CS Prison (Chicago Area) LL Gate Travel

Post Reply
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

CS Prison (Chicago Area) LL Gate Travel

Post by Daniel »


Stepping through the Ley Line Gate that Damien has open you find yourself in a Guard tower of sorts.
Tower
Image
Looking out the windows shows a rainy outside near a large lake. It looks like a run down crap hole outside. Damien explains, that is old Chicago. There are CS sky cycles and CS foot troops on patrol outside. They look like they are looking for someone. Damien explains that before she was hurt Ember made a distraction outside to keep the CS busy.

There is only one way out of the room once everyone files into it. There is a hallway that leads to the central prison cell.

In the first room that you are still in, Damien points at the monitor table, pushing aside the booze, cigars and papers on top of it show a large screen. On the screen is a view of the central prison cell just beyond the room you are in. The door is still closed to hallway, so as of yet, no one knows you are here. However as soon as that door opens, the 'bots will recognize that you are not CS. Looking at the view screen you can see why Damien needs help. There are a few CS guards in there.
The next room
Image
NOTE the center of picture where it says STAIRS DOWN leads to ground level, to access that distant tower with two Skelebots on it would require entering tower at its base and using stairs in it, to get to top, inside the little guard shack. Its crap map, ask if you have questions.
So...tell your story of entering the tower, checking out monitor, and then opening door and going in, or whatever you do. I am reusing QC for this...after you all clear the prison area of CS I will post up next GM post (you'll still be needing to search cells for BC and likely alarms will sound, we shall see, more than likely some more combat, not quick combat will result while you are here). Thanks.

Combat
Savage Quick Combat
Useful for when the players are wading through masses of enemies before getting to the Big Bad Guy or just when you want to let the players shine.....lets give this one more try.

Steps: the following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)
1. Scene Modifier (if any): The scene modifier should be determined by the GM. This modifier takes into account all of the edges, numbers, superiority or inferiority of forces. (Typically -2 is the standard starting level.) This is at -2.

2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
  • Two or More Raises (+3): The warrior covers himself in glory! Scores of foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.
4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.

For reference Savage Worlds Quick Combat in available on the Pinnacle Entertainment Web Site.
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
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Icosa »

Once through the rift, Alecto takes in the situation in the prison, noting the heavy guard in the facility. The guard post they arrived in is spartan in its furnishings, but it does have something that Alecto notices immediately, just under the security screens.

A universal interface port for the prison computer systems. There, on the front of the panel with the controls.

"Hold position for a moment, please," says Alecto as she sits down at the controls and extends a slim, flexible cable from the wrist of her armor. Through her suit's connection to her interface port, she can make a direct connection through it now.

No sooner than the connection is made though, than the Coalition's network security protocols bar her way, demanding the codes for legitimate user access. Alecto deploys the decryption suite from the software in her chipslot, and attempts to mask her connection to delay system response. From there it's a hunt for exploits to bypass that massive barrier and slip into the prison computer.

Almost right away the probe software reports that there's a soft spot around the prison lockdown procedure; a kind of backdoor that was probably installed intentionally by prison staff to 'streamline' the usual series of authentications required to put the facility into lockdown. That was meant to ensure prisoners who escaped their cells couldn't escape the prison...but Alecto thought she could lock the place down, then remove the backdoor. That would force the Coalition to laboriously work around the security system to lift the lockdown, buying precious time before the full security forces could be brought to bear.

Discovering the location of the captured Black Company members was harder, simply because that information wasn't normally accessed through the guard towers. In the end she had to spoof her access point identification to fool the system into thinking she was operating out of the Prisoner Processing Center. At that point the data was returned, pinpointing the cells containing those particular prisoners.

Alecto disconnected from the system and transmitted the list of cell designations to the team.

"I found them. Once the alarm goes off a lockdown will trigger. The Coalition won't be able to lift it themselves without bypassing what I've done to their system. It will buy us time, but even so we should hurry. This facility is large, and has many times the forces in this cell block. If they have time to override the lockdown and converge, we will be overrun."
OOC Comments
Knowledge: Computer to attempt to find cell blocks with Black Company personnel in them: [dice]0[/dice] or [dice]1[/dice]
Benny for Extra Effort on the wild die: [dice]4[/dice]

Knowledge: Computer to attempt to sabotage prison response by initiating a lockdown that will prevent or delay reinforcements: [dice]2[/dice] or [dice]3[/dice]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Gargamel »

“Quiet or fast?” he asked Thrudh, ready to draw his weapons appropriately, “you’re in charge, not Frost.”

"Hans, I plan on dropping grenades into the Spider Walkers Walkers again, any objections this time?"
OOC Comments
Will wait for responses before posting how bad ass Gargamel is with his raise
OOC Comments
+2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.

shooting [dice]0[/dice]
wild dice [dice]1[/dice]
10 rounds
3 PPE
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Daniel »


OOC Comments
Image
Alecto's Cyberpunk Adventures are able to tell you this: BC are located to right on that level.
OOC Comments
Major Damien Frost, Black Company Magic Division, raises an eyebrow at Gargamel. Frost shrugs and nods at Thrudh, "Colonel Thrudh, up to you, you know your team best."
User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Humble »

Looking around at all the machines in the room Humble says. "Humble distract?" Waiting for direction from Thrudh Humble was anxious, then hearing Hans challenge him. “I bet I can take out one of those spiders before you”
Humble looks at Hans and grunts. “I win” Then without waiting Humble empowers himself with the divine strength of war as he takes a running leap out the door straight at the closest Spider Skull Walker.
Seeing his jump won’t make it and thinking Humble would not mind a little help Sammy sends out a telekinetic push to send humble flying the rest of the way arcing through the air in a mighty leap towards the Skull Walker.
Roaring with a bellow so loud that everyone in the facility could hear it even over the hum of their machines and normal conversations. Humble comes down on the Skull Walker with a mighty blow his hammer comes crashing down on the center heavily armored forehead of the robot. The resulting impact causes the whole chassy to give out under the machine not designed to stand up to 1,000 lb projectiles the walker collapses as energy bleeds from the thing causing it to explode is a fiery burst hurling Humble into the air and crashing him into the room.
The room suddenly burst into motion as the assembled troopers are looking for what the hell happened to the monster that just came out of nowhere. Humble strains to detangle himself from the bent I-beems and looks down, bracing he seems a SAMAS trooper fly under him trying to investigate what happened to the missing monster. Humble smiles and drops down on the pilot, smashing his hammer down as he falls sending the pilot to the ground with a sickening squishing sound underlying the crunch of the suit as it is torn cleanly in half.
Before even hitting the ground on top of the Power Armor Humble was under fire as a barrage of weapons began overwhelming him. Grabbing the a large piece of the Skull Walker’s exoskeleton Humble holds it as a shield as he turns and chases down the small skeletal robots firing on him. Tearing them apart with ease as each one he closes on simply explodes under the force of his blows.
Humble sinks fully into the rage of the battle enjoying seeing the machines explode as he destroys them. His adrenaline filling his vision with with red as he continues. Suddenly humble is blown back, bouncing against a wall. Trying to regain his senses he looks around, when he sees the last of the power armor troops launching a second volley of missiles at him. Again the explosion blows him back, this time incapacitating him, as it takes his essence time to rebuild the injuries. Humble finally gets up seconds later only to hear his commander calling his attention to a new task.
Contingency
I do not know if we are going to leave the facility or have a strategic fight, but I think Humble got their attention.

So Humble will be running to follow whatever orders come next, be that exit or fight something new.
OOC Comments
Figuring he could slow them down and get their fire pointed away from his friends for a while so they can do the mission.
Narrative to come after instructions, Roll 24 for 6 Successes
Humble will go All putting it all on the line. Humble ends with a minimum of 2 wounds for +4.
Fighting [dice]0[/dice]
Fighting Wild Die [dice]1[/dice]
Extra Effort [dice]2[/dice]
Extra effort Aced [dice]3[/dice]
Extra effort Ace Aced [dice]4[/dice]
Scene modifier of -2 = 11 total.


Benny gained for double Raise.
Also undid VV's critical failure.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Thrudh Zebrem »

Thrudh takes in the assessment from Alecto. Sniffing at the cigars in the guard room, Thrudh snorts a bit. "CS garbage stogies. I'd'a only smoked this crap on Amarok when I was out. No love fer the cigar, just mass produced junk."

He chuckles at Gargamel. "Garg, ain't nothin' 'bout Thrudh is quiet, least of all my plans. I like fast better'n quiet. Soon as we're out this door, start shootin'. Me, Alecto, Garg down the right side ta spring our people. Vello and Sammy, take out the left side. Hansie, we need them walkers out a' commission. Figger yer whiz bangs can knock one out?" He takes another quick drag on his cigar. "Frosty, yer on our backside. Stick ta this hall ready ta open yer gate. Pop off a couple shots if ya feel like it, but we're comin' back in a rush." He turns to Humble. "Big guy, Hansie's gonna make the left spider sleep. Yer gonna charge the right spider. Ya don't need ta blow it up, just scare 'em spitless. When I call, you come runnin' through the gate. We ain't smashin' the whole prison. Just gettin' our people out."

He addresses the group. "We're makin' a withdrawal, not a deposit. We need our people. Scrag, I don't care if we take a few others with us. Ain't nobody deserves ta rot in a CS prison, near as I can tell. That means we ain't here fer the goodies, Hansie, so if ya can't figger how ta pull a walker through Frosty's gate in time, we don't need 'em. I'd rather ya spring a few more prisoners than drag a spider through. Most important thing is this: we ain't stayin'. Nobody left behind. We all leave or none of us leaves. Get me?"

Thrudh takes a moment to exhale slowly, a steady stream of cigar smoke exiting his nostrils. "Alright, Black Company. Do what ya do."
Quick Combat - No Matter the Cost, 24
Shooting with +4
[dice]0[/dice]

Ace Shooting with prior
[dice]2[/dice]

2nd Ace
[dice]3[/dice]

WD Shooting
[dice]1[/dice]
Thrudh slams his visor shut. "Alright big guy. Yer first. Fight!" As Humble careens out of the guard room and goes roaring into the middle of the cell block, Thrudh is right on his heels, lobbing hot shells of plasma in a random spray at anything that moves, acting as suppressive fire. He barrels down the right side towards the Black Company's imprisoned crew. A well timed blast at the lone skelebot on that level turns it into a pile of slag not even worth recycling. "Move it Hammers! Rob these CS dead dogs blind! Lotta ransom in these cells! Hammer time!" His belly laugh echoes throughout the cell block. Staying out of the way of the main fray, he begins working to unlock as many of the individual cells as he can, both BC and other unrelated prisoners. He ushers inmates down the walkway towards Frost as soon as they exit their cells. "Can't keep the Hammers outta any vault on earth! Hahaha! Long live the Hammers! Ha!"
Once the floodgates of CS prisoners are opened, he follows the last of them back out towards Frost and his gate. Shouting at the top of his lungs before the exit: "Jack Hammer thanks y'all fer the fresh meat ta put on the front lines! We'll be back for the next batch later, suckers! BIG GUY! LET'S GO!" Once the last member of the Black Company steps through, Thrudh follows.
Last edited by Thrudh Zebrem on Tue Nov 21, 2017 4:05 pm, edited 3 times in total.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Hans Greuber »

Weird Science 8
No Matter the Cost. Weird Science (+4 due No Matter the Cost, +2 due Machine Maestro, -2 due Difficulty)
Weird Science: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 8 - Success with Raise. Hans takes no Damage, adds 2 to the Result, and receives a Bennie. Cost is 12 PPE. For ease of powers adding up, 13 PPE will be used.
"All right, Humble... lets see who can take their Spider down first."

With that, Hans activates his Structural Integrity Field, and uses his Sub-Quantum Self Transitioner on his designated Spider Walker. Seeing it go quiet, Hans uses his Quantum Resonance Translocator to enter the Spider walker, and quickly empties it out of the incapacitated Coalition soldiers.

"Frost, can you get that gate of yours big enough for my new toy here to be brought back with us, or do I have to leave it behind?"
Last edited by Hans Greuber on Tue Nov 21, 2017 5:55 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
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Icosa »

Alecto faded from view as the door opened, her armor drawing on an auxiliary power source to put the chameleon surface into a much higher-resolution mode. It drained energy quickly, but rendered her almost entirely invisible for a brief time.

The prison was already in chaos.

Humble had barreled out and was singlehandedly wrecking one of the giant robots. One of the patrolling squads was engaging Vello and some others down a side corridor, just inside the lockdown. Thrudh was busily laying down fire and pretending to be with the Hammers.

An interesting tactic, Alecto thought, but given how many Hammers now were expressing interest in joining the Black Company...and how the Hammers were themselves no longer an effective organization...it might not be quite as effective a ploy as it would otherwise have been.

It would sow confusion though, and that was not without value, especially when the cost of doing it was virtually nothing.

The Coalition began recovering from the surprise attack, officers issuing orders and getting the troopers into cover. Heavy infantry weaponry began appearing, shielded from direct counterfire by phalanxes of armored riflemen. The laser fire peppering the Company was joined by the distinctive roar of plasma discharges and the buzzing booms of railgun chatter.

And then the officers began to die. Where they stood, in one case while in mid-order, they would stop, jerk about a little...and blood would fountain out of a hole that appeared in their distinctive armor. Then they would fall, and only a telltale ripple in the air left a clue what had happened.

The third officer however, got smart. Kind of. On realizing what was happening, he primed a grenade and held it in his hand while depressing the device's override control to make a kind of improvised deadman's trigger. The sad irony was that it might even have worked, but Alecto, carefully weaving through the increasingly panicked soldiers, never saw it. She cut the officer across his chest and abdomen, then followed up with an upward thrust that angled under his ribcage and into his heart.

The grenade tumbled from his hand and exploded.

The damage done to his own troops was quite a bit worse than what Alecto experienced herself. Men were thrown clear of the blast, their armor hanging in shreds. The android's own armor was made of sterner stuff, supported by a light integral exoskeleton, but it wasn't immune to damage. The fragmentation dug several furrows in its surface and caused the chameleon system to become inoperative. And then Alecto was by herself, in the middle of an enemy formation, visible.

Only the fact that the squad was recovering from the grenade saved her. She immediately went on the attack, slaughtering two soldiers before they could bring their weapons to bear. Then laser fire began erupting all around her. In close quarters Alecto had the advantage...it wasn't easy to bring rifles to bear on a fast-moving target up close...but they had numbers. She couldn't get in all of their faces at once. Another one fell, and another. Two more, three. A series of laser hits stitched across Alecto's back, sending her stumbling, if not quite penetrating to her body. Another Coalition grunt was bisected. They were trying to regroup, so she charged them, killing another two and sending others reeling away. It came at a cost though, two direct hits impacted...one on the thick chestplate, but the other digging into the articulation of her left shoulder. Armor melted, and sparks flew from not just the armor, but her own shoulder underneath.

Alecto barely paused in her assault though. Retreating wasn't an option. The rest of her squad had their hands full, and she had to eliminate the infantry before releasing the prisoners. She was damaged now, but the amount of incoming weapons fire had dramatically lessened...she'd killed most of them already.

Her armor suffered another few hits, but nothing that penetrated as deep as the shoulder injury. An unaugmented human would have been cooked in her armor after that much punishment.

When the last Coalition troop fell, Alecto surveyed the field. The robots were down. The main forces in the prison block were down. There was a little fighting in the corridor...mop up from the sound of it...but no time left. The retreat was being sounded.

Alecto contacted the prison computer via the backdoor she'd installed, and opened the cell doors keeping the Black Company members contained. With just a moment's hesitation she then opened the rest of the cell doors as well. There was a good chance some of these beings were here for good reasons, but there was simply no time to discriminate...and a mass escape would help conceal their motives from any investigation. No one would be able to tell who specifically they'd wanted to free if EVERYONE had been.

"You are now free from the Coalition," Alecto said, her voice amplified as she addressed the erstwhile prisoners. "We have arranged a means to escape the facility, and you may accompany us if you wish. If you do not, you will be on your own to escape. The guards have weapons, and some usable armor. I suggest using them."

And then a face appeared among the cautiously emerging men and women that Alecto recognized. A woman who, on seeing the other team members of the Black Company, started edging towards the prisoners who were not lining up to take the Rift out. Started to, that was, until Alecto put a hand on her shoulder.

"Molly," she said flatly. "You will come with me. I advise against resisting."

The woman, last seen waaaaaay back in the guise of a news reporter, who's footage had created the false story of the Black Company's treachery, flinched and protested, "You said we were free!"

"From the Coalition," was Alecto's reply. "You and we have matters to discuss."

Molly made a token struggle, but Alecto was far stronger than her even without the exoskeleton's aid. With it, Molly may as well have been wrestling with a juicer.

Damaged, but victorious, Alecto took Molly with her as she led the formerly captive Black Company to where the exit Rift was starting to materialize. Prison security pinged status updates on the back channels she'd invaded previously. More reinforcements were coming. Heavier by far. Coalition infowar-specialists were already drilling away at her hastily constructed lockdown.

"It's time to go," she said as she rejoined the others.
OOC Comments
Fighting, No Matter the Cost: [dice]0[/dice] or [dice]1[/dice]
A wild ace appears:[dice]2[/dice]
Benny for Extra Effort: [dice]3[/dice]

Final result: 18; Success with 3 raises
Last edited by Icosa on Tue Nov 28, 2017 5:38 pm, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: CS Prison (Chicago Area) LL Gate Travel

Post by sammy »

Meow, ain't that interesting... Sammy who was sitting on his haunches while listening with all the attention of a cat, looks at the underside of the table and finds a small blueprint of the base. The words Captain Mallick Dingis typed immecably on it. The backside of the printout has 23 names on it... 23 names, Vello, Humble, and Sammy are all on the list with their names crossed out. A section of the Prision is hi-lighted with the words Carlesbad immpecably written next to the hi-light. Sammy's eyes twitch for a moment. Soufully he looks at Humble and Vello. 23 names on a list, 23 people same list as mine. 23 people who deserve justice... Vello number 21, deserves a drink and probably a right pat on the back. Drinks for life are on me pal. Humble number 14 on it. I still have not found a way to appologize... Number 7 captain Mallick Dingis an impeccable CS commander then, captain now... He deserves what he gets. As the teams are set and Sammy heads left he nods at 'Vello tossing him one of Thrudh's fine cigars. Quietly he whispers to Vello "There are people I need to pay back for what happened at Carlesbad. I don't know if you remember Commander Mallick Dingis, but I owe him and this cat never forgets..." Sammy nonchalantly pushes Humble towards a spider with a bit of tk juice, and continues, as the two make their way left. " Alot of folks never made it back from Charlesbad, and it would seem some might be here... Captain Dingis might be here too. I have to set things right, but I don't want you to worry we'll get the BC members out first, but their will come a reckoning where I may have to depart your company to do what I have to do." Sammy checks his sunshine, and snaps it shut and heads left blasting and shooting his smoke wagon.

Sammy side eyes 'Vello as they put two soldiers into the wall. He reaches out with his cats claw and gently lowers them into a sitting position. Sammy squints behind Vello, Looks like we got a couple members out-- The group comes accross a T intersection, the direction to the left says Carlesbad Eight. " 'Vello, this is where I get off this train. I got a date with Dingis." Sammy bounds down the alternate hallway seemingly apart from normal reality as he goes right through waste receptacles and crates of supplies. He finally gets to a large black door made of a material that does not exisit. Meow, this might take all I have... No matter the cost! Out comes a claw and he tries to jimmy the lock.

OOC Comments
Lock-picking -2 scene, +4 no matter the cost-taking 2 wounds
[dice]0[/dice] Wild [dice]1[/dice]
1 Success Vigor [dice]2[/dice] wild [dice]3[/dice]
The last thing 'Vello sees of the mercurial cat is Sammy waving goodby, as always 1 claw extended moving in a circular motion. Suddenly the long hallway erupts in a cataclysmic fireball. The rubble and charred fireball that still placates the forlorn hallway all but ensures none can follow dear Sammy.

Perhaps unlooked for, but well received Sammy manages to make it back to the guard room with eight Legionnaires in tow. Sammy looks just about as extra crispy as a cat could look without being fried chicken. Under the crook of his left arm is a black plastic sack, perhaps a pre-rift bowling ball is in it, perhaps not... Sammy ushers in the Carlsbad eight and sighs lighting up one of Thrudh's cigars.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Carlos Caravello »

Knowledge Battle Critical Fail -1 success 2 wounds
K/Battle [dice]0[/dice]
Wild [dice]1[/dice]

Rolled wrong die, forgot about my new skill chip...but will leave this as is.
Vello is hesitant to shoot up CS soldiers and lets the Black Company originals take the lead. Instead he directs traffic a little, anticipating CS responses and feeding tactical info to the group. He knows it's really just splitting hairs but at least this way he's not the one taking the shots. Things go pretty well at first as he is able to see normal squad configurations and offer quick tips for how to deal with them, but suddenly things go off script.

"I'll secure the hallway so you guys can advance," he offers. Securing a flank should be no problem as most of the troops will flood toward the action. It's kind of a way to avoid fighting, but what the hell. Rounding a corner and expecting no resistance, Vello is taken aback by a whole squad of security forces. Turns out they were out of position, and are now in exactly the right position to light him. His weapon low, the mercenary doesn't have time to bring it to bear before a light rail gun rips through his armor and drops him to the floor.

Leaving him for dead, the squad rushes over his fallen body and slams right into the team while they are otherwise engaged! Getting up from the floor, Carlos gets his plasma rifle lined up but can barely see to aim. His ears are ringing and the room is spinning from the heavy slugs in his shoulder and legs. Limping forward, leaning against the wall for balance he watches as the CS squad descends on the team's flank. The flank he was supposed to protect.

Screaming in agony he fires a plasma blast down the hallway, it's danger close and singes his mates but also slows down the CS forces enough to give his guys a chance. Continuing his limp back toward the Black Company Carlos sighs heavily, Next time, no hesitation.
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Daniel »

GM Info to BC
Alecto Narrative. Gargamel is writing more...
"Frost, can you get that gate of yours big enough for my new toy here to be brought back with us, or do I have to leave it behind?"
1, 2 yes, 3-8 no. [dice]0[/dice].

Sounds like we are rescuing a bunch of BC members, and 8 Legion characters ;) Sammy my man, er cat, you going to tell me who the 8 are? List them?

I'll post next post after Alecto has a chance to write. And anyone else who wants to. Thanks.
Molly
Do you remember Molly? Well, One thing of note....she is here, as a prisoner, on this level. You see her looking out her cell at you guys while you are fighting....

Reminder from a past post:

RADIO FREE LEGION

3:45am outside the house on a hill near Castle Refuge. (The Radio Station).

Four human figures move slowly across the ground towards the dark radio station. A sole red light softly emits from within the converted house, now a broadcasting station.

Behind the four men are four more humanoid figures also stealthily making their way towards the Radio Free Legion station. These four are metal robots with skeletal like bodies and death head motifs.

The four soldiers, all dressed in identical flat black Peacekeeper EBA pause and let the four Skelebots position their robotic selves near each of the four wall of the RFL. They are the backup portion of the human soldiers plan.

One soldier splinters off away from the other three. Like a ghost he makes his way past a roving Castle Refuge APC and to the base of the Radio tower. Climbing up the tower he positions himself with his CP-50 Dragonfire rifle about 60 feet up the tower with scope and rifle pointed down at the radio station.

The sniper is the key to their plan. The others will flush their bait. The sniper will tag it. The Skelebots will snag it and everyone will Rendezvous at their camp. The sniper, rested in the tower, uses a special cord to tie the CP-50 rifle to his wrist. On the off chance he drops it. With energy rifle ready he pulls another bolt action rifle off his back and sets it up also pointing at the house. This rifle he slides a special round into. With both weapons set he uses his throat mic to click a ready signal to the others.

Three dark shapes move the last few feet up to the front door of the station. One soldier turns around to face the direction they came from, rear guard. The other two set up on either side of the door. One man utilizes a device on the door and unlocks it. The other man pulls out a hockey puck looking blasting device and nods.

Swiftly and with practiced dynamic speed the two soldiers burst into the building, the one dropping the puck in the doorway. A invisible barrier springs up across the door.

As the two rampage into the station they see a woman sitting sleepily by the radio mic. She spins her head around in momentary fright.

"Don't run Molly!"

She does. Turning to sprint towards the wall she focuses her inner strength and becomes incorporeal passing through the wall outside.

The two soldiers stop giving chase of the woman and conduct a search of the house.

When the two soldiers haul a beaten man, named Weyland, from a bedroom they carry him towards the front door. The soldier outside deactivates the "puck" Barrier and pockets it. Two Skelebots move to assist. Two 'bots, the three soldiers and the unconscious Weyland silently slip away into the night.

One Skelebot walks into the radio station wearing a large pack.

The fourth Skelebot makes it way around to the wall that Molly fled through.

As Molly sprinted outside in a ghostlike state the sniper fires the bolt action rifle. The special Round strikes her incorporeal body and punches her back into a solid state. Molly hits the ground hard and groans. The sniper switches rifles prepared to fire hot laser down at her. Dead or alive. He didn't care. But the traitorous bitch wasn't escaping them.

Starting to pull the trigger he pauses as he catches the Skelebot moving in his peripheral vision. The sniper utters a very soft chuckle as the Skelebot slaps Molly in the back of her head. She face plants nicely and passes out as the 'bot slips a helmet into her head. She won't be using any psychic powers now. The sniper makes his way down the tower. He sees the others and the man they rescued. The sniper sees the Skelebot carrying Molly also.

As the four soldiers, the rescued man, abdicated woman and three Skelebots swiftly disappear into the night several minutes pass before the last 'bot exits the radio station and stealthy leaves the area.

4:10am

The Radio Station explodes leaving a crater in the ground where the fusion bomb went off. No sign of any of the station left.

For hours the Security around the Castle is a buzz. Those responsible long gone.

Speculation abounds but little facts are found. The only thing known for sure, no more radio station and no sign of Molly.
-------

Frost yells back at Hans, "No way, no close by lines or what not, I can only open it so big using my own power. I will keep it open as long as I can. Waiting to open it till you all start running back here!"

To conserve his power Frost waits in the door way to the hall. He stays ready to cast, and watches the fire fight.
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
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Gargamel »

Following on from my section above

"Okay, guess I'm relegated to just taking out a few skelbots and troopers. hardly worthy of my abilities." he complained slightly annoyed, as the others moved in on the Spider Walkers.

Suddenly he heard the scream of pain as Carlos was suddenly dropped by an entire squad of reinforcements.

"Guess its up to me to save our tactician," Gargamel shouted, moving into action. Time slowed down for everybody else as his spell went into effect. Both pistols spat death, taking down the squad with unerring precision, taking out the one with the rail gun first to avoid Carlos' fate, but the last one taken down by Carlos, though his shooting came a little too close to singing Gargamel's eyebrows.

He reached down and pulled Carlos up, holding him in place as he helped him move.

Another Coalition squad hurtled round the corner, Gargamel's TX-26 spat a bolt, taking the lead in the head and another catching one in the shoulder.

"We have company already." he shouted back at the others, "best hurry it up in there."
OOC Comments
only got a raise, so can't mitigate your injuries, but can at least save your hide narratively
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Humble »

The blost that Burns Humble's arm is enough to get his attention. Turning he sees the Coalition forces that just injured Vello stepping out ready to turn the tide if the battle by catching everyone by surprise. Not having any tolerance for that Humble leaps at them giving a mighty Roar and starts tearing them apart. The scene is gruesome and unsettling for any who watch has the giant servers limbs and grabs one of the dossiers to use as an improved shield.
Once the are cleared Humble looks at Vello who just shoot him and growls "Shoot Humble, good." impressed by his quick thinking in battle to get Humble's attention so quickly before the reinforcements could have done more.
OOC Comments
Reducing Vello's critical failure to a regular Failure.
OOC Comments

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Hans Greuber »

"Let me heal the others here so they can start getting ready to go through the portal. As for the other prisoners, I say release them, and let them follow us into Gloom if they want. From there, they can decide to join us or strike out on their own."
Weird Science Stuff
Mass Healing (+4 due Machine Maestro, -2 in Lieu of Wound Penalty)
  • Weird Science: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: 8 - Heal 2 Wounds each friendly target within 12" (Spiritx2). Cost 6 PPE
Mass Succor (+4 due Machine Maestro)
  • Weird Science: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Result: 7 - Success. Recover 1 Level of Fatigue each friendly target within 12" (Spiritx2) 2 PPE
"That should put them on their feet. Now time to see about getting Frost enough Power to open the bigger portal..."
OOC Comments
If anyone has a reason for Hans NOT to try and make the Gadget for Frost, I am giving you some time to respond before I do it. Reasons like we may need the Gadget use later will not work.
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
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Thrudh Zebrem »

Hearing the scuttlebutt on comms about the spider walker, and Frost's reply, Thrudh shakes his head. Dwarf can't get enough. Long as we get out okay.

Thrudh continues ushering prisoners towards Frost and the soon-to-be-opened portal. He hears Vello go down, and watches Gargamel and Humble spring to his rescue. Ain't losin' nobody today. Go get 'em, boys. He fires another blast out of the shoulder cannon at a skelebot that peeked out at the wrong time.

Hans breaks into the comms again about a plan to get drained to open a bigger portal. "Negative! Ain't got the time fer all that jazz! Detonate the gorram walker an' get ta the portal! Reinforcements are comin' an' I ain't tradin' lives fer machinery we already got. Bodies first! Move it, Hammers!"

Gotta love his tenacity.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: CS Prison (Chicago Area) LL Gate Travel

Post by sammy »

After the healing engeries infuse Sammy, Meow, that must be what a dwarven hug feels like. Something brisk just slapped the snot out of me. Sammy urges both the Charlesbad Eight and couple of BC memebers he and Vello rescued.
Sammy pounches up to Vello, "I should not have left you alone... That makes it twice now, never again 'Vello, this cat has your back from now until next time and the times after that." Sammy hisses and spits on the ground sealing the deal.
As the 8 members captured during the events of Charlesbad exit Sammy mutters off their names remembering what they did. " Dark Man Skully, White Snake, Virtuoso, Mort Myers Lennon, Red, Surly Baby, Wisker Wiskey Bravo, Gauf Loekon." Just before Sammy leaves, he sees a few CS soldiers comming up. Sammy Smiles and unfurls the sack he had, rolling the head of Commander Dingis towards them, etched on the commanders wide eyed face are the words, HAMMER TIME.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Daniel »


  • The volume of prisoners who wanted to “Rift” out via Frost’s portal vastly outnumbered those that thought they stood a better chance on their own. A few lifted CS weapons and gear and made to escape alone. Only a very few of those would make it away. The CS in this facility were experts. Had the BC not been able to Rift away the CS would eventually overwhelm them. As it was, the BC and most of the escapees would safely make it away. Across the waves of magic to the city of Gloom. To find themselves in a darkened warehouse.

    As the BC and the rescued arrived in the warehouse heads were counted.

    180 escapees. 60 former BC members. Mostly lower level members. The majority of the BC higher ups were executed in combat and not arrested.

    News that Blackwell himself was taken down reaches the ears and hearts of the BC. Even the Hammers are respectful quiet. Blackwell fought to his death, annihilating droves of CS.

    Frost is last back, the gate closes behind him. He listens as a rescued member of the BC relates that Blackwell is dead. Frowning Frost turns to the SOG 8 members of BC.

    ”Thank you. Now you all are free to do as you please. Free. Goodbye.”

    Hand on Thrudh’s shoulder Frost smiles.

    ”Colonel. Walk with me?”

    Frost leaves, chatting to the big Grackle Tooth.
OOC Comments
More in next post.
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
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Daniel »


  • Several of the Hammers assist the newly rescued into the warehouse.

    Molly is taken into custody and put under guard per Alecto’s command.

    Sgt. Hurtt and Vasquez say they’ll be back shortly with food and some meds.

    Things wind down. A collective breath of relief is sighed as people see that they are safe now.

    Shortly, the trained Mercs of the BC fall back into order and act like what they are. Soldiers.

    About 20 of the rescued leave. The rest stay, they sound interested in joining the BC, for now or maybe long term.

    After Hurtt returns food is passed out and it’s late.

    Sgt Hurtt tells the SOG 8 that he and his will stand by here if the BC want to head back to their hotel for the night.

    He suggests privately discussing what they are going to do and present it to the Company come morning.

    The Legion members of Carlsbad hang with Sammy mostly. They are interested in staying in warehouse till morning then they’ll radio the Castle.
    Thrudh
    Stepping outside the warehouse Frost tells you that he is proud of what you and the SOG 8 have accomplished.

    A light rain falls about you as he shakes your hand. His voice alters slightly becoming more gravely.

    ”Look son. I used up the last of my luck here. I ran this Company for near a decade. I’ve become near number 1 on the CS most wanted list. I’m too dangerous to have around. Besides Colonel I need a change of pace. If I stay on Earth I think my anger will fester towards the CS. That would be bad for what’s coming. Hell is coming lad. Times are going to change a lot in the next year or few. Keep the name, Black Company, or rename it, that’s up to you all. I will retrieve another of my hordes and fund a new operation off world to fight the Minion Wars. If you need help. Lord Coake is a secret supporter of the BC. This paper has coordinates and pass codes to the Great Lakes Base. The other safe houses are in Ciudad Juarez, and Florida. Be well. I’m glad for the help rescuing the last members of the BC. Now I can go.”

    Saluting Thrudh, Frost transforms into his natural state.

    The large Black Nightstalker dragon grumbles a Spell. A portal open behind Blackwell who nods at you then steps into it, to a extremely high tech world beyond.
    OOC Comments
    post here as you like BC. Then on December 2nd a new GM post will go up. Thank you. Thrudh it’s up to you what you share with the others.
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
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Thrudh Zebrem »

Thrudh looks around at the warehouse and the mass of people standing free on their account. "Good work, Black Company. Nice gorram take, right outta the CS hoosegow. No serious injuries. Bloody fine work." Hearing the scuttlebutt about the slaying of Blackwell, his head droops, and he offers an exceedingly rare, real curse word. "Blackwell....damn." He reaches into one of his pouches and finds an individually cased cigar. Slowly, he twists the lid from the container and pulls out an impressively sized cigar, even for him. The laser torch finger of his suit of armor sparks up, and he lights the end of what turns out to be an exceedingly rich, pleasant smelling cigar with hints of herbs. Taking in a deep drag, he lets the smoke fill his lungs, pausing to savor it...and then releases the cloud into the air. "Ain't a finer sort ta work fer. Yer company lives on long as any a' the Crazy Eights breathes...or whatever Alecto does. Hansie, maybe we oughta see 'bout a bit a' degreaser fer Blackwell's memory."

Thrudh nods at Sgt. Hurtt as he offers help. "Yeah, figger we're gonna need the rest. Been a long stretch, goin' non-stop. Gonna put this place right 'fore I take off though. Thanks, Hurtt. Glad ta have ya." He signals the original SOG 8, with Vello, Sammy, and Humble added. "Figger we have ourselves a minute at the hotel fer a committee meetin', suss out next steps. We got a lotta bodies ta address, an' a big fight comin' up. Once we're sorted out here, let's head over. Piecemeal's fine, but nobody runs around alone. I got a nervous feelin' 'bout the next day or so." He nods and turns to begin making close-down arrangements in the warehouse, when Frost grabs him.

"Sure thing, Frosty."

He walks through the rain. If the realization shocked him, you couldn't tell, except for the slightest grin on his face. "Ain't changin' the name. Y'ever change yer mind, the Black Company will be runnin' same way ya left it an' ready fer the boss ta step back inta the driver's seat. Never do, then the Black Company still runs in yer honor. Thank ya, boss." Thrudh straightens up for a moment and enunciates, uncharacteristically, to make sure his meaning is quite clear. "Thank you, Blackwell. It has been an honor to be a part of your company. May your aim be true and your enemies slow to the draw. And if our paths cross again, it will be my pleasure to fight alongside you. Safe travels, my friend." Accepting the safehouse codes and locations, he renders a crisp salute and a wave as the dragon steps through the portal and vanishes. The paper is folded neatly and tucked into a particular compartment on his armor. He drags again on his cigar, blows a smoke ring, and smiles.

He returns to the warehouse, uncharacteristically quiet. He busies himself for a time with some tweaks on the SAMAS suit and other minor details, but eventually collects himself and motions to whichever of the SOG 8 members remain. "Hotel?"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Gargamel »

rolls carried

He dragged Vello over to where Hans gathered up the prisoners to heal them to ensure he was healed; pistol barking energy bolts at any Coalition troops who showed their heads.

“Back on your feet soldier, we’ve got a job to do still.”

To the gathered prisoners, Gargamel motioned for them to move towards Frost’s portal.

“Time to leave Ladies and gentlemen, please form an orderly queue and make your way through the portal.
Your exit is right in front of you
Remember to duck when shot at
And remember to flip off the Coalition on your way out.”

“You,” Gargamel threw his pistol to one of the BC mercs, “you look alright. Help cover the evacuation.”

As they managed to get through the portal, Gargamel was one of the last ones out, at one point hurling a fireball down one of the corridors, keeping a squad of Coalition troops with heavy firepower off their backs long enough to escape. As the portal winked out, Gargamel breathed a sigh of relief now they were all safe. Retrieving his pistol, he patted the soldier on the back.

"You're safe here," Gargamel told the nearest mercs, "though we've still got a fight coming and we could do with your help."

He walks around among them the rescued prisoners, talking to them and making sure they are looked after, hearing Blackwell's demise. He saluted the fallen dragon

"Hans, if you're acting quartermaster, we're gonna need more guns and armour to equip these people. In fact, we should organise them so we know what we have to work with."

"Anybody checked out on Glitterboys, APCs or Spider Walkers? Anybody with technical and mechanical skills, including Techno Wizards if you're out there Zed come and see Hans. Any mages, psychics and esoteric skill sets come and see me. NCOs and officers, come and see Vello here."

As Thrudh returned alone, Gargamel shook his head

"Don’t tell me, Frost bailed on us?” Gargamel's face turned into a characture of Frost's face, "typical. Just organising the people here. If we're going to war tomorrow, best to get them organised."

OOC Comments
Narratively, Vello should be fine
If any of the BC troops look able to use a weapon, Gargamel will throw him a pistol to help and draw his Shard pistol and BFB
As I'm sure Lars will let us know what we have, sorting it narratively. Gargamel is a soldier, though a magical one.
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: CS Prison (Chicago Area) LL Gate Travel

Post by Carlos Caravello »

"Thanks," Carlos says weakly as Gargamel drags him back amidst the others. Know for next time, the Coalition has no problem shooting at me so I should have no problem shooting at them.

With help from one of his mates Vello gets in on the magical healing for the second time in less than twenty-four hours. As his wounds completely recover he is grateful and slightly guilty, This kind of power is amazing and scary. I wonder if you lose your humanity if you never have to worry about broken bones.

Standing in front of a mystic portal with a bunch of CS escapees he prepares to make his second ever magical teleport: Guess I'm going to find out what happens to my humanity Amused and perplexed he heads back into the warehouse with the group. He doesn't have much to add regarding the Black Company, he was never really a member. He makes plans to bunk up in the warehouse with Hurtt and let the big wigs talk about everything else at the fancy hotel.
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
Post Reply

Return to “The City of Gloom”