02 Arrival - A Welcome to Sunny California

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Ndreare
Savage Siri
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02 Arrival - A Welcome to Sunny California

Post by Ndreare »

Card 1d56 a card divisible by 4 is a club a 56 will be a severe ambush: [55] = 55


As the team comes through the Rifts and unexpected waves of nausea hits them. The opposite side of the rifts is misleading as the light is bent around it blocking view of the 6’ drop into the ocean. As they come through, fall, land or gracefully hover each of them realizes they are in a shallow bit of ocean about 5’ deep and at least 50 yards from the shore.

The motion in the water seems to be underwater life fleeing from the heroes as fast as possible frightened by the unexplained experience. The chill of the cold water and darkness of the night sky fill the heroes with a sense of urgency to make it to the shore.

As they come to the shore they know they need to orient themselves to the area and figure out how close to their target spot they landed.




Roll Agility as you come through to react to the sudden unexpected drop!

Sir William and Dred may roll piloting for their hover bikes
Gridia may ignore this drop based on Ley Line Walking ability
Krys may enjoy a free reroll for the not uncommon dimensional effect.
Shelia and Steven may roll piloting for her Power Armor

Narrate how you recover from the water landing and orient yourselves.

Survival roll -2 to know where you are (No default roll allowed, but support rolls are allowed without penalty).

There are small dangers, but little worth mentioning to legendary heroes. Include in your narrative a environmental danger or monstrous animal you deal with. (No roll required for this.)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Maggie
Posts: 124
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Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

Piloting !!1d10: [6] = 6 , Wild !!1d6: [3] = 3
to the drop as he follows @Sir William Mahan through the rift.

He moves quickly to clear the area for those who follow, including Maggie, of course, so they have somewhere to land.

Using his scanners, he checks the area for any clues as to whether they landed in the right place.
Notice !!1d10+2: [3]+2 = 5 , Wild !!1d6+2: [4]+2 = 6


Maggie Athletics !!1d8: [6] = 6 , Wild !!1d6: [6] = 6
, her rifle at the ready and her head on a swivel.

She doesn’t know a ton about navigating through the wild (she’s more of a city girl, truth be told), but she read the briefing packet and she knows what the terrain is supposed to look like.
Common Knowledge to support !!1d8: [7] = 7 , Wild !!1d6: [5] = 5
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Miles RAD Radoslav
Posts: 244
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Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

Sir William glides through the portal
Piloting 1d6: [6] = 6 Ace 1d6!: [2] = 2 Wild 1d6: [4] = 4
, gracefully swooping up and in a circle to assess the situation. As the rest of the team moves through, he calls out to Sheila, "Position check. Do you have a feel for where we are relative to our maps and destination?" He lets his deflection power drop but continues to scan the area carefully for possible opposition.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Shelia
Posts: 17
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Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

Piloting: Handeling +1, Ace edge: 1d10! 1d6!: [3]+[2] = 5
Survival(at least a +2 from support) and -2 from scene: 1d8! 1d6!: [2]+[2] = 4

Why is he asking me where we we are? Perhaps due to pilot error or coliding with @Maggie’s new special armor, or maybe even due to momentary blindness caused by @Dred’s awesomeness the Naurni made Power Armor’s engines shut down and gravity took over. Unable to respond to the cybernights querry this legendary hero lost control of her power armor plummeting into the sunny water.

Prosek’s balls, I can’t see anything except Dred’s ego. Everything is dead... Dead spin... Dead stick... Instrument Panels... Nothing. That juicer’s brilliance fried everything. Frack, I am going in.

Only minutes later walking out of the water did she emerge onto the sandy beach with half a dozen large tentacles now severed wrapped around her power armor. “Maelstrom Maker... And I have no idea where we are.” Did she even belong here with these heroes? Probably not. But its too late to go home. She glanced at @Krysesia’s griffon knowing the familiar was probably a better companion than her.
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil
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Setrakian
Daniel (Lars)
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Re: 02 Arrival - A Welcome to Sunny California

Post by Setrakian »

Piloting 1d6!!: [7!!] = 7
WD 1d6!!: [4] = 4

Survival roll? Dred doesn’t care where we are. Just that we are doing it.



As Dred attempts to right the hovercycle his sunglasses get knock off his face. Glancing around for them he sees he’s about to crash into Shelia. His blinding white burning eyes look directly at her a moment before his attention returns to pulling the ‘cycle out of a tailspin.

Tarn’s tits! I nearly slammed into her Naruni Power Armor. Oh crap. Liquid love kicking in! Juuuuuuice!

A barrel roll later the burning bright old juicer rockets up away from the water and spins around psychotically asking more from the ‘cycle than any sane pilot would. G forces make his face look funny and white light swirls in a circle. Grinning down at Shelia the juicer is about to say some stupid witty remark but realizes she’s not out of danger!

The fudge monkey is that! Massive squid monster? Damn it. I put her in danger.

Dred taps the auto land button and dives off the hover cycle. Plunging straight down like a boulder on white fire he crashes down into the tentacled monstrosity that is attempting to drag Shelia down.

The chain saw rips and tears. Slashing back and forth with the deadly cutter Dred looks like a toddler in the shallow end having a temper tantrum. A tantrum with a chain saw. As Shelia makes her way to shore Dred slogs up next to her and says, ”Sorry about that. Oh! Look there they are!

Reaching down to the sandy beach Dred picks up his sunglasses and covers his white eyes. A massive smile falls onto his face.

“Let’s go @Shelia, glad to be here with ya. I ever tell you about this one time Fritz, your Legion buddy, and I were both still in the CS and we got in a bar fight with some city rats...!”
Accounts

Savage Rifts Game Master
Discord: Daniel (Lars)

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Setrakian Dragon Juicer
    Lost Jungles (Federation of Magic) GM - Technospawn
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
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Maggie
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Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

The fight with the sea creature, if you want to call it a fight, happens so fast that it’s practically over before Maggie realizes it’s started.

She brings her rifle to the ready position, scanning for further threats, but she’s really not very tall now that she’s not wearing a Glitter Boy suit. ”Steven, gimme a boost.”

Wordlessly, the AI-driven Jackrabbit Power Armor reaches out a hand and Maggie climbs up, standing on Steven’s shoulders.

Much better, she thinks. She looks out over the team, trusting her senses to catch danger before it catches her... but she turns intangible again, just in case.

Between the two of them, she and Steven point very large weapons in opposite directions, covering the rest of the group’s arrival.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Miles RAD Radoslav
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Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

Seeing Dred take down the sea creature, Sir William spots a shadow beneath the waves behind him. He dips his hovercycle down, a psi-sword appearing in his left hand, and stabs down once into the water. A large mutant shark rolls belly up, vicious fangs peeling back from its lips as it bleeds from a neat hole in the back of its head.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Shelia
Posts: 17
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Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

@Dred could not see the forlorn look on her face at the mention of Fritz. But he did seen the large Naruni PA stop mid stride for a brief second. A second time, caught off gaurd.

Over the loud speaker Shelia simply said, “Its ok... Going in like we did, there were bound to be frack ups. I doubt it will be the last on my part.” Her systems had returned but she still had no clue where they were, “I am not sure where we should be going. My navigational unit can’t be right... It says we are in Tolkien.” There was a bitterness to her voice at the mention of Tolkien. Clearly a story to be had if one had the fortitude to draw it out.
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil
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Krysesia
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Re: 02 Arrival - A Welcome to Sunny California

Post by Krysesia »

Post WIP
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Ndreare
Savage Siri
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Re: 02 Arrival - A Welcome to Sunny California

Post by Ndreare »

Getting to shore the heroes gathered telemetry and skills tell them they did indeed arrive in ancient California. However their location seems to be a couple hundred miles north of where they expected. The ley line that the team arrived on seems to be rolling gently north in an eerie and inexplicable way unfamiliar to anyone in the team other than Krysesia.

A rumble can be felt in the earth on the beach and as the heroes begin looking about they see less than 200 yards away a distortion in the air from dust being kicked up from the ground, but no sign of what could cause the rumble. Then within moments the ripples in the earth become obvious.

Something was swimming in the earth with an impossible speed as if in the water, multiple of them racing for the heroes! The heroes bracing for the approach have a choice, flee or stay and fight!



You have a choice, two possible Dangerous Encounter
  • Flee - Make an athletics, piloting, driving or other appropriate roll as you flee, climb on something or take flight. If you have flight and flee add +4.
    1. 1 or less: Your flight was drought with multiple ambushes from below as the worms come out and attack you multiple times. Take 1 wound 1d4 times (each can be soaked individually).
    2. Fail: Your flight was a success, but you take a lashing on the way. Take 1 wound (can be soaked)
    3. Success: Some bumps and bruises from the escape, but you made it to safety. Take 1 fatigue (while fatigue normally cannot be soaked, this fatigue can be soaked).
    4. Raise: Take off like a machine, you duck, dodge and weave is a manor no other can. Escape unharmed.


  • Fight - Pathetic giant worms will not be your downfall. You stand your ground and tear these things apart. Fighting from the ground roll Athletics, Fighting, Shooting, or Power skill -4 (use 3d6 power points or rounds). Fighting from the air roll Shooting, or Power skill -2.
    1. 1 or less: The battle did not go your way. One thing leads to another and soon you are on the ground needing help from the others to get you out alive. Take 1 wound 1d4 times (each can be soaked individually).
    2. Fail: Your battle was hard and dangerous, but you made it out. Take 1 wound (can be soaked)
    3. Success: Some bumps and bruises, but these worms were too predictable for you to be all that bothered by them. Take 1 fatigue (while fatigue normally cannot be soaked, this fatigue can be soaked).
    4. Raise: A moment of exhilaration comes on you, you are all over the battlefield, destroying one worm after another. You escape unharmed.
    5. 2 or more Raises: A moment of Glory, you are the lord of this battlefield, destroying one worm after another, even rescuing an ally turning a critical failure into a normal failure.
graboids.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Setrakian
Daniel (Lars)
Posts: 77
Joined: Wed Jun 07, 2017 5:21 pm
Location: Federation

Re: 02 Arrival - A Welcome to Sunny California

Post by Setrakian »

1d12!!-4: [7]-4 = 3 Shooting from Air is only -2. So. 5 1d6!!-4: [5]-4 = 1
1d8!!: [7] = 7
3d12!!+3: [10, 4, 4]+3 = 21


Attack!

Juice flows. The world slows. Euphoric bliss. Heart pounds. Eyes burn.

As the giant worm ripples across the sand Dred, about to get onto his hover cycle, winks at Shelia and with lightning reflexes pulls his NE pistol out and opens fire on the worm.
Accounts

Savage Rifts Game Master
Discord: Daniel (Lars)

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Setrakian Dragon Juicer
    Lost Jungles (Federation of Magic) GM - Technospawn
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
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Shelia
Posts: 17
Joined: Tue May 05, 2020 9:07 pm

Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

Flying Psionic's: (Major Psionics+4ppts for +2 1d12+2! 1d6+2!: [9]+2+[4]+2 = 17
Oh I forgot -4 Psionics in PA.
Total is 7. She is now fatigued.

Ppts lost: 3d6+4: [6, 6, 1]+4 = 17

Shelia looked at @Dred knowing the juicer was going to play this graboid attack one way. Yeah Graboids... Mike used to watch all the old tremor movies. His three favorites were Tremors IX: Black Ice, Tremors XX: Valentine’s Day Off, and Tremors XIV: The Dingo. Channeling her fau cyberknight abilities she drew upon her intuitive combat and manifested her psi blade. While her PA blocked some of her spiritual connection her mind was far more formidable and broke through the planar barriers boosting her combat prowess ten fold. She could only hope @Sir William Mahan would not hold her abilities against her. Some knights she had met did not appreciate her departure from the fold and frowned when she used abilities learned in the knighthood. Why does his opinion even matter... But it does, frak it does.
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil
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Miles RAD Radoslav
Posts: 244
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Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

Fighting 11
1d12-4: [12]-4 = 8 Wild 1d6-4: [4]-4 = 0 Ace on Fighting 1d12!: [3] = 3
Sir William stops his hoverbike in midair. It seems this leadership business is... complicated when one's team includes a juicer. Rolling gracefully from the saddle, he drops to the ground, psi-blades manifesting in each hand. With no more emotion than a training session, he flows from form to form - Swift Drummer, Stooping Hawk, Picking Thornberries, and finally Setting Moon. In the path behind him are severed chunks of "graboids", a few still thrashing with the remnants of life. He turns to survey his team, checking to see if anyone was hurt.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

Maggie shooting !!1d10-2: [8]-2 = 6 , Wild !!1d6-2: [6]-2 = 4


When the ground creatures attack, Maggie activates the magical flight pack on her Infiltrator armor and takes to the sky.

As always, the suit provides an incredibly stable platform for flight, and she has no difficulty bringing her big rifle around.
!3d6: [3, 4, 5] = 12
but does get herself into a bit of trouble when she hovers too close to the ground and one of the odd tongue things gets ahold of her ankle, squeezing her hard. Fortunately,
Vigor !1d10: [7] = 7 , Wild !1d6: [2] = 2 , -1 Benny to Soak


Steven shooting !!1d12-4: [6]-4 = 2 , Wild !!1d6-4: [6]-4 = 2
Benny to reroll !!1d12-4: [11]-4 = 7 , Wild !!1d6-4: [5]-4 = 1


Steven is less fortunate than Maggie in that he cannot get off the ground and he quickly finds himself assaulted by one of the creatures. As the tunneling beast makes for Steven’s legs, Steven exerts a bit of will and activates the magical runes etched into the Jackrabbit that is now his home. He becomes imperceptibly faster - too fast for the grasping creature to hold - and spins away from it. In the same motion, he brings up his Mini Rail Gun, sending wave after wave of
3d6: [3, 3, 2] = 8
into the beasts. He’s left a little dizzy for his efforts, but he
Vigor !1d10: [2] = 2 , Wild !1d6: [6] = 6
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Krysesia
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Re: 02 Arrival - A Welcome to Sunny California

Post by Krysesia »

Krysesia flies above the fray, Princessa instinctively gaining altitude as she sense the presence of the worm monsters. "Not these again..." she says in an exasperated, but not worried, tone. She begins
Spellcasting 1d12!+2, 1d6!+2: [4]+2+[4]+2 = 12
Benny for Reroll: Spellcasting 1d12!+2, 1d6!+2: [7]+2+[4]+2 = 15
Benny for Reroll: Spellcasting 1d12!, 1d6!: [9]+[1] = 10
Spellcasting 9; -2 Bennies
,
PPE Burned 3d6: [1, 5, 4] = 10
10 PPE burned
to assist in trapping and destroying the monsters, resummoning them when they are overwhelmed. She appologizes to her elementals as she brings them back. "I'm sorry my friends, it's like that time on Inculta and then again in Earth's past. These things just don't know how to die properly. Please help them along to a final rest."

As she directs them, it's obvious to anyone observing her she is used to commanding troops of all kinds, and the elementals seem to react to her direction with innate understanding.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 02 Arrival - A Welcome to Sunny California

Post by Ndreare »

As the heroes fight off the graboids they find the creatures are simply no match for the awesome offensive power wielded by them. As the summoned elementals finish off the last of the graboids chasing them into the earth as they flee the heroes find there are no threats left behind. The field is clear and they are able to see the last illuminations of the retreating ley line as it swings further out into the ocean.

With the issue resolved it is time to head south. The heroes gather up around Sir William Mahen for direction and assignments they begin working. Each assigned to the task they are most capable of as they move on. Do they move away from the shore for privacy, or do they stay out in the open for the advantages of long range perception, do they move quickly to cover ground, or do they move slowly, spending longer but with safer options.

Navigating such a journey will require familiarity with the way lands adapt and skills at moving through terrain efficiently. A watch must be set to ensure no ambushes or risks come their way as they move. Lastly if the manpower can be spared a scout could help control the potential risks from future travel. Just getting back to the originally planned landing zone will take at least a week on foot, then move into New Tijuana will be a days journey further. But in these demon filled horrific lands the risks are as high as random trips through the magic zone.




Write up what you are doing, make it interesting and roll for whichever task you are assigned to.

You have three tasks, Navigation and Lookout are required, but Scouting can really help.

The trip is through a demon infested waste with few resources and a changing landscape it has a horror factor of 4 meaning all roll will suffer a -4. Krysesia may ignore the -4 Horror Factor penalty based on her Shifter Iconic Framework, Those with Brave may ignore -2 of these penalties. .
Flyers get +2 to Navigation and Lookout.

NAVIGATOR
(Made first, a critical action): Each day of travel the Navigator makes a Survival check to guide the party. This critical task informs
the following Quick Encounter checks (see Turn Order & Critical Actions under Quick Encounters in Savage Worlds).
„„Success: The party is headed in the right direction, no extra effect.
„„Raise: The following Lookout, Pilot, and Scout rolls are all made at a +1 bonus.
„„Failure: The party wastes time traveling in circles or doubling back, making no meaningful headway.
„„Critical Failure: The group heads in the wrong direction and becomes lost. The Navigator must make a successful Survival roll at a −2 penalty to reorient the party at a subsequent date (checked once per day of Travel as usual, only if they realize they are lost—GM’s discretion).

LOOKOUT
(Required): The Lookout makes a Notice roll each day of travel to spot threats to the journeying party.
„„Success: You keep a good watch. Draw for Encounters as normal.
„„Raise: The party cannot be ambushed by a random encounter (see Surprise in Savage Worlds).
„„Failure: Failure means each member of the party must check Agility or suffer a level of Fatigue from Bumps and Bruises (or Vehicle Fatigue for those driving vehicles). In an area with a Horror Factor of −2 or –3 a Wound is suffered instead (d4 Wounds at Horror Factor –4 or worse).
„„Critical Failure: As a failure, but the Agility checks are made at a –2 penalty and always result in Wounds.

SCOUT
(Optional): The person responsible for making Stealth checks to reconnoiter the path ahead of a traveling party.
„„Success: The party is forewarned of what lies ahead. Draw for Encounters as normal.
„„Raise: the party may draw two encounter cards from the Action Deck and choose the result (see Encounters under Travel in Savage Worlds).
„„Failure: The GM draws two encounter cards from the Action Deck and chooses the result (see Encounters under Travel in Savage Worlds).
„„Critical Failure: The GM rolls on the Trouble table, complicated by a roll of If Things Weren't Bad Enough and The Plot Thickens per the Rifts® Game Master's Handbook.

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
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Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

Notice 2
1d4!: [3] = 3 Wild 1d6!: [4] = 4 -4 +2 for flying
Sir William surveys his team. "Right. Time to move out. I'll take high lookout. Krysesia, you keep watch on the ground. Dred - move out ahead and scout for us. The rest of you, try to help Sheila figure out which direction to head." He guides his hoverbike into the air, following the team as they move into the wilderness, eyes peeled for any threats.
Dice rolls
1d4!-2, 1d6!-2: [1]-2+[3]-2 = 0
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

+1 to Support Sheila’s Survival Roll
Maggie Notice to support 1d8!: [5] = 5 (+2 from flying, +2 from magic specs, -4 from scene), Wild 1d6!: [3] = 3

Steven Electronics to Support 1d10!-4: [6]-4 = 2 , Wild 1d6!-4: [4]-4 = 0

Free reroll from reliable
1d10!-4: [6]-4 = 2 , Wild 1d6!-4: [5]-4 = 1

Sir William Mahan wrote: Tue Jun 30, 2020 12:52 pm
Sir William surveys his team. "Right. Time to move out. I'll take high lookout. Krysesia, you keep watch on the ground. Dred - move out ahead and scout for us. The rest of you, try to help Sheila figure out which direction to head." He guides his hoverbike into the air, following the team as they move into the wilderness, eyes peeled for any threats.
Maggie gives Steven a thump on the shoulder. "You heard him, big guy. I'll go high."

With a small focus of will, she channels power into the flight system on her Infiltrator armor and takes to the sky. She feels the unease practically seeping out of the ground, and she feels a little better in the air, a little higher and a little freer. From up there, she can call out landmarks and radio headings back to @Shelia.

On the ground, Steven leans into the sensors on his suit, pushing them to log or identify any of what he's seeing, but it just doesn't work. He can't shake the feeling of foreboding that Maggie seems to push through, and it still feels foreign to him. After so long spent in a practically fearless state, even identifying what he feels as fear is a relatively new exercise, and it throws him off. He shakes his head, or, rather, the head of the armor, but it's not as though that does anything. It's just an expression, really; one of the many things he's picked up from Maggie and their companions.

Unfortunately, he's just not much help today.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Setrakian
Daniel (Lars)
Posts: 77
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Location: Federation

Re: 02 Arrival - A Welcome to Sunny California

Post by Setrakian »


(Optional): The person responsible for making Stealth checks to reconnoiter the path ahead of a traveling party.
„„Success: The party is forewarned of what lies ahead. Draw for Encounters as normal.
„„Raise: the party may draw two encounter cards from the Action Deck and choose the result (see Encounters under Travel in Savage Worlds).
„„Failure: The GM draws two encounter cards from the Action Deck and chooses the result (see Encounters under Travel in Savage Worlds).
„„Critical Failure: The GM rolls on the Trouble table, complicated by a roll of If Things Weren't Bad Enough and The Plot Thickens per the Rifts® Game Master's Handbook.


Scouting Rolls Stealth 1d6!!: [8!!] = 8
WD 1d6!!: [5] = 5


Raise: the party may draw two encounter cards from the Action Deck and choose the result (see Encounters under Travel in Savage Worlds).

My vote:

HEARTS — STRANGERS:
The group comes upon neutral or friendly nonplayer characters such as merchants, lost travelers, a guide, or even other adventurers.

„DIAMONDS—TREASURE: Somewhere along the way is something of value—the hulk of a crashed ship with some remaining supplies waiting to be scavenged, a cache of useful or valuable minerals, or a magic item for sale or guarded by someone or something.




Dred:

Scouting out ahead on his Hovercycle the Juicer locates a few interesting things: friendly strangers of the west coast and some crazy treasures.

Keeping in radio communications with the leader of their group he gives advanced notice to the team of both events.
Accounts

Savage Rifts Game Master
Discord: Daniel (Lars)

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Setrakian Dragon Juicer
    Lost Jungles (Federation of Magic) GM - Technospawn
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
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Shelia
Posts: 17
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Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

Navigator,6 total
Shelia survival-4 (horror) +2 flying, +2 brave-1 fatigued+1 maggie: 1d10! 1d6!: [6]+[5] = 11
After being told what to do by @Sir William Mahan The former cyber knight takes off in her Mech Knight power armor using its powerful jets to gain some altitude without so much a word. Inside her armor her face was aghast with pain and her brow drenched with sweat. The fight had taken so much of her inner strength but there was no rest for the weary if you were to get the job done. She relaxed trying to recall some of her knightly training to regain her composure. Fighting next to William just makes me see how long The road is to redemption... Will I ever make it?

Maggie’s timely radio communication cut through her thoughts. After feeding @Maggie’s data into her computer she had a pretty good idea of where to go. She was so tired she might have missed some of the important land marks had it not been for her ariel team mate. ”Rodger that Maggie. Coming up on your six. My nav system is telling me we should head this way...” Other than a slight sense of fatigue her voice was calm and down to business.
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil
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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: 02 Arrival - A Welcome to Sunny California

Post by Ndreare »

hiden redoubt.jpg
flooded 1.jpg

As the team moves out Shiela is able to easily figure out the direction needed to go, the help from Steven and Maggie getting them lined up, and her own skill bringing home the plan. Dred’s work as a scout was invaluable to the team as he comes across what must have been some sort of olg redoubt. The heroes have little trouble opening the ancient facility as there is evidence of others also having been here recently. The strange bunker-like building arrayed in the dozens and filled with ancient material, magazines and a surplus of other rotted materials. But mixed in with such things are the occasional pools of water indicating something must have been in those lower levels, but whatever it is must have been inaccessible to the previous looters.

The openings and tunnels are too small for power armor and even large armor or people would have trouble. But a few of you could be able to get down there if needed.

Getting into the tight confines will require some squeezing.
To explore the tunnels under the water make an Swimming (Athletics) roll with the following modifiers;
Size -1 or smaller: +0, you maneuver well and have room to twist and turn.
Size 0: -2, this is tight and it is easy to get stuck.
Size 1: -4 oh boy, this area is not meant for you, better do what you have to quickly.
Size 2 or higher: Impossible, going down will drown you.
Don't Breath, have ultra light EBA that will help you out? Add +1

Results;
Critical failure, or 1 or less: Drowning and in danger! Take 2 fatigue, and you are trapped. I will have you roll in the next scene to escape with the same penalty as above, but an additional -2 from your fatigue. Failure and you will drown.
Failure: Drowning and at risk! Take 2 fatigue, and you are trapped. I will have you roll in the next scene to escape with only the fatigue penalty. You find no artifacts of worth.
Success: You made it! Take 1 fatigue. Nice, swimming through there was hard, but not impossible. You had a couple close calls, but are solid now. You find technological and/or pre-rifts artifacts and weapons worth 15,000 credits.
Raise: I was born to this. Each raise after success adds an additional 15,000 credits to the value of the spoils found.


Alternatively if you all decide to move on, I will work up the next post.

Unfortunately until he can return in force I am going to act like @Krysesia is on auto follow. She has not been able to post even within a month and I want to keep to my original planning of posting every two weeks or so.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Setrakian
Daniel (Lars)
Posts: 77
Joined: Wed Jun 07, 2017 5:21 pm
Location: Federation

Re: 02 Arrival - A Welcome to Sunny California

Post by Setrakian »

Athletes (Swimming) 1d10!!: [3] = 3
1d6!!: [5] = 5
Bennie (Elan)
1d10+2!!: [1]+2 = 3
1d6+2!!: [6]+2 = 8

30k in goods



Dred says, “I haveta check this out. Thereisbound ta be something valuable down there. Back in a sec.”

The Juicer plunged head first into the water and swims into the darkness below. Just at the point where the others figure he’s drowned he emerges from the water laughing and carrying a bag full of stuff.

Looking like some sort of demented soggy Santa Claws on amphetamines Dred climbs out of the water and sets the stuffed bag down.
Accounts

Savage Rifts Game Master
Discord: Daniel (Lars)

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Setrakian Dragon Juicer
    Lost Jungles (Federation of Magic) GM - Technospawn
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
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Shelia
Posts: 17
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Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

Swimming 5, now she is exaughsted
Athletics d6(out of the armor) 1d6! 1d6!: [5]+[6!, 2] = 13 -2,-1 fatigue. Total is 5.
Not really looking to adventure, or explore but when Dred leaped to it Shelia walked out of her power armor and joined him for a nice swim. Down in the deep she found some nice pre-rift mom implants that could fetch a pretty penny.

After the swim, she was a bit more than tired, and clambered very exhausted into her PA. “Rodger that. Findimg a place to camp...Sounds great.”
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

Sir William sighs as he fails to stop Dredd and Sheila from exploring the drowned installation. I don't remember LC having this sort of issue, he grumbles mentally. When the triumphant Dredd and the exhausted Sheila emerge, he says "Let's find a good place near here to camp. Sheila clearly needs a rest before we're ready to move on. Dredd - dry off and scout for a good spot."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

Power points expended for flight per discord: 3d6: [1, 3, 6] = 10
Athletics to swim: 1d10!: [6] = 6 (penalty canceled out by flight), Wild 1d6!: [2] = 2


Maggie gives Steven a wink and says, "Be right back. I've gotta see for myself what's down there!"

It's not the same as flying, to be sure, but she finds that her suit's built in powers give her surprising maneuverability even underwater, and
15k worth of stuff
before re-emerging.

The swim was still taxing, though, and she nods at @Sir William Mahan's suggestion of rest.

"Yeah, rest would be good."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 02 Arrival - A Welcome to Sunny California

Post by Ndreare »

Dred takes about half an hour to find a safe place for everyone to set up camp. It should work great, the tall burned out building half a mile south of the redoubt looks to have been somehow related to the facility itself. The hover bike can easily make it to the roof, whose collapse staircase would prevent any other access and the elevation will prevent unexpected approach.

As the crew settles in they have a chance to get some much needed rest, clean up and share some time. The moonless night sky is clear and beautiful as you find your are able to see a wonderful view of the core and more stars than can be imagined. With a feeling of openness comes over them as they realize the moment to moment danger they have been in for the whole day since they left refuge and each begins to fall to reminiscing. Perhaps they share with one another, or think back on their memories themselves....

Instructions
Instructions give an interlude of your characters past using one of the following approaches.
1) Reminiscing your hero thinks back of another time spent out in the night. Good bad or in the middle. Take a Benny for the interlude.

2) Tell the others in your characters voice of another such time or moment of comradery. Include something personal to the hero. Take 2 bennies.

If your interlude is at least 200 words (think a page on google docs) you may chose to take a Conviction instead of the above benny/bennies.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Miles RAD Radoslav
Posts: 244
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Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

Sir William surveys his team, resting after the ordeals of their initial travels. Looking up at the stars, he thinks A good commander would share a story here, to build cameraderie. Pondering for a moment, he speaks.

"Most of you have probably heard rumors about the secret training school of the Cyber Knights, and that it lies to the west of the Coaltion. That much is true. The school is peaceful, and has a wide open sky like this. Often, candidate Knights stay awake overnight, meditating to build endurance and focus - I certainly did, many times.

"The school is a place of both peace and war, and Knights are expected to learn both to operate alone and as part of a larger force of Knights or of allies. On one occasion, I remember a training exercise in the hills on a clear night like this. Our patrol was supposed to set an ambush for another group of trainees. My team leader asked us to crawl down the side of the hill, but didn't specify how far. Like the fool I was, I crawled a good 500 meters and set up to ambush the enemy - who came nowhere near us. In fact, I missed the entire fight. My team leader didn't even know where I was, and had to send out search teams to find me. Needless to say, both of us were horribly embarrassed by the entire affair.

"I haven't led troops in the Tomorrow Legion before. All of you are highly experienced warriors and need no guidance from me on how to fight, but I hope I can offer some leadership on this dangerous mission. I have faced a demon lord before - they are horrifying foes, and I can only imagine what the Lord of Death will bring to bear against us. Undead, vampires? Perhaps even a spiritual assault against our own fears of death and failure. My promise to you is that as long as I breathe, I will stand by your side and fight. I will not be 500 meters away, but rather leading from the front. And with such warriors as you all, I have no doubt we will be victorious.
"

Sir William realizes that he has stood up in the course of this speech, and sits down, a slight flush on his still-young face. Looking around at his team, he hopes they took his words in the spirit he intended.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Shelia
Posts: 17
Joined: Tue May 05, 2020 9:07 pm

Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

Shelia hunkered down on her back looking up at the sky as it darkened. She had of course been trained at the same secret cyber knight installation as @Sir William Mahan just a couple years after he. They still tell that tale to new recruits. After finished she sighed exaughsted, “I have not been this tired since I gave birth.” Folks never pegged her for a mom, not the way she ran into problems seemingly trying to make the world a little better and kill herself. She turned her head looking at @Dred with a sad twinkle in her bag filled eyes. Dred’s changed some, but those eyes... I wonder if he even remembers? “Yeah... Years ago, well before New Town and the uprising, I pushed out a beautiful Daughter. Never was so tired till now. I had traveled to Arizona escorting some a wayward caravan to a sky knight enclave. It was hot, and I should have been in bed... But these orcs begged for some help. 8 months pregnant how could I refuse? “

She curled into a ball vividly recalling the experience. Her face was warm from the near fire, and her eyes never strayed from Dred, “We spent many nights under a big sky like this struggling to just find food and shelter. But we managed to find the skyknights who took the orcs in. It was time for me to deliver too. Imagine surrounded by Lynsiral nurse maids and me lying on a bed of clouds... Twelve hours of pushing, agony, and throwing up I had her in my hands... Dorothy. Sweet little helpless Dorothy.” Shelia’s voice trailed off for a moment and she shut her eyes picturing her daughter now all grown up. She did not go further into what happened to her daughter unless pressed. Sometime after that she had met Mike, fell hard for him... Now he was dead and Dred was back in the picture.

-Note: cleared this with Dan in chat.
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil
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Setrakian
Daniel (Lars)
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Re: 02 Arrival - A Welcome to Sunny California

Post by Setrakian »



Dred sits up as Shelia tells her story. His blue eyes locked into the Cyber Knight’s eyes. A look of dread on his face. When she finished talking the Juicer states:

“I wasn’t born a Juicer. I was born in the posh upper levels of Chi Town to wealthy and arrogant parents. My father was a cruel aristocratic who designed weapons. Mother was a CS Commando, and daughter of a cousin of the Prosek bloodline. What that meant for me was, a fast track career in the CS military. I started as an officer. I worked with others like Lt. Fritz Schumacher who also once was CS. I was Lieutenant Andrew Edwards, Ace CS Skycycle Pilot. Life was good. Well. That’s what everyone told me.”

Dred’s face goes passive as he continues.

“I was always... just a little... bit of an adrenaline junkie. You gotta be - to convert. To this day. There is only one thing that excites me more than the juice coursing though my veins. That’s seeing my daughter excell.”

Standing up the Mega Juicer looks old and is obviously in the stages of Last Call. For the first time, in front of the current group he is traveling with, Dred removes his sunglasses. Hot white light burns out from his eyes. His face is lined and serious.

“Years ago. I was on a recon mission. My entire squadron dead from an encounter with demons that came out of a Rift. I was the last standing man. All the other Aces dead... I was mad. I hunted down the demons on my own. As I found the last of them. They were attacking a party of Cyber Knights who were protecting some D-Bee Orcs. I raged in flying my SAMAS and helped save the day. That night I courted a young beauty and bedded her. The battle and after were a rush.”

Coughing Dred looks around for a moment then continues.

“Anyway. I... when I betrayed the CS the first place I went - before I converted into a Mega - was to the Lyn Siral Cloud City to try to find a way to find that Cyber Knight. She’d filled my dreams for almost a year. She still does... I was a runaway CS Officer, wanted Dead not alive by the CS. I ran. I found the cloud city. I found death. The entire population of bird men d-bee’s were all dead. The clouds were rotting. Dissipating. The only thing I found alive in the whole place was oddly enough a - human child. Wrapped in clouds, like a blanket, sheltered under a dead bird mans wing. I heard her cry. I moved the dead thing off her.”

Looking shocked and a little angry the aged Juicer takes a deep breath.

“I raised that little girl as if she were my child. I called her daughter. She calls me dad. I raised her. She now is running the JAL as number two in command while I’m here with you all on this likely last mission I ever do. I don’t expect to survive this mission. I just expect to keep as many of you alive as I can.”

Dred pauses.

“Which ever of you that survive, maybe, maybe tell her I was in fact her father.”

Dred finally takes his eyes off Shelia and the strangest thing happens. Steam curls up from under his sunglasses. Heat burning tears.

“I’m going to scout our peremiter and make sure we are still safe. I’ll be back.”

Turning away from the group the big man looks like he might say more. Then he walks away.
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Savage Rifts Player Characters
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Maggie
Posts: 124
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Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

It doesn’t even occur to Maggie to try and follow a story like @Dred's there with the group. Instead, she gives Steven a pat on the pauldron as if to say “stay here” and she follows the big juicer out into the night.

She stays quiet for a while, giving him the space he clearly wants, until she feels enough time has passed that she can approach without seeming disrespectful. Then again, the man is a juicer, so he may have heard her coming anyway.

“Hey, big guy,” she says, putting her hand on his shoulder. “You know, I didn’t know you were CS.”

She knows, as anyone with ears knows, that the important part of the story Dred just told is the part that overlaps with @Shelia's. It’s their daughter. His family.

But she focuses on what she can relate to first. The rest will come.

“I was Coalition, too. I grew up in a Psi-Bat orphanage. I never really bought in though, you know? Kept losing friends. Kept making enemies of the caregivers. The headmistress actually gave me my callsign, accidentally. ‘Slapdash.’ That’s what she called me, because she didn’t like my cleaning. It stuck, and it stuck with me, apparently, because when I started needing a callsign later, that’s what I picked.”

“Eventually, I got sick of the bullshit, and I just left. They don’t get a lot of Psi-Ghost kids, and they didn’t really know what to do with me. Psi-Stalkers are all well and good, but they mostly can’t do anything to stop someone from walking through walls. So I did. In the middle of the night, I walked out, and I walked into my own life and my own world.”

“I did whatever I wanted for a long time. The Coalition had trained me, so I knew my stuff, and I worked contracts wherever I could get them. I relieved a group of mercs of a suit of Grease Monkey power armor at one point, and piloted that for a few years before coming to the Legion. They gave me a contract to travel with the 14th, and then suddenly I was a good guy, apparently.”

She sighs. “Anyway, I’m blabbering. The point is that I found family, too, in the Legion. I didn’t have a kid, but I had… someone. And one of these demon f—-ers took her from me, and I didn’t get to say goodbye.” She grabs his jaw and forces his head towards hers so she can look him in the eyes (or at least the sunglasses). “So I say, f—- that. F—- this demon prince, f—- last call, and f—- not saying goodbye to your daughter. You are Dred f—-ing Edwards, and you are finishing this and you are going home before you check out and you are going to say goodbye proper. I’ve done some bad shit in my life, but I’m going to do something good, now. Let’s kill this thing and go home. You have people, and that’s something most of the rest of us don’t. So the rest of us will get you there, and you will finish right, you hear me? Because she deserves it.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Maggie
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Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

While Maggie is gone, Steven begins to talk to @Sir William Mahan and to @Shelia. He doesn't pick up on the tension in the air caused by Sheila and @Dred's corresponding stories; he's still not very good at "human."

"You know, it was at night that I met Maggie? Seems appropriate in retrospect. Best time to meet a good thief. The only reason I met her was because I was one of the things she stole."

"We were outside of Kingsdale in a lab. And I use the term 'lab' pretty loosely; It was an old bomb shelter underground, and it was run by one of the 2,753 different human supremacist factions on file. Their plan was to develop a smart virus that could shut down entire cities by targeting individual facilities like power plants, water utilities (where they exist), and the like. Honestly, it was an illogical endeavor; the only places they were ever likely to affect on the scale they were imagining were human supremacist cities, and those weren't their targets of choice. Then again, supremacists rarely rely overmuch on logic."

"Maggie had been hired by an interested party, she never told me who, to destroy the lab and all the research in it. She opted to use fire, walked through the wall, and rigged the whole place to blow. It likely wouldn't have damaged the exterior, but everything inside was, as she said at the time, 'about to get a plasma bath.'"

"She found me by accident. Back then, I looked like you remember: a little black box that could change its shape. I could fly. I could mimic sounds. I could hack anything. I don't know if it was pragmatism or compassion, but she stuffed me in that magical bag of hers before igniting the plasma and phasing out through the bunker, and I've always been grateful."

To Sir William, he says, "None here doubt your leadership, Sir Knight. We were with you underneath the castle. We saw how you handled yourself against those odds. You have nothing to prove to us."

To Sheila, he says, "I do not understand your organic concept of family. If it is like your concept of friendship, though, I am sorry for your loss, as I am for Maggie's. This world, it seems, is full of love and loss, and it is all so difficult to quantify."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Ndreare
Savage Siri
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Re: 02 Arrival - A Welcome to Sunny California

Post by Ndreare »

@Sigurd new the calling, it had happened many times before. Though his Patron rarely operated on this world, and his last 20 years since he awoke on this strage planet have been largely his own. This was the second time he was told of a great need. Visiting him in his meditations the words where clear. "Travel west, find the knight champion @Sir William Mahan and join his cause. He goes against the God of Dark Magic and will need aid." His mind was instantly filled with the image of several champions, even their names coming clearly to him as if he had always known.

As he traveled, Igora's Mantle could occationally give him incites and help guide him, but now three weeks from his departure he sees someone in the distance. A giant of a man, it was obviously the juicer @Dred walking alone on a patrol. The rest of his team must be near.

As @Dred heads out for some needed time, it is only about an hour later that he sees a lone figure approaching. The elf looking to be a knight from the magic zone, wearing ancient stylized armor and strange tiger skulls on his shoulders, the knight approaches.


This this is now open RP. Please introduce each other, I will get the next scene going.

@Anyone with psionic power will feel a natural trust for the new warrior. As his Patron tries to help you all with an empathic bond.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Setrakian
Daniel (Lars)
Posts: 77
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Location: Federation

Re: 02 Arrival - A Welcome to Sunny California

Post by Setrakian »


The Mega Juicer pauses a moment to take in the rest of the surroundings to ensure there in deed is only one approaching ... individual.

Key'ng up his radio mic Dred casually relates to the rest of the team that a tiger wearing elf knight just popped into view looking like he wants to chat.

Brilliant white light burns around the edges of his dark sunglasses radiating outwards from hot eyes as the Juicer in Last Call stops his hovercycle and dismounts nodding towards the newcomer.

"That's good Sir....Knight? Close enough for now. What brings you out here to the wilds of sunny California? My name is Dred and I am not alone. Are you?"

His right hand hangs low and close to the holstered energy pistol on his right leg in a tactical drop holster.

Cautious, yet the large man still shows the Elf a bright wide smile.
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Savage Rifts Player Characters
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Sigurd
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Re: 02 Arrival - A Welcome to Sunny California

Post by Sigurd »

Dred wrote: Sun Aug 23, 2020 10:26 am
"That's good Sir....Knight? Close enough for now. What brings you out here to the wilds of sunny California? My name is Dred and I am not alone. Are you?"

His right hand hangs low and close to the holstered energy pistol on his right leg in a tactical drop holster.

Cautious, yet the large man still shows the Elf a bright wide smile.
Sigurd stops when the juicer calls out to him, and glances at the placement of the sun. Today is a good day to die. Opening himself to Igora's
Exalted detect arcana with presence sense Psi 1d12!!: [18!!] = 18 wild 1d6!!: [4] = 4
, his slate grey eyes turn deep crystalline blue. Sigurd sense the the others that are not here and can tell that they are very powerful. Looking back at Dred he says "I have come to die."

Looking towards where @Sir William Mahan is, Sigurd calls out "I have been sent to kill Death. I was told that you share this cause and would assist me with the task. I can tell that you and your friends are quite capable."

It had been a score of years since Sigurd tasted the bitterness of defeat in the pass. He should have died that day with his men defending his home. Unsure why Igora saved him, Sigurd roamed this foreign land stopping evil where he found it. Only twice had Igora spoken to him since he had arrived here and both times it had been different than before. These times it had been but a whisper and lacked the power that was there before. But Sigurd could ponder that late. For now he would kill Death and hopefully be rewarded with a good death and go to Valhalla.

"I assure you I am not you foe. If I was you would be dead already. Come and lets speak clearly to each other so that we can plans to die gloriously in battle killing Death himself."

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene



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Setrakian
Daniel (Lars)
Posts: 77
Joined: Wed Jun 07, 2017 5:21 pm
Location: Federation

Re: 02 Arrival - A Welcome to Sunny California

Post by Setrakian »

Sigurd wrote: Sun Aug 23, 2020 11:06 am "I assure you I am not your foe. If I was you would be dead already. Come and lets speak clearly to each other so that we can plans to die gloriously in battle killing Death himself."
Dred breaks out into a fit of laughter. Between sobs of uncontrollable laughter he manages to say:

“... all... ready ...be ...dead ... oh... oh... my ... golden ... juice...”

Wiping tears from his eyes the Mega Juicer moves closer to the Knight.

“If it were not for the fact that we do face Death. I’d consider you a possible challenge and relish the combat. However, welcome aboard the crazy train. We do need to kill the Demon.”

Nodding at the Elf, Dred motions to follow him. He leads Sigurd to the rest of the team, still chuckling as they walk.
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Miles RAD Radoslav
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Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

As Dred approaches with Sigurd in tow, Sir William rises and unobtrusively takes Waterfall stance, prepared for action if needed. A stranger in the midst of this wasteland could be anything. He toggles his radio and asks, "Mahan to Dred - who are you bringing in?"
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Sigurd
Posts: 15
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Re: 02 Arrival - A Welcome to Sunny California

Post by Sigurd »

Sigurd
Notice 1d12!!: [15!!] = 15 Wild 1d6!!: [10!!] = 10
@Sir William Mahan move with the practiced ease of a skilled warrior. "Ah good knight, you are wise not to trust a stranger. But Sir William I was sent to kill Death himself and I was told you could aid me in my quest. If I am mistaken and you do not wish to face death then I shall leave for my path is set and I can not stray from it"

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene



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Miles RAD Radoslav
Posts: 244
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Re: 02 Arrival - A Welcome to Sunny California

Post by Miles RAD Radoslav »

Sir William is confused. "Sent? By whom? Aid unlooked-for is welcome, but I would hear your story."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Sigurd
Posts: 15
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Re: 02 Arrival - A Welcome to Sunny California

Post by Sigurd »

Sir William Mahan wrote: Wed Aug 26, 2020 5:19 pm Sir William is confused. "Sent? By whom? Aid unlooked-for is welcome, but I would hear your story."
Looking at @Sir William Mahan Sigurd's eyes gain a distant look. "I am sent by one i have served for over a millennia. For all that time i was faithful to his call. Till the end when i laid down my life for him. I do not know why he choose to use most of his remaining strength to save me and bring me to this cursed world. I want to believe that after saving so many he did not have the power left to control the portal that brought me here. I was ready for Valkyries to take me to the great hall. But instead I am here." Sigurd looks around scornfully.

"I can only guess he was not done with me. But he has all but left me alone in this world for only twice have I heard his call since I have arrived here. Both times the call has been weak. I think this world is out of his reach and his power must be greatly diminished. So i know that for him to reach out at all the call must be urgent.

Look over @Gridia Thorem Sigurd calls out in a very ancient dialect of Elven "come brother, lets fight gloriously in battle with Death himself. Let our names be sung by the skalds far and wide. Let the warriors of the Great Hall call our names aloud. Our death will be epic with our enemies strewn at our feet."

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene



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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

Maggie watches @Sigurd’s introduction and says, ”Cool. Another weirdo. You’ll fit right in.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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