Amarok IV (Hunting down Victoria Geist)

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Daniel
Daniel (Lars)
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Location: Former Alias (GM name) was Lars (2016-2022)

Amarok IV (Hunting down Victoria Geist)

Post by Daniel »


Twenty Four hours later your acquired Daxon Fell Corp/Pirate spaceship drops out of hyperspace and moves into orbit over the ice planet known as Amarok IV.

Planet
A-IV Zoom In.jpg
A-IV Zoom In.jpg (43.76 KiB) Viewed 3867 times
Gathered on the bridge you can see on the main view screen that the spaceship Victoria Geist used to flee Phase World is docked on the planet.

Docked Ship
Dock and Underground Base.jpg
Scanning the ship there are no signs of life in the ship. Your sensors struggle to pierce the rocky mountain where the dock is, but as a pirate ship designed to infiltrate and loot after a few moments the onboard computers display a solid image of the dock, the base located inside the mountain side and a display of every life form inside the base.

Base
Dock and Base Map.jpg
Moments later a transponder signal connects with your ship and a recorded voice can be heard giving coordinates to land at the dock. Your ship monitors do still claim that you are in stealth mode and even though you can hear the coordinates, there is no indication that anyone on the planet can tell that you are here. You are able to plot a course and land the pirate spaceship on the snow covered planet without being detected. The DFC definitely knows their stuff when it come to staying hidden.

Setting down on the snow covered planet it’s only a matter of minutes and the winds blow snow across the ship partly covering it. The exterior haul of the ship flickers and turns white, camouflaging it even more. The ship was landed about a quarter mile (440 yards) from the entrance to the base.

Exiting the ship you each stand in the drifting snow and can hear a whistling. At first you might think it’s the wind. Then you see them. Six snow beasts running amazingly fast across the snow towards you, screaming a high pitched whistle.

Snow Beasts
[attachment=2]Image



Vithen Wraiths (there are six of them)

The intelligent monsters enjoy hunting and eating humanoids, well any living thing really. They are sadistic creatures suffering life on a frozen planet. Known for playing with their food.

Attributes
Agility d10
Smarts d6
Spirit d10
Strength d12+6
Vigor d12

Skills
Athletics d10
Fighting d10
Notice d8
Psionics d10
Stealth d6
Survival d10

Pace: 6; Parry: 7; Toughness: 28 (10)

Hindrances: Bloodthirsty

Edges: Arcane Background (Psionics), Dodge (Imp), Master Psionic

Powers: Bolt, fear, mind link. ISP: 20

Special Abilities:
  • Armor: +10 MDC Armor, +4 Toughness.
  • Bite/Claw: Str+2d8 Mega Damage, AP 16.
  • Expanded Awareness: Detect arcana as an Innate Ability.
  • With a Notice roll they sense supernatural beings.
  • Fear (−3): Cause a Fear test at –3.
  • Fearless: Immune to most Fear effects and Intimidation.
  • Hardy: Does not suffer a Wound from being Shaken twice.
  • Keen Vision: Ignore up to 4 points of Range or Illumination penalties.
  • Size 6 (Large): 1 extra Wound.
  • Slow Regeneration: Make a natural healing roll daily, or weekly to recover Injuries once all Wounds are healed.






FEAR CHECK
First roll a Fear Check as a wave of fear ripples out from the snow beasts. Fear Check is at a -3. (see snow beast special abilities).

Then:

QUICK COMBAT
Fighting, Shooting, arcane etc. type of skills.

Modifiers:
-2 to all rolls as you are in deep snow and movement is difficult. If you are not in full environmental armor you are at an addditional -2 due to extreme cold. Also any modifications from your above Fear Check roll.

Order (Initiative)
Players can go in whatever order they want.

Note on Magic and Psionics
Magic and Psi work as normal here but, the recovery rate of Power Points is only a third. 1:3 per hour. The amount of Power Points you burn in this Quick Combat is based on what spells you use.

Note on Weapons
Expended rounds is based on your narrative.

Winning Conditions
The group “wins” if there are at least as many total successes (one for each success and raise) as there are player characters. So 6 characters means 12 etc. If you win you kill/stop/whatever the six snow beast. ((This is fluid as I do not know how many active players were have)).

Support rolls don’t count as successes.

Less than 12 (for 6 players) Successes means everyone takes one level of Fatigue and one wound. Plus, GM will post another round of Quick Combat.

Failed rolls results in 1 wound. Critical Failure results in 1d4 wounds.

Note on Zombies and Golems
For this Quick Combat they can assist/support you but are not able to earn successes towards the 12 needed.

I included the stats of the snow beasts and their powers so you can write an interesting post ;)


Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
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  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

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Steele
Posts: 13
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Steele »


Spirit 1d6!!-3: [5]-3 = 2
Wild Die 1d6!!-3: [4]-3 = 1

Bennie #1
Spirit 1d6!!-3: [5]-3 = 2
Wild Die 1d6!!-3: [5]-3 = 2

Bennie #2
Spirit 1d6!!-3: [17!!]-3 = 14
Wild Die 1d6!!-3: [4]-3 = 1



1d12!!: [2] = 2
1d6!!: [9!!] = 9


Itching for a good fight after being stuck on that ship Steele wades forward though the snow towards the oncoming monsters. He can feel the fear washing over him as they charge but he manages to plow through it the same way he plows through the snow and within moments he reaches his quarry whipping the pair of Vibro-Greatswords off his back, the keen from the powered blades acting as a counterpoint to the beasts' screeching.

With long practice Steele ducks under the swipe of the leading beast's claws and then he whips his blades left then right and blood sprays across the blinding white snow. Steele doesn't know if they are dead but they have to be hurt badly and he continues his charge towards the next pair.
Ancient wisdom from the Golden Age: Don't Panic.

Steele
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Jame Graeme


Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+4, Vigor d12
Pace: 8; Running Die: d8; Parry: 10; Toughness: 18 (6); Size: Normal (1); Strain: 1/6; Bennies: 3 of 3

Skills
Agility: Athletics d8, Fighting d12+2, Shooting d8, Stealth d4
Smarts: Common Knowledge d6+2, Electronics d6+2, Hacking d6+2, Language (American) d8, Notice d6+2, Repair d6+2, Research d6+2, Survival d4
Spirit: Persuasion d4-1

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Hans Greuber
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Hans Greuber »

Spirit: 1d8!!: [3] = 3 -3
Wild: 1d6!!: [3] = 3 -3
  • Bennie Reroll
    • Spirit: 1d8!!: [3] = 3 -3
      Wild: 1d6!!: [11!!] = 11 -3
Result: 8 - Success with Raise. No Effect

Fighting: 1d10!!: [4] = 4
Result: 4 - +1 to Hans's Roll

TW (+2 due Iron Ring, -2 due Difficulty, +1 due GM Fiat, +1 due Gargamel Assist... so at +2)
  • TW: 1d12!!+2!!: [11]+2 = 13
    Wild: 1d6!!+2!!: [1]+2 = 3
    Result: 13 - Success with 2 Raises. Warrior's Gift (Frenzy), Speed (Exalted Quickness), Boost Trait (Fighting)... so 11 PPE Spent.


As Gargamel whipped off its trenchcoat and started up its new Giant Vibro-Sword, Hans got to work enhancing his minion with his nanites powered with a significant amount of magical energy to boost its speed and fighting skills. Once he was done, the Golem moved at amazing speed towards the two nearest Vithen Wraiths where it starts swinging its weapon and quickly cuts them down, spraying their bright blue blood all over the starkly white snow, before turning towards its next two victims. After sending out his nanites, Hans just makes himself comfortable in the snow as he watches the mayhem through Gargamel's eyes.
Last edited by Hans Greuber on Wed Nov 02, 2022 4:36 pm, edited 1 time in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Joe Smith
Posts: 9
Joined: Sun Oct 16, 2022 4:19 pm

Re: Amarok IV (Hunting down Victoria Geist)

Post by Joe Smith »

Joe is ranging ahead keeping an eye out for danger when he gets a sinking feeling and freezes. The snowstorm and his armor's optical camouflage keep him hidden as the snow beasts attack. He knows he
Fear 1d12!-3: [10]-3 = 7
Wild 1d6!-3: [4]-3 = 1
by their appearance, but Joe can't help but to be reminded of his childhood pet. Snowball was an albino rat, and these snow beasts seem almost like larger, somewhat scarier versions of Snowball.

When the creatures pass by his position, Joe spins, draws his GAW PA P-1 and shoots the nearest one center of mass. The particle beam
Shooting=11 (Success and a Raise)
-2 Scene, -2 Cold (EBA), +1 Laser Sight (Short/Medum), +1 (Skill), +1 (Sharpshooting) = +1
Shooting 1d8!+1: [1]+1 = 2
Wild 2 1d6!+1: [6!, 4]+1 = 11
, disintegrating something vital, because the snow beast collapses midstride and slides several feet through the snow. It does not get up.

The rest of the team begins their counterattack before the creature falls, so it is not noticed by the rest of its pack. Joe is able to hang back and assist his new team. He takes shots at whichever monster is putting too much pressure on one of his new friends. He continues laying the heat on until everyone is safe.
Joe Smith, Luckster Survivalist Mega-Super
Pace: 6(d6); Parry: 8(1); Toughness: 16(7)
Notes: Ranged attacks are at -2 to hit Joe, he ignores the -2 penalty to Agility for Evasion attempts, and Joe gets to make an Evasion attempt at -2 for any applicable attack he would normally not get to roll Evasion for.
  • Free Soak roll using Focus when Wounded (Relevant Edges apply). For each wound soaked, gain one token which can: Add +1d6 per token to any damage roll (max three per damage roll), Increase Toughness by +1 per token until the end of the encounter, or be used exactly like a Benny to perform a Power Stunt.

    Ignore -2 points in penalties to attack a target (created by that target). This does not affect Joe's attack penalties / environmental penalties / the target's Parry.

    Joe gains the is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
    +
    Even the most powerful supers lose control of their abilities from time to time. Those with this Hindrance cause more mayhem than most.
    Whether from lack of control, reckless abandon, or carelessness, anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. It affects the wrong target, has the converse effect, or causes massive collateral damage. The exact effect is up to the GM based on the situation, but it should be memorable and potentially disastrous!
    A super must have powers that require an activation roll to take this Hindrance.

    Comic Book Combat
    Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.

    Elan
    Environmental Weakness (Temporal Type)
    This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out (see page 95).
    He is also tougher to kill than Rasputin. If he is ever "killed," roll a die. On an odd result, he's dead as usual. On an even roll, he's Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.

    The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows (see page 100).

    Anyone who fails an action that affects him, including area effect attacks, Tests, etc., becomes Vulnerable. On a Critical Failure, they’re Shaken or Stunned, player's choice, as well (in addition to any other effects).
    This might represent a related incident—a thug’s bullet ricochets off a wall and hits another; or a completely unrelated event occurs—a pot falls from a high window and smashes on a thug’s head just as he’s about to shoot. The GM should feel free to get creative in describing the bad luck that befalls those who tangle with this “black cat."

    Power Negation (Rabbits/Rabbit's Feet)

Wounds: 0/3; Fatigue: 0/2; PPE (Aviator Shades): 10/10
Bennies: 4/5(+1Z); Conviction: 1/1
Transmutation Tokens: 0
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Charon
Posts: 55
Joined: Sun Aug 29, 2021 8:55 pm

Re: Amarok IV (Hunting down Victoria Geist)

Post by Charon »

Fear Raise
Fear 1d10-3: [4]-3 = 1
Wild Spirit 1d6-3: [3]-3 = 0
Benny w/ Elan
Fear 1d10!!-1: [6]-1 = 5
Wild Spirit 1d6!!-1: [11!!]-1 = 10

Flint fears naught that does not blaze.
Combat Raise
Flint Support:
Fighting 1d10!!-2: [9]-2 = 7
Wild Flint Fighting 1d6!!-2: [2]-2 = 0
+1 to Charon

Charon Battle:
Spellcasting 1d12!!+2: [9]+2 = 11
Wild Spellcasting 1d6!!+2: [9!!]+2 = 11
Raise!

Probably was using Greater Slumber, so 4 PPE gone.
In this situation, Charon and Flint need no covert signaling, no prepared strategies. The course is obvious, and they are brutally efficient at pursuing it. Neither is overly disturbed by the abominations bearing down on them; while Charon might have felt a small twinge of concern, she shakes it off almost immediately, and Flint left almost all of his fear behind in his grave when he rose to her service.

Flint stands in front of the Lyn-Srial, and simply waits, vibro-sword at the ready. One of the beasts, erroneously sensing an easy meal, charges forward across the snow, looming ever closer, maw opening wide to bite the Mummy in half (not that it would do it much good)--and then stumbles, and falls, as the sound of Charon's funeral dirge reaches the Snow Beast's ears. It is unconscious even before it begins to topple, momentum carrying it forward, open-mouthed, directly on top of Flint's humming blade, which pierces through the fiend's soft palate and up into the skull, spilling ichor and brain-meat over the unfazed undead minion.

The Mummy extricates himself from the corpse as Charon looks around to see if any threats remain.
Final Stats
Charon: 2/3 Bennies
56/60 PPE

Flint: 2/2 Bennies
Needs a good rinsing.
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Tula
Posts: 35
Joined: Sat Aug 28, 2021 8:52 am

Re: Amarok IV (Hunting down Victoria Geist)

Post by Tula »

fear check-7
Scene -3, Brave +2, total -1
spirit 1d6!!-1: [8!!]-1 = 7
Wild 1d6!!-1: [4]-1 = 3
shooting
Scene -2, multi-optics helmet +1, total -1
shooting 1d8!!-1: [1]-1 = 0
wild 1d6!!-1: [1]-1 = 0
Gm EP, spend 1 Benny to reroll
Shooting 1d8!!-1: [12!!]-1 = 11
Wild 1d6!!-1: [1]-1 = 0
Riding on a space ship isn’t like riding in an ATV. It is a bit like riding a hoverbike, but also a bit like riding a mine elevator. Unlike on earth, there is no chance of the metal box you’re trusting your life to falling hundreds of feet and ending in a firey crash. But also unlike on Earth, there’s always the background fear of sudden loss of life support in the unforgiving black vacuum of space. The controls felt familiar, like a slightly more expensive version of her hoverbike. Tula took her turn at the controls as they followed the coordinates through warp speed. She was inwardly thankful one of the men demanded to be in control of landing on the icy planet.

Snow beasts. Large, furry quadrapedal creatures. No problem. Aim for the knees. There were other strategies to taking down larger foes that she’d perfected over her years hunting monsters in the ruins of Dallas. A few bloodthirsty creatures in a wide open, snow field was a welcome change from hunting in the blistering heat in the shadow of crumbling skyscrapers. One wayward shot or swipe there and you could have a whole building falling down on you. Out here it was easy to target.

Tula took careful aim at a snow beast on the rear flank of the pack, knowing her teammates with vibro swords would be taking on the frontline beasts. She’d opted not to use her grenades just to keep the sounds of battle to a minimum. Her first shot missed as the beast dodged, but after that her shots continued to damage and drop snow beasts until the last one was dispatched by Gargamel’s giant sword.
Last edited by Tula on Thu Nov 10, 2022 7:38 pm, edited 3 times in total.
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: Amarok IV (Hunting down Victoria Geist)

Post by Action Stan »

fear test
Modifiers: innate from creature -3. Net -3
Spirit d10!!-3: [8]-3 = 5
Spirit Wild d6!!-3: [4]-3 = 1
Athletics for bonus awesome!!! 2, failed
Athletics d8!!: [2] = 2
Athletics Wild d6!!: [1] = 1
shooting for task 13
Modifiers: Scene -2, Steady Hands "+2", Half Adv +1, Sharpshooter +1, Cyber +2, Weapon +1. Net +5
Shooting d12!!+5: [8]+5 = 13
Shooting Wild d6!!+5: [4]+5 = 9
Looking out the window as they prepare to disembark Stan suddenly gets a boyish grin and says he'll be out in a sec before sprinting back into the depths of the former pirate vessel. When he comes back out in addition to his normal loadout he has some kind of riot shield from the armory. Dropping it to the ground he places a foot on t and slides the sheld back a forth a bit just as the snow beasts cry breaks across the snow. Looking out at the beasts as they seem to glide over and around the terrain he pauses for a second, concern flashing over his face to be immediately replaced with his rakish grin. He had stowed Clips in his pack, not wanting the little guy to get frozen up but this was gonna be too good to not get more angles on.

With Clips out and recording Stan pushes off and at first t goes pretty well but the edge of a riot shield isn't really designed to work like the leading edge of a sled or shield. Leaning just a little too much forward causes the lip of the makeshift sporting equipment to dig in and Stan ends up going ass over tea kettle down the side of the hill. Sliding to a stop he looks up to see a partially dismembered beast stirring from a daze in front of him.

It's not like Steele didn't do a good job, the arm it swings at the merc is fortunately short the claw part. Unfortunately, even dazed, half dead, and missing half arm the things is still no slouch. The limb slams into the prone Man of Action, pinning him to the ground. It's head lunges in towards Stans own arm, the malicious beast seeking to show Stan it's pain. But instead it gets a vibro sword jammed into the roof of it's mouth.

Pulling back, but keeping Stan pinned, it paws at the weapon with its good hand, dis lodging the blade and sending it spinning into a drift. It lowers its face towards Stan again and howls in his face in triumph, blood and saliva spraying onto his helmet visor.

"Smile you son-of-a-bitch." He says as he draws his Equalizer, thumb turning the cylinder to chamber a plasma round before he fires right down the creature's maw.

It reals back, stumbles as there's a faint "whoomp" from its gullet as the magnetic field containing the superheated gas collapses and the beast is cooked from the inside.
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Amarok IV (Hunting down Victoria Geist)

Post by Daniel »


SNOW BEASTS

The bodies of the large “snow rats”, the Vithen Wraiths, lay dead in the drifting snow. Glancing around you don’t see any signs of additional threats. The situation seems settled, though the weather picks up and a wind starts blowing with some ire.

Inside EBA suits you don’t feel the bitterness of the bitting wind, nor the deadly cold of the planet. You do see the once warm bodies of the snow rats rapidly freezing. Ice forms on their bodies and your own ship is forming a thin layer of ice on its surface.

From here it’s a short distance to the landing dock.



Base
Base


GETTING INSIDE

Located outside in the biting cold wind is the spaceship that Victoria Geist flew here from Phase World. It is hovering and stationary at the far end of the outside portion of the dock.

As you first approach the docking platform and entrance to the base (A) you can see further inside. The platform and tunnel leads deeper into the mountain side (B). Located in this metal tunnel are two men who look human and are dressed in heavy modern fur coats and carrying tools. They are relaxing and chatting with each other out of reach of the cold breeze.

Beyond the two men and deeper inside the mountain is a large bay with a lift (C). There are four humans moving about in the large room attending various tasks and packing crates. There is some very obvious security measures in the tunnel and beyond in the bay, dozens of video cameras are stationed about.

Of the six seen human workers you will note that none appear to be wearing weapons or armor.

① You may, if you desire to, attempt to disable the video feds from the cameras - this will require an appropriate skill check at a -4. The -4 is due to the cameras and security systems being very sophisticated and of unearthly design. No more than one Player Character can roll for this and only one character can roll to assist on this roll. (If desired ). The player that assists the roll is only at a -2. Note: Failure sounds the alarm. Success puts view on a loop so you are not seen on the cameras. If you get a success and two raises you can slave the system and view the camera feds yourself.

② You can outright attack the six Arcane Company (AC) employees, if desired. This will require an appropriate skill check for each of the six at a -2. If even one check is failed the employees will radio for help. (There are 6 of you and 6 of them. You’d each be rolling. Note: if you did the above video roll or assisted roll, yes you can also do this roll afterwards).

③ You can subdue the six AC employees, if desired, instead of hurting them, "knock 'em out". This will require an appropriate skill check for each of the six at a -2. If even one check is failed the employees will radio for help. (There are 6 of you and 6 of them. You’d each be rolling. Note: if you did the above video roll or assisted roll, yes you can also do this roll afterwards).

④ You can attempt some sort of Stealth maneuvers where you sneak past them all and head into other tunnels. This will lead you either right towards (G) a large storage area or left towards (D) the centers command room. If you have a specific destination in mind you can tell me where it is you are headed. Note: There may be a magical means to sneak about however if your method is not magical in nature you still will need to deactivate the cameras to be completely unseen. Unless one particular method of stealth covers everyone's Characters you will each need to roll to succeed at this check. There are lots of crates in the bay to hide behind however the tunnel is open and there are two men there. This check will be at a -4.

⑤ You have a different plan altogether. Lay it out in narrative form and I will respond with details as needed.

The readout that you saw on your stolen pirate ship that displayed the base map and showed locations of humanoids (the red dots) can be transferred to everyone’s EBA HUD (environmental body armor, heads up display) or laptop etc and be taken with you. Where in the base Geist is (which red dot is her) I leave up to you to work out. (Guessing or trial and error as you search).




It’s your story feel free to share your character’s experience.

By the way: @Action Stan, take a bennie for the antics in your post.

@Tula feel free to flesh out your above post. Or if you are swamped just feel free to carry on.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
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Not Active
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Hans Greuber
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Hans Greuber »

Hacking (+1 due Machine Maestro, -4 due Difficulty, Help ?!?... so -3)
  • Hacking: 1d12!!-3!!: [9]-3 = 6
    Wild: 1d6!!-3!!: [5]-3 = 2
    Result: 6 - Success. Success puts view on a loop so you are not seen on the cameras

Making a Gadget (+2 due Iron Ring, +1 due GM Fiat, -1 due Veteran Power and Seasoned TW... so d12+2)
  • TW: 1d12!!+2!!: [4]+2 = 6
    Wild: 1d6!!+2!!: [5]+2 = 7
    Result: Success. Gadget with 12 PPE.
Using Remote Viewing to find Geist (+2 due Iron Ring, +1 due GM Fiat, Cancel 2 Points of Penalties due Strong)
  • TW: 1d12!!+3!!: [11]+3 = 14
    Wild: 1d6!!+3!!: [2]+3 = 5
    Result: 14 - Success with Raise(s). Strong, Group Sight... so 6 PPE (6 left)
    • Success allows the caster to clearly see and hear the target and the area around it. A raise enables the viewer to move their perspective around the target to see different angles and investigate the surrounding area.


"There, all of the cameras are looped... now lets see where Geist is..."

Programming one of his nanite hives, he then sends them out to bend space and allow him to view where Geist is and what she is doing.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Daniel
Daniel (Lars)
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Daniel »

Hans Greuber wrote: Mon Nov 07, 2022 11:19 am Programming one of his nanite hives, he then sends them out to bend space and allow him to view where Geist is and what she is doing.
COMMAND CENTER


The command center (D) has four beings in it. The base commander, an old codger who has been "duck taped" to his chair, unable to move his arms or legs. A head of security AC employee, standing at the far side of the room with her hands held high. Her gun belt is missing the Naruni blaster that belongs in it. The Phase Mystic and gladiator from Phase World that escaped the arena with Geist. He has a blaster pointed at the head of security. His left hand is placed flat on the wall behind him. Standing next to him, very closely, is Geist. Her messy long blond hair streaming down her black outfit of leather and brass. She has her hand on the hand of the Phase Mystic, against the wall. In her other hand is a scepter looking device known as a Rift Dominator. Her smile is full and she looks like she is enjoying herself.

“I’ll be taking the master key Commander Huxley!”

Her laughter rings out in the room.



If you decide to teleport into the Command Room let me know with some in character narrative.

I’ll then drop a post on your arrival in the room.
Agents of Titan Robotics Industries (AoT)
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Daniel (Lars)
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Daniel »


As you watch the events play out in the Command Room you see that both Geist and the Phase Mystic named Zan (some of you met him in the arena) are holding hands and touching the wall behind them. It’s an odd way to be standing and undoubtedly means something.

Geist laughs a loud and is holding the scepter (Rift Dominator) above her head, threateningly, as she mocks the base commander who is tied up in his chair.

Zan keeps the blaster he is holding pointed at the head of security woman across the room who quietly holds her hands high and looks peeved.

Zan is dressed in a mix of grey armor that looks like a full EBA combat suit. With his dark eyes and permanent frown he looks annoyed. You hear him say, ”Alright Victoria, we got the card, can we go now?”

Victoria Geist is a tall woman who looks to be in her mid forties. With brown eyes and long blonde hair. She is dressed in black combat boots, black jeans and leather coat. Her shirt looks like a rock concert shirt, saying something about Sick Pence opening for Tres Marbles Left. Her only jewelry is a thin leather necklace with a crystal on it.

In response to Zan she says, “I don’t know why you care about these instruments of the Arcane Company. They mean nothing, but yes, we can go Zan.”

Zan nods and looks like he is concentrating.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
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sammy
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Re: Amarok IV (Hunting down Victoria Geist)

Post by sammy »


Before you do anything else you all hear, ”Meow, this is looking gloomy out here. Lots of snow... I sure could use Jobbi back. I miss my little pea pod.”

Licking a bit of snow off his paw the talking cat looks toward the entrance to the base. A blaster is strapped to the tabby’s back.

”Hey Hans. You look good for such a little guy. Meow, I’m hopeful you are the good Hans. Evil Hans still owes me a bag of cat nip. You good, Hans?”

Walking in a complete circle, playfully packing snow down, the cat sits and continues, “Reckon you wouldn’t mind Mr. Dwarf, I jumped in on you little shared vision. Gotta warn you, meow, the evil flannel mouth liar has my Jobbi. The crystal necklace. Nasty girl stole Jobbi from me a bit back and I dearly want him back. She’s forcing my little pea pod to protect her. She might look like she’s not wearing armor. But Jobbi is better than armor.”

Standing back up on all fours, the cat shakes, and says, “Meow, too cold out here. Last time here we kilt them Second SET traitors. A few of the old guard died here too - sad. This the new guard, eh? Whatever you are all going to do - count me in. I may hang back a tad, no armor on, but I got old Sunshine and can pop a few weasels. So what’s the plan?”
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Hans Greuber
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Hans Greuber »

Making Teleport Gadget (Seasoned... so +3)
  • TW: 1d12!!=+3!!: [5] = 5
    Wild: 1d6!!+3!!: [4]+3 = 7
    Result: 7 - Success. Teleport Gadget with 12 PPE
Making Arcane Protection Gadget (Novice so +3)
  • TW: 1d12!!+3!!: [9]+3 = 12
    Wild: 1d6!!+3!!: [1]+3 = 4
    Result: 12 - Success with Raise. Arcane Protection Gadget with 17 PPE


Another person from my dreams. Best I can tell is that it is from my life before someone messed with my history and changed me. Geist has a Phase Mystic friend, and they do have Temporal Magic. I wouldn't be surprised if they are the ones who messed with my history. This 'Evil Hans' must be another alternate version of myself... just great...

"Sammy... as far as I know, I am not 'Evil Hans'... though I have never been called 'Good' by people who have gotten to know me. I am trustworthy to those who I work with and treat me well, but strangers... if they pay me well, I will take good care of them. My Golem over here and its Giant Vibro-Sword could probably cut through even an armoured Geist quite easily... it is almost as strong as a Hatchling Dragon. You could probably hide behind its mass easily. It is immune to the Dominator. As for the rest of us, this nanite hive here should give us an advantage to throwing off its effects."
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Action Stan
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Action Stan »

Nodding when Hans doesn't seem alarmed Stan adds. "Can confirm, not evil Hans. Although if there's an evil me out there I could understand continued concerns. So magic trinket protects her, gotcha. All right rough plan: I'll shoot the dominator out of her hand then I'll grab that.@Steele can you grapple her and get the trinket off her neck? She's a mystic bad ass but I'll bet her wrasling skills aren't so great. Hans and Charron, deal with magic stuff, I really gotta learn more about what you do. Tula and Joe go in ready for the inevitable surprise fuckery that pops up, if none focus on dropping Geist. Not to be all bossy but any addenda better be quick, I don't think we got much time." He unslings his particle rifle, and grins. "Let's show this narcissistic bitch how we do thing in Black Dawn."
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Joe Smith
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Joe Smith »

Joe creeps away from the facility, satisfied that he noted what he safely could without compromising the mission, and rejoins the team as they gather to discuss the plan a safer distance from the entrance. As he joins them, his stealth camouflage flickers off and he appears nearby. While Hans and Action Stan are going back and forth, Joe detaches his vibro-bayonet from his humongous shotgun and draws his sidearm with his other hand.

He nods agreement at the plan and adds, "I'm with the...avian lady. If its not armed or otherwise a threat, we don't kill it. Handle the shit when it hits the fan. Works for me."

"Did I hear the cameras are down?" Joe asks Hans, "Good.
No one actually said we were teleporting, so...
?"
Joe Smith, Luckster Survivalist Mega-Super
Pace: 6(d6); Parry: 8(1); Toughness: 16(7)
Notes: Ranged attacks are at -2 to hit Joe, he ignores the -2 penalty to Agility for Evasion attempts, and Joe gets to make an Evasion attempt at -2 for any applicable attack he would normally not get to roll Evasion for.
  • Free Soak roll using Focus when Wounded (Relevant Edges apply). For each wound soaked, gain one token which can: Add +1d6 per token to any damage roll (max three per damage roll), Increase Toughness by +1 per token until the end of the encounter, or be used exactly like a Benny to perform a Power Stunt.

    Ignore -2 points in penalties to attack a target (created by that target). This does not affect Joe's attack penalties / environmental penalties / the target's Parry.

    Joe gains the is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
    +
    Even the most powerful supers lose control of their abilities from time to time. Those with this Hindrance cause more mayhem than most.
    Whether from lack of control, reckless abandon, or carelessness, anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. It affects the wrong target, has the converse effect, or causes massive collateral damage. The exact effect is up to the GM based on the situation, but it should be memorable and potentially disastrous!
    A super must have powers that require an activation roll to take this Hindrance.

    Comic Book Combat
    Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.

    Elan
    Environmental Weakness (Temporal Type)
    This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out (see page 95).
    He is also tougher to kill than Rasputin. If he is ever "killed," roll a die. On an odd result, he's dead as usual. On an even roll, he's Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.

    The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows (see page 100).

    Anyone who fails an action that affects him, including area effect attacks, Tests, etc., becomes Vulnerable. On a Critical Failure, they’re Shaken or Stunned, player's choice, as well (in addition to any other effects).
    This might represent a related incident—a thug’s bullet ricochets off a wall and hits another; or a completely unrelated event occurs—a pot falls from a high window and smashes on a thug’s head just as he’s about to shoot. The GM should feel free to get creative in describing the bad luck that befalls those who tangle with this “black cat."

    Power Negation (Rabbits/Rabbit's Feet)

Wounds: 0/3; Fatigue: 0/2; PPE (Aviator Shades): 10/10
Bennies: 4/5(+1Z); Conviction: 1/1
Transmutation Tokens: 0
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Charon
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Charon »

The Lyn-Srial frowns as Hans lays out the situation, then nods at Stan's proposal. "Overall, an effective plan, I think. At least with our limited intel and time. Well met," she adds to the talking cat. "We can use all the allies we can get in this situation."

She looks to Hans. "How many of us can your device transport in one go?"

Once they are ready to go, she takes a moment to
Spellcasting 1d12!!+3: [2]+3 = 5 Wild Spellcasting 1d6!!+3: [5]+3 = 8
to the arcane energies around them. That should help her anticipate any additional magical shenanigans Geist and her minion might be ready to produce.

Exalted Detect Notes
Okay, she got a Raise.
Cast for 1 PPE base, with 2 points 'free' due to Limitations. +2 for Exalted, +1 for Presence Sense
Total cost: 2 PPE.
Raise Effect:
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects,
or effects in sight for ten rounds. This includes invisible foes, enchantments on people or items, weird
science devices, and soon. With a raise, the caster knows the general type of enchantment as well — harmful,
obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore all points of penalties when attacking foes
hidden by magical darkness, invisibility, or similar abilities.
With a successful Arcane Skill check on a particular magical effect or
supernatural entity or phenomena, the caster can learn the following:
„ Active powers and arcane abilities.
„ Type of supernatural creature (vampire, werewolf, dragon, etc.).
„ Enchantments present on an item.
„ Amount of PPE or ISP possessed by a target.
„ Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals
any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
The caster is able to sense the presence and exact
location of living beings within range like a radar; detect arcana activated with
Presence Sense no longer requires line of sight to locate living beings.
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Tula
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Tula »

Tula’s eyes raise practically to her hairline at the appearance of a talking cat. One could see the white around her eyes as they track back and forth between the cat and Hans. Taking her cue from the other party members who act as though they see talking, armed cats every day.

You just walked off a spaceship and fought psychic snow monkey beasts. Girl, what’s a little talking cat?! the dwarf thinks to herself. Tula puts on her poker face and stands cool and calm while the others chat, but she still does her best to keep Hans, whatever version of him they may have, between herself and the cat.
Action Stan wrote: Tue Nov 08, 2022 9:38 pmNodding when Hans doesn't seem alarmed Stan adds. "Can confirm, not evil Hans. … Tula and Joe go in ready for the inevitable surprise fuckery that pops up, if none focus on dropping Geist. Not to be all bossy but any addenda better be quick, I don't think we got much time." He unslings his particle rifle, and grins. "Let's show this narcissistic bitch how we do thing in Black Dawn."
”Got it.” Tula checks her clip and cycles through the grenades in her launcher. “Cover your six and take out the trash. Joe and I got this.”
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Hans Greuber
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Re: Amarok IV (Hunting down Victoria Geist)

Post by Hans Greuber »

"Well, my Nanite Hive can Teleport 9 of us there, unless I
aka Short the Power by 1
. Cross your fingers... but before I bring us there, first I will be protecting us from their magics."


Arcane Protection (+2 due Iron Ring, +1 due GM Fiat... so +3. 1 PPE, Exalted Arcane Protection (+2), +9 Targets (+9)... so 12 PPE)
  • TW: 1d12!!+3!!: [9]+3 = 12
    Wild: 1d6!!+3!!: [1]+3 = 4
    Result: 12 - Success with Raise(s). Total +6 Arcane Protection. 12-> 11 PPE (Channeling)

Teleport (+2 due Iron Ring, +1 due Fiat, -1 due Shorting... so +2. 2 PPE, +9 Targets (+9), Greater Teleport (+2), Shorting 1 (-1)... so 12 PPE)
  • TW: 1d12!!+2!!: [3]+2 = 5
    Wild: 1d6!!+2!!: [2]+2 = 4
    Result: 5 - Success. Teleport 10 targets 25" (50 Yards)


"Everybody ready?!? Hold onto your lunches, we are in for a quick trip..."
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Amarok IV (Hunting down Victoria Geist)

Post by sammy »

The tabby walks in circles around Action Stan, his breath visible in the cold air.

“Meow, I know you. You were in the bar. Crossroads, Texas 68 P.A. Meow, yes with Hudson, Zieja and Erin. She fancied you I believe. Might old for you now I wager. I was napping in the window watching out for Blackwell.”


A soft chuckle and purring is heard.

“I like your movies.”


Moving between Hans feet, nearly tripping the techno wizard as he preps his spells, Sammy jumps on the mummies shoulder. Flint looks startled then relaxed as the cat makes muffins in the undeads hair.

”Gotta borrow your man a moment Charon, and pleasure is mine, meow.”

Sammy purrs and continues to make muffins in the mummy’s hair.

“Hansie, you are right as a trivet about that… I was at sea for a bit, but after some contemplation it has become clear you are a good Hans. I was quite unhappy to learn that old sawed off death queen Geist is still alive. I thought we had exxed her as dead as when we killed the whole Second SET of the Legion. You remember killing those Legion goons Hansie?”


Jumping off Flint the cat pulls the blaster out of his holster, spins the six shooter and re-holsters it with blinding speed.

”Yes, is all according to Hoyle."

Sammy purrs at Tula, "Relax little miss, I got your six partner."

Sammy draws again, focuses for a brief second channeling a little of his inner strength into his six shooter giving the rays of sunshine the power to punch through even the hardest of materials (-2 ISP for MD).

Standing next to Joe the cat looks up at Steele then back at Joe, “I’ll stick by your side licorice, you look lucky. Your Borg might squish my tail if I get under foot.”
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Amarok IV (Hunting down Victoria Geist)

Post by Daniel »


If / Then

If you are still discussing your options please do so here, in this Thread.

If you are teleporting into the Command Room where Geist is, continue story here in this Thread.

If you end up not teleporting or something changes I can always delete the above link and go a different way. Just presenting the option to move the story along.





Test 1d6!!: [17!!] = 17
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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