The road to Gloom takes us close to Refugee

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

The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

Fond Fare Thee Well
The three groups depart Silver Bluff in the morning after of course a heroes breakfast feast fixed by one Mr. Durbin. Seth, Lucretia, Kesslan, and the others are heading east to fetch the arcane engineer. Elrond Hub and Bronze via hover bike are heading to Dweomer. Alex the kid from the garage is waiting for Max near Nadine. He seems packed and ready for a grand adventure, " Ok Max, I am all set. I got this great equipment that can give Nadine a bit of an advantage to spot electromagnetic signatures."
Alex
Notable Skills and Edges:
  • D8 notice,
    D6 Repair
    D8 kn:Electronics
    Myguyver
    has 1 benny from being so young
He has some sensor equipment he wants to eventually install, much of it looks custom made. Dr. Danlack and Mr. Marvin are going to stay in Silver Bluff for a few more days before heading back to castle refugee. If told of Zeija's heroics against shadow sniper the two seem better for it. The gear is off loaded from the mountaineer and into the zone ranger. Even if you try to leave without fanfare you are denied a quiet exit from Silver Bluff. The entire town is on hand to see their heroes off in style.
OOC Comments
Think of a name for the Zone ranger.

Un-looked for Compatriots at a cavern during camp
It should be a few days to get to Gloom, possibly a bit longer do to rough terrain and lack of pre-rift high ways. But your course does take you with in 45 miles of Castle Refugee. Starting the third day of your journey ( now past the castle) Alex pipes up that his scope seems clear most of the time.
Radar equipment operation
[dice]0[/dice]
That evening while making camp near a relatively safe cavern two familiar faces wearing newly minted dead boy armor come rushing towards you out of the brush a bit of a ways away giving you all plenty of time to just waste them if you like. Major Fitzbad ( although anyone with CS military history can tell he now carries the lowest rank insignia) and Grease come out with their hands held high, the former major even has a small white flag. Fitzbad has a large cut above his eye with a blood soaked bandage, he also is walking with a limp and grimace. Their weapons are slung and not drawn.

Fitzbad and Grease both seem concerned about something.
Fitzbad opens up first out of breath and wincing in pain " Oh.. Ok we got to you, We like you guys... All of you, you proved to be ummm, folks interested in saving this world. I could not imagine you are the ones responsible for making it such a hell hole."
Grease chimes in also out of breath from their apparent trek, " Yeah, I mean that Bane is so cool!"
Fitzbad looks at him and laughs, " Yeah, not how I would put it, and I never thought I would say a D-bee was cool. But you guys are alright in my book..." He looks behind him worried, " Gunny though... I... I did not know how much it killed him not too put a bullet through your heads... You should have heard him talking to command..." Fitzbad hangs his head defeated, " Command just ate it up, video taped his erroneous description of your actions... When I tried to say something Gunny just hit me on the head to High Command's pleasure. I am apparently a sympathizer." Grease puts his hand on Fitzbad's shoulder trying to express some kind of comfort to the man.
Fitzbad looks up at you all his eyes have real terror in them, " Captain Gunny he was given command of the 6th armored company, he is coming... Coming tonight!"
Map of Area
https://1drv.ms/b/s!ApbK40F58-KNmm8WReAU_3LNRe_f
  • The tank looking thing is the zone ranger
    There are two folks on the map, Fitzbad is the forward one, Grease is behind him... I am assuming you let them get to that point, if you waste them just post it.
Rules of engagement
While not quite in combat, it will happen soon. Make a post with an action or two ignore MAP. Please include where you are located on the map in your post when you are done doing the couple things you want to do. I would imagine a few were sleeping and a few were on watch. It is about midnight.
Current lighting penalty is -2
Cave Entrance
Cave entrance pic.jpg
Field Team Six Bennies
3/6
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Maximilian
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Posts: 548
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max goes for his pistol as Grease and Fitzbad come bowling through the brush, but stops short when he realizes who it is. Listening to their story, Max jumps up quickly and bolts for Nadine. "Let's go, Alex! Zieja, invite is open!" Hitting the rapid startup cycle, Max goes for the sensors and heats up the targeting systems. "Cantrell, the caves seem like a bad idea for cover. I can stand in the gap as a decoy while you all scatter and find sniper holes. Aim for the big guns first and the rest of 'em are chew toys!"
Notice
Notice with RA sensors
[dice]0[/dice]

Wild die notice
[dice]1[/dice]
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Cantrell
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Joined: Thu Mar 02, 2017 10:57 pm

Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

Notice 5, CK 11
Let's say a 1-2 is asleep, 3-4 is awake and 5-6 is on sentry duty[dice]0[/dice] Sentry duty
Notice [dice]1[/dice]+2 = 5
Wild Die [dice]2[/dice]+2

Common Knowledge [dice]3[/dice]
Wild Die [dice]4[/dice]
Ace! [dice]5[/dice]=11
Cantrell is on sentry duty, walking along the ridge above the cave entrance when the former Coalition soldiers appear. Recognizing them, she calls for the others to stand down, then drops down from the ridge to meet them, the servos in her armor absorbing the force of the fall.

As soon as Fitzbad mentions that Gunny is coming with an armored company, Cantrell flips on her comms to alert the SET.

<<Okay, everyone up and at 'em now! We've got bogies incoming, so strap on your armor and get to defensive positions. Roger on the cave Max -- Z, I want you in those rocks in sniping position. Bane, find a place you'll be safe but able to find targets for your magic. Markus, that new gun we put on your hoverbike is best used on infantry, so make them your target. Libertas, I need you in the driver's seat of Silver. Max, keep Alex with in Nadine. Jude -- try to sweet talk the ones you can and don't let the others shoot you. I'll be in Silver's turret with the big guns.>>

As she races toward the Zone Ranger, Cantrell thinks about the kind of ordinance an armored company is likely to carry.

"Fitzbad, what's Gunny got with him? A Death's Head? Enforcers? SAMAS? Or is just a mobile company in a Mark V? And get into cover -- either in those rocks or in the Zone Ranger or Nadine."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Markus Berger
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

Markus wakes up, startled, but his training guides him into his armor and on his hoverbike.
"Sir, yes sir!"
He goes past the soldiers of the coalition, and then counterclockwise around the zone ranger, trying to find where the enemy is coming from.
OOC Comments
So first to S29 and then north, west, south, east around the others, trying to find the enemy and let the others know where they are.
Notice: 9 (sucess and a raise)
Roll (+2 sight and hear based, cyber optics ignores light penalty): [dice]0[/dice]
Wild Die: [dice]1[/dice]

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

Libertas jumps into the Ranger's driver's seat after pulling on his armor. "Just tell me where you want me to park it for you to shoot, Sarge! Maybe on the ridge above the cave, get you some position for overwatch?" Once the Ranger is in position, he'll prep his gauntlets--he rarely shoots, and he's still got the plasma wand if he needs to, so nothing easier than boosting Cantrell's skill with the guns by sacrificing some of his own.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: The road to Gloom takes us close to Refugee

Post by Bane »

Notice 6
[dice]0[/dice]
Wild Die [dice]1[/dice]
When the two figures enter the clearing, Bane gets up with a start ready to cast a spell if needed until he realizes who it was that entered the clearing. He hesitates, but still wary, letting the two CS soldiers a chance to speak first. When he notices that Fitzbad is injured, Bane rushes up to him and asks him "How old are these wounds? Let's get you over to Libertas so we can try and heal you." Bane quickly helps Fitzbad over to where Libertas is and uses his Bee (Well) Stinger if the wounds are less than an hour old, warning him that it will sting at first. (Healing -3 PPE) Bane then helps Fitzbad and Grease over to the rocks and tells them to get down. He'll ask Cantrell after that "Which vehicle do you want me to boost the weapons on first, Silver or Nadine?" Bane then Boosts the damage of the one that Cantrell tells him with plasma damage, and then cast his Dwarven Forgemaster Armor on himself.
Spellcasting Greater Smite Plasma Damage 16 +8 Plasma Mega Damage
[dice]2[/dice]
Wild Die [dice]3[/dice]
-1 Bennie Extra Effort [dice]6[/dice] Ace!
Extra Effort Ace [dice]7[/dice]
-4 PPE
Spellcasting Greater Armor 5
[dice]4[/dice]
Wild Die [dice]5[/dice]
-5 PPE
-1 for active Spells
Bane will set up at S12
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Blackfish
Daniel (Lars)
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Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Location: J16 - In the tree/foliage hidden: Greater Invisibility Active (CMBA), using CP-50 Dragonfire Laser Rifle.
Having just been relieved if guard duty for the night Zieja sits down on the ground, above the cave entrance and using the greenery as cover and concealment, and starts to close her tired eyes.

Thinking about her new friendships she makes a mental note, talk to the D-Bee and Mages. She hasn't meant to avoid them, but being in the Titan has kinda prevented her from getting to know them.

With the sudden arrival of two CS soldiers Z nearly panicked and opened fire on them! Not due to their sudden arrival, because they are CS soldiers who might have come for her.

Muscle memory and training kicked in Z activated the Invisibility on the armor and had her new rifle pointed towards the two CS. Maintaining a wide visual horizon Z keeps both the scene below in her vision and watches the surrounding. With her back to the stone and trees above the cave her only blind spot is the higher ground above and much further behind the cave. It seemed too far away from camp so instead of resting there Z simply placed a few trip wires back above the camp location. She hadn't bothered attaching explosives to the booby traps, just hoped they would slow down any approaching hazards.

Seeing that the 13th was not going into combat with these two CS, Z inwardly grumped at the energy used to activate her armor, until she hears about more CS coming.

Staying invisible Z is quiet and alert. Waiting.
Stealth Rolled a 5 and Already Greater Invisible
[dice]0[/dice], wild die [dice]1[/dice]
Accounts

Discord: Daniel (Lars)

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Savage Rifts Player Characters
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    Phaseworld GM - Ndreare
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Cantrell
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Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

Cantrell considers Libertas's suggestion for a moment, then shakes her head.

<<Negative. I don't want to have to worry about SAMAS flying up my six. Put our back to that ridge so we can focus on the 180 degrees in front of us, and present a narrow profile. Just be ready to gun it and reposition if they start to box us in.>>
OOC Comments
Somewhere around Q12-13 probably gives us a good field of fire
<<Bane, go ahead and magick up Nadine's big gun for now. He can focus on the biggest threats that way.>>
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

Libertas nods, moving the Ranger into position, and letting Bane take the Bee-Well Stinger to fix up the two troopers. Then he uses the gauntlets on himself and Cantrell, transfering his own skill at Shooting into her.
OOC Comments
Lower Trait: Shooting [dice]0[/dice]
Wild Lower Trait: Shooting [dice]1[/dice]
No resistance offered, so Diff 4.

Raise Trait: Shooting [dice]2[/dice]
Wild Raise Trait: Shooting [dice]3[/dice]

Bennie Reroll to avoid Malfunction on Raise Trait!
Raise Trait: Shooting [dice]5[/dice]
Wild Raise Trait: Shooting [dice]6[/dice]

So, Raises on both. Libertas' Shooting is now a d4, and Cantrell's goes up to to a d12+1 base, before her enhancements kick in. She is now One With The Gun.

Notice: [dice]4[/dice]
Wild Notice: [dice]7[/dice]
For a brief moment, the gauntlet pointed at Cantrell as she takes control of the gun starts to pulse in an erratic manner, but Libertas knocks it against the dashboard (in a move that Technowizards the world over call "The Fonzie" for reasons unknown to any of them) and it stablizes. Once that's done, he pulls out the recently crafted Plasma Wand and keeps it in-hand. May as well use it before that coil gives out, and I can't think of a more deserving set of targets.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

Cantrell wrote:
"Fitzbad, what's Gunny got with him? A Death's Head? Enforcers? SAMAS? Or is just a mobile company in a Mark V? And get into cover -- either in those rocks or in the Zone Ranger or Nadine."
Grease politely declines any healing, " I am ok, take care of Fitzbad... I'll keep watch here." He hunkers down behind the rocks Bane suggested drawing his weapon.

Fitzbad accepts the healing. While the "Bee" is healing his cut, he pulls out a pad from his pocket. He clicks a few buttons on it.
Something Something else falls, required notice 6
Something small and tiny also falls off the back of pad. It is blinking, probably some kind of tracker...
" Yeah no problem Cantrell, Grease got me a run down of the 6th." He taps a few more buttons, he blinks as his cut is healed, " 22 CS grunts, well 20. 14 skelebots. A MkV to take them all a round and serve as a command post. 1 dog boy tracker, 1 psi-stalker hunter, 2 sammas, 1 UAR-1 and 1 Spider Skull walker. And of course Gunny a combat cyborg" He looks at Bane and Libertas. " Thank you." Fitzbad heads to the rocks Bane told him to head too sitting down next to Grease.
Battle Map so far
I do not have a clear picture where Max is, nor where Jude is... Let me know if I got your position right.
https://1drv.ms/b/s!ApbK40F58-KNmnDy98prv82fpBHL
Field Team Six Bennies
3/6
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: The road to Gloom takes us close to Refugee

Post by Bane »

Bane picks the item that fell and asks Fitzbad "What is this?"
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 4
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 7
[dice]2[/dice]
[dice]3[/dice]
***

Jude sat up in bed and yawned, running a hand through his perpetually mussed hair as he watched Thistle blushingly pull on her dress. He interrupted the process by tugging her wrist and making her fall to the bed again, capturing her mouth in a good morning kiss, his hands roaming her body. “Care for a morning workout?” he teased her, but they were interrupted by the cray of Baby Krave.

Jude sighed and released the lovely lass to retrieve the baby from the basinet. He slipped out of bed and found his underwear and slacks, pulling them on before coming up behind Thistle to kiss her neck, his arms around her. “Thank you for last night,” he said. “I’ll never forget you.”

Jude was a little late coming down for breakfast, grinning like a Chesire cat, hair still a mess but armor in place. Thistle came down shortly after, noticeably in the dress she wore the day before, a half-hearted attempt at taming her love-rumpled hair.

“Ah, nothing like a long ride trapped in a hot tin can with a bunch of smelly mercenaries,” Jude commented as he flopped down at the table, grateful for the coffee and breakfast provided. “Please tell me this new ride has A/C.”

***

The ride had been every bit as cramped and rough as Jude expected with no roads to travel.

“Seriously? No one has an empty bottle? Teach me to drink so much coffee before a road trip,” Jude quipped sometime in the third hour. Yeah, they really needed to make more bathroom stops.

Well, at least there was staring at Cantrell’s backside when she was up in the turret for the hours she took gun duty.

“Remind me to bring a book next time.”

Another hour. “Are we there yet?”

Making camp was a relief, a time to stretch his legs, and as night fell to get out of his armor and take a bit of a canteen bath. Jude was sound asleep when the alert came, and he jerked awake quickly.

“Man, what did we ever do to those CS guys?” Jude growled, wiping sleep from his eyes, annoyed at going from a comfortable bed with a willing partner the night before to sleeping on the hard ground.

Jude clambered up the rock wall to the ledge above the cave opening where he took cover among the foliage.

***

Jude will hide in the brush at J14.
Huh. Jude doesn't have Stealth. Ah, well.
Stealth: [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort [dice]6[/dice]
Ace [dice]7[/dice]
+2 for Elan, I forgot.
Total: 13
Turn
Move:
Action:
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Blackfish
Daniel (Lars)
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Re: The road to Gloom takes us close to Refugee

Post by Blackfish »

Zieja tosses a pebble at Jude and whispers, "Watch where you step, I'm invisible here, but if you step on me it'll still hurt and I'll have to push you down onto the horny red devils head."

Smug, Z is satisfied that she let Jude know where she was, don't want to be hit by friendly fire. Laying prone for cover she keeps her eyes and ears open. Rifle ready.
Notice 5
Notice Roll [dice]0[/dice], wild [dice]1[/dice]
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Pender Lumkiss
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Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

What is it? It's a trap!

Fitzbad looks as shocked as Bane sounded, " Uhh... Did that fall off my pad? Grease..." A bright red glow comes from behind Fitzbad's eye as a laser beam shoots out from behind it. Anyone looking at the right angle would see a smoking hole clean through the head, with Grease smiling unnaturally at the back end with pump pistol still smoking.
Grease spits as Fitzbad's body falls, " Toeing that line was just too much I am afraid. Yeah D-bee filth, its a tracker, the Captain should be here in a hot second but he promised me I could kill you and Fitzbad..." The emotion is raw and unnerving coming from Grease, " That shadow dragon killed Tommy you monster! I know you had control over it! Its time to die!" He pops his helmet on and points the pistol at Bane.

Alex Chimes in over the comms, " Uhh guys I got 2 blips closing from the west, low flying and fast. 1 large robot or something from the east has just entered long range."
OOC Comments
From the west 2 low flying Samas units can be heard and seen on radar, they should be on the map next turn.
  • Vehicle weapons are at short Range, regular weapons at medium.
Far to the East the radar image of a Enforcer is picked up entering long range, its weapons are hot and trained on Nadine.
  • Vehicle Weapons are at long range to hit the Enforcer (-4)
Gunny, wearing captain's stripes and a small black beret, bursts out of the nearby bushes along with several grunts, and skelebots. Gunny grins at the 13th, as much as a cyborg can grin. In a metallic booming noise he bellows, " I am not going to ask you to surrender, I want you dead. Its your kind that kills humanities chance. Look what you did to Markus, you took a soldier of humanity and pacified the fire that burns in him!" He looks at his men readying his rail-gun and yells, " For Tommy!" His men echo in kind.

Atop the ridge, a lone dog boy soldier is getting into position to fire his rocket down onto the zone ranger. Three CS grunts (G1-3) are also getting into position to provide some cover fire with there plasma rifles. So far neither the dog boy or CS grunts on the ridge have seen Jude or Zieja.

As for the main company, most of the CS grunts have laser rifles drawn (G4-8). However they are being supported by a few grunts that have rocket launchers and plasma rifles ( Heavy 1-3). The rockets seem to be pointed at the zone ranger.
Round 1 Initiative
Initiative and main map
Jude got the Red Joker! +1 Benny to everyone!
Maximilian ( quick) Initial: 2 hearts, 5 spades, 10 clubs
Libertas (Quick, Level headed) Initial: Qspade, 6 of spade
Slightly Zoomed in maps
Bad guys Toughness
Gunny ( Wild Card )- Cyborg- mini-rail gun in hand- toughness 24(12) MDC
CS Grunts- heavy assault laser rifle in hand- toughness 13(6)
CS Heavy grunts- c-27 plasma cannon in hand- toughness 13(6)
CS Skelebot- in hand CV-212 laser rifle- Toughness 11(4)
Dog Boy- Tex Rex- Rocket Launcher in hand ( c-14 Fire Breather strapped to his back)- Toughness 12(5)
  • Notice vs Jude (13): [dice]0[/dice]
  • detect arcana(Notice skill used +4) vs Zieja ( true invisibility -4): [dice]1[/dice]
SAMAS- Light Rail gun in hand- Toughness 17(10)
Enforcer - every weapon in hand :) Toughness 33(15)
Field Team Six Bennies
3/6
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Markus Berger
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

"Scheisse! Who do I engage first?"

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Cantrell
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Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

<<Max, neutralize that Enforcer! I'll take care of the SAMs, and that metal bastard Gunny if I can. Everyone else, assholes with missile launchers are your number one priority!>>

[OOC: Use those Bennies!]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Blackfish
Daniel (Lars)
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Re: The road to Gloom takes us close to Refugee

Post by Blackfish »

Zieja whispers to Jude, "Take out that Dog Boy with the launcher or the others are toast!"

Z moves...
OOC Comments
More to come. After Jude Posts.
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Jude Maverick
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Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 14
[dice]0[/dice]
[dice]1[/dice]
Ace [dice]4[/dice]
Ace [dice]7[/dice]
Common Knowledge 19
[dice]2[/dice]
Ace [dice]5[/dice]
[dice]3[/dice]
***

Jude tossed the invisible Z a grin and a wink. “Just make sure you're using that scope to target the bad guys and not focus on Cantrell’s ass,” he teased her. “Though I wouldn’t blame you…”

And then Grease put a hole in Fitzbad’s head. “Son of a bitch!” Jude muttered under his breath as the rest of the Coalition troops moved in. This was a lot of heavy artillery.

Jude nodded to Z as she noted the dog boy above them. He rose up slightly and brought his rifle to his shoulder, taking careful aim before firing.

***

Making sure my math is right:
  • Joker: +2 Shooting and damage
  • Spending the Joker benny on Extra Effort with Elan: +1d6+2 Shooting
  • The Drop: +4 Shooting and damage
  • Illumination penalty -2 canceled by body armor.
  • Spending benny for High Adventure Boon for Marksman, giving me a free Aim: +2 Shooting
  • Semi-Auto double tap: +1 Shooting, +1 damage
  • Total: +1d6+12 Shooting, +7 damage

Shooting [dice]8[/dice]
Extra Effort Elan [dice]9[/dice]
Ace [dice]11[/dice]
Ace [dice]12[/dice]
Wild [dice]10[/dice]
Total=33 5 Raises

Damage [dice]6[/dice]
Ace [dice]14[/dice]
Ace [dice]15[/dice]
Ace [dice]16[/dice]
Raise [dice]13[/dice]
Total=38
AP 2, laser
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Blackfish
Daniel (Lars)
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Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
Currently hidden by True Greater Invisibility
Rocket Launcher:
  • Damage: 4d6 AP 11 with a The Drop Bonus Damage of +4


Jude's fires at the rocket launcher toting Dog Boy with glorious effect. The Dog Boy's head evaporates and the body and gear fall down to land conveniently adjacent Z. Dropping the rifle she is using, it hangs on her sling across her chest for later use, Z snatches up the launcher, it turns invisible in her hands, and points it at Grease. Can't have him blasting Bane away. Z fires the launcher then moves to her left away from Jude and her last location. Someone might have seen where the rocket came from and fire there, best to move. Being a one shot launcher she drops it as she moves. Out of the corner of her eye she sees a satisfying explosion! Her Rifle back in her hands she scans the surroundings and crouches low. Her next action will be to either take out the CS Grunts up top near her and Jude or to seek a new target if they are neutralized. In the back of her mind she is thinking of tricky tricks that work on SAMAS and such. Torn between feelings of remorse at killing CS soldiers and hate for the CS Z is thoroughly enjoying the action!

Shooting and Hit Grease with a 6 and did 20 mega damage AP 11
Hit Grease with a 6 and did 20 mega damage AP 11

Shooting at Grease: [dice]0[/dice], wild die [dice]1[/dice]
Damage [dice]2[/dice] ACE [dice]3[/dice] with +4 damage drop, AP 11
Notice 8
Notice of 8
[dice]4[/dice], wild die [dice]5[/dice], ACE [dice]6[/dice]
Info from Hangouts
@Dan, you might need some of this if you are firing a rocket launcher, use the anti vehicle 4d6 ap 11. From how I see the rules here, area effect attacks cannot gain the benifit of called shots, nor would they get the to hit bonus from the drop. I would give you the +4 damage from the drop. You are hitting a square, the square has no locations and it cannot be caught unaware.
Comments
I thought about using EF or my Adventure Card, but no need thankfully. I love the Adventure Card, Z is thinking we head for the throne room and kill the Emperor!
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Markus Berger
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

Cantrell wrote:<<Max, neutralize that Enforcer! I'll take care of the SAMs, and that metal bastard Gunny if I can. Everyone else, assholes with missile launchers are your number one priority!>>
<<Hi Sir!>>
Markus gets his Triax-Made Rocket Launcher out, and aims at the heavy coalition soldiers with an anti-personal missile, trying to take them out of commission before they can do damage. He doesn't even think they are human. They are the enemy now.
OOC Comments
Shooting: Critical Failure!!!
Roll (+2 Marksman +2 Helmet +1 Weapon +2 Joker): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Damage (+2 Joker): [dice]2[/dice] (AP6)

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

Libertas looks at the battlefield, filing targets by order of threat and availability. Jude taking out the Dog-boy on the ridge makes him genuinely grateful, and Cantrell seems to be turning Grease into Stain pretty quickly. But they've got a lot of firepower on the field. Best to clear the heavies. Max can take that Enforcer. He levels the plasma rod, and pumps the remaining juice into triggering it.
OOC Comments
Firing 3 Plasma-Trapping Bolts, burning 6 PPE from the Rod's remaining pool of 7 (+1 PPE/bolt for the Plasma). -6 Called Shot to teh barrels of the rocket-launchers, balanced by +2 from Edges, +2 from being a Techno-Wizard (cheatier than elves, I tells ya) and +2 from Arcane Marksman HJ ability. It would be a flat roll for H1 and H3; H2 is technically at Medium Range, so an additional -2 would apply there. But I've got EP to burn:

Auto-Ace all three Techno-Wizardry rolls via EP expenditure. That makes the base rolls 12, 10, and 12, with the Ace rerolls on top, and still getting the Wild Die in case that does something phenomenal. Including the rolls more for completeness sake--unless there's hidden funkiness, all three should be automatic Raises:
Wild Die [dice]0[/dice]
Heavy 1 Ace Roll: [dice]1[/dice]
Heavy 2 Ace Roll: [dice]2[/dice]
Heavy 3 Ace Roll: [dice]3[/dice]

Damage to H1 Rocket: [dice]4[/dice]
Damage to H2 Rocket: [dice]5[/dice]
Damage to H3 Rocket: [dice]6[/dice]

Rockets go BOOM. Obviously, the rockets don't get the bonus damage from the Raise to hit, but hey, it's AP 11.

Heavy 1 Rocket Explosion (SBT hits H1 and H2): [dice]7[/dice] AP 11
Heavy 2 Rocket Explosion (SBT hits H1 and H2): [dice]8[/dice] AP 11
Heavy 3 Rocket Explosion (SBT hits H3, G7 & G8): [dice]9[/dice] AP 11
Heavy 3 Rocket Explosion Aces: [dice]10[/dice]

AP shreds their armor. Heavies and Grunts alike are Toughness 7.

H1 would've only shaken himself and H2, but H2 killed them both, anyway. (10 AP 11 Mega-damage, then 12 AP 11 Mega-damage to both.)
H3 kills himself and Grunts 7 & 8. (18 AP 11 Mega-Damage to the trio.)
Lib gives a triumphant howl as he sets off a massive fireworks display in the back ranks of the troopers. Of course, now the surviving grunts might be looking at him a bit more closely. Good thing he's in the Ranger....
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

The remaining grunts ( G1-G6) cry out as their compatriots get melted, rocketed, and have their weapons used against them.
" D-bee scum!!" becomes their motto if it was not already.

But the skelebots are first to act. Three skelebots move out from under the huge tree at w28 and open up firing their laser rifles in short bursts at Markus who seems to be having trouble with his rocket launcher. Their cold metallic voices echo," Human traitor. We have been programed to seek your demise with prejudiced."
Shooting at Markus with CV-212 VLF laser rifle, 3 bots and three 3 round burst shots, Total to hit 5 and 4, Damage 16 and 12 AP2
Notes: Not MD, 3 round burst adds +2 to hit and damage
Snap fire penalty -2 ( they moved into position otherwise they would be firing through a huge tree and bush canopy)
Shooting 1: [dice]0[/dice] Damage: [dice]12[/dice] Ace [dice]17[/dice]
Shooting 2: [dice]1[/dice] Damage: [dice]13[/dice]
Shooting 3: [dice]2[/dice]
The other three skelebots move into position in front of captain Gunny. Two are looking up at the ridge where the unfriendly shots were fired.
Notice where the shots sort of came from
[dice]3[/dice]
[dice]4[/dice]
Two of the skelebots wildly fire grenades up into the ridge. One grenade blast catches Jude just barely in its large burst. The other one not only was aimed in the wrong area but went wild hitting the CS grunts on the ridge.
Shooting up into the ridge, 2 bots, Damage to Jude is 17 area effect attacks effect the least armored portion of the body, and the armor must not have any gaps, so environmentally sealed
Shooting H14 [dice]14[/dice] Damage [dice]21[/dice] Ace [dice]24[/dice]
Shooting J25 [dice]15[/dice]
  • Deviation: [dice]22[/dice] [dice]23[/dice] lands on e25 :lol:
    Damage to Grunts 1-3 [dice]25[/dice]
The last skelebot looks at Bane and fires a grenade at him!
Shooting a grenade against Bane, Total to hit 11, Damage MD 16 area effect attacks effect the least armored portion of the body, and the armor must not have any gaps, so environmentally sealed
Shooting [dice]5[/dice] Ace [dice]16[/dice]
Damage: [dice]18[/dice] Ace [dice]20[/dice]
Raise: [dice]19[/dice]
The Enforcer launches a Light missile against Maximilian. Alex pipes up over the radio seconds before impact, " Max, uhh I have a message for you from the enforcer pilot... Its a picture of a bird... Maybe a canary" The medium missile is followed up by a medium laser blast that sears the tree line!
Over the comms the enforcer's voice chortles at Max, " Hahaha little bird, survive this and I will bring the real pain!"
Distance
600"
Light Missile Shot vs Nadine, Total 8 to hit, Damage 18 AP8
[dice]6[/dice]
Benny for extra effort [dice]8[/dice]
Damage: [dice]9[/dice]
Raise: [dice]11[/dice]
Medium laser vs Nadine, total 4, Damage 13 AP10
Shooting [dice]7[/dice]
+2 for a matter of size, so that would hit a 4. Nadine is size 8, enforcer is size 6, if the size difference is 2 points it gives the smaller a +2 to hit the larger target, and -2 to be hit by it.
Damage 3d10 AP 10: [dice]10[/dice]
He does have combat ace, pg 84 says combat ace removes one level of multi penalty action when firing multiple weapons from a robot armor
Wounds
Markus took 1 wound
Bane took 1 wound
Jude took 2 wounds
Spend a benny to soak. It is a vigor roll, remember to add things like elan to it.
I'll add in the grunts, later tomorrow, this alone took a few hours...
Field Team Six Bennies
3/6
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max growls back over the comms to the enemy pilot. "Too bad you won't be alive long enough to try again!"
Shooting
Automatic Ace shooting - medium missile at enforcer
10-4 for penalties = 6
Ace shooting
[dice]0[/dice]
9 = Hit with raise

Wild die shooting
[dice]1[/dice]

Missile 1 damage
[dice]2[/dice]
Missile 1 raise
[dice]3[/dice]
2 dice Ace
[dice]4[/dice]

Total damage = 34 with net AP of 9, hit and 2 wounds on enforcer

Medium Missile shot 2 at enforcer
[dice]5[/dice]

Benny for extra effort with Elan
[dice]7[/dice]

Wild die shooting
[dice]6[/dice]

Missile hit 2
[dice]8[/dice]

2 dice Ace
[dice]9[/dice]

Total damage = 38 with net AP 9, hit with 3 raises
The missiles impact their target with deadly accuracy, even from such a long distance, inflicting catastrophic damage on the enforcer's legs and weapon systems. The missile turret is struck dead on, detonating the remaining missiles and turning the UAR-1 into a giant pile of slag. Nadine's sensors pick up the sound of the destruction and fall of the robot even from so far away. Turning on the loudspeaker, he challenges the remaining Coalition forces. "I know you were expecting your Enforcer to provide heavy fire support and to take me out of the battle, but that unit is no longer functional. That's what you get for messing with a Good Boy and his Sweet Nadine! You may surrender at any time and we will see you treated fairly! Except the skelebots. You are chew toys!"
Last edited by Maximilian on Thu Aug 03, 2017 10:45 pm, edited 6 times in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Bane
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Re: The road to Gloom takes us close to Refugee

Post by Bane »

Vigor to resist 8
Auto-Ace 6
-1 Bennie
Vigor Ace [dice]0[/dice]
Wild Die [dice]1[/dice]
Notice 5
[dice]2[/dice]
Wild Die [dice]3[/dice]
Bane looks to the nearest, biggest threat, which was the cyborg Gunny
Spellcasting Sunbolt 6d6 10 to hit 51 Damage
[dice]4[/dice]
Wild Die [dice]5[/dice]
Wild Die Ace [dice]6[/dice]

Damage 6 Auto-Aces 36
[dice]7[/dice]
Ace Damage [dice]8[/dice]
Ace Damage [dice]9[/dice]
Raise Damage [dice]10[/dice]
Bane waves his hands around in front of him in a circular pattern until a micro-rift to the Sun dimension forms, the edges connecting to his forearms when Bane clasps the inside of his elbows, bending his wrists to leave a gap between them. A concentrated beam of light lances out and strikes Gunny in his power supply, creating a chain reaction that causes him to melt down and burn up.
Last edited by Bane on Fri Aug 04, 2017 8:22 am, edited 6 times in total.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Pender Lumkiss
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Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

Enforcer soak rolls, nope and its legs and medium missle launcher are ruined, and it is wrecked overall
1st missle 2 wounds soak [dice]0[/dice]
Piloting [dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
Gunny soak vs 6 wounds, took 4
1 WC benny [dice]4[/dice]
2nd wild card benny [dice]5[/dice]

When the grunts see Gunny slagged by pure sunlight they open fire on Bane and Libertas with their heavy assult laser rifles. " Flithy D-bee scum, eat laser!" But the rifles do little vs MD armor. However one of the grunts instead of opening fire kneels down taking his backpack off. This particular backpack looks modified to carry a long range radio. He grabs some kind of phone unit from the inside of the pack and starts inputting a numerical sequence unlocking the transmitter.

Updated Map
Badguys left alive
2 SAMAS
6 grunts ( 3 on the floor, and 3 on the ridge)
6 skelebots
Wounds
Markus 1 wound
Jude 2 wounds
Bane soaked his wound
Spend a benny to make a vigor roll to soak the wound. Markus needs a 4, Jude needs an 8. Jude does get a +2 from the Joker
Field Team Six Bennies
3/6
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
Screw it, Extra Effort Bennie [dice]2[/dice]
Libertas' eyes go wide as he watches the scene below. "Cantrell! The Grunt on the comm! He's probably calling in a goddamned airstrike!"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Cantrell
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Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

Notice [dice]0[/dice]+2=8
Wild Die [dice]1[/dice]+2
Dakka Dakka Dice Rolls
With Lib's boost, Cantrell is at Shooting 1d12+1
Then, +2 for her armor's targeting mod; her armor also negates the darkness penalty
-2 for Recoil from autofire
+1 from the dual-linked rail-guns
So: 1d12+2 to hit for each of the 3 attacks

Vs. Comms Officer:
Shooting [dice]2[/dice]+2
Ace [dice]11[/dice]
Total Shooting = 19
Wild Die [dice]3[/dice]+2
Damage [dice]4[/dice]+6
+Raise [dice]12[/dice]
26 damage, AP 14

Vs. SAMAS 1:
Shooting [dice]5[/dice]+2=10
Wild Die [dice]6[/dice]+2
Damage [dice]7[/dice]+6
+Raise [dice]13[/dice]
27 damage, AP 14

Vs. SAMAS 2:
Shooting [dice]8[/dice]+2=12
Wild Die [dice]9[/dice]+2
Damage [dice]10[/dice]+6
+Raise [dice]14[/dice]
23 damage, AP 14
Libertas Magicum wrote:"Cantrell! The Grunt on the comm! He's probably calling in a goddamned airstrike!"
<<No, he's not>>

Picking the comms officer out of the smoke and destruction, Cantrell swivels Silver's rail-gun turret toward the doomed man.

Unbidden, a memory surfaces, of trading contraband media files with her fellow grunts during her first tour. Officially, the CS allowed soldiers to listen only to state-approved music, most of them patriotic hymns from the Old American Empire that had been rerecorded with new lyrics. But commanding officers tended to look the other way when the grunts passed around recordings of other music, as long as it served to boost morale and put the men in the mood for a fight.

The most popular stuff tended to fall into two groups: Aggressive, rhythmic rockers that got the blood flowing, and darker, "spit-in-the-face-of-death" tunes. Cantrell favored the latter. One of her favorites came to mind as the digital crosshairs in her HUD flashed over the comm officer's helmet.

"Bullet strikes the helmet's head...," she thinks, as the grunt disappears in a red mist.

Without taking her finger from the trigger, she swings the guns toward the pair of SAMAS rocketing in from the south. Her finger squeezes once, twice, and twin rivers of magnetically-accelerated tungsten rounds reach out toward each of the power-armored soldiers. The exploding power cores ensure there's not even a red mist.

"And, it's all over, for the unknown soldier."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max watches the sensors as the SAMAS suits are turned into ruined parts not even worth salvaging. "Nice shooting, Cantrell! The rest of these mongrels are kibbles and bits! COME GET SOME, BOYS! Nadine's got plenty for all of ya!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Pender Lumkiss
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Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

Coalition does not give up.

In the face of overwhelming odds the CS soldiers fall back on their training and tactics. They all pause for a split second getting on the same page via a radio transmission. The soldiers fall prone gaining some much needed cover, and although their laser shots bounce harmlessly off of Bane's MDC fire forged armor they all reach for a couple of grenades.
The soldier G1 calls down from the ridge in a distinct female voice that betrays no fear, " To the vile scum of the 13th, today will be the day you reckoned with the women and men of the 6th mobile armor company."
OOC Comments
Or perhaps not, the initiative draw was not good for them

Map and initiative

Cover Bonuses for the CS and CS Parry, makes them more difficult to hit by their bonus number, so a +6 cover bonus needs a 10 to hit at range
CS Parry: 5, all are prone -2 to parry( effectively a 3), All are considered unarmed +2 to fighting rolls to hit them.
G1-G3=+6(+4 cover bonus vs everyone below the ridge(Z, Max, and Jude just factor in prone) & +2 prone bonus)Toughness 13(6)
G5=+4 ( +2 from light cover, +2 from prone)
G6=+2(+2 from prone)
Skelebot no cover bonus toughness: 11(4)
Wounds
Spend a benny to soak. It is a vigor roll, remember to add things like elan to it.
If you do not soak all the wounds you are shaken and take a -wound penalty equal to total wounds taken. So have an action you will need to unshake ( spirit roll - wound penalty)

Markus took 1 wound ( Need a 4 on vigor roll)
Jude took 2 wounds ( Need an 8 on vigor roll)
Remember if you have elan or other combat edges figure those in to the soak roll.
Matter of size
Anyone attacking from vehicles or Robot Armor please remember you are attacking against grunts and skelebots and so will take a -2 to hit them.
Initiative Notes
Max (quick)= initial 2 diamonds, 8 of hearts
Libertas ( Quick and level headed)- initial 3 of spades, 3 hearts, 5 spades, 4 diamonds, 10 heart, 5 of heart, 7 of heart
Alex Possession
So Maximillian post a cool hindrance that his allied extra now has.
http://savagerifts.com/viewtopic.php?f=57&t=975#p15988
Alex has a 1d6 spirit
Also roll a 1d20.
  • 1 the spirit is Gunny whom will fight you inside the cockpit
    20 it is Fitzbad whom will be helpful if possible
    any other number is a CS grunt whom will actively try to stop you.
Field Team Six Bennies
3/6
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max shakes his head at the defiance of the remaining CS grunts. "Bad move. You should have surrendered." As Max prepares his next salvo of molten death, Alex begins muttering and shaking.
Possession
Alex roll to resist possession
[dice]0[/dice]
Failure - d20 for new occupant
[dice]1[/dice]
Before Max can launch his attack, Alex lunges at him and takes a swing at his back!
Alex Fighting
Fighting
[dice]2[/dice]

Unarmed damage
[dice]3[/dice]
Alex's swing lands, but only serves to alert Max that something is up.
"For the Coalition! Die, you miserable stray!"
Max reacts quickly to the assault. Releasing the safety harness, he wheels around and launches himself at the kid, attempting to grapple him to the floor. "What is wrong with you, pup?! Knock it off!"
Fighting
Fighting to grapple
[dice]4[/dice]

Wild die fighting
[dice]5[/dice]

Ace wild die
[dice]6[/dice]

Alex fighting to resist grapple
[dice]7[/dice]
Max successfully bends the crazed kid into a hold, effectively stopping the assault, for now. "Alex, knock it off! We're under attack and you're taking Nadine out of the fight! Get a hold of yourself!"

Nadine's arms droop to her side, lacking input at the controls. She makes no move to continue her attack against the CS troops.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
Currently hidden by True Greater Invisibility
CP-50 Rifle:
  • Damage: 3d6+2 AP 2 (3RB = +2 Hit and +2 Damage)

Shooting d8 normally, raised by two die types for a success to d12

Notes
G1-G3=+6(+4 cover bonus vs everyone below the ridge(Z, Max, and Jude just factor in prone) & +2 prone bonus)Toughness 13(6).
Rolls
Z aims her newly acquired CP-50 Dragonfire Rifle at Celia and fires a three round burst at her head.
Boost Trait Shooting, Psionics Roll d8: [dice]0[/dice]
Shooting now d12: -2 MAP -2 Prone, +2 Aim +2 3RB (+2 Damage), Head Shot -4 (+4 Damage), so add: +2 and subtract: -8 AUTO ACE spent on Shooting, subtracted from ledger already. SO Initial shooting is d12 +2 -8. Now rolling the ACE of 12: [dice]1[/dice]
19 to Hit -8 = 11 to Hit = Raise for extra Damage...

Damage +6 from Head Shot and 3RB and add a d6 from to hit Raise...

Raise: [dice]2[/dice]
Rifle: [dice]3[/dice]
+6 and AP 2

Total Damage: 16 AP 2 = killed Cee with head shot

Notice Roll [dice]4[/dice]
wild die [dice]5[/dice] .... ACE [dice]7[/dice]
EF bennie spent: [dice]6[/dice]

total 0f 8
The soldier G1 calls down from the ridge in a distinct female voice that betrays no fear, "To the vile scum of the 13th, today will be the day you reckoned with the women and men of the 6th mobile armor company."

Zieja scoffs, rolls her eyes and groans. CS Grunt, Celia Scornhand, the Iron Spiker of Chi Town's Lady Prosek's Volleyball Team. Z recalls her, she was a bitch. Sure her company was a beloved company, everyone has heard of the 6th Mobile. Emperor Prosek was always using them as shinning examples of CS soldiers in his speeches. Well Dr. Bradford, the true ruler of Lone Star, always used the men and women of the CS Commandos out of Lone Star as his examples of bad ass soldiers! Course that might have been because he had a pet project, genetically created in the Commandos that he watched over. Z dismissed the thoughts on Dr. Bradford, before she got really pissed.

Celia and Z had been on opposing Volleyball teams a year ago in the CS Chi Town vs CS Lone Star games. Sure the Lady Prosek's had won the game, barely, that's not what made Z hate Celia...the after party in that park on level 18 inside the massive fortress city of Chi Town...both teams gathered and having a good time.

Things had been great, Celia was even flirting with Z. Z had given her a bracelet, the one Z wore always, because Celia had liked it. Great, until Z had asked Celia about a after party drink and the witch had laughed at her and teased her about her offer. Celia had been playing her. Mocking her and hadn't given back the bracelet. Z had punched Celia in the mouth, hard, and lost two months pay over it since it had left a small scar on the witches mouth. It was worth the night in a cell.

Invisible still, Z stood up, aiming her rifle at Celia and yelled aloud, "You think that little scar I gave you on your face was bad Celia! I'm going to put a hole through your head now! Afterwards I'll get my bracelet back or I'll just tie your scull to the back of my ride. You suck Cee!"

Z aims, looks through the scope and sights on Cee's head. A smirk, slow pull on trigger and giggle later Cee has three holes straight threw her head. Bam, bam, bam, dead Cee.

Z moves across to the dead CS woman and starts rifling through her possessions, unworried about the other CS in the area. That fight can wait, with invisible hands Z looks for her old bracelet.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

Dropping his almost spent plasma rod, Libertas pulls out the puzzle cube and starts twisting. "Yeah, you scum, lay in the dirt and die there."
OOC Comments
MAP applied to all rolls for drawing the puzzle box.
Notice [dice]0[/dice]
Wild notice [dice]1[/dice]

Techno-wizard [dice]2[/dice]
Ace [dice]4[/dice]
Wild techno-wizard [dice]3[/dice]

Summons Experienced Soldier clockwork bot. Raise gives it Hardy, has Frenzy & Improved Frenzy. Equipped with vibro sword and huntsman armor. Summoned standing over closest low grunt (G6), attacks immediately.

Fighting [dice]5[/dice]
Damage [dice]7[/dice] + [dice]8[/dice]
Damage Ace [dice]10[/dice]



Frenzy attack [dice]6[/dice]
Ace [dice]9[/dice]
Damage with raise [dice]11[/dice] + [dice]12[/dice] + [dice]13[/dice]


Total damage 24 then 10.
,
A Small silver ball pops out and bounces dwn the hillside until it reaches the closest prone grunt. As it lands it unfolds into a clockwork Viking barbarian, buzzing vibro sword arcing down in a smooth motion, severing the grunts head. As a final move, it swipes at the head croquet style, where it lands next to the other grunt. And the berserker bot turns to follow it to the next victim.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

Vigor Roll to Soak: 10 (success and rise)
OOC Comments
So taking a Benny to soak the damage, adding +2 for Elan.
Roll: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace: [dice]2[/dice]
Markus fires his new mini Rail Gun against Skelebots 5 and 6, the closests to him.
Shooting: 6 (success)
OOC Comments
Roll (+2 Calibrated +2 armor -4 penalties): [dice]3[/dice] -2
Wild Die: [dice]4[/dice]
He then flies NW to put some distance between the skelebots and grunts and himself.
OOC Comments
He wants to get "outside close range" from them, but within range of the rail gun. Is that possible?
EDIT
Shooting: 5 (success)
OOC Comments
Roll (+2 Calibrated +2 armor -4 penalties): [dice]5[/dice] -2
Using benny to reroll: [dice]10[/dice] +2 Elan
Piloting: 7 (success)
OOC Comments
Roll (+2 Ace -4 obstacles): [dice]6[/dice]
Wild Die: [dice]7[/dice]
Spending a Benny on a reroll:
Roll (+2 Ace -4 obstacles +2 Elan): [dice]8[/dice]
Critical Failure Roll on Missile Launcher: 1
OOC Comments
Roll: [dice]9[/dice]
Damage Rolls:
Damage 1: [dice]11[/dice]
Damage 2: [dice]12[/dice]
---
While worrying about his missile launcher Markus keeps firing the Rail gun before speeding out of the fire zone as far as able. He turns and zigzags trying to offer as hard a target as possible, almost hitting a tree branch, but with an extra effort, he is able to zoom past it and get the distance he sought for.
Is then when he realizes his armor shows the effect of fire on him. His precious irreplaceable German armor. At least he is not injured.
He hates America.
Last edited by Markus Berger on Wed Aug 09, 2017 4:14 pm, edited 3 times in total.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: The road to Gloom takes us close to Refugee

Post by Bane »

Notice 8
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 5
[dice]2[/dice]
Wild Die [dice]3[/dice]
Bane, running low on mystic energy and wanting to conserve what he energy he still has left to keep active the two spells he has up, pulls his NG-33 Laser Pistol from the holster on his hip as he realizes that he never swapped the gun out for his normal TW Revolver since they got reassigned, intending on shooting the nearest grunt to him.
OOC Comments
[dice]4[/dice]
Wild Die [dice]5[/dice]

Apparently this was not needed so ignore as needed.
Shooting 0
[dice]6[/dice]
Wild Die [dice]7[/dice]
Bane grabs the handle of his pistol and pulls, but it catches for a moment until he can take a moment to see was caught and gets it out of the holster. By the time he takes a shot, his aim is off and misses his intended target. He then gets by Silver, putting it between himself and the grunts.
Last edited by Bane on Tue Aug 08, 2017 7:58 am, edited 1 time in total.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 7 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 17 3 Raises
[dice]2[/dice]
[dice]3[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
***

“Hey, Z, where are you go-- Oh, shit…” Jude said as he stared at the contrail of a grenade flying up right at him. Jude managed to roll under a log, shrapnel peppering his armor, but not making it through. Damn, that was close!

Peering over the log, Jude saw the CS grunts dropping prone. He also saw Nadine go inert. “Um...guys...what’s up with Nadine?” he asked, eying the robot.

He hears Z’s voice off to the side. “Um...what’s got your panties in a twist?” he quipped. Then the soldier’s head sprouted three holes. “Damn. I don’t think I want to get on your bad side.” He heard Z tromping through the brush and saw the soldier’s body get turned over. “What are you doing? Watch out!”

He swings his rifle around to sight on the next soldier on the ridge and fires.

***
Soak 9 Raise
[dice]4[/dice]
[dice]5[/dice]
Soaks both Wounds; not Shaken
Shooting Semi-Auto at G2 7 Success
[dice]8[/dice]
[dice]9[/dice]
Damage Semi-Auto 24
[dice]10[/dice]
Ace [dice]11[/dice]
Ace [dice]12[/dice]
Jude is now prone as well.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

The Soldiers on the ridge
( G2 and G3) both see the #1 player on the Lady Prosek's volleyball team get her head blown off by an unknown attacker. Then Celia Scornspike's body is rifled thru by possible the same attacker. The two soldier's hear the attacker call out their comrade, and apparent teammate.
One of the soldiers (G2) in a deep unmistakable female voice yells, " Frak that is the spiker from Lone star! Fraking whats her name!"
The other one right next to her shakes her head as they both draw grenades. The second soldier (G3) furiously calls out to Zieja, " Zieja, F'n Zieja... Celia kept that bracelet and even the photo they took together... She was embarrassed... She played it off so cool and funny, but Tarin's tits a head-shot you B----! See you in bloody hell Zieja!"
The two soldiers get up backing away, and lob grenades in around Celia's body. One falls short and one goes long into the cavern. Little does G2 know that throw was to be her last!
Throwing, no damage, deviates
-2 for drawing the grenade
G2 throwing[dice]7[/dice] Deviation: [dice]10[/dice], [dice]11[/dice]
G3 Throwing[dice]8[/dice] Deviation: [dice]12[/dice], [dice]13[/dice]

Damage, ignore damage, no one got hit
G2 Grenade MD 3d6 LBT: [dice]0[/dice]
G3 Grenade MD 3d6 LBT: [dice]1[/dice]
Zieja
On the body before the grenades hit you find the braclet, it appears to have technologically modified. You also find a neatly folded photo of you and her from that ill fated night. The crease in the middle of the photo would indicate someone would have looked at it often.

Scorn's Bracelet

This braclet was first owned by Zeija and then given to CS private Celia Scornhand as a gift to curry romantic favor. The advance was mockingly rebuffed and Celia kept the braclet, and had the CS tech division put a couple enhancements on it.

  • Hi-tensile micro adhesion grappling hook and mono filimemt wire: The perfect thing every lady needs on a night out in Chi-town. The wire spool has 60ft worth of length, and can hold 500lbs. Its adhesive grapple can stick to just about any surface. For those intimate encounters the wire is sharp enough to help any lady choke the life out of her victim.
    • +2 to climb checks
    • +2 damage on a grapple
  • UV light band: When the lady needs a quick tan say no more the bracelet can light up a medium sized area giving her skin that nice raidiated after glow. Its also hlelpful when the lady has wandered onto the burbs and needs to get a good look at her would be attacker
    • Light power good for 3 rounds in a medium burst template around the bracelet, the light is sunlight and deals appropriate damage to creatures that are suseptable.
    • Needs to recharge for 1 hour after it has been used

Code: Select all

[list][*][i]Hi-tensile micro adhesion grappling hook and mono filimemt wire[/i]: The perfect thing every lady needs on a night out in Chi-town.  The wire spool has 60ft worth of length, and can hold 500lbs.  Its adhesive grapple can stick to just about any surface.  For those intimate encounters the wire is sharp enough to help any lady choke the life out of her victim.
[list][*]+2 to climb checks
[*]+2 damage on a grapple[/list]
[*][i]UV light band[/i]:  When the lady needs a quick tan say no more the bracelet can light up a medium sized area giving her skin that nice radiated after glow.  Its also hlelpful when the lady has wandered onto the burbs and needs to get a good look at her would be attacker
[list][*]Light power good for 3 rounds in a medium burst template around the bracelet, the light is sunlight and deals appropriate damage to creatures that are susceptible.
[*]Needs to recharge for 1 hour after it has been used [/list][/list]
Soldiers and Skelebots on the valley floor... Clockwork blast!

Skelebots 1 and 2 mechanically track Markus flying off, " Target acquiring... Must seek and destroy the one who betrayed humanity..."
The open fire with laser blasts at the fleeing Markus and then go to reload their weapons.
Shooting, missed Markus
skeleton 4, 3rd burst shooting [dice]2[/dice]
Skeleton 5 3rd burst shooting [dice]3[/dice]
Skelebot 1 and 2 are near to the clockwork bot, and turn seeing the new " Bot" and open fire on it without a word.
shooting, Missed Clockwork bot
Skelebot 1, 3rB [dice]4[/dice]
Skelebot 3, 3rB [dice]5[/dice]
Skelebot 3 strangely engages Nadine in combat striking its right leg with its integrated vibro blade.
Fighting total 10, hit with raise, no damage
Fighting [dice]6[/dice] Ace [dice]9[/dice]
Damage Ap 4 MD [dice]14[/dice]+[dice]15[/dice]+[dice]16[/dice]
The Last CS grunt runs south diving behind a large tree trunk, " Arghhh... Where is the back up!!"
Hard to hit
Total cover
  • -6 to hit, +6 Armor for the large tree
So despite their best efforts they blast, boom, and run, having little effect against the 13th.
Judes Common knowledge
Yes you are readily familiar with the Lady Prosek volley ball team. You also have met several now dead members of the 6th armored division, the pride and joy of Chi-town... Its a good thing your sister does not like heavy weapons. As you see an errant grenade go into the cave mouth and explode, you have to wonder if something lives in it... Something big...
Field Team Six Bennies
3/6
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 4 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 9 Raise
[dice]2[/dice]
[dice]3[/dice]
Ace [dice]4[/dice]
***

Jude shook his head as he checked his ammo. He had one shot in this clip. He would need to reload soon. He heard the angry yells of the CS soldiers. He felt his chest tighten a bit, breathing more difficult. Sinking down behind the log he was using as cover, he yanked off his helmet. Yeah, it was a stupid thing to do in the middle of a fire fight.

Jude pushed a hand through his disheveled, sweaty hair. That was...that was Brittany Jude had just killed! God, why did it have to be the 6th! She was a friend of his sister, of Nicole! He remembered...oh, God, he remembered the fall of Brittany’s raven hair on his chest as she kissed down his body, the glint of mischief in her blue eyes as they made love. He remembered the day she had proudly shown him her new unit tattoo when she had been accepted into the cadet track of the 6th with Nicole, proud to have been chosen for the elite Chi-Town unit, the hometown heroes, defenders of humanity. He remembered standing in the parade lines with his own branch of cadets -- sure, they were destined for the bureaucratic arm of the palace -- watching with pride as Bethany and Nicole had been presented with their unit badges, overseen by the Emperor and his son Joseph.

“That could have been Nicky…” Jude gasped. “I could have killed her…” Jude’s stomach clenched and he leaned over, emptying his stomach over the cliffside, watching as an errant grenade went skittering into the depths of the cave.

Why do I get the feeling that isn’t going to be good...

***

Conditions:
  • Jude is prone.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

Notice [dice]0[/dice]+2=8
Ace! [dice]9[/dice]
Ace! [dice]11[/dice] = 21 Notice

Wild Die [dice]1[/dice]+2
Ace! [dice]10[/dice]

Sensing ... something ... about to emerge from the cave, Cantrell decides to eliminate distractions. Training Silver's railguns on the skelebots, she proceeds to eliminate the death's head automatons with a hail of metal. Ignoring the deadboy hiding behind the tree for the moment, she swings the turret around toward the cave, ready for anything but hoping for something ... pleasant.
Dakka Dakka Dice Rolls
With Lib's boost, Cantrell is at Shooting 1d12+1
Then, +2 for her armor's targeting mod; her armor also negates the darkness penalty
-2 for Recoil from autofire
+1 from the dual-linked rail-guns
Also, forgot lost time, -2 for size
So: 1d12 to hit for each of the 3 attacks

Vs. Skelebot 1:
Shooting [dice]2[/dice]
Ace! [dice]12[/dice]
Ace! [dice]14[/dice] = 27, success with a raise

Damage [dice]3[/dice]+6
Raise [dice]13[/dice]
33 damage, AP 14

Vs. Skelebot 2:
Shooting [dice]4[/dice] = Success
Damage [dice]5[/dice]+6
29 damage, AP 14

Vs. Skelebot 3:
Shooting [dice]6[/dice]=Success
Damage [dice]7[/dice]+6
25 damage, AP 14

Wild Die:
[dice]8[/dice]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max continues struggling with the possessed child. In the middle of a hold on the kid, he reaches for his personal comms and manages to hit the switch. "Hey I've....RRGH....got a situation...QUIT STRUGGLING! Kid went crazy! Tried to...KNOCK IT OFF! Need help tying --" His comms cut off as Alex gets a lucky shot on the switch with a random elbow.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Markus Berger
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

Markus turns around and fires his mini Rail Gun against Skelebots 1 and 2 in a pass by attack.
Shooting: 7 and 8 (success, and a raise) for 27 and 16 damage
OOC Comments
Roll 1(+2 Calibrated +2 armor -4 penalties): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Roll 2(+2 Calibrated +2 armor -4 penalties): [dice]2[/dice]
Wild Die: [dice]3[/dice]
Wild Die Ace: [dice]4[/dice]
Damage 1: [dice]5[/dice]
Damage 2: [dice]6[/dice]
Damage 2 Raise: [dice]7[/dice]
Damage 1 Ace: [dice]8[/dice]
Damage 1 Ace: [dice]9[/dice]
OOC Comments
Can he do that? Make an "strafing" attack and getting outside their range again?
He feels best knowing he is not attacking Coalition Soldiers, but only their inferior robots.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

Eliminating distractions was a good thing

With the coalition forces all but decimated and disillusioned the two remaining grunts, one on the ridge and one on the valley floor run away from the 13th. The grunt on the ridge as she moves away cries out, " Frak you Z, you goddamn bloody witch! The 6th will remember this forever!" The grunt on the valley floor clearly overcome with angst tears off his helmet shouting into the forest wildly, " Backup where is our backup!" He then sprints running deeper into the forest. The two sekelebots stay and cover, not very effectively, their escape firing a flurry of grenades every which way.

After the grenade errantly entered and blew up inside the cave, several High pitched female cries echo forth. One voice in particular clearly the alpha rises above the rest," Daphidel, Daisy, Rose...Yikes what was that? Oh no, an explosion got Blossom!" Another voice more squeaky responds, " Willow, I... I think that was a grenade... All those huge red bulbous demonic guys disappeared when it went off. Help me with Blossom, we need to get out of here." A group of cheerleaders with tattered and soiled uniforms emerges from the cavern. The uniform they all wear has a raven head on the front with the letters ETU etched into it. They stumble out of the cavern and cry out in horror as they see Nadine and Silver!

About 15 brodkill especially near the cheerleaders become visible. One of these Brodkill creatures is about 2 times as big and fat as the others. He yells to the 13th, apparently a smooth talker that could rival Jude. " Lay down your weapons and step out of your vehicles. We will let you and these girls live. You have settled in the wrong area tonight, and have spoiled our hunt..." He bends low, giving a toothy grin, " Will there be peace, between you and Neckbone?..." You all pretty much get the feeling that peace might mean roasted on the spit.
Danger Sense
Oh yeah it is going off!
Cantrel, Bane, and Zieja
While you cannot exactly see them ( Unless Bane is using detect Arcana) you get the feeling that more are out there surrounding you. You three also notice that several of the visible Brodkill that have rocket launchers in hand are slowly, very slowly, pointing them at Silver and Nadine.
Jude
You notice that several of the visible Brodkill that have rocket launchers in hand are slowly, very slowly, pointing them at Silver and Nadine.
Max
You see a bright flash of red etheral light, its stench almost makes you throw up. Alex blinks his eyes while in the headlock. His face is pressed almost right into his radar screen. The consummate professional, he manages to get out before fainting, " Max... We are surrounded... They may not be visible..." As he slips unconscious he hits a button on his console lighting up a few targets Max could not normally have seen.
Markus
You jumped the gun there a bit buddy! Below will be the last scene of combat... That being said hell yeah you want to strafe around firing at Skelebots and Brodkill sure man. Make a shooting roll for quick combat. Want to plow into folk at ramming speed, make a piloting roll in quick combat.
Cantrel
You also notice ( epic Roll ), a small silver button on just under the control panel of the linked Railguns.
Friendly reminder
Please make your notice roles, as they are free and important to me figuring out how you interact with the current scene and the scene that follows it
Last but not least:
Radar
Silver, Markus' Hover Bike, and Nadine all have radar which pick up the invisible brodkill well enough to hit.



Welcome to Quick Combat: The 13th vs 30 Brodkill ( about half visible)
Scene Modifier: -2 ( For so many invisible attackers)
Quick combat rules: Make your one roll to interact with the scene minus the above modifier ( If it is casting bolt, you roll spell casting... Damage is not needed. If shooting your vehicular weapon just roll shooting with the any applicable modifiers including the scene modifier above ). Usually this roll is some kind of combat roll, but be creative if you like.

There is no initiative order, just make your post and use your roll to narrate how well you do. Try to leave something for everyone :D There are about 5 cheerleaders ( 1 whom is injured/mangled from a grenade " Blossom"), 30 brodkill total ( 15 invisible, led by Neckbone). Also there are two skelebots, and two fleeing CS grunts.
  • a crit failure means you have received 1d3 wounds, and were not able to help the group succeed. Perhaps though, your defeat was epic.
  • failure you received 1 wound. You might have had some impact but you also were wounded in the process.
  • success, You did a good Job, maybe not a legendary victory, but you did what was required to save the day.
  • Success with raise(8), Wow! Did you write the book on how to be a legend? Bards will be singing songs for years to come about what you did this day. You certainly shined during this combat.

How successful you guys are and your narrative will determine how the scene ends, but it will end. Next GM post will be next Friday or Saturday.
Field Team Six Bennies
3/6
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

Techno-Wizardry [dice]2[/dice]
Wild TW [dice]3[/dice]

+2 for Edges, +2 for being TW, -2 for invisibles

Benny to Reroll:
TW [dice]4[/dice]
WTW [dice]5[/dice]
Same modifiers. Better outcome--if all mods apply, that's still a success with three raises; if not, it's two raises.
Libertas shouts out. "Bane! We've got invisibles, use the disruptor to make 'em easy for the gunners to blow away!"

And then he dives out the door of Silver, towards the cheerleaders. "Ladies, let's get out of here!" Triggering the Beetle Box, he gives all of them (himself included) black wings and sneakiness, so they can all soar up into the night sky and onto the ledge. Lib helps one of them with the injured victim. "Don't worry, soon as the others wipe out the demons, we can patch up your friend."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max glances at the screen as Alex slumps to the ground. Bugger! Out of the doghouse into the kennel! Brodkil!
He takes a moment to buckle Alex back into his seat, concerned that he could get injured with a flurry of sudden action. Returning rapidly to the control seat, Nadine lurches to life and begins targeting anything with a rocket launcher. Lighting off as many weapons as he can, missiles, railgun, and laser firing in a constantly rotating cycle, he shouts over the loudspeaker. "First one of you nasty little jokers even scratches the paint on Nadine, I'm following you into the abyss to stomp you again!"
Shooting
Shooting -2 for invisible attackers, RA sensors negate 2 points penalties
[dice]0[/dice]

Benny - extra effort with Elan
[dice]2[/dice]

Ace extra effort, adding previous results
[dice]3[/dice]

Wild die shooting
[dice]1[/dice]
Every brodkil that raises a rocket launcher at Nadine seems to find himself the recipient of a laser blast before the shot can go off. Any unlucky brodkil that have grouped themselves together in twos or threes experience the brief and sinking feeling of knowing that missile is heading right for them, and it's dead on target. Max and Nadine, with the help of Alex's new sensor rig, proceed to obliterate any major threats. The loudspeaker sparks to life again. "Don't worry, ladies! Libertas there is a perfect gentleman! You are totally safe in his hands! Just let us clean up these....GOTCHA, you little rat! Take that! HAHAHA!" By the time Nadine has finished, the invisible brodkil have been entirely eliminated. The remaining visible demons that survived the rocket launcher purge are sitting ducks for the rest of his team.
Notice
Notice with +2 RA sensors
[dice]4[/dice]

Ace notice plus prior result
[dice]6[/dice]

Wild die notice
[dice]5[/dice]
Last edited by Maximilian on Sat Aug 12, 2017 10:22 am, edited 2 times in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Bane
Posts: 273
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Re: The road to Gloom takes us close to Refugee

Post by Bane »

Notice 1
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 8
[dice]2[/dice]
Wild Die [dice]3[/dice]
Bane, using the last bit of magical energy he had left in him, casts Power Weapon on his hatchet as he pulls it off of his belt, giving it the Fire Trapping.
Spellcasting 14
[dice]4[/dice]
Wild Die [dice]5[/dice]

-1 Bennie Re-roll

Spellcasting Auto-Ace 10
Spellcasting Ace [dice]6[/dice]
Wild Die [dice]7[/dice]

-2 per GM post
With a flourish of his arm, in two smooth strokes of his hatchet, Bane chops the tree down next to him so that it falls on top of Neckbone and two other visible cronies, plus two more invisible ones next to them.

"Sorry Libertas, but I didn't have enough energy to use the dispelling device." Bane apologizes to the Techno-Wizard.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Cantrell
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Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

OOC Comments
Notice [dice]0[/dice] +2
Wild Die [dice]1[/dice] +2
Ace! [dice]6[/dice]
Total =11

Common Knowledge [dice]2[/dice] =5

Wild Die [dice]3[/dice]

Assuming same modifiers as before, but no size penalty vs brodkil, and - 2 per Pender's post, I'm at 1d12 again
Shooting [dice]4[/dice]
Ace! [dice]7[/dice]
Wild Die [dice]5[/dice]
Shooting Total =15

"This is my Peacemaker and Neckbone can choke on it!" Cantrell says as she opens up with Silver's rail guns, the magnetically-accelerated rounds tearing through the brodkil trapped by Bane's tree-felling, then swiveling to eliminate any others left standing after Nadine's assault.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jude Maverick
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Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 7 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 4 Success
[dice]2[/dice]
[dice]3[/dice]
***

Jude pulled himself together as Max came on the comms.

“Max, this is why you don’t skimp on the car seat! Your child’s safety is paramount!” he quipped, digging out a tin of mints from a pocket on his armor and popping a handful into his mouth.

Jude was about to yell at the remaining CS soldiers to surrender when the screaming from the cave began and the brodkill demons and...cheerleaders?...appeared.

“This day just keeps getting better and better…” Jude muttered.

Seeing Nadine and Cantrell open up on the demons, and Bane...drop a tree on them?...Jude turned to help the cheerleaders that were soaring up to the ledge. None of them really knew what they were doing with those big beetle wings, their flight fairly erratic.

“Z! Help me with these girls!” Jude called, reaching out to snag the hand of one of the girls before she overshot and went sailing off into the night. He pulled her in and got her settled on her feet again before snatching another.

“Everything is going to be all right, ladies,” Jude assured them. “Stay calm. Come over here, yes, get into cover, put the ledge at your back. Let the big guns take care of things down there. Here, this might help.” Jude pulled out his flask and handed it to one of the girls to pass around. “I’m Jude. How’s your friend doing?” he glanced at the injured cheerleader with concern. “We’ll get her patched up and get you all safe,” he promised.

***
Persuasion 13 2 Raises
[dice]4[/dice]
[dice]5[/dice]
Conditions:
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Firehawk
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Re: The road to Gloom takes us close to Refugee

Post by Firehawk »

OOC Comments
Notice: [dice]0[/dice]

Psionics: [dice]1[/dice]

Firehawk has been in the air for hours now, searching the countryside for any sign of the Brodkil nest his superiors back at Castle Refuge suspect might be in the area. So far, he has found nothing. As he is about to contact his fellow searcher Jereb with his radio to see if the Angel has had any better luck than he, Firehawk suddenly notices smoke on the horizon.

That looks like a battle to me. "Jereb, this is Firehawk. I may have found something interesting, possibly a battle. I'm going to check it out." He doesn't bother waiting for a reply as he tucks the radio back into it's pouch and increases his speed to vector in toward the rising smoke column.

When he reaches the place of battle he notices two things. One, that Brodkil make up one side of this particular battle. And two, that they seem to be getting their heads kicked in. The Brodkil not only interest Firehawk with regards to his mission but also make it very easy for him to pick a side to fight for. As he swoops down from the rear to strafe the Brodkil lines, he sees that there really isn't much of them left. He concentrates on putting down any of the surviving sub-demons with fire bolts on his first pass, with his second pass he notices a group of what appear to be mostly civilians trying to move away from the battle, one of them severely wounded. He lays down a smokescreen in between this group and the Brodkil in case any of the monsters decide to take a petty shot at the non-combatants to vent their rage at being routed.

After the Brodkil are dealt with he lands and introduces himself to the civilians and offers to try and heal their wounded if there are no better options available. When he realizes they are a SET from the Tomorrow Legion he visibly relaxes a bit and congratulates them on their victory.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Blackfish
Daniel (Lars)
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Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
Currently hidden by True Greater Invisibility
CP-50 Rifle:
  • Damage: 3d6+2 AP 2 (3RB = +2 Hit and +2 Damage)

Shooting d8 normally, last turn it was boosted - raised by two die types for a success to d12

Quick Combat Shooting 8
Shooting [dice]0[/dice] +2 3RB = 8
Wild Die [dice]1[/dice]
  • Zieja stands up dropping the dead Cee. Pocketing the bracelet and photo of them Z does her best to not shed a tear. Thankful she is still invisible Z points the CP-50 Rifle out at CS Soldiers, Brodkil and Skelebot. She roars and fires. Burst after burst she shoots the enemy. Anger replaces sadness. Eventually calm returns to her as the enemies all die.

    Z sees Jude assisting the ladies and frowns, who are they?
Notice 5
Notice [dice]2[/dice]
Wild Die [dice]3[/dice]
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  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
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Markus Berger
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

OOC Comments
I hope you like this, it goes in Markus mindset.
Markus flies into the fray, seeing how everyone work together to attack the Brodkill and save the cheerleaders.
"What are those girls doing here? Are they mad? I don't understand these American people!"
Then he sees it. A winged Dbee swooping in from the sky to help his DBee brethren.
OOC Comments
Playing his "clueless" hindrance. He, of course, don't know Lyn-Srial are "good guys".
He talks to the radio.
"Incoming! From the air! A winged monstrosity! I am engaging!"
He fires on it, trying to remove it from the battle before he makes damage to the humans.
OOC Comments
Yes, he will shoot on Firehawk! Welcome to the 13th! :D
Shooting: 5 (Success)
Roll (+2 calibrated weapon +2 armor -2 scene): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Notice: 10 (Sucess and 2 raises)
Roll (-2 scene): [dice]2[/dice]
Wild Die: [dice]3[/dice]
Roll Ace!: [dice]4[/dice]

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Blackfish
Daniel (Lars)
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Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
Currently hidden by True Greater Invisibility (dropping this)
CP-50 Rifle:
  • Damage: 3d6+2 AP 2 (3RB = +2 Hit and +2 Damage)

Shooting d8 normally, last turn it was boosted - raised by two die types for a success to d12

Previous Post for Notice was 5
  • Z screams across the SET teams radio: "Hold Fire! Look at the patch on its armor, and it just transmitted across a Legion channel that it's called Firehawk. Its Legion not another enemy. Make sure there are no more enemies in the area. Secure the camp. Uh, sorry Cantrell old habit. You're in charge... I'll help with the girls..."

    Zieja let's the Invisibility fall away from her as she moves adjacent to the cheerleading parade. Adjusting her hair she smiles.

    "Hello ladies. Are we okay? Here, have some water."
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Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max hits the radio to call cease fire, but Zieja beats him to the punch. For good measure, Nadine's weapons track the incoming heat signature. Also, for good measure, and for a brief moment, Markus was placed in a secondary targeting algorithm. If that guy accidentally shoots down some kind of Legion commander, we're gonna be in the same boat as that miserable merc unit. I don't need to be on the run like some stray dog.
Hoping for a tame response for the "mistaken identity" shooting, Max clicks back on the radio. "Sorry about Markus' itchy trigger finger, Hot Wings. I'm Maximilian. You can call me Max. This-" -- Nadine waves one of her monstrous metallic arms -- "- is Nadine. And she is a better shot than Markus. Lucky for you, I'm also better at target recognition than he is. Welcome to the 13th SET, the Quiet Ones! Nadine's the quietest of the bunch. When she's done with you, you won't hear a thing!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Cantrell
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Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

Cantrell eases off the trigger in the turret and flips on her comm.

<<Stand down, Markus, stand down! That's a Legion operative, not a bogie!>> she says, swiveling the turret to scan for any remaining threats. <<Jude and Z, secure those civilians and help Libertas see to the wounded -- including the new arrival. Bane, you and Markus can help me check the dead - if any brodkil are breathing, put them down, but disarm any surviving Coalition soldiers and secure them for questioning. Max, keep an eye on things for me - and keep a handle on that kid.>>

<<New arrival, you are welcome here. Please excuse the jumpy trigger finger, and see the red-headed young man if you have wounds to treat.>>

With that, Cantrell jumps down from the turret and begins making her way across the battlefield, gathering anything useful - weapons, e-clips, data chips that might hold intel - from the dead and dispatching any wounded brodkil she finds.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]

"Sarge, Bane still has my healing-stick, and probably has more juice to operate it at this point; I'm close to spent, here. Actually, I think that we'd be best off getting all the wounded together, and then he can dial it up to 11, get everyone at once."

Once he's said his peace, he does try to assist in corralling all the injured folks around Bane for a group-heal, with the CS grunts being properly secured and searched for weapons (and maybe credsticks?) before being included in the 'to be treated' group.
OOC Comments
Since Bane can tap Mega-Powers when using a Libertas device, he can go for mass healing instead of the regular version. One Arcane Skill roll at -2, results apply to all allies in range of the device, all for a mere 6 PPE.

Oh, and since he failed the Notice roll, he probably wasn't able to snag any credsticks from the injured soldiers.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Markus Berger
Posts: 361
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

OOC Comments
So Markus gets a benny and uses it to prevent being wounded.
Soak Roll: 7 - Success
Vigor Roll (+2 Elan): [dice]0[/dice]
Wild Die: [dice]1[/dice]
The DBee, "Firehawk" it seems, fires some magic fire bolts towards Markus, which, even if hit, can prevent the heat from damaging his precious armor or ride.
Markus answers on the radio.
"Negative! The DBee is attacking us! I will keep..."
The orders from Cantrell arrive, and he let the trigger go.
"Roger! Disengaging!"
He frowns behind his helmet.
"Another monster in the freak show! How I miss the NGR."
He lands and proceeds to maim and obliterate and living or dead brodkill. With glee. He also keeps his distance from Firehawk, just showing some "evil eye" to him.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

"Copy that, Commander. Alex is having a nap right now. Nadine is on overwatch. We are secure."
Max runs an area scan, looking for Coalition armor or brodkil tricks. He glances at Alex's new sensor readout to see if there is other information found there.
Notice
Notice with sensors
[dice]0[/dice]

Wild Die notice
[dice]1[/dice]

Ace RA sensor notice, adding prior result
[dice]4[/dice]

Inside Cockpit Notice with Detect Arcana
[dice]2[/dice]

Wild die notice with DA
[dice]3[/dice]

Ace wild die in-cockpit notice with DA, adding prior result
[dice]5[/dice]

2nd Ace wild die notice with DA, adding prior result
[dice]6[/dice]
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
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Jude Maverick
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Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 7 Success
[dice]0[/dice]
[dice]1[/dice]
Ace [dice]4[/dice]
Common Knowledge 11 Raise
[dice]2[/dice]
[dice]3[/dice]
***

“I have a first aid kit and a bit of experience with field medicine, if it’s helpful, Nadya,” Jude told Cantrell. He didn’t move from the other girls yet, though, keeping them from looking over at their injured friend.

“She is going to be just fine,” he reassured them. “See Goggles over there? He has a happy stick that is going to make her feel just fine.”

Jude paused. “Okay, that came out wrong.”

Jude glanced up at Z as she appeared out of nowhere and offered the girls some water. “What I wouldn’t have given to have that ability in prep school,” he told Z with a grin.

***

Conditions:
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Firehawk
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Re: The road to Gloom takes us close to Refugee

Post by Firehawk »

Notice 7
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
So focused is he on hunting a target among the Brodkil to burn, Firehawk almost doesn't see the hovercycle zooming at him on an attack run until it is too late.
That was no brodkil!

The Lyn-Srial fumbles at his waist for his radio and speaks urgently into it.
"Whoa whoa whoa, hold your fire! I am Firehawk, a Legionaire from Castle Refuge and I am attacking only the demons! Hold your fire or I will be forced to defend myself!"
Max wrote:"Sorry about Markus' itchy trigger finger, Hot Wings. I'm Maximilian. You can call me Max."
Cantrell wrote:<<New arrival, you are welcome here. Please excuse the jumpy trigger finger, and see the red-headed young man if you have wounds to treat.>>
Firehawk breathes a sigh of relief at the responses. "Thank you. I didn't mean to startle you, but I also did not want to alert the demons to my presence until I was upon them. If I had known you already had the battle under control I would have been more careful....it is fortunate for me this 'Markus' fellow is not a better shot." Firehawk leaves the channel open long enough so everyone can hear his good-natured chuckle after his friendly chide.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Pender Lumkiss
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Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

Pender Lumkiss wrote:Mistaken identity

Whether the bolts came from Firehawk or not, an invisible entity reveals itself just below Firehawk. Its shroud disapates as the last of the brodkill sub demons are dealt with. It is an Angelic being that flies just 20 feet from Fire-Hawk, he holds a great gleaming sword and a strapped to his back in a silvered harness is a sleeping baby. The Angel's armor also bears the Tomorrow Legion Sigil.
OOC Comments
Anyone with a successful common knowledge would know him as Jareb, the fallen angelic General. One of the top strategic minds that the legion possesses.
With a thrump he lands near Markus, folding his wings back, he nods appologetically to him.
In a no nonesense attitude that Markus may actually approciate he says , " My apologies. Heaven's Seekers sometimes find the wrong target. ". To the rest of the group he looks at them apprasing their actions and silently judging. " Well it would seem two birds here have been taken care of. A brodkill nest broken asunder, and one part of a coalition expeditionary force stopped." As if on cue about 2 miles out 2 explosions ring forth into the night. Familiar sonic booms preceeded the explosions. " The other half has been dealt with."
He quickly pulls his silvered baby carrier off his back tending to the child as it stirs due to the surprising noise.
OOC Comments
Long range sensors picked up 2 large objects where the explosions happened, a spider-skull walker and a MkV APC
The Angel Jareb soothes the child," Come now Gift... Shh... Jareb has you.". A bit more quietly he continues speaking to the 13th, glancing briefly at the zone ranger. " I recognize Silverforge's pride and joy anywhere, you must be the 13th on your way to Gloom no doubt. Orders to hunt down the black with the fury of the Almighty." With the baby falling back to sleep he reslings it over his wings and accross his back.
Grimly he reports to them, " They must be stopped. They have intimate knowledge of the Legions priority missions, and are willing to sell them to the highest bidder even if that bidder is the coalition. Molly our radio operator got a hold of chatter that the black company tipped the coalition off of your mission to retreive the arcane engineer. This was learned recently after you met with The knight Merihk. We dispatched a fast traveling scout team, and they reported via leyline transmission. The vehicle was demolished in the middle of a great battle outside of Whykin. 4 enforcers broken cut down by a cyber knights blade, CS soldiers strewn across the plains as far as the eye could see. The Scout team, also reported no legion survivors."
The Angels blade glows briefly, " As you can see the Black Company are too much of a threat, and their end must be swift as surely painful. The Legion is counting on you.". He sees the cheerleaders. " If these souls are not meant to travel with you I can escort them back to the castle.". He grins sheepishly forgetting his manners, ". I am Jared, and this is Firehawk. It would seem your burster was reassigned, perhaps it may be prudent to take on another."
OOC Comments
It took you about 3 days of travel to get here.
Feel free to RP, next post will be Friday or Saturday.
Field Team Six Bennies
3/6
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
CP-50 Rifle held at low ready.


  • Battlefield bonds are the best. Hugging and fond farewells, promises of getting together for a night out at the Legions Bar are made. New friends, the cheerful kind to boot leaves Zieja with a wicked grin on her face. As the girls are off to Castle Refuge under Jareb's care Z looks forward to future friendship with the human girls. Who knows if they are interested in friendship or more, but they are college girls...

    Turning her eye to the Lyn-Srial Burster Z takes a deep breath. Her first instinct is the same as most CS citizens... distrust, but she quickly dismisses that thought. After learning her origins she has no right to hate D-Bee's. As Z makes her way down the ridge to the others she reflects on the fact that since she joined the 13th she has only spent time with the Dog Boy Max. Being from Lone Star Z feels relaxed and alright with Max. She probably ought to say hello to the others more.

    Only Markus could probably understand how difficult the next few moments are for her. But she does her best to be better than she once was.

    Making her way past Jude she grins at him and winks.

    Passing Libertas she nods and says, "Hey." Giving him a genuine smile.

    Moving by Markus she punches him in the arm, saying, "Cool bike."

    Her commanding officer she nods to and tries to not think dirty thoughts about. Failing.

    Stepping up to Bane she looks the devilman in the eye and will shake his hand if he allows her to. "Impressive magic. Truth be told you scare me nearly out of my nickers. Its my fault, I'm sorry...18 years of hating D-Bees and a CS upbringing has tainted me." Looking sideways at Markus, Z then says, "I will try to let go of the hate my training and upbringing instilled in me and be better than that." She nods at Bane and finishes with, "I am very happy to be part of the 13th, shall we go say hi to the new guy who scares me more than you do." Chuckling lightheartedly Z heads towards the D-Bee Burster.

    Standing before the Lyn-Srial Z takes another deep breath, "Firehawk you say? Great to meet you bud. I'm new to the 13th myself. Been here long enough to rescue some cheerful honey's and slay some Brodkil demons." Looking like she just flinched Z steps back from the big bird man D-Bee.

    "Welcome ... uh I gotta go see how Alex and Max are doing. Bye"

    Shaking her head, her long brown messy hair going everywhere Z marches off to Nadine.

    "Max! Open up. How are you doing in there? The hell happened?"

    As Z enters Nadine she pulls out the photo and bracelet she took off Cee and puts on the bracelet before tucking the photo back away. Sighing Z heads in to see Max.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

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

Post by Maximilian »

Max watches the angel land. And I thought I'd seen everything. An angel brings a baby into a battle zone. This planet gets weirder and weirder all the time.
Max chuckles at Firehawk's jab at Markus. "Oh, I like you, Hot Wings. You'll fit right in here!"
Max responds to Zieja's request to mount back up. "Come on up, Z!" He toggles the lock on the hatch. "Yeah, we had a bit of a...thing...up here. Once Alex wakes up, I imagine he and I are going to have a bit of a chat. Nobody can take Nadine down from outside, but they'll sure try to take down her squishy middle."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Blackfish
Daniel (Lars)
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Location: 12th AAT

Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
Inside Nadine.


  • Toying with the bracelet on her wrist Z looks down at Alex. Leaning over him she looks him over to see how injured he might be. Seeming like he will be fine Z sits down in a chair and nods at Max.

    "Nadine is not a girl I would want to fight. Not even in a SAMAS suit. I do miss SAMAS suits."

    Z goes about fixing her hair which got all wild in the fight with the CS earlier.

    Laughing Z says, "Cheerleaders from a alternate Earth! Crazy. Wish we could escort them to Castle Refuge, but Jareb is right...need to go kick those Black Company Mercs in the butt."
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Markus Berger
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

Pender Lumkiss wrote:With a thrump he lands near Markus, folding his wings back, he nods appologetically to him.
In a no nonesense attitude that Markus may actually approciate he says , " My apologies. Heaven's Seekers sometimes find the wrong target. ".
Markus, a neutral expression on her face, answer to the new arrival.
"How said it was a wrong target? Maybe just bad timing..."
Zieja wrote:Moving by Markus she punches him in the arm, saying, "Cool bike."
Markus smiles at her.
"At your service whenever you want to ride."
Zieja wrote:Only Markus could probably understand how difficult the next few moments are for her. But she does her best to be better than she once was.
Stepping up to Bane she looks the devilman in the eye and will shake his hand if he allows her to. "Impressive magic. Truth be told you scare me nearly out of my nickers. Its my fault, I'm sorry...18 years of hating D-Bees and a CS upbringing has tainted me." Looking sideways at Markus, Z then says, "I will try to let go of the hate my training and upbringing instilled in me and be better than that." She nods at Bane and finishes with, "I am very happy to be part of the 13th, shall we go say hi to the new guy who scares me more than you do." Chuckling lightheartedly Z heads towards the D-Bee Burster.
Markus looks at her "mingling" with the DBee and shakes his head. His eyes show disapproval.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max grins at the thought of taking down a squad of SAMAS soldiers. "Always got the impression that SAMAS pilots were too big for their drawers. Can't say I knew any personally, but I did take my share down on a couple hit and run heists. Kinda like swatting at flies, except the flies are shooting back, and you're swatting with lasers and railguns."
He shakes his head, and muses. "Those poor girls. It's like sharks on chum with Jude around, but I bet they missed the real ladykiller over here. A few minutes with your prey and they'd probably swear off guys forever, I'll bet. I just don't see why you people get to have all the fun. Where's the squad of poodles and pointers popping out of the rift? Nadine's built for 3, but I'm sure I could squeeze 5 or 6 in here if we all huddle real close..." He blinks and rattles his head back and forth, shaking the thought from his mind. "Anyway, back to business. BC is selling Legion secrets to the CS. These mutts just keep digging deeper. And Alex, here, I think had a little bit of an episode. I thought I smelled something funny right before it happened. Kid might be an open door. Called me a stray and popped me in the head right after I squished that enforcer. We're gonna have to get something rigged up to keep him in his seat if that happens again. If I hadn't torched that CS tin can, we could all be in a world of hurt, him taking Nadine out of the fight like that."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

Libertas welcomes the newcomer, introduces himself to the cheerleaders, and smiles at Z's greeting, waving to her. Then he waits for the others to be about their business of arranging a ride for the cheerleaders and so forth. He passes by Max, briefly. "Hey, give a sniff to the cheerleaders, wouldja? They came from a rift, so it's worth double-checking if there's anything hinky there before we send 'em back to Castle Refuge, y'know?"

And then, when everyone else is nice and occupied, he pulls Cantrell off to the side, making sure no one else can overhear; best to make certain that his own concerns don't infect unit morale. "Sarge, you got a minute? I'm having... some doubts, I guess." He pauses. "Okay, we got reports that the Black Company got a bunch of our guys killed, so now we're supposed to hunt them down and wipe them out, right? Can you explain it to me--how, exactly, does that make us different than these jerks?" He motions at the field of broken bodies. "I mean, that was literally their assignment here--'Those filthy Legionnaires got our guys killed, wipe 'em out.'" Deep breath. "I'm just having some trouble squaring this mission with the 'Better Tomorrow' rhetoric, I guess. If we were going in with orders to capture them for trial, that'd be different, but this... I didn't think we'd signed up for wetwork."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max stops short at Libertas' suggestion. Wait. Nobody checked these girls out? This is Jude's fault somehow. Thinking with the wrong head! He turns to Zieja. "Hey, watch my girl for me. I've set this area over here as a target, just for a target recognition algorithm test. But if I freak out...pull the trigger." Max locks in the area of the cheerleaders as a target for missiles and railgun fire, then ducks out of the Titan.
Walking over to the new Legionnaire, he extends a hand to...one of Firehawk's right arms. "Better in person. I'm Max. Glad to have you with us!" He uses the excuse to give the air around the cheerleaders a sniff.
Notice
Notice with detect arcana
[dice]0[/dice]

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

Wild die notice
[dice]1[/dice]
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Pender Lumkiss
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Re: The road to Gloom takes us close to Refugee

Post by Pender Lumkiss »

Cheer Leaders
Per the request on Hangouts... No arcane smell right now :D
Field Team Six Bennies
3/6
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max nods at the cheerleaders. "Ladies. You're in good hands, now." He looks at Libertas, gives a sly thumbs up, and returns to Nadine's cockpit.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 6 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 13 2 Raises
[dice]2[/dice]
Ace [dice]4[/dice]
[dice]3[/dice]
***

Jude stared as the angel descended and shook his head. Some things he will never get used to! And who was the baby? He shuddered slightly when the explosions went off. He really hoped his sister hadn’t been out on this patrol.

Jude returned Z’s grin and wink as she walked past him...and gave her a playful swat on the butt. “At least leave me one cheerleader,” he teased.

Jude made his way down to the others as well. He went over to the bird-man and offered a hand. “Welcome to the team.”

He sobered a little on hearing about the fate of the other crew. “No Legion survivors? You’re sure?” he asked. “Lucy...Lucretia was in that Mountaineer…” He clenched his fists in anger. “God damn Black Company!”

Jude headed over to the cheerleaders. “I know this is a big adjustment,” he said. “A new world and all, but...there usually isn’t a way back home, so you’re going to have to learn to get by here.” His tone was a bit sad. As a man who had been forced from his own home, he knew what they would be feeling. “But you can make a life here,” he assured them. “When I get back to the Castle, I’ll look you up. In the meantime, ask after Alenysturathe--” Jude stopped and considered. No, sending them to talk to a week-old dragon likely wasn’t the smartest thing. “Better yet, ask for Caleb Black. He doesn’t like me very much,” the man did have a teenage daughter, “but he’ll do right by you, get you set up properly.”

***

Conditions:
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Firehawk
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Re: The road to Gloom takes us close to Refugee

Post by Firehawk »

Notice 6
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Jareb wrote:"I am Jared, and this is Firehawk. It would seem your burster was reassigned, perhaps it may be prudent to take on another."
"Excellent. I've been burning to get in the field."
Z wrote:Standing before the Lyn-Srial Z takes another deep breath, "Firehawk you say? Great to meet you bud. I'm new to the 13th myself. Been here long enough to rescue some cheerful honey's and slay some Brodkil demons." Looking like she just flinched Z steps back from the big bird man D-Bee.
"You are new to the squad too? Maybe together we could -"
Markus wrote:Markus looks at her "mingling" with the DBee and shakes his head. His eyes show disapproval.
Z wrote:"Welcome ... uh I gotta go see how Alex and Max are doing. Bye"
Firehawk's words die in his throat as the 2 humans walk away from his presence. He stiffens and watches them pass by with his beak held up in defiance.
So..I'm guessing that was Markus. She said she was ex-CS, so he probably is too. Well, I guess you can take the human out of the Coalition but you can't always take the Coalition out of the human. At least not right away.

For a minute he just stands there and surveys the rest of the squad.
Hmm...Awful lotta humans here.

He briefly wonders if the cold shoulder treatment would continue and he will need to watch his back in this SET but that notion is quickly dispelled by everyone else's warm reaction, which he returns with good will. He notices with approval one of the other humans, Lib, is gifted with red hair. "Firehair! A good omen." And the friendliest voice from the radio chatter during battle ended up being a dogman, piloting one of those giant war machines humans seem to like so much.

"Thank you for the kind welcome, I look forward to serving with you. All of you."
Last edited by Firehawk on Thu Aug 17, 2017 8:55 am, edited 1 time in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Cantrell
Posts: 425
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Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

<<Yes Firehawk, be very welcome, and don't the mind the smell - we've been on the road the past three days and moving fast. >>

Cantrell hopes the radio greeting will do for now. She'll have to remember to greet the newcomer personally later, but right now she's preoccupied, doing everything in her power to keep the tears from flowing.

No Legion survivors is what the angel said. The fact that he was an angel carrying a baby had barely registered, lost in a haze when he'd mentioned that Lucretia and the others were likely dead. Grief threatened to harden into black rage, but she fought off the temptation as she turned to Libertas.

"Think about a farmer and a rabid dog, Lib. The dog kills because it wants to, or has been driven so mad it needs to. The farmer has to kill the dog, but he does it to protect himself and others, not because he likes killing dogs. They're enemies because of what the dog's done, what's happened to it, and the threat it represents, nothing more. There's no pleasure in it for the farmer, no hate. It's just something that has to be done to protect the rest of his farm."

She looks to the east, toward fallen comrades, then west toward Gloom. Then she casts her gaze on the Coalition and brodkil dead all around.

"You're right to be cautious, though. Rabies has a way of spreading. We'll need to keep an eye on each other, watch for signs of infection. We can't let ourselves be bitten, or they'll be sending others farmers to put us down."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max hits the loudspeaker. "Jareb, are you sure you have a safe way to get these girls back to the Castle? Should we run an escort back? One angel with a baby and a handful of cheerleaders doesn't seem like a hard target. Might be safer with the whole 13th. We aren't all that far, still. We'll be back on the road to Gloom and executing the BC with only a short delay."

Max was smart. Smarter than a lot of other dog boys. He had been around, too. But for all his brains, he still had the heart of an attack dog. The Legion had saved his life and his prized machine. His loyalty is unfailing. If he got orders to fetch a group of mercs, dead or alive, they were getting fetched. And if they didn't like the alive part, he'd definitely oblige their death wish.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
CP-50 Rifle slung ready to the front: Combat Ready CP-50 Rifle


  • Zieja does as Max asks, keeps her finger ready in the fire button until Max returns to Nadine. Once he is back inside Nadine Z excuses herself, saying:

    "I really wanted to just go but it is nagging at me. I've got to go dig a hole. I don't fancy digging graves for every CS soldier we encounter, but several of those CS out there were...frienemies. I knew them. Be back."

    Zieja will ignore the dead Brodkil unless she sees a particularly interesting weapon or item the dead sub-demons might have, TW items?. Z gathers up the dead CS soldiers into a pile. Again if they have any weapons she might fancy she will take them. Neural Mace? CP-30 Energy pistol? Other?

    Finally Zieja will remove the CS dead girl named Cee from her armor. It is in great shape since Z head shot her. Zieja will want to store the armor for possible uses. She will collect a helmet from another soldier to go with Cee's armor.

    Exhausted by lugging bodies about Z will pull out a shovel and start digging. Once done Z pulls out a photo and looks at it. Tearing it up she throws it down on the body of the girl she took armor from and grumbles something softly. Twisting a bracelet on her wrist Z frowns and moves away from the buried dead toying with the bracelet she is wearing.

    Once the CS are buried Z will be ready to roll.
Search Notice 10
Search Bodies on Battle field: Notice Roll [dice]0[/dice], ACE [dice]2[/dice],
wild [dice]1[/dice]
Bracelet Notice 3
Toying with the bracelet Z feels like it has been altered from when she owned it, before giving it to Cee. Z has not caught onto what it does now, not yet. Notice Roll [dice]3[/dice], wild [dice]4[/dice]
Accounts

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Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

OOC Comments
Techno-Wizardry [dice]0[/dice]
Wild TW [dice]1[/dice]

Notice [dice]2[/dice]
Wild Notice [dice]3[/dice]
Ace Wild Notice: [dice]4[/dice]

11 Notice total, less any penalty for haste--see below.
Libertas considers Cantrell's words, and nods. "I'm just thinking we should give them some opportunity to surrender before we go straight to a firefight. That way, we can at least say we tried. Thanks for listening."

And with that, he looks around, sees what Z is up to, and goes down to offer help. "Lay them out and set up markers; I can get them in the ground with no digging, save us some time there." If she agrees, he'll use his cloak to take the bodies down beneath the soil, leaving them down several feet where they cannot be disturbed by scavengers.

Of course, he's got to be true to himself, and any credsticks the dead were carrying are unlikely to ever be used again, so it's not like he'd be hurting anyone... Of course, raiding bodies by feel while you're moving them underground isn't easy, and he has to keep moving. Still, he might find something he can tuck into his own pockets....
OOC Comments
Pender, up to you if he gets any credsticks and the value thereof (an individual Grunt credstick probably has a week or two of pay on it). Of course, even if he does, he'll have to crack it before he can tap the funds; that's a whole other ball o' wax.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Markus Berger
Posts: 361
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Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

Zieja wrote:Zieja will ignore the dead Brodkil unless she sees a particularly interesting weapon or item the dead sub-demons might have, TW items?. Z gathers up the dead CS soldiers into a pile. Again if they have any weapons she might fancy she will take them. Neural Mace? CP-30 Energy pistol? Other?
Finally Zieja will remove the CS dead girl named Cee from her armor. It is in great shape since Z head shot her. Zieja will want to store the armor for possible uses. She will collect a helmet from another soldier to go with Cee's armor.
Exhausted by lugging bodies about Z will pull out a shovel and start digging. Once done Z pulls out a photo and looks at it. Tearing it up she throws it down on the body of the girl she took armor from and grumbles something softly. Twisting a bracelet on her wrist Z frowns and moves away from the buried dead toying with the bracelet she is wearing.
Once the CS are buried Z will be ready to roll.
Markus, silently, goes to Zieja and helps her bury the CS Soldiers.
When they finish, he will stand next to her while she throws the photo in the grave.
"I can hardly believe that in America humans kill each other, while the evil DBees proper and laugh while we do it so. So many real enemies and our mission is to kill humans. I don't see how you are going to prevail that way. In the NGR, we are clear who are our allies, and where our enemies try to hide."
He looks at the DBee members of the 13th.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
CP-50 Rifle slung ready to the front.


Zieja looks over at Markus and flatly says, "Well that must be nice."
Shaking her head she tosses a Vibro Knife at Markus, he should be able to catch it, and moves away from him. Taking everything else with her she leaves a pile of 4 Vibro knifes behind her unwanted, laying at Libertas feet.

"Thank you for your help Libertas."

The former CS Commando steps up to Firehawk and hands him the CP-30 Laser Pulse Pistol.

"Here. Welcome to the 13th. Give me time. You spook me. Even so I look forward to working with you."

Once back in Nadine, Z gives Alex and Max a CP-30 Laser Pulse Pistol each and tells Alex with a sweet smile on her face that if he uses it on Max or her she'll force feed him every grenade she has and the gun too. Patting Alex on the shoulder she grins.

Turning to Max, Zieja also hands him a CV-212 Rifle.

"Is there room in here somewhere to store a set of armor?"

If so Z will stow Cee's armor away. If not it can go on the APC.

Loot Rolls
Above text says where each weapon went.

[dice]0[/dice] CS rifles: CV-212 Variable Light Frequency Rifle, [dice]1[/dice] cs pistols: CP-30 Laser Pulse Pistol, [dice]2[/dice] vibro knives.
You roll you pick the type of CS weapons.

Oh and [dice]3[/dice] frag grenades

Z takes all the 16 frag grenades. She takes one CV-212, and the 1 set of New Style CS armor (Cee's Armor)
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
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    Tomorrow Legion 12th AAT GM - Snake Eyes
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Maximilian
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Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max shakes his head, rather vigorously. "No, no, no. Nope. Nopenopenope. We're gonna burn that bridge when we get to it, but we're a long way off. We're gonna have ourselves a little chat before giving this one a loaded laser. Sorry kid." He reaches and grabs the pistol out of Alex's hands before he can even wrap his fingers around the grip. "Uncle Max is gonna hold on to this until we can figure out a nice, safe system for access. One that doesn't leave more holes in my head than I was born with." He sits the pistol on the other side of the pilot's seat.

"Thanks for these, Z. Never can tell when Nadine's too big for the job. Nice to have something in reserve." He looks over at Alex and winks. "Don't you worry, kid. You'll get yours."
Checking around, he nods to Z. "Yeah, she's got some cargo storage. Not much, but plenty of room for gear. She'll fit your stuff. Right back there." He points to a storage locker at the back of the crew compartment, near the hatch.

Max pauses a minute, and turns back to Zieja. "I'm not gonna pretend I like the CS enough to bury anyone that was recently trying to kill us, but I get it. This world turns everything around on people just as they're starting to get used to the way things were. I'm glad we're not dead, and I'm glad you're not dead. But I'm sorry it had to go down like that. There's enough CS troops to go around without having to end someone you knew personally. Sorry, Zieja. That can't be easy." He turns back to face the front and prepares to move Nadine down the road. "I'll raise a glass with you, if for nothing else than to salute a worthy adversary. Or I'll let you alone and let you say your goodbyes your own way. Just shout at me."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

OOC Comments
[dice]0[/dice]
Libertas nods at Z with a smile, taking the four vibro-knives and adding them to his toolchest in the TWZR; sure, they're not worth much, but they'd be cheap to convert--could probably install some useful tricks there. He also makes sure the stolen credsticks are nice and safe under his armor. Best place for them right now.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Firehawk
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Posts: 52
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Re: The road to Gloom takes us close to Refugee

Post by Firehawk »

Z wrote:"Here. Welcome to the 13th. Give me time. You spook me. Even so I look forward to working with you."
Firehawk accepts the pistol with a warm "Thank you. I was thinking of finally learning how to shoot one of these things properly. Perhaps you could give me some professional tips some day. Until then, I look forward to the opportunity to earn your respect."

After Z walks away to dispense more gifts, Firehawk goes over to Libertas and gestures to the pile of vibro-knives he is packing away, "Pardon me, Firehair, but would it be possible for me to use one of those? I will return it when I have found a suitable replacement. I can also offer this NG-33 Laser Pistol in trade. Truth is, you can have the pistol regardless, since I do not need it." He holds out his old pistol for Lib to take, minus the e-clip he tucks into his belt.
Max wrote:"Jareb, are you sure you have a safe way to get these girls back to the Castle? Should we run an escort back? One angel with a baby and a handful of cheerleaders doesn't seem like a hard target. Might be safer with the whole 13th. We aren't all that far, still. We'll be back on the road to Gloom and executing the BC with only a short delay."
Max's last sentence raises the hackles on the back of Firehawk's neck as it blares from Nadine's loudspeaker.
'Executing'?
He turns a quizzical gaze at Jareb and the rest of the 13th.
"'Executing the BC?' Who or what is this 'Beesee' and what has it done that it is now marked for immolation? More brodkil then, Jareb? Anybody?"
He stands with his legs planted and arms crossed, looking back and forth between Jareb and other members of the 13th. Immovable and clearly expecting a satisfactory answer.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Libertas Magicum
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Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

Libertas readily swaps the knife for the gun. "Yeah the pistol is probably gilding the lily for you anyway. Welcome to the 13th."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: The road to Gloom takes us close to Refugee

Post by Maximilian »

Max hits the radio to respond to Firehawk. "The Black Company is a mercenary company that was engaged in some Legion business for awhile. Just long enough to learn some secrets and troop movements that they could sell to the CS. They assassinated the 2nd SET in cold blood, killed some native children, and sold information the CS used to inflict casualties on the 6th SET. We've been ordered to terminate before they can do any additional harm."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: The road to Gloom takes us close to Refugee

Post by Blackfish »


Zieja "Z" Kashbrook
Within Nadine.

  • Maximilian wrote:Or I'll let you alone and let you say your goodbyes your own way. Just shout at me."
    Z looks up at Max and smiles, "You are pretty awesome Max.....you know...for a dude."

    Zieja laughs warmly.

    "Lets go kick some butt in Gloom and then afterwards we should all go hits Spider's Pub."
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

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

Post by Maximilian »

Zieja wrote:
Zieja "Z" Kashbrook
Within Nadine.

  • Z looks up at Max and smiles, "You are pretty awesome Max.....you know...for a dude."

    Zieja laughs warmly.

    "Lets go kick some butt in Gloom and then afterwards we should all go hit Spider's Pub."
Max's tail wags. "That sounds like a plan. First round's on me."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: The road to Gloom takes us close to Refugee

Post by Bane »

Notice 3
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 7
[dice]2[/dice]
Wild Die [dice]3[/dice]
After the fight was won and over, Bane realizes that the last spell he had cast more efficiently that he realized he was going to, so he goes over to where Libertas currently is with the cheerleaders. "I was able to cast my last spell more efficiently than normal, so I have a little spare reserve to heal any who are wounded."
Spellcasting 4
[dice]4[/dice]
Wild Die [dice]5[/dice]
When Markus opens fire on the flaming birdman diving at their enemies, He just cringes, then sees the bolt of flame hurtling toward the hoverbike. After Markus lands, Bane is about to go over to check on him, but when Bane sees his soot blackened face and hair and a look of disgruntlement that the soot couldn't hide, he thought better of it. As he walks off, Z comes up to him with a look on her face that Bane recoginizes and welcomes, a look of trying to overcome her prejudices. Bane warmly accepts her hand with both of his and says "Thank you. I understand how hard this is for you, and I want you to know that just trying to overcome your upbringing and training is very much appreciated, by me at least. Markus would just as soon burn us all as he would talk to us, so your more subdued attempts reaffirm my veiw that it is an individual that should be judged by their words and actions, and not by their skin."

He watches Z make awkward conversation with Firehawk, the team's newest member, Bane could only inwardly smile. She's trying, that is more than many even try to do. After she walks off, Bane walks up to him and introduces himself with a handshake. "Hi there, I'm Banethro Malon, the XO for the 13th SET, as well as Ley Line Walker. Let me introduce you to the rest of the team." He first points out Cantrell and says "That is Nadya Cantrell, former member of the CS and our current CO. Over there is Jude, resident lady's man and smooth talker. Next to him is Libertas, our Techno-Wizard. Over there is Markus, whom you've already met, formerly of the NGR and displaced here by rift. He has a hatred of all D-Bees which is ironic now that he himself is one. Maybe that is why he is always moody and grumpy. Anyway, that was Z you just met. Not quite sure how to pronounce her name, so I just call her that. Other than being formerly of the CS as well, she is still a bit of an enigma, but she's trying to overcome who she is."

When Z starts preparing the dead to be buried, Bane is about to help out until he sees Markus and thinks better of it, so he starts searching the dead Brodkil for any valuables they might have had. After Bane makes a pile of what he has found, he approaches Cantrell as Libertas is talking to her and catches him saying that they should be offered the chance to surrender to the 13th. After Libertas moves on, Bane steps up to Cantrell and says to her "Trying to bring them back alive should be something that we should do, strictly from an intelligence standpoint. We don't know what information that they have gathered, or to whom they have sold it to, so being able to bring them in for questioning wouldn't be unreasonable. Of course if they give us any problems, we give them some problems."

Bane listens to the angelic being talking about the crimes that the Black Company have committed and his and his heart sank when he spoke of the fate of the group who took over their mission. "Have all of the dead been identified and accounted for? Bane asks with a lump growing in his throat.
OOC Comments
I know that the events in my post are probably a bit out of order, but I did my best considering how much I had to get caught up on.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: The road to Gloom takes us close to Refugee

Post by Markus Berger »

Zieja wrote:Zieja looks over at Markus and flatly says, "Well that must be nice."
Shaking her head she tosses a Vibro Knife at Markus, he should be able to catch it, and moves away from him. Taking everything else with her she leaves a pile of 4 Vibro knifes behind her unwanted, laying at Libertas feet.
"It was." - Markus answers while catching the knife.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Firehawk
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Posts: 52
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Re: The road to Gloom takes us close to Refugee

Post by Firehawk »

Bane wrote:"Hi there, I'm Banethro Malon, the XO for the 13th SET, as well as Ley Line Walker. Let me introduce you to the rest of the team." He first points out Cantrell and says "That is Nadya Cantrell, former member of the CS and our current CO. Over there is Jude, resident lady's man and smooth talker. Next to him is Libertas, our Techno-Wizard. Over there is Markus, whom you've already met, formerly of the NGR and displaced here by rift. He has a hatred of all D-Bees which is ironic now that he himself is one. Maybe that is why he is always moody and grumpy. Anyway, that was Z you just met. Not quite sure how to pronounce her name, so I just call her that. Other than being formerly of the CS as well, she is still a bit of an enigma, but she's trying to overcome who she is."
"Thank you for the introductions. I hope to serve the 13th well, sir."

Maximilian wrote:Max hits the radio to respond to Firehawk. "The Black Company is a mercenary company that was engaged in some Legion business for awhile. Just long enough to learn some secrets and troop movements that they could sell to the CS. They assassinated the 2nd SET in cold blood, killed some native children, and sold information the CS used to inflict casualties on the 6th SET. We've been ordered to terminate before they can do any additional harm."
Jareb wrote:"In truth, I do not know if I would have the strength to bring them back alive for what they did."
As Jereb and Max fill him in on the sordid details of the Black Company's sins, Firehawk's temperament turns from one of stubborn curiosity to one of fiery rage. Traitors. Child killers. If anyone deserves the ultimate sanction it would be creatures such as these. No better than brodkil.
"Say no more. It would be an honor to hunt down this scum with the 13th and bring them to justice...or bring justice to them," he adds darkly.



OOC Comments
I added part of my post from the 'Re: The Last Quiet Moment Before Gloom' thread because it was relevant for both.
Last edited by Firehawk on Wed Aug 23, 2017 12:42 am, edited 2 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Jude Maverick
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Location: Chicago suburbs

Re: The road to Gloom takes us close to Refugee

Post by Jude Maverick »

Notice 4 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 7 Success
[dice]2[/dice]
Ace [dice]6[/dice]
[dice]3[/dice]
Ace [dice]7[/dice]
Sorry, none of these actually aced.
***

With things calming down, Jude climbed back up the ridge. He found Brittany’s body and gently picked it up, trying to ignore the hole he had put in her helmet. At least it was a clean shot, through and through. She hadn’t felt any pain. Jude sniffled slightly, hands too full to wipe away the tears as he joined Z and Libertas at the area where they planned to bury the bodies.

Setting Brittany down gently, Jude knelt beside her. He carefully removed her helmet. The face was serene, still as beautiful as he remembered. He gently brushed her sweat-damp raven hair down over her forehead to hide the ugly burn hole of his laser shot.

“I’m sorry, Britt,” Jude murmured. “You deserved better.” He leaned down and kissed her still lips gently.

When Libertas came over, Jude held up his hand. “Just a minute,” he told him. “Take care of the others first.”

Jude dug around in his armor and came up with a pencil and some paper. He wrote a short note.

Nikki,

I hope you receive this note. I’m sorry you had to hear from me this way. I know how much Brittany met to you, how excited you both were to be chosen for the 6th. I am sorry she had to come back in this way. No that if there had been any other way, it would have been different. But it was us or them.

I love you, sis. I always will. I hope you are safe. Know that I am well. As well as can be expected being away from you and mom and dad. Please give them my love when you next talk to them.

I know it’s probably foolish to ask, but please fly safe and don’t take unnecessary risks. I hope one day we can be together again.

Love,

Jude

Jude sighed and folded the note up. He wrote To Lt. Nicole Maverick on the outside and then undid Brittany’s armor and tucked the note into the pocket of her uniform before doing her up again.

“Okay, you can bury her,” Jude told LIbertas. He found some branches and helped work up markers. “Hey, Goggles...Libertas. You mind if I borrow your toolkit?”

Jude dug through the kit and pulled out a few simple components and tools. He used the tools to pull out one of the homing tags from a set of CS armor and rigged up a simple beacon, which he hung on Brittany’s grave marker. This way the CS could find the bodies and they could be returned to their families.

Jude returned to the others, wiping at his face to clear the tears. He managed to toss a smile at the cheerleaders. They were pulling themselves together. But he was more subdued than he would normally be around a batch of beauties.

***

Conditions:
Repair 11 Raise
[dice]4[/dice]
Ace [dice]8[/dice]
[dice]5[/dice]
Ace [dice]9[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: The road to Gloom takes us close to Refugee

Post by Libertas Magicum »

Lib is happy to help set up a quick homing beacon, though he also has a request of his own.

"Sergeant, can we take Fitzbad with us for a ways, bury him apart from the others? His last moment on earth was being betrayed by the 6th. I don't think it's appropriate to bury him with them."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: The road to Gloom takes us close to Refugee

Post by Cantrell »

"Sure thing, Lib, that would be nice. We'll find a place for him a little farther west."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
Locked

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