A Fine Solution: Welcome to the World 1 - The Road East

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Beowulf85
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A Fine Solution: Welcome to the World 1 - The Road East

Post by Beowulf85 »

The next morning everyone who signed up is gathered in the hall (those of you who may not have been at the initial meeting would have been approached later about opportunities to partner with The Legion). The sun is just cresting the horizon providing some dim natural lighting through the open windows and doors, and the air is still cool from the previous night. There are about thirty creatures present. Top chief Elle of Owls, head of all specialist teams and operations (GMH. P. 28) serenely takes the podium.

"Good morning Legionaries!" She nods to the room, "I am pleased to see so many new recruits, and some familiar comrades as well. We in Specialist Teams and Operations perform a number of functions for Castle refuge. Without strong creatures like yourselves we could not exist as we do today. As new conscripts we will be assigning you to a variety of duties with the intention of providing the opportunity to learn how to work in your new groups. Each of you has been assigned to a corporal who will oversee your first missions," she indicates a half dozen creatures standing below the podium facing the audience, Ulrich is among them. "They have been given your duty rosters. Those of you heading out of the castle will have supplies waiting for your departure in thirty minutes. Anyone staying in the immediate vicinity will be despatched on your assignments according to a schedule that has been provided. Good luck and Godspeed to you all."

(Mission briefing PMed to Ulrich)
GM Universal Bennies: 2
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Ulrich nods and salutes the top chief before walking up to each of the other members of the group individually and giving instructions to prep for departure and meet in 25 minutes along the outer perimeter to the east of the castle and that we shall hold a final squad meeting there to discuss our mission.

"Be prepared to live in zhe vilderness for two veeks. Basic supplies vill be provided for."

After 18 minutes Ulrich is in the given position for the meeting with his unique scorpion robot behind him. Next to it is an old Big Boss ATV. It contains two weeks of supplies. In front of him are several map layed out on the ground being held down by rocks on the corners. Ulrich is holding a 3 foot long pointing rob in his left hand.
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Spellweaver walks up, garbed in his Combat Mage Armor and using his spear like a walking stick. He salutes smartly.

"So sir, what is the plan?
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Ulrich looks at everyone when they walk up.

When Spellweaver speaks Ulrich nods

"Our mission..." points with the rod on the map and moves in a line along what was the boarder of Arkansas and Tennessee. "...is to conduct a two veek mission in zhis area. Von week out und von veek back. We are to scout und scavenge vhat ve can. As you can see, zhe map is rather barren so ve are to cartograph zhe area as ve move takingk note uf any areas uf improtatance."

"Zhis is also to be a humanitarian mission. If ve find any peaceful beingks seeking refuge ve are to assist in any vay ve can. If ve find resources zhat ve do not haf ve capabilities to transport ourselves ve are to repost zhem to high command for pick up by an expedition if at all possible."

"Our travel vill be in three shifts a day. Zhe first two three hours long vith zhe last vone beings two hours. Zhere vill be von hour long breaks between shifts shifts von and two und two und three. After zhe third shift ve vill set up camp for zhe night vith each uf us taking turns keepingk vatch."


Ulrich points at the ATV next to his robot.

"Zhis vehicle vas provided to us for extra recon capabilities und as travel assistance for anyvon who vould prefer to drive it zhan ride as a passenger. Ve haf also been given two veels vorth uf supplies but of course ve can supplement zhis vith any foraging and hunting if needed. I haf basic survival skills mein self so I can scrape up enough for a few nights."

"any questions?"


Looks at the group.
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
"What, if any hostile presences are expected in the area? Is there any other intel about this area either?
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Spellweaver wrote:
"What, if any hostile presences are expected in the area? Is there any other intel about this area either?
"Zhe area is not vell scouted so zhat is unknown. If zhere is it should not be too segnificant a force as it vould haf been spotted before if it vas. If ve do encounter hostiles zhen ve need to log und report zhem. If high command vants us to neutralize zhem ve vill do so. As an added incentive zhere is a 700 credit a veek bonus pay for zhe patrol und also some savalge rights as long as hi command approves first"

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
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Chevy
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]

At the morning gathering, Chevy sits with a hangdog expression made even more comical with his enlarged eyes. He's heard to mutter at one point, "Too much beer. Not enough beer. Never again."

Later, as the unit is assembled, he is noticeable in his absence.

Suddenly, there is a deep growl and a sleek ATV rumbles to a stop next to the assembled. It is well-used; some of the plating shows scorch marks from glancing laser fire. Painted on the forward side in bright swathes are the words "BLIZKRIEG BOP".

Image

A hatch on the new arrival pops open and Chevy's grinning face appears, his mood obviously improved.

"Morning, Chief. Just needed to get the Bop ready for travel! Ready when you are!"

He eyes the Big Boss askance. "Unless you'd rather take your chances in that rattletrap." He sniffs loudly to emphasize his opinion of that choice.
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Looks over Chevy's mountaineer to see if it has a hitch to pull the smaller ATV behind it as we travel.

Knowledge engineering to see if it can.

Knowledge (Engineering): [dice]0[/dice]
Wild [dice]1[/dice]

I know I will have to pilot my robot as there is no way it will fit in the Mountaineer ATV

Notice roll
Skill [dice]2[/dice]
Wild [dice]3[/dice] Exploding die [dice]4[/dice] for a total of 10
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]

Spellweaver raises his hand.
"I don't drive."
Last edited by Spellweaver on Thu Dec 08, 2016 8:52 pm, edited 1 time in total.
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
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Chevy
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

Notice: [dice]0[/dice]
Exploding: [dice]2[/dice]
Wild Die: [dice]1[/dice]

Chevy notices Ulrich's inspection. "I've got enough space to carry the cargo and passengers, Chief," he assures the corporal. "You can ride your mech, maybe even go on point if you have the sensors for it. Lizard Lips there can fly above and be our eyes in the sky, so to speak. Wadda ya say?"
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Chevy wrote: Chevy notices Ulrich's inspection. "I've got enough space to carry the cargo and passengers, Chief," he assures the corporal. "You can ride your mech, maybe even go on point if you have the sensors for it. Lizard Lips there can fly above and be our eyes in the sky, so to speak. Wadda ya say?"
"can you pull zhe ATV behind vith a tow-bar in case ve need it?"

It might be vise for Awtech to ride vith you if he could. I don't vant to draw any attention from long range sensors from people who might vant to take advantage uf a young dragon in any vay. Also ve vould not vant to scare avay anyvon whom might need our help. Iz zhis okay vith you Awtech?
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Chevy
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]

Chevy shrugs, "If that's what you want, sure, I can rig something up. Hate to have it dragging my ass down if the ball drops, though. Don't we have someone who can drive it? That way we're less of a target."

OOC:

Maybe Leonidas or Whitaker can do the honors, assuming the players are still on board.
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Chevy wrote:
Chevy shrugs, "If that's what you want, sure, I can rig something up. Hate to have it dragging my ass down if the ball drops, though. Don't we have someone who can drive it? That way we're less of a target."

OOC:

Maybe Leonidas or Whitaker can do the honors, assuming the players are still on board.
"I am fine vith zhat. Any volunteers?"

Looks at everyone except Spellweaver as he already stated that he does not drive.
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Architect
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Architect »

Notice: [dice]0[/dice]

Wild: [dice]1[/dice]

Exploding: [dice]2[/dice]

No one has seen AwkTek up until the point when Chevy calls him 'Lizard Lips'. He pokes his human head from inside the German's Mech. "I can stay in this form for about ...," others can tell he is thinking, "... about 6 hours. Then i am going to need to rest for that long after."

"Spellweaver, how are you up for riding a dragon?"

"Let me fly with Spellweaver for the first part of the day. Then we can ride with Chevy for the last part of the travel if need be."

"All that we would need is a suitable comfortable saddle and a radio with headset for Spellweaver or myself."

Glancing at Spellweaver, "You would need something for your head. The wind gets pretty loud." As AwkTek says this his eyes kind of close as it seems he is feeling the wind along his face.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Notice Roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
AwkTech wrote:"Spellweaver, how are you up for riding a dragon?"
Spellweaver's lips twist into a slight look of distaste. "I've never done it before. But with a decent saddle I can manage.
Creature had better control his coughing.
AwkTech wrote:Glancing at Spellweaver, "You would need something for your head. The wind gets pretty loud." As AwkTek says this his eyes kind of close as it seems he is feeling the wind along his face.
"My armor is fully sealed. I'll be fine."
By way of illustration, he lifts his hood and adjusts it on. The slight shimmer of a force field can be seen over his face.
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
Beowulf85
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Beowulf85 »

Basic comm equipment is available for the group, most armor includes built in comms as well (though probably not magical armor from another dimension). The vehicles would all have comms built in. Long range communication back to base is always iffy. There are no satellite networks or antenna towers, and certainly no land lines. Weather can effect even the most robust equipment in unpredictable ways, especially when the weather may be magical in nature or may have poured through a rift from another dimension with different physics than our own.

It's not particularly practical to tow an ATV behind another ATV. The entire reason you've got ATVs is that the terrain is often otherwise impassible, and even with a capable vehicle can often require rerouteing, extensive detours, and tight fits. There might be the remnants of high ways, but they are 400 years decayed. If someone can pilot the other then you have two available, if not then I suggest repacking the supplies. Towing an extra ATV would slow you down considerably and you're already fairly mobile with your crew's default equipment and natural abilities. An ATV, a mech (space for how many passengers?), and a dragon (who is willing to be saddled) are a lot to work with for a small group of 4-6 explorers. The ATV made available to you really is dinged up as well. It would serve if you needed it, but you have far better.

*note* if you're looking to calculate travel time on Google Maps, assume average time taken for ground travel would be about the same as it takes to bike present day (maybe a little faster). There are a lot of potential obstacles and you really do have to blaze a trail in many areas. When travelling between two established communities there ought to be a road of some sort, which would speed things up.
GM Universal Bennies: 2
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

*nods at Awtech.*

"Six hour limit... Goot to know. Vell it looks like ve are leavingk zhe provided ATV here. Most uf us will ride vith Chevy but Awtech can only do so for so long. Let's repack zhe supplies, return zhe ATV, und begin our journey"

Ulrich begins moving the crates of supplies to the small storage area of his robot and a few others towards "BLIZKRIEG BOP".

Notice roll
Skill [dice]0[/dice] Exploding die [dice]2[/dice]
Wild [dice]1[/dice]


total 16 for notice
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Chevy
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]

Chevy organizes the supplies in the Bop as they are being loaded. The ATV already carries a complement of spare parts and other equipment necessary for overland travel. There's still enough space left over to carry up to five passengers.

Once the task is completed, Chevy leans against his beloved vehicle and calls out to Ulrich, "We're all set, Chief. Whenever you're ready."
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Ulrich drives the small ATV pack to the garage and walks back to see the others rearranging the last bit of supplies and looks over at Chevy after speaks.

"time to begin our patrol." Nod. "Steig auf, und Auswalzen... Saddle up and roll out"

With that Ulrich climbs up onto Gepanzerter Skorpion and enters the top hatch. After a few seconds he straps himself in and the large machine comes to life with a rumbling growl and metallic clanking.

Ulrich's voice can them be hear over an exterior speaker "Remember our mission ve are to map zhe area, look for salvage und render help to zhose whom need it. If ve do encounter hostiles ve vill report back. If high command can not be reached, ve vill ascertain zheir intentions und neutralize zhem if aggressive towards ourselves or any refugees. Viel Glück für uns alle... Good luck to us all"

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Notice
Skill [dice]0[/dice]
wild [dice]1[/dice]

Spellweaver mounts up on ArkTech.
Ulrich wrote:"time to begin our patrol." Nod. "Steig auf, und Auswalzen... Saddle up and roll out"
"Understood."

Once Spellweaver is aloft, he opens his arcane senses and casts Detect Arcane while scanning the area below.

Spellcasting
Skill [dice]2[/dice]
Wild [dice]3[/dice]
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
User avatar
Architect
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Architect »

K (Engineering): [dice]0[/dice]

Wild: [dice]1[/dice]

Notice: [dice]2[/dice]

Wild: [dice]3[/dice]

Exploding K(E) Wild: [dice]4[/dice]

The young dragon boy climbs out of the Mech and heads to find some suitable materials for a saddle.
Last edited by Architect on Fri Dec 09, 2016 2:57 pm, edited 1 time in total.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

After our preparations are finished we begin our journey. Ulrich sets a timer to keep track of our travel shifts and turns on an exterior video cam to record a 3d image into his robot's computer for mapping purposes.

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
User avatar
Ulrich
Posts: 276
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Ulrich looks at his screen and realize that Awtech is still making a saddle for Spellweaver so he waits.
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Architect
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Architect »

Notice: [dice]0[/dice]

Wild: [dice]1[/dice]

Awktek finds and constructs a saddle. Morphing outside the city he does what he can to get the saddle on. With Spellweaver's help they both get situated. Stretching his wings he lifts off into the warming morning air.

[TELEPATHY] to Spellweaver, "I will try and follow your lead. Come up with some signals or cues for me, please."

AwkTek flies as low as possible to buzz Chevy and Uhlrich to let them know that AwkTek and Spellweaver are with the group.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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AwkTek
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Chevy
Posts: 237
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

Notice: [dice]0[/dice]
Exploding: [dice]2[/dice]
Wild Die: [dice]1[/dice]

"Woot!" Chevy slides into the driver's seat. Its almost surrounded with screens and readouts showing assorted vehicle and sensor information; one screen inexplicably shows a video poker hand. He runs through a quick checklist, pausing for a moment before choosing a play on the video poker screen.

Once everything's set, he fires up the engine. Right away, the sound system starts blasting music as he rolls out to join Ulrich's mech.

https://youtu.be/PvF9PAxe5Ng
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
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Ulrich
Posts: 276
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Ulrich smiles as Gepanzerter Skorpion surges forward lurching in its characteristic fashion and we begin our journey. I stay in front of blitzkrieg bop to give it some armored cover as we travel.
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Notice
Skill [dice]0[/dice]
Wild [dice]1[/dice]
AwkTech wrote:[TELEPATHY] to Spellweaver, "I will try and follow your lead. Come up with some signals or cues for me, please."
Very well. In general, try to be cautious and avoid flying headlong into a dangerous situation.

Spellweaver works out a few signals by use of rhythmic tapping on AwkTech's hide. Including yes, no, look in a particular direction, dive, rise, attack, retreat, and contact me with Telepathy.

Once in the air, Spellweaver exults in flight. This isn't the ease of movement he was accustomed to when flying under his own power on a Ley Line, but it was enjoyable all the same.

OOC: Are there any Ley Lines within range?
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
Beowulf85
Game Master
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Beowulf85 »

Ley line on a 6, nexus on a double six.
[dice]1[/dice]
[dice]2[/dice]

If ley line, is it going in a helpful direction for travel? 1=yes, almost exactly (it's going east/westish), 2-4=close enough in heading that it could be convenient to use for part of the journey, 5+=It's going in other directions but you are in range to make use of it for an hour or so. [dice]0[/dice]

Feel free to roll on this table yourself every new day of travel, including if the previous day was a success. If the following day fails, it's either because the ley line has ended or the ground teams had to make a significant detour.

*gm note* feel free to keep RPing, but I'm going to give John a bit of a chance to get caught up, as well as give myself a chance to incorporate a new addition or two to our team from my most recent round of FB recruitment.

If you would like, we could do an interlude similar to P. 106 of Savage Worlds core rules. It doesn't really progress the story but is more RP opportunity for those of you hungry to post. I may result to these on a weekly basis (with different random tables) if people keep posting at this rate as it gives busier players breathing room and provides more stimulation for our rapid role players. :)
GM Universal Bennies: 2
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Zima
Posts: 101
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Zima »

Tanya silently urged the blips on her display screen closer as she pushed the Glitter Boy steadily forward. The distance was gradually closing--slowly, but steadily. She allowed herself a brief grin as the towering suit of powered armor tromped through the wilderness. Her most recent (and rather hurriedly-issued) assignment put her under the charge of Corporal Ulrich--she wouldn't lie to herself and claim she felt no lingering anxiety about serving with (nevermind under the command of) a German ... but she had also been in this new world for nearly ten years. Ulrich had never been a Nazi, and probably knew about them only from the fragmented historical records that remained here--if he knew of them at all, and not everyone did. Besides, although she'd never met him, she knew of the Corporal by reputation, and all that she had heard painted him as both upstanding and capable--the kind of leader, in other words, whose troops were often envied by their colleagues.

The Glitter Boy pounded steadily over the hills and brush. Tanya's grin widened as she crested a rise--there they were, in the distance. She'd planned to radio of course, but she'd been forced to make a 'wait for me!' plea from miles behind, she'd have died of embarrassment. Now--with any luck--a few more minutes' wait would bring her into contact with Ulrich's column. She opened a radio channel. Her voice, complete with gentle, but clearly audible, Russian accent, lanced through the air with a soft confidence.

"Corporal Ulrich. Corporal Ulrich, do you copy? This is Specialist Tatiana Zima, bearing orders from Chief Elle to link up with your detachment and render any and all assistance. If you direct your scanners rearward, you will see me ... point seven-seven miles behind you and closing. If you pause your advance, I should rendezvous with you in less than five minutes.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Leonidas Alexander
Posts: 48
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Leonidas Alexander »

Around the time the dragon had appeared, Leo was still talking with the Dwarf. On his way out, he raised an eyebrow at the spectacle, and continued on to his temporary quarters to fill in Selaene about the more permanent plans.

The next morning he was at the briefing, bright and early, ready for what the day offered. Not being skilled in driving, he declined the offer to pilot the ATV.

Now, he rides with Chevy in the ATV, engaging in small talk but generally preparing himself for the mission at hand.

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

OOC: Sorry for the lack of posting - this past week has been murder trying to get a project back on track at work. I figure the above is a reasonable explanation for the lack of interaction in the mess hall shenanigans. If possible, Leo would try to take a seat near an exit so that he can leap from the ATV if/when there's a battle.
Leonidas Alexander
PPE 0 | ISP 5 / 10
Charisma: +2 with people who value freedom and justice
Pace 8 (d10 run); Parry 8; Toughness 12 (6 MDC); Strain 6
Weapon In Hand: Psi-Sword (3d8, AP 6)
Bennies: 4 | 0
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Ulrich
Posts: 276
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Ulrich looks at his screen and sees the advancing bogie on his sensors and thinks to him self...

"Coming directly for us... Zhis iz too close to zhe castle to already encounter a hostile." ...when suddenly a female's voice crackles over the intercom.
Zima wrote: "Corporal Ulrich. Corporal Ulrich, do you copy? This is Specialist Tatiana Zima, bearing orders from Chief Elle to link up with your detachment and render any and all assistance. If you direct your scanners rearward, you will see me ... point seven-seven miles behind you and closing. If you pause your advance, I should rendezvous with you in less than five minutes.
Ulrich smile and returns the call. "I copy. Iz goot to haf you aboard Specialist Zima. Our route iz haffingk uz head east so ve are turningk soon. Redirect your travel tovards coordinates 5... 5... 0... 5... 9er... Ve vill meet up in zhe clearingk zhere in about zhe same time frame by mein calculations. Confirm visual contact vhen in range."

Ulrich then calls the convoy.

"Ve vill be encounteringk another Tomorrow Legionnaire assigned to our squad in approximately 250 seconds be prepared to adjust speed to except Specialist Zima into zhe column. Her form uf travel vill be self provided in vhat looks to be a small robot or large suit uf power armor on zhe sensors."

Ulrich then calls Zima again

"Specialist Zima, Vhen ve rendezvous, please take up zhe rear guard position. I vill be point vith our ATV, zhe Blitzkrieg Bop az zhe main transport for personnel und supplies."

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]

OOC: It's all good Leonidas. Good to have you with us sir.
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Architect
Posts: 299
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Architect »

AwkTek who was maybe 200 yards in front of the column, banks right to flank the approaching movement at the rear of the column. 200 yards from target his vision is lit up by the gleam of something bright and shiny, "What the ... ?" and he quickly runs parallel to the approaching figure for a better look.

"Ulrich, its big and shiny. It hurts my eyes."

As he flies by it, AwkTek does bank left and approaches the shiny big thing from the rear.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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AwkTek
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Recognizing the object for what it is, Spellweaver signals a withdrawal and to not attack.

A Glitter Boy this close must be from Castle Refuge.

"Ulrich, we have an approaching Glitter Boy. Have they made radio contact?"
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Architect »

"What's a ... 'Glitter Boy'?"

It looks like a machine and its made of metal. Maybe something else to tinker with.

Following Spellweaver's lead, AwkTek powers down his internal combustion and turns off the pilot light. Nobody to torch right now.

Having made a complete loop back to Castle Refuge, AwkTek perches on the wall, "Is there anyone else we should be expecting or that we need to pick up before we continue on?"
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Ulrich
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Spellweaver wrote:Recognizing the object for what it is, Spellweaver signals a withdrawal and to not attack.

A Glitter Boy this close must be from Castle Refuge.

"Ulrich, we have an approaching Glitter Boy. Have they made radio contact?"
"Zhat vould be Specialist Zima. I have instructed her to join zhe colum"

Ulrich smiles thinking to himself... Glitter boy, goot. Ve might not be zhe most subtle convoy but ve should be able to handle anyzhingk zhat comes out vay.
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Spellweaver
Posts: 109
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Notice
skill [dice]0[/dice]
wild [dice]1[/dice]
Ulrich wrote:"Zhat vould be Specialist Zima. I have instructed her to join zhe colum"
"Affirmative."
AwkTech wrote:"What's a ... 'Glitter Boy'?"
"A Glitter Boy is a suit of Power Armor. Similar to Corporal Ulrich's mech, but less complicated. It has a very powerful gun. If you ever see a Glitter Boy that you think is hostile, close distance if you can and attack. If you can't, land, shape change and take cover. Now fly, we have to rejoin the column.
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Architect »

"Right away."

Spreading his wings and using his hind legs for push off, AwkTek launches himself up and out from the walls of Refuge. Doubling his flying pace AwkTek makes an effort to retake the convoy.

Notice: [dice]0[/dice]

Wild: [dice]1[/dice]

"Spellweaver. Ulhrich. What should we be looking for? This is all rather new to me."
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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AwkTek
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Spellweaver
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Spellweaver »

Notice
Skill [dice]0[/dice]
wild [dice]1[/dice]

"We are forward recon. We're on the lookout for any signs of living creatures and habitation. Any living creatures should be noted and assessed for hostility. Any intel should be passed along to the Corporal.
http://www.savagerifts.com/viewtopic.php?f=32&t=121
PPE: 20 Staff PPE: 10
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d4(d6), Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 6(1); Toughness: 12(7); Strain: 0
Bennies: 4
Skills:
Fighting d6
Intimidation d6+2
Investigation d6+2
Kn. Arcana d6
Notice d6
Spellcasting d12+1
Stealth d4
Streetwise d6+2
Taunt d6+2
User avatar
Leonidas Alexander
Posts: 48
Joined: Wed Nov 23, 2016 6:55 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Leonidas Alexander »

Spellweaver wrote: "A Glitter Boy is a suit of Power Armor. Similar to Corporal Ulrich's mech, but less complicated. It has a very powerful gun.
Leo snorts to himself at the idea that a Glitter Boy suit is "less complicated" than anything.

---

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Last edited by Leonidas Alexander on Mon Dec 12, 2016 6:40 am, edited 2 times in total.
Leonidas Alexander
PPE 0 | ISP 5 / 10
Charisma: +2 with people who value freedom and justice
Pace 8 (d10 run); Parry 8; Toughness 12 (6 MDC); Strain 6
Weapon In Hand: Psi-Sword (3d8, AP 6)
Bennies: 4 | 0
User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Zima »

After acknowledging Ulrich's orders, Tanya took a quick moment to assess the landscape between her and the rest of the convoy. There's the clearing, she thought, and headed forward again. When the dragon hatchling flew above her, she waved with her free hand to signal she was a friendly. She angled through the underbrush, the Glitter Boy finally breaking out of the treeline about a hundred yards behind the rest of the convoy. As she stepped into the open, her armor shone like an animated statue encased in gemstone. Tanya paused and waved again--she squawked one more transmission, broad-band this time, so whole convoy (or at least, anyone with a radio, which she doubted the dragon had) would hear her greeting.

"This is Zima--I have you on visual. Sorry to be late."

She elected to save the explanations and banter for later as she picked up the pace again, slowing to a more moderate clip as she approached the rear of the convoy, keeping to a distance of around forty yards. Although she was mostly quiet for the moment, she was certainly listening--and watching.

Notice
Skill: [dice]0[/dice]
Wild: [dice]1[/dice]

OOC: Not exactly a rousing start, is it? :roll:
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
User avatar
Jaxus Skarro
Posts: 20
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Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Jaxus Skarro »

Notice (Vision)
[dice]0[/dice]
Wild
[dice]1[/dice]

"Command... Jax here... I've delivered the upgrade kit to the Comms team and I'm on my way back."
[...Copy that, there's a SET called the NAMELESS headed East. They've got a new mission and a spot open. We're assigning you so catch up with them. Your team lead is Ulrich, we'll be letting him know you're on the way.....]

Jax brings his hovercycle to a facejarring halt so he could vigorously pump his fist in the air.
The call I've been waiting for.. assignment to a SET! Time to kick some ass!
Following the momentary enthusiastic celebration, Jax wheels around and tears off heading east to catch up with his new crew.

Once in radio range, Jax broadcasts:
"Corporal Ulrich, one straggler from the castle by the name of Specialist Jaxus comin' up! I've been assigned as a last-minute addition to the crew. I should rendezvous within the hour."
Jax guns the engine and races across the open terrain, wind whipping passed his... fully enclosed head... (not like he could feel it anyway.. but one can dream) in an effort to catch up as quickly as possible.
Jaxus Skarro
Bennies: 5
"Silence is a source of great strength."
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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Zima wrote:
"This is Zima--I have you on visual. Sorry to be late."
"Copy Specialist Zima. No apologizes necessary. Ve still haf approximately 3 hours und 35 minutes uf travel before our first travel shifts ends.
The convoy travels for about 15 more minutes before Jaxus contacts me.
Jaxus Skarro wrote:
"Corporal Ulrich, one straggler from the castle by the name of Specialist Jaxus comin' up! I've been assigned as a last-minute addition to the crew. I should rendezvous within the hour."
Ulrich pushes a few keys on the communications computer to his left and responds to Jaxus.

I read you Specialist Jaxus. Our column is rather rather noticeable so it should be easy for you to track.

After I contact Jaxus I switch to an open channel for everyone in the group including Jaxus. "Zhis is Corporal Ulrich. Ve haf anuther Tomorrow Legionnaire joiningk us. He iz Specialist Jaxus und he vill be catchingk up to us vithin zhe hour. His position vill be in between Chevy in his cargo ATV und Zima in her glitterboy armor. Vhen ve stop for our first break I vill brief Zima und Jaxus on any questions zhey may haf on our mission. Glück auf unseren Reisen... Luck be with us in our travels. Out..."

Ulrich finishes talking and focuses on his sensors to make sure I am aware of any thing that might happen ahead of us.

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
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Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Architect »

Notice: [dice]0[/dice]

Wild: [dice]1[/dice]

Hearing over Spellreaver's radio receiver of another joining, AwkTek turns back to focus on the areas ahead. Really trying to impress the others and prove his worth, he does his best to keep an eye out for anything other than scrub, trees, and dirt.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]

As soon as Zima shows up on visuals, Chevy splutters aloud in surprise, "Jeebus Cluny Frog! That's a fraggin' Glitter Boy!"

He immediately keys into the team chat, "Whiskey Tango Foxtrot, Chief! We got a Glitter Boy joining the party?"
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Chevy wrote: "Whiskey Tango Foxtrot, Chief! We got a Glitter Boy joining the party?"
Ulrich chuckles and presses the squad open intercom. "Affirmative Specialist Chevy."

Ulrich then contacts Chevy directly on his personal com. "You might vant to check you coms Chevy. I stated zhat Zima vas piloting a Glitterboy power armor" and Ulrich gives Chevy a little chuckle.
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ulrich wrote:Ulrich then contacts Chevy directly on his personal com. "You might vant to check you coms Chevy. I stated zhat Zima vas piloting a Glitterboy power armor" and Ulrich gives Chevy a little chuckle.
Chevy sends back, "You might want to check yours, Chief. I just checked back on my call logs and the words 'Glitter Boy' never escaped your lips. But hey, who's counting?" The humor in his voice comes right through the signal.

He leans back on his seat. We got ourselves a Glitter Boy. Woot! he celebrates silently.
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Chevy wrote:Notice: [dice]1502:0[/dice]
Wild Die: [dice]1502:1[/dice]
Ulrich wrote:Ulrich then contacts Chevy directly on his personal com. "You might vant to check you coms Chevy. I stated zhat Zima vas piloting a Glitterboy power armor" and Ulrich gives Chevy a little chuckle.
Chevy sends back, "You might want to check yours, Chief. I just checked back on my call logs and the words 'Glitter Boy' never escaped your lips. But hey, who's counting?" The humor in his voice comes right through the signal.

He leans back on his seat. We got ourselves a Glitter Boy. Woot! he celebrates silently.
(OOC: Hey sir, when I instructed Jaxus of his position in the collum it was to be in between you in his cargo ATV and Zima in her glitterboy armor four posts above the quoted one. Wasn't sure if you saw it.)
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Chevy »

OOC:

So you did. One of the challenges with PbP is timing. Chevy's response would have potentially occurred before Jaxus' arrival. After all, he arrives after Zima does. :)
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 4
User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 1 - The Road East

Post by Ulrich »

Chevy wrote:OOC:

So you did. One of the challenges with PbP is timing. Chevy's response would have potentially occurred before Jaxus' arrival. After all, he arrives after Zima does. :)

OOC: It's cool sir. ^_^
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