Mission 6: Next Steps

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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2312
Joined: Sat Jun 11, 2016 3:30 pm

Mission 6: Next Steps

Post by Venatus Vinco » Fri Nov 09, 2018 6:06 am

Booking It
With a CS assault force closing on their position, the 1st SET and survivors of the 13th AAT clamour into vehicles and beat a hasty retreat. The Coalition seems content to let the legionnaires withdraw, and don't pursue - which is good since their power armor and flying transport could easily overtake Anon's ground based ATV. Before they leave though, the group does manage to collect a few items of worth, in addition to the intelligence information on Fell's plans.
Loot
3 L-20 Pulse Rifles
6 Demon Bone Swords (Str+d8, MD, Evil Aura)
Galloping to Gallup
From the map recovered at the radio tower , and their knowledge of local lore, the team realizes Fell is on his way to Tsoodzil, considered a holy place by the Navajo and Pueblo people, to recover a sacred hummingbird feather. The Hummingbird is important to the Native American tribes. One story says the Hummingbird leads people from an underground world of darkness to their current sunlit home and many shaman use hummingbird feathers in rituals to send messages to other worlds. The Hummingbird Fetish is a powerful sacred object that bridges this world and the underworld in order to help lost souls escape darkness.

The mountain is roughly 200 miles to the southeast. The area is largely unoccupied space, getting there with the ATV would take the better part of a day. Of course, Rod's Dragonwing could make the trip much more quickly but cannot carry many people with him. The survivors of the AAT also need some attention. After making radio contact with Elle of the Owls in Silverno the group agrees to meet-up in Gallup, NM. Gallup is a Bandito Arms trading post along the great trade route that moves from the Pecos badlands to Arzno in the former state of Arizona - it is also halfway to the mountain.

In Gallup the team has the opportunity to debrief the situation to Elle, she also offers Zolo and Anarik the opportunity to link-up with the 1st SET to continue their mission.
Debrief
Write an interlude from your character's perspective describing the situation from Silverno to the Radio Tower, including what you know about Fell's plans
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Roderick Wolfram
Posts: 168
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Next Steps

Post by Roderick Wolfram » Fri Nov 09, 2018 12:28 pm

The flight to Gallup was uneventful. Landing, he gets the 2 survivors in his bird off to the medics and then goes over to Anon's APC.

He looks at the few items they were able to salvage. From his time with 3M, he knows that merc groups run on their stomach and credits. "The rifles could come in handy, but those bone swords we should sell. Get what we can for them before everyone else in the area starts bring in the same."

------------

When it's his turn in the hot seat, Rod can't help but reflect that the room looks almost exactly the same as the last one he was in with Elle when she asked what happened in that old mine. Does she bring the room with her? Get her guards to paint the walls the same color?


"We raced south, the whole way Saul was acting more off than usual, but at least the girl wasn't around. The trail led to a town that was being attacked by demons. However, it was a trap. We didn't know it then, but a girl, Lail, another previous member of the 1st had joined the demons and was manipulating us. We attacked the demons and discovered, Saul's little girl, Sara, was there and that she too was part of the trap, some sort of witch. We defeated the demons and then saw that there was some sort of elaborate illusion in place, we'd saved no one in the town, they were all dead."

"The shock of seeing Sarah caused Saul to leave the team, but he seemed to be just along for the ride anyway. He was always going on about the Lord of the Deep as his true enemy."

"Lail kept breaking into our secured comm channels. We were able to trace it to an old pre-rifts communication outpost that had huge radio dishes pointed at the sky. We battled hundreds of demons and made it to the building where she was hidden. We met Zolo and Anarik on the field of battle. Anarik consorts with demons, some sort of she-demon was under his control." Rod holds up both hands and makes the air quote gesture.

"Through a bit of magic and tech we learned that there were some survivors in one of the buildings and we again fought through hordes of demons to get there. True be told, I advised calling in an air strike, based on what we'd gone through with the town, I suspected that the survivors were really demons in disguise. But I was wrong, we did save some. I kept the first two survivors with me safe in the Dragonwing and kept watch outside while the rest of the team went in. There they found that Lail, a crazy, did you know that? Lail had been partially transformed by some sort of demonic magic into a demon herself. The battle was fierce from what I've told, it ended when Cory called upon her gods and teleported them both to high above the building. There, Cory let go, and Lail was impaled on the tower. She may need some counseling, that kind of thing can lead to PTSD."

"Merlaggon, the dragon, came out and dispatched Lail. Moments later a CS patrol entered into sensor range and demanded the field. Myself and Sinder communicated our non-hostile intentions while the others searched the building for intel."

"If I understand it, Fell is alive, probably transofrmed like Lail. He was promised that Cory would be safe if he agreed to help them. It appears he's head to some place to the southeast called Tsoodil. Sorry, I am not sure how to pronounce it to get some sort of bird feather."

"We need to reequip, and get moving. If possible, I'd like to request 3 or 4 reloads of silvered rail gun ammo, along with 8 to 12 medium range missiles to store in our APC if you decide to send us."

"Also, I'd like to request heavier personal armor and weaponry. The 1st like to get up close and personal with the enemy, I'd like to be able to better support them."


Notice Crit fail!, Streetwise 2, Persuasion 3
Notice: 1d8: 6 (+2 Expanded Detection Array, -2 Danger Sense)
Wild Die: 1d6: 1

Help negotiating the sale of the loot:

Streetwise: 1d6: 2
Wild Die: 1d6: 1

Persuasion: 1d6: 2
Wild Die: 1d6: 3
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: Next Steps

Post by Zolo » Fri Nov 09, 2018 5:31 pm

Notice: 1d8: 1 wild 1d6: 3 possibly +4 from magnifying glass.

Wow, this dragon wing is pretty sweet! Zolo enjoys the uneventful ride to gallup making small talk with @Roderick Wolfram. ” Comfy ride you got Roderick, I like the name and its general shape is easy on the eyes. How did you get this sweet rig.” Zolo slides a note book out of nowhere ready to take pen to paper with Rod’s response.

At gallup Zolo offers to sell those demon blades to the right people who would use them for the right thing. ” Roderick, I am with you on keeping the tech and selling the swords. They got something on them that makes my stomach twinge... I’ll hit the streets, both sides. North side maybe has the uppity ups looking for a demonic heirloom, and the south side well the dregs will by just about anything with the word demon these days.” If need be Zollo just pops into the local Swill and Swine and talks to Jonney J Jones the local black market rep about selling some demon blades(Connection edge black market)
Streetwise 29
Streetwise 1d8+6 = 13: 7 wild 1d6+6 = 12: 6 ace 1d6: 6 ace 1d6: 6 ace 1d6: 5
Persuation 17
Persuasion 1d8+4 = 8: 4 wild 1d6+4 = 10: 6 ace 1d6: 6 ace 1d6: 1

Elle the owl...

Zolo looks at Elle with a bit amusement and starts writing in the leather bound journal. The legion had not been Zolo’s first choice but it was the last one. Mom and Dad had issued an ultimatum of sorts. If it had been one parent laying down the law Zolo might have been ok, but both at the same time would have made life difficult. More difficult. Excruciatingly difficult?

Zolo stops writing when Elle gives her the oppertunity to stay with the 1st. Zolo tease a bit, ”Are you Joking?” Then writes a few more notes and looks up stuying the Owl’s face, then writes a bit more. Zolo launches a series of rapid fire journalistic harpoons at the cheif, ” Cheif is it? I just have a few more questions for you. What is your role here? Do you often meet teams out in the field? Do you have a special intrest in the 1st set that goes beyond professional? Finally what is your favorite dessert, and is it best served cold? “

Zolo makes note of any responses visial, auditory, or otherwise then stands ready to leave. ” You asked about Fell, and his dealings with the Deceiver right?” Zolo looks at room pulling out a black sharpie, ” Does this room travel well? So... It boils down to one word really...” With a sharpie that may or may not have belonged to enigmatic elderly cyberknight Sir Sayeen, Zolo writes TRAP on the wall then flips the chief a recording device. With a quick smile the halfling says, ” What I know is right there. Lucky I made a recording huh?” Zolo laughs and lets her larger half’s shadow fill the room as she teleports out for dramatic effect. Possibly, before Zolo pops out, a halfling hand might barrow a shiny nicknack from the cheif of owls.

Time to see what this town has to offer. Something fun, something new, something that blows shit up into a pile of goo. Zolo walks arround looking, listening, and reading anything worth two eye balls trying to unwind the puzzle of Fell and the Deceivers next move.
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
Silver Patron
Silver Patron
Posts: 591
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Next Steps

Post by Icosa » Fri Nov 09, 2018 7:38 pm

Alecto delivers her account of the mission in the same unhurried, but concise, tone she had previously taken.

"We proceeded to the town of New Durango, seeking Fell out. On arriving we found New Durango had been overrun by simvan, and identified what appeared to be captives among them. Our response was a two-prong attack, with our main force engaging them head on, while I dropped behind their lines and moved to protect captives from reprisal."

"Though our operation appeared successful at first, an enemy mage appeared and revealed they had prepared for this action. A number of the survivors of the simvan attack had been infected with a condition that killed them and caused their bodies to become magically animated, significantly complicating the effort to rescue remaining survivors. In the end we were able to dispatch the simvan, the mage and the animated corpses. In the process Merlaggon attacked and killed Sara, a demon in the form of a female human child who had been traveling with Saul, and whom he seemed to feel personally responsible for. Saul left the company, threatening to find and kill Merlaggon and Cory when he was ready."

"During the battle we were able to isolate and track radio transmissions that taunted us, revealing a deep knowledge of the team and its background in the process. The transmission source was guarded by an army of true demons, which we engaged and destroyed. I was able to scout the tower that originated the transmission and locate the one sending the messages, as well as living captives."

"We infiltrated the tower, engaged Lail...the message source...and her demons, while protecting the captives to the best of our ability. When opposition was neutralized and the captives released, we detected comm traffic indicating the Coalition had dispatched forces to the area to combat the demonic incursion. We downloaded what information Lail had in the system and left."

Here Alecto offered Elle a storage device with the complete files she had gotten from the tower's computers.

"Lail, a former SET member thought to be dead, was alive but altered by occult means. Her records indicate that Fell has similarly either survived death or been returned to life, but in a changed form. These records indicate he wished to protect Cory, which makes the motivation for the direct assault on the SET mysterious. It is possible Lail was acting without his knowledge. In any event, as part of the agreement by which his life was spared or restored, and Cory's life protected, he has volunteered to serve a demonic master in a large scale invasion of Earth. The details are in these files."
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: 287
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Next Steps

Post by Sinder » Sun Nov 11, 2018 7:55 am

The Next Step:
Or Flaming Horse Crap what did Sinder step in?
Or Who just crap in thier pants?



Sinder keeps going on his hover cycle with the rest of the group as they head away from the fight. “This is bad, we are using up our resources as fast as we get them. I think Fell is testing us to see how much we can take before our gas tanks reach zero. When we have no more power to continue, then he will run in and kill us all.”

The items he helped salvage, he really doesn’t need, again this is what Sinder believes maybe part of the plan. Sinder turns around occasionally to make sure Starfire is keeping up. He hated giving up his bracers and he felt that he sure could have used Darkness in the fight. But he understands the 'why''of giving them up.

As they get word that they are heading to Gallup New Mexico he wonders, “What type of reinforcement they will have. After all Elle of the Owls said this is a priority item for The Castle. Maybe they have magical weapons or something to take out magic. There should be an entire army to put Fell down and stop the invasion of earth from this dimension.”

When they get to town, Sinder looks around and no big army. “Great into the breach we go, Again!”

When the thing of selling the salvage, he speaks to the team, “Yea, sell or Trade them if you want. What we need is something to take out a bunch of demons at the same time, or stop their magic. My fire was useless. I’m pissed off.”

Sinder heads into the debriefing room when it is his time he talks about the small town where he infiltrated the jail and him fleeing the fight for a few seconds, “Things were bad. Saul didn’t like things, Sara his Charge seems to be evil and he didn’t want to give her up he eventually left the group. There was a blood Priest there too, zombies, dang I hate them. We used up most of our power fighting them, I think Fell is judging us and trying to figure out how much of a fight it takes before we can’t do anymore. I think he will use this information in the final fight. Throw things at us until All our power is gone then the final fight where we can’t fight anymore.”

Sinder waits a second, then continues, “We then went to a place where there were some big Pre-Rifts Antennas, there was a huge battlefield, Demons left and right, I slayed several of them, as did the rest of the team we saw the remains of another castle team, it look like it took the brunt of the fight only a few survived. We then knew that we needed to head into the building. The person, was Lail, taunted us, knowing us very well, but she told us something, she didn’t walk away she was killed,A second time. She wanted the Chrome commander, Timothy, it seems Tim killed her. We all thought she walked away, in reality we find out Fell and Tim knew all along. My flames seemed useless and my, Ogres seemed just able to hold the demons up long enough for the others to get in and do their thing.”

Sinder just takes a deep breath then mentions, “I didn’t see any army out there when we arrived. Are we going to go in to this battle alone, or are we going to have help? One of the Castle units was decimated. And the survivors are here convalescing. If we don’t have anything near us, it might be good to try to bring the CS in they seem to have a large force near. The Native Americans might be persuaded to send help, it is their land and if we could bring some more in from Fort Comanche. It might be helpful. I don’t mean to tell you what to do, but I like the second option better.”

"The parts of both, our team and the other are working together. But the demon Anarik has, does have most of the old team on edge. Oh, I have a demon blade Elle I like to turn it in for something else if I can. I want to get rid of any reminder of these evil things we are fighting. And I don’t need corruption around me.” Sinder lays down the demon blade.

Sinder answers anything else she asks, he is truthful about everything. He is just tired, tired of all the problems, tired of Zombies, demons, Simvans, Blood Priest, Evil Fell, Lail’s death, And most of all Tired of the betrayal.

Sinder heads into the bar to checks to see if he knows anyone here. “I wonder if I have an old friend here?” As he heads over to the bar and ask for some whiskey. “Whiskey Bartender, Please.”
1d4: 2
Wild Dice
1d6: 2

Not Recognizing anyone he goes over and sits next to a man with a smile
Image

Sinder says, "Hey Sir mind if I have a seat?"
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: Next Steps

Post by Anarik Ebonlocke » Tue Nov 13, 2018 12:16 am

Corruption 7 vs 5
Anarik Spirit 1d8: 7
Wild 1d6: 5
Ilserayne Spirit 1d8: 5
Gallup
Afternoon
Round 0

In the Mountaineer on the trip to Gallup, Anarik...took a nap. He was not looking forward to resummoning Ilserayne. She was going to be peeved about having to go back to the Hells. He was going to have to owe her.

Once in Gallup, Anarik found a quiet alley to perform his ritual, summoning Ilserayne back to this plane. She stood there in all her frightening beauty, fists on hips, tapping her foot as she glared at him.

“Do you know how long I was down there?” she asked accusingly.

“I brought you a gift.” Anarik nodded to the demon sword he had retrieved from the loot the teams had recovered.

Ilserayne raised an eyebrow. She shifted her wings for balance and went over and picked up the sword, examining it. It was a heavy, inelegant thing. “It’s ugly,” she sneered.

“You know it doesn’t have to be,” Anarik pointed out.

“True.” With a brief bit of concentration she attuned to the sword. It shifted, jagged, serrated edges and broad blade slimming and morphing until an elegant rapier with a bone white blade balanced in her hand. “Much better.”

Ilserayne sauntered over to Anarik and grabbed his shirt front, giving him a deep, toe-curling kiss, her tongue dancing with his. The warlock groaned, running his hands into her silky hair.

Ilserayne let him come up for breath, staring deeply into Anarik’s dark eyes. “You are not forgiven...yet. Tonight you will make it up to me,” she purred coyly. Then she gave his cheek a whack with her whip.

Anarik growled, touching the rising welt on his cheek as he watched the succubus saunter down the alley. Magic poured over her, erasing her wings, tail, horns, and red skin, leaving her a striking, redheaded human beauty in crimson bustier leather armor.

Anarik gave a little tuge on the magical control he exerted, and she pulled up short. Ilse turned and glared at him.

“Remember who holds the reins here, Ilse,” Anarik reminded as he walked up to her. He kissed her again, biting her full lower lip. She groaned in pleasure. He pulled back. “Come. We have a debrief to attend. Keep quiet.”

***

Anarik ignored Ilse as the beautiful redhead draped over him as he gave his report to Elle.

“My Arcane Anomaly Team had set up a base camp in the radio tower field in one of the towers. We were frequently gone for days or a week at a time as we made excursions out to the nexus at the Four Corners where the ley lines crossed, the anomaly we were sent to observe and record. We had been out there for a week and were on our way back to the tower when we found it had been taken over by an army of demons. We were ambushed. Many of the team were killed in the initial assault, others taken. Zolo and I were the last standing. Tara Black, the freelancer we picked up, rabbited. She teleported out who knows where.” He glared. “To the Hells with her.”

“She’s been there,” Ilse said. “The taint is all over her.”

Anarik frowned, looking to the disguised succubus. “You choose to tell me this now?”

Ilse shrugged. “It wasn’t relevant before. And you didn’t ask.” She smiled sweetly and played with her new rapier.

Anarik ignored her baiting and returned to his brief. “We linked forces to assault the tower and rescue the remaining survivors of my team. I don’t know this Lail person, or this Fell. But I do know they are responsible for what happened, and yes, I would like some revenge, so I will stick with the First, if they will have me.” Anarik looked at the others. “And my demons.” It was all well and good to talk about morals when you weren’t enjoying the protection of said demons in a battle. Hypocrites.
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: Next Steps

Post by Anon » Wed Nov 14, 2018 8:28 pm

"I have to tell you, that was weird, ma'am," Anon begins his report. "I'm sure you are up to speed on all the details by now, and I've put together a comprehensive report in any case," he gestures toward the data pad at Elle's elbow, resting on a side table, "but my overall takeaway is that this last mission was just odd. The First definitely seems to have some history with demons, and that history is only getting longer. They all gave up their demonic trinkets only for us to be joined by a demon summoner and to fight a horde of demons, including multiple former members of the unit. At some point, especially where magic is concerned, coincidences become patterns. I get that Fell is involved, and I get how that inherently concerns the First, but this all feels a little wrong somehow. Other than the obvious, I mean. It just seems like there's something else at play that we haven't seen yet, and that worries me."

.................

A couple of hours after his debriefing in a requestioned room, Anon works on his armor. He has his bullet cam rig hooked over his right ear and his magical HUD up and running, magnifying everything as he makes some modifications.

He loses himself in the steady monotony of the work. Spell. Focus. Weld. Repeat. While his hands move almost unconciously, he lets his mind wander a bit.

WIP
TW Minor Mods: +5 PPE, free minor mod +2 armor
TW 1d10+2 = 11: 9
Wild 1d6+2 = 5: 3
2d6: 6, 5 hours
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: Next Steps

Post by Zolo » Fri Dec 14, 2018 6:58 pm

Anon wrote:
Wed Nov 14, 2018 8:28 pm

.................

A couple of hours after his debriefing in a requestioned room, Anon works on his armor. He has his bullet cam rig hooked over his right ear and his magical HUD up and running, magnifying everything as he makes some modifications.

He loses himself in the steady monotony of the work. Spell. Focus. Weld. Repeat. While his hands move almost unconciously, he lets his mind wander a bit.

WIP
TW Minor Mods: +5 PPE, free minor mod +2 armor
TW Original post: 1d10+2 = 11: 9
Wild Original post: 1d6+2 = 5: 3
Original post: 2d6: 6, 5 hours
Zolo pokes into Anon’s room skillfully pocketing a hi-tech magnifying glass that could or could not see through walls. A small scorch mark on the door lock good be the reason why it was so easy for the halfling to drop by unexpectedly. Zolo has a few odds and ends clutched in the other hand: crystals, tubing, wires, and other components. Zolo glances behind looking out into the hallway and whispers to Anon, ”Psst... Psst... Hey Anon mind if I store this stuff here?” Zolo clearly is indicating the random assortment of afore described components.
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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