Mission 9: Ravenous Fury

Adventures of the Legion's 1st Special Exploratory Team.
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Venatus Vinco
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Mission 9: Ravenous Fury

Post by Venatus Vinco » Thu Sep 12, 2019 4:27 pm

Working the Angles
SITREP wrote:
  • Anon and Anarik are researching the book
  • Sinder and Merlaggon are making contact with the local Simvan
  • Rod, Alecto, Seric, and Stormforge are checking out the site of the last attack
Bookworms (Anon and Anarik)
Anon and Anarisk are tasked with working on the summoner’s codex recovered from the ruins of Old Chicago. Information about the tome, the spell construction, and other arcane mysteries may reveal clues about who crafted the spell and where the might be found.

Use K/Arcana at -4 to investigate the book. Add +2 if you also have the Research skill.

Big Talkers (Sinder and Merlaggon)
Sinder and Merlaggon fly west of Castle Refuge, into the old state of Oklahoma. Thanks to his new steed Sinder doesn’t have to hitch a ride on Merlaggon’s back, and Merlaggon does not have to suffer the indignity of being a beast of burden.

Sinder make a Survival roll to make connection with the local Simvan Tribe. This counts as using I Know a Guy for this quarter. Merlaggon can make a cooperative roll to support Sinder’s efforts.

Riding Herd (Rod, Alecto, Seric, Stormforge)
The remaining team members move at mach speed toward Coalition territory. After a very tense moment with a network of anti-aircraft batteries the General proves good to his word and the Dragonwing is able to pass into CS controlled air space. The site of the battle with the Spiny Ravagers is easy to find, the CS Armored Platoon that took them down also laid waste to huge tracts of land. Setting down inside the platoon’s security zone the group is greeted by a surly Sergeant who knows he needs to help but isn’t happy about it. He’s flanked by a psi-stalker in light armor, she obviously can smell magic on Gryphus.

“I got orders direct from high command to give you support. But frankly, I don’t like it. The basics are simple, they came from the east. We shot them to hell. It’s a big damn herd, following their trail should be easy enough for you.”

The Sergeant is uncooperative. If you want more assistance we’ll do this as a 3 round social conflict (Persuasion opposed by Spirit). Otherwise tracking the herd will be a Complex Dramatic Task (Survival and Knowledge Arcana). Getting support from the CS will reduce the number of successes required on the task.
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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Thu Sep 12, 2019 5:41 pm

Confronted by the coalition and there rugged hatred Stormforge did the only thing possible. He wave his hands in the air as if fighting a great shadow. After a few seconds a great rainbow filled the sky. Ain’t magic grand?

Stromforge nodded at the CS sergeant and psi stalker, ” We could sure use your help either to track or as back up. I would say it would be a great chance to see the beauty of magic, but no doubt you would scoff or do something worse if I said that. So I won’t... Still though we are here and together we may accomplish something great.” He paused, ” Before you casually dismiss the notion out of hand. Just remember the closer you are the better the chance you have to double cross us after we complete the mission.”. Stormforge’s eyes glazed over with lightning and he chuckled at his joke, or was he joking. His voice was sincere, ”Common then lets help each other here eh?”
Persuasion 19
Persuasion 1d10 = 10: 10 ace 1d10 = 9: 9 wild 1d6 = 3: 3
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Alecto
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Location: 1st SET

Re: Mission 9: Ravenous Fury

Post by Alecto » Fri Sep 13, 2019 8:31 am

Alecto removes her helmet so she can make eye contact with the Coalition soldiers.

"Sergeant," she began, "We are working for the Coalition. You say you have orders to support us, but it seems as if you may be forgetting that by supporting us, you are supporting your own people. You engaged the Ravagers in combat. You've seen what they can do, what tactics work and what do not. You've taken losses."

"Do not think of this as 'helping us.' Think of it as vengeance against monsters who have hurt you. Who will continue to hurt you. We, the 1st SET of the Tomorrow Legion, are simply a weapon to exact that vengeance. Guide us true, and we will strike their hearts. Fumble us, and we will break...accomplishing nothing."

"Decide."


Rolls: Persuasion Support 5
Persuasion 1d6+1 = 5: 4 or 1d6+1 = 5: 4, +1 for Attractive (hence the helmet removal)
Last edited by Alecto on Fri Sep 13, 2019 3:00 pm, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Roderick Wolfram
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Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Fri Sep 13, 2019 2:43 pm

Persuasian 7 (Support)
Persuasion: 1d6 = 5: 5
Wild Die: 1d6 = 6: 6, Ace 1: 1d6 = 1: 1

Rod watches with a bit of amazement as his team heads off to their various missions. They can follow orders? Who knew? the glass half-full Rod thinks. The glass half-empty Rod, quickly follows up, It can't last.

With Alecto, Seric, and Stormforge securely strapped into the passenger seats of the Dragonwing, the powerful engines gently lift the robot off the ground. The rumble of the engines muffle the whimpering from the Warlock as he realizes the small enclosed space he has allowed himself to be trapped in. The roar of the engine increases as Rod points the Dragonwing to the coordinates given to them by the nefarious CS general.

...

Setting ground near the CS Armored Platoon, Rod opens the hatch and watches everyone scramble out. He get's ready to unbuckle himself, when he sees Stormforge make a bee-line to the Sergeant, followed by Alecto. He settles back in his seat, ready to provide cover fire if the negotiation goes south.

He points his directional microphone towards the pair and listens to Stormforge make a pair of new friends.

He zooms in on the psi-stalker's face, and clicks on the team's channel, "Stormforge, the psi-stalker looks hangry, maybe offer him a wizard-flavored Snickers. Alecto, less robot, more damsel in distress."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

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Anon
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Joined: Mon May 14, 2018 6:36 pm

Re: Mission 9: Ravenous Fury

Post by Anon » Sun Sep 15, 2019 7:38 am

Arcana to Investigate Book: 9
Arcana 1d10-4 = 2: 6
Wild 1d6-4 = -1: 3
EE 1d6+2 = 7: 5
Anon grabs the book and heads to the library. ”Right then. Books.”

He uses the digital scanner in the library to capture each page, and then cross references it with anything similar in the database.

From there, he does a lot of ”hmmmmmm”-ing as he compares what he sees to what he knows, occasionally muttering to his field computer as he punches in particular observations or looks for certain data points.
Anon
Anon Smith a human Techno-Wizard
Character Sheet

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Sinder
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Location: San Antonio

Re: Mission 9: Ravenous Fury

Post by Sinder » Mon Sep 16, 2019 5:01 pm

Big Talkers (Sinder and Merlaggon)

Sinder make a Survival roll to make connection with the local Simvan Tribe. This counts as using I Know a Guy for this quarter. Merlaggon can make a cooperative roll to support Sinder’s efforts.

Sinder flys with the griffon, he feels relief as the wind presses against his armor. Things like his parents go through his head. He tries to focus on the Simvan and what is he going to do
he sees Angel on one side and there on the other is Merl. thank heaven merl is here , he knows if the flaming Bug crape happens to fall it is always great to have a friend like merl , by his side.

Survival using a benny to use the spirit dice
Survival 1d12 = 7: 7
extra effort 1d6 = 6: 6 + 1d6 = 3: 3
Wild 1d6 = 2: 2
TOTAL=16
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Merlaggon
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Re: Mission 9: Ravenous Fury

Post by Merlaggon » Tue Sep 17, 2019 12:18 am

Notice 5
Notice to Assist Sinder's
  • Notice: 1d6 = 5: 5
    Wild: 1d6 = 1: 1
    Result: 5 - Success. +1 to Sinder's Roll (Makes it a 17)
Flying with Sinder who was riding the Griffin, Merlaggon had lots of time to think as he scanned the plains below for hints of where to find the Simvan.

I can't dwell on what that 'General' may have done or will do to my Cory. She wouldn't like it if I dwell on revenge for it. I must let it go and concentrate on doing what is necessary to help get rid of the threat of whoever is bringing those Spiny Ravagers about and eliminating the threat to the area.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

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Venatus Vinco
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Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Sat Sep 21, 2019 6:20 pm

Working the Angles
SITREP wrote:
  • IAnon and Anarik are researching the book
  • Sinder and Merlaggon are making contact with the local Simvan
  • Rod, Alecto, Seric, and Stormforge are talking with the CS
Bookworms (Anon, Anarik)
Anon works diligently on the project, while Anarik is nowhere to be found. Most likely tucked in some secluded corner doing untold things with his demonic pet. The Techno-Wizard is no expert but manages to determine that the spell is not only a summoning ritual but also provides the Megaversal coordinates for the Spiny Ravage home world. Well, most of them anyway. Blood smear from the original attack makes portions unreadable. However, a knowledgeable chemist may be able to lift more information (K/Science to learn more).

The second key learning relates to power requirements. Summoning something as large as a Ravager, let alone a large number of them for breeding, requires a massive source of mystical energy. While a ley line or nexus might work, combined with a celestial event or massive blood sacrifice, it could also be done at a super nexus point. There are only a few of those in North America. One is in Old Chicago where the book was recovered (Common Knowledge +2 for Super Nexus Locations)

Big Talkers (Sinder, Merlaggon)
It doesn't for Sinder and Merlaggon long to locate Simvan ranging areas in Oklahoma, and even less time to find a massive horde of riders. Unfortunately, they are attacking a caravan! No doubt the herd needs supplies and the Simvan need a snack.

Riding Herd (Alecto, Gryphus, Rod, Seric)
The team is very persuasive, despite the Sergeant's misgivings, and it looks like Gryphus may have even won him over until the Psi-Stalker in the unit speaks up, "Sarge, we got orders. Let's point them in the right direction. This one may talk fancy, but he stinks like magic. I don't know what the brass is doing, but normally we shoot guys like this not listen to them...shoot them then eat them."

Frowning at the mention of magic the Sergeant looks from his trust mutant to these strangers before them and tries to balance the situation on the ground against his orders to help, "Look, the Corporal is right. This stinks. The brass letting the likes of you in here doesn't sit well with me and I just want to point you in the right direction and say I did my job. You gotta give me more to go on that this mysterious DSD* bullshit."

*Department of Special Divisions, CS Intelligence and Special Operations
CS

Tokens = 2

Gryphus Result: 21-2=19
Support: +2
Sergeant: -2

Stalker Result = 10
Persuasion 1d8 = 8: 8
Ace 1d8 = 2: 2
Wild 1d6 = 5: 5
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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Sun Sep 22, 2019 10:14 am

Of course you don't know what the brass is doing. You think this is still a simple hunt... Moron.

Gryphus tossed the Psi Stalker a Psi Stalker a candy bar wrapped in silver foil. He smiled, " Here, catch. A wizard flavored snickers bar... Essence of Simvan. Snack on it while we figure out how to best pool the resources we have at hand." A good joke no doubt meant to ease tensions. Apparently the CS were in no mood for rainbows so Stormforge let the one he had held in the sky dissipate. A shame really it was a fantastic display of the beauty of magic.

Gryphus sat down on a wisp of cloud and stroked his chin. He was sympathetic to the plight of the CS, he knew they were often living in a world where they thought everything and everyone was out to get them. More than not they were right. " Look... Lives are at stake. We have dealt with these beasts ourselves, and our trying to understand more about how they came into the world and what currently drives them. You folks have also dealt with them and pushed them off..." He paused standing, " I am not sure what the Brass had in mind bringing us here. I would never claim to be like you because no doubt you would find it offensive and brush off the sentiment far too quickly. However, we are on the same path and we are here to help. I would find having you helping us invaluable, you are good people and having good smart people work together has only ever been the one thing to change the world."

Gryphus reached out a hand to the commander and psi stalker in friendship. He quipped, " Have a snack... No hard feelings if you are peckish. We will all work best if our tummies are full."
Crit Failed on Persuation
Persuasion: 1d10 = 3: 3 wild 1d6 = 3: 3 Reroll with Elan: 1d10+2 = 3: 1 wild 1d6+2 = 3: 1
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Venatus Vinco
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Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Sun Sep 22, 2019 12:28 pm

in-TENSE-ity
As Gryphus pours on the charm he also inadvertently flaunts his magical mastery. This display of arcane affluence sends the Psi-Stalker into a near frenzy. If the Corporal had hair there's no doubt it would be standing on end, "This ain't right Sarge," the stalker says with a vicious snarl and drawing his side arm, "This thing is using magic right now, could be messing with our minds or preparing an attack."

A few squads of nearby soldiers tense up, weapons suddenly ready. The awkward silence is interrupted by the loud mechanical whine of servos moving in the unit's Spider Skull Walkers. Rail guns tracking on the group.

Seeing things escalate quickly the Sergeant looks like he might lose control of the unit.

OOC: -4 on your next round and lose your two success tokens. Alecto, Seric, and Rod can roll Persuasion at -2, each success saves a token.
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Anon
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Re: Mission 9: Ravenous Fury

Post by Anon » Sun Sep 22, 2019 12:32 pm

Science 14
Science 1d6 = 3: 3
Wild 1d6 = 6: 6 + 1d6 = 1: 1
Benny to EE 1d6+2 = 7: 5
Anon reviews the drawings carefully. ”I may not be an expert, but I play one on TV,” he mutters to himself, wracking his brain for any crumb of information left from his chemistry studies back when he was first learning the formulae for making things that go “boom.”
Anon
Anon Smith a human Techno-Wizard
Character Sheet

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Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Sun Sep 22, 2019 12:34 pm

Persuasion 5
Persuasion: 1d6-2 = 4: 6, Ace 1: 1d6 = 1: 1
Wild Die: 1d6-2 = 0: 2
Hmm, maybe telling Stormforge to give the Psi-Stalker a snack wasn't a good idea. Well letting him run out and try to negotiate was probably a bad idea too. Ah, just another glorious day in the 1st!

Rod clicks on the radio knowing both Stormforge and Alecto will hear. "Alecto, knock him down, say something like, 'Know your place, Wizard!' Then apologize to the Sargent. Maybe that will mollify everybody.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

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Anarik Ebonlocke
Posts: 91
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 9: Ravenous Fury

Post by Anarik Ebonlocke » Mon Sep 23, 2019 2:48 am

K. Arcana 1
-4 difficulty
K. Arcana 1d10 = 5: 5
Wild 1d6 = 4: 4
Common Knowledge 6
+2 difficulty
Smarts 1d12+2 = 6: 4
Wild 1d6+2 = 5: 3
Castle Refuge
Night
Round 0

Anarik finally joined Anon with the book. He’d been searching in the castle library for any books that might help them. He got Anon’s observations about the ritual and set about studying it himself, also, but couldn’t make out much more than Anon had already.

So Anarik started looking into the other aspects that they were researching. He wasn’t a scientist, so he tried to recall what he knew about super nexuses.

While they worked, Ilse, in her human form, lounged beside Anon, looking over his shoulder, flirting with the techno-wizard, asking questions and cooing over his knowledge and mastery of science.

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 37/40 (3 locked) (Ley Line: 117/120)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
  • Boost/Lower Trait, Disguise, Drain PPE
Party Loot
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

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Anon
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Joined: Mon May 14, 2018 6:36 pm

Re: Mission 9: Ravenous Fury

Post by Anon » Mon Sep 23, 2019 4:36 am

Anarik Ebonlocke wrote:
Mon Sep 23, 2019 2:48 am

While they worked, Ilse, in her human form, lounged beside Anon, looking over his shoulder, flirting with the techno-wizard, asking questions and cooing over his knowledge and mastery of science.
After a little of this, Anon charges one of his gloves (so she’ll know he’s not flirting) and slaps her hand away. “Anarik’s pet or not, touch me again and I will send you back to hell.” There is no joke behind his eyes.

Turning back to his book, he mutters, as if to himself, “Not exactly my type, anyway.”
Anon
Anon Smith a human Techno-Wizard
Character Sheet

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Merlaggon
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Re: Mission 9: Ravenous Fury

Post by Merlaggon » Sat Sep 28, 2019 9:36 am

Intimidation 8
Don't Forget Fear Checks at -2 if the Simvan haven't faces Huge Dragons before

Intimidate (+2 due Strong Willed, Unknown bonus for Bigger Gun)
  • Intimidate: 1d6+2 = 3: 1
    Wild: 1d6+2 = 5: 3
    • Extra Effort: 1d6+2 = 3: 1
    Result: 8 - Success with Raise
"LEAVE THEM ALONE!!!"

After yelling out at the Simvan, Merlaggon flies by between the two groups and breaths a line of fire between the two before pulling up and turning around to get ready for another pass.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

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Alecto
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 9: Ravenous Fury

Post by Alecto » Sat Sep 28, 2019 10:09 am

Alecto reached out a hand, grabbed Gryphus by the front of his armor, and threw him down onto the ground in front of her.

"Enough!" she declaimed. "Know your place! Magic is for defeating enemies! It's a dangerous weapon, not a child's plaything!"

She looked back at the Coalition officers and her tone softened.

"Please accept my apology on behalf of the 1st SET. He is still a relatively new acquisition, and still has discipline issues. I assure you, this will be addressed before he's allowed further action in the field."

"In this matter, the Coalition States and the 1st SET are allies. I must stress this. Withholding information from us will only cause more trouble and losses for your people. If even one of these creatures breaks through us, it will be up to you to stop it. You will take losses. It costs you nothing to give us your intel. It costs you lives not to."

Rolls: Persuasion 5
Persuasion at -2 1d6 = 3: 3 or 1d6 = 5: 5
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Venatus Vinco
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Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Sun Sep 29, 2019 10:43 am

Working the Angles
SITREP wrote:
  • Anon and Anarik are researching the book
  • Sinder and Merlaggon are making contact with the local Simvan
  • Rod, Alecto, Seric, and Stormforge are checking out the site of the last attack
Bookworms (Anon and Anarik)
Applying modern science to the problem of blood spatters Anon is able to concoct a cleaning solution that removes the blood stains without damaging the underlying pages. With the extra information he is able to piece together a location for the Spiny Ravager home dimension. He is fairly confident that with the help of a shifter, or time to craft the correct device, and enough mystical energy he could open a portal to the world. Anarik circles the known locations of supers nexuses in North America, there are rumored to be elven in total but scholars debate their locations. Two are controlled by the Coalition - one in the ruins of Old Chicago and the infamous Devil’s Gate in St. Louis. Another is rumored to exist to the far north west in the pre-Rfits city of Calgary. The largest, and most likely candidate, is in the Indian Mound nexus epic-centre in the Ohio Valley. This area is covered with more than 100 ley lines and has 13 nexus points within an 80 mile (128 km) area, (the old Indian mound in East St. Louis is at the epi-centre of these nexuses making it the biggest and most powerful). Unfortunately, the incredible amount of magic energy in this region and the Ohio Valley has made it uninhabitable by human life.

Big Talkers (Sinder and Merlaggon)
Seeing the Simvan ready to plunge onto a group of humans Merlaggon swoops down and breathes a line of fire between the two groups. The humans appear terrified and make a hasty retreat, unsure if they are being saved or if they are simply changing whose dinner they will be. For their part the Simvan are furious but know better than to simply attack a giant dragon. Instead one of their leaders pipes up, ”You have done us a great dishonor. Our tribe has been roaming far from home and has not eaten in weeks. You may be mighty, dragon, but you are not invincible. Tell us why you drove off our rightful prey!”

Riding Herd (Rod, Alecto, Seric, Stormforge)
As Gryphus pours on the charm he also inadvertently flaunts his magical mastery. This display of arcane affluence sends the Psi-Stalker into a near frenzy. If the Corporal had hair there's no doubt it would be standing on end, "This ain't right Sarge," the stalker says with a vicious snarl and drawing his side arm, "This thing is using magic right now, could be messing with our minds or preparing an attack."

A few squads of nearby soldiers tense up, weapons suddenly ready. The awkward silence is interrupted by the loud mechanical whine of servos moving in the unit's Spider Skull Walkers. Rail guns tracking on the group.

Seeing things escalate quickly the Sergeant looks like he might lose control of the unit.

Fortunately, Rod and Alecto stage a little dinner theatre that keeps the CS from opening fire - for now. However, tension and suspicion run high and garnering their cooperation will be very difficult.

OOC: Rod and Alecto managed to save the tokens. So this last round is Persuasion at -4 and Gryphus cannot be the lead. Support rolls can be given as usual to offset penalties upto a max of +4. You need at least two tokens total (so no crit fails this round) to get minimal assistance. If Dan is still unavailable, someone should at least roll his Support roll.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Alecto
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 9: Ravenous Fury

Post by Alecto » Mon Sep 30, 2019 8:50 pm

Alecto pressed the Sergeant and his psi-stalker cohort, trying one more time to persuade them. She flexed her brows and curved her mouth in an imitation of human frustration and anger, reasoning that showing them emotion would bolster their empathy.

"Damnit, think about it! Your general went to all this trouble just to get what he needed to force us to cooperate. Why? To save Coalition lives. To save human lives! How do you think he'll take it if we can't stop these ravagers, and you and your men have to fill the gaps? Who will be to blame for each human that falls? Each loyal soldier, or citizen of the Coalition States? Who will the general blame? Who will the families of the fallen?"

She stepped forward, partially putting herself between the sergeant and the psi stalker.

"Do not put your pride, or your anger above your mission, Sergeant. Those will be thin excuses. You save no lives keeping us in the dark. Not ours. Not yours. Not your people's. If your commander saw fit to use us, you can too. He did his duty, now do yours. For humanity. For the Coalition."

Rolls: Persuasion 11, 1 benny spent
Persuasion 1d6-2 = 2: 4 or 1d6-2 = -1: 1, including the -4 penalty and the bonus from Attractive.

I shall benny that.

1d6 = 6: 6 or 1d6 = 5: 5 - includes Elan
Ace 1d6 = 5: 5
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Sinder
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Posts: 281
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 9: Ravenous Fury

Post by Sinder » Tue Oct 01, 2019 5:22 pm

Simvan Leader
”You have done us a great dishonor. Our tribe has been roaming far from home and has not eaten in weeks. You may be mighty, dragon, but you are not invincible. Tell us why you drove off our rightful prey!”
Sinder flies in on the gryphon, with Angle, the flying flaming Tiger roars and circle over head. He hears the simvan speak, he answers, "We were being kind, that was Just to get your attention. First, don't think we are going to let you harm these people. Second we came here to talk to some simvans about a certain threat. Maybe something that can feed your tribe. Last if your tribe doesn't want to talk then when we are finished with you we will find a more a more agreeable tribe to talk with. "

"Should I tell the Dragon that you wish to end our talk? By the way that was just a small flame he used, and he hates long talks. I on the other hand would rather choose a least violent path. You see we have just fought Demons thousands of them,. Right Merl? If you notice , We are here, they are not. Or should we call more Friends "


Sinder tries to calm the Simvan Mounts using beast master.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Merlaggon
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Posts: 330
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 9: Ravenous Fury

Post by Merlaggon » Wed Oct 02, 2019 5:30 am

Sinder wrote:
Tue Oct 01, 2019 5:22 pm
Simvan Leader
”You have done us a great dishonor. Our tribe has been roaming far from home and has not eaten in weeks. You may be mighty, dragon, but you are not invincible. Tell us why you drove off our rightful prey!”
Sinder flies in on the gryphon, with Angle, the flying flaming Tiger roars and circle over head. He hears the simvan speak, he answers, "We were being kind, that was Just to get your attention. First, don't think we are going to let you harm these people. Second we came here to talk to some simvans about a certain threat. Maybe something that can feed your tribe. Last if your tribe doesn't want to talk then when we are finished with you we will find a more a more agreeable tribe to talk with. "

"Should I tell the Dragon that you wish to end our talk? By the way that was just a small flame he used, and he hates long talks. I on the other hand would rather choose a least violent path. You see we have just fought Demons thousands of them,. Right Merl? If you notice , We are here, they are not. Or should we call more Friends "

"You and your people can be considered as much of my kind's prey as those you were hunting are yours. Consider this group under our protection, and leave them alone."

"As my little friend here has said, the flame was just to get your attention. If I REALLY wanted to hurt you, I would have used one of my two not so little toys here."


Merlaggon draws their attention to his Light Missile Launcher and Heavy Railgun.

"Sinder, there is no need to call for more friends. We can just take to the skies and rain fiery death on them from way out of reach of their mounts. The guns they carry wouldn't even scratch me... I have weathered the strikes of Greater Demons and Railguns. The weapons they carry would be a joke... and I haven't eaten a Fury Beetle or Rhino-Buffalo in quite some time... maybe a little less charring will improve the taste this time."

"Anyways, as Sinder told you, we have an offer that you would probably find interesting. Either you, that is... or the next Simvan tribe that we come across. Large animal-like Dimensional Beings called Spiny Ravagers. They are almost the size of one of your Rhino-Buffalos, and while I did not like the taste of them last time we were attacked by a small group of them, they do have a lot of meat on them... if you cannot just make friends with them."
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

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Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Thu Oct 03, 2019 12:03 pm

Persuasion 6, +1 to support
Persuasion 1d6-4 = -3: 1
Wild Die 1d6-4 = -1: 3
Spending a benny for extra effort:

Extra Effort: 1d6+2 = 3: 1 (Includes Elan)

3 bennies remaining.
A bit of a grin crosses Rod's lips as he sees Alecto stomp Stormforge. He's a bit pompous maybe he'll take a moment to think before he leaps next time. He can try his hand at persuading the crazy-ass shifter who is summoning these monsters to stop. Didn't he say he hung out with those Federation types some in the past? Maybe he'll even know the guy.

"Stormforge stay down on the ground. Maybe apologize to Alecto, but you got to make it look sincere, otherwise keep your head down. I think she's almost got this," Rod says over the team's channel.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Thu Oct 03, 2019 12:47 pm

Stormforge spat out blood and twisted in the dirt. ”Me sa a nice warlock, honest...” In an effort to help the cause he pulls out his laser pistol and shoots himself some place that might hurt less than others.
Shooting 7, +1 bonus
Shooting 1d6 = 3: 3 wild 1d6 = 2: 2 benny for extra effort: 1d6+2 = 4: 2
Sometimes it hurts before it gets better.
2d4+1 = 9: 4, 4 ace 1d6 = 5: 5AP2 (either no damage or with a raise shaken)
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Fri Oct 04, 2019 12:53 pm

Sllluuuurrrrrppppp!

Gryphus Stormforge looked up at the greedy psi stalker and then glanced to Rod. To what end was he supposed to play the part of the hapless child like mage? He was no baby dragon, he was a protector of the air and rain! He cluched his arm in pain but gritted through it. I deny you your prize foul creature.
1d12 = 8: 8 wild 1d6 = 5: 5 benny for extra effort 1d6+2 = 5: 3
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Venatus Vinco
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Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Fri Oct 04, 2019 1:05 pm

Spirit 1d8 = 7: 7
Wild 1d6 = 6: 6
Ace 1d6 = 6: 6
Ace 1d6 = 4: 4

All the soldiers tense up when Gryphus pulls his gun, then watch worried as he shoots himself in the leg drawing a small bead of blood. Nearby the Psi-Stalker looks on with greedy lust, fighting on the wound and drawing in a sharp breath.

Stormforge can feel the mutual energy drain from his body, consumed by the stalker's insatiable hunger. The stalker looks mortified and visibly relaxes waving at the soldiers to stand down.

Recognizing the signs of his stalker feeding the Sergeant nods, "Stand down boys. It's neutered for now."

Looking girl at the group the Sergeant shakes his head, "Let me show you folks what we've learned so far..."
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Anon
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Re: Mission 9: Ravenous Fury

Post by Anon » Mon Oct 07, 2019 7:58 am

Venatus Vinco wrote:
Sun Sep 29, 2019 10:43 am
Working the Angles
Bookworms (Anon and Anarik)
Applying modern science to the problem of blood spatters Anon is able to concoct a cleaning solution that removes the blood stains without damaging the underlying pages. With the extra information he is able to piece together a location for the Spiny Ravager home dimension. He is fairly confident that with the help of a shifter, or time to craft the correct device, and enough mystical energy he could open a portal to the world. Anarik circles the known locations of supers nexuses in North America, there are rumored to be elven in total but scholars debate their locations. Two are controlled by the Coalition - one in the ruins of Old Chicago and the infamous Devil’s Gate in St. Louis. Another is rumored to exist to the far north west in the pre-Rfits city of Calgary. The largest, and most likely candidate, is in the Indian Mound nexus epic-centre in the Ohio Valley. This area is covered with more than 100 ley lines and has 13 nexus points within an 80 mile (128 km) area, (the old Indian mound in East St. Louis is at the epi-centre of these nexuses making it the biggest and most powerful). Unfortunately, the incredible amount of magic energy in this region and the Ohio Valley has made it uninhabitable by human life.
Anon rubs at his eyes. Too long looking at this stupid book.

"Okay," he says, "so what do we know? It's not likely to be Old Chicago or Devil's Gate, or our Coalition 'allies' could've just told us. That leaves the monster kingdom up north and the Ohio Valley, neither of which is particularly appealing. I suppose dead is dead, but some kinds of dead might be worse than others, right?"

Anon radios in with what he and @Anarik Ebonlocke have found, and wait for the rest of the team to check in from their various missions.
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Anon Smith a human Techno-Wizard
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Venatus Vinco
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Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Tue Oct 08, 2019 3:51 pm

Buckeye!
SITREP wrote:
  • The gang’s all here
Thanks to their research, Anon and Anarik are able to narrow possible ritual locations down to the great Indian Mound super nexus in the Ohio Valley.

Meanwhile, Sinder and Merlaggon confront a Simvan convoy, robbing them of a meal. Unwilling to tangle with a dragon the group recounts their story. They are actually far from their normal range along the Ohio Plains. It appears they have been pushed out by a very large aggressive species feeding in their territory. One of the psychic Simvan is able to mind link with Sinder to show what the creature looks like and Sinder immediately recognizes it as a Spiny Ravager. With the ravagers roaming their territory the Simvan tribe has been forced westward to find food, pushing them into the Domain of Man and crossing paths with the Coalition and other human forces. They are willing to provide scouts to lead the 1st SET to their hunting grounds if they can provide food for their tribe and promise to return them to their rightful lands.

Gryphus, Rod, Seric, and Alecto stared down the Coalition forces, narrowly avoiding a firefight. Instead, Gryphus fed a cranky psi-stalker and won the support of the Ranger Sergeant assigned to help them. Sergeant Trainhem gives a pretty good rundown of the attack on the Ravager herd, the Rangers located the herd easily enough, they were rampaging around the countryside tearing up farmlands. They used a series of ambushes and ground coordinated air strikes to turn the herd away from civilian areas before blowing them to bits. Trainem reports that the ravagers are smart pack hunters who can track their prey for miles and have a wicked cunning. He also sent an unmanned drone back along their path. Using the remote control he sets the drone to explode in seventy two hours before giving control of it over to the 1st to help scout larger swatches of territory.

With everyone regrouped at the Castle the team prepares notes and makes a plan.
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Anon
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Re: Mission 9: Ravenous Fury

Post by Anon » Tue Oct 08, 2019 4:08 pm

Anon brings the team up to speed on everything he knows about the super nexus at the Great Indian Mound.
K/Arcana 10, 1 Benny Spent
K/Arcana 1d10 = 6: 6
Wild 1d6 = 1: 1
EE 1d6+2 = 4: 2
Anon
Anon Smith a human Techno-Wizard
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Venatus Vinco
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Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Tue Oct 08, 2019 4:22 pm

Anon wrote:
Tue Oct 08, 2019 4:08 pm
Anon brings the team up to speed on everything he knows about the super nexus at the Great Indian Mound.
K/Arcana 10, 1 Benny Spent
K/Arcana Original post: 1d10 = 6: 6
Wild Original post: 1d6 = 1: 1
EE Original post: 1d6+2 = 4: 2
To be updated with the results of the above roll.
Rifts Ultimate Edition wrote: The center of the Magic Zone is located on the banks of the Mississippi in what was once known as East St. Louis, IIinois. This area is covered with more than 100 ley lines and has 13 nexus points within an 80 mile (128 km) area, the biggest and most powerful being an old Indian mound in East St. Louis. The Indian Mound Nexus is reputed to be one of eleven mega-powerful nexus epicenters. Unfortunately, the incredible amount of magic energy in this region and the Ohio Valley has made it uninhabitable by human life.
Arcana and Mysticism wrote: One nexus point, the Indian Mound Nexus, stands largest above the other 12.

At one time, an ancient Native American population built the center of their agricultural society along the Mississippi River. These peoples built upwards of 120 mounds within 6 square miles. The Indian Mound Nexus was Monks Mound, a pyramid built from four earthen terraces. Later generations destroyed most of the mounds while Monks Mound endured, looming over the many others surrounding it.

Among those who study magic, debate continues as to how such a place became one of the eleven mega-powerful nexus epicenters. All agree a ley line always ran through here. They also accept the power relates back to the mound’s history, but no one knows for sure what caused the magical energy to amass here.

One theory believes a temple, built at the mound’s zenith, focused the area’s PPE. This energy accumulated over many centuries, only released by the Great Cataclysm. However, many practitioners of magic believe the extraordinary amount of PPE came from the long-enduring population of the area. Monks Mound’s prominence, they speculate, caused the natural magic imbued within the inhabitants of the area to be collected in the mound, and it found release during the Great Cataclysm. Due to the magnitude of said magical energy, however, no one may ever know for sure.
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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Tue Oct 08, 2019 5:17 pm

Stormforge brings the team up to speed on how to make friends with a psi-stalker. ”Its pretty easy, you just shoot your self. Ouch!” He rubbed his injured thigh.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Roderick Wolfram
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Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Wed Oct 09, 2019 3:58 pm

Rod looks at his surly gang, seeing Stormforge's bandaged leg, he just shakes his head.

"Alright, thanks to Anon and Anarik, we know were these bastards are. We also know that these beasts are cagey and smart so they've probably scattered and it will just have to be a shoot on sight order for the Tomorrow Legion whenever we come across them. Sinder and Merlaggon, thanks for not frying those Simvan to get that intel. And finally Stormforge and Alecto were able to convince the CS with some recon intel."

"So magical types, how can we close whatever dimensional thingy they've got going on? Seems to me no one but the bad guys get any real mileage out of that place, so tell me why we can't nuke it from orbit, just to be sure," Rod says.

"My thought is we reach out to the general with what we've found, and let him know that we will recon the super nexus, but we will need air support from the CS to bombard the area. That should take care of any summoners along with any Ravagers that happen to be coming through at the time. It might also make the general area unable to support life to keep others away from it for a while."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Wed Oct 09, 2019 6:53 pm

Stormforge pondered Capitan Rodrick’s request for mystical knowledge about the effects of nuking a super nexus. He had never been one for academic theoretical knowledge but from time to time he had stopped in the greatest calamities class in New Lazlo.

1d6 = 4: 4 wild 1d6 = 1: 1
@Venatus Vinco what does stormforge know?
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Venatus Vinco
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Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Wed Oct 09, 2019 7:33 pm

Stormforge wrote:
Wed Oct 09, 2019 6:53 pm
Stormforge pondered Capitan Rodrick’s request for mystical knowledge about the effects of nuking a super nexus. He had never been one for academic theoretical knowledge but from time to time he had stopped in the greatest calamities class in New Lazlo.

Original post: 1d6 = 4: 4 wild Original post: 1d6 = 1: 1
@Venatus Vinco what does stormforge know?
OOC: Popular history says a nuclear exchange is what cause the cataclysm. Nuking a super nexus cluster seems like a world end type of idea.
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Anarik Ebonlocke
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Re: Mission 9: Ravenous Fury

Post by Anarik Ebonlocke » Thu Oct 10, 2019 12:35 am

Castle Refuge
Night
Round 0

Anarik stared at Roderick. “Don’t tell me you just suggested nuking a super nexus,” he said to the pilot. “Don’t you know basic arcane physics? That nuclear power has to go somewhere. You toss it in a nexus point, it will supercharge every ley line going through the nexus. That energy is likely to tear open hundreds of rifts along those ley lines, and transfer to any ley line they cross with, sending the energy rippling across the continent, if not the world. Best we can tell, that’s exactly what caused the coming of the Rifts in the first place. It is likely we need to be on location and stop whatever ritual they are using.”

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 42/45 (3 locked)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
  • Boost/Lower Trait, Disguise, Drain PPE
Party Loot
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
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Roderick Wolfram
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Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Thu Oct 10, 2019 9:40 am

Anarik Ebonlocke wrote:Anarik stared at Roderick. “Don’t tell me you just suggested nuking a super nexus,” he said to the pilot. “Don’t you know basic arcane physics? That nuclear power has to go somewhere. You toss it in a nexus point, it will supercharge every ley line going through the nexus. That energy is likely to tear open hundreds of rifts along those ley lines, and transfer to any ley line they cross with, sending the energy rippling across the continent, if not the world. Best we can tell, that’s exactly what caused the coming of the Rifts in the first place. It is likely we need to be on location and stop whatever ritual they are using.”
Wizards! Rod thinks. "Didn't I just say tell me why I can't do it? Why would I know this? So when we fire a laser or launch a missile that strikes a target in a ley line there's a chance that the ley line might explode? I haven't seen it yet. During the war I remember the CS assaulting cities on lines and nexi with massive barrages, and there wasn't a second cataclysm. But okay, what about just regular ol' explosive warheads?"

"No? Fine." Rod responds with sarcasm heavy in his voice to Anarik's next response. "We don't have a lot of time left, and a super nexus covers a lot of ground. We do recon, and then when we find them drop you and your demon in the grinder to stop it. Sound good?"
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Thu Oct 10, 2019 10:29 am

Stormforge opened his eyes and spoke for the first time in the last 10 seconds. What he said he said with finality and and a touch of dread, ”I would be loathe to kill a massive amount of anything at a super nexus. With nuclear or otherwise. As life dies it’s energy is released... If enough gets channeled simultaneously into the super nexus that could be the end... Of everything.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Stormforge
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Re: Mission 9: Ravenous Fury

Post by Stormforge » Sat Oct 12, 2019 5:01 am

Gryphus took some note of Rod’s leadership and agreed with his plan, “Sounds good to me. More information the better.” He got on his griffon glad to have it back and took off for the super nexus with a plan to make him look like cloud cover to anyone looking up at him.

“I’ll be back with your information.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Anon
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Re: Mission 9: Ravenous Fury

Post by Anon » Sat Oct 12, 2019 10:26 am

Anon chimes in, "The territory around the super nexus shifts, so timely recon is best. Unfortunately, that means we might not know what we're getting into until right before we get into it. As for what can be done.... I'm not sure. We've got the ritual book, and we've got @Anarik Ebonlocke. Maybe I can build something that would help us out when we get there?"
Techno-Wizardry to Think Up a Gadget to Help 9
1d12 = 9: 9
Wild 1d6 = 2: 2
After a few minutes of consideration, Anon says, "Okay, what about essentially a giant rift vacuum that sucks in anything tuned to the same dimensional frequency? We could set up "nodes" along the various intersecting nexus points and then then open a rift to the Ravager dimension and suck them all in. We could power it by the super nexus itself, no muss, no fuss. It would just be a question of planting the devices, herding the beasties into the containment zone, and then firing it up."
Updated With Feedback from GM
Like the tag says.
Anon
Anon Smith a human Techno-Wizard
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Alecto
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Re: Mission 9: Ravenous Fury

Post by Alecto » Sat Oct 12, 2019 1:56 pm

Alecto then says, "With regards to Coalition support, it would be wise not to depend on it. They are extremely reluctant to lend material aid of any kind. Even getting basic recon assessments was difficult. The impression I got was that they expect us to be shock troops. First in, first to engage, then destroyed in the counterattack. From our destruction they would then learn what tactics work best."

She indicated the drone. "From our attempt to get aid, this was what was offered. I do not believe the Coalition will be offering more material aid any time soon."

"They do not appear to be expecting us to succeed."
Last edited by Alecto on Sun Oct 13, 2019 4:22 pm, edited 3 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Merlaggon
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Re: Mission 9: Ravenous Fury

Post by Merlaggon » Sat Oct 12, 2019 2:11 pm

"I will also have to pick up a large load of food to last the Simvan until we can clear out their hunting grounds of the Spiny Ravagers so they can return. Otherwise, they will have to go raiding again to feed themselves. I believe that they will work with us to the best of their abilities, since they want to go back to their hunting grounds that the Spiny Ravagers forced them out of."
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

User avatar
Sinder
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Posts: 281
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 9: Ravenous Fury

Post by Sinder » Sun Oct 13, 2019 12:16 pm

Sinder speaks to the Simvan, "I think we can join you and get your land back. Now I can't guarantee that you won't lose any people or mounts , and I think my friend will get you some food. No do you think you can raise some more of the simvans in the area to join your tribe in an attack on these things?"

Sinder looks to Merl, "I think we have some help,"
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Venatus Vinco
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Posts: 2151
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Fri Oct 18, 2019 4:21 pm

Herd Mentality
A plan is set.

The 1st Special Exploratory Group will delve deep into the Magic Zone, aided by Simvan scouts and a Coalition drone, to herd a massive group of monsters into the network of ley lines that makes up the great Ohio super nexus. Once the herd is in position, the team will trigger thirteen techno-wizard devices - each placed on a minor nexus point in the area - tuned to the Spiny Ravagers dimension of origin. Anarik will open a Rift at the central nexus triggering a cascading effect that will banish all ravagers inside the network back into their home dimension.

The plan is fraught with peril but the 1st SET has always been about beating impossible odds.
Please Read
This will be a series of Quick Encounters done over 4 rounds. Each round you must choose a task for your character to take on and make an appropriate roll (note: the first round has 7 tasks, one for each of you so no support rolls are possible). Narrate how the skill you chose helps with the mission described above and the effect of your success or failure. Any skill may be used for support. Indicated penalties apply to Support rolls.

Each successful task earns the group a benny to use in successive rounds, which may be spent by anyone who needs it. Each failure gives the GM a bennie to use to re-roll any Wild Card actions.

Round 1: 7 tasks
Round 2: 4 tasks (Modifier -2)
Round 3: 2 tasks (Modifier -4)
Round 4: 1 task (Wild Card showdown)

The 4th, and final round, will represent getting to the major nexus point for the ritual. Success or failure will influence what happens next. After round 4 we will “zoom in” to more tactical level scenario with role play, real combat, etc.

Note: No, boost Trait and other specific powers can’t be used to buff skills for these tasks. This is represented by using your Arcane skill as a support roll.
Round One:

Task One:
Moving into the Magic Zone it quickly becomes apparent that someone doesn’t want you there.
Roll: Opposed (d8, Wild Die) 1d8 = 2: 2 1d6 = 2: 2
Academics, Battle, Common Knowledge, Electronics, Gambling, Hacking, Language, Notice, Occult, Smarts, Repair, Research, Science, Spellcasting, Survival, Taunt, or Weird Science.

Task Two: Unruly Allies
The Simvan scout are a tremendous asset. They are excellent woodsmen, powerful psychics, and familiar with the area. Unfortunately, they are also cannibalistic predators who eat the hearts of their enemies. As the group moves through the Magic Zone they encounter a large tribe of psi-stalker scouts who insist this is their hunting grounds. Naturally, the Simvan disagree with their natural rivals and a very heated dispute breaks out, threatening a lengthy combat and loss of allies.
  • Roll: Standard
  • Skills: Faith, Focus, Intimidation, Performance, or Persuasion.
Task 3: Droning On
The CS recon drone is a handy asset. It can go well ahead of the group and see things before they become trouble. Unfortunately, the drone runs afoul of a gremlin. Literally. The little imp gets hold of the drone and begins to mess with its systems causing the resource to behave erratically and send back false images. Getting rid of the gremlin is no easy task.
  • Roll: Opposed (d10, Wild Die) 1d10 = 9: 9 1d6 = 4: 4
  • Skills: Knowledge, Electronics, Gambling, Computers, Language, Notice, Repair, Research, Science, Spellcasting, Survival, Taunt, or Weird Science.
Task Four: Faerie Folk
No one really knows who cross the circle first, but it happened. Contained in the powerful circle of a fae the team must negotiate its way out of their hold - beware fae are excellent dealmakers!
  • Roll: Standard
  • Skills: Mysticism, Intimidation, or Persuasion.
Task Five: Fade Zone
One minute the team is moving through the heavily forested Ohio wilderness, the next it is a volcanic alien landscape, and suddenly a lust tropical jungle. It seems the group has entered a fade zone, navigating out of it is no easy affair.
  • Roll: -2
  • Skills: Any
Task Six: Ley Line Storm
It quickly becomes apparently why fading activity is on the rise as a ley line storm brews on the horizon. The storm is many kilometers wide and flashes with blue tendrils of magic energy. Going through it it dangerous, going around it a huge delay.
  • Roll: -2, Arcane skill is -4.
  • Skills: Any
Task Seven: Ravager Attack!
Moving into Ravager territory is risky business! The big beasts are powerful monsters and canny hunters. It doesn’t take long before a small group of them track down the 1st SET and try to make a meal out of them!
  • Roll: Standard
  • Skills: Athletics, Boating, Driving, Fighting, Piloting, Riding, Shooting, Stealth, or Thievery
  • Additional Failure: On failure the character takes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual. Success means the hero emerges with only Bumps & Bruises, and a raise means he escapes unscathed.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Stormforge
Posts: 64
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 9: Ravenous Fury

Post by Stormforge » Fri Oct 18, 2019 7:47 pm

Task 4: The fae

Faries are excellent deal makers.

Grphus wraps a powerful spell in their grove after apparently being held captive. He does not really recall how that malarky happened possibly due to his wandering eye. He looks at them with wind swept eyes and electrically says, “My life for the safe passage for all who travel with me. I will return within 3 months. My vow is cast as unbreakable.” He gently releases the spell, and all it will take is the word of the fae and the deal is struck.

Mystiscism: 1d12+2 = 3: 1 wild 1d6+2 = 8: 6 ace 1d6 = 4: 4
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

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Merlaggon
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Re: Mission 9: Ravenous Fury

Post by Merlaggon » Fri Oct 18, 2019 8:33 pm

Task Two: Unruly Allies
  • The Simvan scout are a tremendous asset. They are excellent woodsmen, powerful psychics, and familiar with the area. Unfortunately, they are also cannibalistic predators who eat the hearts of their enemies. As the group moves through the Magic Zone they encounter a large tribe of psi-stalker scouts who insist this is their hunting grounds. Naturally, the Simvan disagree with their natural rivals and a very heated dispute breaks out, threatening a lengthy combat and loss of allies.
    • Roll: Standard
      Skills: Faith, Focus, Intimidation, Performance, or Persuasion.
Intimidation 7+
Intimidation (+2 due Strong Willed, Unknown Bonus (if any) from Big Gun)
  • Intimidation: 1d6+2 = 7: 5
    Wild: 1d6+2 = 6: 4
    Result: 7 - Success.
"STOP!!! These Simvan are under my protection for the moment. They are helping me and my friends deal with creatures called Spiny Ravagers. For now, you and your tribe will have to let them be. If not, you will be making me very, VERY ANGRY!!!"
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

User avatar
Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Sat Oct 19, 2019 9:13 am

Venatus Vinco wrote:
Fri Oct 18, 2019 4:21 pm
Task 3: Droning On
The CS recon drone is a handy asset. It can go well ahead of the group and see things before they become trouble. Unfortunately, the drone runs afoul of a gremlin. Literally. The little imp gets hold of the drone and begins to mess with its systems causing the resource to behave erratically and send back false images. Getting rid of the gremlin is no easy task.
  • Roll: Opposed (d10, Wild Die) Original post: 1d10 = 9: 9 Original post: 1d6 = 4: 4
  • Skills: Knowledge, Electronics, Gambling, Computers, Language, Notice, Repair, Research, Science, Spellcasting, Survival, Taunt, or Weird Science.
Electronics 14, Success and a raise.
Electronics 1d12+6 = 14: 8
Wild Die 1d6+6 = 8: 2



The Dragonwing follows the CS drone at maximum altitude when it starts reporting diagnostic malfunctions. Beta Rod identifies the Drone's current location, and Charlie Rod, sends the commands to have it land.

Rod tips the Dragonwing over and flies down to it's location.

Sparks and a little bit of smoke can be seen come out of the drone as it rests awkwardly on the uneven ground.

Hoping out of the giant robot, Rod and his two automatons approach the drone cautiously, hearing slight scratching noises with in.

Quickly opening the panel, Rod jumps back in surprise as small ugly creature skitters inside the drone's fuselage. He reaches his armored glove inside to capture the creature. It struggles in his hand, but he has a firm grip. He throws the creature into the air and the two automatons track and fire upon it, vaporizing it in a hiss of steam and a splatter of goo.

"Frack!" Rod says as he looks at the damage inside. "Beta, go get our store of electronic parts." The automaton runs back to the Dragonwing and returns with a small sack of circuit boards and wires.

"Time to do a little surgery," Rod says. He quickly removes the damaged circuit and rewires the placement back in place.

Charlie Rod now back inside the Dragonwing sends the activation single and the Drone begins to buzz and hum as it's systems come back on line.

"Transmission is clear, Rod," Charlie Rod says. The drone lifts off the ground and returns to it's search pattern.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

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Sinder
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Posts: 281
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 9: Ravenous Fury

Post by Sinder » Sun Oct 20, 2019 5:25 pm

Task Seven: Ravager Attack!
Moving into Ravager territory is risky business! The big beasts are powerful monsters and canny hunters. It doesn’t take long before a small group of them track down the 1st SET and try to make a meal out of them!
OOC Comments
Roll: Standard
Skills: Athletics, Boating, Driving, Fighting, Piloting, Riding, Shooting, Stealth, or Thievery
Additional Failure: On failure the character takes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual. Success means the hero emerges with only Bumps & Bruises, and a raise means he escapes unscathed.
Sinder Spots the Creatures And launches fire bolts at large groups.
he he is trying to stamped them
Fire bolt, burst Large +2, Rapid Flame Bolt, Greater flame Bolt
Psi 1d10 = 7: 7+2=9
Wild Dice 1d6 = 2: 2
8d6 = 33: 6, 4, 6, 1, 2, 3, 6, 5

8d6 = 28: 3, 2, 2, 2, 4, 4, 5, 6

8d6 = 32: 4, 6, 2, 4, 2, 5, 6, 3
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Alecto
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Posts: 557
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 9: Ravenous Fury

Post by Alecto » Mon Oct 21, 2019 11:30 am

On seeing the ley line storm ahead, Alecto radioed the others.

"I'll scout ahead and clear the route." She didn't need to add that ley line storms weren't much more dangerous to her than ordinary thunderstorms, as she had no psychic energy of her own at all to draw its fury.

And indeed, with the exception of a few lightning strikes that failed to do more than heat up her armor and bleed St Elmo's Fire from the control surfaces of her jetpack, she was unmolested by the storm. At first.

That was when she spotted an ominous thing. A blue-white surge of light from within a nexus that the storm was crossing over.

"Rift activity!" she called in, "Rift event at following coordinates," followed by a string of numbers. As she came into view of the tear in the fabric of space and time, she noted around it were robed humanoid figures. Something was coming out of the rift as well. Something red-skinned and vile, covered in squamous tentacles and eyestalks.

Not well versed in magical lore, Alecto nevertheless concluded that allowing this thing to complete its transit would possibly impede their mission. Further, in her experience, even powerful mages could be overcome through the sufficient application of shaped-charge explosives.

Magical bolts of energy started winging up from the mages gathered below, several coming close enough to hear crackling even over her jet engines. Drawing on the ley line and the storm, they were far stronger than they'd normally be.

She retrieved her automatic grenade launcher from its mounting bracket alongside the jetpack and brought it to bear. Hollow 'thud' noises ensued as a stream of explosives began raining down on the mages. After the first few blasts, and a casualty, they hastily raised mystic defenses that gleamed like translucent blue bubbles below. These bubbles were shelled from on high until they ruptured and filled with fire. Each one that went down made the rift smaller...until finally the monster was forced to withdraw and the rift collapsed back to a mere 'shift,' or unstable patch, of space.

"Unknown hostile cult encountered attempting to use a rift to summon an unknown alien entity," she reported tersely. "Cult engaged and destroyed. Rift closed. The path through the storm should be clear."

Rolls: Shooting 8, success with raise
Ley Line Storm - Shooting (at -2) 1d12 = 8: 8 or 1d6 = 5: 5
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Anon
Posts: 110
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 9: Ravenous Fury

Post by Anon » Tue Oct 22, 2019 10:44 pm

Task 1, K/Arcana 3, Success
K/Arcana 1d10 = 3: 3
Wild 1d6 = 2: 2
Even off his game while lugging around the heavy bits of equipment he’d helped prepare, Anon is more than a match for whatever pretender is trying to trip up the First. He sees the signs of spell work before castings are complete, he guides the group away from certain ritual areas and towards others, sidestepping traps meant to waylay them.

Unbeknownst to Anon, there are several unseen traps that he accidentally leads the team around, demonstrating once again that it is often better to be lucky than good.
Anon
Anon Smith a human Techno-Wizard
Character Sheet

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Anarik Ebonlocke
Posts: 91
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 9: Ravenous Fury

Post by Anarik Ebonlocke » Wed Oct 23, 2019 4:20 am

Ilserayne Spellcasting Support Anarik 3
-2 difficulty
Spellcasting 1d6 = 5: 5
Spellcasting 6
-2 difficulty
Spellcasting 1d12+1 = 5: 4
Wild 1d6+1 = 7: 6
Ace 1d6+7 = 9: 2
Nexus
Night
Round 1

Anarik paused as the group went from one environment to the other. “Hold up. We’ve gotten into a fade zone,” he told the others. “Sometimes these things are responsive to a strong magical current. They usually have threads that can lead you out if you can get enough power into them to see them, connection points to the prime reality stitching them together. Otherwise they would float off into interdimensional space.”

Ilse, in her human form to make things easier for the others in dealing with her, stepped close to aid Anarik as he started casting a spell to find their way out.

The threads lit up with a sickly green energy. Anarik tugged on one. “This way,” he said, following the thread, and soon they emerged once again into the ley line infused Ohio River Valley.

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 42/45 (3 locked)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
  • Boost/Lower Trait, Disguise, Drain PPE
Party Loot
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

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Venatus Vinco
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Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Wed Oct 23, 2019 3:01 pm

The Valley
Pressing into the Ohio Valley sees a marked increase in magical activity. The massive energy build up plays havoc on equipment and the thru of power is nearly overwhelming to magic users and psychics. Going is slow and danger is turned up to 11.

Hungry Helpers (Opposed: 1d6 = 3: 3 Wild: 1d6 = 4: 4, GM benny EE 1d6 = 5: 5
The Simvan scouts prove their worth through the journey. They are savvy, knowledgeable of the area, and very good at keeping monstrous creatures at peace. Unfortunately, they are also starving. When they happen on a small Federation of Magic village they take to raiding and preparing to consume the locals. They are the enemy after all.
  • Roll: Opposed 9, rolls made at -2
  • Skills: Faith, Focus, Intimidation, Performance, or Persuasion.
Nexus Point
Planting the devices on the various nexus points is not easy work. The points are surging with magic energy making equipment haywire, attracting all manner of supernatural beasts, and of course the whole place is crawling with Spiny Ravager!
  • Roll: -4
  • Skills: Any
Herding Cats
As the team enters into the former Ohio territory there are Spiny Ravagers everywhere. The Simvan are helpful in herding them but getting the large group of supernatural predators moving in the same direction is a near impossible task.
  • Roll: -4
  • Skills: Any
Technical Difficulties
It never fails. Just when you need a piece of gear the most it goes on the fritz. The team's radio communications are totally scrambled by the high intensity ley line interference. Communications with each other and with the drone are increasingly difficult.
  • Roll: -2
  • Skills: Academics, Battle, Common Knowledge, Electronics, Gambling, Hacking, Language, Notice, Occult, Smarts, Repair, Research, Science, Spellcasting, Survival, Taunt, or Weird Science.
Note: Support rolls also suffer from the listed modifiers.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Anarik Ebonlocke
Posts: 91
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 9: Ravenous Fury

Post by Anarik Ebonlocke » Thu Oct 24, 2019 11:17 pm

Ilserayne Spellcasting Support -1
-4 difficulty
Spellcasting 1d6 = 3: 3
Spellcasting 7 1 success
-4 difficulty
Spellcasting 1d12-4 = 7: 11
Wild 1d6-4 = 0: 4
Nexus
Night
Round 2

Anarik focused on placing the charges around the nexus,. He banished the creatures that were drawn through the rifts and struggled to control the chaotic magical energies enough to safely plant the devices. It was hard, but nothing he was too concerned about.

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 42/45 (3 locked)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
  • Boost/Lower Trait, Disguise, Drain PPE
Party Loot
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

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Anon
Posts: 110
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 9: Ravenous Fury

Post by Anon » Sat Oct 26, 2019 4:48 pm

TW 4 for Nexus Point Task, +1 to Anarik, -1 Group Benny
Techno-Wizardry 1d12-4 = 2: 6
Wild 1d6-4 = -1: 3

Using one of the team’s accumulated Bennies for EE: 1d6+2 = 4: 2
Anon sets the first device, fiddling with the controls as the wild magic of the place courses through it. ”Hang in there, Charlene,” he tells the small, black-box looking device, ”we’ve got this.”

He switches the capacitor settings to allow for a heavier flow of power and he magically grounds the device to the ley line.

To himself, he mumbles, ”this has GOT to work.”
Anon
Anon Smith a human Techno-Wizard
Character Sheet

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Merlaggon
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Re: Mission 9: Ravenous Fury

Post by Merlaggon » Sat Oct 26, 2019 5:57 pm

Venatus Vinco wrote:
Wed Oct 23, 2019 3:01 pm

Hungry Helpers (Opposed: Original post: 1d6 = 3: 3 Wild: Original post: 1d6 = 4: 4, GM benny EE Original post: 1d6 = 5: 5
The Simvan scouts prove their worth through the journey. They are savvy, knowledgeable of the area, and very good at keeping monstrous creatures at peace. Unfortunately, they are also starving. When they happen on a small Federation of Magic village they take to raiding and preparing to consume the locals. They are the enemy after all.
  • Roll: Opposed 9, rolls made at -2
  • Skills: Faith, Focus, Intimidation, Performance, or Persuasion.
Intimidation 9
Intimidation (-2 due Difficulty, +2 due Strong Willed)
  • Intimidation: 1d6 = 2: 2
    Wild: 1d6 = 4: 4
    • Reroll
      • Intimidation: 1d6+2 = 5: 3
        Wild: 1d6+2 = 6: 4
        • Re-Reroll
          • Intimidation: 1d6+2 = 8: 6
            • Ace: 1d6+8 = 9: 1
            Wild: 1d6+2 = 4: 2
    Result: 9 - Success.
"No! No eating people on my watch. Soon enough you will have plenty of Spiny Ravagers to eat. If you eat these people, I WILL EAT YOU!!! Soon enough you will have plenty of Spiny Ravager meat to eat. If you can hold on a few more days, there will be lots of Spiny Ravagers to eat. I will fly and see if I can get some ALLOWABLE meat for you to eat."

Cory would be horrified if she heard me threaten them with eating them, but she would probably understand that it was only a threat, and to save those people.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

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Alecto
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Posts: 557
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 9: Ravenous Fury

Post by Alecto » Sat Oct 26, 2019 7:02 pm

Alecto took it on herself to help 'encourage' the immense ravagers to stay on the course the team wanted. Her jetpack gave her the mobility to rapidly support the Simvan wherever they needed help, and also...somewhat crucially...gave her the option of doing quick hit and run style raids to goad the beasts and keep them on the right heading. It was a little like watching a rhino being bugged by an aggressive sparrowhawk...but it did the trick nonetheless...

Rolls: Fighting 6, 1 success
Fighting at -4 1d12 = 6: 6 or 1d6 = 1: 1
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Stormforge
Posts: 64
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 9: Ravenous Fury

Post by Stormforge » Sat Oct 26, 2019 7:37 pm

Stormforge looked at the heroes of the first as they left the non descript trap the faries had sprung on them. It had been a trap that was clearly full of cunning, but at the last minute the chief fair Miles altered the mystics offer of service to start immediately and for all of eternity. It was binding!

The warlock simply said, “ I wish I was going with you... But alas these faries are far too much for us to handle and I had to strike a bargin for your saftey. If you ever come accross my daughter, Cassiopea please tell her I am dead. I have no wish for to see me in such a place. Farewell.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3

User avatar
Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Sat Oct 26, 2019 9:16 pm

Venatus Vinco wrote:
Wed Oct 23, 2019 3:01 pm
Technical Difficulties
It never fails. Just when you need a piece of gear the most it goes on the fritz. The team's radio communications are totally scrambled by the high intensity ley line interference. Communications with each other and with the drone are increasingly difficult.
  • Roll: -2
  • Skills: Academics, Battle, Common Knowledge, Electronics, Gambling, Hacking, Language, Notice, Occult, Smarts, Repair, Research, Science, Spellcasting, Survival, Taunt, or Weird Science.
Note: Support rolls also suffer from the listed modifiers.
Electronics 26, Success + 5 raises
Electronics 1d12+4 = 16: 12 (+6 normally, -2 scene modifier), Ace 1: 1d12 = 10: 10
Wild Die: 1d6+4 = 8: 4
"Damn crappy Coalition tech!" Rod grunts as the signal from the Drone cuts in and out.

Rod, Beta Rod says through the Dominator armor's mental link, Communication with the the rest of the team is not much better.

The pilot of the Dragonwing, ponders a solution while they keep visual contact with the drone. He then realizes he 'heard' the voice through his armor's comm system. That's it! Take control Charlie.

Rod hops out of the command seat, and begins rummaging in the locker in the back and quickly creates a set of comms that use the same Dominator tech in his armor.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

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Sinder
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Posts: 281
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 9: Ravenous Fury

Post by Sinder » Tue Oct 29, 2019 4:59 pm

Sinder think that he should stick with the spiny Ravagers he already disposed of a small group he decides that using the Cone of fire ability with multiple Hits should keep the beast moving in the right Directions he uses Angel also to keep them moving in the right direction
Psi 1d10 = 3: 3 +2 Spending 4 ISP more for the +2 extra effort 1d6 = 1: 1 -4 no help whatsoever

1d10 = 3: 3
Wild Dice 1d6 = 2: 2
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

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Venatus Vinco
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Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 9: Ravenous Fury

Post by Venatus Vinco » Thu Nov 07, 2019 6:48 am

The Thick of Things

Having traversed the magic zone the team heads into one of the most magically dense areas of Rifts Earth. This area is covered with more than 100 ley lines and has 13 nexus points within an 80 mile (128 km) area, the biggest and most powerful being an old Indian mound in East St. Louis. The Indian Mound Nexus is reputed to be one of eleven mega-powerful nexus epicenters. Unfortunately, the incredible amount of magic energy in this region and the Ohio Valley has made it uninhabitable by human life. Moving through this area is fraught with dangers.

As the team presses closer to the burial mound nexus point the electromagentic interference from the ley lines makes technological equipment extremely wonky while those with magical powers are nearly overwhelmed by the raw power. Then, of course, there are the Spiny Ravagers. Packs of them being lead by the vile Corrupt, evil enforcers of the Federation of Magic. Capturing the nexus point for the final ritual will be no easy feat.

Round 3 (all tasks and support rolls at suffer from listen penalties)

The Corrupt
These vile beings are smart, ruthless, and sadistic. They somehow control packs of ravagers using them like tanks in armored formations while the Corrupt use their terrible magic to keep small targets from getting close. Moving past, or through these veritable armored companies is not easy.
  • Skills: Boating, Driving, Fighting, Piloting, Riding, Shooting, Stealth, Thievery, Throwing
    Penalty: -6
    Failure: If the group that fails this task the leader and all support rollers suffer 1d4 wounds.
Storm Surge
To complicate matters a massive ley line storm breaks out making navigation and movement almost impossible and endangering any magic use. Pressing through the storm will require a sheer test of will and skill.
  • Skills: Any
    Penalty: -6
    Failure: If the group fails this task the leader and all support rollers suffer a level of Fatigue
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Alecto
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Silver Patron
Posts: 557
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 9: Ravenous Fury

Post by Alecto » Thu Nov 07, 2019 4:57 pm

Wreathed in flame, a black-armored human figure descended upon the corrupt monsters that sought to control the ravagers. Fury had come to them, with arms like swords. Spells rose to meet it, a few glancing off the armor...and then it was on them. Four perished immediately, and then those Corrupted who fancied a melee scrap came rushing in, howling for blood...a tide of disfigured humanity and far, far worse that rose up to wash over this attacker.

And the Fury cut them down as they came. It moved like something from a dream, or nightmare, every motion calculated to inflict maximum damage while simultaneously avoiding maximum incoming attacks. When the press became too much, a quick blast from its jet-pack launched it to a thinner portion of the mob, forcing them to continually re-adjust.

Despite the carnage, this was not what it was here for. In the movements of the Corrupted, it saw the places where ranks closed...certain individuals and groups were being shielded from what was turning out to be an unexpectedly difficult battle. Yes.

On wings of smoke and rocket thrust, Fury lanced through the arrayed ranks of the Corrupted, leaving a wake of blood and dismemberment, and struck their leaders down in showers of gore, ignoring the attacks of their subordinates.

Rolls: Fighting 14
Fighting 1d12-2 = 10: 12 or 1d6-2 = 4: 6
Ace 1d12 = 4: 4
And wild ace because why not? 1d6 = 3: 3
Last edited by Alecto on Sun Nov 10, 2019 11:37 am, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 330
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 9: Ravenous Fury

Post by Merlaggon » Thu Nov 07, 2019 4:59 pm

Fighting 7 Assisting vs. The Corrupt
Fighting (+2 due Shapeshifter's Claw, -6 due difficulty)
  • Fighting: 1d12-4 = -3: 1
    Wild: 1d6-4 = 0: 4
    • Extra Effort: 1d6+2 = 7: 5 (From Group Bennies)
    Result: 7 - Success
I Hate Posting from my Phone
1d6+2 = 5: 3
1d6+2 = 6: 4
Keeping the Ravagers busy when they are going against Alecto is a bit painful. He is, however, able to Regenerate the wounds they give him about as fast as they are able to give them to him.

Hmmm... These Ravagers seem tougher and stronger than I remember them being.
Last edited by Hans Greuber on Sat Nov 09, 2019 3:33 pm, edited 3 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 1/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 281
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 9: Ravenous Fury

Post by Sinder » Thu Nov 07, 2019 5:06 pm

For Task 2
PSI total 8
OOC Comments
Psi 1d12 = 3: 3 +4 (for 4 ISP)-6 Scene Penalty
Extra Effort 1d6 = 5: 5
Wild Dice 1d6 = 5: 5
Sinder calls upon his sword to and Telepathic communication to relay messages to all.
Last edited by Sinder on Sun Nov 10, 2019 1:48 pm, edited 1 time in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage

User avatar
Anarik Ebonlocke
Posts: 91
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 9: Ravenous Fury

Post by Anarik Ebonlocke » Fri Nov 08, 2019 5:14 am

Ilserayne Support Spellcasting -2 No help
-6 difficulty
Spellcasting 1d6-6 = -2: 4
Spellcasting 4 1 success
-6 difficulty
Spellcasting 1d12-6 = 3: 9
Wild 1d6-6 = 0: 6
Ace 1d6 = 4: 4
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anarik Ebonlocke
Posts: 91
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 9: Ravenous Fury

Post by Anarik Ebonlocke » Fri Nov 08, 2019 5:16 am

Nexus
Night
Round 3

As the others focused on taking out the Corrupt that were controlling the Ravagers so they 1st SET could capture the meganexus, Anarik and Ilserayne focused on trying to ease the effects of the ley line storm, at least in a limited area around the team.

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 42/45 (3 locked)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 3/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
  • Boost/Lower Trait, Disguise, Drain PPE
Party Loot
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:

User avatar
Anon
Posts: 110
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 9: Ravenous Fury

Post by Anon » Mon Nov 11, 2019 1:04 pm

Techno-Wizardry Supporting Task 2, Failure
TW 1d10-6 = 0: 6
Wild 1d6-6 = -4: 2
Seeing @Anarik Ebonlocke's efforts, Anon decides to try and help, too. He whips up what looks to be a handheld stereo device and holds it out. "It vibrates at different magical frequencies," he explains, "and should help keep some of this ambient magic away from us. Sort of like noise cancelling, but for magic."

The little speaker truly is an astounding little piece of magical theory made solid... until Anon turns it on. It vibrates in his palm and makes a few feeble soundwaves, and then is overpowered by the massive P.P.E. surges in the environment around them.

Looking a little embarrassed, Anon says, "ah, it may need a little work, I think."
Anon
Anon Smith a human Techno-Wizard
Character Sheet

User avatar
Roderick Wolfram
Posts: 161
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 9: Ravenous Fury

Post by Roderick Wolfram » Tue Nov 12, 2019 9:15 am

Rod stays out of the way as his team clears a way to the foul wizards and supernatural beings that keep trying to summon more Spiny Ravagers to doom his planet. He does a quick head count and says to himself, "Where's Stormforge?"

He checks the comm history and sees the last known position of the mage. That's right, he was negotiating with the faires.

The Dragonwing lifts off and banks heading towards that last position. In the Dragonwing, it is but a couple of minutes before he is circling the formation. From up high, it's easy to see the rings of various vegatation. He uses his optical sensors to zoom in on each ring, finally coming across a a raggedy looking man dancing relentlessly.

The robot pilot slowly causes the Dragonwing to descend on two columns of fire , setting down a few hundred yards from the ring of giant mushrooms and the dancing man.

Rod cracks open the emergency supplies, and checks the survial gear. He puts aside the check list in german, and shifts stuff aside until he sees what he's looking for. "This will do."

With Beta and Charlie manning the weapons. Rod marches out to the ring and says loudly. "Hello there fairy-folk, I see that you have been keeping my teammate entertained. I would like him back, if you please. I am willing to trade."

He holds up the bag and says, "I've got candy."

The head fairy, perhaps an inch over 2' flies towards him and chitters wildly, clapping it's little hands as his wings buzz rapidly. In a squeaky voice he says, "Candy? We love candy. You can have him, he's no longer any fun."

The trade made, the magic on Stormforge, subsides, and he collapses to the ground. Lying on the ground, Rod can see that the souls of the mage's shoes have been worn away, and many blisters now reside on the bottom of his feet. Despite his height, Rod is able to pick up the mage, now rail thin, and bring him back to the giant robot. Thank god they didn't want pizza.

"You are not out of this old man," Rod says as the Dragonwing flies back to the super nexus. "Shutting down this operation is going to take all the magical firepower we've got since no one agreed with my just arranging an air strike."
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet

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