A Fine Solution: Welcome to the World 4 - Combat

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Beowulf85
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A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

Pre combat rolls -
Time of day - [dice]0[/dice] 4 AM
Direction of enemies approach - [dice]1[/dice] West
Who is on watch? - [dice]2[/dice] Chevy
Weather - [dice]3[/dice] Warm Night.
[dice]4[/dice] No storms.
[dice]5[/dice] Nearby ley lines are flaring up, providing enough lighting that only the brightest stars are visible. The colors dance in every direction, eliminating most shadows, but making it very difficult to focus on objects as reality appears to sway in the distance. The magical activity is interfering with optical tech and normal vision. All vision (including sensors) and ranged attacks are 1/2 of normal distance.

Also, the occasional rainbow colored slug (animal, not ammo) falls from the sky, landing harmlessly before vanishing in to the flora. If outside of a vehicle, roll 1d20 per post, on a 1 a slug lands on you. If inside of a vehicle, you hear the occasional soft thump and will see rainbow colored slime trails on windows and your chassis.

On the up side, magical and psionic abilities cost 1 less ISP or PPE to cast. The ley lines can not be drawn on, but don't otherwise appear to be interfering with magic (as above, all ranged attacks are 1/2 of normal distance).

Chevy, any applicable die rolls please. :)
GM Universal Bennies: 2
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Chevy
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

OOC: Ugh, spending a benny to re-roll.

Notice: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Both Explode!
[dice]4[/dice]
[dice]5[/dice]

OOC: Much much better. With the +2 from the sensors, that's a total of 12. Any other rolls I need to do?

Chevy just finishes dealing a royal flush on his poker screen when his board lights up. He flips the comms to the team freeck. "Heads up, boys and girls! We've got incoming! 9 o'clock! Over!"

Actions:
Determine incoming force size and composition
Fire up the Bop to full operational status
Await orders from Ulrich
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
Beowulf85
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

The mild ley line storm has been proving inconvenient for most of the night, the lights make it difficult to sleep, the thud, thud of the slugs on the grass and on the roof are distracting, and more than once your card game has frozen up, probably due to magical interference. Luckily, you manage to cut through the interference (double raise) and spot something unusual heading your way from the west (toward the Mississippi at this point). A group of blue deebees appears at the edge of your currently limited sensor range, pursued by a mix of CS Deadboys and Skelebots.

The dancing lights and interference make it difficult to get an exact number at this range, but there are at least a half dozen deebees pursued by at least double that amount of CS forces.

[dice]0[/dice]

If they continue on their current course, the deebees are likely to be completely overwhelmed just to the north west of the camp. It's unlikely that either the deebees or the CS are expecting to encounter any other forces in the area, and in addition to the circle of trees surrounding the campsite the ley line storm is providing good cover for everyone. They'll be there within two minutes or so.

*Note* Combat has not been initiated as they are unaware of your presence.
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Chevy
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

Chevy scans the ATV's sensors screens as he goes through the start-up ritual to get the vehicle ready to roll.

Continuing on the team frequency, he reports to Ulrich, "Chief, looks like a small group of deebees being chased by... Crap! Fraggin' storm fuggin' up the sensors! Um, I'm reading a unit of Coalsacks, zeds and skellies looks like, can't get an exact number, maybe twelve. They're definitely outnumbering the deebees. The tangos will catch up on the 10:30 side of our position in about two mins, no sign they've spotted us. What's your call?"

The sound of servos warming up on the Bop's turret indicates quite clearly Chevy's opinion.
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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Leonidas Alexander
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

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

Slug: [dice]2[/dice]

Leo groans as he slowly comes out of the coma-like state he calls sleep.

"Whozat ... whatzit?"
Last edited by Leonidas Alexander on Fri Jan 06, 2017 8:41 am, edited 1 time 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
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Ulrich
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Slug Roll
[dice]0[/dice]

Ulrich is laying under Gepanzerter Skorpion and watching the rainbow colored slugs plop onto the ground around his robot smiling. His resting mind is suddenly sprung into action with Chevy's voice in the coms.

As Ulrich is climbing it Gepanzerter Skorpion he is calling out unit targets over the coms but also loud enough for those without such to hear. The advanced coms systems should modulate the volume of the orders so they are not too loud to deafen people with the volume.

"Awetek und Spellweaver, Protect the noncombatants. Chevy, Jaxus und Leonidas, Target zhe Infantry. Your priority iz any heavy weapons first. Specialist Zima und mein self vill handle zhe skelebots."

Ulrich gets the last of his orders out just as he is closing and buttoning up his hatch. Only a few seconds afterwards he is strapped into the seat as Gepanzerter Skorpion shudders to life.

(OOC: Ulrich spends the first round getting into and activating his robot)

Notice roll
Skill [dice]1[/dice]
Wild [dice]2[/dice]
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Leonidas Alexander
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

Leo takes a moment to get his bearings, looking for said infantry.

"... what's with the acid trip slugs?", he asked perplexed.

He turns around, surveying the camp, then notices the chase. "Ooh ...", he sighs, "that infantry." Cracking his neck, he wills his nannites into action, giving his skin a distinctly metallic sheen. "Okay, time to party ..."

And with that, he's slinks down and begins heading towards the enemy.

-------
OOC: Free action to bring out the armor, toughness goes up to 14 (6 MDC).
Leo will attempt to close with the dead-heads as quickly but stealthily as possible.
Stealth: [dice]0[/dice]
Wild: [dice]1[/dice]
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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Architect
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

[dice]0[/dice]

AwkTek has taken to sleeping amongst the others of the squad, making sure that the is pointed a safe direction to avoid spraying flames when he sneezes in his sleep. This evening his body tingles as the ley lines ripple and he had stretched his wing out and over Spellweaver as the rainbow slugs bounce and slide off of his scales. The slugs might become a greater issue once he has to fly faster.

With Chevy announcing the incoming situation he asks Uhlrich, "What are deebees, zeds, and skellibots?"

Notice [dice]1[/dice]

Wild [dice]2[/dice]
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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Chevy
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

Chevy calls out on the comms. "Hey, Leo, Jax! Wanna hitch a ride? I can roll up and fire a missile up their butts to soften them up, then let you drop the hammer on them."

Actions:
Wait to let Leo and Jaxus board if they desire
Move the Bop to Medium range and fire a missile in the middle of the Coalition force (6d6, AP 8)
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 4 - Combat

Post by Ulrich »

(OOC, how do we handle initiative on the Boards? I have quick so I redraw all 5s or lower but I am not sure how to do so on this site)

(OR is it just a do it as you post it thing?)
Beowulf85
Game Master
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

Ulrich wrote:(OOC, how do we handle initiative on the Boards? I have quick so I redraw all 5s or lower but I am not sure how to do so on this site)

(OR is it just a do it as you post it thing?)
I'll do it as a post, there's no official way to do it so it's up to the GM. Since no one's actually initiated in combat and the Coalition forces aren't yet aware of you, I hadn't bothered doing initiative. That'll change soon.
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Leonidas Alexander
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

Chevy wrote:Notice: [dice]2119:0[/dice]
Wild Dice: [dice]2119:1[/dice]

Chevy calls out on the comms. "Hey, Leo, Jax! Wanna hitch a ride? I can roll up and fire a missile up their butts to soften them up, then let you drop the hammer on them."

Actions:
Wait to let Leo and Jaxus board if they desire
Move the Bop to Medium range and fire a missile in the middle of the Coalition force (6d6, AP 8)
Leo grabs a hang bar and swings up onto the ATV as it passes.
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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Spellweaver
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

[dice]2[/dice]
Notice
skill [dice]0[/dice]
wild die [dice]1[/dice]

Current PPE: 60

Spellweaver wakes up from his trance-like sleep and readies his spear. "Finally, some action. Let's get airborne Awktech. I'll make sure you know who to hurt."

He casts the Mega version of Azure Wards of H'zarad (Deflection) on himself

Spellcasting
Skill [dice]3[/dice]
wild [dice]4[/dice]

And Awktech

Spellcasting
Skill [dice]5[/dice]
wild [dice]6[/dice]
explosion [dice]9[/dice]

He mounts up on Awktech and casts The Fog of Sethen (Disguise) on Awktech, disguising him as a CS helicopter

Spellcasting
Skill [dice]7[/dice]
wild [dice]8[/dice]

"Get as close as possible and strafe the group pursuing the blue people with fire."

He readies a full Desmond's Destructive Disks (Onslaught) at the first four in range.

Spellcasting
skill [dice]10[/dice]
skill [dice]11[/dice]
skill [dice]12[/dice]
skill [dice]13[/dice]
wild [dice]14[/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
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Ulrich
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

AwkTech wrote:[dice]2116:0[/dice]


With Chevy announcing the incoming situation he asks Uhlrich, "What are deebees, zeds, and skellibots?"
Gepanzerter Skorpion begins to oh so subtly... (sarcasm... sarcasm... sarcasm... ) make it's way on an intercept course for the skelebots as Ulrich answers Awktech over the comes.

"De-bee is a slang term used to identify dimensional beings. Zeds is a slang term used to identify deadboys vhich are the rank und file troops uf zhe coalition, und skelebots are robots manufactured by zhe coalition to support zhere troops."

As the large robot lurches and scurries towards the skelebots, Ulrich runs a scan to see if his targets have any different weapon configurations as to prioritize targets.

Notice roll Total: 4
Skill [dice]0[/dice]
Wild [dice]1[/dice]

Using the advanced HUD of the robot Ulrich calibrates his weapons to focus on the black spiked robots and preps a firing solution.
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Zima
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Zima »

Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

Since she was sleeping only fitfully due to the storm in any event, Tanya was up and ready quickly, only a few heartbeats behind Ulrich. She just couldn't suppress a grin as she powered up her armor, performed a quick check, and set out toward the incoming hostiles, doing her best to make a tangent course to the Skorpion to--hopefully--catch the Coalition troops in a crossfire.

"Ready on your order, Corporal."

She left it at that for the moment--any gunfire was likely to bring reinforcements, if they were anywhere nearby to hear, and the Glitter Boy's Boom Gun doubly so. Probably these troops would be caught by surprise and they had little to worry about.

Probably.
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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Ulrich
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Zima wrote: "Ready on your order, Corporal."
Ulrich calls out as he lines up a shot...

"Weapons free specialist Zima"

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
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Jaxus Skarro
Posts: 20
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Jaxus Skarro »

Notice (Audio/Visual) [dice]0[/dice]
Notice (Audio/Visual) - Exploding Die [dice]3[/dice]

Notice (Audio/Visual) Total - 14

Notice (Wildl) [dice]1[/dice]
SLUGS!! [dice]2[/dice]

Upon receiving the notification of impending enemies, Jax climbs out of his sleeping bag, wipes the sleep dust from his eyes, and slides the helmet of his matte black enhanced-TX11 armor on.

"Alright! Time for some action! Orders confirmed, Ulrich. Deaders first, heavy weapon teams a priority.
Chevy, I'm usually one for a quiet, more subtle engagement but don't ever let anyone tell you that I don't also like some fireworks when the occasion arises!
I like your style..."


As Chevy and the Bop roll by, Jax follows Leonidas' lead and grabs a swing bar and hoists himself into the passenger compartment and then taps the ceiling.
"All settled here, lets roll!"

Jax gets settled in and begins calibrating his plasma ejector to his optical ranging and targeting package awaiting the opportunity to unload some righteous judgment down upon the Coalition soldiers.
Jaxus Skarro
Bennies: 5
"Silence is a source of great strength."
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Chevy
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

Once his passengers are on board, Chevy aims the Bop in the direction of the Coalition forces, the interior thrumming to the music blaring from speakers.

https://www.youtube.com/watch?v=ase7OX57XLg

Over the team freak, he coordinates with his teammates as he races through the underbrush.

"I'm planning to roll up to a couple of hundred yards from the zeds, light a missile on their butts, then happily zap away. If you guys want me to drop you off closer, let me know. I'm happy to move in but I won't stay long in case they're fielding heavy weapons. Don't want to get the Bop's paint job scratched up, ya know." You can almost hear the grin in his voice.

Actions:
Move the Bop to inside Short range for the laser and missile Launcher
Fire an anti-personnel missile in the middle of the Deadboys.
Target individual enemies with the laser, prioritizing those looking like they're carrying heavy ordnance.

OOC:
should I roll for the attacks now, or wait for Initiative order?
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
Leonidas Alexander
Posts: 48
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

Chevy wrote:Notice: [dice]2158:0[/dice]
Wild Die: [dice]2158:1[/dice]
Explodey: [dice]2158:2[/dice]
Over the team freak, he coordinates with his teammates as he races through the underbrush.

"I'm planning to roll up to a couple of hundred yards from the zeds, light a missile on their butts, then happily zap away. If you guys want me to drop you off closer, let me know. I'm happy to move in but I won't stay long in case they're fielding heavy weapons. Don't want to get the Bop's paint job scratched up, ya know." You can almost hear the grin in his voice.
"The closer you can drop me, the faster I can wreak havoc," Leo says over the comms. He does a quick bit of math using his last fitness record, then, "At 200 yards it'll take me at least a minute, probably two, to reach them. Mind you, that's assuming they stay still, which isn't likely when you start tossing explosives at them!"

Stealth apparently off the table, Leo concentrates and is surrounded by an almost imperceptible blue aura and shimmers like he's being viewed from behind a heat wall.

---
Psionics (Deflection): [dice]0[/dice]
Wild Die (Deflection): [dice]1[/dice]
Wild Die Explosion: [dice]4[/dice]
Total: 7 - Success
Effect: -2 to be hit, or +2 armor vs AOE

Psionics (Raise Trait - Shooting): [dice]2[/dice]
Wild Die (Raise Trait - Shooting): [dice]3[/dice]
Wild Die Explosion: [dice]5[/dice]
Total: 9 - Success w/ Raise
Effect: +2 die to Shooting, raising it to a d10
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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Chevy
Posts: 237
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Leonidas Alexander wrote: "The closer you can drop me, the faster I can wreak havoc," Leo says over the comms. He does a quick bit of math using his last fitness record, then, "At 200 yards it'll take me at least a minute, probably two, to reach them. Mind you, that's assuming they stay still, which isn't likely when you start tossing explosives at them!"
"Sounds like a plan. I'll soften them up first, then roll right in and crash the party. Hang on!"

Actions (Change of Plans):
Fire a missile at Short Range
Close to engage the Coalition unit

OOC:
Does SW have rules for running over people? ;)
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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Architect
Posts: 299
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

AwkTek with Spellweaver on his back took to the sky as he felt the magic, at least that is what he thought it was, ripple across the length of his entire body. Taking to the air and following Weaver's directions, AwkTek sets himself up to come behind the moving units. When he spots the 'dbees' he locates the units pursuing them and breathes his cone of fire over the lot and then banks hard right to approach them again on Weaver's command.

Notice [dice]0[/dice]

Ace Notice [dice]6[/dice]

Wild [dice]1[/dice]


Shooting (Breath Cone) [dice]2[/dice]

Wild (Breath Cone) [dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
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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Beowulf85
Game Master
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

The Bop makes rainbow colored skid marks as it tears out of the camp. By far the fastest of the three vehicles it is able to not so subtly close the distance between itself and the Coalition forces while carrying Leo, Jax, and Chevy.

In the meantime AwkTech takes flight with Spellweaver who successfully disguises them as some form of CS chopper and puts up a defensive barrier around each of them. Unfortunately Spellweaver's Destructive Disks fizzle out, creating a series of bright flashes. Likewise, AwkTech is out of range for flaming breath.

Ulrich and Zima take up positions and begin to prepare for a crossfire if necessary, moving towards the action slower than the others. While continuing his scans, Ulrich is able to confirm that, in addition to their normal equipment, at least some of the Coalition forces are currently carrying non lethal weaponry including net guns, stun batons, and tranquilizer darts. Unfortunately the interference from the storm prevents him from being completely thorough in his scan.

As the Bop approaches and the passengers jump out, Leo, Jax, and Chevy can see that the deebees clothing has been torn to shreds during their desperate flight. In addition they are soaked, having just emerged from one of the wetter parts of the swamp. Twelve skelebots cut through the water as well and are hot on their heels. Two groups of deadboys are working on flanking the creatures, having gone around the water. One of the skelebots fires a net gun at a fleeing deebee, narrowly missing when the net gets tangled in the overhang from a tree.

*GM note* I rolled notice checks and read up on skelebots. Skelebots ignore humans unless otherwise instructed and due to the storm the troops failed their notice checks for the second time (though they may have seen the helicopter, and may be perplexed about why it was signaling them...). You guys have the drop. If you're attacking this round you automatically have initiative and have +4 to attack and damage rolls.

Feel free to take sections of the map and illustrate your movements and actions for clarity, it would be of great assistance to me when it comes to setting up the next map. This time around I had to guess where I thought you would move to based on your posts. Just remember it takes a pace of 3 to cross any square (notes about map scale are on the bottom of the map).
Attachments
Positions before initiative.
Positions before initiative.
Swamp Combat Map Round 1.png (7.17 MiB) Viewed 45227 times
GM Universal Bennies: 2
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Chevy
Posts: 237
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

As the beleaguered DeeBees stumble in exhaustion, the skeletal machines of the Coalition almost at their heels, they suddenly hear an unexpected sound: the growl of a machine in fast approach, accompanied by, of all things, what sounds like orchestral music.

https://www.youtube.com/watch?v=_EMMH0NBcLU

Through the haze, a battered Mountaineer ATV, with the words BLITZKRIEG BOP emblazoned on the side, careens into view. Inside, Chevy yells back at his two ride-on companions, "Leo! Jax! Keep the Coalsacks busy while I pick up the Deebs!"

Chevy swerves to a stop, blocking the two closest civilians from the enemy forces, pops open an access hatch, and cuts the music to call out on the PA, "We're with the Legion! Come with us if you want to live!"

Actions:
  • Stop the Bop in the same square as two DBs in the upper right square of its location, positioned as to block them from the Coalition forces.
  • Fire a missile (6d6, 8 AP, MBT) at the 4 DeadBoys two squares away (still within short range).
  • Wait for the DeeBees to board.
  • If necessary (and have the aciton), fire the laser at the any unengaged Skelebots threatening the Bop.
Shooting: [dice]3[/dice]
Wild Die: [dice]4[/dice]
Note: Systems negate up to -2 in penalties
Damage, in case it's a hit: [dice]5[/dice]
Last edited by Chevy on Mon Jan 16, 2017 12:17 pm, edited 1 time in total.
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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Leonidas Alexander
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

As the Bop moves to protect the blue creatures, Leo does a dive roll towards the nearest group of 'bots. Using the momentum of the Bop as an assist, he's up on his feet and
charging into the 'bots. He sheds momentum with a spin, blade lashing out, catching any nearby 'bots.

Not happening again, he thinks to himself as he carves into the 'bots. Never. Snicker-snack. Again. Snicker-snack.

----

Actions: Move to group of Skelebots directly to the left of the Bop, Sweep attack (-2 to hit, compare Fighting roll against all adjacent parry - can hit allies).

Fighting: [dice]5[/dice]
Wild (Fighting): [dice]4[/dice]

Fighting Total: 12

Damage (assuming hits on all bots, use in order, AP 6. I threw in damage for a raise, as I doubt 'bots have a Parry higher than 8 :P ):
[dice]0[/dice]
Ace: [dice]9[/dice]
Crit: [dice]10[/dice]
Total: 31

[dice]1[/dice]
Ace: [dice]11[/dice]
Crit: [dice]12[/dice]
Total: 28

[dice]2[/dice]
Ace: [dice]13[/dice]
Crit: [dice]14[/dice]
Total: 31

[dice]3[/dice]
Ace: [dice]15[/dice]
Crit: [dice]16[/dice]
Ace Crit: [dice]17[/dice]
Ace Crit: [dice]18[/dice]
Total: 42

Well then ... Apparently Leo is "working out some issues" on these guys - especially the last one, screw that guy :P

Edit: Can't forget the Notice checks.
Notice: [dice]6[/dice]
Ace: [dice]8[/dice]
Wild (Notice): [dice]7[/dice]

Notice Total: 9
Last edited by Leonidas Alexander on Tue Jan 17, 2017 7:51 am, edited 5 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
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Ulrich
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Ulrich double checks the hub for other threats before he enters the fray. Not seeing anything that is an immediate threat, he pops into view in front of the Coalition Forces actually rolling his large scorpion like robot into an open area dramatically ( gotta have style while piloting a massive robot :) ) which come to a sudden stop as it plants it's feet into the ground forming small craters on impact.

As Ulrich opens fire on the remaining Skelebots with the heavy rail gun all the loose dust, small rocks, rotted wood, leaves and even a good portion of the water in close proximity is all forced away from the concussion of the massive weapon discharging.

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

Actions: First action is to make a pilot roll for Gepanzerter Skorpion to do it's dramatic acrobatics. I understand this really doesn't accomplish much but looking cool but hey gonna play a robot pilot, play it with style. Ace adds a +2 to this roll. Second action is to fire three times with the heavy rail gun at the southern squad of Skelebots. The Combat Ace edge allows me to take two action in my robot with no penalty so I ignore the normal -2 for being size 4 for that. The on-board combat computers and targeting systems that offset up to −2 Shooting penalties allows Ulrich to fire at smaller targets without the normal size difference penalty. Ulrich does however suffer a -2 penalty for rapid fire. Each shot will be at a separate Skelebot. If bad rolls are made for this roll the robot has a system that can be calibrated to prevent friendly fire which of course Ulrich did at the beginning of the trip.

Piloting roll:
Skill [dice]2[/dice]
Wild [dice]3[/dice]

Three to hit rolls with Heavy rail gun and damage for the rolls if they hit.

Skill [dice]4[/dice]
Wild [dice]5[/dice]
explosion wild die [dice]16[/dice]

Damage [dice]6[/dice] AP18

Skill [dice]7[/dice]
Wild [dice]8[/dice]

Damage [dice]9[/dice] AP18
explosion damage [dice]13[/dice] [dice]14[/dice]

Skill [dice]10[/dice]
Wild [dice]11[/dice]

Damage [dice]12[/dice] AP18
explosion damage [dice]15[/dice]


Looks like the first roll missed with a 3 but the second and third roll hit.
Last edited by Ulrich on Mon Jan 16, 2017 6:25 pm, edited 2 times in total.
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Ulrich
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

( OOC: Oops. sorry I put the explosion for my wild die in my previous post under the wrong wild die roll. Sorry Beowulf85. )
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Zima
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Zima »

Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

Tanya uttered a soft curse as she activated the Glitter Boy's stabilization system, the suit's pylons driving into the rain-softened ground. She brought the massive rail gun to bear on the group of dead boys furthest from her--and from anyone else (she'd be damned if she was going to hurt her new friends on her first mission). It was risky, but she took the shot ...

Actions: Digging in, and taking a Multi-Action Penalty to fire. Specifically targeting the group of 3 CS near near the edge of the map, furthest to the 'south'.

Shooting

Skill: [dice]2[/dice]

Wild: [dice]3[/dice]

MAP of -2, for a total of 1. Spending a Benny to re-roll.

Shooting

Skill: [dice]4[/dice]

Wild: [dice]5[/dice]

Total 2. Sigh.
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
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

OOC: Don't forget the +4 to attacks because we have The Drop. That brings your first shooting up to a 5, a basic success barring any other factors. The re-roll is a 6.
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
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Leonidas Alexander wrote:OOC: Don't forget the +4 to attacks because we have The Drop. That brings your first shooting up to a 5, a basic success barring any other factors. The re-roll is a 6.
Oh yeeeeeeeeeah.... I forgot about that. I actually think I hit all three times then. Thank you sir.
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Leonidas Alexander
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

OOC: If people will give movement in Manhattan distance form (2N, 3W), I can quickly update the map. I have add my and Chevy's movement - Ulrich's was not clear about where he was moving to.

EDIT: Zoomed down to just the 5x8 section with the CS and the Bop team. Left the link for full map.


Full Map
Zoom in on Leo, Chevy, Jax
Zoom in on Leo, Chevy, Jax
Swamp Combat Map Round 1 - zoom.png (237.54 KiB) Viewed 45173 times
Last edited by Leonidas Alexander on Tue Jan 17, 2017 11:24 am, edited 1 time 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
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Chevy
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

Leonidas Alexander wrote:OOC: If people will give movement in Manhattan distance form (2N, 3W), I can quickly update the map. I have add my and Chevy's movement - Ulrich's was not clear about where he was moving to.

Or not - apparently the image is too big, heh. I'll load it to my G Drive and just link it.


https://drive.google.com/open?id=0B9te1 ... 1ZOa0hvUmM
Image
OOC:
Funny thing, I'm used to using map coordinates (e.g. 0039, 0042) to mark movement. Would it help to number the map squares?
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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Leonidas Alexander
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

OOC:
Funny thing, I'm used to using map coordinates (e.g. 0039, 0042) to mark movement. Would it help to number the map squares?[/quote]

Probably, but that's a big pain for Beowulf / whoever ends up adding the numbers.
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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Chevy
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

OOC:

Fair point. Shutting up now... :)
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 4 - Combat

Post by Ulrich »

Leonidas Alexander wrote:OOC:
Funny thing, I'm used to using map coordinates (e.g. 0039, 0042) to mark movement. Would it help to number the map squares?
Probably, but that's a big pain for Beowulf / whoever ends up adding the numbers.[/quote]

( OOC: It might be easier to put numeric symbols downwards and alphabetical across the top for reference. That way we could give a grip coordinate like A7 or D15 for example. Also, I do not know how to modify the map. Is it a forum feature I have yet to learn? I am bad about reading up on such things. )
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Ulrich
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Leonidas Alexander wrote:OOC: If people will give movement in Manhattan distance form (2N, 3W), I can quickly update the map. I have add my and Chevy's movement - Ulrich's was not clear about where he was moving to.

EDIT: Zoomed down to just the 5x8 section with the CS and the Bop team. Left the link for full map.


Full Map
Swamp Combat Map Round 1 - zoom.png

(OOC: Sorry I should have been more clear. I rolled three squares south east in a direct carty corner so I would be standing in the middle of the stream. when I stopped and fired)
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Spellweaver
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

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

Spellweaver curses at his miscast spell and re-centers himself.

When Awktech gets close enough, Spellweaver launches another Desmond's Destructive Disks (Onslaugh) again at the nearest targets.

Spellcasting

Skill [dice]2[/dice]
Damage [dice]9[/dice]
Skill [dice]3[/dice]
Damage [dice]10[/dice]
Skill [dice]4[/dice]
Damage [dice]11[/dice]
Skill [dice]5[/dice]
Wild [dice]8[/dice]
Damage [dice]12[/dice]

too many rolls woops
[dice]6[/dice]
[dice]7[/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
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Architect
Posts: 299
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

With the view from the air, AwkTek takes himself and Weaver on due course west (W 4) intent on encountering the North most CS Units.
Sensing Weaver's urgency and intensity, AwkTek decides to push himself, essentially Running or Dashing in flight.



Shooting (Fire Bolt) [dice]0[/dice]
Wild (Fire Bolt) [dice]1[/dice]

Ace Wild (Fire Bolt) [dice]2[/dice]

2nd Ace Wild (Fire Bolt) [dice]3[/dice]

Shooting Total [17]

Fire Bolt Damage MD [dice]4[/dice]



Run/Dash [dice]5[/dice]

Aced (Run/Dash) [dice]7[/dice]

Run/Dash Total [18]

Wild (Run/Dash) [dice]6[/dice]
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 -
Signature Block
Beowulf85
Game Master
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

The Coalition forces, brazenly pursuing the terrified deebees through the swamp, are caught completely off guard by the scouting party.
Chevy, while blaring adrenaline filled classical music, expertly pilots through the swamp's detritus. He drifts slickly over the slugs as the door slides open to admit the deebes and lands in the perfect position to pop off a round and obliterate the northernmost Coalition troops in a small mushroom cloud.
As the Bop drifts Leonidas ejects, using the vehicle's momentum and landing expertly in a roll to carry the speed over as he comes up on his feet. He charges three squares west and, drawing on his sword and righteous strength, reduces three skelebots to scrap metal in the blink of an eye.
Ulrich's unique mech barrel rolls three squares southeast, crashing through the brush, and opens fire obliterating three skelebots, picking them off in rapid order with his rail gun.
Zima takes her stance and time seems to slow, as though even nature knows the power that is about to be unleashed. Trees sway and the fall of the rain briefly alters course as she launches a thunderous round at the trio of deadboys. There were some trees in the way, but there aren't any more. The impact in the soft and damp soil sends up a rainbow slug colored explosion of mud and steam obscuring the area, but everyone feels the impact. Nothing could have survived that. It's doubtful that a search would even turn up any remains.
AwkTech gains a burst of unexpected speed from a helpful gust of magically infused wind, likely an unexpected byproduct of the ley line storm. Some of the others opened up from a range but the dragon is able to nimbly weave between lines of fire to pick off the last group of skelebots that are trudging through the swamp. With a gout of monstrous flame they are reduced to slag.
Spellweaver, riding AwkTech, obliterates the last two remaining skelebots to the west of him, neatly cutting them in half with supercharged flying buzz saws of magical energy.
During the chaos of the unexpectedly quick combat Jaxus attempts to help load the DeeBees in to the Bop, but the terrified creatures don't seem to understand that there's a difference between their would be captors and their would be saviors. The two blue creatures keep charging heedlessly in to the night toward the group's camp site. The other pair of deebees weave to the south, away from the terrifying explosions.
Attachments
And then there were lots of explosions, followed by the offbeat patter of falling polycolored slugs.
And then there were lots of explosions, followed by the offbeat patter of falling polycolored slugs.
Swamp Combat Map Round 2.png (3 MiB) Viewed 45090 times
GM Universal Bennies: 2
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Ulrich
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Ulrich see's that Leo is danger close for any more ranged fire and moves to cover the retreat of the southern group of D-Bees from the skelebots.

Gepanzerter Skorpion's external speakers crackle to life as he moves his large weapon bristled robot facing the skelebots so it's back is towards the scared beings but Ulrich is still keeping a close eye on them in the rear camera veiwers.

"Zhis is Corporal Ulrich Von Schlierkamp of zhe Tomorrow legion. Ve haf a camp vith shelter und provisions. Ve offer our assistance."

Ulrich reapeats this phrase several times to make sure the D-Bees can hear it over the chaos of the melee.

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

total notice of 8
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Leonidas Alexander
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

OOC: Misunderstood the map, apologies.
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]
[dice]9[/dice]
[dice]10[/dice]
Last edited by Leonidas Alexander on Tue Jan 24, 2017 7:07 pm, 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
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Chevy
Posts: 237
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

Seeing the frightened DeeBees flee from the offered refuge of the Bop, Chevy curses silently, Frag! Things never go smooth.

He calls out to Jax, "Cover the Bop! I'm going after the civs!"

He slings his rifle (just in case), jumps out of the ATV, and tries to catch up to the refugees, removing his helmet to reveal his non-human visage and try to calm their panicked state. "Stop! We're friendly! We're here to help!"

Actions:

Move towards the Deebees at high speed.
Running: [dice]3[/dice]

Attempt to calm the Deebees down.
Persuasion: [dice]4[/dice]
Wild Die: [dice]5[/dice]
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
Architect
Posts: 299
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

AwkTek drops to the ground as his and Weaver's attacks clean up a portion of the conflict. Moving amongst the destroyed bots and deadboys, "Weaver, should we try and salvage any of this?"

Notice [dice]0[/dice]

Wild [dice]1[/dice]
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 -
Signature Block
Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

As Chevy pursues the blue creatures, easily closing the gap, one of them stumbles in the shadows and they both fall in a shallow puddle. He can clearly see that it appears to be a man and a young girl. Judging by the angle of his ankle the man has just injured himself and won't be moving anywhere quickly. He shouts something unintelligible and shoves at the girl, but she clings to him and shakes her head. After a brief struggle he gives up and starts crying, holding her defensively. They are clearly utterly terrified, confused, and don't appear to understand a thing Chevy is saying.
GM Universal Bennies: 2
User avatar
Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

Notice
Skill [dice]0[/dice]
Wild [dice]1[/dice]
AwkTech wrote:AwkTek drops to the ground as his and Weaver's attacks clean up a portion of the conflict. Moving amongst the destroyed bots and deadboys, "Weaver, should we try and salvage any of this?"
"We can salvage later. Keep an eye out for reinforcements.

Seeing the panicking DBs, Spellweaver runs over and attempts to communicate.
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
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

Chevy looks perplexed for a second then his overlarge eyes widen in realization. Holy Cannoli! These guys are new arrivals!

He crouches down, putting his hands up to look as unthreatening as possible. "It's all right. We're not here to hurt you. Please." he says in as placating a voice as he can manage, despite the fact he's sure they have no idea what he's saying.

He sees the young girl shivering and his mind went unbidden back to another time, to another young girl, alone and scared. He closed his eyes. No. That was then. It's different now.

In sudden thought, he lifts his helmet up to reach the comlink, On the team freak, he calls, "Chief, we got a situation. I'm with two of the DeeBees, and they're newbs. There may be a fresh Rift around here. One of them is hurt, they don't know the lingo, and they're plenty scared. Um, I don't know what to do."
Last edited by Chevy on Wed Jan 25, 2017 3:36 am, edited 2 times in total.
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 4 - Combat

Post by Ulrich »

Ulrich curses under his breath at his lack of social skills and speaks over the coms to the other members of the squad.

"Mr Spellweaver, try offeringk zhem some food. It might help calmingk zhem down a bit. I vould offer more assistance but I am afraid I am not goot at speakingk to uthers in a comfortingk manner. Vhen zhey are calmed down a bit ve need to tend to zheir injuries vhether through magical or mundain means."

"ZIma und meinself vill continue monitoringk zhe area for more possible hostiles. Everyvone else tend to zhe needs uf the refugees."


Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

Spellweaver wrote:Notice
Skill [dice]2324:0[/dice]
Wild [dice]2324:1[/dice]
AwkTech wrote:AwkTek drops to the ground as his and Weaver's attacks clean up a portion of the conflict. Moving amongst the destroyed bots and deadboys, "Weaver, should we try and salvage any of this?"
"We can salvage later. Keep an eye out for reinforcements.

Seeing the panicking DBs, Spellweaver runs over and attempts to communicate.
If you have any applicable skills or powers, by all means roll on it.

Anyone nearby who passed their latest notice checks sees and hears what appears to be a female of the species charging at Chevy, she is screaming and has a large stick. From the way she's holding it it's evident that she means to try to use it to take his head off (emphasis on try). Judging from her attire and movement, she probably has no idea how to fight.
GM Universal Bennies: 2
User avatar
Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

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

Too many ([dice]6[/dice])

Linguist: Smarts
Skill [dice]2[/dice]
Wild [dice]7[/dice]
Wrong die (wild [dice]3[/dice])

Spellweaver does produces a canteen of water and offers it to the older D-Bee.

Seeing the charging D-Bee, he casts the Sands of Morpheus (Slumber) on her.

Spellcasting
Skill [dice]4[/dice]
Wild [dice]5[/dice]
Explosion[dice]8[/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
Beowulf85
Game Master
Posts: 384
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

The female, already hopelessly exhausted, drops in her tracks and slides through the mud a little way before skidding to a stop next to the male. A little boy, maybe four, with a ragged blanket comes comes running from the bushes near where the woman appeared screaming "MOM! MOM!" He throws himself on to her and refuses to let go as the little girl is reduced to inconsolable tears. The male speaks soothingly as though he's trying to console the children "He sleeps. Do not worry, Daddy, you devil in her protection." He holds them all closely and hides their eyes as he braces for an expected attack.

*Note* Spellweaver is the only one who somewhat understands what the male said, though the child screaming for his mother is fairly easy to understand for everyone who hears it.
GM Universal Bennies: 2
User avatar
Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

Notice
Skill [dice]0[/dice]
Wild [dice]1[/dice]
Spellweaver drops his spear and crouches, doing his best to look nonthreatening. We mean you no harm. You're wife is unharmed. Only sleeping. We want to help you. This place is dangerous. We can give you shelter and safety.

Persuasion
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
Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

Spellweaver wrote:Notice
Skill [dice]2350:0[/dice]
Wild [dice]2350:1[/dice]
Spellweaver drops his spear and crouches, doing his best to look nonthreatening. We mean you no harm. You're wife is unharmed. Only sleeping. We want to help you. This place is dangerous. We can give you shelter and safety.

Persuasion
Skill [dice]2350:2[/dice]
wild [dice]2350:3[/dice]
(Those crit fails though...)

The man whispers something under his breath, there is a faint surge of power, and he throws a ball of mud right at your pretty elven face. He starts chanting something along the lines of "Demon out. Demon out. Demon out." After a few repetitions the children awkwardly join in the chant, and the power being exuded grows marginally.

Slugs continue to fall in off beat plops as the ley line storm wanes and waxes.
GM Universal Bennies: 2
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Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

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

Angrily, Spellweaver swipes the mud from his face and retrieves his spear. He whirls it and shouts "I bind you with the Chains of Tz'nitch (Exalted Dispel) and snuff you with the Sands of Morpheus! (Greater Slumber)"

Spellcasting/Exalted Dispel
Skill [dice]2[/dice]
Wild [dice]3[/dice]

Spellcasting/Greater Slumber
Skill [dice]4[/dice]
Wild [dice]5[/dice]
Bennie
Skill [dice]6[/dice]
Wild [dice]7[/dice]
Explosion [dice]8[/dice]
Last edited by Spellweaver on Wed Jan 25, 2017 8:59 am, edited 2 times 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
User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Although too soon to pick up their language Ulrich is recording everything to review later. He is somewhat adept at deciphering other's speech patterns. (he has linguist)

"Is zhat all of the refugees? Ve need to be sure ve are not abandoningk anyvon."

Ulrich begins a sensor sweet for searching for more refugees as well as hostiles.

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace: [dice]2[/dice]
Ace again: [dice]3[/dice]

OOC:
To clarify, all this action between SpellWeaver and the DeeBees is occurring around Chevy, right? I'm working on that assumption.

Chevy sees the Charlie Foxtrot escalating around him, and jumps up as Spellweaver begins his ominous chanting, his arms spread in an attempt to cool down the situation.

"Woah! Woah! Woah! Stand down, man! No need to get all aggro on them! They're scared out of their wits and you are not helping!"

Actions:
Chevy tries to be diplomatic
Persuasion: [dice]4[/dice]
Wild Die: [dice]5[/dice]
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
Leonidas Alexander
Posts: 48
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

Leo takes a moment to survey the wreckage of the 'bots to see if anything unusual catches his eye, then heads north to the flattened area where the Bop's missile detonated. It's unlikely, but there may be survivors. Assuming they're not stupid and recognize that combat is over, he'll render what aid he can. Besides, there's some questions he'd like to ask.

Keying his radio, he contacts Ulrich: "Corporal, I'm going to look for survivors, assuming there are any. I figure we have questions to ask, and besides - bleeding out on the battlefield is not a fun way to go, over".

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

If there are survivors:
Heal: [dice]2[/dice]
Wild (Heal): [dice]3[/dice]

Spend a Benny to Extra Effort (Heal): [dice]4[/dice]

Heal Total: 6
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
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

AwkTek stays among the remnants of the CS Forces. A question comes to mind. In a booming voice slightly masked by the ley storms and the falling slugs, "Ulhrich, how close is the nearest Coalition uh gathering place?"

AwkTek remains alert as he begins gathering items he believes are weapons and mechanical pieces of the Skelebots. Periodically he stops and looks back the way the DBs and CS Forces were running.

Overall, AwkTek is trying to hide his reaction to adrenaline and the intense nervous edge he feels at having destroyed things he was told were "not good". Above all he is quite certain that him approaching the DBs is out of the question. The fear alone could cause serious issues and irrepairable damage later.

Notice [dice]0[/dice]

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

Knowledge (Electronics) [dice]2[/dice]

Wild (Know (Elec)) [dice]3[/dice]

Knowledge (Engineering) [dice]4[/dice]

Wild (Know (Eng)) [dice]5[/dice]

Ace (Wild (Know (Elec))) [dice]6[/dice]

Benny - Knowledge (Engineering) [dice]7[/dice]

Notice [2]
Knowledge (Electronic) [11]
Knowledge (Engineering) [4]
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
Posts: 276
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Leonidas Alexander wrote:Leo takes a moment to survey the wreckage of the 'bots to see if anything unusual catches his eye, then heads north to the flattened area where the Bop's missile detonated. It's unlikely, but there may be survivors. Assuming they're not stupid and recognize that combat is over, he'll render what aid he can. Besides, there's some questions he'd like to ask.

Keying his radio, he contacts Ulrich: "Corporal, I'm going to look for survivors, assuming there are any. I figure we have questions to ask, and besides - bleeding out on the battlefield is not a fun way to go, over".

Notice: [dice]2357:0[/dice]
Wild (Notice): [dice]2357:1[/dice]

If there are survivors:
Heal: [dice]2357:2[/dice]
Wild (Heal): [dice]2357:3[/dice]

Spend a Benny to Extra Effort (Heal): [dice]2357:4[/dice]

Heal Total: 6
"Understood sir Leonidas. Agreed zhat iz no vay for a soldier to pass to zhe next life. Report any unusual findings or need for assistance. Over"

Ulrich carefully covers Leonidas to make sure he is not jumped

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

As Spellweaver wipes the mud from his face the blue creatures drop in to what is probably a much needed sleep. It's hard to say if they will wake up right away when the spell ends or not, but for now they are still and quiet.

Ulrich's sensor sweep turns up nothing, which isn't surprising considering the storm. It flares unpredictably causing shadows to dance unpredictably and cutting the radio in and out. Even local communications frequently drop for a moment or two.

Leonidas's search turns up one dead body, and the scrapped remains of at least one, possibly two other Dead Boys. It looks as though the missile did its job and then some. The fourth soldier is missing a hand at the wrist where bone is sticking out the end of his arm, and judging by the position of his legs his back is obviously broken. He's barely alive and even with your efforts might not live much longer. If you choose to follow through with the healing you manage to stop the bleeding from the stump of his arm, but he remains mercifully unconscious. He could probably be woken up.

Leo, make the following rolls to see what gear you find while searching for survivors (can be retrieved later).
Salvageable CA-1 armor - 1d4-3
C-12 HALR - 1d4-2
C-18 LP - 1d4-1
Vibro Knife - 1d4
Frag grenades - 1d8-3
E-clips - 1d12+2

AwkTech's search takes longer as he wastes some time futilely trying to recover anything from the remains of the skelebots that he destroyed. Unfortunately their torsos and the guns they were carrying above their heads were reduced to slag by his attack. Whatever remained fell in to the silt at the bottom of the water, which proved nearly impossible to sift through.
AwkTech - If you want to take your time about searching the remains directly to the east you can have a +4 bonus to notice (resulting in a total of +2 when the -2 for unskilled is taken in to account). The other rolls can carry over.

Ulrich's scans of the immediate area come up negative, it seems that the Coalition forces were obliterated.
GM Universal Bennies: 2
User avatar
Leonidas Alexander
Posts: 48
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

"Medic!", Leo calls over the radio. "Got a live one, barely - unconscious, looks like spinal damage. Pretty sure he's not walking again, absent cyber, if he manages to pull through."

Salvageable CA-1 armor - [dice]0[/dice]
C-12 HALR - [dice]1[/dice]
C-18 LP - [dice]2[/dice]
Vibro Knife - [dice]3[/dice]
Frag grenades - [dice]4[/dice]
E-clips - [dice]5[/dice]
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
Ulrich
Posts: 276
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Ulrich moves his walker closer and opens the top hatch. He is sticking out visible from the waist up.

Mr Spellweaver, are you able to magically assist in some healingk for zhe survivor?
User avatar
Architect
Posts: 299
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

AwkTek is bent over the river running his claws through silt and mud, just trying to figure out what he should be looking for. "Aw fiery inferno of death, I lost ... stuff."

"Whatever!" He gets back to his feet and begins slowly wandering towards the Nameless Base Camp when he spots some 'stuff'.

Notice [dice]0[/dice]

Wild [dice]1[/dice]


Knowledge (Electronic) [11]
Knowledge (Engineering) [4]
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 -
Signature Block
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Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

Chevy wrote:"Woah! Woah! Woah! Stand down, man! No need to get all aggro on them! They're scared out of their wits and you are not helping!"
"I believe you'll find they are quite well. I neutralized their magic attack and put them to sleep. I don't attack scared refugees, but I don't allow them to attack me either.
Ulrich wrote:Mr Spellweaver, are you able to magically assist in some healingk for zhe survivor?
Spellweaver turns to Ulrich "I'm afraid my gifts lay elsewhere Corporal. He turns back to Chevy. Will you help me move these people into a more comfortable area?
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
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

Notice: [dice]0[/dice]
Widl Die: [dice]1[/dice]
Spellweaver wrote: Spellweaver turns to Ulrich "I'm afraid my gifts lay elsewhere Corporal. He turns back to Chevy. Will you help me move these people into a more comfortable area?
Chevy hesitates as he looks around at the sprawled unconscious refugees. "Um, yeah. Ah, I knwo at least one of them may have a broken ankle or something, so maybe someone with medic experience should check them out before we start manhandling them."

Slipping his helmet back on, he transmits, "Uh, Chief? Who's our medic again? I think we should have someone check these folks out before we move them."

Despite his words, he walks over to where the young girl is lying to make sure she's all right, gently lifting her head out of the muddy ground and moving her arm to pillow it.
Last edited by Chevy on Fri Jan 27, 2017 6:54 am, edited 2 times in total.
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
Leonidas Alexander
Posts: 48
Joined: Wed Nov 23, 2016 6:55 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

Waait ... Alexander, you're a freaking idiot!, he thinks to himself. Your armor can heal others, genius.

Queuing the radio again, he states, "Cancel Medic, I think I can handle this."

"Okay buddy, let's see if we can't put you back together somewhat," he says as he rubs his hands together and places them on the unconscious soldier. Concentrating, he pushes some of his own energy through the suit and into the target.

Psionics: [dice]0[/dice]
Wild (Psionics): [dice]1[/dice]
Ace (Wild): [dice]2[/dice]
Psionics Total: 8

Upon Success:
SWD pg114 wrote:For Wild Cards, each use of the healing spell removes a
wound with a success, two with a raise. The roll suffers a
penalty equal to the victim’s wounds (in addition to any the
caster might be suffering himself).

For Extras, the GM must first determine if the ally is
dead (see Aftermath on page 78). If so, no healing may be
attempted. If not, a successful arcane skill roll returns the ally
to the game Shaken.
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
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Leonidas Alexander wrote:Waait ... Alexander, you're a freaking idiot!, he thinks to himself. Your armor can heal others, genius.

Queuing the radio again, he states, "Cancel Medic, I think I can handle this."

Understood Sir Leonidas. Let me know if he is too far gone. I haf some morphine in my emergency medical pack.


Ulrich walks over to the refugees and carefully assesses the leg. Checking to see if the alien physiology is close enough to human Ulrich then does what he can to support the blue male's ankle.

Healing
Skill [dice]0[/dice]
Wild [dice]1[/dice]

As Ulrich works he speaks into his com "How is Zheng soldier lookingk Sir Leonidas? Is he going to pull through or do you need somezhingk for zhe pain?"
Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Beowulf85 »

Leonidas's healing makes a visible difference. The flesh on the end of the stump closes to a more manageable level where, with proper bandaging the bleeding ought not pose any threat. His back also begins to untwist, but not all the way. It's likely the internal organs are at least somewhat righting themselves but with this level of injury there is only so much one can do without a specialist. He'll likely still be paralyzed. It's also likely that he'll survive the trip back to Castle Refuge where there are more experienced healers, but only if you take him right away. (85% chance, roll after returning, -5% for every six hour delay in departure). For the time being he remains unconscious, but his breathing and pulse steadies.

AwkTech comes across the remains of eight skelebots. Shredded, sliced, and blown up, but a few of them are still twitching as the last of their power drains.

CV-212 VLF LR - 2d4-1
Sensor Suite (intact head) - 1d6
Mounted Grenade launcher (installed in right arm) - 2d4-1
Mounted Retractable Vibro-Blade (installed in left arm) - 2d4-1
Scrap armor plating - 1d4+1

Chevy, they all seem reasonably intact given the circumstances. Other than the ankle their clothing, which was not suited to this environment, has been reduced to rags. At one point in time it would have been fairly ornate, made of colorful delicately woven fibers reminiscent of fine silk. In addition they've been bruised and scratched up pretty badly. Their blood is, likewise, blue. While there is no profuse bleeding infection is a very real risk in a swampy environment.

Ulrich, it looks as though his ankle is broken. You're able to set it with a splint, but you can't know how bad the break is without better medical equipment. The sooner it's properly treated the easier the healing process is likely to be.

OOC Note: Greatmoonzini (our Jaxus) is back and launching a new game next week. Currently there are two players but we're looking to get it up to 4. If you wouldn't mind transferring your character to another group let us know here. That being said, I'm not looking to split up any established character friendships/relationships/ongoing roleplayed character development (such as Spellweaver/Awktech or Zima/Chevy) and it's totally up to you. If paired characters want to transfer together, that's also doable. It can all be written in to the story as this forum is a shared universe. They already have an alterran cyber-knight and a cybernetic techno-warrior, and I've offered my mind melter for transfer from SET 1.
GM Universal Bennies: 2
User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Zima »

Notice

Skill: [dice]0[/dice]

Ace: [dice]2[/dice]

Wild: [dice]1[/dice]

When it became apparent that the Coaltion forces were no longer a threat, Tanya powered down the firing system of her suit and began a slow walk around the perimeter of the battle site, maintaining radio and visual contact as she went.

"I'm going to hang back and keep a lookout for more incoming--but let me know if you need me to pull someone out from under an avalanche."

Listening to her allies, her friends, treat the fallen left her feeling ... well, a little helpless. She couldn't carry anyone (not comfortably anyway), couldn't comfort or heal anyone. If she tried to approach, all they'd see would be a towering, shining suit of metal with a huge gun--that seemed counterproductive. But at least she had been useful in stopping the Coalition from pursuing these out-worlders. Of course ... there was always the possibility they'd actually done something worth the attention the Dead-boys had been giving them. Still, the Legionnaires were acting on the best information they had available: namely, the Coalition's unlovely but well-earned reputation. She split her attention between the rest of her unit and the plans they were making, and the surrounding terrain. It seemed unlikely that any other Coaltiion unit would be close enough to hear the fight and investigate ... but if they were out there, it wouldn't do to be caught unaware.
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
Chevy
Posts: 237
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

OOC: Correct me if I'm wrong, but we have four DeeBees in custody, right? Man, woman and two children, a girl and a boy.

Chevy ponders the logistics. On the team freak, he lays out his thoughts. "Chief, I can move some of our salvage to your mech and Zima's GeeBee to make space for these folk in the Bop. We need to get them back to the castle stat. They need to be acclimated and we do not have the resources to do it here."
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
Leonidas Alexander
Posts: 48
Joined: Wed Nov 23, 2016 6:55 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

Chevy wrote:"Chief, I can move some of our salvage to your mech and Zima's GeeBee to make space for these folk in the Bop. We need to get them back to the castle stat. They need to be acclimated and we do not have the resources to do it here."
Leo keys his mic:

"Concur, Corporal," he says. "My 'patient' is much improved, but will require more specialized attention. The longer he's without said attention, the more likely he will perish." He pauses for a moment, collecting his thoughts, then, "While I don't cherish any love for the Coalition, he's no longer a threat and is now just someone in dire need of assistance. I'd like to bring him with us back to the Castle - it's not like the Coalition don't already know we're there."

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
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
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Leonidas Alexander wrote: "Concur, Corporal," he says. "My 'patient' is much improved, but will require more specialized attention. The longer he's without said attention, the more likely he will perish." He pauses for a moment, collecting his thoughts, then, "While I don't cherish any love for the Coalition, he's no longer a threat and is now just someone in dire need of assistance. I'd like to bring him with us back to the Castle - it's not like the Coalition don't already know we're there."
Chevy's response is immediate. "Wait, you want to put a Coalsack bastich in my ride? Frag that! Let the scumbag drown in the mud. It's more than he deserves."
Last edited by Chevy on Fri Jan 27, 2017 7:51 am, edited 1 time in total.
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 4 - Combat

Post by Ulrich »

Leonidas Alexander wrote:
Chevy wrote:"Chief, I can move some of our salvage to your mech and Zima's GeeBee to make space for these folk in the Bop. We need to get them back to the castle stat. They need to be acclimated and we do not have the resources to do it here."
Leo keys his mic:

"Concur, Corporal," he says. "My 'patient' is much improved, but will require more specialized attention. The longer he's without said attention, the more likely he will perish." He pauses for a moment, collecting his thoughts, then, "While I don't cherish any love for the Coalition, he's no longer a threat and is now just someone in dire need of assistance. I'd like to bring him with us back to the Castle - it's not like the Coalition don't already know we're there."

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Chevy wrote:Notice: [dice]2400:0[/dice]
Wild Die: [dice]2400:1[/dice]

OOC: Correct me if I'm wrong, but we have four DeeBees in custody, right? Man, woman and two children, a girl and a boy.

Chevy ponders the logistics. On the team freak, he lays out his thoughts. "Chief, I can move some of our salvage to your mech and Zima's GeeBee to make space for these folk in the Bop. We need to get them back to the castle stat. They need to be acclimated and we do not have the resources to do it here."
I vill not abandon somevon in zhe state zhis man is in specialist Chevy, enemy or not. He is no longer a threat and vill be treated as any uther wounded person whom needs our aid. If ve doom him to die az he vould out here ve are not better zhan zhe Coalition. Sir Leonidas, I place zhe soldier in your charge for zhe trip. Your healingk ability seems to be zhe best chance zhat man has of survival. I vill give you some pain killers uf mein mad kit to assist you. Mr Spellweaver, I vould appreciate it if you vould travel close to zhe refugees for zhe first part uf our travel. I am sure Mr Aweteck vill be able to see us vithout your direction. Since you are able to haf limited comunication vith zhem I vould like you to be zhere to help zhem vhen zhey avake und try und cut down on zhey confusion."

"Lets start redistributingk zhe loads und break up camp for convoy travel. I don't vant to be caught here vith our pants down vhen someone comes looking for zhis squad."
Ulrich looks at the dead... I vill begin diggingk a few graves. Coalition or not, I vould like to make sure zhey are treated vith dignity von's passingk to zhe next realm deserves. Please place zhey provisions to be hauled by zhe Gepanzerter Skorpion in a central location of our camp. I vill load it vhen I am finished."


To save time Ulrich uses his robot to dig the holes for the men/women of the fallen while silently saying a prayer for the soldiers. Enemies they may be, Ulrich still feels they deserve some level of respect.

OOC: Knowledge engineering (???) to dig the graves in a suitable area.
Skill[dice]2[/dice]
Wild [dice]3[/dice]

Notice roll
Skill [dice]4[/dice]
Wild [dice]5[/dice]
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

The ice in Chevy's words can be heard through the channel. "With all due fraggin' respect, Chief, putting a bolt through that murdering sumbitch's head's a hell of a lot more merciful than what he and his kind have done to a hell of a lot of people, including these folk right here. And the ones in Tolkeen. You want the piece of shidh to get to the Castle alive, you can haul him back yourself."
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 4 - Combat

Post by Ulrich »

Ulrich speaks over the coms in a proffecional tone as he gets back into his robot. "Specialist Chevy, I know very vell who und vhat zhe coalition iz. Zhey are committingk zhe same sins humanity has in zhe past. As desurbingk as zhis is I vill not lower mein self to zhere standards in mein actions und thought. Mein robot does not haf passenger capabilities, so I am unable to transport him. If it makes it easier for you to zhink uf him as a prisoner who might have imformation to be extracted back at zhe castle zhen by all means do so. You vould not be wrong in such thoughts but I vill not let his countries' lack uf morals become mein az vell."

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

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

Beowulf85 wrote:
AwkTech comes across the remains of eight skelebots. Shredded, sliced, and blown up, but a few of them are still twitching as the last of their power drains.

CV-212 VLF LR - 2d4-1
Sensor Suite (intact head) - 1d6
Mounted Grenade launcher (installed in right arm) - 2d4-1
Mounted Retractable Vibro-Blade (installed in left arm) - 2d4-1
Scrap armor plating - 1d4+1

CV-212 VLF LR - 2d4-1
[dice]0[/dice]

Sensor Suite (intact head) - 1d6
[dice]1[/dice]

Mounted Grenade launcher (installed in right arm) - 2d4-1
[dice]2[/dice]

Mounted Retractable Vibro-Blade (installed in left arm) - 2d4-1
[dice]3[/dice]

Scrap armor plating - 1d4+1
[dice]4[/dice]

It is quite humorous to watch the young dragon gathering things. Not really understanding the whole concept of 'The Horde' that he has heard talked about, he asks Ulrich where he wants the salvaged items.
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
Posts: 276
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

"Place all zhe salvage in organized rows at camp if you vould. It vill help vith distribution for efficiency of load"
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

Chevy's voice is terse, the words clipped. "You don't shoot down a mad dog because you hate the animal. You do it to make sure he doesn't hurt anyone else."

There is a pause. "Fine. I'll haul your trash. Just don't expect me to clean up after it."

He trudges back to the Bop without acknowledging Spellweaver or anyone else nearby. Silently, he maneuvers the vehicle closer to the refugees, to make it easier to transport them back to the camp.
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
Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

Notice
skill [dice]0[/dice]
wild [dice]1[/dice]
"Coporal, I can attempt to dampen the storm and then we could potentially travel by Rift back to Castle Refuge."
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
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Spellweaver wrote:Notice
skill [dice]0[/dice]
wild [dice]1[/dice]
"Coporal, I can attempt to dampen the storm and then we could potentially travel by Rift back to Castle Refuge."
"Zhat sounds like an expediant vay to cover ground quickly. Can you reliably do zhis Mr Spellweaver?"

Ulrich asks as his robot begins digging.

Notice
Skill
Wild
User avatar
Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

"It would be the mystical equivalent of shooting a speeding hawk through the eye in poor light. Extremely difficult but not impossible."
Last edited by Spellweaver on Fri Jan 27, 2017 9:17 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
User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

"There seems to be no immediate threat or time restaint so lets stick to a less difficult vay uf travel. Zhis iz good to know as an option for zhe future zhough if ve are ever pressed for time. Zhank you Mr Spellweaver."


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

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

Notice [dice]0[/dice]

Wild Notice [dice]1[/dice]

AwkTek collects the salvaged items and like a dog returning with the morning paper sets them in front of Ulrich's mech's feet. One of the skelebot head's draws AwkTek's attention and he picks it up and starts scratching his claw across it's dome, drawing squiggles and swirls. Catching a few of the rainbow slugs he mashes these into the new scratch marks on the bots head. "There metal head you look mawvelous."
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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Spellweaver
Posts: 109
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Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

Ulrich wrote:"There seems to be no immediate threat or time restaint so lets stick to a less difficult vay uf travel. Zhis iz good to know as an option for zhe future zhough if ve are ever pressed for time. Zhank you Mr Spellweaver."


Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
"Calming the storm is the difficult part Corporal. Assuming we find the correct type of Rift I have every confidence I could manipulate it effectively. If we can exit the storm's area of effect then we could attempt traveling by Rift. The only time constraint is that of the refugees and the CS prisoner's condition."
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
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Spellweaver wrote:
Ulrich wrote:"There seems to be no immediate threat or time restaint so lets stick to a less difficult vay uf travel. Zhis iz good to know as an option for zhe future zhough if ve are ever pressed for time. Zhank you Mr Spellweaver."


Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
"Calming the storm is the difficult part Corporal. Assuming we find the correct type of Rift I have every confidence I could manipulate it effectively. If we can exit the storm's area of effect then we could attempt traveling by Rift. The only time constraint is that of the refugees and the CS prisoner's condition."
Ulrich nods "If zhe storm iz zhe tricky part I am for zhat plan. Give it a shot Mr Spellweaver."

Notice roll
Skill
Wild
User avatar
Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

Ulrich wrote:
Spellweaver wrote:
Ulrich wrote:"There seems to be no immediate threat or time restaint so lets stick to a less difficult vay uf travel. Zhis iz good to know as an option for zhe future zhough if ve are ever pressed for time. Zhank you Mr Spellweaver."


Notice roll
Skill [dice]2422:0[/dice]
Wild [dice]2422:1[/dice]
"Calming the storm is the difficult part Corporal. Assuming we find the correct type of Rift I have every confidence I could manipulate it effectively. If we can exit the storm's area of effect then we could attempt traveling by Rift. The only time constraint is that of the refugees and the CS prisoner's condition."
Ulrich nods "If zhe storm iz zhe tricky part I am for zhat plan. Give it a shot Mr Spellweaver."

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

Slug roll [dice]2[/dice]

Spellweaver walks into an empty portion of the field, his spear clamped in a white knuckled fist. Despite his bravado, he'd never actually attempted such a feat of magic solo before. His mentor had successfully shut down a storm with Spellweaver's help and the assistance of three lesser acolytes. It had been one of the most difficult and painful things he'd ever done. But, he knew what to do now, and he was confident he could do it, mostly. He spun the spear over his head and started gathering the energies of the storm.

It was a delicate process. He channeled it into the Chrysarium head of the spear and through his own body before grounding it into the earth. If he channeled it too slowly, the energy would replenish and it would be for naught. If he channeled it too quickly, it could burn his body into a husk.

Spellcasting
Skill [dice]3[/dice]
Wild [dice]4[/dice]
Bennie
Spellcasting reroll
Skill [dice]5[/dice]
Wild [dice]6[/dice]
2nd Bennie
Spellcasting Re-reroll
Skill [dice]7[/dice]
Wild [dice]8[/dice]
3rd Bennie
Spellcasting Re-re-reroll
Skill [dice]9[/dice]
Wild [dice]10[/dice]
4th Bennie
Spellcasting Re-re-re-reroll
Skill [dice]11[/dice]
Wild [dice]12[/dice]
Last edited by Spellweaver on Sat Jan 28, 2017 2:18 pm, edited 2 times 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
User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Zima »

Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

Tanya's hand hovered over the comm-control. She swallowed hard ... finally, she thought better of it. This wasn't the time or place for a philosophical debate, which she feared might result if she chimed in. They all had something against the Coalition ... but she felt sure that the Corporal's call was the right one (for what her opinion was worth), and moreover, the fact was that it was his call to make. Still, she resolved to seek out Chevy later on and do her best to soothe any metaphorical bruises that might have resulted.

For the moment, she kept her own counsel ... and kept a close watch on her scanners.
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
Joined: Sat Dec 10, 2016 9:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Jaxus Skarro »

Notice: Audio/Visual (+2) [dice]0[/dice]
Notice: Wild [dice]1[/dice]

Jax, having come out of a bizarre trance, possibly some influence of the rift storm, bends over and retrieves his dropped plasma ejector from the ground.
"Huh, that's strange... when did I do that?" he mutters to himself as he tries to clear the fog from his head.
He shakes his head and then looks around at the surrounding carnage.
"Destroyed bots, blown up transports, rescued survivors... what the hell did I just miss"
Shoot, he thinks to himself as realization dawns on him that he was likely standing in the middle of some serious crossfire.
Jax rapidly slings his weapon over his shoulder and proceeds to pat himself all over checking for holes or burn marks or any other signs of potential impending death.
Once he is satisfied that the fates smiled down upon him and he, somehow, didn't take any energy blasts to the body, he jogs off to meet the rest of the group.

"Corporal, not sure what just came over me but it looks like I blacked out and missed all the action. I'm going to get a check out on these cybernetics systems when we get back. Make sure there are no glitches or anything. In the meantime, I'm good for manual labor or scouting. Sorry my speedster can't carry passengers but I'll make some rounds if you want."
Jaxus Skarro
Bennies: 5
"Silence is a source of great strength."
User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Jaxus Skarro wrote: "Corporal, not sure what just came over me but it looks like I blacked out and missed all the action. I'm going to get a check out on these cybernetics systems when we get back. Make sure there are no glitches or anything. In the meantime, I'm good for manual labor or scouting. Sorry my speedster can't carry passengers but I'll make some rounds if you want."
Ulrich looks over at Jax and nods "Goot to see even vith your glitch you seem unharmed specialist Jax. I do remember you sayingk zhat you vere more uf a stealth und high speed operative zhan a heads up heavy fighter. Very shall see if Mr Spellweaver is able to teleport us via rift. Zhis trip might be over fast if he does. If not zhough I vill be countingk on you for ground recon az ve travel."

Notice
Skill [dice]0[/dice]
Wild [dice]1[/dice]
Last edited by Ulrich on Sat Jan 28, 2017 12:34 pm, edited 2 times in total.
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

Chevy rearranges the interior of the Bop to give space for the refugees, and reluctantly, the Coalition soldier. As he stares down at the injured prisoner, his hand absentmindedly strokes the butt of his pistol in the holster for a moment before turning to enter the driver compartment.

His message comes through comms, "Passengers are secured, we are ready to go. What's the hold-up?"

OOC: Gotta hate autocorrect, am I right? :D
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 4 - Combat

Post by Ulrich »

Chevy wrote: His message comes through comms, "Passengers are secured, we are ready to go. What's the hold-up?"

OOC: Gotta hate autocorrect, am I right? :D
"Mr Spellweaver might be able to teleport us directly to zhe castle after calms zhe storm. It vould be better for zhe refugees to wake up in a secure safe location as opposed to in armored transit." Ulrich replies as he finishes digging the graves and exits the robot. Grabbing the bodies he slides them over and rolls them into their resting places.

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

Slug roll now that I am out of my robot :) sorry we have been forgetting
[dice]2[/dice]


(OOC: lol I know right?)
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

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

Chevy leans back on his seat. "Yeah, 'cause going on a magical mystery tour in a reality-destroying maelstrom will be so much more comforting," he mutters.

He flicks the comms on again, "I'll head back to camp and pack up for the trip, then. Jax, Leo, need a ride? Not much seating space, but you can hang on."
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
Jaxus Skarro
Posts: 20
Joined: Sat Dec 10, 2016 9:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Jaxus Skarro »

Notice (+2 Audio/Visual) [dice]0[/dice]
Notice (wild) [dice]1[/dice]
SLUGS [dice]2[/dice]

"I can hold my own in a straight up brawl, it's just not, you know, my style." Jax replies to Corporal Ulrich.

Jax stows his gear in the storage space of his hovercycle and replies back to Chevy, "Thanks for the offer, Chevy, but I'm good with the speedster here. I'm good riding in the 'Bop if we're headed into some trouble but, in the meantime, I'll stick with a bit of freedom."
Jaxus Skarro
Bennies: 5
"Silence is a source of great strength."
User avatar
Spellweaver
Posts: 109
Joined: Sun Dec 04, 2016 8:15 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Spellweaver »

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

Despite his best efforts, the only thing he's able to do is suppress the slugs for a short time. "Unfortunately Corporal, I wasn't able to suppress the storm. I merely stopped the slug fall."
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
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

Spellweaver wrote:Notice
Skill [dice]2460:0[/dice]
Wild [dice]2460:1[/dice]

Despite his best efforts, the only thing he's able to do is suppress the slugs for a short time. "Unfortunately Corporal, I wasn't able to suppress the storm. I merely stopped the slug fall."
Ulrich nods and speaks over the coms as his finishes his graves.

"I copy zhat Mr Spellweaver. Specialist Chevy, How many passengers can zhe Bop hold? I vould like to haf Mr Spellweaver travel vith she refugees if at all possible to speak vith zhem vhen zhey avake." Ulrich begins packing whatever he can on the cargo nets he has for Gepanzerter Skorpion. If a fight breaks out he will have to release the nets to the ground so he can move mroe freely but untill them he can haul a decent amount.

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
Last edited by Ulrich on Sun Jan 29, 2017 4:55 pm, edited 1 time in total.
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

AwkTek looks to himself and then at Ulrich's mech. "Got any more of those ropey containers I can use?"
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
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Ulrich »

AwkTech wrote:AwkTek looks to himself and then at Ulrich's mech. "Got any more of those ropey containers I can use?"
Ulrich nods and pulls his last one out. He would have three for such hauling needs. "Zhis should make carryingk zhis a little easier"

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Chevy »

Ulrich wrote: Ulrich nods and speaks over the coms as his finishes his graves.

"I copy zhat Mr Spellweaver. Specialist Chevy, How many passengers can zhe Bop hold? I vould like to haf Mr Spellweaver travel vith she refugees if at all possible to speak vith zhem vhen zhey avake." Ulrich begins packing whatever he can on the cargo nets he has for Gepanzerter Skorpion. If a fight breaks out he will have to release the nets to the ground so he can move mroe freely but untill them he can haul a decent amount.
"Well, that's the thing, Chief. I have space for five in here. If you want the mage to ride along, we'd need to chuck the trash out, not that it would be a problem for me."
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 4 - Combat

Post by Ulrich »

Ulrich looks at Jax's hover cycle and thinks for a few seconds. Maybe there is a way for then to rig up a well balanced gurney to transport the wounded man much like the jeeps of old or maybe they would have better luck setting up a gurney on his robot. It has a lot of top surface. He would just have to be careful piloting it.

Knowledge engineering
[dice]0[/dice]
[dice]1[/dice]
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

AwkTek checks on the securing of the cargo netting. "Will make something like these when we get back to Refuge. Thanks."
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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Leonidas Alexander
Posts: 48
Joined: Wed Nov 23, 2016 6:55 am

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Leonidas Alexander »

Leo considers the situation carefully. He understood Chevy's concerns, and does not fault the man for his reaction, but he will not leave this man to die for no reason other than his affiliation.

When AwkTek requests the cargo netting, however, he has an idea.

"Mr. AwkTek, a moment, if you please," he calls out. "Would you be adverse to carrying our prisoner if he's securely bound? If Mr. Spellweaver is transferring to the Bop to help with the dee bees, then perhaps I can take his place and help keep an eye on him?" Leo asks the dragon. It really was a shame that the attempt to quell the storm failed - having a Rift back to Refuge would have been perfect.
Notice: [dice]0[/dice]
Wild (Notice): [dice]1[/dice]
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
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: A Fine Solution: Welcome to the World 4 - Combat

Post by Architect »

AwkTek looks to the prisoner and then inspects him further. "Weight wise. No big deal. Just secure him down."
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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