1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

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Daniel
Daniel (Lars)
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1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Daniel »


Train/Evac:

Participants who have said they are doing this: (Note I don’t care who does what that’s your choice).
Objectives
1.) Free Townsfolk from the Mines.
2.) Free Crew from the Techno Wizard Train.
3.) Attack Shock Dog HQ and take down Hollis.
4.) Get Townsfolk out of town via the Train or Tunnels.

This team will be assisted by the TW Train security agent Iina. She will direct you on the best way to the train, which is in the Ley Line.

After freeing the crew of the train they will get the townsfolk out of town and to safety.

You will need to help with this escape of the train, crew and townsfolk as the Shock Dogs assuredly will try to stop you.

Split up and do two objectives at same time:

After planning who will participate in what events, see this link, I will update this tread.

Town Map
Town Map

Line and Train
Line and Train
A = Front of TW Train
B — D Train cars
E = Rear car of train where crew is held
F = Flying Patrol
G = Depot Building
H = Dirt area leads to gate into town
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Daniel »


The members of the Black Company split up and head for the back way into the mines to rescue the townsfolk, as the rest of your group head for the train to rescue the crew.

Iina the TW Train security officer will go with you. She can show you the best path to get to the train. The train which is powered by the Ley line is in the Ley line right next to the town. Iina burned through her PPE escaping so will need to get to the line before any of her spells are usable. She hopes to syphon PPE from the line (hehehe mmhmm).

There are two main roving groups, a group of tech-based flyers consisting of three Wild Weasel SAMAS units and two Sky King Hover “cycles”. The other flyers on patrol are two “young” dragons. Regardless of if you can “take ‘em” or not you know that if you are seen or go into battle before getting into the mines the Shock Dogs will be able to call for reinforcements. As there are still at least three hundred mercenaries in town, it’ll be better to not be seen.

Iina is a NPC Wild Card. Her contribution to the group is a support roll to the below Notice.

As a group you have two objectives to get to the train. (Sneak through the terrain and Ley line avoiding traps and detection).

Pick one person to roll a group Stealth Roll. Normal rules for supporting this roll. Due to the roving patrols and amount of foot traffic this roll is made at a -4. [Iina help with this below]

Pick one person to do a Notice or Occult roll to locate the traps and avoid security measures. Several are magical in nature. As you arrive at the Ley line you’ll need some luck not being seen. There are a lot of mercenaries by the depot and gathered by the Ley line. Due to the professional skills of the mercenaries this roll is at a -2.

Support Rolls
[Success grants the ally +1 to one skill total this round, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way!]

Note Iina grants a +1 with her success to stealth.

Please narrate your story of getting to the train undetected.

If the Stealth or Notice rolls are botched I’ll let you know what happens in the next GM post.

Successfully get to the train and I’ll tell you what you find in next GM post.

Additionally… once you get closer to the Ley line:

Your group has gotten closer to the town, Ley line and train. So unlike the other group, you are close enough to feel the Ley line.

It’s not a good feeling. Not like you might expect.

Unstable Ley Line — “A Fade Line”
Being within 100 feet of or inside of a Fade Line:
  • Using electrical equipment -2
  • TW items -4
  • Can’t tap the ley line
  • Any attempt to use magic, roll on Ley Lines Storm Effect on Magic table * GM p. 86 Inserted it below
  • Psionics are -2 and 1 Fatigue level
  • Effects (every few minutes):
    Ley Lightning: Blue-white bolts of energy fly forth from the storm, targeting everyone who uses PPE or is carrying a magical item or piece of Techno-Wizard gear. The bolts strike unerringly and do Mega Damage. Anyone struck who has any kind of concealing or illusory magic active loses the • effect instantly; this includes concealment, disguise, and invisibility.
    — Did it happen to you?! Roll a d4, on a 1 or 3 you got zapped. If you got zapped you take 1 fatigue.
  • Also, Any character that has PPE or ISP Needs to make a save when entering the line. Spirit roll at -2. Failed rolls results in 2d6 power points being sucked out of the character.
* GM p. 86
C3729990-2E12-4FDA-B30B-0CA9F40EE168.jpeg


Edit: Iina grants a +1 with her success to stealth. I might have been unclear.

107B4730-2611-4E11-A187-07147919EC9C.jpeg
107B4730-2611-4E11-A187-07147919EC9C.jpeg (106.23 KiB) Viewed 6398 times


Edit Additional Notes from Discord Questions
  • You have time to prepare. If you want to cast Boost Trait or the like. Then start heading to your objective, that’s fine.
  • Iina has suggested a path to the train which provides more cover. She also informed you that several Ley line observations balls are floating about inside the line thus the reason for coming at it perpendicular instead of traveling parallel to it while approaching. You can try parallel if you want to however an additional -2 to Stealth will be added due to the greater difficulty.
  • Visiting the Ley Line north or south of town, a safe distance away, is doable too if you want. Any negative effects from the Fade Line will not come into effect or be a issue farther away from the town.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Ducky »

Bennies:0
Stealth 1d8 -1 fatigue, -2 wounds, -4scene…. 1d8!!: [2] = 2 1d6!!: [1] = 1
Leyline zap: 1d4: [2] = 2
Spirit -5 1d8!!: [3] = 3 1d6!!: [2] = 2
2d6 ppts 2d6: [4, 4] = 8

Ducky stumbled forth still missing her arm and grunted silently with each step clearly in pain. Lina’s painstakingly clear directions were lost on Ducky who kept running into walls, and old dilapidated rusted out cars. Clang! Stealth while somewhat of a strong suit her wounds and the fatigue from the leyline were too much, plus the amount of security made her attempt I’ll fated. “Gag me with a spoon Hans, like how close are we to the Train? I cannot see anything.”
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Hans Greuber
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Hans Greuber »

Healing Ducky (-2 due Wound Penalty)
  • TW: 1d12!!-2!!: [11]-2 = 9
    Wild: 1d6!!-2!!: [4]-2 = 2
    Result: 9 - Success with Raise. 3 PPE.

Making Gadget
  • TW: 1d12!!: [9] = 9
    Wild: 1d6!!: [4] = 4
    Result: 9 - Success with Raise. Burrow Gadget with 15 PPE.
Using Burrow ( 2 PPE, +4 (Whole Group (5 in total)), +1 (Power), +2 (Greater Burrow)=9)
  • TW: 1d12!!: [3] = 3
    Wild: 1d6!!: [4] = 4
    Result: 4 - Success. +1 to Ducky's Stealth.

Stealth to Assist Ducky
  • Stealth: 1d8!!: [23!!] = 23
Result: 23 - Success with Raise(s). +2 to Ducky's Stealth Roll

Greater Boost Stealth on Ducky (3 PPE)
  • TW: 1d12!!: [7] = 7
    Wild: 1d6!!: [5] = 5
    Result: 7 - Success. Free Reroll each Round for Stealth.
Boost Occult on Hans (1 PPE)
TW: 1d12!!: [7] = 7
Wild: 1d6!!: [3] = 3
Result: 7 - +1 die to Occult... so d12+1

Occult (d12+1... -2 due Scene)
  • Occult: 1d12!!-1!!: [5]-1 = 4 +1
    Wild: 1d6!!-1!!: [4]-1 = 3 +1
    Result: 5 - Success.

Hans: 1d4: [2] = 2
  • ZAPP!!! 1 Fatigue.
Gargamel: 1d4: [2] = 2
  • ZAPP!!! 1 Fatigue.

Spirit (-2 due Difficulty, -1 due Fatigue (from when near))
  • Spirit: 1d4-3!!: [3]-3 = 0
    Wild: 1d6!!-3!!: [5]-3 = 2
    Result: 2 - Fail. 2d6: [4, 5] = 9 PPE Lost.
    • 2 from Personal PPE, 5 from Healing Gadget, 2 from Relief Gadget.


Drawing upon energies in the Nanite Hive that he programmed for Healing, Hans does the best he can for Ducky. There is no way his Gadgets have enough energy to fully regrow the Altaran's lost arm.

""Alright... if you are all ready, I will use some more Nanites to send us through the ground and through to where we have some cover. Best way through the open. I want to save enough energy for another trip, if we think it necessary.

The five of them then get swallowed by the earth and move through it at a walking pace. By the time the magic is done, they are just inside the town. Before anyone nearby sees them. Gargamel drapes his wings over them and makes them look like just a pile of dirt, getting them ready for Ducky to lead them in the last, and more difficult, stretch to the train. Drawing upon his arcane knowledge, Hans is able to come up with the most likely magical trap and tripwire locations, and it seems he is successful, though who knows if there are any silent alarms.

Getting close to the Fade Ley Line is a risk, but what has to be done has to be done. When they are almost at the actual Ley Line, a bolt of energy shoots from it, engulfing Hans for a brief moment. The headache from that energy blast has the Dwarf seeing stars, but he continues on. As they enter the Fading Ley Line,the energy shorts out one of his nanite hives and severely drains another as well as depleting his innate magical energies.

"Just great.... I just hope the credits we may get paid will make this all worth it... or that at least we get some good salvage."
Last edited by Hans Greuber on Sun Nov 28, 2021 7:39 pm, edited 3 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Ducky
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Ducky »

Ducky breathed deeply after hitting another junker. So far she had not been too stealthy. But Hans and his little pet were proving useful allies and gave her a second wind. Healed and under the guise of a disguised worm like creature she tried to lead the rag tag motley crew of four again.
She smirked feeling a bit better with her second try. Turns out being boosted by a techno wizard was a good thing. Que would say I rolled an Ace!
She whispered, “Thanks Hans and G, you guys are like wizard.”
Stealth 1d8!!: [3] = 3 1d6!!: [9!!] = 9 -4 scene=5
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Tula
Posts: 35
Joined: Sat Aug 28, 2021 8:52 am

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Tula »

Still feeling guilty about Ducky getting hurt while she was just out flying around, Tula stuck to her side when the party split. Every wince of pain from the beautiful woman had twisted the knot of of guilt and anxiety in her own stomach. She breathed a sigh of relief when Hans throws some big healing down on Ducky's arm and gut.

As they follow Iina down the tunnel, Tula's hair on the back of her neck stood on end. The first time the blue lightening flashed out, Tula pressed herself against the wall, too scared to move. Soon it was obvious the lightening was targeting the others who were using magic. Tula's mother had always said she was as mundane as moon rocks. It was years later before Tula started to think of the twist of her gut and the raised hairs on her neck that told her something dangerous as a kind of magic. But while others around her were occasionally blessed by the gods, or managed to create things out of thin air, Tula just had to make do with what she could scavenge from the real world.

As they traveled, Tula tried to open all her senses, watching for the sparkles that preceded the ley line lightening, listening for the specific click/whine of the mechanical sensors, and smelling for guards on the recycled air currents. Hollis's crew wasn't big on bathing and Tula's nose wasn't just decorative like the human noses. Having spent her younger years in mines playing hide and seek with her cousins, and later years playing hide and seek with monsters in the Ruins of Dallas, Tula could move silently and carefully when she had to. She often pulled the others to a stop when a trap was nearby or pointed out debris on the path that would be noisy if stepped on.


Support Rolls:
Notice Traps & security measures
Danger Sense +2
Demolitionist +2 for booby traps
Mercenaries -2
Total Notice 1d8!!+2: [3]+2 = 5
Wild 1d6!!+2: [2]+2 = 4


Notice 1d8!!+2: [3]+2 = 5


Stealth
Scene -4
1d6!!-4: [4]-4 = 0
Wild 1d6!!-4: [13!!]-4 = 9
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Daniel
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Daniel »


  • At Ley Line and TW Train
    • Ducky
    • Hans
    • Tula
Plan is to rescue the crew of the TW Train. They are under guard in the rear car huddled together. So below are some maps. You guys did a good job approaching undetected. So! You have the drop. Everyone on the board is a bad guy, except the huddle of train crew in the rear car.

Narrate your actions.
All of the tan grid is the Ley Line.
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Note that every round you might get zapped (read this).
Fade Ley Line
We are in Round One. Each Round you’ll be rolling to see if you get zapped. Once inside the train you do not have to worry about being zapped.
Being within 100 feet of or inside of a Fade Line:
  • Using electrical equipment -2
  • TW items -4
  • Can’t tap the ley line
  • Any attempt to use magic, roll on Ley Lines Storm Effect on Magic table * GM p. 86 Inserted it in above GM post.
  • Psionics are -2 and 1 Fatigue level (doesn’t stack)
  • Effects (every round):
    Ley Lightning: Blue-white bolts of energy fly forth from the storm, targeting everyone who uses PPE or is carrying a magical item or piece of Techno-Wizard gear. The bolts strike unerringly and do Mega Damage. Anyone struck who has any kind of concealing or illusory magic active loses the • effect instantly; this includes concealment, disguise, and invisibility.
    — Did it happen to you?! Roll a d4, on a 1 you got zapped. If you got zapped you take 1 fatigue.
  • Also, Any character that has PPE or ISP Needs to make a save when entering the line. Spirit roll at -2. Failed rolls results in 2d6 power points being sucked out of the character.


You have two options for rescuing the crew of the train. You can go combat or go stealth.

Option One: Fight our way into the Train
  • You have the “drop” so it negates the difficulty of this battle. +2, but -2.
  • There are a bunch of tech based headhunters in the area. Over by the gate to town is a glitter boy PA and a Powerful Line Walker.
  • Remember the effects of the Fade Line.
  • Iina is zapped a few times (bad luck girl) and knocked unconscious (so useless in this endeavor)
  • To win, fight your way inside the train where the crew is behind held you need 7 tokens. Less than 7 and you all take 1 wound and we go into a new round. Got 7, great next GM post is you inside the train.

Option Two: Sneak our way into the Train
  • You need 6 tokens to do so or you give away your presence and are attacked.
  • The QC Drop means all your rolls this round are at +2!
  • If attacked because you failed, you (all) take one Wound this turn and we will go into combat next turn.
Edit: PPE and ISP — Use the spell(s) you use in your narrative to determine how many points you use, as normal.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Hans Greuber »

"With this fade line, I recommend we sneak into the train, where we will be protected from the worse of the line. I can then fix us up, and we can deal with the enemy combatants on the train and get ready to get the rest of the townsfolk out of town. We will also be more ready to deal with the enemy combatants outside the train after we can get refreshed using my nanites when safely inside the shielding of the train.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Ducky »

Ducky grimaced. She hated being down an arm. Even though the creature named Hans had healed her superficial wounds, the smarting of her soul burned deep. The emperor has one arm and now do you girl. But your one arm is amazing. After a second of considering their options and psyching herself up she nodded, “So like yeah Hans. Let’s sneak in and gut these barf bags.” Thank the forge Tula will keep my spirits high.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
User avatar
Hans Greuber
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Hans Greuber »

Gargamel Assisting Hans
  • Stealth (+2 due Drop)
    • Stealth: 1d8!!+2!!: [4]+2 = 6
      Result: 6 - Success. +1 to Hans's Roll
Hans Stealth
  • Stealth (+2 due Drop, -1 due Fatigue, +1 due Gargamel)
    • Stealth: 1d4!!+2!!: [2]+2 = 4
      Wild: 1d6!!+2!!: [11!!]+2 = 13
      Result: 13 - Success with 2 Raises. 3 Tokens.

Zap or No Zap: 1d4: [2] = 2


Making their way to the train, Hans mentally goes over the weaknesses common with the sensor packages the head hunters are most likely using. Using Gargamel's wings to help against the possible radar, sonar, and motion detectors, Hans guides the team then to move.

The sort of Headhunters that they would have on guard duty would have an Expanded Detection and Security Array... and most likely they will depend solely on those sensors for the tedium of guard duty. Gargamel's clay wings will be effective at helping to mask our movements, and the shape will also help scatter the active pings, should they use them.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Ducky
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Ducky »

Stealth 1d8: 1d8!!: [5] = 5 1d6!!: [2] = 2
Benny 1 reroll 1d8!!: [5] = 5 1d6!!: [1] = 1

Ducky breathed slowly and stopped worrying about being one armed. Common girl, just got to find the right leyline and it will grow back.”

She focused on the sounds and scanned the twrrain with her natural radar sense. Soon she had a fair idea of where everything was and began her approach careful to not knock anything or bump into anyone.
Decker, one of the men guarding the train

The scragly man missing an eye and most front teeth took another swig of his beer. He spat out half and looked up at the bar tender. A robotic looking pig man looked down at him and snorted mechanically asking, “Need something else Decker?”

The man shook his head wiping his mouth with the sleeve of his threadbare jacket. The jacket had a worn ensignia on it, PG. “No…. No thanks Tender. Like I was saying, I don’t know where they came from…”

Most people in the bar we’re pretending to not listen to the man share his story, but a few closest to him could not help but hang on his every word.

The man’s eyes were wide as if remembering the events of just yesterday, “It was 15 years ago. Me and the dogs had hold up in a train in Paragould. A great town, they invited us to stay awhile and take it easy. But soon the city folks began to ask us to help out here and there, soon though they began asking for more and more. Me and the boys were guarding the payroll for them and we all huddled in the back of the train for warmth. Stupid engineers couldn’t afford to heat the entire train.” He paused and took another swig of rotgut. “It all went sideways. They were like shadows, whispers you hear but cannot see. Figments…” The man shook his head sobbing.

The bar tender put a mechanical hoof on his hand trying his best to comfort the man. “There…. There Decker. It could not have been that bad.”

The man, Decker looked up at the mechanical pig and screamed, “No it was worse!!!”
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Tula »


stealth 1d6!!+2: [2]+2 = 4
wild 1d6!!+2: [5]+2 = 7
Spending a benny because I've got a lot.
stealth 1d6!!+2: [9!!]+2 = 11
Wild 1d6!!+2: [3]+2 = 5
1 benny spent. Current total 6/3


Tula agrees to the sneaking plan and falls in line with Hans and Ducky as they pick their way onto the train.
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Daniel »


Mini update: You collectively get the 6 Success the three of you need to — unseen get from the woods to inside the TW train.

Next GM post asap.
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Daniel »



At the Ley Line and into the Techno Wizard Train
    • Ducky
    • Hans & Golem
    • Tula

You collectively get the 6 Success the three of you need to sneak past the Shock Dog mercenaries and get into the train car that has the crew held hostage in it.



If you have wounds or fatigue don’t forget to factor that into below rolls. edit: In Hans post he resolved this for you all.
You made your way to the TW train undetected. The Golem is hidden next to the train car the three of you have snuck into. It’s too big to get into the car. Up in the train car you can tell there is a door that leads into the back area of this train car. You are in the smaller room next to a bigger room, same car. You hear two men talking. They seem to be guards. This is the car that is also supposed to have the train crew held hostage.

The train windows are tinted. From outside you cannot see in. But now that you are inside the magic powered ley line train you are able to look out at the various mercenaries outside.

At first you might think you’ve been noticed, everyone outside looks excited. On edge. Standing up. Reaching for weapons. Though you cannot hear them they’re obviously yelling. Then many of the Shock Dogs point fingers and guns up.

Hovering in the ley line, almost over the top of the train is a TW Line Skiff. There are several of the half man, half metal monstrous things you fought in Newport on the skiff. They are clustered around a blonde woman. Protecting her.

She points a odd device down towards the train and smiles.

Hans recognizes the woman. He’s seen her before.

Victoria Geist. Looking very much alive and well.

Pushing a button on the device she gives the finger to the Shock Dogs who have started firing at the skiff.

The Fade Ley Line surges. (Anyone within 100 feet potentially has their PPE filled to max. You’re in the line so that includes you. See below). The shock of it isn’t nearly as exciting as seeing the Ley Line rip open into a massive Rift.

Explosive white, blue light temporary blinds everyone. There is a lot of twisting metal sounds. Then. Silence.

Anyone who has an AB needs to roll a Spirit Roll. Raise: Full Power Points and 2d6 extra for an hour
Success: Full Power Points
Failure: Full Power Points and 1 Fatigue
Critical Failure: Full Power Points and 2 “Fatigue”

The intensity of the opening Rift is breathtaking and the roaring suddenly ends. Surrounded in silence everything has a blue tint to it.

Then the vertigo… the ground seems to disappear and what looks like a absent void starts to engulf everyone.

Absolute darkness.

Weightlessness.

Thump. Landing in sand you can hear the sounds of your companions groaning and muttering.

You’re momentarily blinded by the brilliance of the sun.

Looking around you see that you are no longer inside the train.

The TW train is completely intact, behind you, partly buried in sand. You’re surrounded by sand dunes.

Hans, Tula, Ducky are standing, albeit a little wobbly at first, on the sand cover desert ground. The golem is almost completely buried but is pulling itself up out of the sand until it can stand adjacent to you.

You hear a commotion inside the train car you were in. Sounds like the two guards are about to come outside and will then see you.

It appears that you are standing in a vast desert, under a brilliant red sun, warm and surrounded by sand. You are in a kind of valley, what exactly is out there is unknown however you can be sure of a few things…

You’re not on earth anymore. The Rift has dropped you on a habitable planet but the sky looks wrong (more on the environment latter).

The town of Paragould doesn’t appear to have Rifted. The train has. The Shock Dogs who were around the train have. The train crew hostages have.

Once the two mercenaries in the train come out you will be surrounded by a total of 22 mercenaries. About half of them are buried up to their waist in sand. Several mercenaries have started to notice you.

There is no sign of the skiff or Geist.


PLAYER OPTIONS (A or B)

A.) LETS TALK ABOUT IT
You can each make a roll to get along with the mercenaries. Persuasion or Intimidation at -4. Need a total of 4 Successes between the 3 of you to prevent going into combat with them after everyone realizes you four (counting golem) are here. (Golem gets no roll in this). Best results are talking them into a truce while you all figure out what’s going on. They’re not open to freeing the hostages at this point. If you get 4 Success they’ll want to leave guards on the crew and send out a scouting party of you 3 and 3 of them. Note: failure results in a new GM post of you going into combat.


B.) LETS DUKE IT OUT
If you want you can instead go into a quick combat with the 22 mercenaries. Fighting, Shooting, Arcane Skill etc at -4. Need a total of VARIED Successes between the 3 of you to beat them into submission.
8+ Success = 18 mercenaries lay down weapons and surrender. 4 died in the combat.
6-7 Success = 14 mercenaries surrender, rest dead.
5 Success = 6 mercenaries surrender, rest dead.
4 Success = no mercenaries left alive. Golem destroyed. Including the heart.
2-3 success = no mercenaries left alive, you each take 2 wounds each. Golem destroyed, not the heart.
1 success = golem destroyed (not heart) and you are all taken prisoner with 2 wounds each.

Note: Hans, Golem can do a support roll to one of you in the combat option.

PICK ONE OPTION, A or B — Trying both at once won’t turn out well.



I wrote this to Humble and don’t feel like rewording it. It’s info Hans knows:

Humble joined the original Black Company after they had just returned from a mission off world. To a frozen ice planet. Called Amarok IV. It was where the BC killed all of the Second Set (they were traitors and undead things much like what you fought in Newport).

Hans talked about how he, and a bunch of the first members (Thrudh Zebrem, Kasey - who died on the ice planet, Sammy a intelligent cat, Gargamel - not the golem Hans has… but a Warrior mage who died in Gloom saving the city, and Alecto) all worked with the AC.

The AC: Arcane Company, are a mining company that was once owned by Victoria Geist in Gloom. The Black Company was promised free access to use of the AC dimensional gates. The gates were tech based. Not magic.

Hans talked about several of the worlds the AC had access to and how he would love to visit several of them. Hans had no desire to return to Amarok but mentioned several others that sounded interesting to the dwarf.

One was Rakis.

Rakis is a desert-like arid hot Dwarf Planet: a celestial body resembling a small planet but lacking certain technical criteria that are required for it to be classed as such.

The entire moon sized planet is desert, its main attraction, an oasis, is the Dimensional Trade City: New Troker. Much like a smaller Splynn or Worldgate.

The Main mining site, Fissure, is a hellish hot hole, that nets more credits than any other mining site owned by the AC.

The Wastelands are full of D-Beings and gangers. If one is willing to put up with occasional gangers, Rakis is a great gateway world, visiting New Troker, which is a dimensional city.

Hans said visiting the mines and the d-city were on his bucket list.

Humble knows that you are on Rakis. He also knows that Giest is affiliated with the city of New Troker in some way.



Wooooooooooooormy
No sign of Wormy. He must have gone with the others to the TW Train. Hmmm. Or maybe he’ll pop up out of the sand. I wonder.

So Missing in Action are …

Wormy
Jim the Golem
Your groups APC full of loot

.
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Hans Greuber »

Removing Fatigue on Hans, Gargamel, and Ducky (-2 due Hans's Fatigue)
  • TW: 1d12!!-2!!: [3]-2 = 1
    Wild: 1d6!!-2!!: [4]-2 = 2
    • Bennie Reroll
      • TW: 1d12!!-2!!: [9]-2 = 7
        Wild: 1d6!!-2!!: [7!!]-2 = 5
    Result: 7 - Success. Ducky and Hans each heal 1 Fatigue. 3 PPE.
Removing last Fatigue on Hans and Ducky (-1 due Hans's Fatigue)
  • TW: 1d12!!-1!!: [8]-1 = 7
    Wild: 1d6!!-1!!: [5]-1 = 4
    Result: 7 - Success. Ducky and Hans each heal 1 Fatigue. 2 PPE.
Net... Hans and Ducky recover 2 Fatigue, Gargamel recovers 1 Fatigue.


Once they are on the train, Hans lets out a sigh of relief. Drawing upon the power of one of his temporarily programmed Nanite hives, Hans sends out a couple waves of Nanites to sooth and heal himself, Gargamel, and Ducky of the ravages from the blasts from the Fading Ley Line. Looking over at @Tula, Hans sighs as he realizes the female Dwarf's lack of any sort of magical gear or arcane skills actually protected her this time.

Spirit: 1d4!!: [11!!] = 11
Wild: 1d6!!: [3] = 3
Result: 11 - Success with Raise. Full Power Points and 2d6 extra for an hour.
  • 2d6: [2, 4] = 6


With the ley line surge, Hans struggles to contain the energy that floods into him, but he is eventually able to contain the magical energy as the Rift takes the train full of people to the desert planet of Rakis.

Just great. Unless a Ley Line moves close enough to here to lift the train, I believe it is a going to become a local landmark... until the desert sands just swallow i.t
Last edited by Hans Greuber on Tue Dec 14, 2021 4:27 pm, edited 1 time in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Ducky
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Ducky »

Ducky sheathed her sword holding up one hand. Common girl, get a hold of the situation. She called out to the shock dogs, “So like before you barf bags shoot us like you will want to consider two things. First is, like where are we? Second is like how fond of this guy are you?” Ducky gestured to the guy at the ground before her feet.

Ducky kicked the ground hitting the man in the face. His name tag read Decker for the folks that had eyes. The man groaned and ducky kicked him again in the face to diligence him. From the side of her mouth she whispered to Hans and Tula, “So like how we going to play this?”. Had this been her normal crew they would have already had things under control but Earther’s were a bit slower.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Hans Greuber »

Ducky wrote: Mon Dec 13, 2021 3:48 pm
Ducky kicked the ground hitting the man in the face. His name tag read Decker for the folks that had eyes. The man groaned and ducky kicked him again in the face to diligence him. From the side of her mouth she whispered to Hans and Tula, “So like how we going to play this?”. Had this been her normal crew they would have already had things under control but Earther’s were a bit slower.
"Well, none of the three of us are as scary as @Humble nor as charming as @Action Stan. I believe the only way we can bring this to a favourable outcome is... the hard way. Sword, Gun, and Magic."
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Tula
Posts: 35
Joined: Sat Aug 28, 2021 8:52 am

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Tula »

Hans Greuber wrote: Fri Dec 10, 2021 7:03 pmLooking over at Tula, Hans sighs as he realizes the female Dwarf's lack of any sort of magical gear or arcane skills actually protected her this time.
Tula hitched up her backpack and tightened the straps. She grinned when Hans sighed at her, fully aware that being mundane is rarely a gift.
"Are you two done playing patty-cake?"

----
Hans Greuber wrote: Tue Dec 14, 2021 4:33 pm
Ducky wrote: Mon Dec 13, 2021 3:48 pm“So like how we going to play this?”. Had this been her normal crew they would have already had things under control but Earther’s were a bit slower.
"Well, none of the three of us are as scary as @Humble nor as charming as @Action Stan. I believe the only way we can bring this to a favourable outcome is... the hard way. Sword, Gun, and Magic."
"I'm better with Ole Betsy here..." Tula pats her NG laser pistol. "..than I am with talking. I've also got a lot of explosives in my backpack." She gives Hans a wicked grin and tilts her head at Gargamel.
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Hans Greuber »

Gargamel
  • Fighting: 1d10!!: [3] = 3
    Result: 3 - Fail. No Help.
Hans
  • TW (-4 due Difficulty)
    • TW: 1d12!!-4!!: [5]-4 = 1
      Wild: 1d6!!-4!!: [7!!]-4 = 3
      • Bennie Reroll
        • TW: 1d12!!-4!!: [10]-4 = 6
          Wild: 1d6!!-4!!: [5]-4 = 1
        Bennie Re-Reroll
        • TW: 1d12!!-4!!: [5]-4 = 1
          Wild: 1d6!!-4!!: [4]-4 = 0
        Bennie Re-Re=Reroll
        • TW: 1d12!!-4!!: [5]-4 = 1
          Wild: 1d6!!-4!!: [5]-4 = 1
      Result: 6 - Success. 1 Token. 3d6: [4, 1, 1] = 6 PPE


Sending more energized Nanites to enhance Gargamel, Hans then steps back behind cover as the Golem flies after the mercenaries. Any that throw down their weapons are spared, but the Golem is sent after those who keep fighting, anything but anti-vehicular weapons and grenades useless against its magically reinforced clay body. Drawing fire upon itself from the mercenaries, Gargamel is able to keep them from concentrating on Hans's fellow members of the Black Company.
Last edited by Hans Greuber on Sun Dec 26, 2021 7:09 pm, edited 2 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Tula »

combat
Shooting1d8!!-4: [7]-4 = 3
Wild 1d6!!-4: [16!!]-4 = 12
WIP
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Ducky »

Ducky frowned. If she had eyes she would have wept. Earthers were quick to kill. She sheathed her sword, kicked Decker in the face for good measure and ran into the melee punching and kicking. With half the dogs buried and the other half most likely too distraught after being faded here knocking them out cold was a mercy. “So like say night night dweeb.” Well rested thanks to Hans, and even with only one arm she showed the Earthers the promethian two inch punch!

Fighting d12 1d12: [11] = 11 1d6: [4] = 4 +2 professional +1 martial artist, -4 scene= 10
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Daniel »



Hans, Ducky, Tula, attack the mercenaries! The TW train lays silently in the sand as the fighting happens. The train crew (six people) are unarmed and of little use in the fight. Only the Line Walker and main pilot of the train is able to assist in a little way by tossing a few lightning bolts at the enemy. The fight is fast, deadly and results in 14 mercenaries surrender, the rest are dead after the fight. The 14 decide they would rather join forces with you then die in the desert.

After the fight, the former Shock Dogs mercs and the train crew talk with the three of you. The Line Walker tells you that he can sense a Ley Line a few miles away, too far away to tap into yet but he suggests heading that way. At least then he can use a Line Globe to scout up and down the line. Otherwise the others have little to add and are unsure what to do as you are in a vast desert under a red sun that is setting.

PART ONE
As the day settles and night approaches it becomes apparent that the arid hot desert day will be changing into a very cold dark night.

People are hungry and tired. The mercenaries and train crew are open to ideas, there is no known way to move the train so everyone is on foot for now.

The 23 of you, along with the golem are exposed in the vast desert sands.

Shelter. Water. Food. All are needed. None are available here in the sand. Well, other than the train could be shelter.

One of the Shock Dog mercs says, it looks like there is roughly three hours before the sun drops.

Not everyone has full environmental armor on, the cold is going to hurt, and as mentioned, food and water... shelter. The train might be shelter but its gutted of any supplies, empty, and on closer inspection looks like it has been sitting here in the sand for years.

Pick how you’re helping.
[ the difficulty modifier in this is a -2 ]
Example: Roll Survival skill
Example: Cast spell
Etc

Then Narrate (RP) your experience. You can set out and look for a shelter in the distant rocks, around eight miles away, or set up shelter in the train. You will need to figure out how to get water and food. I'm open to you making up things like: I hunt and find some edible bugs etc.....

Results:

5 or more successes, in two hours you locate all three needs.

4 successes, in three hours you locate all three needs. However, everyone takes 1 Fatigue.

3 successes, in three hours you locate all three needs. However, everyone takes 2 Fatigue.

2 or less successes, in four hours you locate all three needs. However, everyone takes 2 Fatigue and the Shock Dogs abandon you.


PART TWO

During the middle of the night you hear sounds of creatures outside. There are six large beasts that look like Fury Beetles walking towards the train. On each Fury Beetle are two riders. (6 beasts, 12 humanoids)

The dozen Nomads are dressed in high tech armor under robes and have high tech weapons like chain swords and laser guns etc. All twelve look like they are probably all men and are all wearing full EBA armor.

Halting on their mounts they dismount and talk to each in a language that you do not recognize. They seem to realize that you are inside the train (or have set up camp in the rocks if you did that). One calls out towards you all.

"Elko vas tan?!

QUICK ENCOUNTER

These dozen and their mounts look like they would be a hard fight. Armed to the teeth and beasts with teeth. Hopefully it does not come to that.

Roll a skill and narrate how the talk goes with the Nomads.

6 or more successes
Best results. They set up a fire pit and cook warm food for everyone. They cast a spell that lets everyone talk in English. They tell you that they are Nomads and all are native to Rakis (they all remove helmets to eat and look human). They offer to stay with you during the night and travel with you to a safe haven come morning. A place called New Refuge, a castle that appeared in the desert a year ago at the same time as the train arrived and many other vehicles scattered across the desert. Any wounds or fatigue are healed by them. NOTE: DUCKY, one Nomad rummages through his packs and pulls out a metal arm. Old tech, but he offeres to strap it onto you and you can use it like an arm (but dexterity like rolls are at -1 as its a clunky thing. He tells you that in the City of New Troker, which is here on Rakis there are both magical and mechanical high tech options for regrowing a limb or having a cybernetic one.)


4-5 successes
Things go pretty good. They provide you some food, water for your whole group that will last two days, and tell you (one ends up casting a spell and talks to you in English) that there is a castle to the north with others who likely would help you. They call the castle, New Refuge and say those in it are called the Future Brigade. They don't have much more time for chatting after that and leave you. They are not interested in staying the night here.


3 successes
They are not impressed with you but do tell you (words, pictures or somehow) that there is a castle in the north direction and suggest you go there, they then leave.


2 or less successes or anyone gets a Crit Fail
They are offended and attack you. Roll for spent Power Points 3d6 and or spent rounds 3d6 and take 2 Wounds ... they flee you, half are dead. Next GM post will continue the story.


After this encounter the next GM post will be you all reuniting as one group and be the start of a new quarter! Oh, and remember to use or hang onto the Christmas Zombie Bennie (it carries over between quarters if not used).
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Hans Greuber »

TW: 1d12!!: [9] = 9
Wild: 1d6!!: [4] = 4
Result: 9 - Success. Relief Gadget with 15 PPE.

Gargamel Helping with Notice
  • Notice: 1d8!!: [5] = 5
    Result: 5 - +1 to Hans's Roll
Repair (+2 due Mr. Fixit, +4 due Armor, -2 due Scene... so +4... forgot additional +1 for Machine Maestro... so +5))
  • Repair: 1d12!!+4!!: [6]+4 = 10 +1
    Wild: 1d6!!+4!!: [1]+4 = 5 +1
    • Bennie Reroll
      • Repair: 1d12!!+4!!: [6]+4 = 10 +1
        Wild: 1d6!!+4!!: [4]+4 = 8 +1
    Result: 12 - Success with 2 Raises. Counts as 3 Successes... and Repairs done in 1/2 the normal time.


Going into the galley, Hans works on the mostly destroyed refrigeration unit, reconstructing it with his Universal Energy to Matter Converter. Once he gets it going, the condensation on the cooling soils is able to slowly get them to get some water to drink. Looking at it, he realizes that it will take all night to get them enough to drink, but that it should give them enough to survive on. Hidden in the back of the service access, Hans was able to find a stash of Ration Bars that should be able to feed everyone for a day or two.

Gargamel should be able to carry it with us. Each night it should be able to get us all enough to get by for another day. I hope that we won't need it for too many days... the little bit of energy in the batteries won't be able to last for too long. I am thankful for the overworked technician that stashed the ration bars so that he could actually eat while on duty. He may not have had enough time to get hot food, but at least he would be able to choke down a bar when needed.

---------------------------------------------------------------------------------------------------------------------------------
Gargamel Assisting with Notice
  • Notice: 1d8!!: [7] = 7
    Result: 7 - Success. +1 to Hans's Repair roll
Hans Repair (+4 due Armor, +2 due Mr. Fixit, +1 due Machine Maestro, +1 due Assist... so +8)
  • Repair: 1d12!!+8!!: [4]+8 = 12
    Wild: 1d6!!+8!!: [5]+8 = 13
    Result: 13 - Success with 2 Raises. 3 Successes and work completed in half the normal time.


Working with @Tula on fixing up the train, Hans again works with his Universal Energy to Matter Converter. While there is no real energy remaining in the train's batteries, the two Dwarves were able to repair the walls up to their factory strength and jury rig ways to fortify the entrances, including making a manual way to open and close the doors.

Even though we will be only here for the night... and maybe tomorrow to travel at night, it will only take the two of us a couple of hours to make this place secure.

Looking at the humanoids and their mounts, Hans cannot help but smile at the makeshift fortress they had prepared. Telling Ducky the frequency to set his radio to in order to talk through Gargamel's radio, Hans leans against the wall and grins.

Well, I wonder how these humanoids will react to Ducky's voice coming out of Gargamel's radio... hopefully even confusing them into thinking the monstrous construct is the one doing the actual talking.
Last edited by Hans Greuber on Thu Dec 30, 2021 6:40 pm, edited 3 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Tula
Posts: 35
Joined: Sat Aug 28, 2021 8:52 am

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Tula »

While Hans works on first aid and food, Tula decides to work on shelter. The train isn't fit to keep out the elements, but maybe with a little extra sheeting. She doesn't have metal, but there's a desert full of sand and Tula's got fire. She smiles as she surveys the site. She picks a spot, sufficiently far from the remains of the train and recruits a few of the crew to help her dig, smooth and prep the sand. When she thinks it's ready, she rigs up two plasma grenades, modified slightly to direct most of their blast is a spray toward the ground.

A giggle escapes the short, serious woman when the grenades go off with a coordinated BA-BANG! Tula sets a time on her watch and turns her attention back to helping the crew get the traing set up to be a comfortable as possible. After an appropriate amount of time, Tula and her workers go back to her explosive sites and carefully uncover two sheets of rough, pebbled glass.

"Be careful. It's probably brittle. But we should be able to use it layer over the outside of one of the train cars. Then we can insulate it further with more sand. That'll keep our heat in and the wind out. " Tula works carefully cover the holes in the train with the sheets of glass and fill it all in with sand. Even with help, she and her team are still at work shoveling sand after the sun sets.


Part 1
Scene modifier -2, Expert Demolitionist ignores up to 4 penalties.
repair 1d8!!: [2] = 2
wild 1d6!!: [5] = 5
Benny for reroll because I have them.
Repair 1d8!!: [9!!] = 9
wild 1d6!!: [1] = 1
Two successes, and raise ups the damage dice of the plasma grenades.


Part 2

Whatever Hans is doing with repair, Tula backs him up. If they've got a problem, we can fix it!


Mr. Fix It +2
correct repair 1d10!!+2: [4]+2 = 6
Wild 1d6!!+2: [1]+2 = 3
benny for reroll because I have it
Repair 1d10!!+2: [4]+2 = 6
Wild 1d6!!+2: [1]+2 = 3
And another reroll (3 of 6 bennies spent, I'm saving the zombie Benny for January.)
Reroll repair 1d10!!+2: [6]+2 = 8
Wild 1d6!!+2: [2]+2 = 4
wrong dice
I kept rolling 1d8 instead of 1d10. Sorry!
repair 1d8!!+2: [3]+2 = 5
reroll repair 1d8!!+2: [5]+2 = 7

Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Pender Lumkiss »

Ducky punched Decker in the throat. “Liar, Like I can sense the leyline too.” Her mouth was dry, and skin itched as the sand swelled into her armor. “So like is this going according to plan?” What was it with Earthers? They just kept jumping through one hoop and then the next. When in Earth I guess. She trudged through the sand kicking decker in the groan a few times for good measure.

She kinda missed her other arm, but at least Hans and Tula had stopped the bleeding. When trouble came she swung her good arm wielding her cosmic blade at the giant fury beetles.

Fighting d12 1d12!!: [4] = 4 1d6!!: [4] = 4

Then later, when some voice called Ducky put on her best howdy voice and tried to disarm a potentially dire first contact with the locals. “So like, if the means you want the dwarf…. Like I don’t support crap bags. On the other hand, like if you want to invite us to diner, I think we are game.”

Persuasion: 1d8!!: [6] = 6 1d6!!: [4] = 4
Field Team Six Bennies
3/6
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: 1.2 A — Attack on Paragould | Rescue the Train Crew & Escape

Post by Daniel »


Well done!!

Best results. They set up a fire pit and cook warm food for everyone. They cast a spell that lets everyone talk in English. They tell you that they are Nomads and all are native to Rakis (they all remove helmets to eat and look human). They offer to stay with you during the night and travel with you to a safe haven come morning. A place called New Refuge, a castle that appeared in the desert a year ago at the same time as the train arrived and many other vehicles scattered across the desert. Any wounds or fatigue are healed by them. NOTE: DUCKY, one Nomad rummages through his packs and pulls out a metal arm. Old tech, but he offeres to strap it onto you and you can use it like an arm (but dexterity like rolls are at -1 as its a clunky thing. He tells you that in the City of New Troker, which is here on Rakis there are both magical and mechanical high tech options for regrowing a limb or having a cybernetic one.)

Next GM post ASAP.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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