate on the the others. and I dont want to get close to you and singe your clothes. I know tim I can team up with tou and not hurt you."

"Cory What would be good to take out Demons and or Devils? I mean will heat do that? if not pumping up my aura should do."
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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Qoat
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Joined: Mon Jun 27, 2016 2:45 pm

Re: Mission 4: Devil's Canyon

Post by Qoat »

Qoat has been preoccupied with his own thoughts as the team banters a plan back and forth. He finally looks up as he tucks an oily rag that he has been using to clean a piece of salvage he'd obtained and looks down at the rough map of Timothy's. The Quick-Flex walks around the map, muttering, "Box canyon...ley line...cave...simvan...monster riding animals."

He turns his face back towards the cyborg. "Wait, you want to drop into the middle of them?" Qoat thinks back to his time in the war. This is worse than the time the 95th went into Capo's Ravine. Only to find out the Xictix had a nest in there. They thought they could sneak in and use explosives, but all that did was piss the bugs off. It was the heavy ordnance filling the entrance with energy beams and rail gun rounds that made the difference

"Look, it's a dead end, we need to use that to our advantage. Landing in the middle is a death sentence. That tentacled thing probably is there so it can access the ley line. We need to draw it away. I say we position the Q-Mobile a couple of hundred meters away from the entrance with our 3rd best gunner on the rail gun. Sparky and the Chief use their air superiority to spook them away from the line back out of the canyon towards us. The flyers stay up at medium range and rain death on the tentacled thing before it can retreat to the cave, then take out the riding beasts. Sinder then swoop past them on wings of fire drawing them towards the entrance. Saul and Merlaggon stand on either side of the exit of the canyon to catch any wanderers. "

He walks over and points to the rail gun on the Q-Mobile, "If we have any doubts that our weapons will have an effect, have Cory do her blessing on this baby." He walks down it's length, pointing at the weapon emplacements. "The Q-Mobile can take a hit, but our best bet is to kite these a$$holes. To do that, I need people on the weapons."

"Once the monsters stop coming out, we do recon again and identify what remains and move in and mop up." Qoat sits back down and grabs a cup of joe, a bit surprised at himself for how much he's just spoken, clearly evident on his noseless face.

Prior to combat, Qoat secures the loose items in the Q-Mobile and plants himself in the driver's seat. He reaches up to his Band of Mental Communication and adjusts the settings without having to look at it. He takes a deep breath and feels the connection to the Q-Mobile strength, his mind feeling the impulses from the controls. If the plan is still to have the team drop into the middle, he brings the Q-Mobile up to the entrance of the canyon using his eyes in the sky (Sparky and Timothy) to tell him when he's reached the final bend that will bring him in view of the first set of simvan's and their riding beasts. Otherwise, he finds a spot about 150 meters from the entrance that gives him the deepest view into the canyon and puts his hands on the weapon controls.

Rolls
Notice:[dice]0[/dice]
Wild Die: [dice]1[/dice]
Total: 5

Telemechanics (Telepathy)
  • Psionics: [dice]2[/dice]
    Wild Die[dice]3[/dice]
    Total: 8
  • I.S.P.: 2
  • Duration: 3 (1/round)
  • +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.


Bennies: 2/3

Band of Mental Connection: 30/30 I.S.P.
Blink Box: 30/30 I.S.P.
Glove of Remote Manipulation: 30/30 I.S.P.
Skill Calculator: 26/30 I.S.P.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Cory Tetrascroll
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Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Hopping (scrambling maybe more accurate) to her perch on Merl, Cory rides to the battle area, trying to stick to Tim's plan. She doesn't want to see anyone else die, or just disappear with out saying goodbye. Maybe, and she cringes, a little discipline is needed. She doesn't like it, but she's also feeling that she can help many people to fight this battle and not just herself. Sun and Moon gave her these powers for a reason. At one point that may have been to be on her own and handling things by herself. Now she has a team, and the new powers she has been granted lead her to believe that aiding others might be the celestial deities intentions.

In response to Sinder, Cory says, "Let me like bless you weapons, I can like make it the holy light of Sun and Moon together. But demons sometimes are like immune to fire. Like not always though."

On the way to the battle zone, she conjures a gunner for the Q-mobile, a capable soldier.

Then just at the edge of the canyon she quickly blesses Merl's claws and Sinder's railgun, imbuing them not only with mystic power but also the combined light of Su and Moon. Demons, vampires and other unholy monsters should suffer from their attacks now.
Powers
Total PPE cost at Round 2: 11; +1 @ round 4, +3 @ round 5 and beyond.
(Round 1-Pre Contact)
Summon Ally (Soldier)*: 3 PPE, 3 rounds, 1/round after that
Mysticism [dice]2[/dice] Wild [dice]3[/dice]

(Round 2-Contact)
Greater Smite: 8 PPE, 3 rounds, 3/round after that ; +4 Damage, MD, +5 AP
  • - Smite: Merl's Claws, Trappings: Celestial Silver
    Mysticism [dice]4[/dice] Wild [dice]5[/dice]
    - Smite: Sinder's Railgun, Trappings: Celestial Silver
    Mysticism [dice]6[/dice] Wild [dice]7[/dice]
+ Reroll: [dice]8[/dice] Wild [dice]9[/dice]


*Soldier
OOC Comments
Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Pace: 6; Parry: 6; Toughness: 11 (5)
Gear: Huntsman Armor (+5), advanced
melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT).

Cory Tetrascroll
PPE: 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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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Please Clarify
Hey guys...I am ready to do a GM post for you but don't have a clear sense of the plan
  • Saul and Drake: Burrow in. Which grid do you intend to come up in?
    Tim: Jet Pack. Where do you plan to be?
    Merlaggon, Cory, Q-Mobile: Where do you intend to set down?
    Sparky: Are you going down on your own power with jump jets?
    Qoat: Do you even go along with the plan
    Sinder: Are you using your fly power or working the rail gun on the ATV?
VV
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Timothy Hernandez
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Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

Timothy listens to everyone, and does take note of q plan. Timothy is contemplating the suggestion. "Good idea Q, but as you pointed out the tentical is already on the nexus, if I was him, I would charge up and send in trips to keep us busy. We stick with the plan. Drop in, take out the staff and his support, focus on tentical. Keep hogs prep to a minimal. "

Timothy will fly in on his jet pack, landing asst r-40
OOC Comments
Shooting rolls not needed at this time. (TDF)
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Sinder
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Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder »

Conditions:
OOC Comments
One-time reward of 7 (4 remaining) Automatic Aces on any Trait or Skill rolls (7 EP value) *
leaves one left for the actual attacks

*Greater Armor: +10 (5)
Edge: Improve Fiery Aura +6 to Armor, 3D8 Medium Burst templet (3)
*Exalted Quickness: 2 turn per rounds Handle each separately, Ignore 2 points of multi action (8) from armor Use Auto Ace
*Greater Smite on 2 NG Super Laser Pistol (3 x4) Trapping cold AP Grenades +8 damage and the Rail gun on the hover
Armor Activated (1) from Armor
Armor: 16 Greater Armor+ Armor (+6 for the flame but not stackable)

Total ISP Used
Sinder’s 14 used PP/30 Armor 9 used PP /10
Spending 1 EP to recover 5 PP new PP level 19
Spending 3 EP for 3 more Bennys total bennys should be 5
Spending 1 EP to Power Efficiency: Use a power for 1/2 PP costs (one time only) on Greater Smite 6 ISP
Knowledge Arcana [dice]0[/dice] to know what would be needed to harm devils and demons
Wild Dice [dice]1[/dice]
inder decides he will use his hover and the Railgun on it. He preps that and the his Super laser pistols with Special Powers. The Firery edge should keep people away from him special effect he will make it hard for others to target him.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP: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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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

Capt. Murdok wrote:Timothy listens to everyone, and does take note of q plan. Timothy is contemplating the suggestion. "Good idea Q, but as you pointed out the tentical is already on the nexus, if I was him, I would charge up and send in trips to keep us busy. We stick with the plan. Drop in, take out the staff and his support, focus on tentical. Keep hogs prep to a minimal. "

Timothy will fly in on his jet pack, landing asst r-40

Shooting rolls to come.
Saul halts drake for a moment hearing the exchange between Timothy and Qoat. " Wow. That is the best idea I heard all day. Yeah get Corey to bless Sparky, Merlaggon, Tim's, and Qoat's main weapon. Tima and Sparky can pound them at the leyline forcing them to us at the entrance sounds like a much better plan. What happens if we need to retreat from inside the canyon cut off from escape? Not everyone can fly, and the tide of battle is often chaotic and we have a better chance getting split apart inside than out. Timothy don't ignore his plan. It keeps us all safe, or as much as we can hope for. Despite my lack of it, I know long range and mystic might can be our wind that fills the sails of victory."

Saul looks at Timothy leaving and sighs. He talks to the remaining members, " Look, I will be the last to want to go against Timothy's orders. But a safe, secure, and advantageous plan has been forth coming from Qoat. Worst case the enemy retreats into the cave, but I think we can work together to ensure that is a minimal risk. If they are demons, Cory can make the heavy artillery hurt them more so and much so if we time it right they will flee away into our waiting secondary attack. I urge you to do what is best. Cory you are in second command, what say you? Whatever the decision is I will have your back."
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

The Devil Is In the Details
Standing on the ridge, the 1st SET, debates two plans of action. The first, an airborne assault - attacking the canyon from the air using speed and surprise to overwhelm the Simvan force and clear the canyon quickly and aggressively. The second, a more patient strategy that takes control of the terrain but requires drawing the enemy into an area of the team’s choosing and using their range and mystical advantages to mow down the enemy. Timothy gives the order - twice - for the first plan but Saul, Drake, and Qoat continue to advocate for the second plan. Saul appeals to Cory to intervene and the young woman, suddenly thrust into leadership is torn.

Meanwhile, in the canyon the Simvan are not sitting still. The majority mount up on their hell beasts and begin to form up near the mouth of the canyon. Near the cave mouth that leads to the nexus point, the tentacled Simvan, the Shaman and a few others turn toward the cave. The Shaman raising his staff in some sort of ritual. Something is happening at the nexus point...it flares with energy as the Shaman dances and waves his staff about. Whatever they are up to in this canyon will soon reveal itself!

New Map
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Cory Tetrascroll
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Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

Ace of Diamonds
Notice 4 and Conditions
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Cory located at X15-See Map Below
Action time! Cory thinks she understands what's going on. She nods to Tim, letting him know she's doing what he asked, maybe. Then she dashes towards the narrow gap, her rosary beads in hand, muttering the whole way. She slides to a stop. First she throws out one hand with a stern look and a grunt. Then fast as a blink she makes an explosion gesture with the other. Out in the battle field, walls of fire appear blocking the entrance. Another eruption of fire happens a few feet away as a group of the simvan and their mounts are engulfed in flaming tendrils. When she's aware of the world again she wonders why everyone else hasn't killed the bad guys already. "Well, plenty of power left, I like totally love ley lines!!" she half yells half squeaks, her voice breaking with the tension all around.
Stalwart Walls 19
Stalwart Walls (Barrier): 18 PPE, 22(12) MD ea section from N6 to V6, touching it sets fire (SRD83), 2d4 damage, Mysticism [dice]2[/dice] + Auto Ace 10 Wild [dice]3[/dice]
Greater Entangle 16
Greater Entangle (Engangle): 6 PPE, MBT centered at U10 (should catch two monsters and one simvan, barely), Vigor vs fatigue, Escape attempts at -4 (per Raise), Mysticism [dice]4[/dice] + Auto Ace 10 Wild [dice]5[/dice]
Edit:
Soak 1 Wound
Vigor+4(from EP) [dice]6[/dice] Wild [dice]7[/dice]
canyon-jl.png

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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Sparky
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Re: Mission 4: Devil's Canyon

Post by Sparky »

King of Clubs
Notice 12. Common Knowledge 20.
Ignore, I used the wrong size die, dammit. [dice]0[/dice]
Notice [dice]2[/dice]
Wild [dice]1[/dice]
Wild Ace [dice]3[/dice]
+2 from Sensors

Common Knowledge [dice]4[/dice]
Common Knowledge Ace [dice]6[/dice]
Ok, don't see the need to roll another ace die but can later if needed.
Wild [dice]5[/dice]
The servos in Sparkmort's armor whine has he takes a knee near Cory's position just has the diminutive Mystic lets loose with eldritch fire. Well, that should get their attention. Let's hope they aren't immune to Fire. Now let's see if they are immune to railgun fire.

"That's a fine start Cory. Let's see how they like a few hundred supersonic flechettes." With that he raises his gun and sights in on the nearest group of Simvan and their beasts. Stroking the trigger twice he sends a burst at each Simvan, ignoring the beasts for the moment.
Shooting at Short Range 9 Damage 12, 5 Damage 9
Shooting at the 2 Simvan @ S19
Shooting [dice]7[/dice]
Shooting [dice]8[/dice]
Wild [dice]9[/dice]
Should be short range so armor will negate range if necessary leaving a target of 4 (matter of size -2, armor negates 2 points)
If it turns out the range is medium I'll spend a benny for extra effort.

Damage Shot 1 with raise [dice]10[/dice] + [dice]11[/dice]
Damage Shot 2 [dice]12[/dice]
Dice finally failed me dammit.
Sparkmort grinned as the two Simvan he had targeted jerked at the his shots when home but quickly turned to a frown as it appeared he failed to get a clean kill on either. "Dammit, I think I pulled the shot. One of these days I got to get this thing recalibrated. Or maybe I should just switch to a laser. A laser would be awesome. I hear Triax makes some pretty sweet particle cannons too."
Last edited by Sparky on Sat Jan 06, 2018 12:08 am, edited 12 times in total.
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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Queen of Clubs
(Beasts & Simvan Group 1 = 12 total riders and 12 total beasts)
canyon.png
Boxed in by Cory's magic and Spark's heavy fire, the riders and their hell beasts scramble to get under cover and turn the tables. Sparky clips two of the riders as they scramble for cover in a pile of bones, gunning one down and grazing the second one - who manages to shake it off and slide behind cover. The massive agility and strength of the Netherbeasts help them to avoid being completely entangled and they dutifully help their riders break free from the fire bonds as well. All the beasts move out of the line of fire to the base of the canyon wall, creating too steep of an angle for Cory and Sparky to fire on them. Those on the wrong side of the wall, hunker down against the canyon wall and get into cover, waiting for whatever might happen next. A few of the beasts try ineffectively to climb up the canyon wall but they can't grip into the sheer face of it and slide back to the ground.

Under cover, the Simvan use their odd looking bone weapons to shoot up at their assailants. The electrical bolts are easily absorbed by Sparky's power armor (Sparky: 8, 10, AP 2), but Cory is a little more exposed (Cory: 18, AP 2).
Target Numbers
Simvan, Toughness 12 (5)*, Parry 6, Cover Modifier -2
*17 (10) vs. fire electricity and heat

Howler: Toughness 22 (10), Parry 6

Agility To Avoid Entangle
Beasts (4)
[dice]3[/dice]
Ace: [dice]4[/dice]
GM Benny to Extra Effort: [dice]5[/dice]
Wild: [dice]0[/dice]

Simvan (2)
[dice]1[/dice]
Wild: [dice]2[/dice]

Cory's entangle catches two Simvan but the four beasts in the area manage to avoid it, but suffer -2 to pace and agility/strength linked rolls. Remember each token is 2 bad guys except for the Shaman and Tentacle.
Status
Slowed Beasts (4): -2 to pace, and agility/strength linked skills Strength (d12+3-3): [dice]7[/dice] [dice]8[/dice]
Slowed Simvan (1):
Entangled Simvan (1): Stuck Agility [dice]9[/dice] [dice]10[/dice] [dice]11[/dice]
Incapacitated Simvan (1): S19
Shaken Simvan: S19 (Vigor) [dice]6[/dice]
Simvan (8): Ready to act
Beasts (6): Ready to act
Climbing
[dice]12[/dice]
[dice]13[/dice]
Shooting
[dice]14[/dice]
[dice]16[/dice]
[dice]17[/dice]
[dice]15[/dice]
[dice]18[/dice] Ace: [dice]19[/dice]
Damage
[dice]20[/dice]
[dice]21[/dice]
[dice]22[/dice] [dice]23[/dice]
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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

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

Post by Qoat »

Ten of Diamonds

Qoat listens to Timothy's decision to continue to charge in, his expression hidden but grim inside his helmet. When Cory introduces the ally soldier that she's summoned, he puts it on the rail gun. "If you get a clear shot at spell caster take it. Otherwise, take out the larger beasts. I'll use the Ion cannon the softer targets."

The soldier replies a crisp, "Yes, Sir!" and salutes Qoat, to which Qoat replies, "Stop that, I'm no officer."

"Saul, if you are hitching a ride, I'd get by one of the lower side doors than up in the cab," Qoat says as he engages the engine, but then sees him move off with Drake. That new guy (Drake) is crazier than the two Gabberleafs put together. He moves the large vehicle into the canyon (P1). Seeing Cory's barrier in place, Qoat mutters, "Thanks." and thinks to himself, I told Timothy that I drive the bus, this isn't a front line combat vehicle, we needed some breathing room. He looks back at the conjured soldier while tapping on his Skill Calculator, he then says as he slaps the GO pad, "Keen sight and steady hand." The slight movements on the rail gun damp down as the Soldier's skill with the weapon is increased.

The Soldier manning the Rail Gun takes aim at the two beasts at X5. Three rail gun bursts fire over the top of the Q-Mobile towards the monstrous creatures that the Simvan are riding, the sound terrible in the canyon, but no where as loud as a boom gun. The first burst hammers the beast (Damage: 43 AP 10), while the second sprays the area between the two creatures, the third catches the second beast as it tries to turn away, stitching metals slugs across it's body (Damage: 19 AP 10).
Qoat Rolls
Notice:[dice]0[/dice]
Wild Die: [dice]1[/dice]
Total: 2

Telemechanics (Telepathy)
  • Duration: 3 of 3 (1/round)
  • +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
Boost Trait - Greater
  • Cost: 4 P.P.E.
  • Duration: 3(1/round)
  • Range: 20"
  • Psionics: [dice]2[/dice]
    Wild Die: [dice]3[/dice]
    Total: 6
  • Effect: Increase Soldier's Shooting skill by 2 die types: d8>d12

Bennies: 3/3

Band of Mental Connection: 28/30 I.S.P.
Blink Box: 30/30 I.S.P.
Glove of Remote Manipulation: 30/30 I.S.P.
Skill Calculator: 26/30 I.S.P.
Soldier Stats
Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Pace: 6; Parry: 6; Toughness: 11 (5)
Gear: Huntsman Armor (+5), advanced
melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT).
Soldier Rolls
  • Light Rail Gun
    • Range: 100/200/400
      Damage: 2d10+4 AP 10
      ROF: 3
      Shots: 45
      Mods: 3
Shooting Light Rail Gun at short range. Size difference penalty (if any not applied). Q-Mobile is size 6.
  1. Shooting: [dice]4[/dice]
    Damage: [dice]5[/dice] AP 10, Raise Damage 1: [dice]10[/dice], Ace Damage 1: [dice]11[/dice], Raise Damage 2: [dice]13[/dice], Ace Damage 2: [dice]14[/dice]
    Total: 43 AP 10
  2. Shooting: [dice]6[/dice]
    Damage: [dice]7[/dice] AP 10
    Miss!
  3. Shooting: [dice]8[/dice]
    Damage: [dice]9[/dice] AP 10, Raise Damage 1: [dice]12[/dice]
    Total: 19 AP 10
Q-Mobile Stats
  • Size: 6
    Acc/TS 10/50 (Maximum speed 120 mph)
    Toughness: 31(16)
    Crew: 2+8
GM Notes
Two incapacitated beasts.
Last edited by Qoat on Sun Jan 07, 2018 8:03 am, edited 12 times in total.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Nine of Hearts
(Beast & Rider Group 2)

With a group of invaders entering the canyon the second group of Simvan and riders at the far end move to cover and wait cover off the bases of the canyon.

(Movement to cover and On Hold, will try to interrupt attacks)
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Eight of Spades
(Tentacle)

The huge tentacled Simvan mounts one of the netherbeasts and heads for the side of the canyon. As he attempts to empower his weapon he falters, an instead unleashes a sonic scream that momentarily stuns him in the saddle. The beast is unaffected.
Psionics
Psionics [dice]0[/dice]
Wild [dice]1[/dice]

Brainburn...shaken!

Netherbeast Vigor [dice]2[/dice]
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Seven of Spades
(Shaman)

Raising his staff in the air the Shaman the rocks in the canyon suddenly leap to life! A veritable army of rock monsters appear throughout the canyon and along the ridges - including one behind Sparky and Cory and three surrounding the Q-Mobile! They immediately begin to hammer at the heroes, while the Shaman flees into the nexus cave. Even though they appear all around him Qoat is able to swerve out of the way of one blow, and deflect the other one so it just glances off the fender (18 damage). Unfortunately, the third one lands a smash right down on the hood of the vehicle (42 damage).

Up on the canyon wall, Sparky sees the two monsters appear in front of and behind him, but nimbly avoids their bludgeoning blows.
canyon.png

Rock Monster Strikes
Q-Mobile-1 [dice]4[/dice]
Q-Mobile-2 [dice]5[/dice] Ace: [dice]9[/dice] Damage: [dice]10[/dice] [dice]11[/dice]
Q-Mobile-3 [dice]6[/dice] Damage [dice]12[/dice] [dice]13[/dice] Aces: [dice]14[/dice] [dice]15[/dice] [dice]16[/dice] [dice]17[/dice] = 42 damage

Sparky-1 [dice]7[/dice]
Sparky-2 [dice]8[/dice]
Rock Monster
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d4
Pace: 4; Parry: 6; Toughness: 11 (4)
Special Abilities
• Armor +4: Rocky hide.
• Bash: Str+d6.
• Burrow (10”): Earth elementals can meld into and out of the ground.
• Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
• Hardy: Additional Shaken Effects do not cause a wound
Psionics
Pisonics [dice]0[/dice]
Wild [dice]1[/dice]

Benny
[dice]2[/dice]
[dice]3[/dice]
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Sinder
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Re: Mission 4: Devil's Canyon

Post by Sinder »

6 of Clubs
Conditions:
OOC Comments
One-time reward of 7 (4 remaining) Automatic Aces on any Trait or Skill rolls (7 EP value) *
*Greater Armor: +10 (5)
Edge: Improve Fiery Aura +6 to Armor, 3D8 Medium Burst templet (3)
*Exalted Quickness: 2 turn per rounds Handle each separately, Ignore 2 points of multi action (8) from armor Use Auto Ace
*Greater Smite on 2 NG Super Laser Pistol (3 x4) Trapping cold AP Grenades +8 damage and the Rail gun on the hover
Armor Activated (1) from Armor
Armor: 16 Greater Armor+ Armor (+6 for the flame but not stackable)
Total ISP Used
Sinder’s 14 used PP/30 Armor 9 used PP /10
Spending 1 EP to recover 5 PP
Spending 3 EP for 3 more Bennys
Spending 1 EP to Power Efficiency: Use a power for 1/2 PP costs (one time only) on Greater Smite 6 ISP
Knowledge Arcana d4 to know what would be needed to harm devils and demons
As Sinder crests the side of the canyon He drives down the Ley line Z-24
Pilot:

Combat:
Sinder Pilots the Hovercycle down the Ley Line. Pilot
[dice]0[/dice] Aced [dice]14[/dice]Wild Card [dice]1[/dice] Total 11

Sinder skillfully jumps the gap to land on a Large pile of stones in the canyon. Jump the bone pile t-24 to the other area and come to a stop s-31 in between he is sends his firery bolt toward the opening.

Sinder Launches Improve Flame Bolt, Flame Blast at the entrance to the cave while on the leyline F-41 will spend an ISP to make sure the range is good if needed.
Spends 2 ISP for +8 AP (leyline) Spending 4 ISP for +4 to skill on (Leyline)2 ISP for large Burst
Spirit [dice]2[/dice]
Damage [dice]3[/dice]
Benny spent for a reroll
Damage [dice]15[/dice] + Aced [dice]20[/dice]
Wild Card [dice]4[/dice]

After the fire Bolt is launched he turns his Mini Rail gun on Mr. Tentacles.
Shoot [dice]5[/dice] total 15 with ace
Damage [dice]6[/dice] Aced a d8 [dice]21[/dice]
Shoot [dice]7[/dice]
Damage [dice]8[/dice]
Shoot [dice]9[/dice]
Damage [dice]10[/dice] Aced a d8 [dice]22[/dice]
Shoot [dice]11[/dice]
Damage [dice]12[/dice]
Wild dice [dice]13[/dice]
Extra Damage[dice]16[/dice]
Extra Damage[dice]17[/dice]
Extra Damage[dice]18[/dice]
Extra Damage[dice]19[/dice]


Everything Burns [dice]23[/dice]
Last edited by Sinder on Wed Jan 10, 2018 6:05 pm, edited 20 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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Hondo
Daniel (Lars)
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Re: Mission 4: Devil's Canyon

Post by Hondo »


Five of Spades
Notes
OOC Note: Active Spells 2/3 = Phase Weapon on Drake's Handgun & Burrow (Drake and Saul) to L2 per Saul's desire, and I am okay with this too!
Rolls
Combat Rolls, Collapse Space 15, Shooting 11 minus 2 = 9 from MAP, Damage to Demon xxx AP xxx ..... Spellcasting Rolls (Collapse Space between Drake and the Large Demon at V12 by Cory - assuming the demon is at full health, if not I pick a different demon by Cory)
[dice]1[/dice], ACE [dice]0[/dice] = 15
[dice]4[/dice] = 3

Shooting Rolls
[dice]5[/dice] = 8
[dice]2[/dice], ACE [dice]3[/dice] = 11

Damage d6 for Raise and Phase Weapon active (raised) = +4 Damage and +4 AP.
Damage to Demon = 2d8+5 and 6 AP (( raise shooting d6 damage roll = [dice]8[/dice] )))
rolls [dice]7[/dice] ACE DAMAGE ROLL [dice]6[/dice] = 27 AP 10
Collapse Space = 15
Shooting = 9
Damage = 31 MD 10 AP (By passes Armor)

  • Drake concentrates, then moves both Saul and himself from where they had been, via underground travel, to here. Arriving Drake looks around at where things stand. The battle has already started! With revolver in hand he brushes a little dust off his sweater and moves to follow Saul. There are a lot of demons here. Looking out at the others he sees Cory hit. Ouch! Pain lances behind Drakes eyes as he collapses space between his hand and the demon that is close to Cory. Pointing the hand gun out, his arm disappears at the elbow and reappears just inches from the demon. Just inches from the large demon the hand cannon fires a phase boosted shoot. BAM!

    After shooting the demon Drake makes a point of looking at all the demons he can see in the area and side stepping towards Saul and the Q-Mobile. Giggling Drake says:

    "One time I died but I got better!"
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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

Ten of Spades (Held)
thoughts
1st, Saul needs a lift in to the combat zone. He will hold for Drake.
Preferably a lift near L2... But I am flexible.

For his action he is going to attack something with his psi-sword. I am open to what exactly that is. I will wait for creatures to post and then act.
Saul looks at his sword cane in hand and shrugs as he lays it on the ground, his obsidian shield disappearing. It was not meant to be. Saul places his hand on Drake's shoulder and with a smile says, " That rock wall near the Qmobile should do nicely. We need to clear some space to let him maneuver." ((L2 looks fine)) Saul grabs his bashing stick and prepares for the journey.

Once there at L2 Saul strikes the foe directly in front of him (N2) making sure to empower his bashing stick with mega damage.
Fighting N2 6 to hit, 24 damage MD
Fighting [dice]0[/dice] Wild [dice]1[/dice] Elan plus benny, EF [dice]5[/dice]
Psi-sword damage: str +spiritx2= [dice]2[/dice]+[dice]3[/dice]Ace [dice]4[/dice]
Assuming the creature is destroyed Saul moves to the Qmobile clumsily grabbing hold of it as hit comes zooming through. Saul smiles at Q and shouts, " Where too next Qoat? Lets drive these beasts back to the abyss! We are with you!"
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Timothy Hernandez
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Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

Three of Spades
OOC Comments
Notice: [dice]0[/dice] Wild: [dice]1[/dice] ace: [dice]9[/dice]
Seeing how the battle is playing out, Timothy has what could be considered as a scorn on his face. Shit. Of course it goes to hell in a hand basket. This is turning into worst case. I really did not want to get entangled in a fight at the entrance, and the dam creatures summoned back up. Time to get them out of the fire.

Timothy Jumps down to V11 and swings on the closes Simvan.
OOC Comments
Piloting: [dice]5[/dice] Wild: [dice]6[/dice]
Fighting: [dice]2[/dice] Wild: [dice]3[/dice]
Crit Failure: [dice]4[/dice]Correction: It's only a 1d6 roll. First die listed is a 6.
Results: Severe Failure. -4 to all trait rolls. Item damaged: Fells Blade
Timothy takes action to help out those surrounded. During the jump down, a down draft hits him and throws him into the canyon walls. Timothy tries to stabilize himself to no avail. approaching the cliff wall, he is forced to use the sword as an anchor and rides it down to the base of the canyon. When the sword is removed, the teeth are damaged and logged, the e-clip is drained and all communications from the sword have stopped.

Bad idea, now the sword is damaged. I will need to switch to my back up. "Cover your six. Clear your zones quickly. We don't want any more unannounced reinforcements. Everyone status check." Knowing full well that he is not going to be as effective as he would like, Timothy assumes a defensive posture
OOC Comments
Fighting: [dice]7[/dice] Wild: [dice]8[/dice] -4 from damage, -2 MAP, +2 for full defensive
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Merlaggon
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Re: Mission 4: Devil's Canyon

Post by Merlaggon »

Three of Clubs

Flying down, Merlaggon lands near the Simvans and the Howlers, landing at U-V/16-17 and swiping at the 2 tokens worth of Simvans and Howlers with his tail, leaning as much as he can into the swipe (Wild Attack)
Tail Swipe
Tail Swipe (Fighting at +2 due Wild Attack, no Size Penalty)
Fighting: [dice]0[/dice]+2
Wild: [dice]1[/dice]+2
Reroll
  • Fighting: [dice]2[/dice]+2
    Wild: [dice]4[/dice]-4
Result: 6 - Hit
  • Damage
    • Simvan 1: [dice]7[/dice]+[dice]8[/dice]+2=23 - 2 Wounds
    • Simvan 2: [dice]10[/dice]+[dice]11[/dice]+2=19 - 1 Wound
    • Simvan 3: [dice]13[/dice]+[dice]14[/dice]+2=16 - 1 Wound
    • Simvan 4: [dice]16[/dice]+[dice]17[/dice]+2=13 - Shaken
    • Howler 1: [dice]19[/dice]+[dice]20[/dice]+2=13 - No Effect
    • Howler 2: [dice]22[/dice]+[dice]23[/dice]+2=22 - Shaken
    • Howler 3: [dice]25[/dice]+[dice]26[/dice]+[dice]32[/dice](Ace)+2=24 - Shaken
    • Howler 4: [dice]28[/dice]+[dice]29[/dice]+2=12 - No Effect
Knocking the Simvans and their Howler Mounts around, Merlaggon turns around to face what is left of them.

"I'm here... come and get me!"
Ignore
[dice]3[/dice][dice]5[/dice][dice]6[/dice][dice]18[/dice][dice]31[/dice][dice]15[/dice][dice]12[/dice][dice]9[/dice][dice]21[/dice][dice]24[/dice][dice]27[/dice][dice]30[/dice]
Last edited by Merlaggon on Fri Jan 12, 2018 7:08 pm, edited 27 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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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Instructions
Posted initiative in order, edit your post accordingly.
Fliers can enter the canyon from one of the three sides (but not the end with the nexus)
Grounders must enter via the left hand side of the map
If you're hitching a ride, you may have to hold or write something like "Once in position, Saul does x"
If you post in order, so will I

If you hate your deal blame Dan, I used the deck he gave me for Christmas
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Qoat
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Re: Mission 4: Devil's Canyon

Post by Qoat »

Qoat wrenches the steering wheel zigging and zagging as the giant rock monsters rise from the ground. Damn your crappy cybernetic eyes Timothy Hernandez! His success is momentary as he hears the clang of a hit, then sees a strike that was more of an avalanche on the front of the Q-Mobile. He foregoes proper driving technique and applies the Quick-Flex philosophy of Maximum Effort and stomps on the brakes with his left foot and the full force of the blow slides off the hood, he then, puts his foot on the accelerator to keep the vehicle moving.

Spending a benny to soak the vehicle damage:
Rolls
Driving: [dice]0[/dice] (1d8+2 Ace +2 Telemechanics +1 Handling -2 Soak attempt)
Wild Die: [dice]1[/dice], Ace 1: [dice]2[/dice], Ace 2: [dice]3[/dice], Ace 3: [dice]4[/dice]
Total: 23

2/3 Bennies left
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Daredevils
Standing on the edge of the ridge Cory looks down into the canyon, standing high above the canyon like the sun personified. Mustering her mystical energies she causes great flaming tongues to reach up from the ground and grab at a group of Simvan and their otherworldly beasts. And erects a flaming wall across the mouth of the canyon, locking them all in to face her wrath. Next to her Sparky rakes the canyon floor with rail gun fire. His shots tear massive holes into the canyon floor, and manage to jump up and knock on SImvan rider to the ground as he scrambles for cover.

Boxed in by Cory's magic and Spark's heavy fire, the riders and their hell beasts scramble to get under cover and turn the tables. Sparky clips two of the riders as they scramble for cover in a pile of bones, gunning one down and grazing the second one - who manages to shake it off and slide behind cover. The massive agility and strength of the Netherbeasts help them to avoid being completely entangled and they dutifully help their riders break free from the fire bonds as well. All the beasts move out of the line of fire to the base of the canyon wall, creating too steep of an angle for Cory and Sparky to fire on them. Those on the wrong side of the wall, hunker down against the canyon wall and get into cover, waiting for whatever might happen next. A few of the beasts try ineffectively to climb up the canyon wall but they can't grip into the sheer face of it and slide back to the ground.

Under cover, the Simvan use their odd looking bone weapons to shoot up at their assailants. The electrical bolts are easily absorbed by Sparky's power armor (Sparky: 8, 10, AP 2), but Cory is a little more exposed (Cory: 18, AP 2), taking a vicious bolt of electricity to the chest.
Down below, Qoat zips into the canyon only to see his ally’s wall in front of him and a number of beasts and riders on his flanks. Up top his summoned gunner lets loose a hail of fire manage to down to subdue two of the nearby beasts, buy a little time for now. Further down the canyon the Simvan and beasts move toward the high walls to stay out of the open with assailants flying in from all directions.

At the end of the canyon, the Sham can be seen raising his staff in the air while the rocks in the canyon suddenly leap to life! A veritable army of rock monsters appear throughout the canyon and along the ridges - including one behind Sparky and Cory and three surrounding the Q-Mobile! They immediately begin to hammer at the heroes, while the Shaman flees into the nexus cave. Even though they appear all around him Qoat is able to swerve out of the way of one blow, and deflect the other one so it just glances off the fender (18 damage). Unfortunately, the third one lands a smash right down on the hood of the vehicle (42 damage). Through some prodigious driving, Qoat is able to make the bow fall on a well armored fender, keeping the Q Mobile in working order. Up on the canyon wall, Sparky sees the two monsters appear in front of and behind him, but nimbly avoids their bludgeoning blows.

Sinder bursts into the canyon like a man on fire, zooming straight toward the cave entrance and dropping a huge flame bolt toward the entrance. The two summoned rock monsters are blocking the entryway and his flames devour them, melting the animated rock into a pile of slage. Spinning quickly, the Burster hails rail gun fire on the tentacled Simvan. While he is surprisingly tough, tentacles eventually drops as thousands of highly accelerated metal fragments rip into his body.

Popping into canyon from below ground Drake and Saul immediately come to the aid of their teammates. Drake opens a small hole in space and time, firing his gun through it and - bizarrely - the other end of the portal opens up on the ridge near Cory blowing a rocky monster to kingdom come. Likewise, Saul manages to reduce a rock monster to rubble before grabbing hold of the Q-Mobile for a ride down the canyon.

Flying in over top of the ridge, Timothy makes a spectacularly terrible entrance into the fray as he slides down the canyon wall using his sword as a break. He lands on the canyon floor with a metallic thud, right in front of a shocked Simvan monster rider.

With a mighty beat of his wings, Merlaggon also flies in from the south setting down between four nether beasts he bravely swings his tail, catching them in his sweeping arc. Despite the ferocity of his blow, they all manage to keep their feet and take the blow - standing ready with teeth bared. As they snarl at him, the young dragon steels himself for a fight.

Image
Round 2 Cards
Cory AC
Saul KD
Elementals 1 (Qoat) KH
Timothy QD
Merlaggon JD
Qoat JC
Shaman 10H
Sparky 9S
Elementals 2 (Cave) 9C
Elementals 3 (Cory) 9D
Beast Riders 2 7C
Sinder 5H
Drake 5D
Beast Rider 1 4H
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Cory Tetrascroll
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Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

Cory (AC)
OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)[
Spirit to Unshake [dice]12[/dice] Wild [dice]13[/dice] + 1 Bennie (EP Purchase) to Unshake
Cory is hurting, but she's determined to contribute to the fight. She desperately wants to smack something with her new tiny chainsword. It is overflowing with power though, and that power can be used to help her team mates and not just provide her the satisfaction of digging those silvery teeth into one of these monsters. She gathers herself together and prepares to expend another large amount of magical energy. Gripping her sword tight in her right hand and her club in the left, she dashes forward a few feet and touches Sparky on the shoulder. "This should totally help," she says as the Sparky's railgun changes to a silvery color, reflecting the flames intensely, or maybe it's fire from within. The she grips the sword tight and focus her energy, Sun's energy into the weapon. A glow of fiery light envelopes Cory, and she begins to moves with incredible speed, every motion a blur.
Greater Smite 6
Mysticism 4PPE (Wound -1 + MAP -2 + 4 EP) [dice]2[/dice] Wild [dice]3[/dice] + Extra Effort [dice]10[/dice]
Exalted Quickness 20
Mysticism 8PPE (Wound -1 +MAP -2 + 10 Auto Ace EP) [dice]4[/dice] Wild [dice]5[/dice]
With a unseen command, Cory blinks across the battlefield and appears right next to Merl. She again reaches out and taps a talon withe small sword. This time, instead of a weapon being encased in a mystic silver, the dragon is enveloped in a fiery aura similar to Cory's. Then she runs for cover!
Teleport 6
Mysticism 3PP (from armor) (Wound -1 + MAP -2 + Quick Ace +2) [dice]6[/dice] Wild [dice]7[/dice] + Extra Effort [dice]11[/dice]
Exalted Quickness 11
Mysticism 8PPE (Wound -1 +MAP -2 + Quick Ace +2 + 10 Auto Ace EP) [dice]8[/dice] Wild [dice]9[/dice]
Run for Cover
Cory will hide behind the best thing possible within 6" (remaining pace)
(Round 1 Exalted Quickness (Cory); Greater Smite (Sparky), Round 2 Teleport (Cory), Quickness (Merl), Converts 2ISP to 1 PPE, Total PPE 20, Total ISP 2, Armor PP 3)

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]
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"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."
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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Elementals 1 (Qoat) KH

Acting in unison the two beasts meld into the ground and appear under the Q-Mobile attempting to flip the vehicle!
Opposed Strength Cooperative Roll 10
#1 - Main [dice]0[/dice]
GM Benny: [dice]2[/dice]
GM Benny: [dice]3[/dice]

#2 - Assist [dice]1[/dice] (+2 to Main roll)
Flip for Qoat
Qoat should roll for the vehicle, because he has Ace edge he also gets a wild die. Failure means the elemental will flip the atv.

ATV Strength is d12+5
The pair of elementals manage to flip over the huge ATV sending it rolling end over end.
Collision
Direction of Flip: [dice]4[/dice]

Damage to occupants and Saul [dice]5[/dice]

Saul can make an Agility check to jump off and only take half damage.

Exterior mounted weapons and equipment are damaged and need to be Repaired
Repair penalty [dice]6[/dice]

Getting out of the vehicle will take an action. Flipping back over it will require an appropriate strength roll.
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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

Saul (KD)
Boost fighting to a d12 plus 2, activate smite increased str to a d8 and movement is a normal action, move to M4 and fighting on rock creature at M5 with MAP, total 8, 34 pts of MD AP6 with an effective psi-blade and with a supernatural destruction trapping on it
  • Psionics Greater Boost Fighting trait [dice]1[/dice] Wild [dice]0[/dice] 5ISP spent +2 die type fighting to a d12+2, spirit rolls are now +2 ( Saul will be exaughsted after this fight)
  • Normal Smite on his supernatural destruction smashing stick "Psi-blade" Psionics [dice]2[/dice] wild [dice]3[/dice] Ace [dice]4[/dice] Benny to unshake 2 isp+4 damage, str up a die type to a d8, but moving becomes a normal action.
  • Move to M4 and Fighting on Rock creature M5... Moving is a normal action so this is a MAP
    Fighting [dice]5[/dice] Wild [dice]6[/dice]
Damage str( modified by smite) + spiritx2(modified by boost)= [dice]7[/dice] + [dice]8[/dice] + [dice]9[/dice] +4 from smite all of it MD AP6.
Saul cries out as the Qmobile he is holding on to is up ended, " Avast m' hearties!!". He tumbles to the ground with his bashing stick still in hand. " Ughh, Qoat? Drake? A rock monster seeks to carry us all to a watery grave. I'll hold the line! Regroup and then we must push forward on foot!" Saul regain his feet and for the smallest of moments lets a calmness over come his body as his spirit reinforces his fighting prowess. I am going to pay for that when this is all over... I will be lucky if I can stay conscious. A leyline is near, I wonder if it is close enough for me to draw upon its awesome powers? Saul does just that! He points his simple stick towards the leyline and it is redirected in his very simple weapon emboldening it even further!!!
" Qoat, Drake... It looks like a fire barrier has this section of the quarry walled off, but I think I saw a narrow chasm the other way, around this rocky spire." Saul slowly moves towards the nearby rock monster and strikes a devistating blow. " Finish these creatures off, and we must move further in, by whatever means possible."
If he is able to Saul will use any movement left over to position himself between his compatriots and the last Rock creature at Q5.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Timothy Hernandez
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Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

Timothy (QD)

With the sword damaged by the fall and the plan just going absolutely FUBAR, Timothy is pissed off. Things are going south, and they are going quickly. And the team is stuck between rocks, and fire. The very thing they were afraid of happening. I have to get to a better spot to coordinate them.

being engulfed in a fight already, and Fells blade damaged, Timothy punches the simvan warrior next to him.
OOC Comments
Fighting: [dice]4[/dice] Wild: [dice]5[/dice] Ace: [dice]0[/dice]
Damage: [dice]2[/dice]
Timothy swings on the Simvan, stunning him and allowing him to Immediately flying straight up to get out of the immediate fight and to provide much needed help.
OOC Comments
Piloting: [dice]6[/dice] wild: [dice]7[/dice] Ace: [dice]1[/dice]
With the Simvan recoiling to recover from the punch, Timothy takes the opportunity to jump into the air to provide direction. Once in the air, the battle landscape is surveyed. "Q, there are two beasts around the corner. Merl, grab Cory and Sparky. All troops regroup at Foxtrot 23."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Merlaggon
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Re: Mission 4: Devil's Canyon

Post by Merlaggon »

Merlaggon (JD)

What does Timothy know? He is always telling us what to do. No fun at all. I can stay here and protect Cory myself!
Turn 1
Boost Fighting and Tail Swipe at the same 4 Howlers as last round (No MaP due Greater Quickness)
  • Psionics: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: 4 - Success. Fighting now at d8. Cost: 2 ISP
Fighting for Tail Swipe (Wild Attack)
  • Fighting: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Extra Effort: [dice]4[/dice]
    Ace: [dice]5[/dice]
    Result: 20 - Hit with Raise(s). Damage: 1d12+7 + 1d8 + 2 (Wild Attack) +1d6 (Raise)
    • Damage on Howler #1 - [dice]6[/dice]+[dice]7[/dice] +[dice]8[/dice]+[dice]18[/dice](Ace)=30 - 2 Wounds
      Damage on Howler #2 - [dice]9[/dice]+[dice]10[/dice]+[dice]11[/dice]=21 - No Effect (Already Shaken)
      Damage on Howler #3 - [dice]12[/dice]+[dice]13[/dice]+[dice]14[/dice]=20 - No Effect (Already Shaken)
      Damage on Howler #4 - [dice]15[/dice]+[dice]16[/dice]+[dice]17[/dice]=24 - Shaken
Turn 2
Tail Swipe on the same Howler (Wild Attack) (3 left now? I will roll 4x again and we can ignore the 1st if he is dead already) and an action to give Cory as much protection as possible, moving as required due to the Howlers being Shaken and unable to react.
Fighting: [dice]19[/dice]
Wild: [dice]20[/dice]
Ace: [dice]21[/dice]
Re-Ace: [dice]22[/dice]
Result: 18 - Hit with Raise(s). Damage: 1d12+7 + 1d8 + 2 (Wild Attack) +1d6 (Raise)
  • Damage on Howler 1?!?: [dice]23[/dice] + [dice]24[/dice] + [dice]25[/dice] (Raise)= 23 - Shaken?!?
    Damage on Howler 2: [dice]26[/dice] + [dice]27[/dice] + [dice]28[/dice] (Raise)= 16 - No Effect
    Damage on Howler 3: [dice]29[/dice] + [dice]30[/dice] + [dice]31[/dice] (Raise)= 24 - Shaken
    Damage on Howler 4: [dice]32[/dice] + [dice]33[/dice] + [dice]34[/dice] (Raise)=21 - No Effect
Merlaggon draws upon his Inner Strength to give himself more knowledge of how to properly anticipate his enemies actions, knowledge his mother left for him to tap into when needed. This done, he swings his tail with all of his might at the 4 Howlers, knocking them senseless, and perhaps even knocking one of them out. Spreading his wings, he then protects Cory from any other attackers

WIP
Last edited by Merlaggon on Wed Jan 17, 2018 7:28 pm, edited 14 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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Qoat
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Re: Mission 4: Devil's Canyon

Post by Qoat »

Qoat (JC)

When the two rock monsters (still looking huge despite the 'Objects in mirror are larger than they appear' sticker on his side mirrors) slide into the ground, Qoat shouts to the Soldier Ally, "WHERE DID THEY GO!" The answer is unnecessary as he feels the six wheels of the Q-Mobile break traction. The vehicle continues to tilt, and despite Qoat's effort to turn into it, the massive Q-Mobile flips. "Fraaaaaaaacccccccccckkkkkkkkk! Hold on!"
ATV Strength Check
  • Q-Mobile Strength: [dice]0[/dice]
    Wild Die: [dice]1[/dice]
    Total: 6
----------------

And now, we are upside down, Qoat thinks as he hangs from the straps of his chair. "YOU OKAY BACK THERE?" The Quick-Flex yells back at the summoned soldier.

A slightly muffled, "I'm okay." comes in response.

He's real as long as he's here.

Qoat yells back, "STAY STRAPPED IN! BE READY TO START SHOOTING."

Hearing sounds of grinding stone around him Qoat realizes he needs to get the Q-Mobile back on it's wheels. He lifts his hand to touch the key pad of the Skill Calculator. I need resolve, he thinks. He cancels the command to continue bolstering the soldier's aim, and instead focus on his spiritual strength. Now to survive the next few seconds.

The soldier for his part hangs in the straps ready to shoot once the barrel of the rail gun comes clear of the dirt.
Qoat Rolls
Notice:[dice]2[/dice]
Wild Die: [dice]3[/dice]
Total: 5

Telemechanics (Telepathy)
  • Duration: 4 of 3 (1/round)
  • +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
Boost Trait - Greater
  • Cost: 4 P.P.E. +2 P.P.E to increase skill roll by 2
  • Duration: 3(1/round)
  • Range: 20"
  • Psionics: [dice]4[/dice]
    Wild Die: [dice]5[/dice]
    Total: 9
  • Effect: Increase Qoat's spirit by 4 die types: d8>d12+2

Bennies: 3/3

Band of Mental Connection: 27/30 I.S.P.
Blink Box: 30/30 I.S.P.
Glove of Remote Manipulation: 30/30 I.S.P.
Skill Calculator: 26/30 I.S.P.
Soldier Stats
Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Pace: 6; Parry: 6; Toughness: 11 (5)
Gear: Huntsman Armor (+5), advanced
melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT).
Soldier Rolls
  • Light Rail Gun
    • Range: 100/200/400
      Damage: 2d10+4 AP 10
      ROF: 3
      Shots: 45
      Mods: 3
[/occ]
Q-Mobile Stats
  • Size: 6
    Acc/TS 10/50 (Maximum speed 120 mph)
    Toughness: 31(16)
    Crew: 2+8
Last edited by Qoat on Fri Jan 19, 2018 7:10 pm, edited 9 times in total.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Venatus Vinco
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Shaman (10H)

The shaman remains inside the cave, what he's doing in there remains a mystery.
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Re: Mission 4: Devil's Canyon

Post by Sparky »

Sparky (9S)
Greater Smite: +4 Damage +5 AP to Railgun w/silver trapping

Sparkmort cursed under his breath as one of the elementals that had popped out of the ground. That's one. Easily dodging the second elemental's clumsy attack. Backpedalling away from the creature, Sparkmort fires into it at nearly point blank range. Well, at least there is no shortage of targets in this fight!

Quickly, Sparkmort scanned the battlefield and swinging his arm he targets the nearest cluster of Simvan that he can get a line of sight on, firing off another two controlled bursts. "It's best that I stay up on the ridge and provide cover fire. Down there my options are going to be very limited. Don't worry about me!"
Shooting 13, 10, 11 minus any penalties for cover. Damage 30+4, 15+3, 21+2, AP15
Target 1 Earth elemental
Target 2, 3 Simvan at O14. If those simvan are not visible then P18 or P21 will be the target.
Shooting [dice]0[/dice]
Shooting [dice]1[/dice]
Shooting [dice]2[/dice]
Wild [dice]3[/dice]

-1 Bennie for Extra Effort with Elan [dice]4[/dice]
-2 for AutoFire negated by Power Armor

Damage [dice]5[/dice] Raise Die [dice]6[/dice]
Damage Ace [dice]11[/dice]
Damage [dice]7[/dice] Raise Die [dice]8[/dice]
Damage [dice]9[/dice] Raise Die [dice]10[/dice]

Note: Kept the raise dice separate just in case the cover penalties reduce one or more shots below a raise.
Last edited by Sparky on Sun Jan 21, 2018 1:26 pm, edited 5 times in total.
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Elementals-Sparky (9D)

With Cory gone the remaining elemental takes a swing at Sparky. However, it is much to lumbering and slow to come anywhere near the nimble power armor pilot.
Fighting
Fighting [dice]0[/dice]
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Beast & Riders 2 (7C)
Far end of canyon

Seeing a dragon nearby two of the netherbeasts (V33 and T41) begin to close toward Merlaggon. The first one manages to get there and leap off the pile of bones toward the young dragon. Unfortunately, Merl manages to worm out of the way at the last second.
Fighting 5
Charge/Overrun
Fighting [dice]0[/dice]
GM Benny extra effort [dice]1[/dice]
Further north, tentacles former mount (A33) moves along the canyon wall between some rocks and out of sight, likely heading to the main fighting.

In the bone pile near the cave entrance (I43) the two riders open fire on Sinder with their lightning rods. He takes a series of electrical pulses but his armor and natural resistance protects him. Unfortunately, two of the strikes are a bit heavier.

23 damage/2 = 12, AP 2 = Shaken
30 damage/2 = 15, AP 2 = Shaken, +1 wound

If you have your MDC fire aura on then this is mute, but that wasn't clear.
Shooting
ROF 4: [dice]2[/dice] [dice]3[/dice] [dice]4[/dice] [dice]5[/dice]

ROF 4: [dice]6[/dice] [dice]7[/dice] [dice]8[/dice] [dice]9[/dice]

5 Hits:
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice] Ace [dice]15[/dice] Ace [dice]17[/dice]
[dice]13[/dice] Aces [dice]16[/dice]
[dice]14[/dice]
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Re: Mission 4: Devil's Canyon

Post by Sinder »

Sinder (JH)


Conditions:
OOC Comments
One-time reward of 7 (4 remaining) Automatic Aces on any Trait or Skill rolls (7 EP value) *
*Greater Armor: +10 (5)
Edge: Improve Fiery Aura +6 to Armor, 3D8 Medium Burst templet (3)
*Exalted Quickness: 2 turn per rounds Handle each separately, Ignore 2 points of multi action (8) from armor Use Auto Ace
*Greater Smite on 2 NG Super Laser Pistol (3 x4) Trapping cold AP Grenades +8 damage and the Rail gun on the hover
Armor Activated (1) from Armor
Armor: 16 Greater Armor+ Armor (+6 for the flame but not stackable)
Total ISP Used
Sinder’s 14 used PP/30 Armor 9 used PP /10
Spending 1 EP to recover 5 PP
Spending 3 EP for 3 more Bennys
Spending 1 EP to Power Efficiency: Use a power for 1/2 PP costs (one time only) on Greater Smite 6 ISP
2nd Round
Used 8 ISP and 5 bennys
11 PP left and 2 bennys
With the Simvan recoiling to recover from the punch, Timothy takes the opportunity to jump into the air to provide direction. Once in the air, the battle landscape is surveyed. "Q, there are two beasts around the corner. Merl, grab Cory and Sparky. All troops regroup at Foxtrot 23."
Sinder hears Tim over the radio and responds, “Little Hotfoot copy.” Sinder is wondering what is going on. He came down here like the plan and went after the ones he was suppose to and others were supposed to be here. “Flaming Hell Beast Crap! where is everyone.” He decides he has to go after the some of these Hell Beasts. “Crapola from Hell! I have to let the Shaman go. Not sure I got him but my team needs help.”
He maneuvers the Hover H-34, K-31, J-24

Combat:
OOC Comments
2X(1 EP) To add +4 to any Trait or Skill Roll (must be declared before rolling)

He fires the Super laser at the group of beasts at D-34
Uses NG Super Laser Pistol with *Greater Smite+8 damage (cold), AP+2 Grenades
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2,
Using 1 benny for use of Psionic Trait
Shooting: [dice]0[/dice]
Damage: [dice]1[/dice] Aced Damage: [dice]5[/dice]

He fires the Super laser at the group of beasts at F-24
Uses NG Super Laser Pistol with *Greater Smite+8 damage (cold), AP+2 Grenades
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2,
Using 1 benny for use of Psionic Trait
Shooting: [dice]2[/dice]
Damage: [dice]3[/dice]
Wild Dice: [dice]4[/dice]
Last edited by Sinder on Mon Jan 15, 2018 7:41 am, edited 3 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP: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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Re: Mission 4: Devil's Canyon

Post by Hondo »

Drake (5D)
Parry: 7; Toughness: 19 (11)
All the Damn Dice
Lots of rolls results down under green area, notes to GM there too:
ppe used this round 14 - 6 left - regen 1 per 5 minutes - fa sypon PPE AB Skill to determine how much can get [dice]32[/dice] add to final amount - also note while within Spirit x2 of Ley Line Drakes PPE is doubled so he has 15 personal more PPE = 21+3 =24 available still, as long as he is within 16 Pace of the line, leaves area and is at 9.
bennie used to Soak (damage of 4 from ATV rollover) [dice]0[/dice] Ace [dice]3[/dice] ---> lets go with no damage and stop rolling....
-2 from MaP to Spell Cast Quickness [dice]1[/dice] Ace [dice]4[/dice] = 15-2 = 13 on casting = a raise for spell
Wild Die on Spell Cast [dice]2[/dice]
1st Action (gained two turns and ignore 2 map / Init draw for next 3 turns at 8 or higher) First
burrow [dice]5[/dice] = success, end up behind Shaman in cave
wd [dice]6[/dice]
stealth to try for Surprise Shaman, Stealth vs Notice Roll of Shaman = success +2 A + D or with raise +4 A + D.
[dice]9[/dice]
wd [dice]10[/dice] Ace [dice]8[/dice] = Stealth of 11 (need Shaman to roll vs with his Notice)
2nd Action as Drake arrive behind Shaman is shoot him.
Note: Phase Weapon on gun active from previous casting.
Note: Fan the Hammer (a edge of gun) and firing 8 rounds, roll 8 times at -2. (NOTE +2 or +4 to rolls depending on Shaman Notice Roll)
Phase Weapon active (raised) = +4 Damage and +4 AP each round. Normal Damage 2d8+5 and 6 AP (Now AP 10)
1. [dice]18[/dice] Dam: [dice]22[/dice]
Miss? Or HIT is I won Surprise on Shaman: 2. [dice]11[/dice] Dam: [dice]23[/dice]
Miss? Or HIT is I won Surprise on Shaman: 3. [dice]12[/dice] Dam: [dice]24[/dice]
4. [dice]13[/dice] Dam: [dice]25[/dice]
5. [dice]14[/dice] (raise +1d6 to damage) [dice]15[/dice] Dam: [dice]30[/dice] ace d, [dice]26[/dice]
6. [dice]7[/dice] (raise +1d6 to damage) [dice]19[/dice] damage ace [dice]21[/dice] Dam: [dice]27[/dice] ace d, [dice]31[/dice]
Miss? Or HIT is I won Surprise on Shaman: 7. [dice]16[/dice] Dam: [dice]28[/dice]
8. [dice]17[/dice] (raise +1d6 to damage) [dice]20[/dice] Dam: [dice]29[/dice]
Note: gun holds 10 rounds, fired 1 last turn, 8 this turn; leaves one in gun before a reload is needed. The one left is a "shotgun" round in under pipe, the 9 bullets in cylinder are used.

Results of all above, Drake arrives in cave behind Shaman and opens fire on him. If won Surprise add +2 or +4 to Attack and to Damages. DID NOT FACTOR IS GANG UP FORM WINK OUT IN BELOW ROLLS FYI. GM Drake's Stealth of 11 needs Shaman to roll vs with Shaman's Notice. If I win + to Attack and Damages for Drake. THEN, AND the Shaman needs to resolve each shot below individually.

Shot #1: 17 MD+? and 10 AP vs Shaman
Shot #2: (Miss or Hit?) 17 MD+? and 10 AP vs Shaman
Shot #3: (Miss or Hit?) 15 MD+? and 10 AP vs Shaman
Shot #4: 18 MD+? and 10 AP vs Shaman
Shot #5: 27 MD+? and 10 AP vs Shaman
Shot #6: 24 MD+? and 10 AP vs Shaman
Shot #7: 20 (Miss or Hit?) MD+? and 10 AP vs Shaman
Shot #8: 19 MD+? and 10 AP vs Shaman

Shoot the Shaman
Image
  • Rolling out of the ATV as it rolls over, Drake is partially thrown out of the vehicle and partially jumps out, almost as if the roll over was anticipated. Rolling across the dirt and rock, he comes up on his feet, facing the Nexus Point. Seeing Sinder flaming out and wreaking havoc from atop his hover-bike, Drake whoops in excitement loudly.

    Damn! Looks fun over there, and I'd love to stand in that Ley Line, oh look a new friend in there I can surprise! Fun! Fun! Fun!

    Breathing deeply Drake swears out a spell. As time slows around him, he moves much faster. Blurting out another spell he once again instantly dips into the earth and pops up behind the Shaman yelling, "Surprise! Mutharrrfuuuuuckooor!" which is stated so fast is sounds like he might have said supsmofor! As he yells he slams his left palm down repeatedly on the hammer of the phase altered hand gun, in a blur his hand fires off eight shots almost as one, and he is giggling like a maniac as the shots rip out of the barrel of the smoking gun and strike the Shaman in its back. Every round fired is from a slightly different location as Drake winks out and into reality around the Shaman covering its whole backside with blasts!
OOC Comments
Notes to self:


24 PPE Available if Pace 16 to Ley Line.
9 PPE otherwise.

Cast GQ this round so, Greater Quickness Active 2 more turns after this one (Init Draw for next 2 rnds: if get a 8 or lower redraw to better draw)
Phase Weapon ends at end of this round, and only 1 "shotgun" round in gun now.

Only lasting effect on Drake next turn is the Temporal Spell: Wink Out (Greater Quickness).
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Beast & Riders 1 (4H)
Canyon entrance
Shooting
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]

[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice] Ace [dice]8[/dice]
[dice]7[/dice]
Damage
[dice]9[/dice]
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice] [dice]13[/dice]
Fighting
[dice]14[/dice]
[dice]15[/dice]
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

All Hell Breaks Loose
When the Q-Mobile bursts into the canyon the two earth elementals sink into the ground and disappear - coming up underneath the vehicle! Their massive strength sends the mountaineer careening ass over tea kettle across the canyon floor. Reacting quickly when the Q-Mobile goes rolling over, Saul gains his feet and easily catches the lumbering rock monster with his bashing stick. The blow is true and despite the monster’s rocky exterior it crumbles under the ferocity of the blow. With one monster down, only the second one remains.

Nearby, Timothy finds himself face to face with two Simvan warriors taking refuge behind a large pile of bones. He manages to catch one on the chin and momentarily shake him before lifting off with his jet pack. As he flies away the second Simvan has enough wits about him to open fire but his electrical bolts have no effect on Tim’s super alloy armor.

Further down the canyon, Merlaggon mixes it up with a pack of Howlers. Giving two devastating tail swipes, thanks to Cory’s speedy blessing. He manages to kill one of them but the others manage to stay standing despite the ferocity of the blows (shaken, but Hardy no wounds for additional shaken results).

Flying above the fray on his hovercycle, Sinder lets loose with grenades from his under slung grenade launcher. The explode with a unique mix of fire and ice as their mystical enchantment turns burning explosives to freezing cold. While two of the beasts jump out of the way, two more succumb to the cold and perish.

With the Q-Mobile on its side Qoat does what he can to try and right it. Unfortunately, no amount of driving skill will get thing back right. It’s going to take brute strength to get it turned over. Patiently, the solider waits for his chance to fire.

Up on the ridge, Sparky provides heavy supporting fire, sending a hail of bullets into the bony cover where the Simvan are hiding. His massive rail gun bursts blow right through their meager cover shredding them to pieces. As the bone dust settles it is hard to tell the remains of the Simvan from the cattle and human bones they were hiding in.

With grenades flying at them, the surviving beasts move down the canyon. Two run toward Merlaggon, one leaping trying to attack the dragon with a pounce! The second breaks into a run to close the gap (you killed one, but two more have joined. That’s 5 around Merlaggon now I think). From their hiding spot, two Simvan guarding the cave entrance open fire on Sinder but his flame aura protects him.
Damage 27 AP 6
[dice]0[/dice] [dice]1[/dice] Ace [dice]2[/dice] + 5 AP 6
At the canyon entrance Drake disappears from sight. From cover the hidden Simvan open fire on the downed Q-Mobile. They manage to hit it but barely scratch the paint. That’s when a pair of beats come raging around the corner at Saul! However, the seas inquisitor smartly jumps out of the way.

Drake appears in the cave and shoots the shaman in the back dropping him old. Despite the tiny entrance, the cave is massive on the inside. A small nexus bathes the whole thing in a pale blue light. As the Shaman’s body falls dead to the ground Drake suddenly realizes what all those bones were for! A gigantic mastodon looking creature fills almost the entire space. It has a large, elephant-like head, minus the ears, glowing yellow eyes, an ape's snout, a pair of truly massive spiked tusks that curl down and up, and a large maw like that of a crocodile. Four large spikes come out of the back where each hip is located, and two rows of other, small spikes run down the spine and its very long, snaking tail. The legs are thicker than tree trunks and the hulking, elephant shaped body is like a mini-walking mountain. It is rusty brown in color with a pale grey underbelly - and it smells horrible!
rifts__infernal_mastodon_by_masterriftsgm-d3bxt1i.png
rifts__infernal_mastodon_by_masterriftsgm-d3bxt1i.png (48.24 KiB) Viewed 45337 times
Fear Check
Make a Fear Check at -4, if failed roll on the Fright table at +4
Without the Shaman to control it the beast begins to rampage out of control, smashing right through the cave wall and into the canyon, potentially catching Drake with its 120’ long spiked tail in the process!
Agility Check
Drake make an Agility Check to avoid being trampled or take d12+2d6+12 damage, AP 10
Outside the cave everyone can see and hear the end wall of the canyon come crashing down as the beast charges right through it and begins to charge down the valley floor. The thing is so large it barely fits into the canyon but it only take it a few steps to get to the end of the canyon anway.
Fear Check
Everyone make a Fear Check at -4. If failed roll on the Fright Table at +4
Infernal Mastodon
Pace: 20; Parry: 6; Toughness: 58 (30)
Size +12: Among the largest beasts in Hades, the Infernal Mastodon is 40-60 feet (12.2 to 18.3 m) tall , 80-90 feet (24.4 to 27.3 m) long from chin to hindquarters, the tail is 90 to 100 feet (27.3 to 30.5 m) long and the behemoth is 15-20 feet (4.6 to 6.1 m) wide!
if I used a full sized token this thing would be about 30 squares big and take up nearly the whole canyon!
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Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

OOC Comments
Fear: [dice]0[/dice] Wild: [dice]1[/dice] With -4 total: 2
Fear Result [dice]2[/dice]

Seeing the giant creature break out of the wall of the canyon does surprise Timothy. "Holy fuck!!" "ALL UNITS FALL BACK!!! FALL BACK!! FOCUS FIRE ON THAT DAMB THING!!!"

Timothy ensures that he is recording this creatures for both HQ's. That has to be a class B creature. Timothy flies towards the entrance of the canyon. "Convoy, Convoy come in. Do you copy. Class B demonic creature is on the loose. Take cover. Repeat, take cover."
OOC Comments
Piloting: [dice]3[/dice] Wild: [dice]4[/dice] Running: [dice]5[/dice]
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Go Ahead
Post your fear checks and any actions for this round, the beast will go after you all.

The Netherbeasts will stick around but the Simvan will run away
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Re: Mission 4: Devil's Canyon

Post by Saul »

Fear 7
Fear Check Saul at -4, he is at d12+2, and +2 to spirit rolls due to his greater boost trait powers.
Spirit[dice]0[/dice] wild [dice]1[/dice]
Benny for EF [dice]2[/dice]
Now would seem to be a good time for his confrontation with the Deep Lord to kick in
Smarts -2 to be wracked with a waking dream as the Deep Lord bring a mental test of wills against Saul.
[dice]3[/dice] [dice]4[/dice] Last Benny spent for EF [dice]5[/dice].
Saul seems for a moment caught in some kind of mental confrontation, with the beast or something else it is hard to say. Sweat peels down Saul's face as his foe beckons, his great foe sensing an opportune time calls for him. But with a bit of luck and some extra effort Saul shakes the Deep Lord's visions aside and looks into the face of the horror unraveled!

Saul strides calmly towards the creature right under its massive jaw. Each step is a labor in itself. " Qoat, get to safety I'll try to slow this thing down... It is huge, you must hurry!" This must have been the evil I sensed. When Saul sees Drake perhaps caught in its clutches he sets his blade in grim determination and pushes forward. " Drake! Don't die on me, you owe me a sweater!" Saul lashes out with his furious blade and it to his surprise bounces off the creatures hide.
Fighting 15 to hit, damage 30AP8
Fighting 1d12+2 -2 MAP+4 to hit [dice]6[/dice] wild [dice]7[/dice]
Damage: +2 and +2AP from Drake's smite, +4 from Supernatural might +2 from champion, Sword does [dice]8[/dice]+[dice]9[/dice]+4 plus [dice]10[/dice]
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Qoat
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Re: Mission 4: Devil's Canyon

Post by Qoat »

Qoat hears screaming in the back of the Q-Mobile. He twists his head and sees the soldier, mouth open and drooling. (into his eyes and hair since he's upside down). He's pointing out the window while trying to slap the release button on the harness. He's going to be of no help. Qoat turns the other way to look out the window and sees the Infernal Mastodon. Non-plussed, he blinks and says, "Eh, I've seen bigger. Time to get to work."

Qoat reaches over with his right hand to press the stud on the Glove of Remote Manipulation on his right hand. The dial glows. The cost use this device is huge, and to move something as big as the Q-Mobile is going to drain it of power in seconds, but staying here is certain doom. The dial on the device pegs to the left and begins to hum at full power. He lifts the glove hand as if he were grabbing the roof of the Q-mobile like it were a toy car. with the other hand he holds it to the ground and begins to flex his arm straightening it out.

The Q-Mobile begins to shudder and then suddenly jolts off the ground as he lifts it 20 meters up into the air out of the reach of the rock monsters.

The power gauge on the glove drops immediately by half, wisps of smoke starting to issue from the circuits.
Qoat Rolls
Notice:[dice]0[/dice]
Wild Die: [dice]1[/dice], Ace 1: [dice]5[/dice]
Total: 8

Qoat's Fear Roll
Spirit: [dice]4[/dice]
Wild Die: [dice]2[/dice]
Total: 9 - 4 = 5 (No Fear!)

Telemechanics (Telepathy)
  • Duration: 5 of 3 (1/round)
  • +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
Boost Trait - Greater - Shooting on Soldier Ally (expiring this round)
  • Duration: 3 of 3
  • Effect: Increase Soldier Ally's shooting by 2 die types: d8>d12
Boost Trait - Greater - Spirit on Qoat
  • Duration: 2 of 3 (1/round)
  • Effect: Increase Qoat's spirit by 4 die types: d8>d12+2
Exalted Telekinesis
  • P.P.E. Cost: 10 P.P.E. + 4 P.P.E. for +4 on the roll
  • Range: 20"
  • Duration: 3 (1/round)
  • Psionics: [dice]7[/dice]
    Wild Die: [dice]8[/dice]
  • Effect: Telekinetic Strength = Spirit + 4 die steps: d12+2 > d12+6. On a raise can lift max weight: 10 tons!
Bennies: 3/3

Band of Mental Connection: 26/30 I.S.P.
Blink Box: 30/30 I.S.P.
Glove of Remote Manipulation: 30/30 I.S.P.
Skill Calculator: 20/30 I.S.P.
Soldier Stats
Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Pace: 6; Parry: 6; Toughness: 11 (5)
Gear: Huntsman Armor (+5), advanced
melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT).
Soldier Rolls
Ally Soldier's Fear Roll
Spirit [dice]3[/dice]
Total: 4 -4 = 0
Fright Table: [dice]6[/dice]
Result: Panicked and Shaken.
  • Light Rail Gun
    Range: 100/200/400
    Damage: 2d10+4 AP 10
    ROF: 3
    Shots: 45
    Mods: 3
Q-Mobile Stats
  • Size: 6
    Acc/TS 10/50 (Maximum speed 120 mph)
    Toughness: 31(16)
    Crew: 2+8
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

...
OOC Comments
Spirit [dice]0[/dice] [dice]1[/dice] Fear [dice]2[/dice] Vigor [dice]3[/dice] [dice]4[/dice]

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]
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"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Rock Monsters
All the rock monsters melted back into the earth when the shaman died
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Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Updated Map

Image
Click for larger version
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Re: Mission 4: Devil's Canyon

Post by Sparky »

Notice 5
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
+2 from Armor Sensors

As far as I know I no longer have to roll for fear. If that changes I'll add the rolls here and modify my post as needed...
Sparkmort had just finished hosing the area where had seen Simvan hiding with flechette rounds when a thunderous explosion rocked the area and the ground shook violently. For a moment he thought the bluff was going to crumble and he would be sent sliding down the cliff face to his doom. Fortunately the ground held and his footing stabilized quickly. It didn't take him long to figure out the source of all the shaking, however. That is one big mama jama. Where the hell did that thing come from anyway? Whoops, maybe you answered your own question there, Sparky.

On Tim's call to fire on the creature Sparky chuckled dryly. "Well that's the best idea I've heard today. I just hope that great beast decides to cooperate and die."

Raising his railgun Sparkmort poured fire into the gigantic beast's head. Like an enormous drum thousands of flechettes pounded into its skull in a steady stucco. His targeting was excellent. One for the books. He didn't think so much as a single flechette missed the target. And as far as he could tell he might as well be shooting snowballs at the thing.

"Is there a plan B?"
Shot 1, 13, Raise, 27 Damage. Shot 2, 9, Raise, 20 Damage. Shot 3, 10, Raise, 21 Damage. AP 15 for all shots
Shooting [dice]2[/dice]
Shooting [dice]3[/dice]
Shooting [dice]4[/dice]
Wild [dice]5[/dice]

-1 bennie for extra effort with elan [dice]6[/dice]

+4 due to target size
-4 called shot to the head
Armor negage 2 points of penalties
-2 total modifier

+4 Damage from Called Shot
+4 Damage from Greater Smite
Shot 1 Damage [dice]7[/dice] + [dice]8[/dice]
Shot 2 Damage [dice]9[/dice] + [dice]10[/dice]
Shot 3 Damage [dice]11[/dice] + [dice]12[/dice]
Poop, that should have been +12 rather than +13 sucked so rerolling damage anyway.

-1 bennie to reroll damage
+2 from elan this time
Shot 1 Damage [dice]13[/dice] + [dice]14[/dice]
Shot 2 Damage [dice]15[/dice] + [dice]16[/dice]
Shot 3 Damage [dice]17[/dice] + [dice]18[/dice]
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Merlaggon
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Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 4: Devil's Canyon

Post by Merlaggon »

Fear Check Shaken
Fear Check (+2 due Brave, -4 due Beast)
Spirit: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 1 - BOTCH
  • [dice]2[/dice] - Shaken: The character is Shaken.
Recovery 5
Shaken Recovery
Spirit: [dice]3[/dice]
Wild: [dice]4[/dice]
Result: 5 - Recovered
Startled by the fearsome Infernal Mastadon that just came out of the cave, it takes him a couple seconds, but then he is ready to face it.
Turn 1
Turn 1 - Armor Power, Fly over to Cory (All non-Shaken Howlers adjacent to him get a free attack - Max 5), Action to pick her up, and fly to S-T 26-27, out of the cavern and up.
  • Spellcasting: [dice]5[/dice]
    Wild: [dice]6[/dice]
    Result: 4 - Success. +2 Armor.
Turn 2
Turn 2 - Drop Cory off at S28, and then fly to M-N 34-35 and attack the Infernal Mastodon with a -6 to hit Called Shot Wild Attack for one of its eyes
Claw to the Eye (-6 for Called Shot, +4 for Size, +2 for Wild Attack, +1 for Gang Up Bonus)
Fighting: [dice]7[/dice]
Wild: [dice]8[/dice]
Extra Effort: [dice]9[/dice]
Result: 9 - Hit.
  • Damage: [dice]10[/dice]+[dice]11[/dice]+2(Wild Attack)+4(Called Shot)+5(Greater Smite)
    • Reroll: [dice]12[/dice]+[dice]13[/dice]+[dice]14[/dice] (Ace)=43 Ignoring Armor, but +5 Toughness due Soul Blast Trapping
      • =2 Wounds.
Merlaggon draws upon his magical nature to reinforce his scales to help with dealing with the Infernal Mastodon. Then, taking to the air and ignoring the feeble attempts of the Howlers to hurt him, Merlaggon picks up Cory and drops her up on a safe ledge where she can cast from. She draws upon her holy magics to bless Merlaggon's claws and he then flies straight towards the Beast. Taking his Blessed claws, he rakes them across the eyes of the Infernal Mastodon, where it should be especially vulnerable.

"For the GLORY of CORY!!!!"
Last edited by Merlaggon on Sat Jan 27, 2018 7:23 pm, edited 4 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
Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mission 4: Devil's Canyon

Post by Hondo »

Dice Rolls and Notes
Make a Fear Check at -4, if failed roll on the Fright table at +4
Spirit d8: [dice]2[/dice]
wild die d6: [dice]3[/dice], Ace [dice]0[/dice], Ace again.... so too stupid to be scared.

Drake make an Agility Check to avoid being trampled or take d12+2d6+12 damage, AP 10
Agility d6: [dice]1[/dice]
wild die d6: [dice]4[/dice]

NOTE AFTER THIS ROUND DRAKE IS AT 8 PPE!!!!!!! So fa sypon PPE AB Skill to determine how much can get [dice]15[/dice] = now at 13 PPE, just need to set up shop here and live my life in this Nexus.

Notes to self: Drakes has 13 personal PPE, and 10 PPE on Watch available, the cloak is empty and needs an action to "reload" here at the nexus.

Cast GQ last round so, Greater Quickness Active 1 more turns after this one (Init Draw for next 1 rnds: if get a 8 or lower redraw to better draw)
Phase Weapon ends at end of last round, and only 1 "shotgun" round in gun now. = did spells, Phase Weapon is over now.

Only lasting effect on Drake this turn is the Temporal Spell: Wink Out (Greater Quickness).
Turn 1 Rolls, Quickness
Spell Cast
Infernal Mastodon Pace: 20; Parry: 6; Toughness: 58 (30) Phase Bolt ignores Armor completely. So 28 Toughness.
[dice]7[/dice], Ace [dice]5[/dice]
wd [dice]8[/dice]
6d6 for 4 PP: [dice]11[/dice], damage aces [dice]10[/dice] = 32 points of damage to Toughness 28 means = Shaken and a Wound on Beast



.
Turn 2 Rolls, Quickness
Spell Cast
Infernal Mastodon Pace: 20; Parry: 6; Toughness: 58 (30) Phase Bolt ignores Armor completely. So 28 Toughness.
[dice]6[/dice]
wd [dice]9[/dice]
Damage (raise): [dice]13[/dice], ace [dice]14[/dice], ace [dice]12[/dice] = 29 points of damage to Toughness 28 means = another Wound on Beast

End result

Fires 2 Bolts at Beast and does 3 damage = (Shaken and 2 Wounds) so if its a Wild Card it has one Wound left, not a WC? Its dead.



.
  • Seeing the mighty beast charge...
    Drake nearly pees a little, but not from fear of the beast. The beast does not bother him, it is nothing compared to the horrors he has seen. He nearly pees from having to jump out of the way from being trampled. That could have ruined my outfit!

    Rolling out of the way he holds his hand gun in his right hand, but points his left hand at the beast. With a rapid succession of spell casting he fires off two bolts of anti matter that strike the massive beast inflicting damage to it.

    Happy to have hurt the beast Drake thinks: I look great! I really do.

    "Saul, I can loan you a sweater if you really want, one should always look their best!"

    I should get myself a "team radio" in case others are asking me things like Saul did. Is the Burster singing? I should summon Damien Grim Drake, rocker and musician, he'd sing for us too. Well, after bitching about being summoned.


    Drake does Phase Bolt twice and inflicts Shaken/Wound/Wound on the massive beast!
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Sinder
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Posts: 285
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Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder »

Conditions:
OOC Comments
One-time reward of 7 (4 remaining) Automatic Aces on any Trait or Skill rolls (7 EP value) *
*Greater Armor: +10 (5)
Edge: Improve Fiery Aura +6 to Armor, 3D8 Medium Burst templet (3)
*Exalted Quickness: 2 turn per rounds Handle each separately, Ignore 2 points of multi action (8) from armor Use Auto Ace
*Greater Smite on 2 NG Super Laser Pistol (3 x4) Trapping cold AP Grenades +8 damage and the Rail gun on the hover
Armor Activated (1) from Armor
Armor: 16 Greater Armor+ Armor (+6 for the flame but not stackable)
Sinder keys the music to play out over his mic. He starts singing, trying to bring the moral of the group up.
Sinder Lays down the Card!
The Card
OOC Comments
It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
For the theme song card: 50
https://www.youtube.com/watch?v=OBwS66EBUcY

https://www.azlyrics.com/lyrics/bonniet ... ahero.html for the lyrics
Sinder Manuvers a safe distance away to keep a safe distance away from the beast and others.
Greater Boost for Shooting 4 PP
Add (1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling)
Spirit
[dice]0[/dice] Extra Effort [dice]14[/dice] one benny ace [dice]19[/dice]
Wild card [dice]1[/dice]
Sinder Fires mini Rail Gun with Greater Smite at

Mini Rail Gun
75/150/300 2d8+4, ROF 4 AP 6, Shots 32, Mods 2 use 4 bennys to use Extra effort dice

Trapping cold, +8 damages Use
Shoot [dice]2[/dice] [dice]3[/dice]
Damage [dice]4[/dice] [dice]15[/dice] [dice]20[/dice]
Shoot[dice]5[/dice] [dice]6[/dice]
Damage [dice]7[/dice] [dice]16[/dice]
Shoot [dice]8[/dice] [dice]9[/dice]
Damage [dice]10[/dice] [dice]17[/dice]

Shoot [dice]11[/dice] [dice]12[/dice]
Damage [dice]13[/dice] [dice]18[/dice]

(5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure.
Shoot [dice]21[/dice] [dice]22[/dice]
Damage [dice]23[/dice] [dice]24[/dice] Aced [dice]25[/dice]
Last edited by Sinder on Wed Jan 24, 2018 8:08 pm, edited 3 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP: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
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

OOC Comments
Notice 12: [dice]0[/dice] Wild Die [dice]1[/dice] Ace [dice]11[/dice]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Cory has a vision. She dies in the vision. Her heart stops. That's fine. But when Fell shows up in her vision, she cries out in anger and frustration. And she's only missed the briefest of moments in the raging battle against the mountainous hell beast. Cory never feels at a disadvantage from her size, but now, even at a distant, she feels insignificant and helpless.

Thankfully, she has a dragon for a friend. First things first, she takes a moment to try and heal her wound. It's always tricky trying to heal yourself, but it's worth a try. she focuses her mind, drawing on Moon's power to bind her wounds and bring the life back into her body. In the moment before she gets swooped up by Merl, she draws as much power from the nexus as she can.

As soon as she's on Merl's back she reaches down and sends the full might of the Sun and Moon's power, blended together in a potent combination designed to kill the most evil of beings. It's something Cory only uses in the most dire of situations. As her finger tips touch Merl's shoulder, a swirling, fractal pattern of orange, read and limned with silver creeps down towards the dragon's claws, but the claws turn black, a total absence if light. Where most of Cory's powers accept the tenant that life has the right to fight against its death, a hell spawn just needs to end, as if it had never been.

When Merl drops Cory onto the rocks, she collapses, falling prone. Then she closes her eyes and draws more mana from the nexus.

Exalted Quickness
Healing 5
Healing: Psionics -1 wound -1 wound penalty 3ISP [dice]2[/dice] [dice]3[/dice] Ace [dice]8[/dice]
Draw Mana 2
Draw Mana -1 wound penalty [dice]4[/dice] [dice]5[/dice]
Greater Smite 6
Greater Smite w/Soul Blast -1 wound penalty 4PPE=8ISP [dice]6[/dice] [dice]7[/dice]
Draw Mana 4
Draw Mana [dice]9[/dice] [dice]10[/dice]

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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Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

Sinder is able to bring the team back to focus to the fight. So much for being fearless leader.
"Is there a plan B?"
"Nope. Just kill it and kill it now."

Timothy slings his rail gun and opens up onto the giant target
OOC Comments
Shooting: [dice]0[/dice] [dice]1[/dice] [dice]2[/dice] [dice]3[/dice] wild: [dice]4[/dice]
Damage 1:[dice]5[/dice]+[dice]6[/dice] Damage 2: [dice]7[/dice]
Damage 3: [dice]8[/dice]+[dice]9[/dice] Damage 4: [dice]10[/dice]+[dice]11[/dice]
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Venatus Vinco
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Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

Holy Hell!
When the infernal mastodon bursts into the canyon, the 1st SET lets out a collective gasp of shock at the sheer size of the thing. Only Sinder’s rock and roll theme song snaps their jaws off the ground so they can act. Sparky unloads a full auto burst from his railgun into the creature’s hide. Unfortunately, for the diminutive power armor pilot he might as well be trying to skewer rhino-buffalo meat with a toothpick. The bullets glace off the beast’s hide like so many flies on a horse’s arse.

At the far end of the canyon, Qoat is able to use his telekinesis device to flip the Q-Mobile up right again. In the back, his gunner disappears suddenly, as the original magic that summoned him expires. Nearby Saul cuts down a pouncing Howler after staring down the mastodon and shaking the call of the Lord of the Deep. Unfortunately, two more Howlers come barely at him...one from the north and one from the south but neither can hit the wily Sea Inquisitor.

Heroically, Merlgaoon tries to extricate himself from the demonic Howlers so he can try and pull Cory from the fray. Their infernal jaws snap and claws scrape at his hide as he pulls away from them. Fortunately, their claws and teeth cannot match his iron hide. Their blows look a lot like Sparky’s railgun rounds...well maybe a little harder than that but Merlaggon will never let own. Scooping up his secret crush the dragon deposits her to relative safety atop a rocky plateau

Atop the plateau, Cory takes a rapid moment to heal herself and then bless Merlaggon for the battle against evil. The young dragon then turns to fight the beast: dragono-a-mastodono. To his credit, the young dragon slashes deep into the hell beast’s armored hide. The creature roars with pain, but appears undeterred. If anything, Merlaggon has only succeeded in pissing it off.

Sometimes it is the smallest of heroes that fell a mighty beast. From the ruins of the cave, Drake scrambles atop a rock pile and opens up with a phase bolt. The temporal blast passes right through the beast to the heart of the thing. Unfortunately, the thing is a heartless hell spawn demon creature and it simply tosses aside the blast like an empty beer can at a frat party - or in Drake’s case an ugly sweater Christmas party.
Note
Phase Bolt only does 2d6, but I let you have the big punch this time
Zooming in on his hovercycle, Sinder throws his entire psionic arsenal at the beast peppering it with vicious rai gun rounds. Yet, they too bounce off the creature’s back like rain off of asphalt. It would appear little Hot Foot has gone cold. Likewise, Tim’s rail gun does little more than tickle the feet of the gigantic infernal mastodon. This is not going well. Days like these are where being a part of a CS armored company come in mighty handy.

Unphased by the best the 1st SET has to offer, the creature goes for its biggest threat: the dragon. Swinging its mighty head around it attempts to gore Merlaggon with its massive tusks. The blow hits the young dragon like nothing he has ever encountered in his young life. It goes through his hide and penetrates deep into his flesh (52 Damage, AP 25).

New round. Posts will be taken in order again.
Dice
Howlers (4)
+3 Gang up bonus
Fighting [dice]0[/dice] Raise
Fighting [dice]1[/dice] Hit
Fighting [dice]2[/dice] Raise
Fighting [dice]3[/dice] Ace [dice]5[/dice] Raise

Damage [dice]4[/dice] [dice]6[/dice] [dice]7[/dice] Ace [dice]16[/dice] Ace: [dice]19[/dice]
Damage [dice]8[/dice] [dice]9[/dice]
Damage [dice]10[/dice] [dice]11[/dice] [dice]12[/dice] Ace [dice]17[/dice]
Damage [dice]13[/dice] [dice]14[/dice] [dice]15[/dice] Ace [dice]18[/dice] Ace [dice]20[/dice]

Totals:
24 AP 6
17 AP 6
28 AP 6
27 AP 6

Mastodon
Soak (Merl) [dice]21[/dice] = 14, two wounds soaked
Soak (Drake) [dice]22[/dice]

Fighting [dice]23[/dice]
Extra Effot: [dice]24[/dice]
Total: 5
Damage [dice]25[/dice] Ace [dice]26[/dice] = 52
AP: 25

Howlers (Saul)
[dice]27[/dice]
[dice]28[/dice]

Mastodon bennys: 0/2
GM Bennys: 5/8
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Sinder
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Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder »

Conditions:
OOC Comments
One-time reward of 7 (4 remaining) Automatic Aces on any Trait or Skill rolls (7 EP value) *
*Greater Armor: +10 (5)
Edge: Improve Fiery Aura +6 to Armor, 3D8 Medium Burst templet (3)
*Exalted Quickness: 2 turn per rounds Handle each separately, Ignore 2 points of multi action (8) from armor Use Auto Ace
*Greater Smite on 2 NG Super Laser Pistol (3 x4) Trapping cold AP Grenades +8 damage and the Rail gun on the hover
Armor Activated (1) from Armor
Armor: 16 Greater Armor+ Armor (+6 for the flame but not stackable)
Total ISP Used
Sinder’s 14 used PP/30 Armor 9 used PP /10
Spending 1 EP to recover 5 PP
Spending 3 EP for 3 more Bennys
Spending 1 EP to Power Efficiency: Use a power for 1/2 PP costs (one time only) on Greater Smite 6 ISP
Knowledge Arcana d4 to know what would be needed to harm devils and demons


Sinder continues the song. (Yes folks it last longer than 6 seconds)

As Sinder sees that his hits are true but the hide is just so thick they can’t penetrate to do any damage. “Flaming Elephant Snot, fire is useless against these beast, got to switch targets and hope I can take the smaller ones down. That way the others aren’t worried about their six O’clock.”

Sinder lines up on the Howlers and will try to take them down. He knows that he needs to keep his distance so they can’t get to him. Sinder dose a slow and easy manuver Lining up the grops the best he can. Always aware of the elefant in the room.

Combat
Mini Rail Gun
75/150/300 2d8+4, ROF 4 AP 6, Shots 32, 16 shots left

Trapping cold, +8 damages Use
Shoot [dice]0[/dice]
Damage [dice]1[/dice] [dice]18[/dice]
Shoot [dice]2[/dice]
Damage [dice]3[/dice]
Shoot [dice]4[/dice]
Damage [dice]5[/dice] [dice]16[/dice]
Shoot [dice]6[/dice]
Damage [dice]7[/dice]

Second Attack

Shoot [dice]8[/dice]
Damage [dice]9[/dice]
Shoot [dice]10[/dice]
Damage [dice]11[/dice]
Shoot [dice]12[/dice] Critical Failure
Damage [dice]13[/dice]

Shoot [dice]14[/dice]
Damage [dice]15[/dice]

Wild Dice [dice]17[/dice]
Crit Failure roll for Rail gun [dice]19[/dice] -2 to all trait rolls Serious problem
Last edited by Sinder on Tue Jan 30, 2018 4:31 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
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Sparky
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Posts: 173
Joined: Fri Oct 06, 2017 5:48 pm

Re: Mission 4: Devil's Canyon

Post by Sparky »

Sparkmort cursed as the great beast took everything the 1st could throw at it and shrug it off. Damn that is one tough critter. This is why I stick to hunting the regular bad guys. When you shoot one they have the decency to fall down and bleed. Well, most of the time anyway. His thoughts raced as he considered his next move.
"Nope. Just kill it and kill it now."
"Well that's helpful" Sparkmort muttered to himself. "Might as well be throwing cupcakes at it for all the good I'm doing."

Leaving the giant Mastodon to the Dragon for the moment Sparkmort shifted his aim to the Howler creatures. The Simvan, it seemed, were making themselves scarce. Tracking to his left he walked his fire across as many of the Howlers as he could looking to thin down the herd before things got completely out of hand. Three of the beasts screamed as blood and icor exploded from the massive wounds inflicted by the railgun then toppled over to lay in the dirt, unmoving.
First
Ok, not sure what is still alive so I'm firing on RoF 3 and sending a burst at three different Howlers. Whichever ones are still alive and visible to Sparky where he's standing.

Shooting [dice]0[/dice]
Shooting [dice]1[/dice]
Shooting [dice]2[/dice]
Wild [dice]3[/dice]

Rock and Roll! negates recoil
No other modifiers that I know of.
Armor will negate 2 points of shooting penalties if necessary.

+4 Damage from Smite. Two shots got a raise.
Damage [dice]4[/dice] + Raise [dice]5[/dice] + Damage Ace [dice]9[/dice]
Damage [dice]6[/dice] + Raise [dice]7[/dice]
Damage [dice]8[/dice]
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Merlaggon
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Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 4: Devil's Canyon

Post by Merlaggon »

Adventure Card
Merlaggon will use his Patron Adventure Card
  • Lucky Break - "Play this card to completely negate the damage from one attack."
Merlaggon somehow ducks under most of the Infernal Mastodon's mighty blow, which smashes into the rock walls, causing a small rockslide.

"Oh boy. If that hit me, I would be sprawled across the chasm floor like all of those rocks. I have to keep its attention, though. I am the only one of us who can even hope to survive being gored by it. I can't let it hurt any of them. We have to stop it. If I don't stay here and take its anger, I know Cory will stay and fight it, and without my help, she will die. I can't let my Cory die. I will have to stay here and trust in our ability to take it down. I will just be more careful about my attacks, fighting smart and not just hard... I don't want to end up a smear on these rock walls."
Turn 1
Merlaggon will taunt the Infernal Mastodon, before clawing at its head with his Blessed claws (Called Shot and Wild Attack).
  • Taunt: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: 7 - Vs. Smarts. A success means the attacker gets a +2 bonus to his next action against the defender during this combat. A raise on the roll gives the attacker the bonus and makes the defender Shaken as well.
Claw Swipe at the Mastodon's Head (+1 due Gang Up, +4 due Size, -4 due Called Shot, +2 due Wild Attack, Possible +2 due Taunt)
  • Fighting: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Result: 8 (Possible 10) - Hit (Possible Raise)
    • Damage: [dice]4[/dice]+[dice]5[/dice]+4 (Called Shot) +2 (Wild Attack)+5 (Greater Smite)=38 - 1 Wound
      • Possible Raise+[dice]6[/dice]+[dice]7[/dice] (Ace)=46 - 3 Wounds
Turn 2
Merlaggon will keep on Taunting the Infernal Mastadon, and will again claw at the Mastadon's head, flying all around it and remaining in the air, out of reach of the Howlers (Called Shot, No Wild Attack), Parry 6
Taunt at +2 due Strong Willed
  • Taunt: [dice]8[/dice]
    Wild: [dice]9[/dice]
    Result: 7 - Vs. Smarts. A success means the attacker gets a +2 bonus to his next action against the defender during this combat. A raise on the roll gives the attacker the bonus and makes the defender Shaken as well.
Blessed Claw (+4 due Size, -4 due Called Shot, +1 due Gang Up, Possible +2 due Taunt)
  • Fighting: [dice]10[/dice]
    Wild: [dice]11[/dice]
    Result: 6 - Hit.
    • Damage: [dice]12[/dice]+[dice]13[/dice]+5 (Smite)+4 (Called Shot)+[dice]14[/dice] (Ace)=40 - 1 Wound.
Flying around the Beast like a bird, getting its attention, Merlaggon slashes at its head.
Last edited by Merlaggon on Sat Feb 03, 2018 7:58 pm, 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
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Cory may be moving at a preternatural speed, but she is really at a loss for what to do. She almost loses focus on the ally helping Qoat and pumps a little bit of mystic energy back in to keep the spectral soldier active. That reinforces that she is still short on her reserves of power. Continuing to focus, the rosary flipping fast between her tiny fingers.

She also summons all her courage, all her holy power from Sun and Moon. She has watched her teammates attack with all sorts of weapons and powers, but only she has the divine on her side, only she is a warrior specifically against this type of beast. She knows it, but she's still afraid. Her power is low, she is no match physically, no one can save her if this goes wrong.

But this is why she's here. This is why she was brought back.

Mana pulled from the nexus, Cory grimaces and blinks out if existence to appear right in front of the beasts head. Then she calls forth all her divine power and focuses her will and faith against the abomination and in a voice charged with an inner power she commands the beast: "Return to the abyss abomination!"

She shakes from the exertion of confronting the beast on a spiritual level, but has barely enough sense left to get the hell out of dodge. She blinks away and gets as far away as she can! Then she prays as she stumbles in her new location.

Exalted Quickness Round 1
Draw Mana
Mysticism [dice]2[/dice] [dice]3[/dice] Ace [dice]10[/dice]
Teleport 8
Mysticism 3PP (Armor) [dice]4[/dice] [dice]5[/dice]
Exalted Quickness Round 2
Banish 4 or 14
Holy Warrior 1 PPE (in the Holy Warrior it just says spend 1PPE, no dice roll called out)--- JIC Dice Mysticism [dice]6[/dice] [dice]7[/dice] if a contested dice roll is needed will use 2EP for +10 to roll
Teleport 15
15" away!! Mysticism 3PPE [dice]8[/dice] Ace [dice]11[/dice]Wild[dice]9[/dice]
PP Usage
Maintain: +3 PPE Total: Ally 1PPE, Draw Mana +8 PPE, Banish 1PPE, Teleport 3PPE; Teleport 3PP (armor)

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

Re: Mission 4: Devil's Canyon

Post by Saul »

Saul looks at his bashing stick as another fell under his work. Well it seems like the Qoat got the ride back up. Lets see what I can do to thin the herd of howlers. He amiles at Qoat and in his friendly upbeat tone yells " Qoat, I'll take care of the howlers, you concentrate on the big guy."

Saul lashes out with his empowered bashing stick,
Fighting 23
Fighting d12+2 [dice]0[/dice] ace [dice]2[/dice]wild [dice]3[/dice
Damage 31 AP6
str [dice]1[/dice] spirx2 [dice]4[/dice] raise: [dice]5[/dice]smite:+4, champion:+2
Saul ducks under the howler defenses, bash bash bash. Then weaves under the maw to give one final blow. Anyone near him might hear the junty tune he is whistling.
There was a time when high above the mast this mighty sailor did not give a rats ass. Then I was pushed over board by a friend who knew me. Only to drown beneath the deep blue waves of the sea. In death I heard his call, in death was where I almost had my greastest fall. " Brave, stubborn and true, surely their was something more. When I awoke I was a sea inquisitor."
Saul ends his confrontation with the Howler with one final bash of his simple stick...

2 ppts to maintain boost spirit and deflection, 19 ppts left.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Qoat
Posts: 147
Joined: Mon Jun 27, 2016 2:45 pm

Re: Mission 4: Devil's Canyon

Post by Qoat »

The fear that was starting to build suddenly disappates as Qoat sees the rock monsters crumble apart, rather than lift the vehicle above them, he settles the Q-Mobile onto it's tire and begins moving. (N1 to P9).

In his side mirrors, Qoat sees Saul shouting and pointing east with his stick as he whacks the beasts around the ATV. Between the roars of the monsters and the rumble of mightly Q-Mobile, Qoat has no idea what he's saying, but thinks he gets his point that his vehicular weapons may make the difference in this battle.

Qoat quickly adjusts the joy stick to move the targeting reticle on the mini-missile launcher control pad and fires a missile at the gigantic beast. The launcher rotates and a burst of flame leaps out of the back as the missile launches towards the creature. A smoke trail billows after the missile as it arches above the canyon floor and strikes the beast (30 AP 6), exploding in a small burst template high on it's body.

Qoat Rolls
Notice:[dice]0[/dice]
Wild Die: [dice]1[/dice]
Total: 4


Telemechanics (Telepathy)
  • Duration: 6 of 3 (1/round)
  • +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
Boost Trait - Greater - Spirit on Qoat
  • Duration: 3 of 3 (1/round)
  • Effect: Increase Qoat's spirit by 4 die types: d8>d12+2
Exalted Telekinesis
  • Range: 20"
  • Duration: 2 of 3 (1/round)
  • Effect: Telekinetic Strength = Spirit + 4 die steps: d12+2 > d12+6. On a raise can lift max weight: 10 tons!
Shooting Missile
  • [dice]2[/dice] (+4 size -2 unstable platform, maybe +4 for Telemechanics)
    [dice]3[/dice] Wild Die
  • Damage: [dice]4[/dice] AP 6
Two Aced Damage Dice [dice]5[/dice]
Total: 30 AP6

Bennies: 3/3

Band of Mental Connection: 25/30 I.S.P.
Blink Box: 30/30 I.S.P.
Glove of Remote Manipulation: 16/30 I.S.P.
Skill Calculator: 16/30 I.S.P.
Soldier Stats
Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Pace: 6; Parry: 6; Toughness: 11 (5)
Gear: Huntsman Armor (+5), advanced
melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT).
Soldier Rolls
  • Light Rail Gun
    Range: 100/200/400
    Damage: 2d10+4 AP 10
    ROF: 3
    Shots: 42 of 45
    Mods: 3
Q-Mobile Stats
  • Size: 6
    Acc/TS 10/50 (Maximum speed 120 mph)
    Toughness: 31(16)
    Crew: 2+8
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mission 4: Devil's Canyon

Post by Hondo »

Watching the mighty beast of hell prance about causing destruction in its wake Drake notices a snag on his sweaters sleeve from previously rolling around and avoiding the damned infernal bog elephant. Son of a ...

Grumbling and with magically enhanced speed (turn one) Drake reloads the large hand gun he carries. Absently he keeps an eye on the beasts location, not hard to track you big butt.

Lifting the gun, now reloaded, Drake fires it rapidly again, slamming the hammer down repeatedly with a grim look on his face. Stupid-phant!

Across the walls of the canyon, shots echo out as all the shots bounce harmlessly off the beast. Frowning Drake looks like he is about to reload the gun when he jolts in surprise.

Standing here at the base of the nexus a small communications rift opens next to Drakes head and a voice and calls out: "Drake? Are you there? We have the pillars, need help getting away!"

For his part, recovering from the startle, Drake says: "You bloody dolt! Now?! I'm with the 1st SET trying to kill a beast from Hell!"

Returning the gun to holster, Drake starts working on a spell and knees at the edge of the nexus point concentrating.
Dice Rolls
Shooting
Damage



Fan the Hammer (a edge of gun) and firing 9 rounds, roll 9 times at -2.
  1. Shooting [dice]0[/dice]
    Shooting [dice]1[/dice]
    Shooting [dice]2[/dice]
    Shooting [dice]3[/dice]
    Shooting [dice]4[/dice]
    Shooting [dice]5[/dice]
    Shooting [dice]6[/dice]
    Shooting [dice]7[/dice]
    Shooting [dice]8[/dice]
  1. Wild Die for one of the Shots: [dice]9[/dice]
ONLY 4 HITS, rest misses.

The four hits, Damage 2d8+5 and 6 AP
  1. [dice]10[/dice]
    [dice]11[/dice]
    [dice]12[/dice]
    [dice]13[/dice]
User avatar
Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

The fight keeps going. The beast is resilient to just about everything used on him. This is pissing me off. This thing needs to die and die quickly.

Timothy continues to fire into the creature, hoping to bring it down.
OOC Comments
Shooting: shot 1: [dice]0[/dice] Shot 2: [dice]1[/dice] Shot 3: [dice]2[/dice] Shot 4: [dice]3[/dice] Wild: [dice]4[/dice]
Damage 3: [dice]5[/dice] Damage 4: [dice]6[/dice]
Seeing the shots go wide and bounce off the thick hide of the creature, Timothy is pissed off. "Give me options! How do we bring this dam thing down."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 4: Devil's Canyon

Post by Merlaggon »

"With Cory's magic on my claws, it is feeling those. Just give me a few more seconds and I should be through its hard outer skin and into its soft chewy insides."
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
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder »

Sinder is still singing, when he hears Tim ask.
"Give me options! How do we bring this dam thing down."
All of these come to mind to Sinder "Teleport it to Black hole, Send it back to hell, call a dog catcher from Hell, fast freeze." but none he can do at the moment. So he just keep singing and hoping that some one else can do something.
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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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 4: Devil's Canyon

Post by Venatus Vinco »

To Hell With It
As the team realizes who can hurt the Infernal Mastodon and who cannot they instant readjust a better division of labour. Saul uses his beat stick to hold off a charging Desert Howler, keeping the Q-mobile clear to fire missiles. The Sea Inquisitor shows the extent of his power by knocking a hell beast from whence it came with a might blow. With the way clear Qoat's summoned pilot opens fire with a missile barrage at the giant mastodon. Unfortunately the missiles are designed for anti-infantry and not anti monster duties. However, the blast is enough to make the monster take notice and it lurches forward down the canyon to the Q-mobile. This sends a couple of Howlers scrambling to get out of the way, making them easy pickings for Sparky and Sinder. Their rail guns cutting into the howlers and mowing them down like d-bees in CS territory. Behind the gargantuan beast, Drake deals with some inter-dimensional communications before fanning the hammer on his pistol - but they bounce harmless off the creature's tough hide. In the air, Merlaggon catches the creature's attention forcing it to lurch again as it focuses on the young dragon. As it lurches, Merlaggon strikes a soft unarmored spot slashing and biting multiple times in rapid succession. The blows make the infernal creature howl in pain. Then, atop her plateau, small but central to the battle, Cory invokes the Sun and the Moon to banish the creature from this realm. Of all the ammo and mystical energy expended in the canyon it was this small prayer that dealt the death blow as the demon monster lurches again thrashing in its death throws. While it is mortally wounded it does not go down gently as it wobbles and stumbles sending rocks and debris falling, it crashes into the canyon walls creating rock slides, its massive bulk casting a long shadow as it staggers along like a drunken giant...presenting a danger to everything in its path.
Death Throes
This bad boy is going down hard! Everyone roll Agility-2 to avoid being crushed by falling rocks, inadvertently slashed by its flailing trunk and tail, or even pinned under the monster itself. No one is safe. Failure results in 1d12+2d6+12 Mega Damage. Narrate the results for a benny.

Qooat, Timothy, and Sinder may use Piloting instead of Agility
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Merlaggon
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Posts: 313
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Re: Mission 4: Devil's Canyon

Post by Merlaggon »

Rocks Fall
Rocks FallAgility: [dice]1[/dice]
Wild: [dice]0[/dice]
Ace: [dice]2[/dice]
Result: 7 - Success
Last edited by Merlaggon on Sat Feb 03, 2018 7:53 pm, 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
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Sinder
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Posts: 285
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Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder »

Sinder
Sinder uses his to up his Spirit roll
Spirit [dice]0[/dice]Wild Die [dice]1[/dice]
Uses a benny
uses his Spirit dice for Agility
[dice]2[/dice]

Thank heaven that Sinder was a decent distance away when the beast came crashing and Flailing in the Canyon. A cloud of dust starts rising, Sinder thinks that this might cause more trouble with navigation. His medium Flame burst around him helps takes out most of the pieces that are flung his way. He slows down the hover to stop accdentliy running into someone. When he gest a chance he takes a deep breath and makes sure the thing is down and out for the count. "I made it out alive, flaming bat turds. I wonder how everyone else is." Sinder keys the mike, "Sinder alive here, how are the rest. Roll call please." Sinder waits what seems to be a hell of a long time.

When finished he will start searching the area for items of value and weapons.
Last edited by Sinder on Sun Feb 04, 2018 6:38 pm, edited 2 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP: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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Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

Avoid Rocks Agility 8
Haha!
Agility: [dice]0[/dice] [dice]1[/dice]
OOC Comments
Notice:[dice]2[/dice] Wild Die [dice]3[/dice]
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Cory wasn't really expecting her banish attempt to work. She picked herself off the ground after teleporting and watched in surprise as the beast fell. Then the rocks started to fall, fall everywhere. She felt doubly blessed however that her armor was imbued with enhanced speed. With her all her mystic energy low, she was loath to deplete herself completely. So, run away!

When she escapes the rocks, she turns around and surveys the situation, taking stock of the rest of the 1st. She looks for everyone and tries to see if anyone needs help, anything she can do.

Whatever happens, she pauses to draw some more mana before doing anything else.

I have a radio Cory realizes, her mystical focus having blinded her to the mundane tools on hand. She calls out, "Any one like need healing? Like I can help!"
Draw Mana
Mysticism [dice]4[/dice] [dice]5[/dice]
Contingency:
If she can, she will attempt to either 1st Heal someone, or 2nd Attack enemies with Bolts.

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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Qoat
Posts: 147
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Re: Mission 4: Devil's Canyon

Post by Qoat »

Focused on firing the missile and evading the Howlers behind him, Qoat moves further into the canyon. The missile having no effect other than attracting it's attention, Qoat begins his evasive maneuvers. Then Cory's magic flares like the sun after an eclipse, taking it out. From Qoat's position, he's suddenly in shadow and sees the huge beast falling towards him. Qoat quickly flicks the controls on the Q-Mobile causing the left wheels to begin spinning in the other direction causing the Mountaineer ATV to suddenly rotate direction. As soon as he sees he's perpendicular to beast, he shifts again hearing the grinding of the gears as the wheels all begin applying force in the same direction and the Q-Mobile leaps forward like toothpaste being squeezed from a tube, the beast's bulk barely missing the vehicle.


Driving
  • [dice]0[/dice] (+4 Telemechanics - 2 Penalty)
  • [dice]1[/dice]
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Saul
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Re: Mission 4: Devil's Canyon

Post by Saul »

Saul wrote:Saul looks at the Howler at his feet with a smile and quick nod of his hat he looks over at the progress on the beasty! What was that about the sailor who loved land too much and the land took him under? The beast laid low broke the cavern. Massive amounts of jagged rock erupted into the sky only to come back to the earth pelting the heroes. High above him Saul did not see the rock coming for him until it was nearly too late, and fortunately he was able to side step it at the last moment. Something was niggling in his pocket, the fetish! Someone had put this lucky charm in his pocket! Saul looks back at the rock covered canyon and smiles. He checks arround making sure his fellow companions made it out ok. Looks like they did. Saul gives a nod to Sinder, Drake, and Q and a quick thumbs up. Nice job guys, I made it by the skin of my teeth. He gives Timothy and Sparky a jaunty wave. " Sparky I am beat, I will take one of those cupcakes if you have any to spare. I could use some sugar."

Saul heads over to Cory, " Nice Job Cory, that was surely so amazing! You probably hear this all the time but really nice job!" As always nearby was Merlaggon Cory's constant companion. Saul reaches out to hi-five the dragon, " I have never seen such bravery Merlaggon. Going toe to toe with a beast like that! Just out standing! I have seen squalls on the high sea, even a kraken from a distance... You were awe inspiring Merlaggon. Saul pulls out the native American fetish, " I thought I was a gonner but then this guy gave me the luck I needed to get out of the way. Whew I thought those rocks had me---Acckkk!" An earthen like rocky hand grabs Saul's legs and pulls him quicker than a blink of the eye back and under to the rocky grave of the canyon. At Cory and Merlaggon's feet is the trail of rock leading back to Saul's grave and the native American fetish. No luck will save him now.

Beneath the waves, are the watery graves. Men and women without luck, brave souls drowned in the dark muck. Beneath the waves, lies sultry siren maids. Calling to us down in blackest of deeps, for a lord that constantly plays for keeps. Beneath the waves...

Where am I? Its so dark... Can't breath, can't think. Something is crushing me...
The red eye in the black opens illuminating Saul's grave. A tomb of rock without air or light say for the lidless one of the creature, no doubt a servant of the Deep Lord. Before Saul looses consciousness from his wounds and lack of brain function he smiles one last time. " You should have taken my radio you scally wag!"

"Fell's... Fell's follies... Alive but no air... Head wounded...Kshhhhhhhhh....." Saul keys the mic to stay on as he slips into a fateful slumber making his recovery by friends and allies that much easier.


3 wounds, incapacitated, exhausted, head wound
Agility [dice]30370:0[/dice]
wild [dice]30370:1[/dice]
Damage: [dice]30370:2[/dice]Ace [dice]30370:4[/dice]+[dice]30370:3[/dice]+12
5 wounds...
Fetish in my pocket! Soak: [dice]30370:5[/dice] Wild [dice]30370:6[/dice]
Fetish in my pocket take two: Soak: [dice]30370:7[/dice] Wild [dice]30370:8[/dice]

incappicitation: vigor[dice]30370:9[/dice] Ace [dice]30370:11[/dice] wild [dice]30370:10[/dice]
Injury: [dice]30370:12[/dice] Head! [dice]30370:13[/dice] goes away in 24 hours or when healed...
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mission 4: Devil's Canyon

Post by Hondo »

”Crap on a stick Cade! Give me a second!”

Agility Roll at -2: [dice]0[/dice]
wd [dice]2[/dice]

Jumping out of the way of a falling boulder Drake chuckles then sees a massive tuck flying at him.

”I..”

[dice]1[/dice] plus [dice]3[/dice] plus 12 (Narrate the results for a benny). 28 MD is Shaken & 2 Wounds I think. Vs a Toughness 19.

”Damn...”

Slammed back across the rocks and rubble Drake lands back in the partially destroyed cave inside the Nexus point. The massive tusk rolls to his right, off him, and up against the far wall.

”Drake. Damn you. What are you doing? Open a portal now! We have the pillars!”

Groaning the Temporal Wizard Deputy spits blood from his mouth and rolls into his stomach.

”... hate ... you ... sometimes Cade ...”
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Sparky
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Posts: 173
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Re: Mission 4: Devil's Canyon

Post by Sparky »

Agility Roll 1, Fail. Damage 29, Shaken and 2 wounds
Agility [dice]0[/dice]
Wild [dice]1[/dice]
OOC Comments
Never mind I will go for the ride.
Dammit. -1 bennie for extra effort [dice]2[/dice]
Damage [dice]3[/dice] + [dice]4[/dice] + 12 + Ace [dice]5[/dice]

-2 Modifier for roll
Sparkmort stared in shock as the diminutive Cory appeared right in front of that great beast and flung out her hand. He didn't know what she was doing but whatever it was it was effective. The giant mastodon screamed and lurched to the side crashing into the far side of the valley Before slamming to the ground with the force of a fair sized bomb. Shock turned to alarm, however, as suddenly his perch started to shift and move under his feet and he could feel the edge of the bluff underneath him started to crumble.

Frantically he tried to scramble away from the edge of the bluff but the ground disintegrated faster than he could move. Before he knew it he was sliding down the newly formed steep slope along with several tons of rock and earth. Boulders caromed off his armor several of which hit him hard enough to leave him gasping in pain. Wild ride, I just hope it's not my last. Sparkmort thought incongruously as he watched the canyon floor approach with alarming speed.

Even more suddenly than it started his journey down the bluff ended abruptly as his armor slammed into the ground with bone shattering force. Dirt and rock continued to fall on his prone form half burying him in debris. Oh my aching head! That's going to leave a mark, I just know it. Checking his armor's telltales it looked like his armor was still intact which was more than he could say for himself, however. Nothing life threatening but he was going to need some healing or a couple weeks in bed once this was over. Slowly picking himself up off the ground he pulled himself clear of the landslide that had partially buried him. Turning around he surveyed the results of the destruction and whistled tunelessly. If I had been at the bottom of the bluff when that rock slide started I'd be in some deep doo doo right now. Yep.

Hearing Cory's call over the radio Sparkmort grimaced and keyed his mic. "Sparkmore here. I'm alive if a little worse for wear. On the upside I'm down on the canyon floor. Yay! Anybody stuck? Down a well perhaps? Sparkmort's search and rescue service is ready for action. Just give me a sec to catch my breath" As he finished his report he is interrupted by a spate of coughing and he wince in pain again as he feels a sharp pain in his side. Probably cracked a damned rib. This ol' Titan Gnome is good for a lot of things but falling off a mountain ain't one of them.
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Sinder
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Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 4: Devil's Canyon

Post by Sinder »

As Sinder continues to fly over the rock-strewn canyon and the huge monsters now dead body, he wonders where everyone is. "OK, those that are not trapped under rubble do you know where those others are or were. I can try to go through the debris and see where we really need to dig and how deep they need to go to help."

“Those trap, when we call your name, if you can we need to have you hit something to create a sound."

Sinder gets off the hover and tries to locate Sparky or others.

Notice: [dice]0[/dice]Wild dice: [dice]1[/dice] aced [dice]4[/dice]

Sinder goes to where he killed the tenticle simvan to look for anything of intrest.

Notice: [dice]2[/dice]Wild dice: [dice]3[/dice]
Last edited by Sinder on Wed Feb 07, 2018 6:27 pm, edited 2 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP: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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Merlaggon
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Re: Mission 4: Devil's Canyon

Post by Merlaggon »

With a ROAR of victory, Merlaggon takes to the skies, just escaping the death throes of the Infernal Mastodon.

"I am glad we don't have to do that everyday... Cory, are you OK? Does anyone need any help getting out from any of the rocks, or got caught under the beast?"

With that, Merlaggon hears Saul's radio call and starts digging him out to allow Cory and the others to heal him. Once everyone is free of the rubble, Merlaggon will go and investigate the cave for anything of interest.
Notice
Notice: [dice]0[/dice]
Ace: [dice]2[/dice]
Wild: [dice]1[/dice]
Ace: [dice]3[/dice]
Result: 9 - Success with Raise?!?
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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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mission 4: Devil's Canyon

Post by Hondo »


  • Rubbing his eyes and laying on his back in pain, Drake groans.

    "Friends. Don't kill em. Maybe Cade, but ... no."

    The nexus flashes within the cave and in its center mass a dark and dank opening can be seen. Ash filters through the opening and the rotten smell of sulfur can be smelled.

    Then something arrives...
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Maximilian
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Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Mission 4: Devil's Canyon

Post by Maximilian »

Maximilian
Agility -2 to dodge rocks / ugly beast
[dice]0[/dice]

WD Agility
[dice]1[/dice]
The dog boy and the eyepatched man emerge from the rift rolling a huge pillar, just in time for the death throes of the creature. They both react quickly, diving to the ground as the creature's tail whips past where they were just standing. Max shouts out. "What the bloody rifted hell was that?! Is Cade trying to kill us after what we just survived?!"
Bizarro Alex
Agility -2 to dodge rocks / ugly beast
[dice]2[/dice]

WD Agility
[dice]3[/dice]

Benny for extra effort and prior result
[dice]4[/dice]
Alex takes a less complimentary tone. "That rotten sonofabitch took my eye, and he's trying to sucker us into getting crushed by whatever the frack that thing was?! I'm gonna kill him!"

Max looks around as the tumult eventually subsides. He slowly drops his hand to the rifle slung at his back, but refrains from drawing it. "Well, you look like a peachy bunch. Maximilian, and this is Alex, both Legion, 13th SET. Who the blazes are you people?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Mission 4: Devil's Canyon

Post by Libertas Magicum »

OOC Comments
1 Wound, 1 Level Fatigue
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

Agility -2, plus Wound/Fatigue Penalty, plus tail penalty because why not
1 EP to get +4 to the roll
Agility [dice]2[/dice]
Wild Agility [dice]3[/dice]
Benny Extra Effort Running Total [dice]4[/dice]

Bot Team A [dice]5[/dice]
Damage: [dice]7[/dice] + [dice]8[/dice] + 12
Bot Team B [dice]6[/dice]
Damage: [dice]9[/dice] + [dice]10[/dice] + 12

.
Shortly behind Max and Alex, a begoggled redhead comes through, with a dozen clockwork automatons carrying a second pillar. He shouts in surprise as he narrowly misses getting smashed by a thrashing limb. As he rolls out of the way, the mastodon rolls into the work crew. The pillar is unscathed, made of something tougher than mere rock, but the bots are not so lucky, getting smashed to pieces that quickly turn to quicksilver and melt into the sands.

Gasping for air, Lib howls. "What the everloving horsefucking nutsack is going on today? And who the hell are you people?" He takes a deep breath to continue, then stops, getting a puzzled look on his face. "And what the hell is in my armor? Max! Get over here, I need some help!"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Mission 4: Devil's Canyon

Post by Jitters »

Notice 9
[dice]0[/dice]
Wild Die [dice]1[/dice] Ace!
Wild Die Ace [dice]8[/dice]
Common Knowledge 4
[dice]2[/dice]
Wild Die [dice]3[/dice]
Smarts 6
[dice]4[/dice]
Wild Die [dice]5[/dice]
Agility 9
[dice]6[/dice]
Wild Die [dice]7[/dice]
Wrong (oops)
Wild Die [dice]9[/dice] Ace!
Wild Die Ace [dice]10[/dice]
A man wearing strange armor that resembles heavily modified Crusader Heavy Combat Armor, with and row of metal rods on the top of his helmet that go up and down, seemingly of their own accord, carrying a 1000 lb pillar by himself. As rocks fall around him, he dances and dodges around the boulders falling. Seeing the massive beast as the one that caused said avalanche, Jitters activates the heightened Speed power of his power armor.
Psionics 6 Speed
[dice]11[/dice]
Wild Die [dice]12[/dice]
-1 Benny Re-roll
Psionics [dice]13[/dice]
WIld Die [dice]14[/dice]
Jitters runs out to about 700' (roughly 120' away from the beast), hauling the Hell Pillar over his shoulder, skids to a stop, then runs full tilt at the beast, swinging the 1000 lb. pillar at the beast at the right moment.
Fighting 6 Damage 17
[dice]15[/dice]
Wild Die [dice]16[/dice]
Damage [dice]17[/dice]
Right after he smacks the beast, he feels his boosted strength begin to fade, so he set's the pillar down before it crushes him.
Last edited by Jitters on Sun Feb 11, 2018 12:58 am, edited 5 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Qoat
Posts: 147
Joined: Mon Jun 27, 2016 2:45 pm

Re: Mission 4: Devil's Canyon

Post by Qoat »

With the beast down and the Simvan hightailing it out of the canyon, Qoat turns the Q-Mobile around to go back and find Saul, his plaintive call over the radio loud in his ears.

He presses a button and his window rolls down so he can stick his arm out. Using his glove of Remote Manipulation, he works with Merlaggon to move the boulders and dirt that has entrapped the Sea Inquisitor. For a guy who likes the ocean, he spends a lot of time in the dirt.

Once that work is done, he goes back and checks on the Q-Mobile making sure there was no inadvertant damage from both being turned over on it's side and then lifted up in the air telekinetically where he hears that ever dreaded noise of a tear in the fabric of space time. He hops up into the rail gun turrent and spins it towards the nexus to see humanoids and some sort of robots come out of the rift. He keeps his finger on the trigger, waiting for Timothy's orders to open fire.
Qoat Rolls
Notice:[dice]0[/dice]
Wild Die: [dice]1[/dice], Ace 1: [dice]4[/dice]
Total: 9

Boost Trait - Greater - Spirit on Qoat
  • Duration: 4 of 3 (1/round)
  • Effect: Increase Qoat's spirit by 4 die types: d8>d12+2
Exalted Telekinesis
  • Range: 20"
  • Duration: 3 of 3 (1/round)
  • Effect: Telekinetic Strength = Spirit + 4 die steps: d12+2 > d12+6. On a raise can lift max weight: 10 tons!
Telekinetic Strength [dice]2[/dice]
Wild Die: [dice]3[/dice]
Total: 10

Bennies: 3/3

Band of Mental Connection: 25/30 I.S.P.
Blink Box: 30/30 I.S.P.
Glove of Remote Manipulation: 16/30 I.S.P.
Skill Calculator: 15/30 I.S.P.
Q-Mobile Stats
  • Size: 6
    Acc/TS 10/50 (Maximum speed 120 mph)
    Toughness: 31(16)
    Crew: 2+8
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Mission 4: Devil's Canyon

Post by sammy »

Just behind Libertas Sammy a small light colored house cat comes bounding out. He has a cloak made of dog boy skin, a TW six shooter whoms barrel softly shines with the power of sunshine. A green glowing crystal about 2" by 2" hangs on his neck. Anyone close enough would see within that crystal is a pixie yawning after a well deserved respite. Sammy is generally known to be part of the 2nd set whom was initially thought to be brutally murdered by the black company, however recent events in Gloom has revealed that in fact someone had framed the black company and in fact it was the warlord Geist and Scara who were responsible for the lost of one of the most venerated SETs.

Sammy looks down at his six pack as the infernal mastodon's left whisker hellishly bounds off his taunt abs. Meow, since when did I work out? Indeed this bounding house cat seems to have spent that last 2 years cloistered in a gym pumping iron. Sammy notices some falling rock and a heavy infernal tail coming right at him. Sammy smiles and bounds out of the way with ease, grace, and a bit of luck.
Agility to dodge 8
Agility [dice]0[/dice] Wild [dice]1[/dice] EF with elan [dice]2[/dice]
After the dust settles Sammy looks around for those who had come before him. " Meow, Libertas, Alex, Max you guys make it all right?" Sammy looks around to see who is where letting the magic of his cloak aid him. His cloak seems to give a mournful howl reminding anyone that cares that 1000 dogboys gave their lives in its terrifying construction.
notice, critfail...
[dice]3[/dice] Wild [dice]4[/dice]
Sammy does not see anyone but instead sees a great big Shiny thing traveling fast over the rock and rubble. Meow, Shiny! The well muscled cat bounds after it disappearing for a spell.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: Mission 4: Devil's Canyon

Post by Gargamel »

Notice 11
OOC Comments
[dice]5[/dice]
wild dice [dice]6[/dice]
ace [dice]7[/dice]
Agility 11
OOC Comments
[dice]0[/dice]
[dice]1[/dice]
benny reroll

[dice]2[/dice]
ace [dice]4[/dice]
[dice]3[/dice]
Gargamel jumped through the portal, landing in a roll.

"Somewhere hot and with sunshine. I can live with that.... "What the frak?" he shouted as the enormous shadow suddenly appeared on the ground.

"Out of the hell pit and into the giant monster," he shouted as he took off as fast as he could, barely keeping ahead of the creature as it came crashing to the ground.

As the gigantic creature hit the ground, Gargamel hurled himself forward, narrowly avoiding being crushed alive.

"Who the frak is dropping giant creatures on us?" Gargamel had both pistols out, sweeping out in front of him in a V shape, in case of more danger.

"Gargamel, Black Company," he looked at the assembled 1st SET. Just wonderful, more Tomorrow Legion. Why did any dealings with that bloody organisation result in something or someone trying to kill him, by design or by random accident. Complete bunch of amateurs.

That must be the ID self of Drake; wonder if this version is also a jerk.
"Drake, I have a bone to pick with you, provided you even remember meeting me."
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Mission 4: Devil's Canyon

Post by Cantrell »

Notice 10, CK 2, Agility 7
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]

Agility at -2 [dice]4[/dice]
Wild Die [dice]5[/dice]
Benny for Extra Effort + Elan [dice]6[/dice]
Cantrell rolls out of the rift into a somersault that brings her quickly to her feet. Her cybernetic reflexes kick in a split second later and she throws herself back to the ground as the tail of some monstrous creature flings boulders through the space where he head was a moment before.

The HUD on her armor is already flagging nearby targets as friendlies as she springs up a second time, a flashing alert identifying the group they just dropped into as the 1st SET of the legion. Cantrell lowers her plasma rifle, which she'd unconsciously raised, and raises a hand in greeting.

<<Hola, 1st SET. Sgt. Cantrell of the 13th here, along with a couple of allied representatives of the Black Company. We've got a handful of magical pillars we just hauled out of the deepest pits of hell, and we need to find the rest of our respective teams and get back to Gloom. Any idea where and when we've landed?>>
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

OOC Comments
Piloting: [dice]0[/dice] Wild: [dice]1[/dice]
Notice: [dice]2[/dice] Wild: [dice]3[/dice] Ace: [dice]4[/dice] Total: 9
Timothy narrowly dodges the falling rocks. Aww holy hell that was close. Seeing the rift open up and the people walking out Timothy activates his radio. "Don't fire on the Newbs until we know better."
<<Hola, 1st SET. Sgt. Cantrell of the 13th here, along with a couple of allied representatives of the Black Company. We've got a handful of magical pillars we just hauled out of the deepest pits of hell, and we need to find the rest of our respective teams and get back to Gloom. Any idea where and when we've landed?>>
A holy hell.

"13th SET, this is 1st Prime, If at all possible lets clear out the Canyon."

Timothy opens up on the minions with his rail gun.
OOC Comments
Shooting: [dice]5[/dice] [dice]6[/dice][dice]7[/dice] [dice]8[/dice] Wild: [dice]9[/dice] Ace: [dice]10[/dice]
Damage: 2 [dice]11[/dice] Ace: [dice]13[/dice] Total: 21 damage
Damage: 3 [dice]12[/dice]
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 4: Devil's Canyon

Post by Cory Tetrascroll »

Merlaggon wrote:With a ROAR of victory, Merlaggon takes to the skies, just escaping the death throes of the Infernal Mastodon.

"I am glad we don't have to do that everyday... Cory, are you OK? Does anyone need any help getting out from any of the rocks, or got caught under the beast?"

With that, Merlaggon hears Saul's radio call and starts digging him out to allow Cory and the others to heal him. Once everyone is free of the rubble, Merlaggon will go and investigate the cave for anything of interest.
Notice
Notice: [dice]30512:0[/dice]
Ace: [dice]30512:2[/dice]
Wild: [dice]30512:1[/dice]
Ace: [dice]30512:3[/dice]
Result: 9 - Success with Raise?!?
The weird guy is hurt pretty bad. That's Cory's professional diagnosis. "Thanks Merl, I couldn't have gotten him out myself."

Cory then takes off her gauntlets and the gloves underneath, and put her hands on Saul's chest. She's worried. He is hurt very badly. She focuses, gripping the rosary in her hand even as she presses it against Saul. This isn't the same as summoning Sun's powers, this is pure Moon. So Cory closes her eyes and turns her focus inward, channeling her energy and passing it through her hands into Saul. Moon hides her power sometimes, so no one can see anything happening as Cory tries to save the weirdo's life.

Heal 2 Wounds
Healing 8
Psionics + 8 EP -3 Wounds [dice]0[/dice] Wild [dice]1[/dice]
When she's done with that, she'll suck up some more power from the nexus.
Draw Mana 10
Mysticism [dice]2[/dice] Wild [dice]3[/dice] Ace [dice]4[/dice]

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 4: Devil's Canyon

Post by Sinder »

Sinder sees strangers coming into the valley, He is glad that Timmy says they are the 13th Set, "Man I don't think I have enough energy left to fight another horde. I didn't do to well on the last ones." i] With that Sinder drops his fiery aura, and continues the search for prizes. "Welcome 13 th, glad it is you and not some demonic plague."

He looks at the beast, "What is the value of the tusk of this beast? Do you think we can put it on the Q mobile and then attach those pillars? Might look like the flintstone car. Yaba Daba Doo, if Q can get the thing working."

"Hey Commander Timmy, Little Hotfoot, here, I need to get to a place where I can recoup." "Boy that commander Timmy doesn't sound right. Nor does Little Hotfoot."

Sinder looks at those that arrived, "A cat and a dog, wonder how this is going to play out."
<<Hola, 1st SET. Sgt. Cantrell of the 13th here, along with a couple of allied representatives of the Black Company. We've got a handful of magical pillars we just hauled out of the deepest pits of hell, and we need to find the rest of our respective teams and get back to Gloom. Any idea where and when we've landed?>>
Sinder smirks, and looks to the rift, "Well not to far concidering Hell is about five foot back through the rift, unless we close it. You're Standing West of our home base, near the Colorado Baronies."
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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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mission 4: Devil's Canyon

Post by Hondo »

Gargamel wrote:That must be the ID self of Drake; wonder if this version is also a jerk.
"Drake, I have a bone to pick with you, provided you even remember meeting me."
Groaning and still laying on his backside, grey sweater ruined sadly, dust and a light smoke curls upwards in the breeze off Drake's body. Simultaneously siphoning energy from the open portal and sitting up the Temporal Wizard turns to look at the Battle Magus known as Gargamel.

Holding up a finger at the mage Drake says, "Hold on, I may look like I ma doing nothing, but in my head I am quite busy..."

Slowly standing up he moves closer to Gargamel.

"Ahhh, looks like you lot have had a rough day, but you know what they say...when nothing is going right, go left."

Dusting himself off Drake pulls loose strands of yarn from his sweater with a frown.

"Of course I remember you Lord Gargamel. As far as the last time I met you. Spacial or temporal? Prime or infinite? I think it was... Nestled in the magic-rich Ohio Valley, the Federation of Magic somewhere in that hodgepodge of differing factions, races, and ideologies with one common bond: Magic. Several Lords all welded into a cohesive force, powerful Federation sorcerers who pose a grave danger to neighboring civilizations. Their Battle Magi, Mystic Knights, and giant Automatons all supplemented by demons and many other fiendish servants. You, and many other Lords and I all, meeting with Alistair Dunscon who had recently reminded us all that he had declared himself as the leader of the "True" Federation of Magic, reviving his father's dream of a magical empire, to topple the Coalition States. It was you, Lady Cira and I who accused him of consorting with demons and other evil forces from t'Fethic's Hell Lords. Those damned Hell Lords will destroy us all in the end. Even Cira has fallen to their ways, she leads them all, even commands t'Fethic I am thinking. Hmmm. We last met. Was it I or ID I? Which? Did you know that only Sir Lord Coake and Lord Reaver Cadethic have no ID selves, anywhere, they are single entities. So, you see, I am unsure when you last met me, or which me, or which you I last met. I recall, Dunscon represents the vilest embrace of the supernatural, you were ... gentler in a way, Lord of Fae and unfortunately ousted by a enemy who had too much power. Dunscon must still hunt you to this day, well Sir, I admire your tenacity! I could imagine no other leading the charge to bring the pillars to Gloom. Well done all of you. Once I catch my breath a portal is needed!"

Drake smiles wide, then frowns: "Where is that dolt Cade?"
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Humble
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Posts: 211
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Location: Black Company

Re: Mission 4: Devil's Canyon

Post by Humble »

At 12' tall and 1,200 lbs, the largest member of the Black Company makes his way through the portal into the nexus cave to stand before the 1st SET and with his Battle Brothers. Looking around at all the members of the many teams assembled here he worries for their safety, if these others are not enemies, and his Battle Brothers seem relaxed, then a warning is needed.

"Do not touch our big stones. You not live long."


GM Note
Posted by Drust, Humble on Vacation.


Image

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: Mission 4: Devil's Canyon

Post by Timothy Hernandez »

"Do not touch our big stones. You not live long."
Timothy Flies down to the 13th. "Is that a threat? Last mission report I heard, there is a bounty on on your heads. Now, why don't we all just settle down, and we'll escort you to our convoy. Why don't the leaders of the 13th and Black Company walk with me, we'll talk shop."

Timothy waves for whoever is in charge to come with him. Timothy will ensure he is transmitting on a secured channel for the 1st and the 1st only."Okay boys and girls, I want you guys to surround these guys. Merl, cover the big guy. Q come up in the rear. Sinder and sparky on the left flank,
Cory on the right flank. I'll take the point. In case you didn't know, there is a bounty out for the Black Company, the 13th was sent to recover them. It looks like they have been through hell and back, no pun intended, so lets find out what happened and see we need to turn around."


If the leaders join Timothy on point, he'll start the conversation. "I'm Timothy Hernandez of the 1st SET. It looks like we all have had a rough day. Why don't we all take a nice stroll back to our convoy, get you guys resupplied and find out what's going on?" Timothy will take point and head towards the convoy.
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Saul
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Posts: 118
Joined: Fri Sep 22, 2017 7:49 pm

Re: Mission 4: Devil's Canyon

Post by Saul »

Cory Tetrascroll wrote:
Merlaggon wrote:With a ROAR of victory, Merlaggon takes to the skies, just escaping the death throes of the Infernal Mastodon.

"I am glad we don't have to do that everyday... Cory, are you OK? Does anyone need any help getting out from any of the rocks, or got caught under the beast?"

With that, Merlaggon hears Saul's radio call and starts digging him out to allow Cory and the others to heal him. Once everyone is free of the rubble, Merlaggon will go and investigate the cave for anything of interest.
Notice
Notice: [dice]30512:0[/dice]
Ace: [dice]30512:2[/dice]
Wild: [dice]30512:1[/dice]
Ace: [dice]30512:3[/dice]
Result: 9 - Success with Raise?!?
The weird guy is hurt pretty bad. That's Cory's professional diagnosis. "Thanks Merl, I couldn't have gotten him out myself."

Cory then takes off her gauntlets and the gloves underneath, and put her hands on Saul's chest. She's worried. He is hurt very badly. She focuses, gripping the rosary in her hand even as she presses it against Saul. This isn't the same as summoning Sun's powers, this is pure Moon. So Cory closes her eyes and turns her focus inward, channeling her energy and passing it through her hands into Saul. Moon hides her power sometimes, so no one can see anything happening as Cory tries to save the weirdo's life.

Heal 2 Wounds
Healing 8
Psionics + 8 EP -3 Wounds [dice]30651:0[/dice] Wild [dice]30651:1[/dice]
When she's done with that, she'll suck up some more power from the nexus.
Draw Mana 10
Mysticism [dice]30651:2[/dice] Wild [dice]30651:3[/dice] Ace [dice]30651:4[/dice]
Saul looks up at Cory. He is not quiet healed all the way and he has a deep cut above his eye. Even though he is consious he seems exaughsted. But he smiles best he can, " Thanks, like a stiff breeze enough to slap me awake. Tell me Cory have you always been this way?" Saul rockily heads to his feet and looks arround taking in the new comers. Those are some pillars... Libertas?
Still oozing blood Saul stumbles over to the goggled technowizard. He waves at him clutching his forehead. Saul is dressed in black leathers with a top hat and carrys a bashing stick with him. Most in the legion know him to be a friendly chap with a fondness of the sea. Folks call him a sea inquisitor, pretty much the same as a cyberknight except his distruptive talents work against magic rather than technology. " Libertas! Like a slow breeze on a hot day, figure you would come rolling aboard. I don't know if you remember me, but you fixed my hoverbike like maybe a month or two ago. Best repair man I have ever seen!" Saul clutches his head and takes a seat near Libertas. He shakes his dizzyness off, " Sorry Libertas. I took a nasty blow to the head, like getting wacked by a main sail. Cory bless her did as much as she could... Still I'll need the Legion docs to give me a once over I think." Saul smiles at Libertas. Hmm, maybe its the spinning rocks but that Lad seems a bit off...
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Mission 4: Devil's Canyon

Post by Libertas Magicum »

Lib nods to Saul. "Oh, yeah, I remember you. Hey, can you help me out here? I... I think something got inside my armor, it's around back." As Timothy starts to get in the ogre's face, he calls over, "No, he means that if you touch Pillars with bare skin--not sure if your cybernetics count, for the record--the hell-energies will rip through you like they did Max, there." He points at the Dog-Boy. "And the bounty's rescinded. Talk to Cantrell for more details."

Once Saul is in position, he opens his Triax armor and... there's a tail. A long, prehensile tail, attacked to the small of his back.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Saul
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Posts: 118
Joined: Fri Sep 22, 2017 7:49 pm

Re: Mission 4: Devil's Canyon

Post by Saul »

Freemage wrote:Lib nods to Saul. "Oh, yeah, I remember you. Hey, can you help me out here? I... I think something got inside my armor, it's around back." As Timothy starts to get in the ogre's face, he calls over, "No, he means that if you touch Pillars with bare skin--not sure if your cybernetics count, for the record--the hell-energies will rip through you like they did Max, there." He points at the Dog-Boy. "And the bounty's rescinded. Talk to Cantrell for more details."

Once Saul is in position, he opens his Triax armor and... there's a tail. A long, prehensile tail, attacked to the small of his back.
Saul grips his head blood still gushing out. is that a tail? " It looks like you have a little fella back there Libertas. Some sort of tail... I uhh, either that or the pain coming from my head is making me see things."
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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