Mercer — RCSG Specialist (Exiled CS)

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Mercer
Daniel (Lars)
Daniel (Lars)
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Location: Mercy Six

Mercer — RCSG Specialist (Exiled CS)

Post by Mercer »


Player: Dan (Lars)
Major Jesse James Mercer — Exiled CS RCSG & Psychic
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RCSG SCIENTIST

Trained by the Rifts Control Study Group, this subject matter expert has dedicated themselves to researching the Rifts, Ley Lines, magic, the supernatural, how they function in a scientific sense, and how to control them through technology.

The RCSG also catalogs supernatural beings, pioneering their containment, capture, and study (vivisection's are common). RCSG Scientists are often assigned to special operations teams to give expert analysis in the field.
„
1. Begin with +1 Smarts die type, adjust Trait maximums accordingly.
2. Begin with Occult d8, Science d8, and the Scholar Edge for both skills.
„3. Begin with Notice d6, Research d6, Survival d6, and the Monster Slayer Edge.
4. Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility.
„5. Make one less roll on the Hero’s Journey tables.
6. Cannot take the Doubting Thomas or Illiterate Hindrances.
7. Begin with the standard Starting Gear.

1. Select a MARS Package from the list below.
2. Roll on the MARS Fortune & Glory Table (page 44) two times, possibly modified by package.
3. MARS heroes begin with three (two as a RCSG) rolls on any Hero’s Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.

  • HJ
1d20: [9] = 9 E&W: A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.

1d20: [20] = 20 Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Rich
1d20: [4] = 4 Grenades
Your hero came across a cache of grenades! She’s got 1d6 armor piercing, 1d8 fragmentation, 1d6 high explosive, and 1d4 plasma grenades, see page 99. Even after these run out, she always seems to find more, beginning each session with 1d4 fragmentation grenades (unless the GM feels circumstances prevent it).

5 AP
4 High Exp
3 Plasma
3 Frag

1d20: [12] = 12 TW Communications Device

Filthy Rich (2 rolls traded in for jet pack)
Two Rolls:
1.) 1d20: [7] = 7
2.) 1d20: [9] = 9 NOPE. SUCKS. TRADE THESE TWO ROLLS FOR ONE PIECE OF EQUIPMENT: Field Laptop.
  • F&G
10 EP to change F&G. Or Free to pick if Lost Jungle!

2d20: [10, 14] = 24 NO TANKS. ILL BLOW EP.

Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.

A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.


Edges
  • Quick
  • Scholar
  • Monster Slayer
  • HIND - Tough as Nails
  • HIND - Tougher Than Nails (5 Wounds)
  • PbP - AB Psionics
  • MARS 1 - Rapid Fire
  • MARS 2 - Imp. Rapid Fire
  • MARS 3 - Steady Hands
  • MARS 4 - Rock & Roll!
Lost Jungle/Mercy 6.
  • Rich Edge
  • Take em Down Edge
  • Brawny Edge (or HJ)
  • Mercy 6 HJ: Brave

Rank: Seasoned 1 (Prior to joining any game), or Seasoned 4 if Rifts Lost Jungles Game. S3 in Mercy Six.



If approved Total of 16 EP spent in Character creation on Armor upgrades and F&G changes.
Last edited by Mercer on Mon Aug 30, 2021 4:39 pm, edited 21 times in total.
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Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
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Mercer
Daniel (Lars)
Daniel (Lars)
Posts: 138
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

RCSG Specialist (Exiled CS)

Post by Mercer »


Jesse James Mercer

Former CS RCSG Major, exiled.
Rank: Heroic 2 (04/01/2022)

Attributes
  • Agility d6 (Elderly -1)
  • Smarts d8
  • Spirit d6
  • Strength d6 (d10 in armor) (Elderly -1)
  • Vigor d6 (Elderly -1)
  • Pace: 6 (Elderly -1)
  • Parry: 7 (8 if holding CP-50)
  • Toughness: 6 plus armor. 19 (10)
  • Note (One Tough SOB):
    • Can take 5 Wounds instead of 3
Skills: 15+3 DT SFA [+2 DT FG Shooting] [+5 DT Elderly]
  • Athletics d6
  • Common Knowledge d8
  • Persuasion d8
  • Notice d8 +2
  • Stealth d8
  • Fighting d10
  • Shooting d10 +1 TMW CP-50
  • Occult d8 +2
  • Science d10
  • Repair d6
  • Research d6
  • Survival d6
  • Thievery d8 (+Bonus from Field Computer)
  • Pilot d6
  • Electronics d6 (+Bonus from Field Computer)
  • Psionics d10
Languages
  • English / Literate
Hindrances
  • Major: Bloodthirsty.
  • Major: Elderly
  • Minor: CS Exile.
  • Minor: Suspicious Bought off with an Advance
  • Minor: Vow, help those in need.
Edges
  • Quick
  • Scholar
  • Monster Slayer
  • Tough as Nails
  • Tougher Than Nails
  • AB Psionics
  • (Skill Points)
  • Trademark Weapon CP-50
  • Steady Hands
  • Rock & Roll!
  • Rich Edge
  • Filthy Rich
  • Brawny
  • Brave
  • Major Psionics (S4)
  • Master Psionics (H1)
  • Rapid Fire *
  • Improved Rapid Fire *
  • Recognize the Arcane
    • RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility.
  • Weapons
    • Image
      Personal Ranged weapon of choice: CP-50 “Dragonfire” Rifle
      • Laser Rifle (Range 24/48/96, 4d6 +1 Damage, RoF 3, AP 4) Notes: Heavy Pulse, grenade launcher (18/36/72, 12 Shots, Plasma grenades 3d12 Mega
      Damage, RoF 1, SBT, It Burns),
      • Multi-Optics Scope.
      • Can fire 3 times in turn no MaP. AP is 4.
    • Grenade
      5 AP
      4 High Exp
      3 Plasma
      7 Frag
    • Silver Knife STR + 1d6+2 vs. Vampire.
    • Steel Tree Hand Axe STR +d6+2 MD AP 10
    • CM-80 Empress Heavy Ion Pistol (Patron Item)
      Designed specifically for the honor guards of the Imperial family, these magnificant weapons are slowly making their way into the rank and file, starting with special forces groups. The first guards to get this weapon were those guarding Emperor Prosek's wife, hence it's nickname. The weapon packs the power of an Ion Rifle into a pistol, at the expense of weight, range, and payload, but it's ability to threaten most anyone makes it highly respected, especially in the close quarters of asset protection.
      • Range: 8/16/32
      • Damage: 1– 3d10, AP 0 (see also EMP Attack)
      • Rate of Fire: 1
      • Payload: 12 shots per E-clip
      • Features:
      • • Wide Spread (TLPG p. 100), and Heavy Pulse
      • • Laser Targeting: The shooter gains an additional +1 to all shooting rolls with this weapon, in addition to the bonus for Wide Spread.
      • • EMP Attack: The wielder uses his Shooting skill to target a technological device (−4 Called Shot penalty for any hand-held or small items targeted). On a successful hit, the device won’t work for one round; it fails to operate for two rounds on a raise. Shoot a vehicle's weapon and it will not work. Shoot a light and it goes out. Shoot a vehicle or robot combat vehicle and it cannot move or maneuver (though subsystems might still work, like a single weapon system; GM's discretion). This requires 3 shots from the weapon's E-Clip.
      For technological characters such as Juicers, Combat Cyborgs, and Intelligent Constructs, as well as those in Power Armor, they instead suffer one Fatigue (two on a raise). They may roll Smarts to resist. This cannot incapacitate.
      • d6 Min Str (5 lbs)
      Notes: Technology Base is one of Coalition. Cost for Repair Purposes: 80,000 credits.
  • Armor
    • Modified CA-7 Special Forces Heavy “Dead
      Boy” EBA (+8 Armor, +3 Toughness,
      with Multi-Optics Helmet), Micro exoskeleton enhancements in the upper torso and arms give your hero a Strength die increase. This result may be applied up to two times. And is for 3 EP. Also, Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once. 3 EP.
    • “Triax T-100 Eagle Jet Pack Accessory.”
      Mag-6 CS Jet Pack.
      Filthy Rich Edge utilized to obtain.
      Specifically designed for special operations use, Mercer stole this from a CS base after he was exiled. Advanced propulsion and super-cooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The flight system is Handling +1 with a top speed of 200 160 MPH (35 25 lb, 600,000 credits, nuclear-powered only).
  • Gear
    • NG S2 Survival Pack
    • Utility Belt: Survival rolls do not take a penalty for being attempted without basic tools.
      „First aid kit (+1 Healing roll, 1 use). „
      Canteen (half gallon). „
      Communicator (5-mile range). „
      Compass/inertial mapper.
      „Flint & steel, whetstone, multi-tool. „
      Flashlight/signal light (two modes, LED, and IR).
      „Magazine/E-Clip storage slots (4). „
      Meal Ready to Eat (1 use, can sustain a normal human for one day). „
      Survival knife (Str+d4).
    • TW Communications Device
    • Computer, Field: A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world. Decks like this are graded I or II, and the grade designates the bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research. (2 lb, 10,000 credits for Grade I, 20,000 credits for Grade II). Yup, it’s a Grade II.
    • Dosimeter: Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. What’s more, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range of 5/10/20. (1 lb,)
  • Credits
    • 78,000 available
  • Arcane Background (Psionics)
    • Arcane Skill: Psionics (Smarts)
      Arcane Level: Master
      Edge Requirements: Novice
      Starting Powers: 3
      Power Points: 20
      Power Points Type: ISP
      Required Power Activators: None
      Techno-Wizardry Gear Manipulation: Yes
      • Object Reading
        Rank: Seasoned
        Power Points: 2
        Range: Touch
        Duration: Special
        Trappings: Touching the object, glowing
        hands

        Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence.

        Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.

        When watching an actual event, it occurs in real time, just as if watching a digital video.

        Modifiers
        „STRONG (+2): The caster can see or hear from the item’s creation forward.
      • Relief
        Rank: Novice
        Power Points: 1
        Range: Smarts
        Duration: Instant
        Trappings: Prayer, tonics.

        Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
      • Telekinesis
        Rank: Seasoned
        Power Points: 5
        Range: Smarts ×2
        Duration: 5
        Trappings: A wave of the hand, magic wand,
        steely gaze.

        Telekinesis is the ability to move objects or creatures (including oneself ) with arcane will. It has a Strength of d10, or d12 with a raise.

        Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.

        Dropped creatures suffer falling damage as usual.

        Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
  • Signature Item *
    • CS Experimental CS Optics (Goggles) “Super Tech” interface with CS ranged weapons.
      Minor: +1 Notice
      Minor: +1 Notice
      Major: Rapid Fire Edge
      Major: Imp. Rapid Fire Edge
Last edited by Mercer on Mon Aug 30, 2021 2:57 pm, edited 21 times in total.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Mercer
Daniel (Lars)
Daniel (Lars)
Posts: 138
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: RCSG Specialist (Exiled CS)

Post by Mercer »


CS Exile. Only a select few CS men & women are brave/stupid/carefree enough to blatantly walk into the supernaturally unknown, knowing it’s unnatural in origin. Rifts Control Study Group Scientists are just the kind of individuals to poke a demon bear with a stick and see how it reacts.

Major Mercer was a scientist and a daredevil when it came to the supernatural and unknown. Fearless.

Mercer spent the majority of his career stationed at St. Louis. At the Devils Archway. Researching and exploring the bizarre.

Until the Tolkeen Wars.

During the war he was assigned to a Spec-Ops group that came under heavy fire. They were destroyed to a man. Mercer was injured and left to die. A group of D-Bee’s halted their escape from the city and from the CS to help him. They healed and took him with them.

Over the following month Major Mercer witnessed these inhuman beings defend and help him recover.

That being somewhat life changing, Mercer left the CS to fight for all, not just mankind.


PART ONE (Background)
My whole life has been a lie. A lie I started to uncover and know about even before the Tolkeen War. Don’t get me wrong I’m absolutely responsible for my actions. I own them. I am a monster. A murderer.

I’m just trying to paint a picture of why, in the beginning I believed in what I did. Try growing up in a society that says, “Magic is a thing from the rifts. Its energies are alien and corrupting. Those who are foolish enough to use it are placing all life in danger, for the energies are unstable and unpredictable. Magic attracts the supernatural. Magic is our doom. Do not trust it, nor those who use it, lest you are ready to betray all you believe in."

As a curse or a blessing, the verdict is still out in my opinion, I was allowed to read and experiment. I am only a minor Psi user, all I had to do was register with the PCP and get a bar code tattooed on my forearm.

Coming from a people who say, ”Do not give pause in your beliefs. Unnatural invaders have the power, both psychic and magical, to influence your judgment. To listen to their words is to open oneself to evil. Stay clean. Stay pure. Kill them without hesitation or remorse, knowing that your actions save the human race."

I suppose I was lucky they didn’t kill me at 16 when I started having the ability to move objects with my mind and read things pasts. I was fast tracked into the military and used. Used to study. Used to hunt. Used to kill. If it isn’t human it dies. I killed a lot of non humans and humans who were arcanely gifted. A lot. I killed demons. Monsters and the like too. However in the Coalition States they teach you there is no difference between a hell spawned demon or a simple dimensional displaces being. You kill them all.

I was thrilled by my training from 16 to 22. I graduated as an officer and a scientist, proud to be allowed to serve. The next decade plus leading up to the Tolkeen War I worked at the St. Louis Archway. We kept the monsters at bay. Everything that came through the gate, even if they looked human, we stopped them. I studied the supernatural. Sometimes we chased them back through the Rift and killed them there.

Then one day I was assigned to a Special Operations group and thrust into war.

By the end of the war it really wasn’t going to take a lot to tip my opinions on my upbringing. I wish I could say for sure I would have done the right thing. But. I don’t know. Can’t dwell on it. As it turned out I left the CS at the end. Too much interaction with the monsters up close opened my eyes. Especially at the end.

The very group of D-Bee’s my Spec-Ops team was hunting and killing, saved my life…

I recall there was only two colors in Tolkeen. Black and red. Ash. Smoke. Flames. Blood. Death everywhere. My team got destroyed by a cadre of magic users and a Cyber Knight who cut us down. I hit my head pretty bad, thus the not so pretty face and scars. But as they ran past us to fight more CS the D-Bee’s we had been hunting stopped and saved my life. That’ll tip you towards the edge and make you really think. They left Tolkeen with me. Fixed me up and let me go.

No longer a CS officer, now I’m exiled as a freak and outlaw of the CS. Partly from leaving in the first place. Partly because of my choices after leaving.

I’ve a lot of paying back to do.


PART TWO (More recently)
Mercer and Styx
Mercer and Styx
The warm and humid air sapped the energy from the CS Navy guards. Every so often the Gulf Coast of Mississippi gets a bit cooler and the Gulf Coast enjoys very balmy winters, but not today. Not here. The men and women on guard duty suffered a wet heat and wished they had the seniority to be on the slightly cooler night shift.

Today was a hot summer day with daytime highs in the mid-90s°F (32 Celsius) coupled with oppressively humid conditions.

Summer is also when thunderstorms strike with frequency throughout the state. This was one of those days.

The outer fence and gate shack housed six miserable CS Navy guards who marveled at the brooding dark clouds, heavy rainfall and blinding thunderstorm. All while sweating their asses off in heavy armor struggling to cool them in the oppressive heat.

Though it was midday they were all tired. Of the six guards, three were playing a card game, one slept in a chair with his rifle in his lap and the most junior two milled about just outside the shack bitching about being the two most junior CS on the base / depot and how that equated to the absolute worst assignment.

The guard house wasn’t far from the river at this spot, which added to the shittiness of the detail. Mosquitos were everywhere.

The two guards outside bitching were the only two of the six to even see the lightning flash of Stacy Styx as she raced across the short distance from river to the guards. Before they could even switch gears mentally and react she knocked them both out, and was out of sight pressed up against the shack hidden.

James sighed and shook his head. As a former CS officer he felt guilty and annoyed. Guilty that these unenlightened men and women would later undoubtedly be in trouble and annoyed that they were not doing their jobs with professionalism.

Wearing an officers long leather black coat and cap former, now exiled, Major JJ Mercer walked rapidly towards the shack. He was prepared to open fire from the get-go but actually made it all the way to the shack door unnoticed. Styx was hidden just a foot away from him.

Clearing his throat Mercer barked, “Officer on deck! What in the damned hells is going on here! These two louts are passed out sleeping out here, you! You are sleeping in there and …. Ah, a card game! While on watch!”

The four remaining CS guards not incapacitated by Styx nearly shit themselves in surprise and jumped to attention.

A cacophony of excuses and confused voices erupted.

Mercer screamed like only an officer could, “Silence!! Helmets off, I want ID on you all. Let’s go! Present your identification cards too! Hurry up, do I look like I got time to be dancing with mosquitoes here!”

Stacy Styx nearly blew the whole thing as she tried to stay silent. She giggled silently and prepared. As helmets came off and IDs were held out Mercer scoffed.

“Now.”

Lightning fast the dimensional being named Stacy shot into the shack and incapacitated the remains guards.

“That was my part JJ. All you now. I’ll be waiting here.”

Mercer nodded and stepped over to the security station. Reaching out with his mind he watched the last 24 hours of the key code device. It was real time to him but only a few minutes for Styx. He watched as the guards punched in the code. 5, 8, 9, 1, 1, 5, 6.

Grinning Mercer punched in the code.

The gate opened and Mercer entered the secure CS Naval depot, walking confidently towards the storage compound.

If he had bared his right forearm the security sensors would have immediately scanned the tattooed bar code on his arm and registered him as an outlaw and wanted man. An exile of the CS. Former CS Major Mercer.

In full armor under the dress uniform trench coat Mercer made his way to a group of large metal containers at the center of the depot. He had picked this side of the base since it was less populated by CS Navy and mostly was just guards and CCTV cameras. Less likely to have to talk to anyone.

Stepping between several large containers he no longer was in view of security cameras but probably alerted any human guards watching those cameras that he was somewhere he shouldn’t be. He’d only have a limited amount of time to pull this off.

Reaching into his coat he pulled the CP-50 energy rifle out and tossed it up into the air. Catching the rifle with his mind he held it out in front of himself telekineticly and pulled a small mirror on a metal stick out. Making his way to the corner of one container Mercer pointed and held aloft the floating rifle and leaned his back against the container. Edging the mirror out around the corner Mercer could see the two troops guarding the entrance to his destination.

The rifle floating above him aimed at the guards silently kept them covered as he decided how he wanted to play this. He needed, well, wanted into the depot. Gear. Weapons. Loot. He wanted it.

Mercer wiped sweat from his brow. The heat really did suck. He missed Montana. The weather anyway. Over a decade in St. Louis didn’t help him weather the oppressive humid hot weather here.

Whispering into his throat mic he checked in with Styx. His ear bud privately informed him all was well and to hurry up.

Mercer sighed. This was kind of a turning point for him. Breathing deeply he pulled the Emperess EMP pistol from his hip holster and rounded the corner of the container. Utilizing the targeting goggles he was wearing he aimed, fired twice in rapid succession and disabled the two guards rifles, which they were kind enough to be holding in front of themselves at attention. It should take them a few moments to recover from that, not that they had moments.

The floating rifle blasted silent blasts of energy at the two guards from over Mercers shoulder as he ran at the two. Several blasts of three round bursts, a few well placed kicks and heads slammed into the concrete ground took the two men down. That marked the first time he’d killed a CS soldier. Turning away from the dead guards he eyed the key pad.

Again Mercer watched the key pad to the container and saw the last person to punch in the code. Reentering the code Mercer stepped into his destination and proceeded to steal weapons, gear and CS items.


PART THREE (On coming to Castle Refuge)
I don’t know if it’s fate or just simply a sad coincidence. After pulling a bunch of jobs with Styx, ripping off the CS, I came across the Cyber Knight who gave me the facial scar I got in the Tolkeen War. The one who cut me down and left me for dead.

Styx and I had separated. I miss that woman. Lightning fast. Funny, if a bit moody. Skilled. Inhuman and yet more human than human. One morning before breakfast I awoke in the makeshift crappy resting area in the back of the crappy gas powered Jeep she’d stolen us and she was gone. Just a short note.

“Goda do sumin. Do no! folla me. I see you gin.”

I grinned recalling that note. Still in my pack. As American wasn’t her first language, and most folk didn’t know how to read or write out here in the wasteland it was pretty well done.

Weeks later I pulled the Jeep over onto a dirt shoulder that was as rutted and craggy as the remains of old world asphalt that I’d been bouncing across adjacent some decimated pre city. I pulled my broken binoculars out, looked into the one good hole and nodded. I had seen something.

As I tossed the ‘noks on the seat I stepped out of the he Jeep and started to pull my CP-50 rifle out. I felt the cold tip of a barrel touch the back of my head.

”Well. Damn.”

Giggling erupted behind me and the tip bounced up and down on the back of my head as the guy laughed. Then suddenly I could feel pin pricks of magic and supernatural sprinkle in about me. Teleportation maybe. The laughing fool wasn’t alone.

”Don’t feel too bad fellow. The Giggler is really sneaky. Just leave that big gun in the vehicle, step away from the … whatever this crap heap is and keep your hands where we can see them. We ain’t looking to kill ya just a little bit of scavenging. Sound good?”

I grunted an annoyed affirmative and did as he said, making a point of making a wide turn to take in the situation until I was facing him.

The Giggler was a Crazy. There were several mages, a odd looking D-Bee with owl eyes and grey skin, a Larmac lizard guy with the biggest gun I’ve seen carried not counting Glitter Boys and him. The guy talking. A Cyber Knight. The Cyber Knight. The jackass that cut his noble psi sword across my face and left me to die in Tolkeen.

I kept my face impassive and waited. I needed time anyway. Telekineticly I was slowly moving the CP-50 out the passenger side of the Jeep and getting it positioned under the Jeep. Granted I wasn’t going to be able to get a lot of shots off. I was royally out gunned.

The Knight moved closer to inspect me telling Giggler to stand down.

I might get the Knight. Maybe. Then I was dead. Feeling the trigger weight as I prepared to pull, prepared to blast the Knight, he said the one thing that I wasn’t expecting.

”I’m sorry. Please forgive me.

His marauders all kinda gave him odd looks and the nut job giggled harder, then abruptly stopped and said: ”Hu-what now boss? You just apologize to this mook? You’s kidd’n right Sir Redheart?”

The Cyber Knight smiled softly.

”Nah boys. This so happens to be one of the twenty I’ve seen. These are the Crimson Guard and I am Sir Redheart.”

The ‘boys’ of the Crimson Guard grumbled and shook their heads but moved off as the Knight bowed to me. Apparently they knew what in the hells the Knight was talking about but I was lost. I also had what appeared the best shot I was going to get.

About to pull the trigger I spontaneously ask: ”Why would I forgive you!”

Sir Redheart laughed.

”That is a good question. I think you’ll like my answer. How about instead of you trying to blast me, I feel that threat coming, and I block the shot, you lose and die, how about you let me tell you a little story about dragons, monsters and men. It’s a redemption story. We will even feed ya, a dinner prepared by the world’s happiest cook. Giggler. Dinner time. Crok you’re on watch. We’re camping here.

Sir Redheart sat on the dirt ground, pulled out a flask and motioned me over.

All I could think was phuk it, rather have a drink than die. Besides Tolkeen was years ago. How could I pass on a redemption story.


Arrival at Castle Refuge and start of game with Mercy Six.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Mercer
Daniel (Lars)
Daniel (Lars)
Posts: 138
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mercer — RCSG Specialist (Exiled CS)

Post by Mercer »


October 2021 Seasoned 3
  • Begin each Quarter with 1d4 fragmentation grenades (already rolled at creation).
  • Bennies: 0 (all burned in December 2021)
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
Lars
Diamond Patron
Diamond Patron
Posts: 2006
Joined: Thu Jan 19, 2017 9:13 am
Location: I play: Niki, Boon, Blackfish, Mercer & Henry.

Re: Mercer — RCSG Specialist (Exiled CS)

Post by Lars »

@Pender Lumkiss

Hi Jon!

As much as I liked Blackfish the Ogre, I decided that this Player Character (Mercer) is who I would like to play in your Mercy Six game. He isn’t as powerful or badass as Blackfish but I think he will be fun to role play. Thank you.

~ Dan
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3658
Joined: Thu Mar 09, 2017 9:00 pm

Re: Mercer — RCSG Specialist (Exiled CS)

Post by Pender Lumkiss »

Sweet!
Field Team Six Bennies
3/6
User avatar
Mercer
Daniel (Lars)
Daniel (Lars)
Posts: 138
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: Mercer — RCSG Specialist (Exiled CS)

Post by Mercer »


January 2022 (Now Seasoned 4)
  • Found 1d4: [3] = 3 Frag grenades.

    Seasoned 4 Advance: Major Psionics

    Veteran 1 Advance (When Arrive at Kingsdale):
    Probably will take Master Psionics Edge when we get there.


    Results of Sacrifice at Explosive Rift:
    • Hindrance —
      Elderly (Major)
      Your adventurer is getting on in years, but he’s not quite ready for the nursing home yet. His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1). He also suffers a −1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.

      On the plus side, the wisdom of his years grants the hero 5 extra skill points which may be used for any skills linked to Smarts.
    • Hindrance —
      Suspicious (Minor)
      Your character is suspicious of everyone. As a Minor Hindrance, his paranoia causes frequent trust issues. He might demand full payment before doing a task, want every agreement in writing, or believe even his friends are out to get him.
      <—— try to buy off with next advancement
    Bennies: 3 +1 -3 = 1 left

    Used.

    Zero bennies

Heroic 2
April 2022 two new Advances: Master Psionics Edge and Buy of Suspicious

Bennies: 3

Grenades: 4
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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