Black Company (Dimensional Travel: Amarok IV, the Ice World)

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Gargamel
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Location: The Black Company

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Gargamel »

Resolving Rounds 1-3 One at a Time.

"Damn these things. I'll cut them down!"

Gargamel casts Deflection - akin to mirror image with multiple versions of him appearing, a stands ready to fight.
GM
Post by Lars
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
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Hans Greuber
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Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Hans Greuber »

Hans spends a few seconds playing with his Gadgets and Gizmos.
”A gentle Chrono-Acceleration, and Group Mind Re-Integration sound about right.”
“Wait a bit so if they turn around, they aren’t in our faces immediately… wait for it… FIRE!”
OOC Comments
Hans, Saxon, and Watson will be shooting when the Undead are just short of 60” away… medium range for everyone (-2 to hit).
Hans:
  • Turn 1
    Cast Quickness (Regular)
    [dice]0[/dice]
    [dice]1[/dice]
    Ace: [dice]9[/dice]
    Result: 15 - Success with Raise. +2 to Pace and increase Agility one die type. 2 Turns per Round. Cost 5 PPE.
    Cast Greater Boost Trait (Shooting)
    [dice]2[/dice]
    [dice]3[/dice]
    Result: 9 - Success with Raise. Increase Shooting 4 die types to 1d12. Cost 4 PPE.
  • Turn 2
    Shoot Satisfaction at Undead in Group B
    [dice]10[/dice] (+4 Due to the Drop)
    [dice]4[/dice]
    Result: 14 - Success with Raise. Hit - Damage: [dice]12[/dice]+[dice]13[/dice]+2 (The Drop)AP6 = 34AP6 MDC Magical Sonic Damage. Success with 4 Raises.
Saxon: Shoot NE-L5 at Undead in Group B
  • [dice]5[/dice] (+4 Due to the Drop)
    [dice]6[/dice]
    Result: 7 - Hit - Damage: [dice]11[/dice]+Ace[dice]14[/dice]+Ace [dice]15[/dice]+Ace [dice]16[/dice]+4 (The Drop) AP2 = 35 AP2 MDC. Success with 3 Raises.
  • Watson: Shoot NE-L5 at Undead in Group B
    [dice]7[/dice] +4 (Due to the Drop)
    [dice]8[/dice]
    Result: 6 - Hit - Damage: [dice]17[/dice]+4 (Including the Drop) AP2
As one, Hans, Saxon, and Watson shoot at the Undead charging Gargamel and Thrudh. Solid hits to 2 of them (3 Damage from Saxon and 4 from Hans on their targets).
Last edited by Hans Greuber on Wed Aug 30, 2017 9:11 am, edited 5 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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Thrudh Zebrem
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Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Thrudh Zebrem »

Thrudh sees the hideous flesh creatures running their way at a frightening pace. As cool under fire as he's ever been, he must be cooler now. "G-g-g-garg-g-g-g....run away w-w-w-when I t-t-t-tell ya."
Thrudh crouches down in the snow, fiddling away at something Gargamel can't quite see.
Demolitions
Demolitions to set up Cold Iron claymore
[dice]0[/dice]

Wild die demolitions
[dice]1[/dice]

Benny extra effort
[dice]2[/dice]

Total result = 5
Thrudh finishes his preparations and turns to Gargamel. "R-rr-r-r-run. S-s-s-straight b-b-back." Thrudh hustles what looks like a hasty retreat directly away from the gruesome beasts, Gargamel at his side. He gains some distance from his hastily but well prepared Cold Iron claymore, which is aimed in the direction of the hostiles. Once they reach a safe distance, Thrudh calls a halt to their retreat, and turns to face their attackers.
"C-c-come g-g-get s-s-some." He slings the shoulder cannon down into his hands and the revolver in his tail.
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
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Icosa
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Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Icosa »

As the bizarre technomantic monstrosity break towards Thrudh, Alecto signals her merry band to engage. She rises from her concealed position and brings the sleek, black bulk of the Naruni railgun Mags had issued to bear. There was an ominous hum as the coils charged, and then a thunderous buzz as projectiles broke the sound barrier with virtually no delay between each shot. Alecto leaned into the massive recoil, holding the weapon on target as it sprayed over the running monsters!

The three mercenaries with her did likewise. Though their armament was not built for engagement at that range, the element of surprise and their own training served them well. Their shots were short, controlled bursts...a rattling staccato against the thooming backdrop of the railgun!

Using Wild Dice for the 2nd attack. With +4 from Drop, that means all three attacks hit with 4 or better. 23 damage, 23 damage, 22 damage, AP -4.
Hurtt: 4 to hit for 14 damage, AP 2]
Heller: 9 to hit for 19 damage, with AP 2!
Vasquez: 7 to hit for 25 damage, AP-2
OOC Comments
Alecto shootin' railgun thingies (revised from previous post due to GM intervention; thanks GM! :))
[dice]0[/dice] or [dice]1[/dice], includes -2 penalty for range and -2 for multiple shots. [dice]16[/dice]
Ace! [dice]9[/dice] and probably Raise damage [dice]10[/dice]
[dice]17[/dice] for [dice]18[/dice]
[dice]19[/dice] for [dice]20[/dice]

The menfolk!
Hurtt
[dice]3[/dice] or [dice]4[/dice]
[dice]23[/dice]
4 to hit for 14 damage, AP 2

The other two!
[dice]5[/dice] or [dice]6[/dice]
Ace! [dice]11[/dice] and wild ace [dice]12[/dice] for [dice]13[/dice] damage at AP2
Raise damage [dice]26[/dice]
19 damage, with AP 2!

[dice]7[/dice] or [dice]8[/dice]
[dice]24[/dice]
Ace damage [dice]25[/dice]
7 to hit for 25 damage, AP-2

Dice graveyard; all the revisions I had to make caused these rolls to become obsolete. :)
[dice]2[/dice]
[dice]14[/dice]
[dice]15[/dice]
[dice]22[/dice]
[dice]21[/dice]
Last edited by Icosa on Wed Aug 30, 2017 9:18 am, edited 18 times 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
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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)

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Daniel »

This Post is out of order and goes previous to above post FYI
Saxon grumbles. Removing a large pack he has been carrying he looks over at Alecto.

"Damn it, I was going to hold onto this and sell it but these things are freaking hard to kill. Greed is part of being a Merc. But so is staying alive. Here take this Alecto, its from Mags."

Dropped by Saxon for Alecto
Thrudh got a similar weapon, previously PM'd, from Doc H'tall. I meant to PM Alecto with a weapon, but my mind got distracted, now you have one too. Sorry it took me a bit.

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.

Code: Select all

[b]NE-85 Personal Rail Gun [/b] [list]
[*][size=82]Range: 70/140/280[/size]
[*][size=82]Damage: 2d10+4 [/size]
[*][size=82]RoF: 3 [/size]
[*][size=82]AP: 4 [/size]
[*][size=82]Shots: 20 [/size]
[*][size=82]Weight: 60 lbs [/size]
[*][size=82]Cost: 75,000 [/size]
[*][size=82]Notes: Mega Damage, no Snapfire penalty. [i]Shots listed are number of full bursts[/i]. [/size] [/list]
NEXT UPDATE BY GM WILL COME LATE TODAY - TY
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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Gargamel
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Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Gargamel »

Note
POST BY LARS All rolls done in GM notes.
Gargamel notes Thrudh's actions and words and nods. He sees the onslaught of bullets from the other BC members and the Mercs on loan, to his east and grins.

With sword still ready the Battle Magus unleashes a barrage of Bolts that scream with flames out at the undead charging.
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
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by sammy »

" Meow, this interesting," Sammy quietly says to himself noting the monsters charging Thrudh and Gargamel. His eye raises as he sees lasers, bullets and blast rip into them. He chuckles a bit, Surprise is a doozy. Sammy settles down hopefully well hidden by the base of the tree and waits for the universe to let him know what's going bump across the way ( over towards location C). Meow lets see if the universe can tell me something useful about where my other enemies are during this ruckus. Especially where that necroman and Volt are... Universe stay low and don't tip our hand.

Astral form: pace of 40 inches(4*10) to check out area C.
Psionics [dice]0[/dice] wild [dice]1[/dice]
Notice [dice]2[/dice] ace [dice]4[/dice] wild [dice]3[/dice]
Stealth in astral form for no one to notice the universe peeking at them
Stealth: [dice]5[/dice] wild [dice]6[/dice] he is staying low and using cover so maybe +2 bonus plus any bonus for being astral
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
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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)

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Daniel »

Sammy explores. (PM sent to you).

Alecto unleashes the fury of Naruni power.

Thrudh uses the force of explosives and knowledge demolitions.

Hans also fires on the undead.

Gargamel opens up with Bolts.

The Mercs shoot.

End result is obliterated undead creatures.....their remains stain the snow red and black with gore.

The sounds of battle, brief but loud, had to be heard by all, however no other area of creatures has reacted as of yet. Like mindless automations they still patrol their areas.

Where are you off to now?

Still no sign of Volt.
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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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by sammy »

Waiting for the universe to let him know what was in the area Sammy scratches his forehead with a paw. Almost there Jobbi, I can feel in my bones the universe is about to speak... Hmm am I sitting on something? Sammy breathes, " Meow, what is this..." Sammy reaches under him and pulls out a piece of partchment that had been lying in the snow, cast aside. He unfurls it and it turns out to be some kind of crude map of the immidiate area, mostly the area of Site C... It has the words scrawled on it where site C is, for Undeds, mindless patrols...Hahaha. Still looking at the parchment Sammy sees an X marked where the snow truck is currently parked. It has the words, My Necro Lair, no girls allowed!" followed by a crude drawing of the "Lair" in green crayon... The surprise of the quality of handwriting almost made him miss a small red V, right were the snow truck was. Sammy's eyes narrow...Volt!! " Meow that is eye opening... Its like a kid scribbled this huh Jobbi, but at least we know where they are. Right kind to leave us a map..."
Sammy shakes and stretches then bounds over to Alecto's position holding up a paw in a circular motion, the universal sign of friendship.
Once close enough to not have to shout he purrs and calmly says with a wink in his eye, " Meow, what bring you out here partner? You packing a big fifty? Well if your all in, the Big Bugs over yonder near that snow truck... So it that necro kid's cave." Sammy checks his revolver, clearly a TW weapon, with a ray of sunshine emitting from it. He looks up at Alecto, " The names Sammy, last of the 2nd SET from the tomorrow legion. Deal me in if you are going after Volt... He and I have a reckoning."
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
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Icosa
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Location: 1st SET

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Icosa »

Surveying the wreckage of the attack sent against Thrudh, Alecto was aware of the housecat making its way over towards her. She assigned it a threat level of 2, due to the low probability that it could be somehow weaponized, or a shapeshifter, or a mind-controlled spy. What she didn't expect was for it to speak. What it said was unexpected as well.

Sammy. 2nd SET. The name had been included in the briefing; Sammy was listed as 'psionic.' There hadn't been a detailed personnel dossier available though. No mention of the powers Sammy possessed, and certainly no information about his being a cat.

Alecto updated his threat level.

"Karl Volt is not our only target," she replied. "Your SET has been compromised. Please explain the situation with Giestvolker and the traitors in the 2nd SET."

Simultaneously with her saying that, she transmitted via the team encrypted channel, "I have made contact with a member of the 2nd SET; the psionic Sammy, who is a cat. He claims to wish to help us against Karl Volt. What are my orders?"
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: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by sammy »

Sammy inches a bit closer to Alecto, arching his back almost at the same moment she raised his threat level. " Meow little lady, you are right as a trivet about the 2nd. I was at sea for a bit, but after some contemplation it has become clear. We came here to assist Giest, and I am not sure if Giest gave Volt the mitten, but they promised him a life after his juice ran out. It soon became clear what we were doing here was plain wrong."
Sammy holds his crystal hanging arround his neck tightly as if gathering strength to tell the sorid tale. In more of a whisper as if reliving some kind of trama he continues, "The team went to confront Volt, mainly Justice our cyberknight was the strongest voice of contention. But when we got to Volt, he had changed... Took us all down... It was no hog killing time. Giest and Scara were just flannel mouth Liars. They did not give him life, but undeath. Worse part, Volt knew this was the bargain and he signed himself up for it, and made sure the rest of the team got turned into something similar."
Sammy looks up at Alecto, the pain and anguish on his face melts, being replaced with determination. He twirls the chamber in his six shooter and claps it shut, "Miss, that is all according to Hoyle."
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
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Icosa »

"I am not familiar with Hoyle," Alecto informed Sammy calmly. "Are you the only survivor of the incident? Everyone else was subverted?"
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
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Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Gargamel »

A cat? Fantastic.

"Well Thrudh, you heard her...orders? Now what?"

Gargamel kicks at a few chunks of dead again dead gore.
OOC Comments
Post by Lars
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
Hans Greuber
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Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by Hans Greuber »

OOC Comments
Knowledge (Arcana) on the Undead Juicer
Knowledge: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 7 - Success.
*On the secure radio channel*
"The cat could be leading us into a trap, and our orders were to kill the Second because of them turning... but if this cat isn't trying to set us up, they would be the best way to get our names cleared... at least as far as Castle Refuge goes. As a member of the 2nd SET, they could testify that we did what had to be done. I say we follow Sammy's advice, but always keep an eye on them. If we are being led into a trap, the cat gets it first. I have had enough of betrayal."

"We should clear the Undead around area C and then go in. If we take out the Necromancer, the rest of the Undead should fall...except that Juicer. It seems to sound like what people have been calling a Murder Wraith. Dark magic. They are intelligent still, but able to be commanded by their Necromancer. They are basically immune to almost everything... except Silver and Arcane Magic. Holy Magic works best, but any magic will do. I will quickly use my Photonic Weapon Enhancer when we see him to make our preferred weapons magical enough to hurt him. Until I do, only Gargamel, myself, and Sammy's little revolver can actually hurt it. They are also slightly weaker during the day, normally."
Last edited by Hans Greuber on Fri Sep 01, 2017 5:50 am, 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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Thrudh Zebrem
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Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Thrudh Zebrem »

Thrudh takes a moment to still his chattering teeth. Maybe the meager heat of the claymore detonation warmed him, or maybe it was just the satisfaction of having sent the dead creatures back to Death. Whatever the case, he took the moment to hit the radio. "Orders? Ain't got none 'cept let's keep killin' these things an' get that b-b-bloody truck b-b-back. If that cat don't look like livin' dead, make sure it ain't a trick, but bring it in. Ain't none a' the 2nd weren't livin' dead when we fought 'em. B-b-b-bet we need the g-g-guns."
He looks around and tries to think of the map. The cold is chilling him even worse now. "I don't think it was more'n one or two on the trenches an' walls on the right side. S-s-sk-skeleton crew go right, try ta pick off what ya can. Rest a' us spread out an' hit the trencher 'n the truck-k-k at the same t-t-t-time. Best I got, but I ain't t-t-t-tactical."
OOC Comments
Alecto, Sammy, and maybe 1 merc go right around C to try to clear the trenches of those stragglers. Thrudh goes left over the ridge with one or two others to try to hit and/or take over the trencher, attacking between E & F. Rest hug that ridge and tree towards F and the truck/walls. Three pronged attack.
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
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Hans Greuber
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Posts: 643
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Location: The Black Company

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Hans Greuber »

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Ace: [dice]2[/dice]
Total: 7 - Success?!?

"Sounds good. Saxon and Watson, lets take care of the 3 in Group F. Lets do it quickly, before this magic I used on myself wears off."
OOC Comments
The round against the undead was round 1 of 3 for his 2 Powers (before paying a total of 3 PPE per turn to maintain them). As soon as he can get to where he can start shooting at the Undead in Group F, he will in order to get the most out of what is left of those Powers
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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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: PORTAL (Arcane Company, Dimensional Travel to AMAROK

Post by sammy »

Alecto wrote:"I am not familiar with Hoyle," Alecto informed Sammy calmly. "Are you the only survivor of the incident? Everyone else was subverted?"
Sammy looks at Alecto coyly, he chuckles a bit, " Meow, that was just an expression little lady... It meant it was the truth. As far as I reckon I am the only one. Something got a hold of the rest and turned them into the unnatural. I followed Volt out here to this cold rock, and been looking to take him down." . He twirls his six shooter chamber and snaps it shut, " Lets take out those fellers at site C, and Volt should be near the truck yonder... It also looks like there is some necro-kid out here by the looks of this childish map. Meow who puts no girls allowed on their seceret cave? " Sammy purrs and looks ready to head out.
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
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Icosa »

Alecto chose to refrain from pressing Sammy as to his knowledge of their tactical map. As a psychic, he had perhaps gleaned it from one of the merc's minds. She was unsure if a psychic could affect her own mind telepathically. It was an interesting question. Perhaps later she'd have a chance to experiment. For now though...

"I am updating you with our team encryption and frequency," she told Sammy. "Our orders are to clear the trenches. We will proceed to C, eliminate all opposition, and support other teams according to opportunity."

She waited a moment to let anyone who didn't understand ask for clarification, then said, "Move out."

The barrel of the Naruni weapon spun half a turn and retracted into the body of the railgun. In this configuration it was no less heavy, but the mass was more compact and easier to move with. Returning it to firing mode took only a few seconds.

Alecto headed towards C along the ridge, staying low to provide less of a target. On the way she transmitted to her squad, "Most of our weapons will be ineffective against Volt without support from Hans. If we engage him, our priority is to protect Sammy. Aim to limit his mobility, to distract and hamper him."
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
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Daniel »


Taking the High Ground (Area C)
Map of Area C
Image

Distance Info:
Between Volt and the blue * is Pace 10 (50 ft)
Between Undead (UD) 34 and Volt is Pace 38 (190 ft)
Between UD 1 and UD 4 is Pace 40 (200 feet)
Between UD 3 and UD 4 is Pace 90 (450 feet)
  • Making your way across ice, snow, and rocks everyone regroups at location C. Under cover of the trees and brush, and snow mounds.

    C = Four Enemies and Volt, trenches, rock and wall. Wall is MD and 20 ft high. The rock and trees provide a little cover and the rock, if you jump down from it to Truck, is a 20 ft drop. See below OOC for details on Creatures.

    Note the blue * on map is only known to Sammy (a secret door of sorts) that leads to Necromancer.
Creatures at Location C
Image

Creatures (all Four are Extras) Toughness 17 (4) and Parry 6
Volt
Image

Karl Volt is a Wild Card - The CEAL Unlife Juicer: Pace 22 -- Parry 10 -- Currently his Toughness is 26 (6) and Note CEAL Unlife Juicer Reflexes and magic make others -4 to hit him.
Init
The Black Company and your Mercs you are running all start On Hold. This means:

Alecto
Hans
Thrudh
Sammy
Gargamel

Go any time you want. (yes your mercs too) You have Surprise on the bad guys.
After the 5 of you go / Post, I will react with the 5 bad guys.
I will roll a Notice Roll for each of the bad guys. Then we will start Round One.
If the bad guy succeeds on Notice Roll then they get a Init Card in Round One just like you all will.
Basically the Player Characters get a "free" attack in before Rounds and Init cards are tossed out.

Also I do not care where you start your On Hold at...you might be anywhere in the map area of "C" when you start.

--> NOTE !!! Start your Post with a NOTICE ROLL please.

---> ALSO If you go within Pace 10 (50 ft) of VOLT please roll a second Notice roll specifically about him.
As far as Rip, he has silently killed one of three undead in location D (not that anyone knows this yet).
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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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Hans Greuber »

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 1 - Critical Fail. I am glad he is not using any sensors.

Hmmm... we see that Murder Wraith. Time to make him pay... and clean up the rest of the Undead too.
OOC Comments
Preparation Round:
Turn 1: Casting Greater Quickness on himself and activating the H1's Structural Integrity Field
  • Casting Greater Quickness on himself
    Weird Science: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Result: 12 - Success with Raise. Greater Quickness (2 Turns per Round each with 2 less MaP, +1 Agility Die, +2 to Pace, Minimum 8 on Initiative) (9 PPE)
  • Activating the Structural Integrity Field with Greater Armor
    Weird Science: [dice]4[/dice]
    Wild: [dice]5[/dice]
    Result: 9 - Success with Raise - +10 MDC Armor (6 PPE)
Turn 2: Using Smite from Photonic Weapon Inducer on Alecto's Rail Gun, Thrudh's Plasma Gun, my two Merc's (Saxon and Watson) NE Rifles, and Hurtt's NE Rifle. In addition, Hans will Greater Boost his Shooting with the Group Mind Re-Integrator.
  • Smite (Base, Light (Sunlight) with 5 Targets
    Weird Science: [dice]6[/dice]
    Wild: [dice]7[/dice]
    Result: 11 - Success with Raise. +4 Magical Damage (Light - Sunlight Trapping) on Alecto's Rail Gun, Thrudh's Plasma Gun, my two Merc's NE Rifles, and Hurtt's NE Rifle. (10 PPE)
  • Greater Boost Trait (Shooting)
    Weird Science: [dice]8[/dice]
    Wild: [dice]9[/dice]
    Result: 13 - Success with Raise. +4 Dice to Hans's Shooting(upgrades it to d12). (4 PPE)
Round 0:
Turn 1:
[*]Action 1: Draw Satisfaction
[*]Action 2: Shoot Volt
Shooting: [dice]10[/dice]
Wild: [dice]11[/dice]
Result: 1 - Technical Difficulties - [dice]14[/dice] - Serious Problem. -2 to all Attack rolls until fixed. (20,600 Credits and 1d6 hours (1/2 time for Hans))
Turn 2:
Action 1: Shoot Volt
Shooting: [dice]12[/dice]
Wild: [dice]13[/dice]
Ace: [dice]15[/dice]
Result: 11 - 2 = 9 (Malfunction). Still Hit with Raise.
Damage: [dice]16[/dice]+[dice]17[/dice] = 21 AP6 - Shaken.

Action 2: Aim at Volt
There... steady... F**k! Satisfaction must not like the cold. Second Shot... there. Clipped him. I hope Saxon and Watson do better than I did
OOC Comments
Saxon (Spent Prep Turn Aiming at a Lesser Undead #4
Shooting: [dice]18[/dice]
Wild: [dice]19[/dice]
Result: 7 - Hit
Damage: [dice]22[/dice] AP2 Magical Light (Sunlight) - Shaken

Watson (Spent Prep Turn Aiming at a Lesser Undead #4
Shooting: [dice]20[/dice]
Wild: [dice]21[/dice]
Result: 9 - Hit with Raise
Damage: [dice]23[/dice] AP2 Magical Light (Sunlight) - Shaken
Both Watson and Saxon shoot Undead Minion #4 and each only shake him.
Last edited by Hans Greuber on Wed Sep 06, 2017 10:25 am, 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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Thrudh Zebrem
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Thrudh Zebrem »

Thrudh pokes his new shoulder cannon at Hans. "If ya d-d-don't mind, pal? Hansie it up?" He nods as Hans hits him with the smite. "Thanks."
Shuffling to one side, he grunts as he takes aim at the 2nd undead, and mutters under his breath. "Gonna warm m'self b-b-by the f-f-fire I turn ya into, nasty joker."
Shooting
Shooting -1 for fatigue, +2 for targeting
[dice]0[/dice]

Ace shooting plus prior result
[dice]2[/dice]

Wild die shooting
[dice]1[/dice]

Shoulder cannon damage with raise
[dice]3[/dice]
[dice]4[/dice]
One ace damage die plus prior result and plus sunlight
[dice]5[/dice]
Notice
Forgot to add notice roll. Sorry! Notice +2 for alertness, -1 for fatigue
[dice]6[/dice]

Wild die notice
[dice]7[/dice]
Last edited by Thrudh Zebrem on Tue Sep 05, 2017 8:52 pm, edited 1 time 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
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Gargamel »

Roll Results
Notice results 3, 2

Spellcasting 5, 3
Gargamel, relying on Magic, sends fiery Bolts out at Undead #4.

GM Note
Hi :) This Post by LARS

Undead # 4 is Destroyed

Undead # 2 is Destroyed

Volt (at expense of a GM Bennie is unfazed)
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
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Icosa
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Icosa »

Alecto and her team meets up with Hans prior to the assault to get a little help with the 'magic' situation. Without knowing precisely what Volt was, it seemed prudent to account for the worst-case scenario.

"I'll concentrate on Volt," she told the mercenaries, "Engage secondary targets at will."

The gauss-powered minigun began its distinctive buzzing, booming noise and the snow around Volt exploded as hypervelocity slugs peppered all around him!

Rollz!
OOC Comments
Modifiers: -4 for juicer BS, -2 for autofire, +2 for Aim taken on prep turn.
[dice]0[/dice] or [dice]1[/dice] for [dice]2[/dice]
[dice]3[/dice] or [dice]4[/dice] for [dice]5[/dice]
[dice]6[/dice] or [dice]7[/dice] for [dice]8[/dice]
Acing damage dice on the shot that hit: [dice]18[/dice]
Result: 7 to hit after all penalties for 29 damage, -4 AP...I believe that's a wound, sir.

Mercs firing on non-Volt undead targets of opportunity (oops, my bad, the mercs are not shooting juicers so they shouldn't have the penalties!)
Hurtt
[dice]9[/dice] or [dice]10[/dice] for [dice]11[/dice]

Heller
[dice]12[/dice] or [dice]13[/dice] for [dice]14[/dice]
Ace: [dice]19[/dice]
Raise: [dice]20[/dice]
Result 11 to hit for 17 damage, AP 2

Vasquez
[dice]15[/dice] or [dice]16[/dice] for [dice]17[/dice]
Ace: [dice]21[/dice]
Raise: [dice]22[/dice]
Result 14 to hit for 14 damage, AP 2
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
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Daniel
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Daniel »

Volt dances about from Alecto's assault! Deftly he avoids injury and his armor absorbs the impact. Hateful dead eyes look at Alecto.
OOC Comments
Soak Rolls:
A character may spend a Benny to make a “Soak” roll, which is a Vigor check. A success and each raise reduces the number of wounds suffered from that attack by one.

Volt Vigor d12

[dice]0[/dice]
Ace [dice]1[/dice]

Total 21....so yeah....crazy.
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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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by sammy »

Sammy purrs at Alecto as she goes for Volt, " I got your six partner." Sammy too line up a shot at Volt with "Sunshine".
Sammy roars at Volt, "You saw-ed off bastard you ain't no thoroughbred! Now it is time for your reckoning!" Sammy focuses for a brief second channeling a little of his inner strength into his six shooter giving the rays of sunshine the power to punch through even the hardest of materials (-2 ISP for MD). He lines up a shot and lets it rip!
Shooting, target 6, total 17, hit with a raise, 15 AP6 sunshine magic damage
Shooting [dice]0[/dice] Ace [dice]2[/dice] Wild [dice]1[/dice]
Damage: [dice]3[/dice] Bennie to reroll damage: [dice]4[/dice] 2nd Bennie to reroll damage: [dice]5[/dice]
Meow, hopefully that puts a damper on his day. Sammy lets Volt have it and then backs up if he can next to Alecto.

2 bennies spent, 1 left
2 ISP spent, 8 left
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
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BC PORTAL (Dimensional Travel to: Amarok IV the Ice World)

Post by Daniel »


  • SUNSHINE

    Volt is unharmed physically by Sammy's sunshine blast (this time) but he does spin around and look mad as hell when the bright beam of daylight hits him, "SAMMY! You rat!"

    Volt is charged with hatred and screams at Sammy and Alecto. One Undead (#1) is confused about what is going on. Undead (#3) is more on top of it and after a moment realizes who it should be attacking.

Bad guy Notice Rolls to be added into Init on Round One
I will roll a Notice Roll for each of the bad guys. Then we will start Round One.
If the bad guy succeeds on Notice Roll then they get a Init Card in Round One just like you all will.
  1. Volt 13 (Success sees Sammy and Alecto) [dice]0[/dice], add ACE [dice]3[/dice], ACE [dice]4[/dice]
  2. Undead #1 2 (fail, unsure where to attack - no init card) [dice]2[/dice]
  3. Undead #3 5 (Success, sees you guys) [dice]1[/dice]
Init Order for Round ONE
  1. Volt = Joker (+2 all Trait Rolls) Toughness 26 (6) and Parry 10 & -4 to hit him
  2. Gargamel (Quick Edge) = 4 Hearts >>>> Queen Clubs
  3. Sammy (Level Headed) = Jack Clubs & 7 Hearts
  4. Hans = 6 Clubs however has Quickness on him >>>> 10 Spades
  5. Thrudh (Quick Edge) = 4 Spades >>>> 10 Clubs
  6. Alecto = 9 Clubs
  7. Undead #3 = 3 Clubs (+2 all Trait Rolls) Toughness 17 (4) and Parry 6

    I actually hate getting a Joker as a GM.....now I have to add more to this post.

    PS Deck reshuffled due to Joker.
Combat Dice
A
[dice]6[/dice], wd [dice]7[/dice] AND EF [dice]15[/dice] (Edit: Alecto has Cover and is -2 to hit, Spending a Bennie to EF)
[dice]5[/dice] AP 2 [[damage raise: [dice]13[/dice] ]]

Split the Seconds

S

[dice]8[/dice], wd [dice]9[/dice], ACE [dice]11[/dice] (Putting Volt at -2 to hit Sammy)
[dice]10[/dice] AP 2 //// GM Bennie on Damage: [dice]12[/dice] [[damage raise: [dice]14[/dice] ]]

  • HATE

    Volt shoots out with his rifle at Alecto, hits her, then at Sammy, and hits him.
    Alecto: hit 11, damage 22 MD AP2
    Sammy: hit 9, damage 13 MD AP2
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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Hans Greuber
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Hans Greuber »

10S

Well, that was spectacularly... un-spectacular. Time to light him up with Satisfaction again... and maybe I can distract him with the spotlight on this armor.

"Everybody, get into cover, if you are not already!"
OOC Comments
Last Round of Buffs unless Hans pays to maintain them. - Note: Hans is now in cover, as are the Mercs with him.
Turn 1 - Smarts Trick (Using his Spotlight) on Volt and Shooting Volt with Satisfaction (-2 Technical Difficulties, but +2 from Aiming last round
  • Smarts Trick: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: 5 on opposed Smarts Check with Volt (-2 to his Parry until his next turn if successful, Shaken if a Raise against him)
  • Shooting Volt: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Ace: [dice]4[/dice]
    Result: 17 - Hit with Raise. Damage: [dice]5[/dice]+[dice]6[/dice] AP6 = 28 AP6 (Magic, Sound - Deafen, MD) - - 2 Wounds
Turn 2 - Shooting at Volt and Aiming for Next Turn
  • Shooting Volt: [dice]7[/dice]
    Wild: [dice]8[/dice]
    Result: Hit with Raise. Damage: [dice]9[/dice]+[dice]10[/dice] AP6 - 18 AP6 - No Effect.
  • Aim at Volt
Saxon Shooting at the Nearest Lesser Undead
Shooting: [dice]11[/dice]
Wild: [dice]12[/dice]
Result: 3 - Miss

Watson Shooting at the Nearest Lesser Undead
Shooting: [dice]13[/dice]
Wild: [dice]14[/dice]
Ace Wild: [dice]16[/dice]
Result: 6 - Hit.
Damage: [dice]15[/dice]+Ace[dice]17[/dice] = 19AP2 - 1 Wound.
Hans does 2 Wounds to Volt (If he keeps a wound, he is partially deafened - –2 penalty to hearing-based Notice rolls until not Shaken) and Watson does 1 Wound to the nearest Lesser Undead (Both magical, MDC)
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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Daniel
Daniel (Lars)
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Daniel »

Volt Smarts
Smarts roll Volt

[dice]0[/dice], wd [dice]1[/dice]
Volt Soak
[dice]2[/dice] +2 Joker = Soak all from Hans.
The Undead Watson Shot (#1) is blown to pieces across the snow.
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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Icosa
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Icosa »

The laser beam from Volt's rifle hits Alecto high on her left shoulder. In less than a second it's burned a thumb-sized hole through her armor, then her shoulder, then the armor on the other side...piercing directly through.

Alecto immediately queries the subsystems in that location, starting with the myomers and attendant magnetic actuators controlling her arm function. Aside from a relatively minor coolant leak however, the beam seems to have struck no vital components. In this environment, the coolant pump wasn't even being used.

Without so much as a sound or flinch, she tucks back behind a tree to get some cover and prepares to return fire!

Soakology
OOC Comments
[dice]0[/dice] or [dice]1[/dice] to sooooak 1 wound...
Ace because why not? [dice]2[/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
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sammy
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by sammy »

The bast from the rifle spins Sammy around tossing him into icy tundra. " Meow, whose a rat now Volt! I did not betray the team. Meeting your maker is something that must be done!" You have to put him to rest! Sammy gives Alecto a nod, " Do you want to go faster partner?
Shaken
Sammy will take the Shaken for now.
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
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Thrudh Zebrem
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Thrudh Zebrem »

Thrudh draws a bead on the prime target. Catching Volt in his sights, he prepares to let loose the shoulder cannon, with a follow up shot from the NE-45 revolver. "G-g-get you s-s-some, ya nasty j-j-joker!"
Shooting
Shooting shoulder cannon with fatigue and targeting
[dice]0[/dice]

Ace shooting plus prior result
[dice]4[/dice]

Wild die shooting
[dice]1[/dice]

Shooting NE-45 with tail, fatigue, and targeting
[dice]2[/dice]

Wild die shooting
[dice]3[/dice]

Damage, NE-75H, with raise and Smite
[dice]5[/dice]
[dice]6[/dice]

One Ace NE-75 damage with prior result
[dice]9[/dice]

Damage, NE-45 with raise
[dice]7[/dice]
[dice]8[/dice]
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
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Daniel
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Daniel »

Volt (Shaken at the moment) yells, "Sammy you traitre félin sorcière! Come face me!"
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
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Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Gargamel »

Lars Post per Gargamel Request
Still having problems with the site. Rather than wait for me, have Gargamel step out and hack the zombie down with his bfb and shoot the shard pistol at volt
G vs Zomb FAIL
Fighting Roll d10 [dice]0[/dice], wd [dice]1[/dice]
G vs Volt SUCCESS with RAISE
Shooting Roll d8 (-4 to hit Volt) [dice]2[/dice], wd [dice]3[/dice] ACE
[dice]4[/dice], wd [dice]5[/dice]
Damage vs Volt
Damage Roll for Gun vs Volt


[dice]6[/dice]

Ace [dice]8[/dice]

Volt Vigor [dice]7[/dice].
Raise damage
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
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Icosa
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Icosa »

Alecto looks at Sammy and nods.

"If you can augment me, I would have a better chance of overwhelming his defenses."
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
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Daniel (Lars)
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Daniel »

Rip runs into view and fires at the last Undead. With luck on his side his blasts destroy the creature. This leaves only Volt to fight.
  • Next Round:


    Volt = 5 Clubs. (((Toughness 26 (6) and Parry 10 & -4 to hit him))) Shaken with no Wounds. Spending turn to get ride of Shaken. Spirit Roll: [dice]0[/dice]

    Gargamel (Quick Edge) = Queen Hearts

    Sammy (Level Headed) = Ace Spades & Joker +2 on Rolls & (bennie to Everyone)

    Hans = (Spell Effect: Quickness) 2 of Hearts >>>> Jack of Spades

    Thrudh (Quick Edge) = 5 of Diamonds >>>> Jack of Hearts

    Alecto = Joker +2 on Rolls & (bennie to Everyone)

    Geez. Okay, well: you guys got 2 Jokers!
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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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Hans Greuber »

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 5 - Success?!?!?

I hope that we can down Volt soon. I won't be able to maintain these enhancements for much longer. Stupid low magic world...
OOC Comments
Turn 1 - Shoot Volt with Satisfaction and flash his armor's lights in Volt's Eyes (Smarts Trick)
  • Shoot Volt with Satisfaction (Net +0 with Aiming last round)
    • Shooting: [dice]2[/dice]
      Wild: [dice]3[/dice]
      Ace: [dice]6[/dice]
      Result:18 - Hit with Raise. Damage: [dice]7[/dice]+[dice]8[/dice] AP6 = 33 AP6 - Shaken + 3 Damage.
  • Flashing the Lights in Volt's Eyes
    • Smarts: [dice]4[/dice]
      Wild: [dice]5[/dice]
      Result: 9 on Opposed Smarts Roll
Turn 2 - Shoot Volt with Satisfaction and Aim at Volt
  • Shoot Volt with Satisfaction (Net +0 with Aiming last round)
    • Shooting: [dice]9[/dice]
      Wild: [dice]10[/dice]
      Result: 10 - Hit with Raise. Damage: [dice]11[/dice]+[dice]12[/dice]+Ace[dice]13[/dice] AP6 = 33 AP6 - Shaken + 3 Wounds.
  • Aim at Volt for Next Turn
THERE!!! 2 Solid Hits!!! (3 Wounds each) That should put him down for the count!
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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sammy
Posts: 142
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by sammy »

Alecto wrote:Alecto looks at Sammy and nods.

"If you can augment me, I would have a better chance of overwhelming his defenses."
Action
Psionics: quickness on Alecto [dice]0[/dice] wild [dice]2[/dice] 5 ISP spent
Shoot Volt [dice]1[/dice] wild [dice]3[/dice]
Map is overcome by +2 from Joker
Shooting is plus 2 from his armor
Narrative coming shortly
Sammy nods slowly and smiles at Alecto, " Meow Partner, get ready to be as slick as a well oiled hog." Sammy bounds over to her and places a paw on her leg. Hid eyes glow blue for a quick second and he whispers, " Greased Lightning!" The telekinetic forces within him pour into Alecto pushing her past her normal quickness.
He steps back from her with a wry smile, " Just be careful there, you are the flash flood terrible and quick. Mercy and death hang on your very finger tips."
He leaps around Alecto's frame giving a shot at Volt, but it goes awry.
" Volt you bastard! We are coming for you and that man child necro you got hiding nearby!"
Alecto
Quickness on you, this power always functions with a raise and costs 1 ppt for the jazz trapping. So two turns, +2 pace, +1 agility die type, redraw initiative on a card lower than an 8, lasts 3 rounds
Sammy
5/20 ISP, 4/6 shots
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
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Icosa »

As the world seems to slow down in Alecto's eyes due to Sammy's twisting of reality, she stepped out from cover and leveled the railgun at Volt. There was a peculiar sense of satisfaction percolating somewhere in her mind. A sense that this was right, this was correct...she was fulfilling something basic to her, buried in layers of code she hadn't parsed.

To her frame of reference, the buzz of the railgun was a chatter...hundreds of slivers of tungsten-jacketed cobalt magnets breaking the sound barrier in rapid sequence. They were invisible even to her.

As Volt reeled from Hans' assault, the snow and earth around him seemed to explode under that bombardment!

(OOC - Short version - A lot of rolls, 2 bennies spent, no damage because jesus christ, Toughness 26 AND -4 to hit? :P)
OOC Comments
A lot of rolls ensue:
Wild dice first: [dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
Ace [dice]8[/dice]

Quickness turn; not sure if Wild dice recharges. If not, disregard it here:
Wild dice first: [dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
Ace [dice]9[/dice]

Damage rolls, all at AP 4:
[dice]10[/dice] plus Raise [dice]11[/dice]
Ace: [dice]15[/dice]
[dice]12[/dice]
Bennie [dice]16[/dice]
[dice]13[/dice] plus Raise [dice]14[/dice]
Bennie [dice]17[/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
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Daniel »

Volt collapsed.

Riddled with shots the undead Juicer stumbles then falls.

Snow erupts in a hail of fire around the undead Warrior.

Dropping to the snow in a pool of blood the creature known as Volt drops dead.

Silence falls.

Only Sammy knows about the secret passageway to a Male Necromancer.

DO YOU TAKE TRUCK AND LEAVE OR DO YOU FIGHT THE NECROMANCER?
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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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Hans Greuber »

"Time to have a look at Volt and see if he was a full Murder Wraith, or some other sort of Undead... and to see if he has anything worth taking for ourselves as Spoils of Battle."
OOC Comments
Knowledge(Arcana) to see what Volt actually was...
Knowledge: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 12 - Success with 2 Raises.

Notice to find items of Value (Note: If he could tell IC that Volt was harder to hit than normal, he will try to see if there is a Tech source for this, or if it was a Power cast by someone else
Notice: [dice]2[/dice]
Wild: [dice]3[/dice]
Wild Ace: [dice]4[/dice]
Result: 9 - Success with Raise?!?
"Now as for this Necromancer... I would like to put him down. They are a NASTY bunch, and I would rather deal with him now than have him surprise us in the future."

((On secure channel not shared with the Mercenaries helping us))"Afterall, we have Bounty Hunters after us... no need for any more people hunting us."

((Regular Comms))"So what say everyone? It would also be better for the Miners here if we take care of him so they won't have to deal with him later without us as support."
Last edited by Hans Greuber on Fri Sep 15, 2017 2:12 pm, edited 6 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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Gargamel
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Location: The Black Company

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Gargamel »

Notice [dice]0[/dice]
Wild Dice [dice]1[/dice]

Gargamel ducked as Hans and Alecto opened up on Volt, splattering him over Amarok IV.

"Lets hope he didn't have the keys on him. Thrudh, probably best you check the truck. Make sure they haven't sabotaged it."
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
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Thrudh Zebrem
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Thrudh Zebrem »

Thrudh shivers uncontrollably. "D-d-do necrom-m-mancers b-b-burn?" He checks the chamber of the shoulder cannon and starts hustling as quickly as his cold bones will carry him over to the truck. As cold as he is, his eyes are still scanning the area for traps and ambushes.
Notice
Notice with alertness and fatigue
[dice]0[/dice]

Ace notice plus prior result
[dice]2[/dice]

Wild die notice
[dice]1[/dice]
"I'll g-g-get the truck fired up. We can roll over the n-n-necrom-m-mancer on the way out." He growls. "It's f-f-fk...f-f-freezin'."
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
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sammy
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by sammy »

Sammy bounds over the the others and points with a claw to a hidden entrance into the necromancers cave. Sammy twirls the cylinder on his six shooter checking the ammo, and then snaps it shut.
" Meow, the way to get into the cave is that way... I have a hunch that the necromancer is a child... He might be dangerous, but who is his right mind puts no girls allowed at the entrance to their hideout?" Sammy shakes his head, " I am glad to see Volt done for, he betrayed too many legionaries to count. But this necro kid, who knows what he has been subjected too, but sunshine and I aim to find out."

Sammy's back arches as he stretches before heading towards the cave's entrance, he gives Thrudh a sly wink, Yeah, I am sure the neco-kid has the cave all cozy like. I could use a nice fire to lay down by and take it easy... Back in the tomorrow legion, there was this juke box in the pub that was a nice spot to sit a spell on... Warm and cozy and just right. I got just enough juice running through me to see this to the end, for some reason this coldness seems to sap my bones dry."
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
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Gargamel
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Gargamel »

Wild dice [dice]0[/dice]
wild dice [dice]1[/dice]
Gargamel gave Sammy a quizzical look. Here they were on a different planet and still people found them. They needed to get better at being sneaky, otherwise their mission was going to end up with them being killed.

"Just a question before we head in; Are you a cat that talks or a shapeshifter of some kind? Because this is weird even by our standards."

He twirled his shard pistol and placed it back in its holster, before pulling out his other sword. He twirled the blades in front of him for a few seconds

"Let's go in." he announced, taking the lead
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
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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)

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Daniel »


The Snow Cave
Amarok IV
The Necromancer's Lair


Image

For the First Half of the map, shown above, Quick Combat is in effect.

Reminder on how that works is below.
  • Sammy points out the secret entrance to a cave. The passage is easily opened. Pushing on the snowy doorway makes an opening that can easily be walked into.

    Thrudh locates the "key" to the Snow Truck. It's a push button to start. No key needed. The truck appears undamaged. It's starts if started.

    A search of Volts body reveals his armor's destroyed. His rifle is of Alien design. It's equivalent to a L-20 Pulse Rifle. His pistol is alien too, equivalent to a TX-26 pistol. His remains show he has a large amount of now broken cyberware inside his Undead body. He has a cred stick in his pocket. (Unknown amount of credits). His sword attached to his belt is a Flaming Sword (TW). Lastly he has one battery in his pocket. Identical to the batteries you sent back to Castle Refuge. The stolen cargo batteries. Volt has one.

    Heading in: As you progress into the cave you will see two groups of four armed skeletons. On the above map it shows two skeletons. Located at I-12 and G-13. Each is a group of these constructed monstrosities. Say two small hordes of skeletal beasts, looking like they were constructed out of random bones of the dead. (Found in an ancient burial ground here on Amarok and raided by the Necromancer).

    The group Toughness of each set of skeletons is 18 (4) with a Parry of 6. (Just FYI. This being QC it won't mater as much. What matters is your results roll as described below. One roll. Not rolling Damage. See below ty).

    Per Quick Combat, play out your actions and attacks.
Quick Combat

You see the skeletons as they surge forward to attack you. They have melee weapons such as blackened bone knives and bone swords.

Quick Combat Rules: No cards are dealt in Quick Combat. Instead, the Game Master sets the scene, then each player chooses the primary skill he wants to use and how he plans to use it. The skill should generally be a combat ability such as Fighting, Shooting, Spellcasting, or the like, but anything is allowed that makes sense and fits the action described. Players type out a narrative on what they are doing during the combat.


Results
The Game Master then interprets and narrates the results, allowing for each character’s intended plan and her player’s input. “Failure” may not mean the hero actually failed in her desired plans, by the way—it may simply mean she took some damage or is affected in some other negative way.

Heroes may spend Bennies to soak damage from failure as usual. Healing abilities (spells, potions, the Healing skill) may be used as well.
• Critical Failure: The hero’s plan gets her into serious trouble. She suffers d3 wounds.
• Failure: The character suffers a wound.
• Success: The warrior manages to get through the fight unharmed.
• Raise: The hero truly shines during the fight. The player and GM should work together to narrate a particularly heroic moment. Afterwards, the hero gets a Benny.

The narrative need not be a novel but more than a few sentences would be cool.

The two skeleton groups attack the Party: Remember to roll for results of your Mercs too if you take them in with you. Thank you.

If I forgot something let me know via OOC or Hangouts. Thank you. _Lars_
OOC Comments
Want a free Bennie?

You can either play the scene as it's written OR you can purposely fail a Fear Check and roll on the table for a result. 1 Bennie to you if you decide to do the Fear Check. After all. It's a gaggle of skeletons rushing your tired, cold, worn out self. But! You do not have to roll!
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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Gargamel
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Gargamel »

Fighting [dice]0[/dice]
wild dice [dice]1[/dice]

"More undead," Gargamel twirled both of his swords, "nothing to make a song or slice about; well.." he smiled wryly, "unless I'm the one doing it."

He leaped forward athletically and sliced his way through several skeletons; his first blow decapitating a skeleton, its head flying into the air, his vibrosword slicing the next in half, before he twirled his swords again neatly slicing off the arms of his final skeleton before neatly slicing it into multiple pieces.

"Another bites the dust and another does and another does. Another bites the dust." he sang as he did so.
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
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Icosa
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Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Icosa »

The skeletons rose up in front of them, and as the Black Company rushed to engage Alecto said to the mercs on her team, "Fire at will. I will attempt to distract them and keep them from advancing on your position."

Then she charged to attack, drawing her vibrosword and unleashing her integral blade and wading into the midst of the walking dead. Very quickly however Alecto realized that she'd underestimated the foe. There was a knot of five or six engaging her, and she was forced on the defensive trying to keep up with avoiding and blocking all of their attacks. This did have the desired effect, however, of giving the mercenaries the opening they needed to take position for fire support.

Perhaps frustrated with how limited their ability to hurt Volt had been, the mercs brutalized the skeletons with hammerblow after hammerblow of assault rifle file. As enormous as they were, and even animated by unholy vigor, the monsters couldn't continue to move or be a threat as their bones were cracked and shattered by high-velocity rounds.

However, Alecto wasn't engaging ALL of them...nor was Hans' brilliant gambit enough to wipe the rest out. Heller cried out in sudden panic as one of the beast-like mockeries leapt up the side of the raised elevation they'd taken and loomed over him, a sick red light flashing in its eyes and horrible ichor staining its claws as it draw an arm back...

THOOM

The arm sheared off when a thunderous blast went off behind Heller! Even as big as it was, the impact twisted its waist halfway around, almost knocking it back down off the hill. Heller looked around to see Vasquez standing behind him with her custom twin-barreled sawed-off shottie and an expression so full of rage he couldn't be sure if this carnage was because of a gunshot, or her just having glared at it really hard.

The skeleton emitted an unearthly keening roar and shifted back around to swarm in; a third arm arcing up from behind its head like a grotesque scorpion tail. Vasquez brought up her weapon to block the swipe of its claws, but the insane creature still bowled into her, knocking her over and sending them both tumbling end over end! They fetched up against the cavern wall as Heller raced to help; it a howling tangle of skeletal arms and claws and fangs dripping decay and bile.

But Vasquez still had one ludicrously oversized shell left in that fucking gun of hers. Somehow, in the furball, she'd managed to get it up under the thing's chin. For a split second they were eye to eye. Then it squealed and its claws descended on her.

THOOM

Heller got there just in time to see the mercenary get painfully back to her feet and roll her shoulders. Blood streaked her left arm, where it had managed to grab her and cut past the armor. Didn't look deep though, and Vasquez was tough. Jesus Christ, was she ever.

The skeleton was missing its head and part of its neck and upper chest.

"Vasquez," Heller managed, not quite able to come up with a coherent thought. All he knew was that he'd never give her shit about keeping that goddamn piece on her ever again.

She gave his arm a squeeze and nodded, then slammed the shottie back into its holster and got her rifle back into her hands.

"You can buy me a drink back in Gloom," she said, and Heller could only silently agree as he got back into position to help mop up the last of the stragglers.
OOC Comments
[dice]0[/dice]
[dice]4[/dice]
Ya know what? Benny. [dice]8[/dice]
Benny wild because I'm forgetful and also forgot about Extra Effort. :( [dice]12[/dice]

Mercs be shootin'

Sarge
[dice]1[/dice]
[dice]5[/dice]


Heller
[dice]2[/dice]
[dice]6[/dice]
Benny! [dice]9[/dice]

Vasquez
[dice]3[/dice]
[dice]7[/dice]
Ace! [dice]10[/dice]
Hahahahaha [dice]11[/dice]
Last edited by Icosa on Sun Sep 17, 2017 4:30 pm, edited 6 times 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: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by sammy »

Fear table roll, Shaken
Failed Fear check roll: [dice]0[/dice]
Shaken!
Skeletons! This is worse than Charlesbad! Sammy lets out a short yelp, " Meow!" He scurries behind Gargamel. " I'll stick behind you partner, those skeletons are the real McCoy!" Sammy licks his paw trying to get a peice of rock out, " Oh yes, I am a cat from another world. As far as I know I am no Huckleberry."
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
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC PORTAL (Dimensional Travel to: Amarok IV the Ice Worl

Post by Hans Greuber »

OOC Comments
Weird Science: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 13 - Success with 2 Raises.

Time for Quick Combat: [dice]2[/dice] Rounds
Satisfied with what he found on Volt, Hans gets ready to assault the Necromancer’s lair.

“Unless anyone wants to use them now, I will hold the loot off of Volt until we can see how much is on the Cred Stick and we divide it up between us. Now, as I have had a chance to study Volt and the actions of the others of this for in case we encounter more here. Maybe even this Necromancer here is one of them. Let’s call them CEAL or Cybernetic Enhanced Arcane Life Forms, they are all MDC. They are tougher of mind and body, as well as much faster as they were in real life. They, however, are not as fast in the mind. If they were magically or psychically inclined, they now have greater energy resources to draw upon.”

With that, be makes his way to the Ice Caves of the Necromancer.

With the Skeletal horrors coming after them, Hans plants himself, uses his Group Mind Re-Integrator, and brings Satisfaction up in line to deal with them. Looking at them approach, Hans gets a nasty smile on his face.

”Stay back from them. I have an idea.”

As they pass below a line of ice stalactites, rapidly approaching him, Hans shoots Satisfaction at those stalactites, collapsing them onto the onrushing undead. Once the air clears, the remaining undead are moving slower across the now uneven ground of the cavern, with most of them having been buried under tons of ice.

”Dwarves know caverns. Ice caverns, rock caverns, they all behave similarly.”

With a smirk, Hans watches the remainder of the undead be cleaned up by the other Black Company members, Sammy, and the mercenaries.
OOC Comments
Saxon: Shooting at Undead: [dice]3[/dice]
Wild: [dice]5[/dice]
Result: 5 - Success.

Watson: Shooting at Undead: [dice]4[/dice]
Wild: [dice]6[/dice]
Extra Effort: [dice]7[/dice]
Result: 5 - Success.

I forgot that they get a +2 to Shooting from their Armor. This gives Watson a success before any Extra Effort, so it would not have been spent.
Shooting calmly and deliberately like the professionals they are, Saxon and Watson help down the remaining Undead.
Last edited by Hans Greuber on Wed Sep 20, 2017 4:34 pm, edited 5 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
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Thrudh Zebrem »

Thrudh notes the condition of the truck and turns to his companions. "Ain't excited ta leave this thing here without me in it, but we m-m-might as well t-t-take this joker out." Thrudh follows the Black Company into the cave, sliding in behind Gargamel.
Then the skeletons approach.
"Alright. That 'bout does it fer me. Thrudh's miffed! J-j-just wanna f-f-fight somethin' livin'!" Thrudh clicks the safety off on his shoulder cannon and levels it at the rushing skeletal horde.
Shooting
Shooting with targeting minus fatigue
[dice]0[/dice]

Wild die shooting
[dice]1[/dice]
Letting off several shots at the nearest survivors of Hans' ceiling collapse, Thrudh manages to soak a few of the reanimated skeletons in enough plasma to put them down. "Finish 'em off, b-b-boys!"
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
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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: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Daniel »


  • As the echos of destruction quiets....the dust settles, well, okay, the snow settles from the chaos of the battle, looking around the Black see they have destroyed the undead skeleton hordes.

    After a moment to gather themselves and prepare to move further into the cave, after all the "master" of these skeletons is still deeper in there, the Black hear a cursing.

    "Damn it Scara! Get me out of here! You promised. Please, they are coming! I have almost no magic left...this damned world is horrible!"

    The screeching curses are faint, but still audible to the Black.

    What sounds like someone throwing something down on the ground is heard.

    As the Black move further into the cave they see that the cave dead ends. They also see a man with six arms in battle armor. He has bones and skin hanging off him. As he looks up from the radio he has thrown onto the snowy floor his yellow eyes look at the Black.

    His mouth opens to reveal fangs, a serpents tongue flicks out and he hisses at the Black:

    "Damn you all to hell. I'll eat your souls. I do not care if everything is falling apart, I may not have the energy to resurrect Volt or my minions due to this damned awful world, but I will not die alone, you are going out with me!"

    Holding up his four clawed hands, two human, two inhuman and necromanticly attached to his body, the Necromancer's yellow eyes stab hate at you as he rushes forward hissing a spell.

    The cave is cast into darkness, unnatural darkness, (-2 to Shooting/Fighting).

    The only thing that can be seen is two yellow eyes and the occasional slash of claws as he attacks the Black.
Map of Cave
MAP of CaveImage
Note
---------

To finish up here on Amarok IV, we need to take out the Necromancer. Quick Combat seems appropriate again.

Thanks!

---------
Quick Combat Reminder
Quick Combat

Quick Combat Rules: No cards are dealt in Quick Combat. Instead, the Game Master sets the scene, then each player chooses the primary skill he wants to use and how he plans to use it. The skill should generally be a combat ability such as Fighting, Shooting, Spellcasting, or the like, but anything is allowed that makes sense and fits the action described. Players type out a narrative on what they are doing during the combat.

Results
The Game Master then interprets and narrates the results, allowing for each character’s intended plan and her player’s input. “Failure” may not mean the hero actually failed in her desired plans, by the way—it may simply mean she took some damage or is affected in some other negative way.

Heroes may spend Bennies to soak damage from failure as usual. Healing abilities (spells, potions, the Healing skill) may be used as well.
• Critical Failure: The hero’s plan gets her into serious trouble. She suffers d3 wounds.
• Failure: The character suffers a wound.
• Success: The warrior manages to get through the fight unharmed.
• Raise: The hero truly shines during the fight. The player and GM should work together to narrate a particularly heroic moment. Afterwards, the hero gets a Benny.

The narrative need not be a novel but more than a few sentences would be cool.
bennie note
Alecto = PM'd you. That is in addition to if you got a Raise in above post: Raise, the hero truly shines during the fight. The player and GM should work together to narrate a particularly heroic moment: note, you all wrote your heroics well, thanks Afterwards, the hero gets a Benny. And Sammy, for taking a Fail, you got a bennie remember :)
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Thrudh Zebrem »

Thrudh grits his chattering teeth as they finish their march into the cave. The sight of the six armed necromancer elicits barely a reaction from Thrudh. "S-s-s-six arms. Ya g-g-g-got too m-m-many. Lemme help!"
Thrudh once again brings the shoulder cannon to bear, aiming to pick off some of the superfluous limbs of the necromancer.
Shooting
Shooting with targeting minus fatigue and scene penalty
[dice]0[/dice]

Benny for extra effort with prior result
[dice]2[/dice]

Wild die shooting
[dice]1[/dice]
Thrudh fires off multiple shots, targeting the unnatural shoulders of the spliced-together necromancer. Plasma melts through two of the inhuman shoulder joints, causing those arms to fall to the side as the creature continues to charge. Seemingly unfazed, the necromancer doesn't even break pace.
"Light this j-j-joker up!"
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
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Icosa
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Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Icosa »

"Cover the team," Alecto instructs the three mercenaries with her. "Hold fire until he starts to retaliate, then interrupt as opportunity permits. I'll be flanking him."

Instructions given, she slipped away into the gloom.

"You see anything, Heller?" asked Vasquez.

Her fellow mercenary chuckled. "Hell no. Good thing the bastard's making so much noise."

A few seconds later, that little problem evaporated thanks to Hans. Sarge barked orders, and assault rifles added to the din of plasma blasts and battle cries. Animated by unholy energies filched from beyond life and death, the Necromancer's attached limbs glimmered with black fire and attacked with hideous strength and speed. Each time he seemed poised to lunge though, and when Gargamel rushed in to attack, a sudden spatter of bullets would rake across the Necromancer's side, or thud into one of those upraised arms. Their attacks, delivered in rapid succession and with pinpoint accuracy, was enough to keep the monster off balance and reeling...unable to follow up on any openings offered to it when the rest of the team went on full ballistic offense.

It didn't have the glamour of shooting arms off, but a lot of pain, and possibly a life or two, was spared the team from their efforts.
OOC Comments
[dice]0[/dice] or [dice]1[/dice]
Benny! Reroll! [dice]8[/dice] or [dice]9[/dice]

Also the mercs
Sarge
[dice]2[/dice] or [dice]3[/dice]
Benny! Reroll [dice]10[/dice] or [dice]11[/dice]
Ace! [dice]13[/dice]

Heller
[dice]4[/dice] or [dice]5[/dice]
Ace! [dice]14[/dice]
Used his benny already, but he's fine this time.

Vasquez
[dice]6[/dice] or [dice]7[/dice]
Benny! Extra Effort: [dice]12[/dice]
Last edited by Icosa on Fri Sep 22, 2017 5:20 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
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Gargamel
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Location: The Black Company

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Gargamel »

Fighting [dice]0[/dice]
Benny Extra effort [dice]1[/dice]

Presuming a raise

Gargamel smiled as the darkness surrounded them. His armour automatically activated the darksight spell and the necromancer stood out like a sore thumb.

He walked over to the necromancer and whispered to him.
"I can see you,"

As the necromancer recoiled, Gargamel slashed with his sword removing two of the extra arms.
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
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Hans Greuber
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Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Hans Greuber »

OOC Comments
Weird Science (-2 from Scene difficulty, +2 from Machine Maestro)
Weird Science: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 4 - Success

Saxon: Shooting (-2 from Scene, +2 from Armor)
Shooting: [dice]2[/dice]
Ace: [dice]6[/dice]
Wild: [dice]3[/dice]
Ace Wild: [dice]7[/dice]
Result: 14 - Success with 2 Raises

Watson: Shooting (-2 from Scene, +2 from Armor)
Shooting: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: 4 - Success
Knowing that they will be facing the Necromancer, Hans gets out his PPISN (Potential Psychic and Inner Strength Energy Neutralizer). Once the necromancer plunges the cave into darkness, Hans goes to work and dissipated the energy that the Necromancer used to call upon the darkness, once again allowing the spotlights on people’s armor to shine. The Necromancer next tries to summon dark energies to surround his many hands, but Hans dissipates that energy too.

Meanwhile, Watson is doing his normal good job, but with a lucky shot, Saxon manages to shoot directly into one of the shoulders of the Necromancer, basically paralyzing the attached arm.
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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sammy
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Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by sammy »

Quick combat 12
Sammy does a thing:
Shooting[dice]0[/dice] Ace [dice]2[/dice] Wild [dice]1[/dice]
Meow, who is Scara? This just gets more interesting like a fly trapped in honey. Sound like the kid bit off more than he could chew. Sammy bounds arround the claw and fang attacks. He gives Thrudh a nod at lighting him up, and calls his sunshine to his hand. Might be time to put you out of your misery.... Sammy frowns drawing a bead on the twisted kid necromancer, " Kid it is not personel, my vegence wore out with Volt, Necromancers are just to dangerous to let walk...". Sammys voice trails off as he is reminded of the oath all the members of the 2nd set took. Sammy ducks under one claw, and a fang bounces off his jobbi crystal enhanced hardened skin. In the darkness Sammy can make out six stalactites right above necro kid monster...
"Stay clear for a moment fellas, the mountain is going to fall.". Quick as a whip, Sammy pivots and re-aims not at the necro but above at the six stalagtites, and lets out a series of six shots blasting of the jagged rocks above causing them to fall ontop of the creature and Sammy, effectivly pinning, but not killing the kid. Sammy crawls out from between two suck rocks, dusting himself off and clutching his green glowing pendant. Thanks Jobbi, things sould have gone from bad to worse without you having my back.. Sammy looks at the group and gives a purr and a stretch, " Meow, Ya'll aces and right fine shooters, but I took an oath joining the second SET, we don't kill kids."
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
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Icosa
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Location: 1st SET

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Icosa »

A shadow moved behind the creature, jumping back as stalactites fell in a jumble, then rushing back in when the Necromancer...badly battered...was knocked down and pinned under their weight. Sammy had just enough time to finish his statement before his efforts were undone. The shadow knelt low and rammed a sword into the back of the helpless Necromancer's skull from behind. The tip projected out about an inch from his forehead, then was pulled back out.

Alecto stepped into the group's lights, expressionless as the blade finished sliding back into her wrist.

"Is the rest of the chamber secure? I suggest we break into fireteams and sweep the area for stragglers, then return to base to report our success."

(OOC - Based on rolls in my first post, just putting it here for narrative purposes)
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
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Thrudh Zebrem
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Posts: 264
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Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Thrudh Zebrem »

Thrudh nods at Alecto. "Yeah. F-f-f-fire t-t-t-t-t-t....Sc-c-crag this. It's c-c-c-c-cold. Let's g-g-go." Thrudh pairs off with whoever is nearby and scours the cavern for remaining life forms, booby traps, or good loot.
Notice
Notice with alertness and fatigue
[dice]0[/dice]

Wild die notice
[dice]1[/dice]
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
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sammy
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Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by sammy »

Thrudh Zebrem wrote:Thrudh nods at Alecto. "Yeah. F-f-f-fire t-t-t-t-t-t....Sc-c-crag this. It's c-c-c-c-cold. Let's g-g-go." Thrudh pairs off with whoever is nearby and scours the cavern for remaining life forms, booby traps, or good loot.
Notice
Notice with alertness and fatigue
[dice]19491:0[/dice]

Wild die notice
[dice]19491:1[/dice]
Sammy looks up at the shivering Grackletooth. Sammy pats his glowing crystal gently with a paw, " I would be just as cold partner without Jobbi watching my back... Although he might be getting hungry soon. I'll head in with you, I reckon our disparity in size should come in handy." Sammy bounds on after Thrudh... " I am not sure if we were ever properly introduced by the little lady with a sword... Most folks in all parts call me Sammy." Sammy gives a glance at the necro-kid monster and Alecto nodding just once... Probably for the best, once you go that necro there is little chance you come back.
Sammy keeps his eyes out for anything shiny. Sammy really gets into it giving it the ole what for!
Notice with extra effort 12 total
Notice [dice]0[/dice] Wild [dice]1[/dice] Benny for extra effort [dice]2[/dice] Ace [dice]3[/dice]
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
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Thrudh Zebrem
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Posts: 264
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Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Thrudh Zebrem »

Thrudh nods at his new little buddy. "S-s-s-s-sammy. Thrudh. You hit 'em high, I'll hit 'em low. Heh." He lets out as much of a laugh as he can muster in the bitter cold.
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
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Hans Greuber
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Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Hans Greuber »

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Extra Effort, because 3 Bennies and the month is almost up... [dice]2[/dice]
Result: 7 - Success.

"The 2nd may not kill kids, but this kid was a combatant. A willing and capable combatant. That makes him a legitimate target."

Once the Necromancer is down, Hans will look around his lair for any valuables, as well as any indications of how he made the CEAL's to determine any weaknesses that their construction may reveal.
OOC Comments
Knowledge: Arcana to determine how the CAEL were made... so he can determine if there is any weakness, however obscure, he can use against them.
Knowledge: [dice]3[/dice]
Wild: [dice]4[/dice]
Extra Effort, again because 2 Bennies now and the month is almost up... [dice]5[/dice]
Result: 13 - Success with 2 Raises.
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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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Daniel »


  • Everyone searches the area, nothing of value is located in the cave. Hans investigates the dead for clues and loot. The CEAL creature (Volt) is determined to have a strange fluid instead of blood. He is undead flesh and machinery twisted by TW, Necro and cyber surgery. The Necromancer has nothing of value beyond his body armor, light Ley Line Walker gear, now destroyed from the battle. It appears the young, 20’s, human male Necromancer used only nectrotic weapons, like magically attached body parts. He has a ID card on him stating his name, his name (Dorian Cray) and his security clearance level (Red) for the Giest Nation.

    Volt was already ransacked for loot, Hans has it all. Returning to Volts body you see it partially decomposed, unnaturally fast.

    As the members of the Black and last remaining member of the 2nd SET exit the cave they see the Snow Truck is warmed up and ready to roll, Standing next to it is Rip who looks happy to see you all. He nods and as introductions occur, between Rip and Sammy, the Temporal Warrior looks sad.

    ”I am truly sorry for your loss Sammy. Having your entire crew killed, or worse, is awful. If you don’t sign on with these good folks of the BC, I imagine I could get you hired full time at the AC back on Earth in Gloom. Speaking of Gloom, shall we get off this damned ice ball?”

    Turning, Rip climbs up the front ladder and boards the Snow Truck, heading into the cab he rubs his hands together warming them in the warm cab area. He is relatively quiet on the return trip to the Gate.

    As you all drive past the base that the five Mercs were first met at, Sgt. Hurtt shakes his head no, ”Don’t bother dropping us off. We are going back to Gloom. All five of us have been here on Amarok IV for nearly 2 years, I think after this day, we deserve a trip home to Earth. Consider us ‘with you’ until you don’t need us anymore. Well, as long as you are in Gloom, I am sure we can help you. Beyond Gloom and we will have to discuss our contracts with the AC. Can’t leave they until our time is served or we pay our way out of the contracts. Anyway, we are going with you. From what I hear, and now see, this Giest needs to be stopped, her and her Necro friend, Scara.”

    The remainder of the trip the five Mercs stay quiet, chat when chatted with, and look excited to be leaving Amarok IV.

    As the day passes snow falls and the drive is slow. Once a Viper creature is seen in the distance but it does not get close to the Snow Truck, after a tense few moments of ‘will it attack’ it leaves.

    Arriving at the Gate, Rip and the Mercs exit the vehicle, as you all do. Rip speaks with a man who is working on the Gate and then returns to your side.

    ”So, 10 minutes then zip zap we go through back to Gloom. So we learned what happened to the last members of the BAMF crew who were here…they are dead. We took out two of Giest’s top members…but now might be a good time to go see the OTO organization back in Gloom and see how we can assist them in ousting Giest and Scara and getting Rene into power as Mayor as she and the Sky Knights want. Sounds like the Sky Knights want a place, Gloom, to offload a large number of Tolkeen refugees. Gloom has room for sure, we could use new workers and such. My Rift Warden Tech over there had a verbal message for me, from Rene. Apparently she was contacted by a, quote, friend, end quote who has some great evidence that can be used to clear your names. So once we get back we can look into that.”

    Rip has no further details at the moment. He passes the, now less than 10 minutes, talking with the Rift Warden who operates this Gateway.

    Hurtt and the Mercs huddle near the Gate, ready to go.

    Eventually the Rift Warden will wave everyone into place in front of the technology based gateway and activate the portal. On the other side is warm dark Gloom. In the distance, through the portal opening, you can see the AC building and the hotel that you have rooms at. Rip, the Mercs and the five of you head through...


To Be continued! If you have any business left on Amarok IV feel free to post it here in this thread. I will be posting in a new thread soon to carry on the story. I assume you are ready to go, get back to Gloom, and carry on. However as I said, post away RP here as much as you wish.
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: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Hans Greuber »

"Alright. From Volt we got his pulse rifle (similar to the L-20), his pistol (similar to the TX-26), a TW Flaming Sword, one of the stolen batteries, and this cred stick. From the Necromancer, we got just his ID card. It says his name was Dorian Cray, and it has his security clearance for Giest... Red Level, whatever that is. That card may help us in Gloom, depending on our plans. I see Sgt, Hurtt has a computer. Can you do the honours and check the credstick for us?"

Hans's Eyes widen in surprise.

"A million and a quarter credits? That is a nice surprise. I claim 250k of it. By the look of it, Satisfaction will be taking 20k just to get fixed all proper after the cold. Sammy, Thrudh, Alecto, and Gargamel you can each take 250k each, or share with the others, as you wish. What do we want to do with the rest of Volt's gear? They would add up to about 150k, retail new. Do we put this in the Company's stores for later use?
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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Thrudh Zebrem
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Posts: 264
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Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Thrudh Zebrem »

Thrudh nods at Hurtt. "Ain't nobody oughta st-t-tay here fer that fraggin' long. Let's get home. Hit the gas." Thrudh continues to hog the heater in the truck which he has cranked as high as it will go.

Hans divulges the reward from Volt. "Well...scrag. That's a f-fair chunk. Should we kick into a BC kitty ta keep the company runnin', or just spend like drunken dwarves? No 'fense, Hansie. I smell an upgrade ta the still in the works."

Thrudh greets Rip at the gate as it begins to open. "Clearin' our names will be top priority. We owe it ta Tic. But even higher priority than that...gettin' off this bloody ice cube. Flip the switch! Thrudh's goin' home!" As soon as there's even the remotest sign the portal is ready to transmit, Thrudh hustles through to the other side, as fast as you've seen him move in days.
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
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Icosa
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Location: 1st SET

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Icosa »

"From what I understand, we now comprise all that remains of the Black Company," Alecto points out calmly. "Each of us contributing a portion of our individual shares into a company treasury would be a very effective way of ensuring that we have a way of meeting company expenses. We will need such a non-individual account to acquire and maintain a new base of operations, among other things."
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
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Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Gargamel »

"Especially if we are looking to rebuild." Gargamel noted, picking up the ID card. "Though I can't match the extra arms, I should be able to pretend to be this guy if we need to."

"Set the items up as an armoury and the cash as our bank balance. I think we have some new people to pay." He looked at the five mercs who had helped them.
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
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Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Hans Greuber »

"Now I can agree to setting aside some credits for setting up the Black Company again, but I NEED some credits. Maybe we give the Company 250k, and then each get 200k for expenses and equipment upgrades. Repairs to Satisfaction alone are going to ring in at over 20k credits. I also have some plans for upgrades to my gear that will really help us out. Since we don't have any big, expensive Robot Armor to repair and upkeep, the 250k should set us up with a nice office with a garage/workshop for Thrudh and me, as well as plenty of operating expenses, including pay for our friends here, for quite a while. If we REALLY need credits after then, I can always take in some Techno-Smith custom work and raise some funds for us. I am even willing to throw in that NE pistol I got into the armory, if I get enough credits."
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Thrudh Zebrem »

On the Gloom side of the rift, Thrudh continues the conversation. "I got no problem with financin' the company. But it was colder'n scrag on that rock, and I aim ta get paid. If we're really talkin' 'bout runnin' the company outta our pockets, then repairs ta company equipment come outta company money. If that's what we're talkin' 'bout, I ain't against kickin' in more. 100 each? 150? That's a healthy sum ta work together facilities an' personnel, with leftover fer incidentals. Company takes care a' Hansie and Satisfaction, Eleanor, an' whoever else we need ta take care a'."
Thrudh grits his teeth. "I'm also votin' company takes care a' cigar shipments. Operatin' expenses, ya know." With that, he hustles off to the hotel to check the humidor.
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
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sammy
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Joined: Fri Aug 25, 2017 11:06 pm

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by sammy »

Sammy nods at Rip, and puts a paw on his leg, "Meow, thats the truth. The 2ns set seems to have met a grizzly fate. The reckoning that Volt received was much needed." . Sammy smiles a side way grin at the members of the BC, " It sounds like you guys have more work to do, not too sure what this Tic was, but if you are on a mission to right wrongs done to you I can be your huckleberry.". Sammy nods taking the credits from Hans, " A might pretty sum. I mkght be looking to retool this six shooter, or maybe make Jobbie's accomodations a right bit better. A bath, and massage, maybe a bit of money for the ladies... Anything left over I can hand back."

Seeing Thrudh's clear uncomfotability at the cold Sammy raises an eye brow, but the cold tundra beckons him, " Partner, it is colder than it has any right to be, but something is just bugging me. Stuck in my craw, and I can't spit it out. I can follow you guys back in a bit, I got to head into the silver plane for a bit of ole recon."
Sammy gets comfy in the vehicle of Volt's old snow mobile and closes his eyes waiting on the universe to answer his unspoken question. What was volt and those undead doing out in the frozen Tundra?
Psionics astral travel total 11, notice why was Volt and necro there of all places 8
Psionics [dice]0[/dice]. Wild [dice]1[/dice]
Basically Sammy is going back out to where they fought Volt and exploring for a good while, lookimg arroumd as to why Volt,and the necro where there of all places
Notice [dice]2[/dice] Wild [dice]3[/dice] extra effort [dice]4[/dice]
Sammy has the curious hindrence
A chunch of ice slips off the snow plow's roof after a couple minutes, something shiney seemed to be wedged in the ice. Sammy refreshed from his cat nap, bounds into the snow retrieving the object... " Meow, very interesting... Well that is that."
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
Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Hans Greuber »

"Before we go through the portal, we should also inspect the body frozen in the river near the portal. If nobody else has an idea how to do that, I will just use a pick or the Flaming Sword."
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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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Black Company (Dimensional Travel: Amarok IV, the Ice Wo

Post by Daniel »

Sammy’s trip across the Astral Planes nets an obscure yield. Somehow the connection is made. Volt and the Necromancer were here originally to gather flowers. Pretty flowers that are deadly and used in the mixture of fluid that CEALs have flowing in their veins. Somehow the concept of Flower Power seems funny. However once they realized the BC were here they decided to try and kill them.



The body in the River is eventually recovered. Hurrt and Rip do not recognize the guy. Long story short, no one knows who he is, but maybe he was stationed at the now destroyed safe house? On his person is 140k worth of gear. The 140k is what it would cost new, reselling may be less. Time to go find the Black Market in Gloom?
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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