Mission 6: Radio Tower

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Venatus Vinco
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Posts: 2872
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Mission 6: Radio Tower

Post by Venatus Vinco »

Image
The radio signal is emanating from a field of pre-Rift satellite dishes just inside the border of the former states of Colorado and New Mexico. At one time this may have been a communications station or even a space telescope, but now it has largely been picked clean of anything valuable and appears to be completely abandoned - except the area is crawling with lesser demons!
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Anarik Notice 1 Crit fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Anarik Common Knowledge 11
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]8[/dice]
Ilse Notice 5
Notice [dice]4[/dice]
Wild [dice]5[/dice]
Ilse Common Knowledge 4
Smarts [dice]6[/dice]
Wild [dice]7[/dice]
***

Anarik cursed as he fired off another blast of voidfire, burning yet another demon to a crisp. “We can’t keep this up much longer, Ilserayne!” Anarik shouted above the din of snarling demons and battle. His purple battle robes were stained with sizzling demonic green-black ichor.

“What choice do we have, Master?” said the beautiful redhead at Anarik’s back. She was dressed in scarlet and black corset leather armor. Horns curled over her pointed ears into her red hair, and red leathery wings unfurled on her back over a red spaded tail. She wore two golden bracelets on her wrists, the manifestation of the magic that bound her to him. The whip she wielded snapped and wrapped around the head of a demon. With a tug, she severed the head, sending it falling into a pool of ichor before evaporating away in greenish smoke with the smell of fire and brimstone, a scent with which Anarik was all too familiar.

Anarik and Ilserayne stood within a protective circle of voidwalkers, their deep blue-black muscled forms and glowing yellow eyes held floating aloft by a wisp of the void-stuff from which they were summoned, their wrists banded in gold bracelets as well, rendering them his to control. Their claws rent through demonic flesh, but slowly and surely the superior numbers of the horde were slicing through Anarik’s meat shields, dissipating them like so much smoke.

A cry of pain came from Anarik’s left, over near the ruined remains of the 11th AAT’s Mountaineer. Samu’el had taken a demonic sword through the chest. “Well, at least I won’t have to listen to that sanctimonious windbag again,” Anarik commented dryly as the large, dark-skinned human fell, his psi-sword and shield evaporating away as his life bled out in the dirt. Anarik called out a word and twisted the magic of the region. A demon evaporated with a pop as it was banished.

“Damn! And I was so close to corrupting him!” Ilserayne pouted. She extended a hand, and one of the demons shriveled up as its strength was sapped away.

The 11th Arcane Anomaly Team had been stationed out here at this abandoned field of large radio towers for the last several weeks, bivouacked inside a run down monitoring station. They had been studying a large nexus point about ten miles away at a place marked by a cracked granite slab as the Four Corners. The nexus had been quiet, the job boring, until today when they had returned from an overnight watch, eager for their cots despite the desert heat. What they got instead was ambushed by this horde of demons.

Hector, their rogue scholar, and Reynaldo, their psi-operator, had been the first to go when a demon landed on the hood of the Mountaineer and rammed a pair of swords through them and the engine block. Sama’el had dispatched that demon quite quickly, and they had fought their way to a wall against which to put their backs.

A massive explosion detonated in the field of demons. Anarik spared a moment to look up at the radio tower above them. She wore what looked like patched together techno-wizard combat mage armor and held a large-mouthed shoulder mounted cannon with a smoking barrel. It looked like she had cobbled it together.

“Thank you, Tara!” Anarik called. “Think you can clear out more of them?”

Tara Black was a techno-wizard the team had found wandering about the wastes. She seemed to know almost as much about rifts as Hector did, and had been helpful.

“I am sorry, Anarik,” Tara said. “You said you could help me find my husband and daughter, but dying here will not do that.”

Anarik cursed. “I said the name Black sounded familiar! But every emo second stringer has Black in their name!” he shouted up to her.

Tara’s blonde hair just blew across her scarred eye as she stared down at him. Then she touched a gem on her armor and disappeared with a pop.

“What a bitch! Now I bet you regret fucking her.”

“Not now, Ilse!” Anarik growled. “It looks like we’re alone.”

“You know I will always love you, Master,” Ilserayne purred.

Anarik wondered just how long it would take the succubus to piss on his corpse after the magic that bound her to his will ended with his death.

***
Conditions
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 30/30
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Venatus Vinco
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Re: Mission 6: Radio Tower

Post by Venatus Vinco »

Sinders & Ashes
With the town “saved” from the demonic presence, Sinder and his summoned psi-warriors round up the dead as the mortified townsfolk stand aghast athte horror that has visited their homes. Between the Simvan meals, zombified bodies, and victims of Sara’s pestilence, the pile of bodies is very high. When Sinder sets it alight a thick, choking, tower of black smoke floats up into the sky signalling the entire mountain valley that “death is here”.

As the dead burn, the 1st SET make plans to move toward their former commander's position - an abandoned radio tower a few miles southwest of their position, right near the border of the former states of Colorado and New Mexico. From what little they know of the area it is also home to Native American and nomadic Simvan tribes.

Thank to Anon, the group knows the area is crawling with demons and some sort of battle is already raging. Demons and battle are definitely hallmarks of the new Fell’s presence. With the Mountaineer and Rod’s Dragonwing closing the distance is no problem - it’s what to do when they get there that remains in question.

Fell FM
As the 1st comes on scene their radio’s crackle to life unbidden.

”So nice of you to join us. We are in the process of killing some of your legion friends.”

It’s obvious a battle rages, demons against some others, unfortunately Fell’s voice occupies every channel on the radio...so there is no way to communicate with the ground, or each other. Each flip of the radio dial reveals Fell’s voice, Taunting secrets about various members of his former squad or slurs against the tomorrow legion.
Taunt
Make a Smarts check against Fell’s constant radio Taunts.

Bonus: Come up with a particularly vile Taunt of Fell toward your character and role play your response to gain a benny

If you fail the Taunt test, add an additional -2 to the Quick combat below.
Quick Combat
You’re in an open plain scattered with derelict communications dishes. Lesser demons prowl about the plains with scattered fighting against someone...although at least one of the enemy groups appears to be demons of another kind.

Zolo and Anarik can participate in the fight.

20 minutes have passed since your last battle...be aware of PPE/ISP and ammo.

Quick Combat rules:
  • Scene modifier: -4 (-2: You cannot communicate with each other via radio, it’s jammed with Fell’s taunts. -2: The situation on the ground is confused with potential friends mixed amongst the foes. Note: Additional -2 if you failed the Taunt above)
  • Target: 8 Successes=Wounds on enemy side
  • Pick your favorite combat skill or Knowledge (Battle), add in the modifier and include Wounds and Fatigue. The modifier can be mitigated by your own skills, equipment, and edges. (HJ staff bonus, cybernetics bonuses, marksmanship, etc.). The GM will roll for allied participants in the combat (Extras, by group) after players have gone.
    • Special Edges: Danger Sense, Sixth Sense, Quick, Level Headed, and Improved Level Headed each give +1 to your roll.
  • For every success you come up short, I will roll 4d6 Wounds and assign a wound to a random character (PCs, Allies, and Extras). Soaking is permitted as normal once wounds are assigned. Coming up short in the combat also means you get to go another round.
  • Damage is not being tracked here for the enemy. It's a straight number of successes task, so don't bother with damage rolls. Resources, however, will be tracked.
    • A critical failure means you were not able to help the group succeed. In fact, your bungling cost them one success!
    • On a failure, you use up 3d6 power points spent or charges from your weapon, as appropriate.
    • Success, you did a good job, maybe not a legendary victory, but you did what was required to save the day. You spent 2d6 ammo or power points.
    • Success with raise, your contribution is legendary. You spent 1d6 ammo or power points. Take a benny and narrate your awesomeness!
    • No matter what you roll, please leave something for everyone else to do.
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Roderick Wolfram
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Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

The fuselage vibrates with the throttled back power of the Dragonwing as it keeps pace with the slower members of the 1st SET. Rod cocooned in the cockpit, watches and feels the large robot shift and shimmy to the air currents around it. He watches the monitors as they approach the Radio Towers, his view confirming Anon's description. He gains altitude to be able to provide some intel on what is currently happening. Then the radio crackles to life and the words of the now infamous traitor leader of the 1st SET, Fell himself calls out on all the frequencies.
Common Knowledge 3 Fail
Common Knowledge [dice]2[/dice] | Know about telepathy
Wild Die [dice]3[/dice]
Total: 3 Fail
Damn it! Rod thinks. "Jamming the radio this way is almost effective as locking us in separate rooms." We need some other way of communicating, maybe we need to go back to old Morse code, I could flash my lights to send a message.

The Taunt:

"Hey you! Up there in that flying mechanical chicken." Laughter. "How'd they sucker you into joining the dumbest team ever. No regrets yet on how they just jump into the dragon's mouth without any thought." More laughing. "I bet you thought you'd make a name for yourself by being with them. Notice how the name is still 'FELL'S Follies', no chance in hell it's going to be yours. This place is going to be your grave. I bet you feel brave under that armor plate. I bet you think your a real man, I bet you think you are the best. A real man looks death in the face, testing muscle and sinew against his foes. It's why I became a juicer, I've beat death once, and I going to do it today, trading your life for mine."
Smarts 5 Success
Smarts [dice]0[/dice]
Wild Die [dice]1[/dice]
Total: 5 Success
Rod listens to the radio, seething as a man he's never met belittles his skill. Oh, I am the best at what I do, plus I don't plan to die to prove it. I don't need chemicals to be my best. It's my own skill that's put me in this seat! Over the radio, he replies back to the constant barrage of insults with a simple, "F$ck you, a$$hole!"
Shooting 17 Success+3 Raises
Base 1d12+3 (+1 Danger Sense, +1 Level Headed, - 4 Scene Modifer)
Shooting: [dice]4[/dice]
Wild Die [dice]5[/dice]
Spending a Benny for Extra Effort: [dice]6[/dice] (Elan), Ace 1: [dice]7[/dice]
Total 17 | Success +3 Raises
The 28 tons of robot rockets further skyward continuing to gain altitude, then the engines throttle back, bring the robot into a stall, he pulls slighting on the control stick, nudging the Dragonwing over upside down back towards the earth. Blasts of flame leap out of the four engines quickly accelerating the robot improbably past the speed of sound. He pulls out of the dive, the weapon arms tracking on high value targets. Bolts of laser and shimmering fields of ions pummel the plains, the bodies of the demons burst and blister. As he passes, the shock wave caused by the huge flying robot passes over the plain knocking over the smaller demons.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Zolo »

" Up here guys, eyes up here." Why are they all looking at that TW we just picked up. Don't they get we are on the verge of getting over run? Zolo scowls and points to a rough hand drawn map, " Right there, thats the plan. Everyone has a part. most of us won't make it out alive. But if we stick together and watch each other's back at least two of us will make it out." Wow, was that even good? It's worse than I laid out. I doubt if any of us will actually live... We need back up and its not like some legendary team is going to be coming in on the wings of a dragon.

Zolo flashes a winning smile at the 11th ATT. Young bucks, except for Anarik... He can summon the best beasts this side of the Mississippi. Heck back in the war if Tolkeen had a few as competent a him they would have won. Sorcerers Revenge indeed. " Its here heroes are made and legends are born. Stick to the plan and we will make it."

Zolo's radio goes live with someone's incessant Taunts. What the hell? Who is Cory and why does she need a helping hand? Uhh why is this joker saying things about a dragon's mother. I would never say that to a dragon and I am half one. Son of a Bitch--- The last taunt breaks Zolo. No one, no one has any right to say that shit.

" Listen to me you two bit slimy horses ass. Stop your pining for Cory and her Red Dragon or I will come over there and rip your lily livered tongue out of your fucking pie hole. Oh and if you can please send help we are about to be overrun by demonic forces. That would be just great." The radio stops working... Static, great this is ill timed.

Zolo grabs the cp 30 and checks the e-clip with one hand. Then pats the large magnifying glass in her pocket. " Radios are out and this is going to be tricky. We got a plan, lets do it. Anarik let err rip." What a fantastic story this will be.
Note pad in the other hand Zolo executes plan alpha!
Smarts 4, Kn Battle 11, 2 successes
Smarts [dice]0[/dice] Wild [dice]1[/dice]
Kn Battle: [dice]2[/dice] Wild [dice]3[/dice] Scholar+2 Level H, Impr LH, Danger Sense:+3, -4 from quick combat. Benny for EF [dice]4[/dice]
[dice]5[/dice] ammo on the wilk, plus a benny
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
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Sinder
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Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder »

Smart
[dice]0[/dice] extra effort -1 benny [dice]2[/dice]
Wild
[dice]1[/dice]
failed smart test!



As the group gets closer Sinder sees a hellish battle field in front of him, all of a sudden, the radios go wacko, he can hear Fells voice speaking, “Well if it isn’t the goody two shoes coming to save the day. Oh, there is that mommy’s boy Sinder. Oh, you and your phatic Hero Sir Sayeen, what a pain in the ass that old man was, and his phatic daughter. Oh, you cried for them I could see you trying to hide it. They were weak. I am glad that Timothy ran his sword up her guts, she was getting on my nerves. Oh, you never realize that did you! Yes she was balling about how she was being driven mad and wanted to leave. Honest to god I wish I had killed her instead of Timothy. He got the honor of gutting that worthless bag of bones. The whole group of you are worthless, you will never become half as good as me, even dead I’m better then all of you put together!”

Sinder taps deep into himself and draws the last bit of energy to power his armor (uses the card power surge) He is shocked to find he has power, plenty of power.

Sinder grits his teeth Fell has struck a fiery raw nerve. He attacked his mother, and Sir Sayeen a family friend and hero, and now has learned that Fell and Timothy killed Sir Sayeen’s Daughter. Something comes over him. This isn’t the cowardly boy who just wanted everyone to get along, this is a fire monster all set to lash out and destroy in a Fiery Tsunami!

Sinder lashes out with Words and fire.
(Over the radios and the speaker.)
"I learned a lot about myself watching you. You lashed out and destroyed things when you could have talked and saved the day. It was you I had to save from yourself at the generator plant. You had to kill the mage, you didn't care about anyone else. I was left there to clean up your mess with the demons. Then you had to start something with the CS. Again we saved your worthless juiced up ass. No, don't find another way out. Go and kill everyone. That was my first battle beside you. And Sir Sayeen had to save us all, it is a shame you didn't parish there. We would have been so better off without you. Because when you were in charge, the team fell apart. Fell the Hero, no never. Fell the Weirdo Psychotic Killer who has women issues is more like it."

"Oh, and your Pining away over Cory? Really, we know you Juicers! Less then 5 seconds and it is all over. Now your a fanboy of demons. Do everyone a favor and take a flaming leap and kill yourself again! But stay dead!"



For the Battle dice Playing card instead
1d54 = 42 (42)
Play instead of rolling to make a
trait test with a single automatic
raise.

With that flames erupt in large areas, striking and burning the demons. And a large firey aura springs out around his body. The demons,they die in mass. Sinder is pissed. Fiery wings emerge from Sinder’s back, the meek, humble burster isn't here, the Phoenix has returned. The Phoenix Strikes!

https://www.dropbox.com/s/fjg3ykd40bt0d ... g.png?dl=0
USED [dice]4[/dice] PP [dice]5[/dice]Ammo

Everything Burns
[dice]3[/dice]
Last edited by Sinder on Thu Aug 02, 2018 6:57 pm, edited 10 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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Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon »

Smarts 12
Vs. Taunt (+2 due Strong Willed)
  • Smarts: [dice]0[/dice]
    Wild: [dice]1[/dice]
    • Ace: [dice]2[/dice]
    Result: 12 - Success with Raise
"oooOOOooo. Seems like the Big Bad Juicer MAY finally shown himself. Perhaps he has grown a new pair after all the chemicals he pumped through his body made his original ones wither to that of a little boy."
Fighting 8
Fighting at -1 (+3 due Claw of the Shapeshifter, -2 due difficulty)
  • Fighting: [dice]3[/dice]
    Wild: [dice]4[/dice]
    • [dice]5[/dice]
    Result: 8 - Success with Raise
Landing among the Lesser Demons, Merlaggon starts tearing into them with his claws, having learned in the past how terrible Demons taste. The Demons fall by the dozens. A couple even manage to get lucky and draw some of his blood, but Merlaggon's newly developed Fast Regeneration quickly shows the futility of the Lesser Demons to even try to hurt the massive Hatchling Dragon.

"Cory, I hope there is something more of a challenge than just these little Demons. *Burp* I think something I ate earlier is not exactly agreeing with me. Maybe next time I shouldn't eat any Demon Corrupted Children..."
Last edited by Merlaggon on Mon Jul 30, 2018 5:52 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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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Icosa »

With rocket pack blazing, Alecto tilted down towards the fray. She did one flyby, directing a spray of railgun fire to clear out a landing area before setting down in a plume of fire and dust.

Then she drew her enchanted sword and extended the vibrosword from her left arm, and got to the bloody work at hand.

The presence of 'Fell' on the radio was a nuisance, but it gave an opening, perhaps, for a response. An opportunity to see if a reaction could be provoked.

"Hey there, little lady," Fell chuckled over Alecto's comm. "Normally I'd be kinda flattered you joined my old SET just to get close to me, but...well you're not even real, are you? Just a windup toy that's slowly winding down."

"I don't know who you are yet," she returned on her communicator, "but I know now who you are not. The records of Fell show he was many things...but a coward who hid behind a radio transmission, tossing childish insults was not one of them. If you were him, you would be here on the ground right now...no matter how inadvisable such a course of action would be. No matter how certain your demise, should you do that, was."
Rolls: 6 Smarts, 5 Fighting (success), 8 ammo spent
Vs Taunt: [dice]0[/dice] or [dice]1[/dice]
Quick Combat: Fighting [dice]2[/dice] or [dice]3[/dice] Actually shouldn't have -1; forgot the +1 from Level Headed
Ammo spent: [dice]4[/dice] I know it's Fighting, but she hasn't got PPE or ISP and her cloaking device is already drained, so that's all I had left to spend. I'll narrate her mixing some railgun blasts in there between sword swings as part of the abstraction.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon »

Smarts to Resist Taunt: 7; Shooting: 18 (4 Successes)
Smarts [dice]0[/dice]
Wild [dice]1[/dice]

Shooting Multi-Assault Rifle [dice]2[/dice] (Machine Maestro and 3RB factored in, offset the -4 scene modifier)
Ace! 10+[dice]4[/dice]
Wild [dice]3[/dice]
Uses [dice]5[/dice] shots
+1 Benny for multiple successes


Fell's voice crackles over the radio, "And just who is the knock-off Qoat driving the knock-off Mountaineer? Looking a little wobbly behind the wheel there, Mister Not-F#%*ing-Qoat. Maybe you guys should trade him in for another Operator who knows how to drive!"

Anon's reaction to the taunt is immediate... and really quite dull. What's a "Qoat?" he thinks before dismissing the broadcast out of hand. It buzzes in the background, but he ignores it; every now and again, it's nice to be hard of hearing.

His first instinct upon seeing the veritable army of demons is to let loose with the Mountaineer's rail gun, but he thinks the better of it. Rod seems to have the "overwhelming firepower" role well in-hand and, besides, rail gun ammo isn't free. PPE, fortunately, is.

Anon hops out of the driver's seat, leans up against the hood for balance and cover, and begins lighting up lesser demons with deliberate, well-placed bursts from his Multi-Assault Rifle. He gets into a good rhythm with the rifle, enjoying the feel of it's familiar grip in his hand and the smooth way its magical target lock slides from one hostile to the next after each trigger pull. The firing mechanism works almost silently; the TK bolts themselves make no sound as they're fired, though the old carbine still has moving parts. He keeps them well-oiled, but metal moving against metal always makes some sound, no matter how well-cared-for.

His mind drifts back to Tolkeen and it takes a force of effort to keep his focus on the here and now. No dead boys out there, Anon; just demons and creepy crawlers, and they don't seem to be shooting back so keep the hurt coming!
Anon
Anon Smith a human Techno-Wizard
Character Sheet
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Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Anarik Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Anarik Common Knowledge 13
Smarts [dice]2[/dice]
Ace [dice]10[/dice]
Wild [dice]3[/dice]
Ilserayne Notice 4
Notice [dice]4[/dice]
Wild [dice]5[/dice]
Ilserayne Common Knowledge 4
Smarts [dice]6[/dice]
Wild [dice]7[/dice]
***

As Anarik banished another demon -- and another of his voidwalkers evaporated out of existence -- his radio blared to life again.

“Well, weren’t you an effective team leader, getting your entire SET killed. And it only took all of two minutes. I think that might be a record. That hot techno-wizard you brought with you had the right idea. She knows a losing side when she sees it. You should have stayed in bed with that succubus of yours.”
Smarts vs Taunt 4
Smarts [dice]8[/dice]
Wild [dice]9[/dice]
“He’s got you there, Master,” Ilserayne purred as she lashed out with her whip at another demon.

Anarik growled and blasted a demon with shadow energy. “Shut up, Ilse!” he snarled. “This wasn’t my fault! Sama’el was in charge of protection operations. We were a research team, not a combat team!”

Ilse shook her head and shriveled up another demon. “I meant the part of staying in bed with me.”

“...”

Anarik shook his head and sucked magic out of one of the demons.

Suddenly one of the radio towers exploded with laser and ion energy, sweeping through the army of demons. A giant dragon-robot rushed past, the shockwave sending Anarik and Ilserayne rolling to hit hard against another radio and scattering Anarik’s weakened protective ring of voidwalkers.

“Void damn you!” Anarik growled. “Who is that? He almost blew us up!”

Then little Zolo came around from the other side of the radio tower.

"It’s here heroes are made and legends are born. Stick to the plan and we will make it," the little...what was he? He looked like a gnome. Anarik had never really figured the little guy out.

Anarik picked himself up. “I didn’t survive the Burning Legion to be picked off by demon wannabes,” he snapped. “I was a hero and legend before I even ended up on this god-forsaken world. I helped Illidan lock Sargeras away for good!” Anarik blasted another spell into a group of demons. They suddenly slowed, like they were moving underwater. That would buy them some time to get back into formation.

Ilserayne barked orders at the voidwalkers to form their defensive perimeter again.

There were more insults and taunts against people Anarik didn’t know. Apparently they had some company coming, as evidenced by that dragon robot.

And then hot fire erupted, burning demon and radio tower alike, a winged man on a hovercycle away in flames blasting at the creatures. Apparently he knew the taunting man on the radio.

“Stop talking to him, you idiots! He’s goading you!” Anarik yelled futilely as he summoned some imps. They formed up in a second line and started blasting the demons with fireballs.

“He’s good,” Ilse purred as she sucked magic out of a demon. “I wouldn’t mind meeting him. Though I really hope he lasts more than five seconds.”

And then a real dragon landed in the midst of the towers. “By the Light!” Anarik gaped. Even though he had met dragons, had fought them and fought alongside them, had helped to fell the mighty and terrible Deathwing (and this dragon couldn’t hold a candle to that monster!), they were still impressive.

Anarik banished another demon that threatened to claw Zolo’s eyes out, and Ilserayne caught the ankle of another with her whip, tugging hard and putting it onto the ground where the little gnome thing could put a couple blasts into his head.

A woman in armor and riding a jet pack landed and laid into the demons with bloody death.

“Watch it! That demon was mine!” Anarik shouted as she sliced up one of his voidwalkers. “Amateurs!” he muttered, blasting a demon with hellfire.

“Aw,” Ilserayne teased, her tail caressing up his leg as withered the vitality from another demon. “Sounds like someone needs some special attention after this is all over.”

“If we get out of here alive, Ilse, I’ll--” Anarik cut himself off. It wasn’t wise to promise things to a demon. You might actually have to pay. Amateur mistake, Ebonlocke!” Anarik cursed himself.

A Mountaineer rushed up and a man got out with some kind of large gun, firing into the demons. Anarik wondered if Tara had been able to get some sort of signal out to the Legion. She had been up there on the tower fiddling long enough while he held off the horde. But if she’d gotten a signal out, then why had she buggered off?

“Horde take her,” Anarik muttered, sucking magic out of a nearby demon. Ilserayne was doing the same. They were both running low.

“Just hold on a little longer, Zolo!” Anarik called. As if he had a plan. He wasn’t sure even with the help they could get out of here alive. Anarik glanced at Ilserayne. She wouldn’t really die. Not a native of this plane, her body would perish, but she would reform in the Twisting Nether to be resummoned by him. There was a way he could get out of her. Perhaps. He could turn invisible, run, leave Zolo and these strangers to die.

Anarik started casting. Ilserayne noticed and cursed. “You bastard!” she snarled, baring her fangs. Even for a demon, dying was never fun.

“Sorry, Ilse,” Anarik said. He sucked the magic out of another demon and then cast another spell. He and Zolo turned invisible.
Anarik Spellcasting 13; 3 successes
-4 difficulty, +2 for banishing
Spellcasting [dice]11[/dice]
Wild [dice]12[/dice]
Ace [dice]14[/dice]
Ilserayne Fighting -2; Fail
-4 difficulty
Fighting [dice]13[/dice]
Anarik PPE used 1
+1 Benny
[dice]15[/dice]
***
Conditions
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 29/30
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

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)
Fell's Taunt
Smarts+Twist of Fate [dice]2[/dice] Wild [dice]3[/dice]
"Cory, you selfish little bitch! You're still around? I thought you'd've gotten you skinny little ass killed or just whined yourself to death! Your cold heart hasn't frozen your bitch face yet?" Undead Fell laughs at the 1st, a dark, crackly evil sound.
The Taunt Taken Really Dark
"I won't play nice with you any more little girl! I'll take what I wanted in life, I won't whine and snivel over some puny piece of ass. No, I'm going to rip you off your dragon toy, beat you to a pulp, rape you till you die, than keep raping you until you fall apart. And then my new friends will feast on your remains. So yeah, I think I'll enjoy the whole thing. You hear that, little bitch, little emo bitch. Just wait. Maybe I'll make you watch as we kill your fucking loser team and kill, rape and eat all of them too."
Undead Fell taunting us? Cory thinks approaching the raging battle. Then out loud she yells, "That limp dick juicer asshole!"

She digs up every mean thing she ever said to him, every emo plea he made to her. But frankly, none of that is right. Fell wasn't a bad guy, just dumb. She doesn't need to attack Fell, she needs to taunt the undead version. Let's see, the undead Fell is mean, but weak and just wanting to hurt people, just to get payback maybe. And it's clear who he wants payback from the most. She choses not to argue with him though. Over the radio, she says to her team, figuring that if they can hear Fell, he can her them, "Okay 1st, like we're Fell's Follies because he was a totally idiot alive, so like what do you think the undead version is like? Totally lamer, totally stupider, and like even more whining emo! At least like alive Fell's stupid naivety was sort of like redemptive, but it like doesn't work when you're evil and undead. Nope, that's just some super lame sack of decaying dummy out there. Let's take this fake Fell and his pitiful band of even lamer undead idiots!"

What undead Fell still rattled Cory, his turn from idiot to monster is completely shocking. The horrific imagery he conjured up, well, the fact that this monster knew Fell's mind and could twist it in such a horrible way, made her sick, light headed.

She was also worn out from the previous fight. She stays strapped into the saddle on Merl, holding on for dear life, as long as she can. She hardly has any magic left, Sun and Moon only starting to power her up again. She prays the rosary as long as possible too before finally having to join the battle. It's enough though, just enough, Sun and Moon see fit to arm her with a jolt of power.

And it's totally a surprise to her the way the Sun and Moon gifted her. She raised the Fell Sword easily! And the surge of power along with it, she knew she had one task here, and that was to take Fell down!

"Merl, I'm going after Fell!", she says, panting as she sprints across the battlefield. "I may need some backup!"
Quick Combat 10
Mysticism + Twist of Fate - Scene Modifier + Danger Sense [dice]4[/dice] Wild [dice]5[/dice] (3 EP) Inspiration: Temporarily use an Edge you qualify for (ignoring Rank) for the duration of the current scene (scene length is defined by GM) to use Exalted Boost Trait for the sword.

Bennie Reroll: [dice]6[/dice] Wild [dice]7[/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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Venatus Vinco
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Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco »

The Mighty 1st
Just as the 11 Arcane Anomaly Team find themselves about to be overrun, the 1st SET arrives on the scene with unbridled fury. In the sky above the Dragonwing Robot and the actual dragon swoop onto the field leaving the bodies of demons in their wake. Behind them comes a jet packed warrior who cuts a swath through the demon ranks. Not to be outdown, a single hover cycle rider wallops the area with great gouts of fire. When the Mountaineer rolls up, even more fury is unleashed. Soon the demons are all dead, or in retreat. A large pack of survivors is headed for the ruins of one radio tower.

Despite the combined power of the two Legion teams, Fell's voice still fills the airwaves taunting with a sing-songy voice,

"All fury and no brains. The first set remains the same."

Fell is nowhere to be seen on the battle field.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Roderick Wolfram (Human Robot Pilot)

Post by Roderick Wolfram »

Rod howls in triumph as the demons break and run from the 1st SET. "Yeah! Run you demon dogs, go back to your cowardly leader." The stories I've heard of Fell's Follies always had Fell at the front; how can this be the same guy? Hiding in the shadows, trying to mock us even as his troops are sent running scared.

Up high in the air, Rod surveys the terrain. He fires his weapons at long range to force any demons attempting to break away from their run to the radio tower back towards it.

He tries the radio, "Cory, I recommend long range bombardment of the radio tower that these last few demons have holed up in. No need to put ourselves at risk. Those two appeared to be fighting the demons should be interrogated to find out if they are an attempt to plant a spy or a traitor among us. With this many demons, it's too convenient that they were able to survive this long."

Rod operates the robot's sensors to validate the radio signal from Fell is originating from the tower. Working the controls he contemplates how to record his victories. Maybe I need to start counting kills on the Dragonwing. A picture of a demon's head with tick marks for the number of the kills.
Notice 7, K/Electronics: 11
Notice: [dice]0[/dice] (+2 Expanded Detection Array; -2 Danger Sense)
Wild Die: [dice]1[/dice]
Total: 7 (-2 for Danger Sense)

Knowledge: Electronics: [dice]2[/dice]
Wild Die: [dice]3[/dice], Ace 1: [dice]4[/dice]
Total: 11

Bennies: 5
Last edited by Roderick Wolfram on Sat Aug 04, 2018 8:33 pm, edited 1 time in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

OOC Comments
Notice 7:[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 slumps down on the ground, totally exhausted. The Fell Sword seems twice as heavy. The rush of using it in battle was indescribable though. Sun and Moon truly are powerful. She brings her left hand up to her lips and whispers a quiet prayer of thanks to her celestial deities. They didn't find Fell, but they decimated the demon horde, and that is something.

New people. Damn, we are a rotisserie of bodies. She looks at the unknown survivors. She doesn't engage them yet. She has her team to think of right now.

"Rod, totally good call, task like whoever you like need to assist, just leave me Merl and Anon, right. We'lll see who these like other people are and like why they are here, you know." Cory responds to the robot jock. She let's out a brief sigh, thankful for the heavy robot. She needs to change her attitude a little bit she thinks. This is a diverse team and she doesn't have to be friends with everyone, just respect their capabilities. Rod seems capable, and the Dragonwing is certainly effective. "Everyone take up a defense position or go with Rod to blow crap up. Anon and Merl stay with me," Cory says over the team channel, not even trying to mask her exhaustion, but trying to be as clear as possible, even to the point of dropping her unconscious affectations in her speech. Her speech is even paced and direct.

It's just hard with new people not to be somewhat bristly to them. New people. So many, cycling through. She trusted Saul and what happened? She still doesn't know but on some level she knows the sea inquisitor lied to her. Lied to her about Sara, and that put the whole team in jeopardy. How do you know who to trust? She trusted Fell, and he was an idiot. Until the end, he seemed to balance being an idiot and being a leader. He turned out to be a selfish tw---no, he wasn't that bad, a selfish bag of foreskins maybe.

Merl, I need you as back up while we see what these people here want. Look scary. I don't want any more surprises. she uses some of her last energy to send Merl a telepathic, and therefore secure, message to her best friend in the 1st. She uses the same trick with the TW, Anon, we're going to talk to these people, have your those devices of yours ready. I'm not sure what I saw, but I think there may be more magic at work here.

Then she approaches the two new people. She hefts the Fell Blade up onto her shoulder. Hopefully these two saw her wielding it during the battle and she can bluff them a little here.

She flips up the visor on her TW armor and glares at the newcomers. And when Cory glares, she becomes the definition of stink eye. The coal black around her eyes sets off the whites in stark contrast. "So, like," she begins with as much weight in her words as possible, "we're the first set of the Tomorrow Legion, and we're like some serious bad asses." The "so don't fuck with us" is clear, even if unsaid. After a second for that to sink in she says, "So, like, who the hell are you, and by Sun and Moon, what are you doing here?"
Detect Supernatural: 7, Detect Arcana: 9
Detect Supernatural per Notice Roll in tag at top, but as she observes the newbies, she definitely keeps watch for supernatural.
Detect Arcana [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."
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Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Zolo looked at Cory with half a smile. is she really giving the stink eye. ”That better be some kind of arcana detecting eye and not just a normal stink eye.” Zolo chuckled and grabbed a 8x11 paper with crayon drawn diagrams and bullet points. ”The name is Zolo . What you see is the last of the finest AT&T team from the Tomorrow Legion. What am I doing here? I just executed plan alpha.” Zolo points to the paper titled Plan A. Then to the last point which read saved by badasses with two dragons. ” It was a long shot, but the only one worth shooting are super long. Anyway I am not going to fuck with you so don’t worry about it, but whomever Cory is, and assuming that dragon is Merlaggon there. An asshole named Fell that probably wears godawful winter sweaters that is doing most of it... The fucking with I mean.” Zolo scampered over the rubble looking around, ” I do mean it when I say thanks. Thank you for coming when you did. I am not too sure who else made it from the AT&T but I am looking here, and there and then over there...” Zolo’s voice dropped to a whisper, ” I really thought more would have made it.”
Zolo had a cloak hanging off a shoulder and clung to it realizing that there may not be more left alive. ” Where is that shifter Anarik? I think he turned us invisible at some point. He really save my life.”
Super natural yes
Zolo probably registers as supernatural
Fear vs Merlaggon: Spirit [dice]0[/dice] wild [dice]1[/dice]
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

It was a legitimate stink eye, but it was also the detecting kind. Cory continues to maintain the expression as Zolo zips through the explanation. But by the time Plan Alpha is fully explained, she let's out a very honest, and very cathartic laugh. "Yeah, well, like, good plan. I'm Cory, and like, in charge of the first. That is totally Merl."

She looks around for this shifter guy. She's not so keen on a shifter. Kind of flies in the face of everything she stands for, but Sun and Moon seem to always test her and make her think for herself. Interpreting their will is part of her job, being told what to do is not the kind of envoy her deities want. They clearly want her to think on her feet and not be limited by dogma. Which is hard. Still, a shifter seems to be the antithesis of her beliefs. Especially, she frowns, realizing that her description of her summoned allies is true for her, but it is not true for a shifter. This shifter saved this Zolo person's life, so the benefit of the doubt it is.

Bringing herself back to the present she says, "Like get your shifter person to not be like invisible. Then, like Plan Alpha is like whatever and stuff, but what are you actually like doing here? This AT&T whatever? I've had like a bad day, so like funny jokes are fine, but like let's just get things totally clear like right now." Her grip on the Fell Blade tightens as she mentions bad day and the person of small stature jokes about Fell. "Like there's some shifter skulking around, but, you know, what's your deal?"

When she sees Zolo give Merl a slightly prolonged look, Cory says, "Like don't worry, Merl doesn't eat people unless they like totally deserve it."

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
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

She is still looking at me... Now she is looking at me while I look at the dragon... I wonder if I zipped through that explanation of plan alpha too fast, she does not seem to get that her arrival was all part of the plan. Zolo lost the train of thought when Cory proclaimed leadership of the 1st SET.
” Woa! You are the leader!?” Zolo takes out a historian’s old musty journal and jots some notes in it.
It was a bad day, maybe a bad year for the leader of the much vaunted 1st set. Her eyes darted this way and that way gripping her mighty blade for comfort more than anything else. Wrestling with her inner turmoil she snaps back to the present dealing with problems she was suited to fix.

Zolo looks up and puts the journal away, ” Right, what am I doing Here? Would you beleive I am investigating the radio towers from a purely historical perspective?... I mean look at them they are sooooo old. An amazing find really, the sheer potential to learn about the time before the coming of the rifts is unfathomable.” Zolo puts on a bit of charm, ”Also look I mean you are clearly a badass, perhaps the most badass leader I have ever seen. Your stink eye could be legendary too. Are you guys after this Fell guy?”

Zolo looks arround concerned that no other members of the At&T have shown up, ” Damit Anny where are you? Plan Alpha clearly stated that you and I would surivive, everyone else well...” Zolo cast aspirations on the ground with a sadness welling up in the eye, ”34% surivial rate for the rest... Sorry guys.”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder »

When the demons start fleeing Sinder, whose Fiery Aura is still rather larger than normal, quickly goes toward Cory and Merl. He listens to Cory tell him to help support Rod and he replies, “Can do, but you’re joining us, shortly right? I don’t like the idea that Fell is in there or not and they might have a rift opening? Flaming Crack Demons, I have had enough to fill my life time. We are tired and weak, I think we need to pull back shortly.” “I hate splitting up the team, and I certainly don’t want us to go in there, it smells like a trap. We are weakening ourselves and then he will let the roof fall on us.”

With that said he goes with Rod.

“Rod, I think standing off and shelling them is a good idea, but Fell has been setting us up like this all along. I just hate to fall into another of his traps. I’m just going to circle and keep an eye open on the building and those behind us. It just doesn’t seem right.”

He can add to the damage by striking out using flame bolts (This doesn't cost him any PP) He targets the door way and any other opening as he circles the building.
Last edited by Sinder on Sun Aug 05, 2018 6:06 pm, edited 1 time in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

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

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

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

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

Plastic Man +4+4
in storage
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Cory ignores the rapid fire nonsense from the only person around she can talk down to, literally. Instead she replies to Sinder, "Like no chasing anyone, I think, you know, like just containment. We are way in need of rest. I know I'm past exhausted. Couldn't conjure a bug, right?"

Then shifting her attention back to Zolo, she says, "Yeah, like, we're totally after Fell. It's not just like, you know, easy." She sighs at the casualty rate described by the weird little person. "But like, we have a casualty rate, or, like, at least, turnover that's totally crazy too." Waving towards the antennae, "I don't see like why that's not believable, you know? You studying them, right?"

It's hard but she tries to give the twerp the benefit of the doubt here and ignores the stink eye comment.

Going back to her team she informs them of her simple plan for the immediate future, "Like once we have the area contained, we need to find someplace to regroup. We'll bring along this nutjob here and whatever other of her teammates are around and get a little more coherent story from them. Rod, make the call when it's time to leave."

Turning back to Zolo, Cory says, "I like mean nutjob in the best sense, you know?"

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
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon »

Notice 3
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 3
With a look down at Zolo, Merlaggon just dismisses him with a snort.

"Big Bad Fell... where are you now? Looks like you are hiding from us. Seems like you did not grow a new pair."

"Hello... Mister Shifter... better show up when we expect you, because if you were to suddenly reappear at the wrong time, I MAY 'Accidentally' squish you or roast you. We are half expecting Fell to set an ambush on us and if you want to be recognized as a friend, we have to see you."
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
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Hi Dragon, yeah just as agroggant as the rest of your kind to us half dragons. Thanks for living up to the sterotype buddy.
Zolo waves away Merlaggon’s snort and explains to Cory, ” Don’t worry about the snorting from Dragons. They tend to dismiss me out of hand. Not all of them mind you, but most it seems it is their natural inclination.” Zolo shrugs. Just makes it easier to make a long term withdrawl from their horde I suppose.
”Its a funny thing about shifters, and Anny is no different. They show up right on time and when you least expect them.”

Zolo grins at the banter and the hillarity of it happening at the tail end of a demonic retreat is not lost. I like this bald chick... I wonder what it is about this Fell person. Also is she giving me the benifit of the doubt or does she really know her stink eye is thaat legendary.
” I’ve been called worse. Chi-town it was Debatchery Lover, the Brass City it was Hangry... Nutjob is fine...” Brigadeer Baldy. Looking up at Cory Zolo nods getting to the meat of it. ” Well at the four corners some of the AT&T folks might have been interested in the nexus, don’t get me wrong its neat. But that tower there that is where the real fun is. Just imagine the range that sucker has and the stories it could tell.” Zolo pulls out a magnifying glass and fiddles with it. A blue light streams from it and washes over some of the nearby rubble. Zolo frowns, ” Must be lead in these rocks or there is nothing left of the team... I don’t normally go in for hunting down individuals buutt, your guy Fell said some down right unforgivable things about your dragon friend. So count me in.”

Zolo pauses sitting down lost in thought, absently starts thinking out loud, ” Lets say, you guys have been following him, maybe his radio signal... You come here, and save the day yes... But why here is the question yes? Why here? Obviously it takes you away from where you were, but also draws you to a nexus. If I were some kind of nemisis I would draw folks that I really really hated to a place where a cataclysmic event could rise while simultaneously enacting my own nafarious plan back where those tracking me down just left. Say Cory I don’t suppose you just left a place where you might have saved a town or village?” Zolo looks up at Cory with eyes of intense intrest.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

"Zolo, right?" Cory says, stalling a little as she processes this crazy person's yammering. Yammering in the best way of course, because buried in all that rapid fire monologue are some very insightful questions. "Like, yeah, we just saved a town. And then, like we got this stupid annoying call from this undead dickhead Fell." She lets her eyes drift off towards the towers. She's tech savvy enough to realize the potential, she nods, agreeing with Zolo. Whether to more diminutive female understands that the nod is in agreement, that remains to be seen.

Cory sighs, "I'm doing like my best, but I'm no tactical wizard, you know, just a holy warrior of Sun and Moon. So, like are you suggesting we return back to the town we literally just saved, or like what, we stay away? Like whatever, we are seriously in need of rest. We have totally had multiple, yeah, like a bunch, of running battles today and are totally worn down. Like seriously. Especially, you know, the magic and psi people. Like me."

"Oh, like don't mind Merl. He seriously doesn't like anyone you know, like until he's totally sure they aren't a threat to us."

She looks up at Merl, "I think this little guy is okay, but there's a shifter around. Don't flame him on sight, but I don't trust shifters so be ready." She uses dragonese not as an attempt at deception, but sometimes it's just more comfortable talking to her dragon friend like that. She figures if Fell knew dragonese, most everyone probably does too.

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
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Icosa »

"I concur with Sinder," Alecto weighs in. "Indiscriminate bombardment is too risky in terms of collateral damage and possible civilian casualties. A small strike team can enter the tower and go floor to floor, flushing out any remaining opposition."

"I volunteer for this duty."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Cory Tetrascroll wrote:"Zolo, right?" Cory says, stalling a little as she processes this crazy person's yammering. Yammering in the best way of course, because buried in all that rapid fire monologue are some very insightful questions. "Like, yeah, we just saved a town. And then, like we got this stupid annoying call from this undead dickhead Fell." She lets her eyes drift off towards the towers. She's tech savvy enough to realize the potential, she nods, agreeing with Zolo. Whether to more diminutive female understands that the nod is in agreement, that remains to be seen.

Cory sighs, "I'm doing like my best, but I'm no tactical wizard, you know, just a holy warrior of Sun and Moon. So, like are you suggesting we return back to the town we literally just saved, or like what, we stay away? Like whatever, we are seriously in need of rest. We have totally had multiple, yeah, like a bunch, of running battles today and are totally worn down. Like seriously. Especially, you know, the magic and psi people. Like me."

"Oh, like don't mind Merl. He seriously doesn't like anyone you know, like until he's totally sure they aren't a threat to us."

She looks up at Merl, "I think this little guy is okay, but there's a shifter around. Don't flame him on sight, but I don't trust shifters so be ready." She uses dragonese not as an attempt at deception, but sometimes it's just more comfortable talking to her dragon friend like that. She figures if Fell knew dragonese, most everyone probably does too.
Dragonese? Seriously? Did she just agree with me? Zolo nods carefully eyeing Cory and Merlaggon carefully, ”Yes Zolo Dagga. I would suspect that whatever town you did leave has fell onto hard times. No pun intended. I am no expert on radio transmissions but I would hazard that inside the radio tower which the demons are retreating to lies some kind of device making it seem this Fell is there. Further more the longer we stay here, the more of a chance that something truely terrifying likes a Gigantic Rage monster comes through the nexus.”

Zolo pulls out the journal again and writes some more notes.
The badass leader of the first took council which crossed her face like water on a volcanic rock. Her face is worn and wet with sweat. The team that comes with her is equally exhausted. Each member of the 1st gives their war worn piece. A battle that made boys into men, and men see the fruits of old age far too soon. How much did she trust the council of her peers remains to be seen. Is it possible that goodly council ever reaches that space between her ears?
Zolo snaps the journal shut and puts it away. ” I must say this is an interesting predicament. Do you trust me, do you trust Fell’s transmission, can you be sure taking the time to destroy the demons is the right call, or do you need to make haste and return to the town you may have left in a deadly lurch?”

Zolo stands shaking any dust that may have crept its way on. Ok jacket secure, CS auto mag just where it needs to be, magnifying glass check. Cloak at the ready. Mental note, pick up a language translator.
Zolo with palms open showing no threat smiles warmly with a hint of releif for not having Cory’s job, ” On your call BLT, Badass Leader of Terror? What is it going to be?” Where is that damn Shifter Anny?
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Alecto wrote:"I concur with Sinder," Alecto weighs in. "Indiscriminate bombardment is too risky in terms of collateral damage and possible civilian casualties. A small strike team can enter the tower and go floor to floor, flushing out any remaining opposition."

"I volunteer for this duty."
"Like, yeah, I trust you to find the best solution, the like least casualties and resource use. But, you know, like my primary goal right now is to make sure we can like rest and recharge," Cory replies to the new team member, seems like she's already veteran given how the 1st works. Are all SETs like this?, she wonders. Shaking off by force of will the oncoming despair that accompanies the exhaustion she follows up with Alecto on the team channel, "So, like, Rod coordinate with Sinder, Alecto and the rest, make sure the area is secure. Sinder and Alecto have good ideas, listen to them. Then we need to decide to camp here or head back to the town. I'm open to other options too, like this situation isn't super clear." She turns back to Zolo, but uses the radio again, "We've got a pair of Tomorrow Legion survivors, I think this one is okay, but there's a shifter hiding somewhere and he has me worried."

Then to Zolo, Cory sighs again, looking her in the eye but with tired eyes instead of the stank kind. She says, "It's not a matter of trust, like, see you asked some good questions, so like, they like need to be answered.

Cory notices that Zolo seemed a bit non-plussed by the dragonese. She says, "What, you don't speak dragonese? Fell did and he was an idiot, so like I thought everyone did...I really only speak it like with Merl, kind of you know, for obvious reasons, right? Fell probably just totally did it to impress me. Idiot."

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 6: Radio Tower

Post by Sinder »

After Cory changes the orders. Sinder speaks over the radio, "We should gather any resources from the battle field. Then light the fires under our Asphalt and get the Flaming crap out of here."

Sinder hopes this will be what they choose. Pulling back and make them come to us. "This might piss off Fell. Him not getting what he wants. If that is the case I'm all for it."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

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

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

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

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

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

Re: Mission 6: Radio Tower

Post by Zolo »

Continuing the conversation with Cory and Merlaggon.
Zolo looks at Cory for a hard second seeing the eyes go from stank to tired. Zolo chops her lips thinking. Seriously if my mom wanted to guilt trip me she would send someone like Cory. A mystic by all account, prestigeous, speaks dragonese and for sake has a dragon companion. Litterally the daughter she wanted... Zolo giggles in thought, But there is something about Cory, like her hand is almost frozen in a FU salute. Haha, no way mom would put up with that.
”So... I could have learned all the languages, dragonese included. My parents even sent me out west to some mystic institution called Hawvard Castle. But... I could not stand them back then. Mom always going on and on about places she has visited, and Dad wanting me to live up to my potential. So I just dropped out and never learned any thing. Fortunately Harry, a redwing like your friend there, set me straight before all was lost, but my chance to broaden my toungue had dried up.” Zolo sighs and smiles, ” I get the feeling you are talking a bit on your radio, maybe about me maybe not, mind keying me into the frequency so we can be all on the same page?”

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

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

(rolls carried)

Rod listens to Cory's confirmation of orders as he fires his energy weapons to drive the demons to the tower. "Roger that."

He listens to Sinder's and Alecto's responses then clicks on the radio again. "Sinder, circle the tower and check for possible survivors, but leave salvage to others. Alecto negative on going into the tower. The risk to ourselves is too great. Anyone alive in there will be used as a hostage. We are better off not knowing. These are demons we are dealing with, any non demons are either in league with them, already dead, or about to be anyway. We need to destroy the tower, then sift the wreckage for confirmation of Fell's body. If he is the real Fell, he knows too much about the Tomorrow legion to be left alive."
K/Electronics 5
Knowledge: Electronics [dice]0[/dice]
Wild Die: [dice]1[/dice]
Total: 5
He increases power to the engines and gains altitude and attempts to call back to Silverno hoping the altitude will make up for any shortfall in distance. "1st SET to Commander Walcott, 1st SET to Commander Walcott. Specialist Wolfram reporting. We are at {gives coordinates}, a pre-rifts radio tower field. We have tracked someone claiming to be Fell. He appears to be in league with various demon forces. A very large demonic horde or army Requesting reinforcements ASAP. Over." Rod repeats the message and then waits for a response. He moves back and continues his scan of the ground keeping the area clear for Sinder and Alecto closer to the ground as they do their inspection.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

"Sinder," Cory says, feeling that she's micromanaging but she's being bombarded by individual questions and her attempts to divest some of the command responsibilities to Rod don't seem to have been successful. She's just about to respond to Sinder, when Rod cuts in, and Cory takes a deep breath and just listens. She had nothing with range to even attempt HQ contact and is glad Rod thought of that. She radios him directly, "Thanks Rod, like good call."

Frowning at Zolo, Cory tries to follow the rambling story. She answers the most relevant question first, "So like, we'll change all the codes as soon as we like regroup or whatever. So like, then you can have them. I'd use telepathy all of this except maybe the range is too far and I'm just that beat even it's hard. Like Fell clearly has access now, we seriously need to fix that."

Then Cory sits down heavily, the Fell Blade dropping into her lap. She laughs. A tired laugh, but a happy to be alive laugh too. "Sure, like you can totally have a ride. But, like I seriously don't even remember what town we were in!"

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
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Icosa »

Alecto eyes Rod.

"I will follow orders," she says carefully, "But I disagree that we are ever better off not knowing something. We cannot make informed decisions based on lack of information. Your concern over hostages is misplaced if the alternative is killing them all regardless. The possibility of saving even one is ethically superior to a decision made to exterminate all of them, other factors being equal."

"If risk to the strike team is too much to consider, there is an alternative."

A port on the shoulder of her armor clacked open, and a small black object launched out...quickly slowing to hover just over her head. A black tetrahedron that rotated slowly, borne aloft by some kind of anti-gravity or perhaps magnetic field effect.

"I have recaptured the functions of a reconnaissance drone within my systems. It was not my first choice, as it cannot intervene to retrieve data, or save civilians...but it will provide intelligence on enemy locations and movements within the facility."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

(rolls carried)
Alecto wrote:"I will follow orders," she says carefully, "But I disagree that we are ever better off not knowing something. We cannot make informed decisions based on lack of information. Your concern over hostages is misplaced if the alternative is killing them all regardless. The possibility of saving even one is ethically superior to a decision made to exterminate all of them, other factors being equal."
With no idea that Alecto is giving him the stink-eye since he's up in the air flying a giant robot, Rod shakes his head as he listens to Alecto's reasoning. I am not opposed to cup half full thinking, but we already know that it's filled with poison, of the demonic variety, there isn't much point in taking a sip. He keys the radio to respond, when she continues.
Alecto wrote:"If risk to the strike team is too much to consider, there is an alternative."

"I have recaptured the functions of a reconnaissance drone within my systems. It was not my first choice, as it cannot intervene to retrieve data, or save civilians...but it will provide intelligence on enemy locations and movements within the facility."
Rod waits a second as he composes what to say, "Ethics! Do you think the demons have ethics? They know that if they can pull on our heart strings, they can win. At least we both agree that sending an unprepared team is unwise. It potentially makes the rest of us have to rescue two groups instead of one."

"That Radio Tower has been here for centuries, and the world has moved on. It may contain something interesting, but we don't need it. What we do know is that there are demons in there, and they are not just waiting for us to leave. They are preparing a counter strike. We need to hit them hard while they are on the defensive, with minimal risk to personnel or equipment. If you have a drone that you can send in, then great, do it. Just remember that temptation is what demons specialize in. The call may still be to destroy the tower and everything in it, especially if it means saving more lives elsewhere."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Sinder »

Sinder over the radio, confirms orders, “Copy Rod, circle the main tower look for survivors.”

Sinder continues scanning the area for any survivors, and he listens to Alecto ideas. He doesn’t like the one where she goes in but the one about sending a drone in might be handy. “ A missile strike inside would be better than circling this tower and putting holes in it. Flames of hell there are so many towers out here. Who’s to say some aren’t hiding in them. Yea the drone idea is good if she is prepared to loose it.”
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

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

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

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

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

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

Re: Mission 6: Radio Tower

Post by Icosa »

"We are not demons," is Alecto's reply. "Their lack of ethics is what makes them a threat to the cooperation between sentients we call civilization, thus necessitating this conflict. Abandoning ethics to oppose them separates us from that civilization, even if we still try to act to protect it. I have seen what happens to mercenaries who sacrifice their ethics in the name of expediency."

"I have had to kill many of them...for reasons very similar to why we are now hunting these demons."

"Thank you for agreeing not to obliterate the tower without information about the cost of your action."

The drone whickers out and dips into the tower.

"Commencing recon sweep."
Roll: Activate Clairvoyance 7
Spirit to activate Clairvoyance from Nano-Hive. [dice]0[/dice] or [dice]1[/dice]
Ace [dice]2[/dice]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon »

K/Electronics to Establish Secure Channel: 10
[dice]0[/dice] (includes out of combat Machine Maestro)
Wild [dice]1[/dice]
Extra Effort [dice]2[/dice]
WIP, but Anon tries to set up a secure radio channel once he (belatedly) realizes their current one is compromised. Per VV on Hangouts, his attempt is successful, so feel free to narrate using the new channel while I wait for a chance to update this post.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Cory does her best to track the conversations, agreeing with both arguments. She's just glad they're arguing with each other and not trying to have her make the decisions. That's her job, sure, but a break is nice. Still, she figures there's things she can do.

"Hey Merl, I think we're okay here, could you see if Rod and Sinder could use your help?" she says standing up, turning away from Zolo and leaning on the Fell Blade facing Merl.

Then to Anon, "So, like, radio is ours again? Great!" After the affirmative answer she asks him, "Think you can like you set this person up?" pointing at Zolo.

"Rod, so like we've got things kind of under control here, if like it'd help, Merl can join you guys."

Cory Tetrascroll
PPE: 8/25 | ISP: 5/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Worn Armor:
Custom CK Armor:
[list]+6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport[/list]
Overcoat:
[list]+1 Toughness[/list]
Talisman of Marduk:
[list]+1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance[/list]
Weapon in Hand:
(Right) Sun’s Glaring Sting:
[list]Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver[/list]
(Left) TW Club:
[list]Damage Str+1d4; +1 Parry[/list][/OOC]
edit signature
"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Anarik Notice 8
Notice [dice]0[/dice]
Ace [dice]8[/dice]
Wild [dice]1[/dice]
Anarik Common Knowledge 9
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]9[/dice]
Ilserayne Notice 5
Notice [dice]4[/dice]
Ace [dice]10[/dice]
Wild [dice]5[/dice]
Ilserayne Common Knowledge 8
Smarts [dice]6[/dice]
Wild [dice]7[/dice]
Ace [dice]11[/dice]
***

Anarik slumped a bit as he caught his breath. He grabbed a dying demon and sucked the magic from it. Ilserayne did the same before coming to help support him.

“We’re alive,” Anarik said in amazement.

“We had help,” Ilse said, nodding toward the approaching Legionnaires. “Friends of yours?”

“By name and reputation only,” Anarik said. “First SET of the Tomorrow Legion. Fell’s Follies.”

“Fell? Isn’t that the guy on the radio?”

“It is,” Anarik said darkly, cupping crackling shadow energy in his hand. Just in case. The short female with the giant sword was approaching them. Anarik looked around. All of his demons other than Ilserayne had been wiped out in the battle and the barrage that ended it.

"We're the first set of the Tomorrow Legion, and we're like some serious bad asses. So, like, who the hell are you, and by Sun and Moon, what are you doing here?" the girl demanded.

Zolo rushed up, explaining who they were.

Anarik snorted as his form shimmered into view as the invisility ended. “I have fought alongside Varian Wrynn and Genn Greymane themselves, not to mention Thrall and Sylvanus Windrunner. Do not talk to me of your bad ass. I am Anarik Ebonlocke, warlock of the Black Harvest, and this is my minion Ilserayne.” He gestured to the woman beside him.

The beautiful redhead beside Anarik was no longer a demon, but now appeared human. “Oh, do be nice, Anarik, dear,” Ilse said. “She is kind of cute. Ilse, darling,” she introduced herself, holding out her hand to the mystic.

“I am here, Zolo,” Anarik said. He looked around. “We seem to be the only remaining members of the team.” To Cory, he said, “We were tasked with observing and running tests on the Four Corners Nexus,” he explained. “We were using one of the ancient maintenance buildings here in this field of towers as a base of operations.” He indicated a low building nearby. “Apparently while we were gone on our last shift at the nexus, someone else moved in. We would be more than happy to assist you. We have some vengeance of our own for this Fell, I think.”
Cory’s Detect Arcana and supernatural
Ilse definitely registers as demon, and you can see she has cast the Disguise spell to appear human. Anarik has some fading magic around him as his combat and defensive spells fade away in the wake of the battle. His armor is TW, and the dagger at his side is enchanted. And he has one of those enchanted Buffalo Spirit Fetishes.
***
Conditions
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 26/30 (3 bound)
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco »

We Are Legion
As the demons withdraw a number of conversations break out. Firstly, the survivors of the 11th Arcane Anomaly Team face the feisty teenage leader of the 1st SET. Meanwhile, a debate develops out about how to deal with the retreating demons and their occupied radio tower. After vigorous discussion it is determined that recon is better than indiscriminate bombing, despite the risks. So, with two new members the legionnaires gear up for rest and recon.

Unfortunately, the demons have different ideas.

”No rest for the wicked. And you are wicked. Ask poor dead Lial. Where is the murdering chrome commander anyway. Maybe he should join me.”

Having enough of compromised radio transmissions, Anon makes a new secure channel for the team. Unfortunately, the voice breaks through again.

”You can’t hide from me!”

Alecto sends out her drones to survey the scene. As it flies over the retreating demons she can tell from the fed that they are not as beleaguered as they appeared. It seems they retreated while still capable of fighting more and are forming up for a counter attack. Perhaps the initial assault was just a feint.

Inside the tower there is an old control room, long since cleared out by scavengers, yet there are some new items there. Maps on the wall, new looking radio equipment, and in the centre of it all is a slightly built crazy, with fair features and red eyes. Her M.O.M. implants look overgrown with devilish horns. There is no sign of a male juicer, instead she appears to be the one talking on the radio.

Finally, there appear to be prisoners hanging on one of the walls by chains...Alecto this they are wearing tattered Tomorrow Legion uniforms, but it’s hard to tell with all the blood.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Zolo flashes a sad smile at Anarik scurrying over to his side. We rolled on the wrong side of 34%.

With hands up Zolo says making sure folks know the shifter was on our side, ” So... This is Anny, the kind of wizard you like to have at your back during a fight with demons.” Out of the side of the mouth Zolo whispers, ” Woa, woa, Anny I know you are a badass, better than any shifter this side of the Mississippi but lets let them think they are badasses too... Just for a little while anyways. We could use their help, and plus they got a bit of a puzzle on their hands.”

Zolo smiles up at Cory and then way up at the dragon Merlaggon, ” So, yeah that sweater loving Fell guy needs to get his mouth sown shut. I would like to formally invite myself and Anny into your esteemed 1st to help you help us to put an end to the demonic threat and track down this Fell guy.” Odds of success... 100%

Zolo frowns slightly still uneasy about the direction the group seems to be heading, ” I can’t help but to think we are playing into his hands, or perhaps playing into the hands of whomever is pulling his strings. Something just does not sit right with me about this.”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Icosa »

Realizing the comms are compromised again, Alecto goes to where Cory is, and motions for as many of the SET as are around to come closer. She then removes her helmet so she can speak aloud, without using radios. This reveals her still-damaged face of course, though the 'skin' does seem to be slowly regenerating over time over her metallic skull.

"The demons are regrouping. It is likely they will be massing for another attack shortly. The radio tower has several prisoners in Tomorrow Legion fatigues, in poor condition. There is a female humanoid with MOM implants, red eyes and horns manning the radio itself."

"I speculate she is impersonating Fell with voice alteration software. The prisoners could be sources of intel she has used to mimic knowledge Fell would have. Motivation is unknown."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

From high above, Rod sees Alecto head back to the main group after hearing Fell's voice again on their channel. Dammit, how is he breaking encrypted channels so easily? The Dragonwing rolls and heads towards Sinder, getting his attention by waving the robot's arms in a following gesture, he flies back towards Cory and the rest of the team.

He lands in a cloud of dust, and walks the robot towards the group so they are not hit by debris. He activates his external speaker and sets the volume so he doesn't appear to be shouting and asks, "Alecto, what did you find out?" His eyes note the three new people. Some sort of midget? A human, and what the f$ck! A demon! The weapon arms immediately track and lock on to the demon, the whine of capacitors can be heard. "Whose prisoner is this and why is it privy to your discussion?"

Notice 9
Notice: [dice]0[/dice] (+2 Robot Sensors, -2 Danger Sense)
Wild Die: [dice]1[/dice]
Total: 9
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Zolo »

Notice: [dice]0[/dice] wild [dice]1[/dice]
+2 with traps
+2 with lens ( x-ray, and reveals hidden things)
+2 with optics or visual things.
Zolo frowns at the news from Alecto and pulls out a leather journal.
More machine than woman she is the bearer of bad tidings and rough illumination. Dry and cut, her words are without fanfare, a simple recitation of cold hard facts. It is these facts that our fates will be tied to for good or ill.

Zolo snaps the leather journal shut and looks hard at the incoming members of the 1st looking through a well used magnifying glass. Zolo scans the area wigth it then puts it away. Well we got some information, and I got an idea for a plan of attack. But these guys are probably too badass to listen to anything reasonable... Still though there is a question that needs answering.
” So... Legion fatigues.” She looks at the 1st and at Anarik. ” Who wears that kind of outfit anyway, folks from the castle, technicians? How common is it for characters out in the feild to wear actual tomorrow legion fatigues?” Zolo puts up a finger, ” If they are from the legion headquarters, was there some kind of general alert of personal abducted recently? Umm...” Zolo nods to Alecto looks up and reaches out a hand, ” If circumstances were not so dire I would spend some time peppering you with many questions, My name is Zolo and only two question comes to mind... Did you see the faces of these Tomorrow Legion people? Can you see their faces?”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

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 knew there was a shifter around. Dismayed, she just stares for a moment. Her metaphysical read of the pair sends a shiver both up and down Cory's spine. She was not expecting him to show up with a demon thrall at his side.

"Like Zolo, this is the guy?" she points at Anarik and the demon.

"Listen asshat," she says finally, not liking the pompous nature of a person with a "minion", "Zolo here vouches for you, so like, she's totally cool" Turning to the demon-woman, "Ilse, if you are like here against your will, don't stay," she says in all earnestness, but expecting some sort of equally pompous reply instead of any appreciation. We literally just had a conversation about magically controlled slaves. What the hell.

"Yeah, sure Zolo, you guys, you know, for now, like, whatever, attached to us, "Cory says first speaking to Zolo, but she includes Anirak and Ilse in the gesture.

Thankful for Alecto's return Cory listens with growing horror. Undead Fell was bad enough, but someone else impersonating Fell with all of his personal knowledge was frightening on a whole different level. She had counted on playing Fell's (many) weakness to defeat the undead version. Now, however, this person was a total unknown and clearly far far down the evil spectrum. Her tiredness is replaced again with about 47 different layers of anger. Not that she isn't still tired, but now she's mad as hell and fired up.

"So like, shifter guy, you got any magic left?" Cory turns to Anarik, then point at herself continues, "Me, Sinder are mostly tapped out for a while." She's clearly pissed. Then she says, "Your heard what Alecto said, right? Like, so yeah, we need to assault the damn tower and, dammit, just kill that Fell impersonator." She looks around at the gathering 1st and addresses everyone, "I suppose, you know, capturing them would be more Legion-like, right? But I'm tired, mad, in a bad mood all around and that whatever has totally killed countless people, summoned a reckless and cannibalistic, altogether evil tainted demonic horde killing even more people. Oh, and all while impersonating our original dumbass leader. So that's like the deal. You in?"

Cory looks to Rod, Alecto, Sinder, Anon and of course Merl. "Like the prisoners mean we like kind of have to like assault the tower instead of like blowing it up. So, like, tell me, what are some assault plans to do that? I mean, it's totally screwed up and not a good idea, so if you have like a better option..." She looks around knowing there are much more tactical minds in the group. "I can teleport part of the way, but I don't have like much more than my sword to fight with right now." She holds up her small golden chainsword in her left hand, but never lets go of the giant Fell Blade.

Re-sheathing the mystic chainsword, Cory pauses her monologue to listen to any ideas. Pretty much anything is okay with her at this point, and while she'll let the team spin for a couple minutes of debate, she'll probably default to Rod's plan or Alecto's, they seem the most thoughtful at this point. And then, say, GO.

As the conversation (hopefully) continues, Cory decides that the spirits might have some insight, if she can figure out the right question to ask. What she wants to know really, is whether this person in the tower is the bad guy controlling the demons and impersonating Fell. That however sounds like a question the spirits will not answer. How to rephrase that? I the person in the tower controlling the demons? Is the person in the tower impersonating Fell? Too complex. Is there an evil person in the tower? No that is way to vague. She can't think, so she asks the spirits, "Is the person in the tower controlling the demons we're fighting here?" Not the greatest, but hopefully, it won't cost much.

At a break in the discussion she will find Anon and ask him, "Like so how did they break that new encryption so fast?" She listens to anything he knows. "So, like if you're not taking on the tower, let's like figure that out." She realizes the "let's" could be mistaken for a condescending royal we, so she corrects it, "Like as in let's I mean me helping, like, okay?"
Divination 5, Fatigue 6+
Mysticism [dice]2[/dice] Wild [dice]5[/dice] Fatigue [dice]3[/dice] Wild [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
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Anarik Notice 2
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Anarik Common Knowledge 6
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ilserayne Notice 6
Notice [dice]4[/dice]
Ace [dice]8[/dice]
Wild [dice]5[/dice]
Ilserayne Common Knowledge 11
Smarts [dice]6[/dice]
Ace [dice]9[/dice]
Wild [dice]7[/dice]
***

Anarik scowled at Zolo when he called him “Anny,” but couldn’t get a word in edgewise as the little man kept yapping. Typical. One of these days Anarik would push him through a rift and be done with the annoyance.

One of the 1st motioned them over and removed her helmet. Anarik was a bit taken aback by the flesh and skin that had peeled away from her face to reveal a metal exoskeleton beneath, though it seemed to be...healing up? Was that the right term?

“Who is this crazy, and why would she impersonate a dead man?” Anarik asked. He didn’t know Fell much beyond that.

The dragon robot landed and pointed weapons at Ilserayne. The gorgeous redhead gave Rob a little finger wave and a come hither smile.

“She is not a prisoner, you imbecile,” Anarik snapped. “Ilserayne is my minion.” Of course, he didn’t exactly say you could trust her. One could never truly trust a demon, just keep them on a short leash.

"Ilse, if you are like here against your will, don't stay," Cory said.

Anarik stared at the teenager. “Are you that daft that you want a demon running loose?” he asked her.

Ilse purred, draping herself over Anarik. “It suits me just fine. For now,” she said, giving Anarik a look. “After all, hell is so boring. This is where the party is at.” She smiled at Cory, giving her an appreciative look over. “And I do love a good party.”

"So like, shifter guy, you got any magic left?" Cory asked.

“The name is Anarik,” he replied. “And yes, we both have plenty. We sucked the demons dry before we killed them. We are in, as you say. There is vengeance to be had for the death of our SET. Even though I am sure I won’t miss that cyber-knight much. But Hector was rather brilliant, and Reynaldo was tolerable.” He gave Zolo a look.

Anarik looked to the robotic woman; Alecto, was it? “We are sure the prisoners are alive, yes?” he asked. He sighed. “Well, I suppose vengeance isn’t very satisfying when it comes at the end of a massive, obliterating air strike. I could try banishing some of the demons. Turn invisible and sneak up. Get someone into position to take out this crazy. Are there any other entrances to this tower?” They hadn’t really explored the towers while they were out here. Or, rather, Anarik hadn’t That had been Samu’el’s job as security for this expedition.

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 26/30 (3 bound)
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Sinces "shifter guy" seemed to annoy this Anarik character, Cory feels like that's the appropriate name. Ani, what Zolo called him might work, but for now, she's sticking with shifter guy. After shouting out and calling her an imbecile, well, he's not going to have a real name for awhile and shifter guy is pretty tame.

The demon sex slave, that's a whole different challenge. And her presence and drapey-ness all over the shifter makes Cory not at all comfortable. So many things are wrong in her black-white world with that sort of thing. She knows the woman is a demon and not a woman, but still somehow she dislikes Anarik for, well, for whatever the hell you'd summon a succubus for.

"Alright, whatever, shifter guy, I don't care if you call her a prisoner or a minion, you still like force her, uh, things to do stuff. If she wanted to like not be your minion, I'd help her stop." Then she sighs. "But, like, after that, I don't know, you know? Like forced labor isn't okay. But like, you know...Dammit. You're even like more confusing then Fell ever was. He was an idiot, and like, maybe you're just some like not-idiot manipulative d-bag. But if like...whatever, thanks for helping."

She shrugs, totally at a loss for words. She also is steadfastly not looking at Ilse. Cory can't process a demon sex slave on the team, her team. But clearly she is "behaving" to a degree, so an immediate death-sentence seems wrong too. Stupid demons.

Never once though, throughout the conversation, does Cory back down despite Anarik's intensity. And as low on magic power as she is currently, Cory wonders if she could beat him up. Magic types aren't know for their muscles. One hit the Fell Sword would be enough...

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
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Icosa »

Alecto decided that Cory, as leader, needed help prioritizing.

"With respect," she prefaced, with some experience in having had to lecture one's 'superior officer' in the past, "There are a minimum of three challenges facing us. The enemy forces are regrouping for a counter attack, what appears to be an enemy leader is in a fortified structure with prisoners, and...there are ideological questions about a recent addition to our team."

"I propose we rank those challenges in the order in which they are likely to kill us all, and deal with them in that order."

"The demon army would therefore be the first thing to deal with."


She nods at Anarik. "If you are capable of banishing many demons at once, your proposal is worthwhile. Otherwise your spell would expose you to unacceptable risk, for limited gain. The best results are likely to come from a rapid, coordinated assault while they are still in the process of regrouping. Disrupt them, isolate the unit commanders and nullify them. Prevent them from re-establishing order."

"The unidentified threat in the tower will then be cut off from support. There is a high probability she has an escape plan in place. We should be prepared and keep the tower under surveillance during the assault."


Alecto paused, then said, "Once the crisis is over, any remaining points of conflict within the team can be addressed."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Notice: 4
+2 with traps
+2 with lens ( x-ray, and reveals hidden things)
+2 with optics or visual things.
Zolo whips out the leather journal making some notes.
Dry and to the point. The robot manquerading as beautiful human woman lays it all out for the team. Her courage speaks to what she proritizes and what she regards as the lesser evil. Yet she failed to address the question on everyone’s mind. Does she dream of sheep?

Zolo nods at all the talking and planning clearly curious about anything and everything folks were saying. ” First Anny is the guy, like I said super duoer useful and a bit of a badass if I do say so myself. Second he hates being called Shifter Guy.” Zolo winks at Cory with a playful gleam in the eye and takes out some crayola crayons and a hexagonal battle map. ” Ok so towers here...” Zolo draws a tower on the map, ” Alecto’s challenges are, here, here, and here in order of course and color coded. Demon army defiantly a prime threat and why we cannot walk away. Survalience is good because we need to see who is really watching.”

Zolo carefully and meticously drafts up a plan that calls for a sideways attack with enough cunning and guile to fill a 15 gallon tank. ” Anny asks a good question, why? The answer is to draw us in, and I suspect to draw you away from where you were. Something cunning has been set against you. We must be more so.” Zolo makes a few more marks and then shows the plan. Titled Operation Crazy Demon Danger. Followed up with the words Do what you would not normally do.
Kn battle if needed 12
Kn battle [dice]0[/dice] wild[dice]1[/dice] ace [dice]2[/dice]
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Alecto calls it is and lays it out clearly. Cory doesn’t feel put out or challenged by the assessment, because it’s all true and she needs that kind of help.

“Like thanks Alecto. Totally the, you know, like insight I was hoping for,” she says to the machine woman.

Looking to Anarik, she softens her moral tone. Then with a similar mischievous wink at Zolo, her next remarks are for Anarik and his minion. “Alright, so like right, you’re here to help, so like I shouldn’t be on your case, okay shifter guy and Ilse, right?”

Looking to the other members of the 1st, she asks again for input, “Alecto laid out a plan. So like any other ideas or you know midifications?”

“I don’t like want to you know command from the rear, right. Like, I won’t do much good in a fight like at the moment, so I could keep watch on the dumb tower. Again, like any other ideas, or you know suggestions?”

Cory figures a couple minutes of conversation won’t hurt but more than that would no longer be beneficial.

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
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

(rolls carried)

Rod's lips press into a grim line when Anarik calls him an imbecile. Yep, he drinks the Kool-aid just like the rest of the shifters I've met. He chuckles to himself as he thinks of the red globular d-bee that still appears on advertisements for the powdered drink and consumed by the gallon.

"Imbecile? Am I the one who consorts with the enemy? You only think you are in control, mage. Did you every here the story of Mellic the Summoner from the war? He told his bound servants to guard his body from harm, but forgot to include his mind. He's a gibbering madman now. One flawed command, and you and possibly the rest of us as well are going to be dead or worse." He tilts the robot slightly to look at the demon. "Isn't that right, demon?" For the moment, he stands the weapon arms down, and takes a less aggressive stance.

He looks over at Alecto's face on the monitor, seeing it clearly damaged, "And, Alecto, are you some sort of cyborg? I don't remember you mentioning that previously." Good lord, doesn't the Tomorrow Legion vet it's troops? Oh yeah, they don't, based on how I was hired.

He listens to Alecto's analysis, he responds through the robot's speakers. "Agreed, the demons are top priority, then the demonic crazy, then us."

Then the midget speaks. Is that man or a woman? Zolo? Sounds male, but who knows with this group. The squeaky voice could go either way. "We are the 1st Fell's Follies, and so far Folly is what we have done. We have raced after whatever lead is put in front of us. The prisoners in the tower are a distraction. The demons on the field are a distraction. The demon crazy is the target; but we need to clear the field to get to her. If the demonic crazy gets away, the prisoners will be dead or alive, but, she will for sure have the opportunity to make more people's lives miserable later. If we take her out, the prisoner's chance don't improve by much, but the lives of others will be markedly better. We need to do something we wouldn't normally do."

Rod pauses, and then adds, "All that being said, if we aren't going to attempt to get Tomorrow Legion reinforcements, then Merlaggon and I should engage the demons. Alecto, Anon, Anarik, and Sinder should engage the demonic crazy. Cory and Zolo should observe and direct."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Icosa »

"I'm not a cyborg, and while the subject of my nature hasn't come up in conversation with you yet, it is not by any means a secret from the Legion," Alecto replied blandly. "If you wish to discuss it further later, I believe Anon and I planned an informal meeting to do just that. I've no objection to you coming as well. It changes nothing of our plans here today however."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: Mission 6: Radio Tower

Post by Sinder »

Sinder looks around to the others and then speaks up, "One thing at a time, Unite. I agree. I'm looking at out arcane power group. Do we have the means? I somehow have more power and if the Demons are not fire resistant I can do some harm. Merl has other means. Now as for the rest, there are questions?"
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

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

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

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

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

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

Re: Mission 6: Radio Tower

Post by Anon »

Notice 4, 2 for Hearing
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Anon's mind returns from somewhere else. Wait, had he been daydreaming? He shakes his head for a minute and lets his brain get back up to speed with everything that's happened. Short guy and creepy Shifter now on the team? Check. Alecto and Rod talking tactics? Check. Some weird crazy who somehow managed to hack his encrypted channel as soon as he put it up? Frustrating check.

He breaks in edgewise, "as far as plans go, I can whip up devices to help. Maybe an quick-burst arcane null-field generator? That should cancel out any arcane energies, whether they be magical or psionic in nature, for a short time. It doesn't last all that long, but it will knock out any ongoing spells, which can be handy. I could also come up with something to keep some of the demons at bay... I'm not any use for banishing them or anything, but I could maybe put some of them to sleep? Or maybe whip up another barrier mine like I used back in the town; those are fun, and they basically just explode the ground up into walls. Very tough. Hard to get around. We could use those for cover or to maybe funnel the demons into smaller areas?"

(Depending on how the party responds, he'll try to whip up a dispel, slumber, and/or barrier gadget. If anyone has any other suggestions, he's open to making other stuff, too.)
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Lots of information to process, lots of attitudes to understand, and lots of ideas floating around. Cory sees a plan forming though, despite the back and forth and round and round. It's clear the priorities, but the details are mushier.

"Anon, like put those things together, like they sound awesome," she says to the technowizard. She then chuckles a little, a snide quiet noise. "Rod is also like one hundred percent totally right, doing what we normally do is like dumb," Cory looks at Rod nodding to him. "Sounds like, you know, the sensible things is like what we never do."

"Like totally, I can hang back, that makes sense. I can communicate like with someone with telepathy. Maybe, I don't know, like Anon you can make something that would like, work like that and not use the radio?" She thinks if there's anything left to be said. Not really, "So, like when Anon is ready, like when we should get things like moving?"

Swinging the Fell Blade up onto her shoulders she tires to use its power to help get this gaggle of nut jobs ready to fight a horde of ravenous demons.
Battle 8 (Raise!!)
[dice]0[/dice] Wild [dice]1[/dice] Ace [dice]2[/dice]I hope a successful roll will provide the +1 Spirit benefit from the Fell Blade, since Cory will be in contact with the team.

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
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon »

Cory Tetrascroll wrote:Lots of information to process, lots of attitudes to understand, and lots of ideas floating around. Cory sees a plan forming though, despite the back and forth and round and round. It's clear the priorities, but the details are mushier.

"Anon, like put those things together, like they sound awesome," she says to the technowizard. She then chuckles a little, a snide quiet noise. "Rod is also like one hundred percent totally right, doing what we normally do is like dumb," Cory looks at Rod nodding to him. "Sounds like, you know, the sensible things is like what we never do."

"Like totally, I can hang back, that makes sense. I can communicate like with someone with telepathy. Maybe, I don't know, like Anon you can make something that would like, work like that and not use the radio?" She thinks if there's anything left to be said. Not really, "So, like when Anon is ready, like when we should get things like moving?"

Swinging the Fell Blade up onto her shoulders she tires to use its power to help get this gaggle of nut jobs ready to fight a horde of ravenous demons.
Battle 8 (Raise!!)
[dice]40682:0[/dice] Wild [dice]40682:1[/dice] Ace [dice]40682:2[/dice]I hope a successful roll will provide the +1 Spirit benefit from the Fell Blade, since Cory will be in contact with the team.
She’s just a kid, but she doesn’t shy away from her role here. This command structure is starting to make sense.

Anon gives a good-natured mock salute. ”On it, boss lady.”

Quieter, just for Cory’s ears, he says, ”If you’re feeling spent, I can whip up a temporary weapon for you that has its own internal PPE store. Just say the word; I think I’ve got one more in me, no problem.”
TW Rolls
Anon attempts 3 gadgets:

TW for dispel gadget: Techno Wizardry [dice]0[/dice]
Wild [dice]1[/dice]
Machine Maesteo cancels -2 for Seasoned power
Raise adds +5 PPE to gadget

TW for slumber gadget: Techno Wizardry [dice]2[/dice]
Wild [dice]3[/dice]
Machine Maesteo cancels -2 for Seasoned power

TW for barrier gadget: Techno Wizardry [dice]4[/dice]
Wild [dice]5[/dice]
Machine Maesteo cancels -2 for Seasoned power
Anon sets up shop in the back of the Mountaineer, pulling tools, that mine from earlier, a remote control, an e-clip, and an old radio from various pockets of his pack and jacket and whispering seemingly random admonitions and praises at the pile of junk before him while he works. When all is said and done, he nods to himself and declares, ”Okay, ready!”
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Zolo looks at Anon when he suggests making item. Out comes the worn bound jounal. The humble mechanic turns into a force to be reckoned conjuring magical items at a whim without breaking so much as a sweat. He offers them without demanding compensation. The humble mechanic is a consumate professional ready to do his part in the war against demons.

Zolo slips Cory a copy of the 12 pt plan previously drawn up incorporating everyone’s thoughts into a well thought out how to project(12 kn battle roll). Then heads over to Anon at the back of the truck. With the journal safely put back into the interdimentional folds of time and space Zolo says with a grin like a kid at the bigest candy bar ever,” Hey there. I am Zolo, so I heard you say something about making magic devices. I got this crazy thought about popping up into that Dragon Wing soaring over head. But I was thinking a wall walking get up might give me the flexibility to do some battle repairs if we need it. Mind you I have never done anything that wild, but I am about flexibility!”

Zolo points to her armor especially the unique radio attenea on the back of it. ” Dad got me this armor rig from a guy that new a guy who was the roomate of some dude who got married to the dude named The Fabricator... Long story to be shure but the short version is this rig can disable radio signals, and also help track them down. Let me know if you need any help with operation Fell is a Total Dick, or FTD.” Zolo giggles slightly and looks over everything Anon is building.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

This is looking up Cory thinks. "Anon, yeah, like no weapon, but like being able to like, you know, use this better," she says hefting the Sun's Glaring Sting. It's tiny, as swords go, and ridiculously small drawn next to the Fell Blade. The shiny gold and silver chain blade next to grey and blue of the giant chain sword. Anyway...

She thanks Zolo for the plan. All 12 points. Cory's plan only had eight points. She compares her eight points to Zolo's, trying to make some intelligent conversation. It's challenging because her battlefield tactics comes pretty much straight from the Fell Blade's computer. "Like, looks great Zolo."

"Link thanks Anon, once you're like totally read, we'll get moving," she says Anon then turns to the rest, "Right, like so we're kind of like ready?"

Cory Tetrascroll
PPE: 8/25 | ISP: 5/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Worn Armor:
Custom CK Armor:
[list]+6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport[/list]
Overcoat:
[list]+1 Toughness[/list]
Talisman of Marduk:
[list]+1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance[/list]
Weapon in Hand:
(Right) Sun’s Glaring Sting:
[list]Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver[/list]
(Left) TW Club:
[list]Damage Str+1d4; +1 Parry[/list][/OOC]
edit signature
"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Anarik Notice 9
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]8[/dice]
Anarik Common Knowledge 5
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ilserayne Notice 1 Crit fail
Notice [dice]4[/dice]
Wild [dice]5[/dice]
Ilserayne Common Knowledge 3
Smarts [dice]6[/dice]
Wild [dice]7[/dice]
***

Anarik gave Cory a level stare. “Seems like the idiocy rubbed off,” he said dryly. “An unbound demon running rampant isn’t a good thing, girl.”

Ilse giggled. “And I’d prefer to be bound here than back in hell. So much more trouble to get into! Beautiful people to meet,” she purred, running a long, painted nail under Cory’s chin, lifting her head a bit to look into Ilse’s mesmerizing green eyes.

Anarik turned to Alecto. “Ah, a much more level-headed leader,” he said. “Whoever put a hormonal teen in charge,” he muttered under his breath. Then, at normal voice, “Yes, I can banish many demons at once.”

“Alright, so like right, you’re here to help, so like I shouldn’t be on your case, okay shifter guy and Ilse, right?” Cory said.

“Yes, Ilse,” the redhead purred. “And when this is all over, we’ll have a girls’ night, get makeovers, have all the fun.”

Anarik sighed. “Yes, we are here to help. They killed my team, remember?” He indicated the Legionnaire bodies spread over the battlefield and the smoking wreck of the team’s Mountaineer.

Anarik looked up at the dragon robot. “I did not fight in your war,” Anarik said. “But from your story, it sounds like Mellic the Summoner was an amateur. I assure you, I am not. I felled Sargeras himself!” he boasted. Granted, he had a score of heroes from both the Horde and the Alliance helping him, and he had ended up shoved through some rift in time and space shortly after the battle, but he had seen the great titan fall.

Isle leaned in to whisper in Anarik’s ear. The dark-haired man sighed. “If you cannot even defend yourself,” he said to Cory, “I will lend you Ilse for this battle. She can -- how did she put it? -- watch your perky ass, and she could boost your skill with the blade.”

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 26/30 (3 bound)
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon »

Zolo wrote:Then heads over to Anon at the back of the truck. With the journal safely put back into the interdimentional folds of time and space Zolo says with a grin like a kid at the bigest candy bar ever,” Hey there. I am Zolo, so I heard you say something about making magic devices. I got this crazy thought about popping up into that Dragon Wing soaring over head. But I was thinking a wall walking get up might give me the flexibility to do some battle repairs if we need it. Mind you I have never done anything that wild, but I am about flexibility!”
Cory Tetrascroll wrote:This is looking up Cory thinks. "Anon, yeah, like no weapon, but like being able to like, you know, use this better," she says hefting the Sun's Glaring Sting. It's tiny, as swords go, and ridiculously small drawn next to the Fell Blade. The shiny gold and silver chain blade next to grey and blue of the giant chain sword. Anyway...

...

"Link thanks Anon, once you're like totally read, we'll get moving," she says Anon then turns to the rest, "Right, like so we're kind of like ready?"
"Well, I've got enough juice in me for one more temporary-use gadget. Cory, I can make up something that will make you temporarily stronger, or I can whip up something to help our new friend stick to the hull of the Dragonwing for repairs if we need it, but I can't do both. Which would you prefer I do?"

Anon waits for the answer, and then gets to work.
TW for Gadget 5
Techno-Wizardry [dice]0[/dice]
Wild [dice]1[/dice]
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon »

Roderick Wolfram wrote: He listens to Alecto's analysis, he responds through the robot's speakers. "Agreed, the demons are top priority, then the demonic crazy, then us."

Then the midget speaks. Is that man or a woman? Zolo? Sounds male, but who knows with this group. The squeaky voice could go either way. "We are the 1st Fell's Follies, and so far Folly is what we have done. We have raced after whatever lead is put in front of us. The prisoners in the tower are a distraction. The demons on the field are a distraction. The demon crazy is the target; but we need to clear the field to get to her. If the demonic crazy gets away, the prisoners will be dead or alive, but, she will for sure have the opportunity to make more people's lives miserable later. If we take her out, the prisoner's chance don't improve by much, but the lives of others will be markedly better. We need to do something we wouldn't normally do."

Rod pauses, and then adds, "All that being said, if we aren't going to attempt to get Tomorrow Legion reinforcements, then Merlaggon and I should engage the demons. Alecto, Anon, Anarik, and Sinder should engage the demonic crazy. Cory and Zolo should observe and direct."
Anon waves his hand up at the Dragonwing. "Rod, you're good with electronics, right? Give me a hand with this encryption, will you? Maybe with two of us working together we can lock Fell, or Fake Fell, I guess, out of our comms."
K/Electronics 12
Working with Rod (hopefully) for a cooperative roll to set up a harder-to-hack encryption. K/electronics [dice]0[/dice] (includes Machine Maestro bonus)
Wild [dice]1[/dice]
EE [dice]2[/dice]
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

(rolls carried)
Anon wrote:Anon waves his hand up at the Dragonwing. "Rod, you're good with electronics, right? Give me a hand with this encryption, will you? Maybe with two of us working together we can lock Fell, or Fake Fell, I guess, out of our comms."
Rod sees the man waving at him, "Yes, let's see if we can't lock this a$$hole out." Rod flips various switches on the console in front of him. He attempts to set up a penetration test to break the encryption, providing Anon feedback to adjust his code to make it tougher to break.

Hearing only garbled static, Rod thinks, Now let's see if you can listen in on us. "I think we've got it Anon."
K/Electronics 6, +1 assist to Anon
Knowledge: Electronics -[dice]0[/dice]
Wild Die: [dice]1[/dice]
Total: 6 (1 success > +1 to Anon's electronics roll)
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Zolo »

Zolo raises the antenna of the fabricator armor and fiddles with some dials, ”So... Radio jamming is my jam sandwich let me see if I can get you some extra juice.” Zolo laughs clearing tryin to pad experience at this point.
Kn Electronics 8, +2 to cooperative roll
Go Dice Roll: [dice]0[/dice] wild [dice]1[/dice]Ace [dice]2[/dice]
Zolo pulls out a leather jounrnal and writes some notes, The electornic skywing, and wizard of great technology, and yours truely Zolo the half human have done the remarkable!
Zolo snaps the jounral shut pocketing it back in the dimentional portal in which it is continually shelved.

”Suck on that Fell!”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Cory glowers at Anarik. She musters all her energy to be civil. That wasn't a promise to Sun and Moon but something she wanted to do. Being angry all the time is exhausting. But this guy is grad A prime choice arrogant bastard.

"An unbound demon might, you know, want to go home, shifter guy, but whatever. Seems like she's happy here," Cory responds to the shifter's first jab. I would be fun to pop him one in his arrogant nose and see what happens she thinks, clenching her tiny fists, the plate gauntlets might add a little oomph to the blow.

Cory pushes the demoness' hand out of the way as soon as Ilse tries to make contact. "No touching, it's like a thing. As in, like don't." The demon gets slightly less evil eye than Anarik. Somehow in Cory's logic the demon can't help herself, whereas the shifter has choice. And choosing to be a conceited dickwad doesn't endear him to Cory. "That, like, just no, like really no," Cory almost stumbles back recoiling from Ilse's girls night suggestion. She recovers in time for it to be just a position shift, but only a mutant alien starfish from a distant dimension devoid of any humanoid life would fall for that. Clearly, that is the most disturbing thing either Anarik or Ilse have said.

But when Anarik mentions his team, Cory nods, "Right, like, your right. So, let's get this dumbass imposter." Civil or no, Cory will not accept magical aid from the demon. She shakes her head and grips her rosary in one hand, "No, I cannot accept magical aid from a demon, it's not personal, but I cannot." She shrugs, and says, quietly, "But, like it's a fine line, right? So if she like wants to be backup here, I would appreciate that." Cory sighs, running the rosary through her finger. This is a truly a test.

Turning to Anon with some relief she says, "Make the sticky boots or whatever. I'll manage, right."

Then she stalks a ways from the main group and drops to one knee. The Fell Blade's handle lies across her raised knee and she grasps the rosary in both hands. Her prayer is silent and wordless, but she is trying to feel the touch of Sun and Moon to help guide her through this situation. How will she work with these two on the team, even if only temporarily? What is the "right" thing to do? She knows this is not a black and white world, but demon equals bad had always seemed clear. She's not sure anymore.

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
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco »

Hoarding Demons
Having secured their communications, for the moment, the heroes of the Tomorrow Legion concoct a plan for getting into the ruined radio tower, both to free potential captives and confront the twisted demonic radio operator. Of course, all this requires one small detail - getting through the regrouped hoard of demons standing between them and the tower! Fortunately, Zolo is a handy strategist and determines a number of approaches that could work to the groups advantage.

The demons are a little under strength from their previous battle, but so are the legionnaires. This is a pretty even fight. Although, it is obvious that whoever is on the other end of the radio is very skilled or has some supernatural affinity with radio waves, as the new frequency seems to be constantly under assault.
Challenge
[dice]5[/dice] - Tactical Challenge, Situation Normal (essentially a quick combat).

Pick one person to be the lead. They must use one of the following skills: Arcane skill, Fighting, Shooting, K/Battle.

Characters can cooperate with any skill as long as they can come up with a cool way to explain it. Maximum cooperative bonus is +4.

Situational Penalties: -2 if you are low on ammo/PPE/ISP etc. Also subtract any Fatigue or Wound modifiers from your roll. If you have 0 PPE/ISP then you cannot use Arcane skill to assist.

Process: Roll, and narrate how your character is helping accomplish the task at hand. Leader can wait until last to roll, or just go for it and add the bonus later.

Target Successes: 3
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Can vibroswords even hurt Demons? Do I even have a sword... Nope, I wonder if I can take them? Just wait till mom hears about my fists of fury.
Zolo wades in to the demons fighting one demon at a time. Pausing to take notes in a journal about how it goes.
Fighting because Zolo is curious 8, +2
Curious Hindrence here! Fighting [dice]0[/dice] ace [dice]2[/dice]wild [dice]1[/dice] ace [dice]3[/dice]
Zolo the half dragon roared into battle unleashing the hidden dragon within. Wimgs unfurel, and shining like a mighty great horned dragon. Zolo tore into the demon kind with fearless abandon. Their claws scratched hard scale, their bite shattered against horn, and their demon faces were ripped by hooked claw five times sharper than any vibro blade. At the end Zolo the mighty stood upon 20 demons ripped limb from limb... The journal slapped shut.

The little half sized human smiled atop the mound of limb and livers,”So can we do that again or what?”
Attachments
B3691597-230E-457E-B698-29467F20FF46.jpeg
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

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 stops her silent prayer and approaches the gathered team. She says, "Like magic is useful and whatever, but this is like a big dirty fight. So like Alecto and Rod take the lead. Everyone else fall in and like, you know, support them. And don't die." She glances over at Zolo, the stern look on her face softening a little, "Unless, you know, you have another 12 point plan to like share." Her tone is ambiguous. She might be joking, she might be serious.

There's a pause and then Cory has a "fuck it" moment. She tosses (aka hands) over the Fell Blade to Alecto, "You know, like you might get more use out of this than me right now."

Then after the heavy hitters wade into the fray, Cory gives a quick prayer and then powering up her little sword and using the features of her armor joins the melee!
Fighting 8
[dice]2[/dice] Ace [dice]4[/dice] Wild [dice]3[/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
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

Taking the leader role.


Rod reviews the battle plan created by the midget. No, Zolo. His? No, her plan was sound. While it's potentially a waste of assets to try and send someone in to that building, Cory is leading and agrees with the plan. It may give me an opportunity to observe this shifter, and who knows, a stray laser blast might find it's way to his pet demon.
Cory Tetrascroll wrote:She says, "Like magic is useful and whatever, but this is like a big dirty fight. So like Alecto and Rod take the lead. Everyone else fall in and like, you know, support them. And don't die." She glances over at Zolo, the stern look on her face softening a little, "Unless, you know, you have another 12 point plan to like share." Her tone is ambiguous. She might be joking, she might be serious.
Still don't know what her title should be Rod thinks, he says over the external speaker, "Aye, I'll clear the path so those of you on the ground can make it to the building with as few obstacles as possible."

The robot straightens up and turns walking away from the group. The sound of various surfaces on the body of the Dragonwing click as he does a quick check of the systems. When he's far enough away, the engines in the legs of the robot ignite lifting the heavy craft into the air like a breath on a dandelion. The Dragonwing quickly accelerates up into the air, Rod watches the sensor reading and looks for the larger clumps of demons in the ground teams path and begins his strafing run.

Rod feeds power to the engines as he finishes his quick lap around the designated field of battle. He looks down to see his team to begin the run and he moves along their intended path. The weapon arms of the robot begin to track and fire and a corridor of fire and dust bloom tossing most of the demonic foes away leaving a much more manageable amount for the rest to handle on their journey.
Shooting 11
Shooting: [dice]0[/dice] | No ammo, fatigue or wound penalties
Wild Die: [dice]1[/dice]
Total: 11
Rod (11) + Zolo (2) + Cory (2) = 15; 3 successes so far.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Anarik Notice 17
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]12[/dice]
Ace [dice]13[/dice]
Anarik Common Knowledge 15
Smarts [dice]2[/dice]
Ace [dice]14[/dice]
Wild [dice]3[/dice]
Ilserayne Notice 7
Notice [dice]4[/dice]
Ace [dice]15[/dice]
Wild [dice]5[/dice]
Ilserayne Common Knowledge 5
Smarts [dice]6[/dice]
Wild [dice]7[/dice]
***

As Cory stalked off, Ilse looked at Anarik.

“Obey her as you would me,” Anarik told the succubus. “So no magic on her.” He paused. “Unless it is to save her life.”

“Yes, Master.” Ilse nodded and followed Cory. The beautiful redhead stood back, though, as the teen prayed. She felt the roiling in her stomach. Ugh. The girl actually had power. Holy power. Ilse backed off a bit, just to be safe, but still kept an eye on the girl.

And then it was time for battle. Anarik stayed to the rear as the dragonwing blasted a path through the demons and the melee fighters rushed to hold it open, fending off the demonic horde. Ilserayne, dropping her human guise, spread her wings and flew, landing directly behind Cory and facing back to back, protecting the mystic, her demonic whip lighting up with green hellfire as she snapped it here and there.

Anarik started casting, banishing demons left and right and then drawing their magic from them when he needed. Demons disappeared left and right, thinning more of the horde.
Anarik Spellcasting 5; +1 to leader
+2 on banish and banish the horde
Spellcasting [dice]8[/dice]
Wild [dice]9[/dice]
Ilserayne Fighting 7; +1 to leader
Fighting [dice]10[/dice]
Ace [dice]16[/dice]
Wild [dice]11[/dice]
***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder »

Sinder talks to Rod and Alecto, “I can place a large Flame Bolt on any massive group should help you get in and out. Since the coms might be compromised, hold a hand up and then point to the group both of you. I'll be between you so it should be easy. If none I’m firing on a large group by myself”.

Sinder's eye is drawn to Ilserayne, he is disconcerted about here being beautiful and yet so evil. When she drops her disguise he has mixed feeling. "Beautiful and yet so evil. What is to keep her from tempting us with her ability to change skin to someone different."

When Zolo transforms, "Crap two Dragons? Can I turn into One?"

Sinder tucks himself close to both and waits for the signal and then releases.
Notice (4)
OOC Comments
[dice]0[/dice]
Wild Dice
[dice]1[/dice]

Sinder Launches a Flame Bolt and a Large Burst area (2 ISP) Extra Effort 1 Benny
Psi 13 2 raises
OOC Comments
[dice]2[/dice]
Extra Effort
[dice]3[/dice] ACED [dice]5[/dice]
Wild Dice
[dice]4[/dice]
Sinder rolls in on a large gathering of Demons. He takes careful aim and let lose a massive Flame Bolt. If it is off on one side he then keeps the area on fire. Making a large area that the demons must go around.
Everything Burns [dice]6[/dice]
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

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

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

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

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

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

Re: Mission 6: Radio Tower

Post by Icosa »

The 'Fell Blade' was perhaps not her favored instrument of destruction, but Cory offering it up seemed to be an important gesture, and Alecto accepted it with due gravity. Then she was off and running.

There were times for finesse and precision...and there were times for simply swinging one's swords around and mowing the opposition down. This was the latter.

She charged in, blades swinging in wide arcs, propelled by the strength in her arms, and in the support actuators of her exo-suit. Each stroke scythed down multiple brodkil, leaving body parts and creatures too wounded to move scattered in her wake. To her left a squad of demons regrouped and were suddenly consumed by magic, ejected from this world. To her right a massive explosion of flames threw screaming brodkil in every direction.

Alecto forged a path of blood through the chaos with dark runic power and the mad shriek of a chainblade to the tower.
Roll 13 - success +2 raises
Dual Wielding rune sword and Fell Blade, Fighting to support: [dice]0[/dice] or [dice]1[/dice] wild.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: Mission 6: Radio Tower

Post by Merlaggon »

Notice 4
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 4
Strength 15
Strength: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 15 - Success with 2 Raises.
In successive runs Merlaggon grabs HUGE clumps of earth and whatever boulders are nearby and takes to the skies. Concentrating on the most tightly packed groups of Demons, Merlaggon drops his load of earth and boulders on them, making special attention to avoid hitting his friends. After a few runs, the scars on the earth from his excavations can be seen from a distance, as are the piles from when he dropped his loads.

"Anarik, if your pet Demon does anything to my Cory that she doesn't like, I will send it back to wherever it came from."
Merlaggon
Alternate Characters: Hans Greuber, Growler

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

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

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

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

Re: Mission 6: Radio Tower

Post by Anon »

Notice 5, 3 for Hearing
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Shooting 10
Shooting [dice]2[/dice]
Wild [dice]3[/dice]
Ace! [dice]4[/dice]
Anon keeps to the edges of the combat, taking careful aim with his carbine and firing in quick bursts to clear the way for the team's melee fighters. He allows the rifle's target lock to bounce from enemy to enemy, and he even curves a bolt or two round Alecto and Zolo to keep demons from approaching in their blind spots. I could swear, it looked for a moment or two there like Zolo's shadow was different... larger. Almost like, a dragon?

When Merl begins hurling chunks of earth at their foes, he has to stifle a laugh. I'll bet they didn't see that coming!, he thinks, as he scrambles for a new firing lane and goes back to squeezing off shots.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon

"Anarik, if your pet demon does anything to my Cory that she doesn't like, I will send it back to wherever it came from," Merlaggon threatened.

Anarik rolled his eyes. “Really? You want to do this now, dragon?” he asked, sucking magic from a demon and then using it to blast apart another several. “I will then just resummon her. You cannot kill her on this plane. That is Demonology 101. Read a damn book!”

Anarik looked over to Ilserayne and Cory. “Besides, I’m pretty sure if Ilse does something, Cory will like it.”

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco »

Welcome Mat
Fighting their way through the demons the 1st SET and their new companions make their way to the radio tower with terrible efficiency. When they reach the door things get slightly more complicated - it won't open. Even the combined strength of Merlaggon and Rod's Dragonwing cannot get it to budge. Cory, Anon, and Anarik quickly figure out that it is mystically warded and will require some sort of ritual magic or device to get open. The wards appear to be ancient and demonic in original, further complicating matters.
Group Bennys
+3 bennys to divide amongst you from group successes
Open the Door 1
[dice]5[/dice] - Supernatural Challenge.

Pick one person to be the lead. They must use one of the following skills: K/Arcana, Spellcasting, Mysticism, Psionics, Arcane Skill

Characters can cooperate with any skill as long as they can come up with a cool way to explain it. No maximum. If you are on this team you cannot assist the second challenge.

Situational Penalties: -2, those remaining demons aren't going to let you do this without some pressure.

Process: Roll, and narrate how your character is helping accomplish the task at hand. Leader can wait until last to roll, or just go for it and add the bonus later.

Target Successes: 3 (+1 group benny for successes over 3)
Magical wardings aren't the only problem! The door also has a state of the art electronic security system. Overcoming both the mystical and electrical systems are they key to getting the door open. Meanwhile there are still demons and Simvan running about making life difficult
Open the Door 2
[dice]5[/dice] - Technical Challenge. Circumvent the electronic security system.

Pick one person to be the lead. They must use one of the following skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking

Characters can cooperate with any skill as long as they can come up with a cool way to explain it. No maximum. If you are on this team you cannot assist the first challenge.

Situational Penalties: -2, those remaining demons aren't going to let you do this without some pressure.

Process: Roll, and narrate how your character is helping accomplish the task at hand. Leader can wait until last to roll, or just go for it and add the bonus later.

Target Successes: 3 (+1 group benny for successes over 3)
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Invesitgation to aid, +2 to cooperative skill
Investigation to aid: 1d10+2(investigator)+2 (Super Tech Lens), -2 (demons) [dice]0[/dice] Wild [dice]1[/dice]
Zolo ducks and weaves between a few demons gleefully taking out their achilees tendons with a couple of quick passes of a laser pistol. ”Wow, what a cool looking door. Magical wards and techno babble security.” Dad and mom would of course want me to take care of the magical ones or just teleport to the other side and open it... Zolo scowls slightly as if something was digesting abnormally in the pit of a stomach. Out comes a magnifying glass faster than a jack rabbit can punch a face. Zolo approaches the door quickly will little care that demons are near and ferocious. The magifying glass in hand has many different lenses and optics with platnuim wiring going all around the super tech device. Up to one eye Zolo peers through it carefully examing the door. ”Interesting... Interesting... Looks like it is a Diamond Clad special, neigh impenatrable, unless you spent a summer with his daughter and stole glances every so often at his private journal... Obviously magically enhanced and the technical side... Hmmmm, wow look at all those wires... Blue, red, yellow, green, and magenta? I never went for the doors made of unobtanium but Diamond Clad built almost all his doors out of this substance... Clearly he did not like style, and preffered form over fashion. But he made all sorts of doors and valuts. The red vault, the black vault to name a few... Ahhh, Right here should do it.”

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

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

Rod moves the giant robot back after his and the dragon's attempt to open the door with main strength is unsuccessful. He listens to Zolo's commentary. "A Diamond Clad special? Jeez, that sounds familiar." 3M had that one mission to break into that vault during the war to get the plans to some sort of new power armor. Was it a Diamond Clad? I remember the captain hired a safe cracker for the mission, she bragged about the different vulnerabilities the safe had, I wonder if they would apply here.

Over the speakers, Rod says, "Hey, I think I've seen this on a vault before. Zolo's right, don't touch the magenta. I think the factory master override code is...1...2...3...4...5...6. Most people don't think about changing it." Hmm, that's actually the same code on the lock on my luggage.

Notice 8, Common Knowledge 16 (+4 assist)
Notice: [dice]0[/dice] (-2 Danger Sense)
Wild Die: [dice]1[/dice]
Total: 8

Common Knowledge (-2 Challenge, -2 Not Direct Knowledge +4 Core Electronics Package)
Smarts: [dice]2[/dice]
Wild Die: [dice]3[/dice], Ace 1: [dice]4[/dice], Ace 2: [dice]5[/dice]
Total: 16
Last edited by Roderick Wolfram on Sun Aug 26, 2018 12:27 pm, edited 1 time in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon »

TW To Take Lead on Magic Barrier: 9
Techno-Wizardry [dice]0[/dice] (Machine Maestro canceled by scene penalty)
Wild [dice]1[/dice]
EE [dice]2[/dice]
Anon slings his carbine and draws his patented Survival Knife, using it to parry the demons' incoming attacks as he runs toward the door. "Hang on! Coming!"

He takes a look over the door and its wards, considering that he should be very careful to counter each ward specifically so as to not set anything off...

But that would take way too long, so instead he tugs on the fingerless riding glove he'd just finished modifying, adjusts a couple of the wires hanging off of it, and makes a fist. Blue energy crackles across the back of his hand as it powers up, and he says, "You guys might want to take a little step back, just in case."

He lets the energy build up until it starts sparking across his knuckles, and then he opens his fist, palm facing the door, releasing a glowing ball of magic. The magic connects the door with a whoomp! spreading across its face and collecting in pools above the arcane symbols, temporarily canceling them out.

"Not a bad start," he observes, focusing the magic in his arcane null-field generator on the most intense resistance from the door.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Icosa »

Narration
Rolls: Computers 11 (+ assistance)
Computers (with Core Electronics 'jack in' +4): [dice]0[/dice] or [dice]1[/dice]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Zolo takes a step back ducking under the outstetched blade of a nasty red armored demon. How is this right? What happened to the 12 pt plan? Isn’t this exactly what we are supposed to do?

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

Re: Mission 6: Radio Tower

Post by Anon »

Zolo wrote: Zolo faces the 1st and the shifter Anny, ”So... Look you guys don’t know me and I do not know you. But what I do know is if we open those doors we will release hell itself. We cannot open them under any circumstance... It is a trap plain and simple.” Zolo looks back at the door and frowns pulling out a worn leather journal.
Without looking away from his efforts to dispel the door's magic, Anon shouts, "Wait, what?! You can't be serious! Can anyone see what's behind this thing? I'm a little busy to use the surveillance drone I cooked up earlier." Beads of sweat form on Anon's forehead, dripping down into his eyes despite his suit's advanced environmental systems. Come on, keep it together. Everything's fine, right? Just a short dragon-shadowed whoever that is with a bajillion-point-plan claiming you're about to release all hell... from behind a door covered in demon wards!
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder »

Door #2 Skills: Computers, Electronics, Investigation, Notice, Stealth, Streetwise, Lockpicking

Grade 2 Computer +2, Extra Effort One Benny

Investigation total: 22
OOC Comments
[dice]0[/dice] Aced [dice]3[/dice]
extra effort
[dice]1[/dice]
Wild Die
[dice]2[/dice] Aced [dice]4[/dice] [dice]5[/dice]
Sinder Uses his computer and a program he has onthe computer with his video camera it identifies the maker of the lock then it has a note that appears. It states that there are 3 emergency pass codes for a back door. One sticks out 1134. "Crap I'm not good at this well let me give them som advise."

"My computer mentions try 1143, it spells Hell backwards. If it dosen't work I have two others."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP: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 6: Radio Tower

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)
Many things are unknown. Many choices are hard. But one thing is sure. That door needs to be opened. Cory says to Zolo, "Well, like, now that we know it's a trap, we're like prepared, right?"

She spends time investigating the door and studying the various signs and symbols keeping it locked. She looks on with some interest at the tech team as they go about their task. It's interesting, actually, more so than it at first glance. The tasks on cracking the mystic seal are more of a hermetic tradition, and while she is perfectly capable of navigating the magical energies, tackling the hacking challenge sounds fascinating.

But, the her skills are needed to assist Anon more than the tech group. She's glad the TW took charge, this sort of meeting of magic and object is his wheelhouse. Cory only settles down after checking in with everyone. It's pretty obvious where everyone needs to be, but for those of the team, like her, that have some wavering, she does her best to get them settled in and working as fast as possible. With her usual charm, if course.

Satisfied that everyone is hard at work, Cory sits down. She watches Anon and follows his lead, watching the mystic energy he is manipulating and making sure nothing is getting out of hand. Her knowledge of the demonic, is her asset here, and that's how she will primarily assist. All things demonic, unless they are a succubus standing less than ten feet away. She has no idea at all how to deal with Anarik and his harem.
Mysticism to Assist Anon: 1 Success
[dice]2[/dice] Wild [dice]3[/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
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon

Anarik paused in banishing demons to study the sigils in the magical field on the door.

“Ilserayne, watch our backs,” Anarik said.

“Of course, Master,” the succubus said, paying particular attention to Corey’s backside as the teen leaned over to study the magic as well. She gave it a little swat with the handle of her whip before using said whip to slice the head off of a demon.

“No, no. What are you, in kindergarten?” Anarik corrected Corey. “Do you know nothing of infernal grammar? The order of the symbols is clear.”

Anarik focused as Anon held the wards suppressed. He pulled out a small rod of void obsidian, chanting quietly as he carefully tapped certain parts of specific symbols. Corey could see magic being siphoned off into the rod and then into the shifter, weakening the mystic field, but causing Anarik’s eyes to take a green cast as his body absorbed the magic.

“One must be careful to only siphon off a little bit lest one cause an explosive cascade. Or succumb to the demonic corruption,” he explained, as if Corey was a child trying to learn her arithmetic from a frustrated tutor. “There. That should be just enough.”
Spellcasting 9; 2 successes
-2 scene penalty
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Seems like that TW heard my warning... Zolo franticaly tries to stop anyone from opening the techno enfused door... ” So... We need to stop what we are doing and repair the techno locks and magical seals before something we regret truely happens. I get there are demons behind door number 1 and 2. 80 miles south there are bound to be even more demons... 60 miles west, guess what? More demons. Demons are everywhere.” Zolo looks at the peice of the door that had fallen off and frowns. ”I get we just met and I am short so you probably can’t hear me. But you need to think about what you are doing. From the sounds of it you were lured hear by some ass hat named Fell. Then goaded into assulting demons by the same sweater wearing fracker. Now you are just being taunted into opening a series of locked doors... You are playing right into the puppet master’s hands.” Zolo ducks under a demon’s claw and waves a hand up at the ceiling of the tower. ”A pre-rifts radio tower with a series of doors requiring someone with arcane and technical expertise? That kind of stuff is just not littered arround norh america. Of course you are going to defeat whatever is behind it and in doing so weaken the barrier between this world and the pits of hell. What about this little town 30 miles away, can they defeat the demon lord that will rise after we are long and gone?”

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

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

(rolls carried)

Rod listens to Zolo explain what he said earlier about the tower being a trap and nods to himself in the giant robot. The sidebar whisper from the tiny robot, not so much over the general rumble that the robot makes. Over the external speaker, the pilot says, "I agree with Zolo, this is exactly what I said earlier, this whole thing is a trap. I know we think there are legionaries trapped in there with what every demonic thing is inside, but sometimes the only way to avoid the trap, is to avoid the trap by not triggering it. If we open the door, and go in, we are letting them choose the terrain, your two physically largest assets won't be able to back you up inside there. We need to gain altitude and nuke this thing from orbit." Sentiment is what gets people killed. These guys are my team, but if they become possessed or worse, I'll take them out for the greater good of this region. It will be a mercy to kill them rather than let the demon's torment their souls for eternity.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Merlaggon »

Notice 5
Notice: [dice]3[/dice]
Wild: [dice]4[/dice]
Result: 5
Dramatic Task to assist Anon - Taunt 9
Taunt (-2 due Difficulty, +2 due Strong Willed)
  • Taunt: [dice]0[/dice]
    Wild: [dice]1[/dice]
    • Extra Effort: [dice]2[/dice] (Elan)
    Result: 9 - +2 to Anon's Roll
"DEMONS!!! Come and get me! Don't waste your time on these puny mortals! I am the ONLY one worth your time!!!"

"Don't get mad at me, Cory... I am doing it to protect you!"


The demons come for Merlaggon. His massive claws tear them apart as they tear into him. Some are even able to hurt him... momentarily. Almost as soon as they cut into his scales, they start to mend and knit back together. While there are still some demons left nearby, they have learned to stay away from Merlaggon and his friends.
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
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder »

Sinder hears Zolo and Ron Then states, "Cory Make the call" "This is frustrating. First we go in then we do what we said we would do now they say don't go in."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

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

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

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

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

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

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon

“And just what do you know that the rest of us don’t, Zolo?” Anarik asked with clear annoyance. “If it is a trap, it is not like we are walking in blind. Do you really think that wards such as these will be taken down so simply by a long range missile attack? Why would they go to such elaborate plans to be foiled by such a simplistic solution?”

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 4/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll »

Anarik Ebonlocke wrote:Radio Tower Field near Four Corners Monument, New Mexico

“Ilserayne, watch our backs,” Anarik said.

“Of course, Master,” the succubus said, paying particular attention to Corey’s backside as the teen leaned over to study the magic as well. She gave it a little swat with the handle of her whip before using said whip to slice the head off of a demon.

“No, no. What are you, in kindergarten?” Anarik corrected Corey. “Do you know nothing of infernal grammar? The order of the symbols is clear.”

Anarik focused as Anon held the wards suppressed. He pulled out a small rod of void obsidian, chanting quietly as he carefully tapped certain parts of specific symbols. Corey could see magic being siphoned off into the rod and then into the shifter, weakening the mystic field, but causing Anarik’s eyes to take a green cast as his body absorbed the magic.

“One must be careful to only siphon off a little bit lest one cause an explosive cascade. Or succumb to the demonic corruption,” he explained, as if Corey was a child trying to learn her arithmetic from a frustrated tutor. “There. That should be just enough.”
Cory is focused on the task and hand and uses every bit of willpower to keep from just punching the shifter in his conceited nose. But the worst transgression is the succubus of course. She can't keep quiet about that. "Anarik, like, one, don't ever let her touch me, don't ever touch me, and three, don't ever let her touch me again," she says slowly and coldly, counting out the points one by one on her hand. She never acknowledges Ilsne, all her attention on Anarik. "Now, like just focus in your stupid infernal grammar, and like I'll focus on my stupid holy symbology and we'll get this door open, right? So, yeah, focus on not being the a-hole stereotype of a shifter, like, how about that?"

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
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Well, better make it out of here alive or mom will never get this into one of her world books.
Zolo smirks pulling out a laser pistol and gripping a magnufing glass in the other. ” So... Seems like it is settled. Lets just make sure we are quick on what ever dramatics that need to follow.” Seems like whatever I say here is just filler... Zolo opens every door possible. Time to see if I was right... Hopefully I was wrong, very wrong.

As an aside to Anny the hauty shifter Zolo laughs, ” Anny the depths of what I know and you don’t would stun one of those prerift teams of oxen.” Zolo heads in ready to brave the next evil thing that awaits.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco »

Door Crashers
The door is opened, but the group stops for one more conversation before pushing through. Unfortunately, that extra moment gives the enemy enough time to organize a defense of the entryway. The inside of the radio tower is narrow and cramped leaving no room to maneuver side to side - and certainly too big for a giant robot vehicle or dragon. At the end of the corridor a group of demons are barricaded behind some refuse guarding the door to the control room, where no doubt the twisted crazy waits. However, between the group and the demons a grisly scene awaits. The demons have staked the survivors of the Arcane Anomaly Team to the walls! At this distance Zolo and Anarik can see the faces of their compatriots clearly - faces twisted in agony and caked in blood. They appear to be alive, badly tortured, but alive.

Going down the tunnel to rescue their friends means entering a meatgrinder of demon assault. Perhaps it is possible to soot the barricade from there, but the risk is high hitting the survivors. The situation is grim.
Lead the Charge
This is a gruesome fight down a hallway of horrors, not only to battle the demons but to keep them from killing the survivors.

Pick one person to be the lead. They must use one of the following skills: Throwing, Knowledge Battle, Fighting, Shooting, Arcane Skill

Characters can cooperate with any skill as long as they can come up with a cool way to explain it. No maximum. If you are on this team you cannot assist on other challenges.

Situational Penalties: -2, Target Number 10 (Opposed Enemy Leader Roll: [dice]0[/dice] [dice]1[/dice] Ace [dice]2[/dice]). If failure the Team Leader suffers 1d3 wounds

Process: Roll, and narrate how your character is helping accomplish the task at hand. Leader can wait until last to roll, or just go for it and add the bonus later.

Target Successes: 3 (+1 group benny for successes over 3)
Rescue the Survivors
Members of the AAT are staked to the walls as human obstacles to the demons waiting at the end of the hall.

Pick one person to be the lead. They must use one of the following skills: Healing, Arcane Skill, Stealth, Repair, Survival

Characters can cooperate with any skill as long as they can come up with a cool way to explain it. No maximum. If you are on this team you cannot assist on other challenges.

Situational Penalties: -2

Process: Roll, and narrate how your character is helping accomplish the task at hand. Leader can wait until last to roll, or just go for it and add the bonus later.

Target Successes: 3 (+1 group benny for successes over 3)

Bonus: If Anarik or Zolo take this challenge they can write a brief paragraph describing one of the survivors and take a benny.
Damn Radios Again!
The interference in here is nearly unbearable, unjamming the radios is essential to coordinating the attack and rescue operation.

Pick one person to be the lead. They must use one of the following skills: Healing, Arcane Skill, Stealth, Repair, Survival

Characters can cooperate with any skill as long as they can come up with a cool way to explain it. No maximum. If you are on this team you cannot assist on other challenges.

Situational Penalties: -2

Process: Roll, and narrate how your character is helping accomplish the task at hand. Leader can wait until last to roll, or just go for it and add the bonus later.

Target Successes: 3 (+1 group benny for successes over 3)
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon

Anarik stared grimly into the corridor of death, the demons at the end, his friends on the wall.

“That...is some nice handiwork,” Ilserayne muttered.

“Shut up,” Anarik snapped.

“I know you liked her. She is still alive.”

Anarik’s gaze went to Astradel, a young elven woman, a priestess of some strange elven goddess he did not know, from some world other than Azeroth -- perhaps from this one? He didn’t know. Despite his summoning of demons, she had never given him lectures or shunned him. She understood the pain that had led him to embracing the darkness to fight the darkness, though she insisted on offering him the Light.

Anarik’s face hardened and his hands started to move, muttering the infernal words that would summon more minions of the void to do his bidding. Demons started to appear down the corridor, strong and armored Voidwalkers, their blue forms emanating the vapor of the void as they started to pull down the bodies of the Arcane Anomaly Team.
Lead on rescuing survivors; Spellcasting 10; 2 successes
-2 difficulty
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]
Told I should drop a Group Benny, so: [dice]2[/dice]
***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 5/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram »

Rod watches the team enter the room and shivers a bit as he hears the screams from inside, over the radio he here's the chatter from his team suddenly cutoff. "Damn it!" Rod exclaims, as he pounds the arm rests of his chair in the giant robot. "That's all we need, without communications we are going to be screwed."

Rod rotates the robot and looks around him, finally looking up at the radio tower. Duh, he thinks. This dish is probably the focal point for the disruption. If we take it out, we should be golden.

The engines in the giant robot's legs ignite sending a burst of flame and smoke as he lifts off the ground. With the altitude he sees some of the demons waiting to ambush and he fires bursts of ionized particles disuading them from attacking. He lands with a thump on the roof and use's the robot's actual arms to do some 'repairs' on the electronics of the dish. He rips and pulls at the plates exposing the ancient electronics. The machine sparks and catches fire, but the interference is still there.

He uses his external speaks turned full volume. "Merlaggon, come up here and give me a hand, we need to tear this machine off it's base."


Leader Radio Challenge: Notice 5, Repair 11
Bennies: 4/4


Notice [dice]0[/dice] (-2 Danger Sense)
Wild Die: [dice]1[/dice]


Repair [dice]2[/dice] (+4 Core Electronics Package -2 Situational Penalty)
Wild Die [dice]3[/dice]
Spending Group Benny on Extra Effort: [dice]4[/dice]
Total: 11
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

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

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

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

Re: Mission 6: Radio Tower

Post by Sinder »

Back up on Charge!
Sinder knows his flames are not going to help him here but, and he wishes he could help take down a lot of them . He remembers his NECKLACE OF GREATER SLUMBER. He will use it and get his Ice Shot Gun ready.

the Charge Total 11 Success and a raise
used one Benny and 2 ISP
[dice]0[/dice] + [dice]1[/dice]

Wild Dice
[dice]2[/dice]

As Sinder uses the device aims it Past the front line hoping to get several of the demons and those deep in. he also figures it might help those impaled, by knocing them out.

As soon as the others with his group do their thing, he rushes the room ready to let lose with the Ice Blast Shot Gun.
Last edited by Sinder on Sun Sep 09, 2018 11:25 am, edited 1 time in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

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

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

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


New Cards 4th quarter

3d52 = 99: 35, 30, 34

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

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

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


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

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

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

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

Minor: +5 PP
Minor: +5 PP

ARMOR:

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

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

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

Re: Mission 6: Radio Tower

Post by Anon »

K/Electronics 9 to help with the radio
K/Electronics [dice]0[/dice]
Wild [dice]1[/dice]
Well, that was garbage. Re-roll (-1 group benny):
[dice]2[/dice] + [dice]4[/dice]
[dice]3[/dice] + [dice]5[/dice]
+1 machine maestro
-2 scene modifier


Again with the radio! Anon gives an exasperated huff and starts fiddling with the dials on his handheld. ”Come on, now. You’re better than this! Don’t let him beat you!”

”Rod, whatever you’re doing out there, keep it up! Also, hopefully you can hear me. Um... can you hear me?”
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo »

Well as much as I would like to help Anny free Sue the Eleven Legged Laru, Lue Stormbright Lyn Siral from the new west, Tiny Time the only legion time wizard I know of... Dad would tell me to focus on where I am needed the most.
Out comes the white board and dry erase marker pulled from a convenient dimentional closet. The dry erease board is fairly sturdy hung on a wood frame suspended about two feet from the ground on a grey slider with weels. The marker says expo on the side, it is black and gives off the faint smell of burnt tar. Zolo gets to work writing while having a short but heartfelt side conversation with each member of the team.
Everyone’s Plan A...
Rod, shrink your dragon wing to the size of a mouse and blast the demons from the inside.
Alecto, wip out your music electronica on your electric viola and send sheering cords of pain into the enemy.
Merlaggon, use your strength and scaled hide to find and locate the radio source.
Anon just toss down your techno bombs and incarcerate all the demons in chains of holy fire.
Anny you and your succubus show the demons what kind of fun truly awaits them in hell.
Sinder man the bbq and prep the line for a hot lunch.
Cory just look menacing... Yeah that it a good deep scowl.

Zolo spins the white board arround accidentally showing to not just the team but to the demons. Zolo smiles at the demons who are trying to read the nonsense plan. ” Don’t you dubs know? We always go with plan B!”
Over the radio Zolo clicks the comms on instructing the team to act on the side instruction during the demonic confusion.
”Now while they are trying to read this chicken scratch. Like we talked about, time for plan B”
Lead on the charge, 17 plus anything allies give
Skill kn battle 1d12+2 -2 from scene[dice]0[/dice] ace [dice]2[/dice] wild [dice]1[/dice]
Zolo’s part of the plan is the most dangerous of all. Bait... Plain and simple tasty bait. Hey who are you kidding, I am covered in salt, paparika, and ghost chili peppers. Come get some demons. Achhhoooo!
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Icosa »

Alecto engages her cloaking device and rushes forward into the hallway to safely get the hostages out of the 1st SET's line of fire...and away from the demon's claws and fangs. As tempting as it is to go on offense, it's hard to say just how many captive AAT would suffer the consequences for that neglect. One was too many. While invisible she could work with little interference and shield the captives from harm.

With any luck, it would be enough.
Rolls: Stealth 9, 1 benny spent
Stealth to assist rescue hostage: [dice]0[/dice] or [dice]1[/dice]
Using 1 benny to Extra Effort: [dice]2[/dice]
Uses the charge on an e-clip to power invisibility...not sure if that gives a bonus to Stealth though in this circumstance. It does make people -4 to Notice checks, but that's a separate roll...
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon »

(Rolls held)

Anon approaches Cory in the midst of the furor, taps her on the shoulder and holds out what appears to be an old walkie-talkie. ”You said you didn’t need a weapon, but this little guy does better than kill: it can knock out whole crowds with just a little music. Just adjust this dial here, point, and press the “broadcast” button on the side. It’ll play sweet music only folks on the receiving end can hear, putting them right to sleep, no volence required.”
Audio Armistice
Slumber gadget, 15 PPE built in.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Cory Tetrascroll
Posts: 275
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

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 was studying the chaotic situation, trying to find where she could help best. Her skills were narrow, far more so than she'd ever realized up until now. But, the abilities she has are potent, so she focuses on what she can do, not what she can't. Anon surprises her and brings her back to the present. She looks at the presented item and smiles. She loves the goofy forms these sorts of mystically powered technological gizmos take. She raises it in thanks and says, "Anon, like, this is just what I need, you know, totally, thanks."

Then she turns back to the task, but not with the tunnel vision of a few moments ago, now she's properly focused. Cory is ready. She hopes. She does not draw a weapon but sits with her eyes unfocused praying and casting. She has healing powers at her disposal and does everything she can to keep the prisoners alive.
Rescue Prisoners: Mysticism 17 (4 Successes)
Mysticism+Fate's Chosen [dice]2[/dice] [dice]3[/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
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon »

"OK, Roderick. Looks like Cory is all safe."
Strength 15
Strength (-2 due Difficulty)
  • Strength: [dice]0[/dice]
    Wild: [dice]1[/dice]
    • Ace: [dice]2[/dice]
    Result: 15 - +3 to Roderick's repair roll
Flying up to the base of the machine, Merlaggon looks invitingly to the Demons.

"Do you want to play with me some more? If not, just leave us alone."

After confirming that indeed the demons did not want to "play" with him anymore, Merlaggon walks the last couple steps up to the machine and rips it up from its base with barely any effort.

"Now where do you want this?"
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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Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco »

Teamwork Makes the Dream Work
Despite the odds the 1st SET forces their way into the radio tower, rescuing their fellow legionaries, restores radio communications, and fights a bloody battle down the corridor to the radio tower control room. It's grisly work but these guys are used to that. Passing the demon barricade the group enters a small vestibule that allows them to enter the control room from two different doors, one on the left and one on the right. Thanks to Alecto's earlier scouting they know the general layout of the massive room, but not specifically where anything is at the moment - if anything is in there at all.

There is a brief moment to pause before pushing forward, or leaving with their rescued friends and calling it a win.

MAP
1 square = 1"
Robots and full sized dragons cannot fit, this is a human sized facility.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke »

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon
Round 0

Anarik looks into the tower now that they had access and noted the two entrances to the main facility. “We might need to split up to avoid becoming log jammed and ineffective with our numbers,” he said. “Those who go left will engage first, so they could draw the attention while the others to the right will flank and catch them from behind.”

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 5/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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