1.2 Operation: Cold Slither (Arrival: Antarctica)

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Lars
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1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »


READ EACH OOC TAG THEN PROCEED
CS INFORMATION ON ANTARCTICA
  • Antarctica is the coldest place on Earth. The average temperature in Antarctica in the winter is minus 34.4 Celcius (minus 30 degrees Fahrenheit). The temperature in the center of Antarctica is much lower than the temperature on the coasts. The lowest temperature ever recorded in Antarctica was minus 89.4 C (minus 129 F). The highest temperature ever recorded in Antarctica was 15 C (59 F).

    Antarctica has just two seasons: summer and winter. Antarctica has six months of daylight in its summer and six months of darkness in its winter.

    Right now. It’s daylight for a few more months.
  • Antarctica: A few documents in CS possession indicate that there was once a Golden Age space research facility located at the McMurdo-Scott station in Antarctica. With the continents frozen environment, the station might still be surprisingly intact, if it was buried by snow and ice. Getting to the South Poke is as difficult as journeying to another dimension though. However, recently a dimensional raiders group has been hitting Chi Town burbs via a portal/Rift originating from Antarctica.

    A Vanguard mage has tracked the raiders back to a Frozen Ley Line, near one of the Ice Nexuses, in Antarctica. This particular D-Raider group, called the Delvers, has sacked the burbs sixteen times in two months. Joseph Prosek II and the Wayfarer Program want an end put to these raiders. Colonel Hunter decides to utilize this mission as a means of seeing how capable the new Cell team put together under Captain Baker will operate.

    Priority one, destroy the Raiders. Priority two, recon the area and if possible the surrounding area. This might be the pre Rifts McMurdo-Scott station, frankly it’s just unknown what is close to the Nexus you have arrived via, other than its five mile to the raider base.

IOWA

Several CS Power Armor units escorted the CS Mark IX APC across the expanse of Iowa. From Chi Town the Special Forces escort had made sure the trip was safe for the Wayfarer team inside the APC.

Inside the APC was Archer, dressed as a ISS Officer in a dress cap and long black field coat looking mean. The six disavowed members of Baker’s Dozen Cell team. And three quiet mages who kept their distance and silence on the ride.

Archer eyed the six who were headed for Antarctica.

“I was there. It’s cold. It’s strange. The D-Raider base is only about five miles travel. You’ll be fine. Just. Don’t get distracted by the eerie sights. Watch out for Legion members and, if the ground suddenly rumbles. Be prepared for a Giant Ice Worm.”

Archer smiles.

”Once we get to the portal. Our three mage-friends over there will exit when told and open the portal to Antarctica. When they do. Jump. Go. Okay.”

Archer adjusts his cap and grins evilly with a snarl, ”Gotta get into character ha ha.”

__________________

Private Norman Parks glanced over his shoulder. The Ley Line‘s pulsed weakly around him, crossing to form a Nexus 30 or 40 feet away amidst a mound of dirt raised by some affect of the magic energy. Leaves blew in the wind; it was past midnight, and the moon cast strange shadows throughout the forest of dark red and orange autumn trees. Private parks left his finger on the trigger of his C-27, watchful for other members of the platoon changing positions behind him, but keeping his attention focused on the trees all around – and what might come out of them.

He flinched as a birch snapped nearby, training his weapon on the noise, ready for some creature to come to investigate the Rift. Branches shook, and the two other Dead Boys neatest him automatically pointed their rifles as well and held, tense. A big, bipedal figure stepped out of the darkness. He waited to fire.

It was a Terror Trooper, Coalition States power armor. Parks relaxed his grip on the gun. Following it was a Mark IX APC which emerged from the tree line next, leaving a track in its wake through the muddy Iowa Forest, followed by two more power armor suits. Parks and his infantry unit had been helicoptered out to the remote location, and he thought they were alone, all the way out here. They have been told nothing about the rendezvous.

Their lieutenant knew something, though. He waved the little convoy in, exchanged a few words with the lead power armor commando, then returned to the perimeter they had established around the Rift. Parks could see special forces markings on the big suits of mechanical armor – something was up.

He kept his eyes and the barrel of his weapon pointed towards the dark trees, but his curiosity had been piqued. The special forces troops in the armor set up a ring of visual obstacles around them, big sheets of black plastic on folding stands. Despite the cover, Parks couldn’t help but sneak scattered glances back at what was happening:

More special forces soldiers climbing out of the APC.

An officer in a dress cap and long black field coat yelling orders.

Several captives pulled from the vehicle – looked like a few magic users.

The officer walked out of the site blocks, and parks could just overhear him tell the lieutenant to get the troops ‘back another 20 feet.’ He had an intelligence division patch on his uniform – not a common site out in the field.

Park saw small snippets, the magic users were being pushed towards the ley lines, followed by heavily laden soldiers in non-CS armor who jumped down from the APC.

Parks didn’t realize he was staring now, But he could have sworn he saw one of them jump into the rift, disappearing in a flash.

The Intel officer in the field coat was suddenly in his face. Sinister, gray, expressionless. Parks hadn’t even noticed the man.

”What are you looking at private?”

“Nothing sir!”

“That is correct!”



__________________


Baker’s Cell disappeared through the Rift from Iowa to Antarctica.


THE SOUTH POLE
Landing this side of the portal ... at the South Pole.

Snow covered everything. To say it was cold. Was an incredible understatement. Even with the sun shining down, causing glare and extreme brightness... the cold reigned.

Whether by pure magic or a side effect of Earth's geography, several major ley lines appeared to converge directly here at the south pole. Where they meet, was definitely a super nexus, larger than St. Louis (the Devils Archway). The strangeness of it all. Alien birds, bugs and other flying creatures cavorted about in the cold air, hundreds more lay in frozen death on the ice and snow for miles around the area. As if once the creatures that came through the open portal succumbed to the frozen wasteland, they dropped dead.

The silence is broken by a curse.

”Damn it Chad the water in my canteen froze! How long we gunna be here?”

Not a hundred feet away from you, as you all step through the Rift is a group of eight warriors and their APC all facing away from you. They don’t seem to have noticed you as of yet. The six of you can hide and develop a plan.

APC INFO
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons)

There are Tomorrow Legion markings on the APC. The eight people with it are all outside it. Bundled up for the weather you are unsure what “class” they might be. Juicer? Shifter? Borg? They are armed and armored for sure.


NOW
The APC and eight people milling about it haven’t noticed you yet. They look ready for a fight but not immediately ready to jump into combat. They are packing some items into the APC and finishing a meal, looking like they will head out in the next feel minutes.

You need to travel roughly five miles to get to where the D-Raiders base of operations is. Sneak past these Legionnaires and go on foot to the Raiders base? Attack the Legionaries and steal the APC? Something else? I suggest you develop a plan. Recon? If skulls are needed roll them otherwise RP away. Thank you. Then when ready let me know, either by posting In Character or via Discord. If you attack you have the Drop and go first. What do you do?
** You can post here IC as you discuss options. You can talk quietly and don’t have to worry about being seen. If you can’t explain in character feel free to use OOC or Discord.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Shades nudges whoever is closest to him. Pointing to the unwary mercs near the APC, "They do look cold, don't they."

"What if we were to lock them out of that sweet ride?"

"That APC could help us convice these raiders that we are after the CS goods and not CS."

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Richards
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Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Richards »

Richards glares down with hatred at the legionaires. They where the worst kind, his previous experiences with them already boiling his blood with anger. "I think I need to conceal us from them first. Then observe." Concentrating Richards hides the crew from the observances of the fools bellow.

Arcane resistance -6 to all arcane powers and detection for all of us, Exalted Detect Arcana and Presence sense on crew with raise
-6 PPE
Greater Arcane Protect on everyone except the Nega Psychic
Spellcasting [dice:2x8dquzs]66149:0[/dice:2x8dquzs]
Wild [dice:2x8dquzs]66149:1[/dice:2x8dquzs] Ace does not matter, already receives the raise bonus

-5 PPE
Exalted Detect Arcana, Presence sense x3 range, shroud
Spellcasting [dice:2x8dquzs]66149:2[/dice:2x8dquzs]
Wild [dice:2x8dquzs]66149:3[/dice:2x8dquzs]
"I should be able to tell you how many arcane users are in the group, and if they have any powerful dbees like dragons." Watching them carefully his mind open to the changes each would have in the ebb and flow of the earth
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 15-7 summon ally = 8

Bennies: 2

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Sweetie Pie
Posts: 17
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Sweetie Pie »

Notice (exalted detect), carry shades to APC, fighty fight frenzy
innate action,2 Actions, Move
  • Notice d10 (Psychic Sense with exalted detect arcana): [dice:1bgg5ard]66170:0[/dice:1bgg5ard] wild [dice:1bgg5ard]66170:1[/dice:1bgg5ard]
  • Innate Action: Boost Trait (adept edge) Fighting: [dice:1bgg5ard]66170:2[/dice:1bgg5ard] wild [dice:1bgg5ard]66170:3[/dice:1bgg5ard] ace [dice:1bgg5ard]66170:4[/dice:1bgg5ard]
  • Action 1 grab Shades (d8 str and brawny)
  • Move: 14” to APC dropping shades off
  • Free action: draw his battle fury blade (glamdring)
  • Free action: 6ISP to get +2 fighting, imp frenzy, and +6 toughness
  • Move: 2” to attack nearest bad guy (If @Richards or his own psychic sense reveals a particular badguy that is supernaturally threatening move there and attack)
  • Action 2 (split the seconds no MAP): Frenzy attack on afore mentioned enemy with drop per GM vs the head!
    • Fighting(head attack, 14 and 13) [dice:1bgg5ard]66170:6[/dice:1bgg5ard], [dice:1bgg5ard]66170:7[/dice:1bgg5ard], wild [dice:1bgg5ard]66170:5[/dice:1bgg5ard] drop a burn die [dice:1bgg5ard]66170:8[/dice:1bgg5ard]
      • Fighting vs 14: Damage 29AP12 MD(magic and silver): [dice:1bgg5ard]66170:9[/dice:1bgg5ard]+[dice:1bgg5ard]66170:10[/dice:1bgg5ard]+4 +4 (drop)+4 head: AP 12 raise: [dice:1bgg5ard]66170:11[/dice:1bgg5ard] ace [dice:1bgg5ard]66170:15[/dice:1bgg5ard]
      • Fighting vs 13: Damage 23AP12 MD(magic and silver): [dice:1bgg5ard]66170:12[/dice:1bgg5ard]+[dice:1bgg5ard]66170:13[/dice:1bgg5ard]+4 +4 (drop) +4 head: AP 12 raise: [dice:1bgg5ard]66170:14[/dice:1bgg5ard]
    Knockout blow because of drop(note: his attacks were to the head): If a character takes enough damage to be Shaken or worse from an attacker with The Drop on him, he must make a Vigor roll (at −2 if the attack was to the head) or be knocked unconscious.
Tale of the battle fury blade: Glamdring
The old man stared across the bridge at Sweetie Pie. The man’s scared and withered face was hidden behind a long grey bushy beard. The elder man wore a grey cloak and a pointed singed grey hat with a wide brim. He smelt of magic. Sweetie Pie and this man looked at each other for a hard few seconds. The rocky walls of the cavern they were in trembled as something from the passage way behind them was coming. Something terrible and wreathed in the flicker of terrible fire.

The way out was bustling with activity as the old man’s eight companions were trying to escape this underground tunnel system. Goblins lined the sides of the great chasm the group was crossing via a narrow stone bridge. Their ill aimed arrows made the crossing all the more precarious.

The old man cried holding a gnarled wooden staff and silver sword aloft, “Who are you? Servant of Mordor go back to the shadow fire!” The rumbling grew more fevered. The walls behind Sweetie Pie started to turn red hot.

The delphi Juicer yeld back moving quickly to ward the old man holding the bridge against whatever was coming, “Sweetie Pie.” This guy smells like a walker.

The old man nodded seeming to understand that Sweetie Pie was no enemy. “Such strange armor, but no matter. We are assailed by an ancient force beyond your skill. Follow my friends and fly you fool!”

Some of the little folk counted amoung this old man’s friends were yelling for “Gandalf!” Sweetie Pie could see that they wished to not be separated from this Ley Line Walker’s company.

The old man set his staff and super cool looking silver sword against the oppressing heat coming forth. Fire burst from the surrounding walls an a giant creature emerged wreathed in flame! Gandalf cried desperately drawing the creature’s attention, “I am a servant of the Secret Fire, wielder of the flame of Anor. You cannot pass!”

Sweetie Pie threw a punch at the old man’s head knocking him out cold. “Sorry.” This guy has no idea what skills I have. He grabbed the man’s weapons and body running to rejoin his companions on the otherside of the bride. He handed the staff and body to a dirty human and yet his baring was almost kingly. Sweetie Pie roared pointing to the way out, “Go!”

This creature come forth, made of fire. The man had called it an ancient evil... Sweetie Pie laughed twirling the old man’s sword in his hand and ran back to the bridge as the creature tried to cross it. A juicer got to do what a juicer got to do. I got this sweet sword!
The delphi juicer was a blur of motion. His psychic senses poured in him increasing his combat prowess. After explaing his plan in depth he whispered one word to @Shades. “Go.” and he pulled shades along to the APC. Surrounded by eight... It nearly seemed fair. He drew his elvish made blade forged in a realm never to be forgotton. “Glamdring...” How he knew the sword’s name was another story, but it came aliave in his hand as he slashed the head of his nearest foe with the force of a hammer.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3

Lars
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »



Richards reaches out with his power and explains to the rest of the Disavowed what he has learned. You have a moment to talk.

Those Below by the APC

Legion Wild Cards
  1. Wilderness Scout
  2. Soldier/MERC
  3. Better MERC
  4. Combat Mage
  5. Shifter
  6. Burster
  7. Cyber Knight
  8. Techno Head Hunter


Detailed Info on the Legionaries


Wilderness Scout

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d10, Common Knowledge d8, Electronics d8, Fighting d10, Healing d6, Notice d8, Persuasion d8, Shooting d10, Stealth d8, Survival d8.
Pace: 8 Parry: 7 Toughness: 18 (8) Hindrances: Arrogant or Heroic, Vow
(Major—Serve the Coalition)
Edges: Assassin, Brawny, Conditioned,
Connections (mercs and outlaws), Field Intel, Fleet-Footed, Marksman, Martial
Artist, Woodsman, Steady Hands. Gear: CA-4 Camouflage EBA (+8 Armor, +3 Toughness,
Multi-Optics Helmet, +2 Stealth), CP-50 “Dragonfire” Laser
Rifle (Range 24/48/96, 4d6 Mega Damage, RoF 3, AP 4, Heavy
Pulse), grenade launcher (18/36/72, 12 Shots, Plasma grenades 3d12 Mega Damage, RoF 1, SBT, It Burns), Multi-Optics Scope, CP-30 Pulse Laser Pistol (Range 10/20/40, Damage
3d6, RoF 3, AP 4, 3RB), silver-coated knife (Str+d4), Vibro- Longsword (Str+d10 Mega Damage, AP 10),2×Fraggrenades
(Range 5/10/20, 5d6 Mega Damage, LBT), utility belt,
Backpack and NG-S2 Survival Pack (Coalition equivalent).




Soldier/MERC

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Gambling d8, Notice d8, Persuasion d6, Riding d10, Shooting d12, Stealth d6, Survival d8
Pace: 6 Parry: 5 Toughness: 12 (3) Hindrances: Heroic (Major), Illiterate,
Habit (Minor—Smokes)
Edges: Ambidextrous, Brawny, Level
Headed, Marksman, Quick, Steady Hands, Trick Shooting, Trademark Weapon (for “Sally Mae” and “Suzy Q”)
Gear: NG Maverick riding armor (+3 Armor, +2 Toughness), 2×Wilk's 237 "Backup" Laser Pistols (“Sally Mae” and
“Suzy Q” Range 10/20/40, Damage 3d6+4, RoF 1, AP 5), utility belt.





Better MERC

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d8, Notice d8, Piloting d6, Shooting d10, Stealth d10, Survival d10
Pace: 6 Parry: 7 Toughness: 20 (8) Hindrances: Illiterate, Loyal, Over-
confident, Vow (Minor—Serve the Legion)
Edges: Assassin, Bruiser, Conditioned,
Dodge, Marksman, Quick, Soldier,
Steady Hands
Gear: CA-7 Special Forces Heavy “Dead
Boy” EBA (+8 Armor, +3 Toughness,
with Multi-Optics Helmet), CP-50 “Dragonfire” Laser Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 4, Heavy Pulse), CP-50 integrated grenade launcher (18/36/72, 12 Shots, High Explosive grenades 3d10 AP 4 Mega Damage, RoF 1, MBT), retractable Vibro-Knives (Str+d6 Mega Damage, AP 6), garrote wire (Str+d4, must follow successful Grapple with a raise), Mag-5 Jetpack (60MPH, Handling +1, +2 Stealth), 2 × Plasma grenades (Range 5/10/20, 3d12 Mega Damage, SBT, It Burns), utility belt.




Shifter

Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8, Occult d10, Notice d10, Persuasion d10, Shooting d6, Spellcasting d10, Stealth d6, Survival d6
Pace: 6; Parry: 5; Toughness: 13 (5) Hindrances: Curious, Overconfident Edges: Arcane Background (Magic),
Charismatic, Level Headed, Master of
Magic, Rapid Recharge, Soul Drain Powers: Banish, boost/lower Trait, dispel, drain Power Points, illusion, intangibility, light/
darkness, sloth/speed, summon ally, teleport.
PPE: 35
Gear: Ley Line Walker Medium Armor (+5
Armor, +2 Toughness, +4 vs Poison and Disease), TW Shard Pistol (Range 15/30/60, 3d4 Mega Damage, RoF 3, AP 4, 3RB, targets hit suffer lower Trait vs. Vigor, and with a raise Hinder), silver dagger (Str+d4).
Special Abilities:
„ Bind the Summoned: Shifters can bind
summoned beings to their service for an extended period of time. They do this by reducing their maximum PPE by the amount needed when casting summon ally. The creature remains bound to the Shifter's service until released or Incapacitated. The Shifter may retain up to one summoned ally per Rank (a Veteran Shifter may bind three beings). Bound allies have the Resilient ability. When using Magic Rituals, ignore 4 points of arcane skill roll penalties for Improved Duration.
„ Communication Rift: By concentrating for a full round Shifters can open micro- Rifts across space and dimensions, just large enough to send and receive spoken messages; costs 15 PPE near a ley line, or 50 PPE away from one.
„ Dimension Sense: With a Spellcasting roll, Shifters can determine the following about a dimension: environmental conditions, whether magic poor or rich, if there’s a temporal shift, whether it is a parallel dimension, etc.
Dimensional Teleport Home: Once per day and for 25 PPE, a Shifter can teleport himself home regardless of distance.
„ Expanded Awareness: Shifters detect arcana as an Innate Ability. With a Notice roll, they sense supernatural beings or the manipulation of time or dimensional energies.
„ Ley Line Phasing and Ley Line Gate: See The Tomorrow Legion Player’s Guide.
„ Ley Line Magic Mastery: See The Tomorrow Legion Player’s Guide.
„ Psychotically Brave: Shifters gain +1 to Fear checks and subtract 1 from Fear Table results per Rank; i.e. a Veteran Shifter would be +3 and −3 respectively.
„ Sense Rifts: Shifters can sense dimensional anomalies within 50 miles (direction, type, general location), or anywhere along a ley line’s length.
„ Shift Reality: Shifters get a free reroll (can't reroll Critical Failures) on all Spellcasting rolls related to: banish, boost/ lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Dimensional Portals.



Techno Head Hunter
The warriors known colloquially as
“Headhunters” are filled to the gills with almost all the machinery their meat can stand. This makes them valuable as mercenaries and bounty hunters.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d10, Common Knowledge d8, Fighting d10, Intimidation d10, Notice d10, Persuasion d4, Repair d6, Shooting d10, Stealth d6
Pace: 8; Parry: 7; Toughness: 20 (8) Hindrances: Illiterate, Mean
Edges: Brawny, Iron Jaw, Quick, Rock and
Roll!, Soldier, Steady Hands, Upgradeable Gear: Crusader Heavy EBA (+8 Armor, +3 Toughness), NG-303 Mini Rail Gun (Range
30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1–3d8+2, RoF 1), Vibro- Longsword (Str+d10 Mega Damage, AP 10), 2×Armor Piercing Grenades (Range
5/10/20, 3d8 Mega Damage, AP 16, SBT). Cybernetics: Bionic Strength Augmentation III, Core Electronics Package (+2 to linked
Common Knowledge, Electronics, Hacking, Research, and Repair checks), Cyber-Wired Reflexes I, Synthetic Organ Replacement II.
Richards finishes relaying the info and Sweetie is ready. Sitting still has never been something any Juicer has ever enjoyed. The rest of the Disavowed can talk about things. Sweetie Pie also can confirm Richards info.

After they do Sweetie grabs Shades and the two bolt down into the mix of the eight legion explorers. Shades is dropped off and standing next to the open door of the APC.

Before anyone by the APC can mutter a curse or react, Sweetie lashes out with the non regulation sword.

Smashed over the head, the Shifter drops to his knees (two wounds) and holds his head in his hands and screams in pain. The second hit knocks him out cold.



** The rest of the Disavowed can post before I add any more or have the Legion respond to your actions.

You do have the Drop on them. I provided full details on the Legion Wild Cards so you’ll know how your hits/damage do. **
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

User avatar
Richards
Posts: 20
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Richards »

Richards saw no point in waiting, reaching out with his power he grabs hold of the combat mage's soul and pulls, the flow of power into himself is refreshing, then he pulls again taking as much as he can.

Spirit vs 9 or loose 9 PPE, then Spirit vs 8 or loose 4 ppe, ? Does the drop add 4 to these numbers?
Spellcasting d10, gear +2, MAP -2, Free reroll on PPE Thief.
Spellcasting [dice:1gf0xle2]66186:0[/dice:1gf0xle2]
Wild [dice:1gf0xle2]66186:1[/dice:1gf0xle2]
reroll
Spellcasting [dice:1gf0xle2]66186:2[/dice:1gf0xle2]
Wild [dice:1gf0xle2]66186:3[/dice:1gf0xle2]
For [dice:1gf0xle2]66186:4[/dice:1gf0xle2] PPE

Second Try (requires benny if first fails)
Spellcasting [dice:1gf0xle2]66186:5[/dice:1gf0xle2]
Wild [dice:1gf0xle2]66186:6[/dice:1gf0xle2]
Free Reroll
Spellcasting [dice:1gf0xle2]66186:7[/dice:1gf0xle2]
Wild [dice:1gf0xle2]66186:8[/dice:1gf0xle2]
Benny reroll
Spellcasting [dice:1gf0xle2]66186:9[/dice:1gf0xle2]
Wild [dice:1gf0xle2]66186:10[/dice:1gf0xle2]
For [dice:1gf0xle2]66186:11[/dice:1gf0xle2] PPE
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 15-7 summon ally = 8

Bennies: 2

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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »


Combat Mage Spirit Rolls
  • [dice:o6eok3l2]66187:0[/dice:o6eok3l2]
    [dice:o6eok3l2]66187:1[/dice:o6eok3l2]
  • [dice:o6eok3l2]66187:2[/dice:o6eok3l2], Aced [dice:o6eok3l2]66187:4[/dice:o6eok3l2], Aced [dice:o6eok3l2]66187:6[/dice:o6eok3l2]
    [dice:o6eok3l2]66187:3[/dice:o6eok3l2]
, Aced [dice:o6eok3l2]66187:5[/dice:o6eok3l2]


So you got the 9. Not the 4. I updated the info on the NPC list in above GM post.

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Shades
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Shades is in the APC door and locking things uptight. Ramps up. Doors closed. Any and every exit and entry is locked down tight as he makes his way to the cab.

While his right hand is busy closing every hatch and such, his left holds onto a tear gas grenade in the event that he needs to pull it on surprised driver or such.

Assuming he makes his way to the operator's cab without incident, Shades turns on whatever exterior lights there are in an effort to blind the mooks.

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Klanker
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Klanker »

MOAR DAKKA
Action 1
Shooting Railgun at the Cyber Knight(+2 due Targeting Eye, -2 due Cyber Knight Target, -4 due Map - Cancelled by Ranged Data System and Two Gun, -2 due Rapid Fire - Cancelled by Rock and Roll)
  • Shooting: [dice:2ai9px4w]66193:0[/dice:2ai9px4w]+4 (The Drop)
    Shooting: [dice:2ai9px4w]66193:1[/dice:2ai9px4w]+4 (The Drop)
    Shooting: [dice:2ai9px4w]66193:2[/dice:2ai9px4w]+4 (The Drop)
    Wild: [dice:2ai9px4w]66193:3[/dice:2ai9px4w]+4 (The Drop)
    • Ace: [dice:2ai9px4w]66193:4[/dice:2ai9px4w]
    Result: 7, 12, 15 - Hit, Raise, Raise.
    • Damage:
      • [dice:2ai9px4w]66193:5[/dice:2ai9px4w] + 4 (The Drop) = 14 AP6
      • [dice:2ai9px4w]66193:8[/dice:2ai9px4w] + 4 (The Drop) + [dice:2ai9px4w]66193:6[/dice:2ai9px4w] (Raise) + [dice:2ai9px4w]66193:10[/dice:2ai9px4w] (Ace) = 29 AP6
      • [dice:2ai9px4w]66193:9[/dice:2ai9px4w] + 4 (The Drop) + [dice:2ai9px4w]66193:7[/dice:2ai9px4w] (Raise) + [dice:2ai9px4w]66193:11[/dice:2ai9px4w] (Ace) = 33 AP6
Action 2
Shooting Railgun at the Combat Mage at +2(+2 due Targeting Eye, -4 due Map - Cancelled by Ranged Data System and Two Gun, -2 due Rapid Fire - Cancelled by Rock and Roll, -2 for Off-Hand - Cancelled by Ambidextrous)
  • Shooting: [dice:2ai9px4w]66193:12[/dice:2ai9px4w]
    Shooting: [dice:2ai9px4w]66193:13[/dice:2ai9px4w]
    Shooting: [dice:2ai9px4w]66193:14[/dice:2ai9px4w]
    • Ace: [dice:2ai9px4w]66193:16[/dice:2ai9px4w]
    Wild: [dice:2ai9px4w]66193:15[/dice:2ai9px4w]
    Result: 12, 5, 23 - Raise, Hit, Raise.
    • Damage:
      • [dice:2ai9px4w]66193:17[/dice:2ai9px4w] + [dice:2ai9px4w]66193:18[/dice:2ai9px4w] (Raise) = 19 AP6. 2 Wounds
      • [dice:2ai9px4w]66193:19[/dice:2ai9px4w] + [dice:2ai9px4w]66193:22[/dice:2ai9px4w] (Raise) = 19 AP6. 2 Wounds
      • [dice:2ai9px4w]66193:20[/dice:2ai9px4w] + [dice:2ai9px4w]66193:21[/dice:2ai9px4w] (Raise) = 15 AP6. 1 Wound
Action 3
Shooting Railgun at the Better Merc (#3) at +2(+2 due Targeting Eye, -4 due Map - Cancelled by Ranged Data System and Two Gun, -2 due Rapid Fire - Cancelled by Rock and Roll, -2 for Off-Hand - Cancelled by Ambidextrous)
  • Shooting: [dice:2ai9px4w]66193:23[/dice:2ai9px4w]
    Shooting: [dice:2ai9px4w]66193:24[/dice:2ai9px4w]
    Shooting: [dice:2ai9px4w]66193:25[/dice:2ai9px4w]
    Wild: [dice:2ai9px4w]66193:26[/dice:2ai9px4w]+2
    Result: 4, 5, 13 - Hit, Hit, Raise 3, 4, 12 - Miss, Hit, Raise (Due Dodge)
    • Damage:
      • [dice:2ai9px4w]66193:27[/dice:2ai9px4w] = 14 AP6
      • [dice:2ai9px4w]66193:28[/dice:2ai9px4w] = 15 AP6
      • [dice:2ai9px4w]66193:29[/dice:2ai9px4w] + [dice:2ai9px4w]66193:30[/dice:2ai9px4w] (Raise) + [dice:2ai9px4w]66193:31[/dice:2ai9px4w] (Raise) AP6
Taking aim at the Cyber-Knight, Klanker announces his presence by mowing him down. From there, he walks the railgun fire over to the Combat Mage and the better equipped of the Mercenaries.

"Roger, Roger. Klanker here, and time to burn some ammo!"
Results
CK: Down (Already Rolled)
Combat Mage: 2 Wounds, 2 Wounds, 1 Wound MDC - Gritty Damage if not MDC.
Better Mercenary: Shaken, Shaken. Gritty Damage if not MDC, if Wounded
Last edited by Klanker on Sat Apr 25, 2020 4:10 pm, edited 12 times in total.
Klanker
Main: Tiny Tim
Alts
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
Ammunition:
  • Railgun 1: 14/20
    Railgun 2: 14/20
Combat Feats and Other Notes:
  • Danger Sense Edge
  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Ignore two points of penalties to all Shooting checks
  • Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • +2 to recover from Shaken or Stunned
  • Rock and Roll, Ambidextrous, Two Gun, Elan
  • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
  • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar
Bennies (3+1 due Luck): 2/4
Base Amount
+1 due Joker
-3 due Rerolling 3 Damage Rolls

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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »


Cyber Knight Vigor roll vs Klanker.
[dice:2ynshsc7]66195:0[/dice:2ynshsc7]

Jes-hus (Remote GM area post .... results)

Cyber Knight DEAD
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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Juno Reyes
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Juno Reyes »

Juno found a pile of snow that had drifted high enough for her to hunker down behind. Kneeling, just her shoulders and head were poking out over it. It was just snow...it wouldn't stop a bullet or laser beam, but it made her harder to see and so had some value. From that vantage she sighted through the scope on her particle beam rifle to the eight combatants who had been taking a moment's rest by their APC.

They knew their targets. Juno brought the head of the one Richards had said was a burster into the center of her sights. Later on she would feel bad about this. The 'Tomorrow Legion' wasn't a real threat to the Coalition, wasn't aggressive or expansionist. They did meddle with operations sometimes, but sometimes they actually helped. It seemed to Juno that the main problem with them was political...the group supported integration with groups that Coalition government vilified.

But that was bar talk. Here and now, they were going to fight. The Legionnaires were here to buy stolen Coalition goods. Stopping that was a mission objective. It sucked, for everyone, but that was war.

The charge cycle on the rifle finished, and Juno pulled the trigger, gently enough not to make the weapon jerk. For an instant there was a line of laser light between the weapon and its target, carving an ionized path through the air. Then a flash and thunderclap as a packet of extremely high-energy protons discharged, following the line of ions unerringly.

A burster was a high priority target. Juno had seen them in action before. Incredibly strong pyrokinetic abilities wrapped around emotional instability. One of them could burn a squad to the ground if they had a chance. It was vital not to give them one.

Rolls: Shooting 7 vs Burster for headshot, 24 MD AP 8 to head
Shooting (+1 multioptics, +4 drop, -4 headshot) [dice:1mfdiuyo]66207:0[/dice:1mfdiuyo] or [dice:1mfdiuyo]66207:1[/dice:1mfdiuyo] ah, +2 because Marksman
Damage [dice:1mfdiuyo]66207:2[/dice:1mfdiuyo] AP 8 particle beam.
Ace [dice:1mfdiuyo]66207:3[/dice:1mfdiuyo]

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Hunter
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Hunter »

Hunter quietly followed along, currently grateful for his powered exoskeleton helping keep him warm in the freezing cold environment. Something it would continue to do at least for a few days if all went well, though he did have some concerns about the mission outlasting the duration of the rechargeable suit's battery. This was one of the few occasions he also preferred to have his helmet on, rather than off. Like most dogboys he preferred to go without when he could after all. Meanwhile the leylines and nexus points were playing hell with his senses and making him slightly irritable, but he again just kept to himself on that matter. He knew his place in the CS war machine, and it wasn't griping to the humans.

He did however find himself silently questioning the rather sudden and swift choice to engage the legionaries without taking any time to do even some preliminary recon. Shaking his head in mild disapproval, he none the less 'falls in line' by finding himself a suitable point to fire from as he brings up his customized particle beam rifle and sets his sights on what he figures is among the most heavily armoured targets, lines up his sights over the target's head and then does a quick double tap of his weapon's trigger.


Modifiers:
Multi-Optics Scope: +1 Shooting
Sharpshooting: +1 Shooting or ignore up 4 points of penalties from Called Shots.
Weapon Modifiers: Ignore up to 2 points of penalties
Trademark Weapon: +1 Shooting
Double Tap: +1 to hit and damage
Assassin: +2 Damage for having The Drop.
Possible modifier: Dead Shot: When your Action Card is a Joker double the total damage for the first attack of the round

Shooting: [dice:2uf08ivx]66257:0[/dice:2uf08ivx]
Wild: [dice:2uf08ivx]66257:1[/dice:2uf08ivx]

Damage: [dice:2uf08ivx]66257:2[/dice:2uf08ivx]
Disintegration, Atomic Annihilation, No Recoil
Ammo: 6/8 after attack
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.

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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »


The brilliant white landscape gets a taste of crimson as the disavowed take action.

Surprised by the sneak attack of the CS Disavowed the Legionaries are cut down. Three dead in seconds and another unconscious. A Legion MERC soaks damage but is unable to retaliate yet. Three Legion members turn, take you in and attempt to fight.

Shades is inside the APC and has it locked down. Sweetie Pie stands over the knocked out Shifter. The rest are still up on the snow bank looking down at the APC and chaos.

Having the drop on them was great. Now they know you are here although they are slow to react. As the battle continues...

The ground rumbles, minor earthquake?


INITIATIVE Order (but post in whatever order)

Hunter (got a Joker)
Sweetie Pie
Klanker
Juno
Shades
Richards
Legionnaires (only top 3 have actions)

Legion Wild Cards
  • The Legion Wilderness Scout is fine.
  • The Legion Soldier is fine.
  • The Legion Techno Head Hunter is fine.
  • The Legion Better MERC was Shaken but Soaked and is fine
  • Shifter has 2 Wounds and is Knocked Out.
  • Combat Mage had PPE stolen and then, DEAD.
  • Burster: Drops DEAD.
  • Cyber Knight: DEAD
Better MERC vs Shaken, Aced twice 15 total. That was his turn.

Detailed Info on the Legionaries
Wilderness Scout

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d10, Common Knowledge d8, Electronics d8, Fighting d10, Healing d6, Notice d8, Persuasion d8, Shooting d10, Stealth d8, Survival d8.
Pace: 8 Parry: 7 Toughness: 18 (8) Hindrances: Arrogant or Heroic, Vow
(Major—Serve the Legion)
Edges: Assassin, Brawny, Conditioned,
Connections (mercs and outlaws), Field Intel, Fleet-Footed, Marksman, Martial
Artist, Woodsman, Steady Hands. Gear: CA-4 Camouflage EBA (+8 Armor, +3 Toughness,
Multi-Optics Helmet, +2 Stealth), CP-50 “Dragonfire” Laser
Rifle (Range 24/48/96, 4d6 Mega Damage, RoF 3, AP 4, Heavy
Pulse), grenade launcher (18/36/72, 12 Shots, Plasma grenades 3d12 Mega Damage, RoF 1, SBT, It Burns), Multi-Optics Scope, CP-30 Pulse Laser Pistol (Range 10/20/40, Damage
3d6, RoF 3, AP 4, 3RB), silver-coated knife (Str+d4), Vibro- Longsword (Str+d10 Mega Damage, AP 10),2×Fraggrenades
(Range 5/10/20, 5d6 Mega Damage, LBT), utility belt,
Backpack and NG-S2 Survival Pack (Coalition equivalent).
Soldier/MERC

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Gambling d8, Notice d8, Persuasion d6, Riding d10, Shooting d12, Stealth d6, Survival d8
Pace: 6 Parry: 5 Toughness: 12 (3) Hindrances: Heroic (Major), Illiterate,
Habit (Minor—Smokes)
Edges: Ambidextrous, Brawny, Level
Headed, Marksman, Quick, Steady Hands, Trick Shooting, Trademark Weapon (for “Sally Mae” and “Suzy Q”)
Gear: NG Maverick riding armor (+3 Armor, +2 Toughness), 2×Wilk's 237 "Backup" Laser Pistols (“Sally Mae” and
“Suzy Q” Range 10/20/40, Damage 3d6+4, RoF 1, AP 5), utility belt.
Better MERC

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d8, Notice d8, Piloting d6, Shooting d10, Stealth d10, Survival d10
Pace: 6 Parry: 7 Toughness: 20 (8) Hindrances: Illiterate, Loyal, Over-
confident, Vow (Minor—Serve the Legion)
Edges: Assassin, Bruiser, Conditioned,
Dodge, Marksman, Quick, Soldier,
Steady Hands
Gear: CA-7 Special Forces Heavy “Dead
Boy” EBA (+8 Armor, +3 Toughness,
with Multi-Optics Helmet), CP-50 “Dragonfire” Laser Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 4, Heavy Pulse), CP-50 integrated grenade launcher (18/36/72, 12 Shots, High Explosive grenades 3d10 AP 4 Mega Damage, RoF 1, MBT), retractable Vibro-Knives (Str+d6 Mega Damage, AP 6), garrote wire (Str+d4, must follow successful Grapple with a raise), Mag-5 Jetpack (60MPH, Handling +1, +2 Stealth), 2 × Plasma grenades (Range 5/10/20, 3d12 Mega Damage, SBT, It Burns), utility belt.
Shifter

Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8, Occult d10, Notice d10, Persuasion d10, Shooting d6, Spellcasting d10, Stealth d6, Survival d6
Pace: 6; Parry: 5; Toughness: 13 (5) Hindrances: Curious, Overconfident Edges: Arcane Background (Magic),
Charismatic, Level Headed, Master of
Magic, Rapid Recharge, Soul Drain Powers: Banish, boost/lower Trait, dispel, drain Power Points, illusion, intangibility, light/
darkness, sloth/speed, summon ally, teleport.
PPE: 35
Gear: Ley Line Walker Medium Armor (+5
Armor, +2 Toughness, +4 vs Poison and Disease), TW Shard Pistol (Range 15/30/60, 3d4 Mega Damage, RoF 3, AP 4, 3RB, targets hit suffer lower Trait vs. Vigor, and with a raise Hinder), silver dagger (Str+d4).
Special Abilities:
„ Bind the Summoned: Shifters can bind
summoned beings to their service for an extended period of time. They do this by reducing their maximum PPE by the amount needed when casting summon ally. The creature remains bound to the Shifter's service until released or Incapacitated. The Shifter may retain up to one summoned ally per Rank (a Veteran Shifter may bind three beings). Bound allies have the Resilient ability. When using Magic Rituals, ignore 4 points of arcane skill roll penalties for Improved Duration.
„ Communication Rift: By concentrating for a full round Shifters can open micro- Rifts across space and dimensions, just large enough to send and receive spoken messages; costs 15 PPE near a ley line, or 50 PPE away from one.
„ Dimension Sense: With a Spellcasting roll, Shifters can determine the following about a dimension: environmental conditions, whether magic poor or rich, if there’s a temporal shift, whether it is a parallel dimension, etc.
Dimensional Teleport Home: Once per day and for 25 PPE, a Shifter can teleport himself home regardless of distance.
„ Expanded Awareness: Shifters detect arcana as an Innate Ability. With a Notice roll, they sense supernatural beings or the manipulation of time or dimensional energies.
„ Ley Line Phasing and Ley Line Gate: See The Tomorrow Legion Player’s Guide.
„ Ley Line Magic Mastery: See The Tomorrow Legion Player’s Guide.
„ Psychotically Brave: Shifters gain +1 to Fear checks and subtract 1 from Fear Table results per Rank; i.e. a Veteran Shifter would be +3 and −3 respectively.
„ Sense Rifts: Shifters can sense dimensional anomalies within 50 miles (direction, type, general location), or anywhere along a ley line’s length.
„ Shift Reality: Shifters get a free reroll (can't reroll Critical Failures) on all Spellcasting rolls related to: banish, boost/ lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Dimensional Portals.
Techno Head Hunter
The warriors known colloquially as
“Headhunters” are filled to the gills with almost all the machinery their meat can stand. This makes them valuable as mercenaries and bounty hunters.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d10, Common Knowledge d8, Fighting d10, Intimidation d10, Notice d10, Persuasion d4, Repair d6, Shooting d10, Stealth d6
Pace: 8; Parry: 7; Toughness: 20 (8) Hindrances: Illiterate, Mean
Edges: Brawny, Iron Jaw, Quick, Rock and
Roll!, Soldier, Steady Hands, Upgradeable Gear: Crusader Heavy EBA (+8 Armor, +3 Toughness), NG-303 Mini Rail Gun (Range
30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1–3d8+2, RoF 1), Vibro- Longsword (Str+d10 Mega Damage, AP 10), 2×Armor Piercing Grenades (Range
5/10/20, 3d8 Mega Damage, AP 16, SBT). Cybernetics: Bionic Strength Augmentation III, Core Electronics Package (+2 to linked
Common Knowledge, Electronics, Hacking, Research, and Repair checks), Cyber-Wired Reflexes I, Synthetic Organ Replacement II.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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Richards
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Richards »

Richards sees the shifter down, but his arcane sight reveals his aura that he is still alive. "Can't have him waking and causing trouble." He mumbles to himself as he teleports above the shifter and then callously shoots him in the head ensuring the mage will stay down. No need for one of the actual warriors to wast time on the mage after all.

Teleports over Shifter, uses Finishing Blow
Action 1
Multiple action -2
Spellcasting [dice:14dek5n4]66285:0[/dice:14dek5n4]
Wild die [dice:14dek5n4]66285:1[/dice:14dek5n4]
Free reroll
Spellcasting [dice:14dek5n4]66285:2[/dice:14dek5n4]
Wild [dice:14dek5n4]66285:3[/dice:14dek5n4]

Action 2
Finishing Blow on the unconscious shifter
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 15-7 summon ally = 8

Bennies: 2

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Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Shades turns to the console of controls and begins fiddling with communications and navigation.

He sets about cutting or silencing comms among the remaining Legionares. Then he dives into the protocols on the vehicle's data files looking for directions to the meet and pass codes or particular identifiers. Maybe some specific communications.

Jamming Comms - Electronics 9
Electronics (1d8) [dice:26v7ti0q]66299:0[/dice:26v7ti0q]
Wild (1d6) [dice:26v7ti0q]66299:1[/dice:26v7ti0q]
Aced Wild (1d6+6) [dice:26v7ti0q]66299:4[/dice:26v7ti0q]

Hack the Planet - Hacking 14
MAP -2
Hacking (1d6) [dice:26v7ti0q]66299:2[/dice:26v7ti0q]
Wild (1d6) [dice:26v7ti0q]66299:3[/dice:26v7ti0q]
Aced Wild (1d6+6) [dice:26v7ti0q]66299:5[/dice:26v7ti0q]
Super Aced Wild (1d6+12) [dice:26v7ti0q]66299:6[/dice:26v7ti0q]

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Hunter
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Hunter »

Hunter almost took silent pleasure in his work, despite his reservation on attacking the Legionaries. He prided himself in his skill with his heavy rifle, lining up his next shot, this time on the Headhunter. A soft breath out, a light squeeze of the trigger, and another particle beam blast would discharge from his rifle towards the Headhunter's head.

Modifiers:
Multi-Optics Scope: +1 Shooting
Sharpshooting: +1 Shooting or ignore up 4 points of penalties from Called Shots.
Weapon Modifiers: Ignore up to 2 points of penalties
Trademark Weapon: +1 Shooting
Double Tap: +1 to hit and damage
Assassin: +2 Damage for having The Drop.
Dead Shot: When your Action Card is a Joker double the total damage for the first attack of the round

Shooting: [dice:39gtk505]66303:0[/dice:39gtk505] (Penalty for called shot ignored using Sharpshooting & Innate Weapon mod)
Wild: [dice:39gtk505]66303:1[/dice:39gtk505]

Damage: [dice:39gtk505]66303:2[/dice:39gtk505] X2 From having Joker Card and Deadhshot
Exploded Die: [dice:39gtk505]66303:3[/dice:39gtk505]
Disintegration, Atomic Annihilation, No Recoil
Ammo: 6/8 after attack
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.

User avatar
Klanker
Posts: 14
Joined: Sun Nov 10, 2019 4:51 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Klanker »

From Old Board
Reference From Old forum
dakka.JPG
Pulled over for player reference.
First Action
Shooting at the Better Merc (Net +1 due Targeting Eye. All other penalties cancelled (Including 4 pts of MaP))
Shooting: 1d12+2 = 13: 11[Make removable]-1
Shooting: 1d12+2 = 13: 11[Make removable]-1
Shooting: 1d12+2 = 9: 7[Make removable]-1
Wild: 1d6+2 = 4: 2[Make removable]-1
Result: 12, 12, 8 - Raise, Raise, Raise
Damage:
2d12+2 = 19: 11, 6[Make removable] + 1d6: 2[Make removable] (Raise) AP6
2d12+2 = 15: 1, 12[Make removable] + 1d6: 4[Make removable] (Raise) AP6
2d12+2 = 18: 6, 10[Make removable] + 1d6: 5[Make removable] (Raise) AP6 - Wrong Dice

2d10+2 = 6: 3, 1[Make removable] + 1d6: 1[Make removable] (Raise) = 7 AP6
2d10+2 = 6: 2, 2[Make removable] + 1d6: 4[Make removable] (Raise) = 10 AP6
2d10+2 = 8: 2, 4[Make removable] + 1d6: 2[Make removable] (Raise) = 10 AP6
Bennie Reroll
2d10+2 = 7: 4, 1[Make removable] + 1d6: 4[Make removable] (Raise) = 12 AP6 - Nothing
2d10+2 = 19: 9, 8[Make removable] + 1d6: 6[Make removable] (Raise) + 1d6: 2[Make removable] (Ace) = 27 AP6 - 3 Wounds
2d10+2 = 8: 5, 1[Make removable] + 1d6: 3[Make removable] (Raise) = 11 AP6 - Nothing
Second Action
Shooting at the Better Merc (Net +1 due Targeting Eye. All other penalties cancelled (Including 4 pts of MaP))
Shooting: 1d12+1 = 9: 8[Make removable]
Shooting: 1d12+1 = 9: 8[Make removable]
Shooting: 1d12+1 = 10: 9[Make removable]
Wild: 1d6+1 = 7: 6[Make removable]
Ace: 1d6+7 = 13: 6[Make removable]
Re-Ace: 1d6+13 = 14: 1[Make removable]
Result: 14, 9, 10 - Raise, Raise, Raise
Damage:
2d10+2 = 18: 9, 7[Make removable] + 1d6: 4[Make removable] (Raise) = 22 AP6 - 2 Wounds
2d10+2 = 8: 1, 5[Make removable] + 1d6: 4[Make removable] (Raise) = 12 AP6 - Nothing
2d10+2 = 12: 7, 3[Make removable] + 1d6: 2[Make removable] (Raise) = 14 AP6 - Shaken
Third Action
Shooting at the Scout - Called Shot - Head(Net -2 due Called Shot after Targeting Eye. All other penalties cancelled (Including 4 pts of MaP))
Shooting: 1d12-2 = 10: 12[Make removable]
Ace: 1d12+10 = 21: 11[Make removable]
Shooting: 1d12-2 = -1: 1[Make removable]
Shooting: 1d12-2 = 10: 12[Make removable]
Ace: 1d12+10 = 19: 9[Make removable]
Wild: 1d6-2 = 1: 3[Make removable]
Result: 21, 1, 19 - Raise, Miss (Innocent Bystander?!? SWADE p102), Raise
Damage
2d10+2 = 6: 1, 3[Make removable] + 1d6+4 = 8: 4[Make removable] (Raise and Headshot) = AP6
Possible Innocent Bystander 2d10+2 = 22: 10, 10[Make removable] + 2d10: 8, 2[Make removable] (Aces)= AP6
2d10+2 = 8: 3, 3[Make removable] + 1d6+4 = 8: 4[Make removable] (Raise and Headshot) = AP6
Dakka
First Action
Shooting at the Better Merc (Net +1 due Targeting Eye. All other penalties cancelled (Including 4 pts of MaP))
  • Shooting: [dice:1mljhpl2]66318:0[/dice:1mljhpl2]-1
    Shooting: [dice:1mljhpl2]66318:3[/dice:1mljhpl2]-1
    Shooting: [dice:1mljhpl2]66318:1[/dice:1mljhpl2]-1
    Wild: [dice:1mljhpl2]66318:2[/dice:1mljhpl2]-1
    Result: 12, 12, 8 - Raise, Raise, Raise
    • Damage:
      • [dice:1mljhpl2]66318:4[/dice:1mljhpl2] + [dice:1mljhpl2]66318:5[/dice:1mljhpl2] (Raise) AP6
      • [dice:1mljhpl2]66318:6[/dice:1mljhpl2] + [dice:1mljhpl2]66318:7[/dice:1mljhpl2] (Raise) AP6
      • [dice:1mljhpl2]66318:8[/dice:1mljhpl2] + [dice:1mljhpl2]66318:9[/dice:1mljhpl2] (Raise) AP6 - Wrong Dice
        • [dice:1mljhpl2]66318:10[/dice:1mljhpl2] + [dice:1mljhpl2]66318:11[/dice:1mljhpl2] (Raise) = 7 AP6
        • [dice:1mljhpl2]66318:12[/dice:1mljhpl2] + [dice:1mljhpl2]66318:13[/dice:1mljhpl2] (Raise) = 10 AP6
        • [dice:1mljhpl2]66318:14[/dice:1mljhpl2] + [dice:1mljhpl2]66318:15[/dice:1mljhpl2] (Raise) = 10 AP6
          • Bennie Reroll
            • [dice:1mljhpl2]66318:28[/dice:1mljhpl2] + [dice:1mljhpl2]66318:29[/dice:1mljhpl2] (Raise) = 12 AP6 - Nothing
            • [dice:1mljhpl2]66318:30[/dice:1mljhpl2] + [dice:1mljhpl2]66318:31[/dice:1mljhpl2] (Raise) + [dice:1mljhpl2]66318:34[/dice:1mljhpl2] (Ace) = 27 AP6 - 3 Wounds
            • [dice:1mljhpl2]66318:32[/dice:1mljhpl2] + [dice:1mljhpl2]66318:33[/dice:1mljhpl2] (Raise) = 11 AP6 - Nothing
Second Action
Shooting at the Better Merc (Net +1 due Targeting Eye. All other penalties cancelled (Including 4 pts of MaP))
  • Shooting: [dice:1mljhpl2]66318:16[/dice:1mljhpl2]
    Shooting: [dice:1mljhpl2]66318:17[/dice:1mljhpl2]
    Shooting: [dice:1mljhpl2]66318:18[/dice:1mljhpl2]
    Wild: [dice:1mljhpl2]66318:19[/dice:1mljhpl2]
    • Ace: [dice:1mljhpl2]66318:20[/dice:1mljhpl2]
      • Re-Ace: [dice:1mljhpl2]66318:21[/dice:1mljhpl2]
    Result: 14, 9, 10 - Raise, Raise, Raise
    • Damage:
      • [dice:1mljhpl2]66318:22[/dice:1mljhpl2] + [dice:1mljhpl2]66318:23[/dice:1mljhpl2] (Raise) = 22 AP6 - 2 Wounds
      • [dice:1mljhpl2]66318:24[/dice:1mljhpl2] + [dice:1mljhpl2]66318:25[/dice:1mljhpl2] (Raise) = 12 AP6 - Nothing
      • [dice:1mljhpl2]66318:26[/dice:1mljhpl2] + [dice:1mljhpl2]66318:27[/dice:1mljhpl2] (Raise) = 14 AP6 - Shaken
Third Action
Shooting at the Scout - Called Shot - Head(Net -2 due Called Shot after Targeting Eye. All other penalties cancelled (Including 4 pts of MaP))
  • Shooting: [dice:1mljhpl2]66318:35[/dice:1mljhpl2]
    • Ace: [dice:1mljhpl2]66318:39[/dice:1mljhpl2]
    Shooting: [dice:1mljhpl2]66318:36[/dice:1mljhpl2]
    Shooting: [dice:1mljhpl2]66318:37[/dice:1mljhpl2]
    • Ace: [dice:1mljhpl2]66318:40[/dice:1mljhpl2]
    Wild: [dice:1mljhpl2]66318:38[/dice:1mljhpl2]
    Result: 21, 1, 19 - Raise, Miss (Innocent Bystander?!? SWADE p102), Raise
    • Damage
      • [dice:1mljhpl2]66318:41[/dice:1mljhpl2] + [dice:1mljhpl2]66318:42[/dice:1mljhpl2] (Raise and Headshot) = 14AP6 - Shaken
      • Possible Innocent Bystander [dice:1mljhpl2]66318:43[/dice:1mljhpl2] + [dice:1mljhpl2]66318:46[/dice:1mljhpl2] (Aces)= 32AP6
      • [dice:1mljhpl2]66318:44[/dice:1mljhpl2] + [dice:1mljhpl2]66318:45[/dice:1mljhpl2] (Raise and Headshot) = 16AP6 - 1 Wound
Roll recovered from old board
Results
Action 1 (Shooting on Better Merc)
  • No Effect, 3 Wounds, No Effect
Action 2 (On Better Merc)
  • 2 Wounds, No Effect, Shaken
Action 3 (On Scout)
  • Shaken, 32AP6 Possible Innocent Bystander, 1 Wound
Dice Test
3d6!!: [5, 1, 2] = 8
Continuing his spraying of his Railguns at the Legion Soldiers, Klanker mows down another one. The recoil almost makes one of his railguns get away on him, but he is still able to shower the one that looks like a Wilderness Scout with some superheated supersonic projectiles.
Last edited by Klanker on Mon May 04, 2020 7:35 pm, edited 5 times in total.
Klanker
Main: Tiny Tim
Alts
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
Ammunition:
  • Railgun 1: 14/20
    Railgun 2: 14/20
Combat Feats and Other Notes:
  • Danger Sense Edge
  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Ignore two points of penalties to all Shooting checks
  • Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • +2 to recover from Shaken or Stunned
  • Rock and Roll, Ambidextrous, Two Gun, Elan
  • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
  • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar
Bennies (3+1 due Luck): 2/4
Base Amount
+1 due Joker
-3 due Rerolling 3 Damage Rolls

User avatar
Juno Reyes
Posts: 32
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Juno Reyes »

Juno quickly sights at the mercenary that was rocked by Klanker's railgun fire, seeking to take advantage of the opening. She can feel the heat of the machinery inside the particle beam rifle right through the heavy casing, even through her armor, or at least feels like she can. The guide laser flashes through the air, followed instantly by an eye-watering pulse of Cerenkov radiation; all that could be seen of a few trillion protons accelerated to relativistic speeds by whatever Old tech lived inside the rifle. Juno wasn't a scientist...she knew it involved several packs of very heavy magnets encased in a cryonic fluid...because when the rifle broke open it sprayed that crap all over the place. You were damn glad for armor if that happened.

Unfortunately, being on the other end of one, armor usually wasn't worth a damn, as this Legion mercenary found out...

Rolls
Shooting 1d10+1!!: [4]+1 = 5 for P-beam damage 4d8!!: [4, 15!!, 2, 4] = 25 AP8

User avatar
Sweetie Pie
Posts: 17
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Sweetie Pie »

MAybe the scout is aliave... Hit 14, Damage 19MDAP(silver magic), Hit 9 15AP12MD (silver MAgic), Hit 24 18AP12(MAgical, silver MD)
Move to badguy
Action1: Fighting d12+4, improved frenzy 1d12!: [6] = 6 imfrenzy 1d12!: [10] = 10 wild 1d6: [2] = 2
Hit 14, Damage: 19 or 21(raise) Silver MD 1d8!+2d6!+4: [7]+[1, 6!, 1]+4 = 19 raise 1d6!: [2] = 2
Move to another badguy
Action 2: Hit 9, 15AP12 Silver magical MD, and Hit 24 18AP12 silver magical MD
Fighting d12+4, Improved Frenzy: 1d12!+4: [5]+4 = 9 1d12!+4: [12!, 10]+4 = 26 1d6!+4: [1]+4 = 5
damage: 1d8!+2d6!+4: [5]+[1, 5]+4 = 15
damage: 1d8!+3d6!+4: [1]+[1, 6!, 1, 5]+4 = 18
Sweetie Pie had once played in the snow when his adoptive family had vacationed in the northern part of Iron Heart. They had gone sking as well as made colorful flavored snow cones. His favorite was lime. The crimson ground looks more like cherry... Bleh. With his lunch well knocked out he moved swiftly away to a less magically inclined quarry. It was like his shadowy special ops commander said just before his last mission... Anyone who conspired with D-bees was a traitor whether they were a magician or not. This notion ran through his brain for half a second making him wonder for a tenth when he would be called upon to cull this new team of its unsavory elements.

Sweetie Pie moved quickly slashing with his magical elven relic Glamdring. He brought it down forcefully upon the scout as if he was a frightened goblin child and Sweetie was some elf lord from an age far removed. Thrice the delphi juicer's blade rang as he whispered into the scout's ear, "Release..."
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3

Lars
Bronze Patron
Bronze Patron
Posts: 1349
Joined: Thu Jan 19, 2017 9:13 am
Location: GM CS Disavowed & GM Rifts Speed Tribes!
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »


The six disavowed drop the eight man team from the tomorrow legion in seconds. The last member of the illegal organization looked as if he might actually get a shot off when a second time the ice and snowy ground rumbles and the giant maw of a ice worm erupts up out of the ground. As snow and ice fly across the clearing the APC under Shades control is pushed violently to the side and although it nearly is toppled it lands in its wheels.

The impact doesn’t seem to cause any damage beyond scratched paint to the APC, but the operative @Shades who is inside needs to make a Athletics check.

Success = you’re great
Failure = 1d2 Fatigue

The remaining legion are swallowed up. Operative @Sweetie Pie can avoid the maw by making a Athletics check.

Success = you’re great
Failure = 1d2 Wounds

Most of the black spikes on the ice worms back are the size of a tall man.

Image

@Klanker / @Juno Reyes / @Hunter all have the best view and its Terrible, you three make a Spirit roll as a free action, TN 6. FEAR / TERROR, SWADE PG. 124

Success = you’re great
Failure = Roll on Fear Table.

Crackling blue white magic energy strikes out from the ice worms skin and strikes Richards. The energy reminds you of Ley Line energy and its attempting to syphon your inner PPE. @Richards make a Spirit check, TN 6.

Success = you’re great
Failure = 2d6 If your PPE is lost to the worm

After the six of you disavowed settle the above you can then move into a Quick Combat against the huge terrifying ice worm monster.

The ice worm is fast and it uses its maw to attempt to devour the six of you. Chomping out at you if you avoid its mouth but are still touched by its skin or spikes electric energy courses across you and can burn you potentially.

QUICK COMBAT

If you incur penalties from above remember them for the Quick Combat. On top of that everyone is at -2 in this dangerous encounter.

Dangerous Encounters
If a character fails his roll in a dangerous situation he takes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual.
Success means the hero emerges with only Bumps & Bruises (page 125), and a raise means he escapes unscathed.


Please make your rolls from above and, finally roll your COMBAT: Fighting, Shooting, arcane skill checks.

As a group you need 6 successes to slay this beast. Raises will help add to that number. Less than six and the encounter will continue with further complications.

Write your narrative describing the outcome. Thank you.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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Juno Reyes
Posts: 32
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Juno Reyes »

On seeing the enormous, armored worm explode out of the ice, several things occurred to Juno at once. First, that thing was going to attack her squad now that it was done with what was left of the Legionnaires. Second, the APC was probably something that looked like prey to something that big. Third, a particle beam was going to feel like a laser pointer at a university lecture hall to something that big.

Goddamnit.

She charged in, switching to her laser rifle and firing it in quick blasts to its midsection; calculated not so much to injure it as to get its attention. Her armor was a powered exoframe, just one small step down from full power armor, and in it she ate up the distance in long, loping strides. The serpent's baleful eyes narrowed at the APC, but then swung around towards Juno and the rest of the squad as gunfire struck it's plated hide. Like most predators, it was keyed to react to movement, and Juno was the fastest moving thing on the battlefield right then and there.

It tensed, then arched over and plunged its gigantic maw at her!

Juno was ready for that. She'd seen the muscles bunching up under the scales, seen it starting to open its mouth. As that head dropped towards her she threw herself to the side and twisted violently around. The vibroknife attached to her laser rifle's barrel like some kind of bayonet caught in the monster's upper gums and buzzed into the softer meat there...and Juno kept her grip on the gun, getting dragged along with the creature rather than falling into its mouth!

With the enhanced strength in her suit and cybernetic arm, she was able to flip herself up and over onto the worm's snout as it reared back up again, gnashing its teeth to try to dislodge the painful sliver it felt piercing it. From there Juno went hand over hand, scaling the thick, ridged scales like they were handholds to the monster's massive eyeball...and proceeded to punch it right there, in the eye, with all the strength that posthuman technology could supply, in tandem with a powered suit of armor and a lifetime of training in martial arts.

God what a mess.

The roar seemed to shake the heavens from where she perched, arm still half-stuck inside the gooey, oozing, bleeding gorepit. Without the protection of her helmet, she figured she'd have gone deaf from it. Then it flailed its head wildly, like a garden hose at full pressure that slipped the grasp of the dad watering the lawn. No amount of strength Juno could muster kept her in place then. The world suddenly tumbled around her, and she could feel her guts churning as she spun around...and then hit the ground hard.

Maybe snow wasn't so bad after all.

Rolls: Fear 8, Fighting 9
Spirit vs Fear 1d8+2!: [6]+2 = 8
Wild 1d6: [3] = 3
Fighting 1d10: [5] = 5
Wild 1d6: [6] = 6
Ace 1d6: [3] = 3
Last edited by Juno Reyes on Sat May 09, 2020 1:36 am, edited 2 times in total.

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Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Shades was monitoring comms when the ice worm breaks the surface. First time he had seen any seismic activity register on or more precisely through comms.

Athletics
Athletics 1d6!: [4] = 4
Wild 1d6!: [3] = 3
He was just going to pull the headphones off when the earthquake became an eruption of ice and snow. Shades let go of the headset and put his hands on the console as the APC got rocked. The APC tipped to the left and Shades heard the crunch of ice and snow.

Shouting over the PA system, "Damn dude, watch the paint. Don't be scuffing up my new ride."

Then the movement of the ice worm rolled the APC nearly 180 degrees to the right. Fearing that the APC was going to roll over, Shades went spread eagle trying to ram himself into parts of the cab to keep himself from bouncing or falling. Bracing himself, he breathed a sigh of relief when the APC settled back on its wheels.

Settling back into the driver's seat, he turns over the engine on the APC and sets the vehicle into drive going for the exposed side of the ice worm, shouting over the APCs PA system, "Ramming Speed."

Drive 7
Drive 1d4-2!: [4]-2 = 2
Aced Drive 1d4!: [4!, 1] = 5
Wild 1d6-2!: [2]-2 = 0

Ramming is covered in SWADE on pg 116.
1 Success from Shades

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Klanker
Posts: 14
Joined: Sun Nov 10, 2019 4:51 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Klanker »

Fear - Success
Fear (Spirit at -2 rolled instead of TN: 6)
  • Spirit: 1d6-2: [2]-2 = 0
    Wild: 1d6-2: [3]-2 = 1
    • Bennie Re-Roll (With Elan)
      • Spirit: 1d6: [5] = 5
        Wild: 1d6: [5] = 5
    Result: 5 - Success.
Quick Combat - Shooting
Shooting (-2 due Difficulty (Possibly Negated due Ranged Data System, +2 due Targeting Eye)
  • Shooting: 1d12: [5] = 5
    Wild: 1d6: [6] = 6
    • Ace: 1d6+6!: [4]+6 = 10
    Result: 10 (or 12) - Success with Raise (Raises)
Taking in the Ice Worm, Klanker starts to panic, but then remembers he is now armoured head to toe and armed with heavy weapons. Klanker stands his ground and aims both of his Railguns at the monster before him, letting loose. Fist sized chunks of the Ice Worm's flesh are torn from it as the supersonic projectiles slam into it.

"Roger, Roger. Klanker is on the job. Now that I have its attention and a few chunks gouged out, how about one of you sharpshooters take advantage?"
Klanker
Main: Tiny Tim
Alts
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
Ammunition:
  • Railgun 1: 14/20
    Railgun 2: 14/20
Combat Feats and Other Notes:
  • Danger Sense Edge
  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Ignore two points of penalties to all Shooting checks
  • Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • +2 to recover from Shaken or Stunned
  • Rock and Roll, Ambidextrous, Two Gun, Elan
  • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
  • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar
Bennies (3+1 due Luck): 2/4
Base Amount
+1 due Joker
-3 due Rerolling 3 Damage Rolls

User avatar
Sweetie Pie
Posts: 17
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Sweetie Pie »

Athletics: 1d6!: [4] = 4
Wild: 1d6!: [3] = 3
Fighting, +2 with his current boost power, +2 with his BFB(already activated, -2 scene. Skill: 1d12!: [5] = 5 , wild 1d6!: [6!, 1] = 7

Sweetie Pie rolls out of the way and slashes absently with his blade. The snow falls off him as he stands ready for more, and some how his hat stayed firmly attached to the top of his head. One word escapes his lips, “Snake.” Beneath his helm his eye brow raised as @Klanker started to panic. The mettle head needs to get his head on straight. Their are worse things in the world than this snake.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3

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Richards
Posts: 20
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Richards »

Spirit to resist 1d6!! Wild Die 1d6!!: [4]+[1] = 5


Richards feels the attack on his mind, the force draining him and requiring all his effort to keep what he could of his power to himself. Then with a rush he decides turn about is fair play and returns the favor, reaching out with his own will using a spell he had mastered and used so many times against his prey. Pulling some of the creatures soul back to himself.

Spellcasting 1d10!!+2 Wild die 1d6+2!!: [8]+2+[2]+2 = 14
Iconic Free Reroll not used


Lost PPE for the above failure
Lost PPE 2d6: [4, 5] = 9
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 15-7 summon ally = 8

Bennies: 2

Lars
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »

Fear grips the Dog Boy. Between the disoriented feelings from being so close to the massive Nexus and the sudden arrival of the titanic ice worm his training and instinct wrestled, instinctively Hunter moved for cover to avoid the monstrosity and inadvertently stepped into the psychic scrambling nexus the team had arrived through.

Landing in Iowa he sees the portal twist and close from his end. A hand reaches down to assist Hunter up. A squad of six regular Joe CS Soldiers are cleaning up the after action of last night’s ordeal.

“Don’t know where you came from Buddy but you can’t sit around here. Come on. Help us clean up. Then we will escort you back to Chi Town.”

———

The portal on the Antarctica side twists and opens. Closes. Opens and stays open. On the far side is now a barren arid wasteland.

OOC Comments
Writing out Hunter in this post. Next GM post to carry incoming ASAP. In the works :)
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

Lars
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »


Disavowed in Antarctica

Legion slayers and Ice Worm slayers. If the CS has badges for that you’d have earned two new badges today. Under the bright sun glaring down on the South Pole the disavowed has eradicated the eight Legionnaires and then fought the massive Ice Worm.

Juno leaped upon it. Slashing and pummeled it.
Shades rammed the APC into it.
Klanker unloaded twin rail guns into it.
Sweetie Pie slashes it with his sword.
Richards keeps it distracted in a metal wrestling game.

The Dog Boy disappears through the nexus, seemingly on accident, but is now permanently separated from the five remaining CS disavowed.

As the mighty ice worm crashes down to the snow and ice it flip flops then settles in death. The five soldiers have unleashed such an amount of damage on it that it shakes then stills in death. A tank smell waifs across the ice, out and away from its dead corpse.

As things settle the team sees nothing on the vast expanse of ice and snow other than the multiple nexus points and Ley Lines crossing the area.

Proud new owners of a APC with Tomorrow Legion markings painted on the vehicle as you each glance about and made sure the combat is truly over you hear the sound of a single set of hands clapping.

Off to the right of your group stands thirty humans in furs and wielding spears. It takes a moment to realize these humans are all roughly 8-10 feet tall and 200 to 380 lbs. (2.5 to 3 m, 80 to 172 kg). They came out of nowhere, stealthily standing up and then all cheer.

One rustic hardy looking nomad bows at you then moved closer. None of these nomads are acting threatening and having seen you take down the ice worm they also don’t seem frightened of you.

In American the approaching tall man says, ”Well done! We offer trade!”

You see that they are all well-equipped for the conditions, with furs, harpoons and snowshoes made of bone and are all human looking except for the fact that they are so much larger than a normal person.

The rest slowly gather closer following their nomad leader.

”I am Orn the Eagle! Welcome to our lands. We are Lomari tribe. This is our hunting land. But we share. If you are not in need of the meat or armored hide of the Ice Worm we offer trade to you. It is obvious this is not your land. Your politics are not ours. We would be willing to trade for the worm. We could escort you to either of the only places close by. You either seek the great Vostic City or the hidden base of the raiders. We know where both are.”


APC INFO
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered, There are Tomorrow Legion markings on the APC.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
OOC Comments
A post of interacting with each other and these Lomari Nomads. Decided how you wish to proceed in character.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Checking the sensors as he has buried the nose of the APC into the worm, Shades realizes that there are other figures on the horizon. Heat signatures are registering in such a large mass that the entire ice shelf behind the APC is a glow.

Registering the comms for the Disavowed, "We got more company folks."

He manuevers the APC back and away from the Ice Worm and positions it so that the weapons could be fired on the tribe without being that threatening.

Shades then ghosts to be sitting atop the APC above the operator's cabin.

Question
for @Lars - Would Shades have been able to here Orn inside the APC?
Answer
As said in Discord. Yes. -Lars

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Klanker
Posts: 14
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Klanker »

Pointing his Railguns down to the ground, Klanker looks down on the large humanoids that appeared out of nowhere... somehow hidden from his sensors until they made themselves known.

*On the Disavowed Radio Channel*"Staff Sergeant Juno, what are your orders? Do we mow these newcomers too, or do we humor them with this trading?"
Klanker
Main: Tiny Tim
Alts
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
Ammunition:
  • Railgun 1: 14/20
    Railgun 2: 14/20
Combat Feats and Other Notes:
  • Danger Sense Edge
  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Ignore two points of penalties to all Shooting checks
  • Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • +2 to recover from Shaken or Stunned
  • Rock and Roll, Ambidextrous, Two Gun, Elan
  • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
  • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar
Bennies (3+1 due Luck): 2/4
Base Amount
+1 due Joker
-3 due Rerolling 3 Damage Rolls

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Richards
Posts: 20
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Richards »

Richards stands back away from the new comers. He did nto trust any d-bees and while he was disappointed he would not be able to recover his PPE, it would be worth far more than his life alone to kill these things and remove their corruption from the earth. But when they offer trade of the ice-worm for knowledge of the Raiders camp he suddenly becomes interested.

Over the private radio he sends. "We need that intelligence Sergeant. Could save us time killing the raiders if we know right where they are at."

Richards looks around for any other threats or hidden beings his arcane senses still active and primed from the battle easily able to see through even the most powerful concealments.


Notice 1d8!!: [15!!] = 15
Notice Wild 1d6!!: [5] = 5
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 15-7 summon ally = 8

Bennies: 2

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Sweetie Pie
Posts: 17
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Sweetie Pie »

Sweetie Pie put his helmet on concealing his psi stalker heritage. The snow at his feet was a deep crimson and his belly was full. He wipped his blade against his right sleave and sheathed it. A single word escaped his lips at the mention of offering the worm for information, “Trade...”
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3

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Juno Reyes
Posts: 32
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Juno Reyes »

Juno's massive exo-frame armor was silent and motionless for a moment, then lowered her rifle and stepped forward offering her right hand to shake.

In her head she was running numbers. These guys were really big, potentially strong enough to do damage even with their primitive weaponry. They also couldn't rule out the possibility of supernaturals...and there were a lot of them. More importantly though, the mission didn't require making trouble with the locals...and Juno believed her squad had lot more to gain by getting on their good side than by pointlessly adding yet another enemy to the long list they already had.

"Staff Sergeant Juno Reyes," she introduced in clipped, neutral tones. "We risked good men and supplies getting that worm, but if you can offer trade for its value, we'd be interested to see what you have. We'll even let your people have first scavenger rights as a gesture of good will...you know what parts of that thing are most valuable to you, and hauling something that big over the ice will just damage it and lower its value."

She clicked off her armor's speaker and switched to comms-only and said, "We have zero operational intel on the situation here. We need them, so we're gonna be buddies for awhile. I don't care who their friends are, or if they have magic or whatever. They're not on our list of objectives, we're leaving them alone unless they make the first move. Or the situation changes."

Going back to public address, Juno said, "For trade the city sounds better to me, but I'm curious about this raider camp. My people and me are newcomers here...maybe you can give us a general idea of who lives here and where they are?"

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Shades
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Shades was about ready to start up a conversation as the silence was driving him crazy. Then @Juno Reyes spoke up and Shades held his tongue but decided to "sniff" the air for undesireables.

Shades becomes intangible and enters the mass of tribals

Detect Arcana 2 ISP
Exalted Detect Arcana 2 ISP
Presence Sense 0 ISP
16 ISP Remaining
Psionics 1d10!!: [3] = 3 Wild 1d6!!: [17!!] = 17
.

Lars
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »


Image


Come & Go

During the fight with the Ice Worm the teams Dog Boy stumbled through the massive nexus and is gone.

Thirty stealthy “humans” in furs and wielding spears, sporting a few energy pistols arrive. It takes a moment to realize these humans are all roughly 8-10 feet tall and 200 to 380 lbs. (2.5 to 3 m, 80 to 172 kg). They came out of nowhere, stealthily standing up and then all cheer and one, Orn, offers trade. Worm for an escort to either of the two locations in the area.

Winds frigidly blow across the South Pole and Orn listens to Juno state she’s interested in heading to Vostok City, and would like info on the Raiders.

During the talking Richards mentally reaches out to inspect the tribal d-bees. Shades drops off the APC, turns intangible, and mingles through the tribe men also investigating them with his psychic powers. The mystic and mage determine one out of ten of the thirty appear to be mid level Mystics.

The Mystics eye Richards and seem to be taking in the fact that he is a man of magic, which these three seem pleased by. Nods and subtle acknowledgment to Richards is given by them. As for the other big brutes, they seem to think Shades is hilarious and make a game of passing their hands through the ghost. Orn brings them all back to a settled state with a growl.

The ten foot tall tribe leader, Orn the Eagle, steps up to Klanker and says: “What is this thing? Is it alive? I like it. It’s shinny. Can I wear it? I’ll trade you six of my brides and a ice golem Mount Warlord Reyes if I can have it.”

Squinting at the tall cyborg Orn grins and winks at Klanker.

Chuckling Orn looks down at Sweetie Pie when the Psi Stalker says: “Trade.”

“Yes. Good.”

Stepping back from the Borg and back by Juno, Orn says: “Warlord Reyes. I will go with you to Vostok City if you’ll allow me passage on your mighty metal transport vehicle. My hunters will take the worm meat and armored hide back to our village. On the trip I can tell you what I know of the Raiders you seek. We will actually be able to see their base on the way. If you change your mind and wish to swing by there first we can do so. I will not seek a fight but will offer protection from any who attach you.“

Orn motions for the tribe to start work on the worm.

As they set about collecting goods from the Ice Worm, Richards senses the nexus shifting again. It’s done so a few times since the arrival however this switch of locations seems familiar. Iowa.

Seconds later a radio broadcast pings across the disavowed radio originating from the far reaches of Iowa via the open rift.

”Archer to Juno! Baker is sending a replacement to you! Holy Joe balls! We’re under fire on this side and... incoming replacement riding a threat! Baker says....” No more radio transmitting makes it through.

Through the swirling energy of the rift emerges a large Rhino Buffalo with a cyborg on its backside!

As the monster rages into the scene the disavowed cyborg on its back bellows: "NEW TARGET TEAM! TAKE THE RHINO DOWN!"

The nexus alters location again.


Quick Combat Scene

Image

For their part the tribal d-bee men cheer at this bellowing and throw spears at the monster and join in on taking the beast down with glee and no fear. The few that are nicked or scraped by the Rhino Buffalo seem to be hardy, as if their skin is as tough as your high tech body armor.

Seven Successful attacks on the Rhino Buffalo will take it down. (Was Eight needed but the tribal d-bees got 1 Success).

For this encounter let’s go simple. Straight roll of skill. TN 4. (Raises will count for getting the 7). This isn’t meant as a complex or overly complicated fight.

Players Post will include your QC roll and narrative on how you resolve the attacking raged Rhino.


APC INFO
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered, There are Tomorrow Legion markings on the APC.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Player Characters need 7 Successes
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Uncertain if the Rhino Buffalo sees him, Shades joins in the fight. With all his gear intangible, he pulls forth a shifting form of a grenade.
Science 1d6!!: [5] = 5 Wild 1d6!!: [4] = 4
figuring that the stomach or heart would be ideal, he allows his hands to become tangible inside one of those organs, pulls the pin and forces his hands to become intangible once more, before returning to the APC.

1 Success

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Timothy Hernandez
Posts: 274
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Timothy Hernandez »

Fighting:d10: [7] = 7 Wild:d6: [2] = 2

Riding the back of the Rhino, Timothy sees the large D-bees attacking him. It looks like they are attacking the creature. Good. Looks like they are primitive. Just great.

Fighting the bucking of the Rhino, now it also have to contend with unfamiliar terrain, as well as being swarmed by large targets. Taking advantage of his positioning, Timothy draws Fells Folly and impaled it into the back of the creature neck, hoping to cut its spinal column.

Fighting:d10: [5] = 5
Wild:d6: [2] = 2

The blade digs into the neck, hurting the creature, however being bucked around and dodging attacks, the blade does not dig as deep as Timothy would like.

1 Success
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1

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Klanker
Posts: 14
Joined: Sun Nov 10, 2019 4:51 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Klanker »

Shooting 13
Shooting (+2 due Targeting Eye)
  • Shooting: 1d12+2!!: [11]+2 = 13
    Wild: 1d6+2: [4]+2 = 6
    Result: 13 - Success and 2 Raises. +2 Successes to Total.
Sensors alerting him as soon as the Rhino Buffalo and their new teammate come through the Rift, Klanker again lifts his two NG-303 Railguns and takes aim on the beast. Twin lines of destruction cut across the Rhino Buffalo as Klanker lets loose with a calm and confident pose, leaning into the recoil. Blood spurts from the deep holes he cuts into the beast as he just keeps shooting at it until it dies, or he is called off.


2 Successes
Last edited by Klanker on Wed May 27, 2020 5:09 am, edited 2 times in total.
Klanker
Main: Tiny Tim
Alts
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
Ammunition:
  • Railgun 1: 14/20
    Railgun 2: 14/20
Combat Feats and Other Notes:
  • Danger Sense Edge
  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Ignore two points of penalties to all Shooting checks
  • Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • +2 to recover from Shaken or Stunned
  • Rock and Roll, Ambidextrous, Two Gun, Elan
  • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
  • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar
Bennies (3+1 due Luck): 2/4
Base Amount
+1 due Joker
-3 due Rerolling 3 Damage Rolls

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Sweetie Pie
Posts: 17
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Sweetie Pie »

Fighting 1d12! 1d6!: [6]+[5] = 11

Sweetie Pie runs at the Buffalo with his silvered magic sword glinting in the light. He slashes and ducks, an impressive display of his sword’s manship. The current foray reminded him of a time his adopted father took him and his sister up to the cold lands of Canada. There too his family had found themselves face to face with a RB. Behind his mask he smiled and whispered, ”Fatality.”


2 Successes
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3

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Juno Reyes
Posts: 32
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Juno Reyes »

"Fire on the creature only!" Juno shouted through her loudspeaker. "The cyborg is friendly!"

The potential for 'friendly fire' in this situation was pretty high, even if the rhino-buffalo fell quickly.

She took aim with her particle beam rifle and squeezed off a shot!

Rolls: Shooting 4
Shooting (w/multi-optics) 1d10!!+1: [1]+1 = 2 Wild 1d6!!+1: [3]+1 = 4

1 Success

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Richards
Posts: 20
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Richards »

With his power reserves exhausted Richards is forced to supporting the efforts with cantrips and small distracting shots from his laser weapon.

Reaching out with his powers he performs some minor twists and turns to the energy immediately in front of the beasts causing it to to lose its ability to see straight, then bending the space around its ears he forces it to lose track of where things are from sound. Making the creature vulnerable to the attacks of the others.

The efforts seem somewhat helpful at first, until the creature gets a sent of one of the people behind Richards and in a rush tramples him on its way to get to them. The bruising is intense, but he knows he can live through this, it is only a little pain and he has lived through worse.


Richards does nothing but tests and support for the group during the combat
Spellcasting 1d10!!: [1] = 1
Spellcasting wild 1d6!!: [2] = 2

Benny to Soak wound from combat
Soak with Vigor 1d6!!: [2] = 2
Wild Vigor 1d6!!: [10!!] = 10


0 Success
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 15-7 summon ally = 8

Bennies: 2

Lars
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »



The South Pole

Snow covered everything. To say it was cold would be an incredible understatement. Even with the sun shining down, causing glare and extreme brightness... the cold reigned. Remembering what Agent Archer told you, there would be many more months of daylight.

Whether by pure magic or a side effect of Earth's geography, several major ley lines appeared to converge directly here at the south pole. Where they meet, was definitely a super nexus, larger than St. Louis (the Devils Archway).

The strangeness of it all. Alien birds, bugs and other flying creatures cavorted about in the cold air, hundreds more lay in frozen death on the ice and snow for miles around the area. As if once the creatures that came through the open portal succumbed to the frozen wasteland, they dropped dead.

A colony of Penguins ambled by disturbed by the brief battle with the now dead Rhino Buffalo.

The leader of the Lomari Nomads, Orn the Eagle, gets his tall humanoid clan back on track working on the Ice Worn carcass. One nomad asks him about the now dead, alien (to Antarctica) Rhino Buffalo.

”I will talk to Warlord Reyes. I think her group should take it. To Vostok City.”

Nodding the tribesmen finish their work and uncover power-sleds, pulling white sheets off them they load up with neat, worm hide and set off to the south and their home.

Standing along with the six disavowed Orn approaches Juno.

”Warlord. May I suggest that if I am going to escort, navigate, the way to Vostok City that you gather up the big beast there and put it in the back of your wheeled barge. I have a good friend in Vostok City. Raud. He owns and operates a trade shop in Frosthall. We can explain to the city guard we are bringing meat and fur to Raud, to trade, to gain access to the city.”

Pointing out at a distant Wooly Mammoth Orn states:

”We should hurry on our way. Where the Mammoth is, Splougorth Hunters cannot be far behind. We should go Warlord Reyes. Once in Vostok City we can see Raud. Then I suggest you seek an audience with Lord Vaelin. I imagine he is quite annoyed with the Raiders you are seeking out. As they raid Vostok too. Do you want to travel straight to Vostok or swing by and check out the Delvers base?”



Player Direction
The Player Characters were able to get 7 of 7 total Success vs the Rhino Buffalo and “took it down”.

Directions: All post a post interacting with each other and or the Lomari as they set off to leave.

Aftermath and Interactions with Timothy’s arrival and Orn’s info.

Decide if going straight to Vostok City or swinging by Raider outpost to get a look at it.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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Timothy Hernandez
Posts: 274
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Timothy Hernandez »

As the Rhino falls to the ground, Timothy gets off of it and ensures all of his gear is still present.

Okay, D-Bees that love to hunt, and are as tall as weapon systems. Possibly as strong as well. Better get to my CO. I think I heard someone sound somewhat like a leader.

Walking up to the person whom Timothy believes is the CO. "Staff Sargent Reyes, Sargent Timothy Herandez, reporting as ordered. I'm your new teammate, I'm focused on close quarters and leadership." During the introduction, Timothy does not salute the Staff Sargent, as they are out in the field. "If I may be so bold, ma'am, as I am not fully aware of the sit rep, I have dealt with tribes before, I recommend we present them with a gift, possibly the Rhino buffalo if they have not fought one before."[/b}

Timothy is able to fully take in the battle scene and realizes the scope of what he jumped into.
...the tribesmen finish their work and uncover power-sleds, pulling white sheets off them they load up with neat, worm hide and set off to the south and their home.


"Or the Ice Worm would work as well"

As the Tribes leader speaks to the CO.
”Warlord. May I suggest that if I am going to escort, navigate, the way to Vostok City that you gather up the big beast there and put it in the back of your wheeled barge. I have a good friend in Vostok City. Raud. He owns and operates a trade shop in Frosthall. We can explain to the city guard we are bringing meat and fur to Raud, to trade, to gain access to the city.”


Timothy looks at Reyes, "Myself and the other Cyborg will load up the beast right now ma'am." He walks off towards Klanker.

"Hey, the names Timothy Hernandez and you are?" Timothy will hold out his hand. If the hand shake is returned, or after a few seconds of awkwardness, he'll speak again. "Do you mind giving me a hand loading the Rhino? It's not the weight, but the mass, especially dealing with dead weight."

Regardless of the destination, Timothy will be one of two places. If there is room in the truck with the dead beast and the rest of the team, he will ride with the team. If there is no room, he will pull his saddle out of his rucksack and activate. When the rest of the team looks at him strangely, he
simply replies, with a shrug "The kids love it, of course it's always the bad guy."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1

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Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Shades moves quickly through the tribals back to the APC when he hears Orn
CK Squid Slavers 1d6!!: [1] = 1 Wild Squid Slavers 1d6!!: [1] = 1
. While slavers in general turn him up a whole other level, he has no context for the Splurgoth or whatever they are called.

"Hey since we are sight seeing maybe we could take pictures of the Wholly Mammoth. Maybe Vistok has postacrds where we can draw ourselves into the photo."

He draws an imaginary rectangle. "Ma, here I is at North Pole. With the North Pole scratched out and South written over the top of the crossed out section."

Shades ghosts once more and enters the cab of the APC and begins unlocking the back end and the crew access doors.

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Juno Reyes
Posts: 32
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Juno Reyes »

Juno nodded at the Lomari and replied, "Vostok first. From there we'll plan a recon mission to the Delvers, depending on what this Lord Vaelin can tell us. Just a second."

She listened to Hernandez introduce himself and gave him a curt nod. "Welcome aboard, Sergeant. We've got the gift covered." With a wave over at the larger cyborg to get his attention Juno called, "Klanker! Get with Sgt Hernandez here and load that buffalo on the APC! The rest of you get your kit moved in and secured for travel! We're moving in ten!"

Then she said to the tribesman, "Didn't know you had Splugorth this far south. We outgun the usual slave barge, so I wouldn't worry too much. Even so, we'll see about keeping ahead of them. We'll move as soon as your men are ready."

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Klanker
Posts: 14
Joined: Sun Nov 10, 2019 4:51 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Klanker »

"Roger, Roger. Welcome, Sergeant Timothy. Private Klanker reporting in."

Klanker puts away his Railguns and helps Timothy and the tribesmen with hauling the Ice Worm and the Rhino Buffalo, following his Sergeant's 'Suggestion' and his Staff Sergeant's orders. Once the beasts have been loaded, Klanker climbs into the back of their new to them APC as well as he can unless there is somehow enough room for him in the actual cab.
Klanker
Main: Tiny Tim
Alts
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
Ammunition:
  • Railgun 1: 14/20
    Railgun 2: 14/20
Combat Feats and Other Notes:
  • Danger Sense Edge
  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Ignore two points of penalties to all Shooting checks
  • Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • +2 to recover from Shaken or Stunned
  • Rock and Roll, Ambidextrous, Two Gun, Elan
  • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
  • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar
Bennies (3+1 due Luck): 2/4
Base Amount
+1 due Joker
-3 due Rerolling 3 Damage Rolls

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Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

About the time @Klanker goes to move into the crew cab is when Shades yells from the operator's seat. "Whoa metal dude are you like coming in here to remodel? Your metal joints are going to shred the upholstery of this fine ride. No telling where you are going to leak either. Back of the bus for you."

Seeing @Timothy Hernandez still in the back along with Orn, he flips on the PA, "Yeah you big dudes need to ride with the other big things at the back of the bus."

"Don't worry none Orn the Eagle, you can still give us directions to the Big City."

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Timothy Hernandez
Posts: 274
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Timothy Hernandez »

When they are done loading the beast, Timothy wipes the dirt off his hands, clang, clang, clang, clang.
Seeing @Timothy Hernandez still in the back along with Orn, he flips on the PA, "Yeah you big dudes need to ride with the other big things at the back of the bus."
Looking around, He does have a point, their vehicles are designed for normal sized people. With what could only be described as a chuckle, Timothy smiles. Q would have hated this thing. It's too slow, that pesky quick flex. Timothy picks up his gear, ensures he has his sword and especially makes sure his saddle is secured in his rucksack.

While everyone is getting things together, Timothy is going to check the dead bodies for any intelligence they may have on them. Seeing there are no bodies around, he starts to investigate the vehicle.

Notice: 1d4: [3] = 3
Wild: 1d6: [1] = 1

Damit, nothing good here. Who are these people? Timothy looks over the basic information.

Common Knowldege: 1d4+2: [3]+2 = 5
Wild: 1d6+2: [6]+2 = 8
Wild Exploded: 1d6: [1] = 1
Total: 9

I've heard of these guys. 9th SET. In regards to manpower, these guys where worse than us. They did get the shit missions. The definitely where the most expendable.Okay, lets see if I can try to override the computer. I don't know if it will work, and if anyone asks, the Col. gave me these credentials.

"Shades was it? I need to get to the computers for a minute." If Shades makes room for him "Thanks. Computer Identify user. Timothy Hernandez 1st SET."

Common Knowledge: 1d4+2: [3]+2 = 5
wild: 1d6+2: [4]+2 = 6

"User confirmed."

With a smile, "Computer download current orders." Timothy inserts his data spike for download. The download takes but a few moments as the orders are a small file. "Computer, download a copy of the GPS map." The GPS map takes longer to download as that file is much larger. Once the map is completed, Timothy pulls out his data spike. I'm surprised i'm still in the system. where they that jealous of us or just that incompetent?[/b]

Timothy ensures the team identity, their orders and the map is on a data pad for Sgt. Reyes. Once the package is compiled, he'll walk up to the Sgt. "Excuse me Sgt. I was able to pull some intelligence from the vehicle." He presents her with the data pad while speaking. "The Tomorrow legion Unit was known as the Walking Dead 9th, they have a reputation of extreme casualties among the Tomorrow Legion. Their orders were to locate the Delvers base. Once located, to locate a missing Nuke. If possible purchase the Nuke, with no money. I have also downloaded their GPS map for comparison and reference."
Last edited by Timothy Hernandez on Thu May 28, 2020 5:42 pm, edited 2 times in total.
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1

User avatar
Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »

Shades slides over. At the mention of the 1st SET he almost calls out "traitor" but decides that ghosting is a better option.

He watches as Hernadez accesses the onboard computer.

"You needing any help with that ... Sergeant?"

User avatar
Timothy Hernandez
Posts: 274
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Timothy Hernandez »

"You needing any help with that ... Sergeant?"
While the computer is downloading the GPS map, "Nope, got it handled. You just have to speak the same language."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1

User avatar
Shades
Posts: 26
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Shades »


Hacking 1d6!!: [1] = 1
Wild 1d6!!: [2] = 2
, Shades attempts a sad mimcry of Hernandez. "I would question your loyalties but the truth will reveal itself in time."

Shades does make sure that access to the crew quarters is open and that the access way to the operators cab is likewise open. If something is going down, he wants to make sure that everyone is able to get in on the action.

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Richards
Posts: 20
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Richards »


Jack of all Trades 1d10!!: [9] = 9
Jack of all Trades Wild 1d6!!: [4] = 4

It did that weird thing where changing poster messed up the rolls. But either way a raise is d6 to operate this vehicle.


Richards looks over the vehicle and makes sure nothing major is broken. Then jumping in he goes to the chair adjacent the drivers seat. "Let me know if you need a break. I will be here when ready." The alliance with the strange aliens makes him uncomfortable, not for the need, which he himself had done before. But for the speed and comfort for which his team accepts it. It is as if they forgot these things are invaders here to steal their planet from them and will eventually try to murder them all.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 15-7 summon ally = 8

Bennies: 2

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Sweetie Pie
Posts: 17
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Sweetie Pie »

Sweetie Pie almost killed the tall humanoid barbarian when he walked i to the group but he stayed his blade following Juno’s lead. On ocassion he too had the opertunity to play nice with savages only as a means to a greater end. Finding Vostk city would give this team a chance to wipe them all off the face of the planet. Having @Timothy Hernandez join them only complicated things, but having a spy he supposed was ok. Who is he a spy for? With his helm on concealing his psi stalker features he poked around the bodies of the fallen 9th set. You never knew what kimd of goodies a dead team might leave behind. The cold air would mix with any magical smells letting him find oddities and worthy trophies of the victory. “Search...”

After that he joined @Richards in the vehicle feeling more comfortable close to a food source. The beast had fed him nicely, but in time he would need to eat psychic energy again.

@Lars please let me know if you need notice rolled to search bodies.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3

Lars
Bronze Patron
Bronze Patron
Posts: 1349
Joined: Thu Jan 19, 2017 9:13 am
Location: GM CS Disavowed & GM Rifts Speed Tribes!
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Re: 1.2 Operation: Cold Slither (Arrival: Antarctica)

Post by Lars »

As the disavowed head off towards Vostok City 🌃

Continue to Here
.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Ashley - Burster (TL 24 CoT)

Other Character Accounts: Zieja / Killian

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