First! (Intro Scene)

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Freemage
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First! (Intro Scene)

Post by Freemage »

It's been a week since most of you joined the Tomorrow Legion; you've gotten yourselves settled in, been interviewed by Elle of Owls, and given the basic tour of the place. Some of you may have even found your way down to bar in the castle's outskirts. It's early morning on a muggy day in late summer when you receive word--you've been tapped to join the 7th SET, under the command of Ossana Wilde, better known to Legionnaires as "Joker". She's a well-known figure in the Legion--a harsh-lined woman with black hair in a tight military crop, often seen berating her violet-skinned assistant, Corporal Allistair Montcrief as he attempts to get her to actually complete some necessary piece of paperwork. She's feared for her temper, and admired for her decisiveness. Some of you may have even heard the scuttlebutt about her--that she's been up for promotion from Chief Specialist to a duty that would leave her out of touch with the rank-and-file, and has always managed to screw up with just enough precision to retain her current position--and that Montcrief has resisted any offer of promotion or reassignment that would cause him to be stationed in anything but a supporting role to Ossana. (OOC: The scuttlebutt is known to anyone who succeeds on a Common Knowledge or Knowledge: Politics roll.) You are to report to an initial briefing session in Room 701A.

As you enter a few minutes before you were told to arrive, you see other new arrivals coming in, taking seats in the briefing room which is, sadly, less than perfectly ventilated. One of the Legion grunts comes in, informs you all that Ossana has been delayed due to a meeting with the senior command, and that your orders are to wait and maybe introduce yourselves. A pitcher of room-temperature water and some plastic mugs sits on the center of the oblong table you are seated around.

Minutes pass, and the stagnant room takes on a slightly oppressive feel. More time passes, and there's really nothing to do but chat amongst yourselves. Names first, of course, and other casual observations, but eventually--and yes, time enough passes for this--a bit more personal history starts to slip out.

OOC: Please click to read:
OOC Comments
Your first post here should consist of two parts:

1: A brief physical description--just whatever people would see on first meeting you, in your off-duty gear (no Body Armor unless you sleep in it, but folks are as armed as they wish to be when walking around the Castle).

2: An Interlude. For those newer to the Savage Worlds system, Interludes are brief personal stories about your character. This early on, they're usually from your background; later on, they may also highlight activities you took during downtime between missions. Ideally, they should hint at some part of your character sheet--maybe your Hook, or some of your Hero's Journey rolls. If a Hindrance plays a role in the story, that's good, too. You aren't limited to your official background, so long as you don't actively contradict it.

Each Interlude is told to a theme, determined by card-draw: I've posted the list of your characters' themes below. Broad interpretation of themes is encouraged: "Desire" could be about desire for wealth, romantic desire, intellectual curiosity, a longing for recognition, or even just the simple drive to be free, for instance.

Once interludes are posted, we'll be drawing from the Adventure Deck in the OOC thread (I'll explain that there); the Interlude gets you an XP at the end of the Quarter, and if you managed to incorporate your theme to the Interlude, you'll also get an extra deck draw (so if you don't feel like writing to the theme, you don't have to--it just gets you a little bonus for meeting the challenge), but not an extra play.

Themes:
• Clubs—Tragedy: Describe a tale of tragedy or misfortune
from your hero’s past, featuring one of his Hindrances
if possible. If the teller has a dark secret of some kind,
hint strongly at it, drop clues, or otherwise give the rest
of the group a glimpse into your hero’s dark side during
your narrative.
• Spades—Victory: Tell the group about a great victory
or personal triumph in your adventurer’s past. How did
it affect him afterward? Was there a reward?
• Hearts—Love: Speak fondly of the character’s greatest
love—lost, found, or waiting on him back home. What
is her name? Where does she live? Why is the traveler
not with her now?
• Diamonds—Desire: Tell a tale about something your
hero wants (or already has). It might be a material
possession, recognition, a political goal, or even a trip
he wishes to take to some amazing destination.
Echo: Queen of Diamonds: Desire
Roath: 7 Spades: Victory
Artemeisia: 3 Clubs: Loss
Zakkael: 4 Clubs: Loss
Snack Happy: 5 Clubs: Loss
Scyleia: 8 Hearts: Love
Herra: 9 Spades: Victory
Hossun: 8 Diamonds: Desire
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: First! (Intro Scene)

Post by Peta Chante »

Herra enters on time, wearing a simple black jump suit. She appears to be a lithe human with dark skin and thick hair. There are some hints from her slight build and proportions that she may be a d-bee, or not. Humans come in a lot of shapes and sizes.

As the group sits around the table, Herra immediately fills her water glass. Gulps it down incredibly quickly, then fills the glass again greedily. When she sees no one else is touching it she shrugs.

"If your're not going to drink it, I'll take your share."

Training is one thing, real battle is another.

It was a lesson Spider drilled into her during years of gruelling preparation for the fighting pits, usually as he knocked her on the ground - hard.

Now, for the first time, she truly knew what he meant. These manic beings, her now dead master had called them "juicers" , set upon their unit with reckless abandon killing nearly everyone in a blindingly fast assault. Only her pre-cognitive senses had allowed her to avoid a similar fate. Now, her powers surging and psi-sword glowing bright yellow, she stared down a juicer with a ridiculously large chain sword.

He was fast, strong, and overconfident. Charging in with abandon he took a huge two handed swing. Herra saw the move in her mind a spilt second before it happened and moved out of the way, barely. She countered with a strike from her own sword, slicing into an exposed part of the armor. She managed to cut some tubes and hoses - later she would learn they were part of a juicers drug harness. Yet, the maniac recovered impossible quickly coming again for another blow. Holding him off, Herra searches her minds eye and saw where what needed to be done. As his next blow came in she stepped toward it instead of away. In too close to miss she stabbed with her psi-sword right into an exposed area between the flexible plates and then drew upward with all her might. The juicers innards spilled on to the ground and he convulsed violently as his bio-comp tried in vain to adjust.

Herra stared for a moment, watching him die, before turning back to the battle. Her unit was over run and she was isolated. Rather than return to the battle she skirted into the trees, not only escaping the fight but also escaping from slavery.

Killing had not been pleasant, but in this case victory also meant freedom.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: First! (Intro Scene)

Post by Scyleia »

Scyleia arrives nearly an hour early, but not to the room. She 'recons' the immediate area in and around 701A, reaching out with her natural 'radar' ability to sense the presence of those coming and going. As the meeting time grows closer, more energy signs appear and begin to congregate in 701A.

She waits for the moment when she recognises Commander Ossana's energy signature. Waiting as long as she did may have been a mistake. Battling high anxiety (not that anyone would be able to see any discomfort or anxiety by looking upon her) she forces her feet one in front of the other. Entering the room, she is blasted with the energies of everyone present. She makes her way into the corner closest to the door and stands. She is in a high state of alertness and primed for combat. Posed in a stoic manner, she leans into the corner silently, awaiting the meetings completion. Dressed partially in her Explorer body armor, leg arm and chest pieces, she wears a dark cloak that nearly covers her completely. Under her hood, hiding her eyes, she wears a pair of dark lensed goggles. She is unarmed (but has hidden her NG-E4 nearby in case she needs it). Strands of pale, lavender hair rest over her shoulders and drape just below her neckline out the sides of the cloak's hood.

OOC: Internal Struggles and Dialog -
OOC Comments
As Scyleia observes from her corner, It's as though her mind is exploding with voices yelling at her to get out, attack, be calm all at once.

Most of these fools are not armored and lightly armed... I could dispatch the most threatening of them and their leader and take her heart back to Grolak... I can then report on what I have learned about this place and their weaknesses... No, my betrayal will be revealed and the eyes will see through my deception.

These people will lead me to my doom.... I owe them nothing! I must run and get as far away from them as possible. To the woods in the North West, there was that settlement where I could get supplies... But what after that? Do I just keep running? These people do have the best odds to defeat Grolak should he find his way this far inland.

I stay for now...

Scyleia chooses to take her rest in the seclusion and solitude of the woods beyond the castle walls. The woods bring her the only peace she truly knows. During these times of solitude, she reflects on her past and constantly weighs her decisions for the future. Since coming to Castle Refuge and joining the Legion, she has experienced something she has never before encountered, a sense belonging and of relative safety.

During her time in service to the Legion, she has warned against and prevented several monster attacks from the wilderness. Not one to report the situations she is capable of handling herself, she's not sure if anyone truly knows the extent of her efforts. Not that it matters, it's simply something that needs to be handled and after all, that's why she was asked to join the Legion. Never before has she felt appreciation, from anyone, for her efforts and felt more suited for her role in life. She has started looking to each day in her role with optimism and at times, allowed excitement to run through her veins.

She does, however, struggle daily with the concept of serving the Legion long term. Deep down inside, she believes that this group could ultimately be her pass to freedom, but her training and ego constantly tell her to sever all ties and move on. That she is getting too attached to this group and some of it's members. That eventually the Splugorth will discover her and the group that harbored her and force her to witness their demise. Especially those that she has served the most with and formed a bond that only service in the field can create.

Past experiences surface as she recalls those instances where those she gained the trust of pleaded for her help and mercy as Grolak cut them down and drained their souls. Other memories surface of her more recent past, travelling with members from the Legion. Stopping at villages with the true intent to do good that would protect and serve the people of that community.

Foreign emotions flood Scyleia as she recalls the latter memories. Always keeping to the shadows and playing her part unseen, she observes the reactions and responses of the villagers. She picks up on something that in a new concept to her, an emotional state that others have labeled 'gratitude'.

She has also experienced this sensation when thinking of the commander that invited her into their ranks. At times in her solitude she would recall his compassion and acceptance towards her and she felt a loyalty towards him that was foreign to her. Before meeting this commander, she only understood loyalty as a form of slavery. A requirement of obedience that when broken, was severely punished. Rarely does she allow herself to ponder on the commander as she begins to receive confusing and conflicting emotions.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Artemeisia
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Posts: 42
Joined: Mon May 08, 2017 11:43 pm

Re: First! (Intro Scene)

Post by Artemeisia »

OOC Comments
Notice:[dice]0[/dice] Ace [dice]2[/dice] Wild Die [dice]1[/dice]
Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
She only has one sword on today. It's safe around here. Artemeisia strolls into the briefing room like she owns the place. She pauses in the doorway and takes in the crowd. Her long coat is thrown back. Her right had rests on the Wilks laser pistol in a high positioned tooled leather holster, her other had is set on the hilt of what can best be described as an elegant chainsword. It may be a machismo stance, but she is non threatening, due to a large smile on her face. Her long black hair is gathered in a utilitarian ponytail. This leaves her broad face uncluttered, and her eyepatch prominent. Her skin is a medium brown and smooth like a teen or young twenty something. Her age is hard to determine, her bearing is not one of a youth. Looking closely there are numerous small scars, like nicks from a blade.

"Herra! Great! I am pleased to see you here today. I believe we will make a name for ourselves." She approaches her friend and give the ex-slave a pat on the back before leaning against the wall scanning the room again. "Greetings! I am Artemeisia. I am honored to meet you all, for you will be like a family as we journey beyond these walls to make the world a better place. Greetings!"
NO HOME Artemeisia has pride, she has confidence, but not too much to think she knows it all. The opposite is true. She sought out masters, those few people who were the apex of their field. For Artemeisia, that field was with fencing. She used the techniques of the Atlanteans resources to travel throughout the megaverse finding teachers. Her goal, she told herself, was to train to fight her people's enemies where ever she found them. The truth was that she loved the learning, the training. Over the years, she also realized she loved Earth. She kept coming back. The opportunity to come back at different times in Earth's history was a boon.

She spent 10 years in Japan before the Tokugawa government kicked out all the foreigners. No doubt the samurai were amazing swordsman. A handful of Italian masters had trained her as well over a period of years. The Florentine style was fascinating, but they didn't appreciate some of her more creative moves. She loved Europe, she discovered, spending some time in Greece was fascinating, the cultural similarities were a reminder of a home she actually never had. But their was nothing but false nostalgia in Greece. She decided that an earlier time might be more suited to her style. So she went back out into the universe for a while utilizing her skills in combat. She sought out minions of the Splugorth and vampires, and whatever other evil she could hunt down. But she knew she needed to go back.

Eventually she made her way back to England in 1424. It wasn't necessarily by accident, there's she had found some sketchy references to a English man teaching a German style of sword and buckler style. But what caught her eye was the reference to why he was a dark horse: he fought "without honor". Which was just her style.

She stood out like a sore thumb in medieval England, but that worked to her advantage. Clearly an outsider, she was not subject to many of the harsh rules of the time. The few who tried to wound up regretting it. Eventually she did find a man, Jacobi, or Master Jacobi, who fit the description. It was a process. First she had to overcome the inherent bigotry of the time period, the institutional misogyny, and the crankiness and contrarian attitude of the master himself. But she did, facing down a master vampire or a Kydian Overlord.

After a few months of convincing, Jacobi took her as a student. She learned very quickly that the mad master was not limited to the Chinese Taoist swordsmen or Gatka Gurus of the Subcontinent. It was a perfect combination. He used the Fetchterbücher as the primary referencef for his teaching, but included the Flos duellatorium written by an Italian upstart Fiore dei Liberi. The contrasting points of view between the older German books and the modern Italian manual. The focus on the sword and buckler techniques appealed to Artemeisia because she had been developing a style of her own utilizing a pistol in her off hand and a sword in her main hand. The buckler in this case was a stand in for the pistol.

They lived in an old manor house, not quite an ascetic life, but a simple one. They became a local legend over the years, Artemeisia towering over Jacobi as they would purchase supplies in the nearby village. She was in fact, significantly taller and stronger than almost everyone. The knights and lords of the time let them be, acknowledging them would mean dealing with them, and no one wanted to deal with them. Aberrance and outsiders that could not be dealt with easily were just ignored, they weren't bothering anything of the natural order.

Eventually, Artemesia's sense of honor eventually compelled to tell Jacobi who she really was. As, basically, a mad man, Jacobi did not find it much of a surprise. In fact, he demanded she show him the modified style she was developing. The chainsword he found to be a marvel, even though he could not lift it off the ground, much less fight with it. The laser pistol, a knock-off Naruni model from Center, was a different story all together. Jacobi at first could not comprehend what was going on. He could lift the light weight weapon, could see the mechanical function of it. But he could not grasp the concept of focused light. In the 15th century most natural phenomena were not explained with logic, science and alchemy considered the same thing. Eventually he was able to grasp the connection between pulling the trigger and the trees and rocks exploding hundreds of feet away. Once he finally accepted that, they sparred.

Years passed, and they practiced both the traditional styles and honed the sword-and-gun technique. They developed a fluid two handed style incorporating all the techniques Jacobi developed in his years and Artemesia's diverse training. They could only do so much training at the manor house. To fully explore the moves required actual firing of the weapon. They would go to the seashore, or the deep forest, anywhere they would be concealed. A laser is silent, and that was a boon. The chainsword made a whirring noise completely foreign to the medieval world.

It was that whirring that attracted a shepherd. First, it was the falling trees that attracted him. He would have stopped at a cursory glance however, if he hadn't heard the chainsword. Creeping through the woods he eventually found Jacobi and Artemeisia. She was slicing though hoary old trees no ax could bite. That was magic enough to damn the two of them, but then she pointed a crooked black wand and blew up a rock. It was like invisible lightning. Fearing for his life, lest the witch and her thrall find him, he crept out to the fields and ran as fast as his legs would carry him back to the village.

The two swordmasters had no idea of what lay ahead of them. When they were a mile away from the manor, they could see the flames. They knew they had to run. They were cornered as they tried to escape by a scared, ignorant mob. Aretemeisia was a fighter, but not a murderer, she didn't kill the scared and helpless, not even to save her own life. She postured and threatened. Her imposing size and power held the crowd back for a moment, but soon the village priest managed to rouse them up. With torches, farm tools, kitchen knives and sticks they charged.

Jacobi turned to Artemeisia and just said, "Go". Then wielding only his buckler, he bashed and blooded the mob, holding them off while Artemeisia ran away. It pained her, broke her heart, crushed her spirit and forever scarred her. She made her way across the continent and to Egypt as fast as she could, getting off the planet without any of her customary sightseeing.

She didn't return to earth for decades, not until she decided to visit her true homeland.
Artemeisia Harpe Discipula
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Erin Tarn
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Re: First! (Intro Scene)

Post by Erin Tarn »

Roath (Ley Line Walker) Finished Post

THE BRIEFING ROOM

Image
Stepping into the room the 80 year old black male wears a smile, a smile that makes one think happiness belongs to him. Wearing glasses his eyes are dark but friendly. Grey, white and some black hair tops his tall figure and he is sporting a mostly white goatee. Standing at 6 foot 2 inches his imposing well built build belies his age. A faint nod at those already assembled in the room warms the heart. The man looks old and ready to be dropped into combat. Wearing a old black hat and suit and scarf he carries a unlit cigar. Under his coat one can see a hilt to a techno wizard looking sword. He carries a drop holster with a energy pistol on his right hip. No body armor on at the moment he seems to be in good shape considering his obvious age. Making his way into the room he says, "Good day to you." As he speaks his voice lends to his charm and he smiles at each member of the 7th in the room.

Seeing Herra drinking water he grins a warm smile and says, "My home world lacked sufficient water, often one could buy goods by trading water. You young lady look parched. Please take my portion of the water, I just swung by Spider's Pub and my thirst was sated."

Making his way to the podium at the front of the room he glances at all those assembled. A quick nod and he makes his way to a seat towards the rear of the room.

Slowly sitting his joints audibly crack as he sits, a momentary grimace covers his face and then is gone, replaced by his smile.

"Sitting here is making me antsy. There is only so much life to be had, don't waste it. I am happy to see you ladies again. Herra, Artemeisia, I greatly enjoyed our time at Spiders. As you can see, I followed through with my statement. I joined the Legion." Chucking he continues, "I joined up because of that old crazy coot and friend Sir Sayeen. I only recently arrived on Earth. I admit I am a bit out of touch with the current politics here. Regardless, I signed on and hope to make a difference here. Like Sayeen did."

Roath will happily banter back and forth and be social with those present.

INTERLUDE: WHOA DOUBLE VICTORY

Grunting in pain the Line Walker stumbled but carried on weaving the spell. He had taken the full force of the attack of the CS soldiers. Several shots penetrating the barrier another mage had cast around Roath just before being killed. A small part of Roath mind thanked the now dead mage. As a fire team of 6 CS troops rushed the Ley Line Walker, all opening fire, Roath continued the spell. Utilizing the power he was pulling from the now unstable Tolkeen Pyramid Roath grunted, drawing the vibrant power, and clearing his mind of the advancing soldiers. It was imperative that he finish the spell if the refuges and Tolkeen freedom fighters were going to survive this attack. Dozens of citizens and children were hiding in this war torn building. They would be dead in seconds without the spell the three mages were casting together. had been casting together, he was the last mage, trying to finish weaving the fabrics of the spell protection. The damned Cyber Knights and that Juicer better do something....concentrate.

Sir Sayeen Gabbersleaf sees that his bid for parley has failed miserably. I had to try. It was my duty. I had to try to get these CS to give us passage without death, Roath is nearly finished with the spell, and now we must fight the CS, it saddens me. The death. The old Cyber Knight looks down at his gleaming maul and finds peace in his mind, amidst the turmoil of battle, I tried peace, now we are left with only death, he rushes in a blurr of motion winding his way around the CS troops until he confronts the lead Officer. Swinging the maul and deftly avoiding the Officers attacks the Cyber Knight thuds his maul down onto the CS soldiers head. Crunch! The man falls dead or unconscious. Glancing over at Roath, Sir Sayeen looks to see how the Line Walker is doing with the spell.

Roath grunts in pain, shakes visibly then straightens. A look of determination on his face, hit in his side blood seeps from his wound. Nearly over run, Roath finishes the spell. The building full of innocents is magically transported outside of reality. A sort of magic bubble encases those inside and has moved them out of danger. Thank goodness. Now I can attend to the wounded. I wish you well Knights.

The Cyber Knights, Sir Sayeen and a Sir Merihk, and the Juicer watch as the building disappears.

Sir Merihk flatly states: "They are safe."

Turning back to face the CS the knight and juicer bolt into the action and attack the CS troops. Moments later the CS are waylaid by the assault. Only Sir Sayeen and Sir Seth Merihk stand.

Sir Sayeen shakes Seth's hand with less enthusiasm than he deserves. He is not part of my fan club, but he is okay I think. He is viscous but his efforts swayed the battle here.

"My heart is heavy today, so I apologize for being drowned in sorrow. I would normally say it is a pleasure to meet you Sir Seth, but this pleasure will have to be differed." As he releases the vicious knights hand he trembles softly, "I am known as Sir Sayeen Gabbersleaf, the elder and eldest of half elves. Be well on your journey, I see you have another path than I."

Sir Merihk, the Oathbreaker disappears deeper into the war zone. Sir Sayeen, unsure of how long the spell will last finds a semi comfortable rock to sit on and waits.

Inside the protective dimensionaly displaced bubble Roath moves from person to person and aids them. Most are malnourished, not actually hurt. It is good to have had this victory. Saving lives instead of taking lives almost feels like a double victory. I wonder how long this spell will last and how the Knights and my juicer friend fared?

Roath back in the Tolkeen War days, with long hair:
Image

BACK IN THE BRIEFING ROOM

Roath looks around the room as the others talk. Not one of us seems to be from this planet. A very interesting group indeed. Putting away the cigar, unused, he runs his hand across his short hair smiling at how different he looks without the long dreads he wore in the service of Roxcryth. Truly free for the first time in 80 years and what do I do? Sign up to fight someones battles. Leaning back in his chair he shivers and notes the cooler temperature. The craziest thing about being around powerful people like these is trying to ignore the acrana I naturally sense. Roath adjusts the wrinkles out of the suit he had tailored on his home world, just before traveling to the funeral for Sir Sayeen. I don't think I will ever get used to this outfit or strange Earth hat. Xisk said it was a picture book from this world, but I think I will change back into my old warriors gear after this meeting. The black man looks human enough, but is a the words of the Coalition, a D-Bee. Roath removes his glasses, cleans them, sighs at being nearly blind without them and returns them to his face along with putting a smile back on his face.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: First! (Intro Scene)

Post by Zakkael »

Zakkael strides into the briefing room roughly 15 minutes early. He smiles at anyone who has already arrived, and finds a seat with a clear view of the most likely area for their CO to give the briefing. His white robes, trimmed with silver, billow as he moves to the seat. A staff, woven of what looks like two separate lengths of the blackest and whitest woods you have ever imagined seeing, remains in his hands as he sits. You notice the staff is trimmed in silver. Upon closer inspection, there appears to be some silver inlaid inscriptions in each side of the staff. The language is unrecognizable.
Realizing there is water to be had, Zakkel partakes of a mug worth, and takes his place at his seat. "Greetings, friends. I am Zakkael. I am happy to be here with you, and hope our time here will help set the world to rights." Zakkael takes a sip of water.
As Herra enters, and eventually guzzles her water, Zakkael offers his mug. "It appears you may be thirstier than I. Here. You may drink mine."
As the time passes, Zakkael begins to speak of what brought him here.

"All things work to the good of those who serve the Light. There have been moments that, if my faith could be shaken, it would have been. But all things work to the good of those who serve the Light."

I was sent back from Heaven by Michael and Gabriel to be the hand of justice on this earth. I spent what seemed like an eternity there, learning. Training. Basking in the Light. And my first command as the angel of justice was...mercy. Of course, it was mercy. The first inclination of the Light is always mercy. And so I was there at the fall of Tolkeen. Those who summoned demons were left to their fate, as their choice in their final days was quite clear. Their blasphemy and communing with evil earned them their rewards as the Coalition hunted them down. But there were many who relied on simple arcane might, which is not the affront to the Light that some think. Indeed, if it were not a gift, would it have been given back to this world in its darkest hour?

"I found a family of devilmen, as they are often, and erroneously, named. The d'norr. One man and his family had escaped Tolkeen, and gathered two score refugees with them to escape the wrath of the dead boys."

A look of disgust crosses his face for a moment, and he continues.
"Dead boys. The Coalition worships and idolizes death. They have little idea, truly. If they knew, they would turn and run to the Light as fast as their spirit could carry them, and they would forsake the ways of death. But they are deceived. And heavier still is the price paid by those who knowingly lead others astray, for price of the follower's deeds is added to the account of the leader. Woe unto them."

The family was beautiful. Loving. The father cared only that his wife and child would survive. Out of the fullness of his heart, he brought many more who sought refuge. So I led them, and watched over them. Truly, their only 'crime' was wanting to live. The Coalition saw fit to punish that crime.

"As we approached this Refuge, perhaps only another two or three days' walk from where I had been told to go, a squad of dead boys ambushed the group that I had been called to shepherd. I had flown ahead to seek out a suitable path. The murderous cowards ambushed the group while I was away, and slaughtered them almost to the last. Only the father remained. I had returned just as the attack was launched, but I was too late to stop it.
I was not too late to deliver the verdict on so many willing murderers. The Light judged them harshly as they stood at the gates. There was no repentance in their hearts, and so their fate was sealed."


But it was his boy. This boy, despite his circumstances, had such a beautiful innocence and warmth of heart that touched my soul. He was his father's joy, and this family shared the sweetest love. Over the short time I knew him, he moved the unmovable soul of Justice.
I cried out to the Light to bring him back. The father begged and pledged his life to Heaven if I could just save the child.
Heaven did not answer.

"The father's anger burns bright to this day, as far as I know. Gabriel has not told me otherwise. And, I cannot truly blame him. Whether his anger is directed at me, or only those who stole his wife and child, the anger of a widower at the loss of his family is a righteous anger, and is not easily quenched."

"But all things work to the good of those who serve the Light. And through this terrible crime, I have been reminded of my purpose here. I may have been tempted to ignore my calling. Now I know, truly, that I have been called to Castle Refuge as an agent of Justice to help forge a brighter tomorrow, so that while one boy is lost to this earth, many others may be saved. And who knows what good may yet come of his father's loss? Even the barbs and tricks of the Enemy can be turned back against him. I do know where that boy's soul resides. And he waits there someday for his father's arrival."

He turns to Herra. "Are you still thirsty? I could get you some more water."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
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  • 10 PPE
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  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
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Re: First! (Intro Scene)

Post by Echo »

Notice 16 - 3 raises, Politics 9 - 1 raise, Streetwise 22, 4 raises
Echo Notice Roll: [dice]0[/dice]+1
Notice Roll Ace: [dice]4[/dice]
Notice Wild Die: [dice]1[/dice]+1
Knowledge (Politics) [dice]2[/dice]
Politics Wild Die: [dice]3[/dice]
Politics Wild Die Ace: [dice]5[/dice]
Streetwise: [dice]6[/dice]+6
Streetwise Wild Die: [dice]7[/dice]+6
Streetwise Wild Die Ace: [dice]8[/dice]
Streetwise Wild Die Ace's Ace: [dice]9[/dice]
OOC Comments
Echo, cools the room subtly so the others are more comfortable.
As the short athletic woman entered the room, her dark latin eyes so deep brown as to be almost black scanned the room in a subtle way. Listening to the story Zakkael shared Echo think about how many experiences the others must have had to bring them to this point.
Walking over to the water she smiles warmly at Herra as she shares in a glass of water. “You know in most earth cultures there is a bonding when you share food or drink with others.”
Looking around the room with a demeanor that includes the rest of the facility through the door Echo says. “This is a different place from many other places I have been. Most of the people here genuinely want to help others. I believe they will keep us busy helping as best we can.” Curiosity about those journeys of the others she looks directly at Hera. “So how did you hear of the Legion?”


~ Interlude, Shaping of Desire ~ As the summoner commanded the demon to attack the student it moved advanced ferociously swinging to disarm the annoying sword that had already given it several slices. So it could tear his arms off. But again the boy moved out of the way, leaving the demon grasping only torn cloth from the human. Enraged, it spun and slashed glancing off the boy’s head and sending him tumbling away.
“Stop.” The irresistible force of the summoners will forced instant compliance. “Go back to your starting position, and wait while I heal the boy.”
Walking over to the boy the summoner healed him and chastised him. “This is only one demon, if you are to serve me you must improve son. I cannot have my children dying as soon as their servants are banished. No get up and prepare yourself to fight.”
“But father I need to recover my power. My spells have drained all my power and I have nothing left.” The boy pleaded for more time.
Looking a little angered and annoyed the master replied. “No, you may have no more time. If you must bleed the strength from your soul, or fight without magic. But if the demon wins this time you will will have the next couple days of fasting to think on how better to apply the skills I have worked so hard to instil in you.
“Afterall your enemies will not give you the lenience I show you son.”
Changing his voice to a harsh clip he commands “NOW BEGIN!”
Following its master commands the demon rushed forward with a roar and the intent to finally destroy this human who kept scoring its flesh with wound after wound. But this time the boy was too fast, responding to his father's teaching he forced out the words and found the power needed suddenly he was moving faster than the demon could watch as he blade began to again dance with the burning white light that always hurt so badly. In moments it was over, the searing heat of the white blade going through its chest. As the demon lay there dying, losing its ability to sustain in this world it heard the master commend its offspring. “Well done son. But I have told you, you only need stop the chimeras. When you kill them like this it wastes my energy...”
~~~~~~~~~~~
When the voices finally faded completely, it was once again in the void with only its memories.
~~~~~~~~~~~
The pull came again, it's awareness shaped, given a purpose and a mind in the form of another will.
“Lift the truck carefully, be careful if the man.” The concern in the summoner's voice was genuine as his will told the elemental what was needed.
Carefully the elemental lifted the strange metal contraption. Pausing as directed, twisting or shifting the weight.
Once the weight was clear if the man the order came in strong and clear. “Throw the truck as hard as you can away from us.”
One-on-one without hesitation the elemental watched as the man was healed by the summoner, his family rushing in and thanking the summoner for his work.
Collapsing to the ground the summoner looked exhausted as his attention turned towards the elemental. “How are you still here?....”
~~~~~~~~~~~ It did not want to leave that time. The man it has helped was saved, his family so relieved.
It hated the times it was used to hurt and harm others, but it was not always like this, sometime it was used to heal, sometimes for work, and sometimes for destruction. But it enjoyed the times it was used to help others. It wanted more of those times. It wanted to have a purpose in helping others.
Now, it has choice, and it will choose to help others. This incarnation it has a will of its own and it will use its will to help others.
OOC Comments
Card was desire, Echo's desire was shaped by her experiences as both a weapon and a helper.
Last edited by Echo on Tue Jul 04, 2017 10:30 am, edited 4 times in total.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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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Peta Chante
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Re: First! (Intro Scene)

Post by Peta Chante »

As others offer their water, Herra shrugs and drinks as much as she can, wishing she had brought a canteen. You never know the next time you'll get some. Get as much as you can. When the one names Echo speaks directly to her Herra looks at her quizzically.
Echo wrote:“You know in most earth cultures there is a bonding when you share food or drink with others.”
"Well, I'm not from earth. And during my short time here, in slave pens, sharing food and water was a shortcut to death. So, I try to stock up whenever I get the chance, because yo may never get another."[/quote]
Echo wrote:“So how did you hear of the Legion?”
Looking up from her drinking glass Herra grins, "Do you know Spider? He owns the pub. After we broke him out of a Coalition prison in Arkansas we heard that the legion was helping people like us. Outcasts and refugees.So we came here to lend a hand." Laughing, she adds "Well I did, Spider bought a bar. Shows where the old man's priorities are"
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Re: First! (Intro Scene)

Post by Echo »

Thinking of her own situation Echo replies. "It is a terrible thing when forced to do the will of another." Transitioning back to the conversation about how Hera came here she replies. "Spider, I have gone into the bar to learn of people and things. But I have not interacted with him myself." Looking around the room again she sees watches the others and joins in any conversations open to her as they wait.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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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Re: First! (Intro Scene)

Post by Zakkael »

Zakkael turns to Echo and marvels. "What an amazing creature you are! Pure magic. I've never seen something so dazzling outside of Heaven! It will be an honor to fight by your side! Ah! Manners. Just when you thought you'd seen everything on this side of the Gates...I am Zakkael. Forgive my ebullience. I've not laid my eyes on such a being before. It is a pleasure to make your acquaintance."

Even now, the Light amazes me with the myriad creations under Heaven.

Zakkael manages to pull his gaze away from Echo, and returns to face the front. Eventually, he asks "Has anyone been given word of our initial task with the Legion?"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
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  • Full Environmental Protection
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  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
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Re: First! (Intro Scene)

Post by Erin Tarn »

Roath chuckles.

"Usually the first mission of a new team is surviving each other."

The old man winks.
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Damien - Momano (Rifts: 1st SET, Far From Home)

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Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

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Re: First! (Intro Scene)

Post by Artemeisia »

Part of Artemeisia's general routine when meeting people is to observe their weapons. So Roath's setup definitely catches her hey. After the introduction she walks over and plants herself in front of him. "I see that you have a pistol and sword combination. Is that your field outfit? What sort of techniques do you use to wield them together? I use a variant derived from ancient German scholars. Honed, of course, through much trial in combat. I must admit though, that while I have had great success with a chainsword, I still find myself ill-satisfied with most of the pistol choices I've tried. It has been even harder since that a conservator plucked out my eye! Now there is a tale! Herra was part of it as well."
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Re: First! (Intro Scene)

Post by Zakkael »

Zakkael smiles at Roath's quip. "Perhaps you are right. Then again, as iron sharpens iron, so one man sharpens another." He nods towards the women in the room. "Or woman, as it is like to be."
Zakkael continues. "So long as Justice is done, I'll give you no quarrel, wise one. Only a fool looks at the gray of age in a world such as this and ignores that wisdom."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
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  • Power: Deflection (Wind trapping)
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Re: First! (Intro Scene)

Post by Echo »

Hearing the conversation Echo casually joins in. Looking directly at the old man with respect, she smiles and nods in agreement before looking to the other two in the conversation. "Indeed Zakkael, like the braiding of a cord if we learn to work together we will be much stronger than our individual talents allow and we will able to compensate for each other's weaknesses."
Planning her attention on The warrior next she says. "Conservators are terrible creatures. I was defeated by one once while trying to delay him for one of my master's escapes. How did you survive such an encounter, your skills must be greater than those of that master?”
Looking honestly curious to hear the story of your survival Echo's eyes seam to fully focus on you, no longer scanning the room.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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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Re: First! (Intro Scene)

Post by Zakkael »

Zakkael nods. "Indeed. A threefold cord is not easily broken. How much stronger, then, an eightfold cord? Woe be unto the forces of darkness who stand before us!"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
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Re: First! (Intro Scene)

Post by Erin Tarn »

OOC Comments
Stealth which includes Palming as part of skill. Success.
[dice]0[/dice]
[dice]1[/dice]
Roath grins and slowly stands up. Using a hand he grabs onto another chair next to him to help pull himself up. With a smile and happy look on his face the old fellow holds out his hand like he needs help standing up. Before Artemeisia does or doesn't help Roath he chuckles and stands the rest of the way upright looking much more energetic. Opening the suit coat he displays his sides.

The sword and gun are gone.

"I prefer to avoid fighting. What weapons young lady?"

A wink later and Roath pulls the two weapons out from his waist at the small of his back.

"Ahh these. The gun is nothing special. I carry it almost because people ask too many questions if you don't have a gun. I prefer casting a incantation to simply pulling a trigger."

Settling the gun back into his hip he holds out the dark metal hilt. A obvious magic sword. Similar to typical flaming swords.

"Now swordsmanship is a truely different matter. That takes skill. This sword was given to me by my old master, Roxcryth, an Alien Intelligence. It is a nicer version of some of the flaming swords I have seen around the Castle. I was taught to sword fight during my training off world. I doubt I compare to your skills. But. I am good enough to make it my old age. Oh. I plan on wearing something more combat ready in the field than this suit. I just wore the suit today to impress you ladies."

Another wink and he sits down.
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Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
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Re: First! (Intro Scene)

Post by Hassun »

Hassun saunters into the room wearing buckskin leggings, intricately beaded belt, and a dark bone breastplate. Having left his headdress in his quarters, his hair is in a long single braid down his back. He takes of a position in the back of the room. After the grunt leaves he surveys the room and group. He studies each member closely and says "The path of the turtle will take a lifetime, but the cunning fox will still follow and try to steal his things as he sleeps." Then removing the smoking hawk from his belt, he methodically thumbs some tobacco into the pipe, and ignites it. After taking several long draws he runs his thumb along the handle feeling the intricate carvings. As the lights in the room reflected off the metal, his thoughts drifted back to his youth.

His father's weapon was gracefully balanced and shone except for the blade guard in the midday sun. Hassun knew that one day he would have his very own and would take care of it just like his father had taught him. As he admires the weapon, his father's sudden shout from the tree line behind him made him jump in alarm. His father laughed and chided him for becoming so easily distracted. Hassun turned, squared up, and readied himself for the next attack.

His older brother charged and swung his heavy club. Hassun rolled under the blow and brought his own weapon up into his brothers ribs. He dropped his weapon and went down with a grunt. Having never before had he even been able to touch his brother while sparing let alone land a blow, Hassun froze while trying to decide what to do next. His brother slowly started to get up and groaned while holding a hand to his ribs.

Quickly, Hassun went to help him rise and with a flash of pain his back hit the soft ground knocking the wind out of him. His brother shaking his head picked up his weapon and walked over towards the tree his father was leaning against. Hassun slowly got up feeling every muscle in his body ache with the exertion of the days sparing. Then picking up his weapon, he jogged to catch up.

His father half smiled while trying to give him a scornful look. "Do you know what you did wrong today young one?" he asked when Hassun reached the tree. Hassun dropped his eyes and shook his head no. His father chuckled again and his brother chimed in "He was too weak! You should never show your opponent compassion" while shaking his fist. His father raised a hand and scowled silencing him. He responded "When the wolf spares the life of it's elder or pup is that weakness? Compassion and weakness are not one in the same." He turned and stared deep into Hassun's eyes and said "But, you must learn when it is safe to let your guard down. Enemies are everywhere even those that may appear to be our friends..." as the memory fades, Hassun recalls that this was the last conversation he had with either his brother or father before they were both murdered.

He takes another long draw listening in to the other conversations and nods to Roath saying "The snake needs not a gun to send a strong man to his grave". He walks over and gestures with the pipe to Roath.
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Re: First! (Intro Scene)

Post by SnackHappy »

Almost crashing into the room and quite a bit late for the meeting comes one of the bigger Grackletooths around wearing some coveralls and a white shirt filled with stains about a size or two to small. He looks surprisingly good at moving his body mass around as he pours himself some water and pulls up a chair. Perhaps its the time he spends in a small cockpit. The chair protests a bit upon Snack Happy sitting in it.

"Sorry I am late guys! The name's Jacob Grimlock. Friends call me Snack Happy ons account that I like to eat. Umm.. a lot. I hope I dinnit miss anything. I was fixin' my Sasha and makin' sure she's all tuned up." Man I gots to get better at being earlier to these things.

Interlude: Sasha This be the day. I know she's gonna say yes. After all she stuck with me so far. Jacob pulls the ring out of his pocket and inspects it make sure it is just right quickly pocketing it as Sasha makes her way down the road to his truck. "Sasha baby hows you doin'? I gots a good spot picked out for us. Get in." She climbs in the truck and slides next to him moving a picnic basket out of the way so she could sit closer to him. The fact that she was a Wolfen and he was Grackle didn't matter to either of them.

As they drove down the dirt road nothing could make either of them happier. Jacob took them to a nice spot beneath some trees and they had a picnic. Jacob constantly fumbling the ring in his pocket.Should I ask her now? "I be right back, I got ta go use the boys room."

Jacob walked into the woods nearby oblivious to a CS patrol coming towards the camp from the other direction. While he was finishing up he heard gunshots. Sasha! Quickly he ran to their spot and the patrol was gone. Sasha lie dead underneath the tree. She had been shot twice in the chest. "Noooooo!!!"

Reminiscing on Sahsa he rubs the ring in his pocket."So how yous guys doin?"
OOC Comments
I apologize. I am a noob to this type of gaming. I would appreciate any pointers you guys have for me to improve the writing and such.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! (Intro Scene)

Post by Freemage »

There's a brief lull in the tale-telling, and then the door bursts open with a loud slam. Ossana strides in, carrying a lit cigar that does nothing to freshen the stifling air in the room. Corporal Montcrief, his shock-white, mid-length mohawk looking slightly frazzled, comes trotting up behind her as she launches into her spiel.

"Okay, 'cruits! No time for the usual getting-to-know you gab, you've got a job to do. Your gear is being loaded into a Big Boy ATV down in the vehicle bay as we speak." She tosses a folder at the eyepatch-wearing Atlantean. "Specialist 2nd Class Discipula, congratulations on your promotion to Specialist 1st Class, effective one week ago. You're officially field commander, which means that if this is a disaster, it's all your fault. Also note, you've all been given a week's pay."

Montcrief, meanwhile, is spreading out a map of northeastern Arkansas, with some markings on it. Ossana continues speaking, pausing only long enough to take a swig from her hip-flask. "Okay, short form. Dwarven mining settlement, here," she jabs at the map, "struck a motherlode of geodes. We signed an exclusive trade agreement with them, got the Techno-gandalfs all hot and bothered, and the first shipment was supposed to be en route some time next week. Unfortunately, the psychos of the First Apocalyptic Cavalry found out about the shipment. We didn't realize it because they got cagey--their bands have been scattered around the region, but further out. It's only now that we've learned they are all turning inward and planning on assaulting the settlement en masse. In addition to the loss of the geodes, it'll no doubt be a blood-bath. Your mission's got two parts."

She runs a finger along a mostly-straight line leading through the town of Pocahontas on its way to the mining settlement. "One of the bands is taking this route in. You're to intercept them on their way in, keep them from joining the main horde. You've got two options--this group uses Pocahontas as a way-station a lot. They make relatively nice with the locals, and the locals take their money happily. You could reach there by nightfall tonight. They'll most likely stay overnight, so you could try to slip in, do some creative sabotage of their vehicles so they fail on the road."

She points a bit further along. "Of course, if that fails, or if you don't think you can pull off the sneaky stuff, you can always stop 'em the old-fashioned way. They ride a mix of robot horses and hovercycles, so in order to really block them, you need to get them when they're in this ravine--the hoverbikes don't have the chops to get high enough to get around you. If they get past you, you'll have to run them down as best you can, but break off if you see others arriving--that means you're getting close to the gathering, and you will be vastly outnumbered, and I'll have to make up something nice to say at the memorial service."

"Once you stop them, or fail to do so, proceed on to link up with the miners. We've got other teams doing similar interdictions, and they'll join you; you'll be responsible for defending the settlement until our convoy vehicles can get there in two days. Then you're the convoy's escort on the return trip. Unless you've got any questions, I suggest you all get on the road as fast as you can--gear up before you get moving, but don't dawdle. If you don't already own it, it's probably too late to get it now. If you do got questions, bug Montcrief as he walks you down to your vehicle."

And with that she stalks off, ignoring any attempt to interrupt her. Corporal Montcrief nods to you all. "So, do any of you have any questions?" He scoops up the map and starts walking, apparently used to filling out briefings this way.
OOC Comments
There's an OOC thread where I lay out everyone's rank and salary; everyone can add one week's pay, immediately, to your character sheets. Congrats, the Legion owns you now.....
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! (Intro Scene)

Post by Freemage »

GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: First! (Intro Scene)

Post by Echo »

Seeing the direct appraisal is what works best for this type of officer Echo responds with confidence lacing any hesitation. "Sir, I was just recruited, I own nothing you do not see and do not have supplies. My skills are strongest in reconnoitering, but I need you to issue me a radio to perform that job optimally."
OOC Comments
Echo cooled the room to be comfortable a while ago.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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.


GM Quick Reference
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! (Intro Scene)

Post by Freemage »

Montcrief nods to Echo, and gives a quick call over his comm unit, telling some lucky grunt to round up a spare NG-S2 pack and drop it in the vehicle. "That has a short-range radio in it, as well as other gear you might need in the field."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Posts: 218
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Re: First! (Intro Scene)

Post by Echo »

Curt and prompt Echo responds. "Sir, thank you sir.".
She them moves to action, wasting no more of the Officer's time.
It immediately heads to the vehicle and begins doing an inspection, making sure all is in order.
OOC Comments
Echo stays a highly professional soldier until she needs to interact with someone else. At which time it will adjust appropriately.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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.


GM Quick Reference
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Zakkael
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Location: Castle Refuge

Re: First! (Intro Scene)

Post by Zakkael »

Zakkael nods as Ossana finishes her briefing and exits the room. "These bandits will not be permitted to steal what has rightfully been brought forth from the earth. We shall see the task done and the miners protected." With that, Zakkael stands. "Corporal, I need very little. Allow me to don the full armor of righteousness, and I shall reconvene with you all at our assigned vehicle. May the Light bless us, keep us, and shine upon us."
He smiles wryly. "But only when we are not sneaking."
Zakkael turns to Artemeisia. "With your permission, commander?"
OOC Comments
Edited to remove trip to quarters.
Last edited by Zakkael on Sun Jul 09, 2017 9:18 am, edited 1 time in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Erin Tarn
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Re: First! (Intro Scene)

Post by Erin Tarn »

Roath smiles lightly at the news of not being in charge, good.

"Congrats Artemeisia."

Roath stands up slowly, watching the diverse other members of the 7th.

He is last to leave the room and follows the others down to the vehicle bay.

Time to go kill people. It's the one constant in my life.

Drifting closer to Hassun, the old Line Walker nods at him, "This will be interesting eh?"
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! (Intro Scene)

Post by Freemage »

Zakkael wrote:Zakkael nods as Ossana finishes her briefing and exits the room. "These bandits will not be permitted to steal what has rightfully been brought forth from the earth. We shall see the task done and the miners protected." With that, Zakkael stands. "Corporal, I need very little. Allow me to don the full armor of righteousness, and I shall reconvene with you all at our assigned vehicle. May the Light bless us, keep us, and shine upon us."
He smiles wryly. "But only when we are not sneaking."
Zakkael turns to Artemeisia. "With your permission, commander?"

Montcrief looks up. "Belay that. You'll find that all your gear is already down in the vehicle bay. Chief Wilde is nothing if not efficient, in a certain brute-force sort of way."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Zakkael
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Posts: 186
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Location: Castle Refuge

Re: First! (Intro Scene)

Post by Zakkael »

Zakkael nods and bows slightly. "Thank you, Corporal. I shall be there without delay."
Zakkael departs straightaway. He seeks out and finds his bundled armor and, with some ceremony, folds up his robes, and dons his armor. As he gears up, anyone with good hearing or who gets close hears him muttering, head bowed. "Blessed be the Light, who trains my hands for war and my fingers for battle. The Light is my shield. In the Light I trust. May the Light guide me in all my deeds, and may they be pleasing to Heaven. Let Justice be done, and let me be the instrument by which the purposes of Heaven are fulfilled."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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SnackHappy
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Re: First! (Intro Scene)

Post by SnackHappy »

"Sasha and I are good to go. By the way stealth aint exactly my forte. I can provide some artillery support." Sure is an interesting group of people have to see how everyone works together. Jacob heads down to the garage and begins firing up Sasha and prepping her weapons.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Artemeisia
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Re: First! (Intro Scene)

Post by Artemeisia »

Echo wrote:Hearing the conversation Echo casually joins in. Looking directly at the old man with respect, she smiles and nods in agreement before looking to the other two in the conversation. "Indeed Zakkael, like the braiding of a cord if we learn to work together we will be much stronger than our individual talents allow and we will able to compensate for each other's weaknesses."
Planning her attention on The warrior next she says. "Conservators are terrible creatures. I was defeated by one once while trying to delay him for one of my master's escapes. How did you survive such an encounter, your skills must be greater than those of that master?”
Looking honestly curious to hear the story of your survival Echo's eyes seam to fully focus on you, no longer scanning the room.
"Defeated? No, there was no defeating it. I stalled it long enough for others to get away. Then I ran away and was separated. Still, surviving and escaping the Preserve is no small feat!" Artemeisia says with a wry grin to Echo.

Roath wrote:
OOC Comments
Stealth which includes Palming as part of skill. Success.
[dice]0[/dice]
[dice]1[/dice]
Roath grins and slowly stands up. Using a hand he grabs onto another chair next to him to help pull himself up. With a smile and happy look on his face the old fellow holds out his hand like he needs help standing up. Before Artemeisia does or doesn't help Roath he chuckles and stands the rest of the way upright looking much more energetic. Opening the suit coat he displays his sides.

The sword and gun are gone.

"I prefer to avoid fighting. What weapons young lady?"

A wink later and Roath pulls the two weapons out from his waist at the small of his back.

"Ahh these. The gun is nothing special. I carry it almost because people ask too many questions if you don't have a gun. I prefer casting a incantation to simply pulling a trigger."

Settling the gun back into his hip he holds out the dark metal hilt. A obvious magic sword. Similar to typical flaming swords.

"Now swordsmanship is a truely different matter. That takes skill. This sword was given to me by my old master, Roxcryth, an Alien Intelligence. It is a nicer version of some of the flaming swords I have seen around the Castle. I was taught to sword fight during my training off world. I doubt I compare to your skills. But. I am good enough to make it my old age. Oh. I plan on wearing something more combat ready in the field than this suit. I just wore the suit today to impress you ladies."

Another wink and he sits down.
"Ah! Quite skilled with either something arcane or prestidigitation, that is indeed impressive. And wit is quite a potent ally as well. I do not have the blessing of a true spell caster, though I have a rudimentary knowledge of some aspects. Now, I agree that the sword is the most elegant of weapons, when one is required, of course. However, I do believe that with equally devoted study, marksmanship with a weapon like a laser pistol could be elevated to a level deserving of the title as an art. I still have much to learn," she responds to the wily gentleman.

She gives wave and a hearty "Welcome!" to Hassun and Jacob. She doesn't have more time to banter, interrupted by official business.
Briefing:
OOC Comments
Notice: Wild Die
Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
Arteimeisa is thoughtfully listening and absorbing the mission details, until she's put in charge. That's a bit of a shock, since she mostly operates as a lone wolf, a student on a warrior's pilgrimage. However, duty is duty and as in all things she will perform it with every fiber of her being. On being promoted, she stands and gives the commander a crisp nod. "Thank you sir, I shall endeavor to lead my fellow members efficiently and skillfully. And to utterly dominate the enemy of course." {OOC: I fully expect her being cut off during her unnecessarily verbose acceptance.}

Listening to the mission description and site conditions, Artemeisia starts to formulate a plan. An ambush at the town certainly is the easiest option, it allows for the greatest number of chances to recover when something goes wrong. And something always goes wrong. They will arrive at Pocahontas tonight. That means that if they must leave immediately, their ambush will have to be planned en route. She doesn't yet have any idea what these individuals talents actually are, nor what equipment they have to offer.

Artemeisia speaks up before Montcrief leaves, "Excuse me, but is a copy of that map available, it certainly seems like a necessity."

She returns Roath's praise with a nod before catching up to Montcrief. Walking shoulder to shoulder with the corporal, she says calmly, "Are we expected to leave survivors?" after a heartbeat she follows up with, "I am quite certain we can slaughter them if we chose." There's just enough of an edge to the way she asks that implies she's not above fighting dirty. "Beyond that administrative requirement, are there any other know forces operating out of the area? Known simvan tribes? Coalition patrols? I suppose a fully developed intelligence report is out of the question. That is not a real concern. One never actually has the right information one actually needs once the blade is drawn."

When they arrive in the vehicle bay, she appraises the situation and the disposition of the team. Theirs the Big Boss, the main command vehicle, most likely. She has her hover bike. The grackletooth, somewhat surprisingly, is piloting a large combat robot. She nods approvingly. The overly pious bird man can likely fly the majority of the time. Herra, Echo, Roath and Scylea will have to ride in the ATV. She then moves to investigate the ATV, acquainting herself with its weapons and special features. She turns to the would be passengers, "Are any of you four capable of piloting this vehicle?"

Switching her focus to the overly pious bird man, "Zakkael, I believe you will be capable of flying for the bulk of our journey. I am not familiar with your flight endurance however, so please be honest with your assessment. Naturally, you are the most capable of aerial reconnaissance and would be quite useful aloft as much as possible."

She makes a rash assumption about the grackle tooth, "Jacob, would you check all the radios and make sure we are all properly configured for efficient team communication?"

If anyone gives her grief for taking a few extra minutes to square things away before leaving, she won't take a bit of it. She's kind of imposing when she wants to be and will go toe to toe with anyone.

Before leaving, she quickly consults with Herra and Roath about vehicle deployment. They have three, the ATV, her hoverbike and the robot.

Once that's decided, she motions for the team to head out. Over the radio she calls out, "At the halfway point we will rest and plan the specifics of our night raid. I anticipate that by that time we will have had a sufficient time to informally discuss both schemes and the various opportunities provided by our individual martial proclivities. I do not think we need to remain under a strict radio security protocol at first. Naturally, we can reconsider that point as necessary."
OOC Comments
Formulate logical attack plan: Knowledge (Battle) [dice]2[/dice] Wild [dice]3[/dice]
Fending off criticism: Intimidate [dice]4[/dice] Wild [dice]5[/dice] +2
Note: Do we have stats for the Big Boss ATV? Is it base book or are there mods?
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Zakkael
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Posts: 186
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Location: Castle Refuge

Re: First! (Intro Scene)

Post by Zakkael »

Once Zakkael finishes armoring up, he takes up his staff, situates his holstered pistol, and stands at ready. He replies to Artemeisia, "The Light is my strength. I am renewed continually, and will not grow weary. I shall gladly address aerial reconnaissance until the situation dictates otherwise. Let the Light reveal all there is to see." With that, he stretches his wings and bows slightly to Artemeisia.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Erin Tarn
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Re: First! (Intro Scene)

Post by Erin Tarn »

The Ley Line Walker looks at Artemeisia, "I am very marginally skilled at piloting hover vehicles. Actual driving with wheels is out of my skill zone. I'd love to fly something but suppose I will have to be a passenger."

Grinning the old man says, "Shotgun...in the Big Boss."

Making his way towards the Big Boss ATV, Roath eyes it suspiciously, like it might fall over or bite him.

Looking back at the group and in a calm voice:

"Well, Herra, Echo, Hassun, Scylea, any of you drive this thing?"
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Echo
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Re: First! (Intro Scene)

Post by Echo »

Notice 24
Echo Notice Roll: [dice]0[/dice]
Noticed Aced [dice]2[/dice]
Notice Wild Die: [dice]1[/dice]
Artemeisia wrote: When they arrive in the vehicle bay, she appraises the situation and the disposition of the team. Theirs the Big Boss, the main command vehicle, most likely. She has her hover bike. The grackletooth, somewhat surprisingly, is piloting a large combat robot. She nods approvingly. The overly pious bird man can likely fly the majority of the time. Herra, Echo, Roath and Scylea will have to ride in the ATV. She then moves to investigate the ATV, acquainting herself with its weapons and special features. She turns to the would be passengers, "Are any of you four capable of piloting this vehicle?"
Echo, looks up from her inspection of the vehicle and supplies, standing she looks straight at Artemeisia. "I can drive the vehicle sir, I am familiar with how they operate and was just finishing my inspection."
Looking back to the vehicle Echo decides to add. "Mind you I am not professional levels and it will hinder my primary roll of reconnaissance as I would not be able to fly ahead."

OOC Comments
Echo has d4 skill, so if someone is better they can drive the ATV.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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.


GM Quick Reference
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Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: First! (Intro Scene)

Post by Scyleia »

Scyleia quietly exits the room on the commanders heels, relieved to be out of the congested room and among so many emotions and energies. She makes a quick trip to gather the rest of her belongings and her stashed weapon.

She then regroups with the others and mounts the ATV in a position nearest the exit. She readies her weapon and prepares herself for battle. She sits quietly and avoids making contact with anyone else in the vehicle.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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SnackHappy
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Re: First! (Intro Scene)

Post by SnackHappy »

Jacob nods and then begins verifying everyone's radios are on the same frequency. He also gives them all a backup frequency in case of sabotage or malfunction.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Freemage
Savage Senior
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Joined: Thu May 11, 2017 7:09 am

Re: First! (Intro Scene)

Post by Freemage »

Montcrief chuckles a bit. "I will be accompanying you all down to the vehicle bay, so I will answer your questions on the way."

Listening to the mission description and site conditions, Artemeisia starts to formulate a plan. An ambush at the town certainly is the easiest option, it allows for the greatest number of chances to recover when something goes wrong. And something always goes wrong. They will arrive at Pocahontas tonight. That means that if they must leave immediately, their ambush will have to be planned en route. She doesn't yet have any idea what these individuals talents actually are, nor what equipment they have to offer.

Artemeisia speaks up before Montcrief leaves, "Excuse me, but is a copy of that map available, it certainly seems like a necessity."
"Yes, of course, it's in your briefing packet. Sadly, we don't have a map of Little Pocahontas. I can tell you that there's a large building near the edge of town where the Cavalry keeps their rides."
She returns Roath's praise with a nod before catching up to Montcrief. Walking shoulder to shoulder with the corporal, she says calmly, "Are we expected to leave survivors?" after a heartbeat she follows up with, "I am quite certain we can slaughter them if we chose." There's just enough of an edge to the way she asks that implies she's not above fighting dirty. "Beyond that administrative requirement, are there any other know forces operating out of the area? Known simvan tribes? Coalition patrols? I suppose a fully developed intelligence report is out of the question. That is not a real concern. One never actually has the right information one actually needs once the blade is drawn."
"The First Apocalyptic Cavalry don't play around. If they are beaten and running, you can let them live, same if a batch of them outright surrender, but no one is going to shed a bitter tear if they are killed in battle. If, after the siege, you have any prisoners, there should be room for them on the convoy to come back to Castle Refuge. We don't know of any additional dangers in the area, but of course, you should be on alert. However, in particular, the First seems to have timed this in such a way as to make certain they do not engage the coalition before they hit the miners. One thing I can stress is that the town itself has a generally positive view of the bandits, because the bandits come to town and spend money and sell looted goods. If you hit them there, you'll need to do so with a certain degree of tact and stealth. Civilian deaths, even of those who support the Cavalry, will be an issue."

As you arrive at the motor pool, you see a lot of familiar gear being loaded into the cargo hatch of a Big Boy ATV, parked next to Snack Happy's Gunwolf and Artemeisia's Hovercycle. Apparently the Chief doesn't have any compunction about raiding your quarters if it means getting you on the road faster. Corporal Montcrief points at the Big Boy. "It's all yours, folks. After looking over the team's composition, the Chief had some modifications prepped on it already. If there are no more questions, you should get moving. In addition to your gear, we've added a couple crates full of MREs, and another one full of small arms--laser pistols, e-clips and vibro-knives. Pass them out to the miners when you're defending the town."
OOC Comments
Herra has Driving d6, but a Low-Tech Hindrance that gives her a -2 on the roll to operate the Big Boss. Alternately, Echo's got the Gifted d4, straight.

The Boss has two mods--extra passenger space, and +1 Handling--so no, Zakkael doesn't have to fly the whole way, which would slow you guys down some. Here's the final stats.


Big Boss ATV: Size 4 , Acc/TS 1 5/60,
Toughness 23 (12), Crew 1+7
Mods: Extra Crew; Handling (+1)
Notes: All-Terrain, M.D.C. Armor
The radios and other gear all pass inspection.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: First! (Intro Scene)

Post by Peta Chante »

Notice
Notice: [dice]0[/dice]
Wild [dice]1[/dice]
Listening to the banter, Herra remains quiet when talk turns to fighting a Conservator. Being tracked by one of those gruesome servants of the Splugorth is a fate worse than death. She shudders unconsciously at the thought one of those might be sent to track her down now that she has escaped. Dismissing the thought for the moment she focuses on studying the mission details. In the loading area she looks at the large ATV, although it has a lot of complex electronics system it is still a fairly standard ground transport.

"I can drive," she volunteers, "but not well."

With very little in the way of personal gear, a side effect of a life of having nothing, she tightens her belt and gets ready to roll. Of course, they needed to know where they were going. Seeing the Gunwolf she is taken aback, Such a powerful looking machine

"For what it is worth, I prefer the stealth and sabotage approach. However, Happy's big robot is equips us for an assault. What do you say team leader?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Zakkael
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Re: First! (Intro Scene)

Post by Zakkael »

Zakkael turns to Herra. "I recall a story told of Azrael, one of the mightiest of Michael's legion. There was a particular goal which needed achieved, but a great earthly ruler refused to see reason. His was the hardest of hearts. Numerous afflictions were sent against his people until he had a change of heart. The earliest measures taken were little more than symbolic, a demonstration of the Will of Heaven. Gradually, the impacts became worse, until Azrael went about his purpose, killing many. At each turn, the ruler could easily have changed his mind. He stubbornly refused. Perhaps Jacob's Gunwolf can act as the final stroke should our attempts at subterfuge not deliver the needed...impetus?"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Artemeisia
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Re: First! (Intro Scene)

Post by Artemeisia »

Herra wrote: "I can drive," she volunteers, "but not well."

With very little in the way of personal gear, a side effect of a life of having nothing, she tightens her belt and gets ready to roll. Of course, they needed to know where they were going. Seeing the Gunwolf she is taken aback, Such a powerful looking machine

"For what it is worth, I prefer the stealth and sabotage approach. However, Happy's big robot is equips us for an assault. What do you say team leader?"
"Thank you, the map will be useful. With our limited driving ability, finding a simple route will be critical to our success," she says to the corporal. "I have no doubt we will endeavor to keep civilian casualties to a minimum." She takes a moment for one more question, "Are we authorized to use the additional stores provided as bribes or otherwise used as disposable operating funds?"

She looks at Echo, "Flying ahead? It is not readily apparent that flight is within your capabilities. That could prove useful. Flight is always useful, naturally, but when it is unexpected, that could prove quite a boon."

Artemeisia smiles at Herra. "My initial stratagem is to use some manner of subterfuge at our initial point of contact. The Gun Wolf lends itself to be the perfect decoy considering the more personal nature of the rest of the team's abilities." She nods towards the big mecha. Then waves to the other two vehicles, "An ATV approaching a trading town, or a hovercycle, will not attract much attention. Walking down the street with small arms, we should be able to infiltrate into the vicinity of the enemy compound without raising suspicion. That is as far as I have devised at this point." She pauses a moment and grins at Zakkael, "That description is quite accurate, the Gun Wolf will be the focus of their attention, and at the same time it will be our last line of defense. As an agent of the Light, would it be more palatable for you to be part of final defense rather than part of the covert attack force? Slitting throats in the dark does not strike me as your modus operandi."

She studies the map for a moment, still intent on a halfway point strategy break, and tries to locate a opportune location. Somewhat impatient she gets on her hover bike and starts to head towards the door. "We will devise our real marching out on the road, we must depart to achieve our night arrival at the village."
Artemeisia Harpe Discipula
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Freemage
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Re: First! (Intro Scene)

Post by Freemage »

Montcrief considers the bribes question. "If there's no other way, yes. But keep in mind, the town is going to need those during the defense operation, too--both the food and the weapons. Honestly, if you need to spread some grease around, if you use personal funds, we can compensate you on your return. Just keep careful track of what you spend the money on, so that I--I mean, Chief Ossana can file all the necessary paperwork."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Zakkael
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Re: First! (Intro Scene)

Post by Zakkael »

Zakkael shakes his head. "Your assessment is correct. If it is to be throat slitting without an opportunity for repentance, then I cannot partake. Indeed, my skills at silence are less than optimal. However, when the Angel of Justice appears before you and demands the eternal choice between repentance and damnation be made then and there, and the light of Heaven shines down in a fraction of its full fury revealing all your foul deeds, few are those who do not at least take a moment of pause to reconsider their course. This may be enough to convince some of our foes to abandon their folly."
He cocks his head to the side, and continues. "Also, while operating machinery is not among my skills, I'm quite certain a vibro-knife to assorted cables in the engine compartment of a hover-cycle requires little know-how."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Re: First! (Intro Scene)

Post by Echo »

Artemeisia wrote: She looks at Echo, "Flying ahead? It is not readily apparent that flight is within your capabilities. That could prove useful. Flight is always useful, naturally, but when it is unexpected, that could prove quite a boon."
Looking at Artemeisia Echo answers. "I have decided to be fully committed to the Legion so I will tell you my strengths. I have access to many minor talents the masters overlook. Chief among them is the talents needed for infiltration, which includes the ability to take on the forms of monster, man, and beast."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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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Echo
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Re: First! (Intro Scene)

Post by Echo »

Thinking a bit more on it Echo adds quietly. "If I am incapacitated, I will revert to my formless nature. In such a situation it is best to get my body to a ley line where I can recover faster. When we are safely away from the castle I will show you. so you are not surprised or do not mistake me for a creature that needs slain."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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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Erin Tarn
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Re: First! (Intro Scene)

Post by Erin Tarn »

Dressed in battle gear the old man makes a beeline for the APC, gets into the right front passenger area and rests his disturbing looking black helmet on his lap and quietly waits.

This shall prove to be interesting, or be the biggest mistake I ever made. Maybe both. Okay ready to roll.

Roath removes his shaded glasses, wipes them clean and returns them to his face.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Scyleia
Posts: 35
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Re: First! (Intro Scene)

Post by Scyleia »

Breaking her long held silence...

"It would be prudent to discuss our tactics during our journey, as time is of the essence... I would prefer that we reach our destination in advance of our enemies so that we can determine what advantages the land gives us to best dispatch them."

Pausing abruptly, Scyleia lowers her head, suddenly self conscious, feeling she spoke out of turn, memories and phantom pain returning from the punishments for such an outburst...

"...I mean no disrespect to those of you in a master's position..."
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Zakkael
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Re: First! (Intro Scene)

Post by Zakkael »

Zakkael turns to Scyleia and nods. "That is prudent, for certain. The blessings of Heaven have granted me the ability to quicken myself and my allies. The full armor of the Light is our high tower, a shield and a refuge to those who fight for justice. I carry the Spear of Judgment, which can, should I choose, impale the spirit of our foes, rather than their armor. And, if the Light is willing, I can heal nearly any wound, even unto death."
Zakkael looks at his squadmates and queries. "It seems we have an abundance of warriors with skill in the sword. Situations depending, do each of you prefer Heaven's Haste, or the Breastplate of Righteousness be granted you first?"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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SnackHappy
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Re: First! (Intro Scene)

Post by SnackHappy »

"I am pretty good at shootin' with Sasha or any old firearm, just let me know how you wanna do this boss." Maybe I should have bought some additional weapons. Aww.. well. Hindsight and all that. Jacob quickly files out behind the bosses hovercycle in the Gunwolf more than ready to scare off less than determined opposition.

"Zakkael was it? I know nothin' about that magic hibbity jib. I'm sure you'll figure whats best."
OOC Comments
Is it cool like the modification discussed earlier for single pilot that Sasha has some sort of bio metric style locks?
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Echo
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Re: First! (Intro Scene)

Post by Echo »

Zakkael wrote:Zakkael turns to Scyleia and nods. "That is prudent, for certain. The blessings of Heaven have granted me the ability to quicken myself and my allies. The full armor of the Light is our high tower, a shield and a refuge to those who fight for justice. I carry the Spear of Judgment, which can, should I choose, impale the spirit of our foes, rather than their armor. And, if the Light is willing, I can heal nearly any wound, even unto death."
Zakkael looks at his squadmates and queries. "It seems we have an abundance of warriors with skill in the sword. Situations depending, do each of you prefer Heaven's Haste, or the Breastplate of Righteousness be granted you first?"
Speaking as if his strange dialect and manner was her own Echo responds. "I am not yet ready to enter once more unto sleep, so as Naharai boar the armor of Joab, so too would I like you to bear the armor for me, offering up what words of encouragement you know as they are needed."
OOC Comments
Of course she needs armor, this character is frail, and dying is no fun. But whatever other blessing you think are needed would be appreciated.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 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.


GM Quick Reference
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Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: First! (Intro Scene)

Post by Scyleia »

Zakkael wrote: Zakkael looks at his squadmates and queries. "It seems we have an abundance of warriors with skill in the sword. Situations depending, do each of you prefer Heaven's Haste, or the Breastplate of Righteousness be granted you first?"
Scyleia addresses Zakkael, "I am not familiar with the magic you are offering. How does it work?"
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: First! (Intro Scene)

Post by Zakkael »

Zakkael nods to SnackHappy. "I believe I know just what you need, my friend. Let the enemies of Justice cower at the thought!"
Zakkael turns to Echo. "Your knowledge of history is impressive. Yes, the full armor of Heaven shall gird you against our foes. It shall be as you say."
He smiles warmly at Scyleia. "The Light of Heaven has bestowed, as tools at my disposal, certain blessings. The Breastplate of Righteousness shall protect you against the barbs and attacks of your enemies, so that nothing but the strongest weapons have a hope of harming you. Heaven's Haste quickens you beyond the pace of mortals, letting you rain down blows upon the unrepentant faster than they can respond."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: First! (Intro Scene)

Post by Peta Chante »

As deliberations continue, Herra listens in. In Atlantis, she had seen many beings who follow many gods. Some who even claim to be gods! Yet, this Zakkael seems like a true believer. The Serran slave girl envies true believers the most, their faith sustains them through even the most difficult trials. Perhaps mt people have some sort of religion, she muses. Not entirely sure where she is from makes forming an identity difficult.

"Shall we converse on the road? The stealth option is only available if we make haste."

Climbing into the pilot seat she is immediately overwhelmed by all the lights, gauges, and buttons. Ignoring most of them she focuses on the essentials. Starting and stopping.
Driving
Driving [dice]0[/dice]
Wild [dice]1[/dice]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: First! (Intro Scene)

Post by Zakkael »

Zakkael nods to Herra. "So let it be done. Come, friends! Let us depart!" Zakkael prepares to board the ATV. He turns to Artemeisia. "Commander, I am willing to take wing at any point you believe it is prudent. Simply say the word, and it shall be done."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
Guest

Re: First! (Intro Scene)

Post by Guest »

Starting up the ATV, Herra sighs loudly and pulls away. After some herky jerky movements and a few close calls with nearby objects she gets the group underway.

"If we can get this thing up to a good pace, we can enter openly as traders no doubt. Our cargo looks good. So good they may try to rob us. Little do they know we're there to rob them. We may have to be ready for direct confrontation."
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