Mission 6: Radio Tower

Adventures of the Legion's 1st Special Exploratory Team.
User avatar
Zolo
Posts: 24
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Thu Sep 13, 2018 6:49 am

Zolo scowls a bit at the obvious trap set before them. Gesturing to the wounded comrades all over the place Zolo pipes up,”So... I think we did it! Lets get these wounded folks back to the Castle or some place of refuge. Seems plausible that whatever is through those doors is that demonic lady thing Alecto reported on. Seems likely it is also a trap. I am actually super curious to see if the Dragon Wing, Hot pants there, and your dragon could deal enough fire power to blow this radio tower sky high. What do you say we give that a shot before we saunter into a demonic scrum?” Zolo grabs one of the injured comrades carefully and points to the way out, ”Common guys lets get these prisoners out before it is too late for them.”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
-1 Quick combat at the radio tower

User avatar
Roderick Wolfram
Posts: 69
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram » Thu Sep 13, 2018 12:37 pm

"I have to agree with Zolo here. While I don't believe we'd loose, it it not just us. And while I don't like being wrong, the results show that Alecto made a good call in our attempt to free the prisoners. The proof is that we have them. Leaving them now would be tantamount to just killing them ourselves to whatever is out there." The robot points back out into the field where the sounds of demons squabbling can still be heard. "We need to get them to safety. If this demonic crazy that Alecto spotted gets away, then so be it. We can still make it difficult by bringing this building down on top of it on our way out," the pilot says over the radio up in the robot. "If not, I say we guard the tower and call the Legion in so it can't escape. Once they are here, we hand off our wounded, gear appropriately and head in and take it out."

Rod looks down at himself, Outside, of the Dragonwing, I am as squishy as my little friend down there. Huntsman armor and a pistol does not an assault make.
Notice 4
Bennies: 4/4

Notice: 1d8+2 = 4: 2
Wild Die: 1d6 = 1: 1
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q3 2018 Adventure Cards
  • 12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • 29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
  • 51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 209
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder » Thu Sep 13, 2018 5:38 pm

Sinder looks at his Feet then speaks up, "I could use my Cannon Balll Armor and go Intangable. Next go in through the roof. Then set of a burst."

"The problem is, if they some how are imune to fire, which would be a smart thing, since they knew that there was a Burster on the team. So something else they might not know we have and I could deploy it."


"Yea I hate to have all of us go in, then they set something off."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +1 post, +3 2nd Quarter (-1Benny Extra effort) (-1Benny Extra effort)
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.
(42) Ace with a raise


[dice]1[/dice]
Play instead of rolling to make a
trait test with a single automatic
raise.

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

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

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

ARMOR:

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

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

Plastic Man +4+4
in storage

User avatar
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 266
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Fri Sep 14, 2018 6:56 pm

OOC Comments
Notice: 1d8+2 = 3: 1 Wild Die 1d6 = 6: 6
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
An odd idea occurs to Cory, maybe they should exercise caution. They've made it through one obvious trap, now they are confronted with another. Which has several possible interpretations: they got lucky the first time or they're that good. She discounts the interpretation that they were lead here and the first trap a ruse. This next trap could be more deadly, or it could be nothing.

"Sinder, like, and, I guess anyone else who can turn invisible or intangible or whatever, go take a peak in the next room. Like I guess if anyone could like just see in there, like, that would be the best. I mean, I'll stick my head in if no one else wants to," Cory says, falling back on being snarky with a dose of bossy.

If no one else volunteers, she'll turn into a bug and take a look in the room, and hopefully not get squashed.
If needed: Shape Change
Mysticism 1d10 = 4: 4 Wild 1d6 = 1: 1

Cory Tetrascroll
PPE: 0/25 | ISP: 4/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 209
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder » Sat Sep 15, 2018 10:57 am

Sinder listens to Cory talk about scouting the area out. He thinks before he answers, "I can do it. I would like a diversion at the front entrance. Any other help also looking in would be appreciated.”

Intangibility 5PP+2 success using wild dice
Psi 1d10+2 = 3: 1
Wild Dice
1d6 = 2: 2

Sinder will go through the ceiling. He then goes over to the back side of the room and finds an edge away from the front and waits for the diversion before sticking his head into the celing and looking.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +1 post, +3 2nd Quarter (-1Benny Extra effort) (-1Benny Extra effort)
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.
(42) Ace with a raise


[dice]1[/dice]
Play instead of rolling to make a
trait test with a single automatic
raise.

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

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

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

ARMOR:

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

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

Plastic Man +4+4
in storage

User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 268
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 6: Radio Tower

Post by Merlaggon » Sat Sep 15, 2018 1:24 pm

Sinder wrote:"I can do it. I would like a diversion at the front entrance. Any other help also looking in would be appreciated.”
"I can make a diversion!!!"

Moving to the front entrance, Merlaggon sticks his head inside...
Taunt 12
Taunt: 1d6+2 = 7: 5
Wild: 1d6+2 = 3: 1
  • Extra Effort: 1d6+2 = 5: 3 (Elan)
Result: 12
"Hello, ugly demonic crazy person? Pbbbbtttt!!!! Bahhh! You are not even worth our time. Prove me wrong!!!"
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 2/3
  • Base Amount
  • -1 due Extra Effort to Assist Anon at Radio Tower
  • -1 due Extra Effort on Taunt at Radio Tower
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 35 (16) MDC; Size +7
Toughness: Human Form - 14(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
  • Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”


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

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

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 209
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder » Sat Sep 15, 2018 7:13 pm

After the diversion, Sinder looks!
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +1 post, +3 2nd Quarter (-1Benny Extra effort) (-1Benny Extra effort)
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.
(42) Ace with a raise


[dice]1[/dice]
Play instead of rolling to make a
trait test with a single automatic
raise.

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

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

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

ARMOR:

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

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

Plastic Man +4+4
in storage

User avatar
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 266
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Sat Sep 15, 2018 7:22 pm

During the diversion, Cory helps teleport people!
Teleport--if roll above isn't used, IF the roll above wasn't used, I'll use a bennie foe EE...
Mysticism 1d10 = 3: 3 Wild 1d6 = 1: 1

Cory Tetrascroll
PPE: 0/25 | ISP: 4/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"

User avatar
Zolo
Posts: 24
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Sun Sep 16, 2018 9:33 am

Cory Tetrascroll wrote:
OOC Comments
Notice:Original post: 1d8+2 = 3: 1 Wild Die Original post: 1d6 = 6: 6
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
An odd idea occurs to Cory, maybe they should exercise caution. They've made it through one obvious trap, now they are confronted with another. Which has several possible interpretations: they got lucky the first time or they're that good. She discounts the interpretation that they were lead here and the first trap a ruse. This next trap could be more deadly, or it could be nothing.

"Sinder, like, and, I guess anyone else who can turn invisible or intangible or whatever, go take a peak in the next room. Like I guess if anyone could like just see in there, like, that would be the best. I mean, I'll stick my head in if no one else wants to," Cory says, falling back on being snarky with a dose of bossy.

If no one else volunteers, she'll turn into a bug and take a look in the room, and hopefully not get squashed.
If needed: Shape Change
Mysticism Original post: 1d10 = 4: 4 Wild Original post: 1d6 = 1: 1
Zolo gives Cory a smile and points to the Dragon Wing about 25” away. ”What we really need is someone who is brave and full of teenage angst to teleport the injured to saftey.” Zolo laughs a bit at the humor of a bug getting squished, ”No need for you to show us which came first the foot or the bug.”
Hmm... Where are the rest of the ATT? Only 2 are accounted for. Zolo looks at the opening the dragon is NaNaNaNa.

Zolo uses a grown up deep voice with a hint of humor,”So... Merlaggon, you need to let those with some stealth do a bit of recon and intelegence. We got at least two missing team members and in most parts of the world taunting demonic forces is a great way to get those captured and currently being tortured a quick case of the dead... While I was not part of the ATT for too long, I would really hate to see them killed because we went in blowing rasberries.”
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
-1 Quick combat at the radio tower

User avatar
Alecto
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Silver Patron
Posts: 468
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 6: Radio Tower

Post by Alecto » Sun Sep 16, 2018 7:57 pm

Alecto swaps out a fresh e-clip into her suit's auxiliary power supply and says, "I'll go with Sinder."

A moment later her suit shimmers eerily and she vanishes from view!

Moving quietly on the burster's heels, she ghosts into the room, alert for danger.
Rolls: Invis 5, Stealth 17, Notice 10
Invis or
Stealth or Ace Ace
Notice or Ace , inc the bonus from cybernetics to Sight checks
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

User avatar
Anon
Posts: 37
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 6: Radio Tower

Post by Anon » Mon Sep 17, 2018 9:05 am

Notice 4 (-2 for hearing) and Techno-Wizardry 11
Notice -2 for hearing
Wild

Techno-Wizardry to operate clairvoyance drone (includes out of combat machine maestro)
Wild
-4 PPE to the drone in order to send in sight and hearing
Anon slings his rifle and pulls out his scope and miniature drone. "Okay, Sunshine," he whispers to the little drone, "let's make me proud, okay?" He releases the drone, about the size of a large insect, into the air, and it hums away almost silently. Using its magically enhanced telescopic lens and parabolic mic combination, it doesn't even need to go into the building to see what's inside; it just needs to be close enough to the wall for the enchantments on the camera to see right through it.

"Okay, team, here's what I'm seeing in there." Anon gives a quick run-down of what he sees, then he clips the scope on his helmet, where it sits opposite the tac-cam that houses his Magic-Optic System and folds down in front of his left eye.

As he scans the room, he also drops the stone mine he whipped together a few minutes ago, settling it firmly against the ground. "Watch your steps; I'll be here watching and making walls appear out of the ground in there to give you guys cover and box in the bad guys. If you need cover, just radio in and I'll pop a short wall up for you to hide behind.
Anon
Anon Smith a human Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, Piloting d4, Driving d4, Notice d8, Techno-Wizardry d10, Repair d8, K/Electronics d8, K/Computers d8, K/Arcana d10, K/Engineering d10, K/Science d6
Parry: 5 (6 w/"Survival Knife")
Pace: 6
Toughness: 13(6)
Notable Edges: Ace
Notable Equipment: TW Survival Knife; Multi-Assault TK Automatic Rifle
Character Sheet
Signature

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 1431
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 6: Radio Tower

Post by Venatus Vinco » Mon Sep 17, 2018 4:37 pm

Crazy Town

As Melaggon shouts into the room a voice comes back over all radio frequncies causing squelching feedback.The voice is very familiar to him - and other long standing members of the team - Lial Gabbersleaf, alleged daughter of Sir Sayeen and extremely insane.

"Bring me the chrome commander!"

Under the cover of the screeching, Sinder and Alecto sneak into the radio room and are immediately greeted by a hallway full of Alu demons (ooc: lesser demons). From his position, Anon sees the whole room and it is crawling with demons. Old radio equipment litters the floor and walls but there appear to be more recent maps on the walls and tables with books and more modern electronics on them. Armed Brodkil guard four captives in the centre of them room. Sitting in the middle of them is Lial - or at least a twisted demonic version of her. The MOM implants appear to have been replaced by demon horns, encasing her head like a twisted crown of thorns. She holds a vicious sword to the neck of one of the captives. She seems to know she is being watched as she unceremoniously lops off the head of one captive, leaving three more in the room.

"More will die! The whole world will burn! But the chrome commander is mine! It has been promised!"

Outside the room Cory and Zolo begin to teleport the survivors to safety. As they do, one of the survivors, her breath ragged from beatings and maltreatment, looks at the young leader and her diminutive ally. She barely manages to gasp out a phrase, "Hell is on earth. You must stop it. Fell is the key."

Map


1 square = 1 inch
Alecto and Sinder can sneak to their position (the demons only have a Notice of d4). However, the brodkil have cybernetics and may be able to see more.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Anarik Ebonlocke
Posts: 21
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 6: Radio Tower

Post by Anarik Ebonlocke » Wed Sep 19, 2018 12:42 am

Radio Tower Field near Four Corners Monument, New Mexico
Afternoon
Round 0

Well, if others were going to go invisible and walk into the demon’s den, who was Anarik to complain. He lounged with Ilserayne against the side of the tower as they awaited and listened to the report, the succubus tucked up against him, but eying Cory a bit hungrily, smiling at the angsty teen whenever the mystic looked her way.

“I can try and clear out some of those demons,” Anaric said. “We can’t bring the the tower down on top of those hostages.”

***
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 10 (4)
Anarik PPE: 27/30 (3 bound)
Bennies: 5/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 10/10
Adventure Card:
  • Parley: Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

User avatar
Roderick Wolfram
Posts: 69
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 6: Radio Tower

Post by Roderick Wolfram » Fri Sep 21, 2018 12:08 pm

Rod slaps the release button on his harness as the injured people are teleported into the compartment. Crap a little warning would have been nice, Rod thinks. Did they even verify they are not demons in disguise? "Hey name is Rod, what are your names? What squad were you a part of?"

He quickly gets them into their seats and strapped in. He opens a side compartment and pulls out a water bottle for them, helping them drink if they can't do it themselves. He also grabs a pair of gauze pads and wipes a bleeding injury on each and steps back in the small area checking to see if it actually looks bloody, if not, he pulls his pistol on the pair prepared to shoot the creatures hidden by some sort of illusion.

If, based on the one test Rod can think of, the pair seem legit. He moves back to his seat and buckles back in. He moves the robot away from the building to be able to strike at anything that comes out that he doesn't recognize.

Hearing the voice on the radio ask for Timothy, Rod retrieves the audio recordings stored in his mini-computer and loads them onto the more powerful computer of the Dragonwing. He directs the computer to use the recordings to make a new composite message.

When he's ready, he sends a message over the compromised frequency, "This is Timothy Hernandez, leader of the 1st SET. You want a piece of me? Come out here and get me. The Chrome Commander is waiting."

Notice 8, K/Computers 9, K/Electronics 23
Notice: 1d8 = 6: 6 (+2 Core Electronics Package or Dragonwing Sensors, -2 Danger Sense)
Wild Die: 1d6 = 1: 1
Total: 8

K/Computers: 1d6 = 6: 6, Ace 1: 1d6 = 3: 3
Wild Die: 1d6 = 2: 2
Total: 9

K/Electronics: 1d8 = 5: 5
Wild Die: 1d6 = 6: 6, Ace 1: 1d6 = 6: 6, Ace 2: 1d6 = 6: 6, Ace 3: 1d6 = 5: 5
Total: 23
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q3 2018 Adventure Cards
  • 12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • 29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
  • 51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

User avatar
Zolo
Posts: 24
Joined: Fri Jul 20, 2018 8:00 pm

Re: Mission 6: Radio Tower

Post by Zolo » Fri Sep 21, 2018 5:00 pm

This is it! Just like the stories my mom writes, we are about to go in and save the day. Zolo adheres the gaget Anon made to the boots. ” So... Anon, what does this red button do.?.. I gots to know, oo nice. Super duper walking shoes.”
Greater Wall Walker using divice PPE, total 5, and 6 PPE left
Activate Greater Wall Walker 10PPE, AB super die(no backlash) 1d8 = 1: 1 wild 1d6 = 5: 5 (6PPE left)
  • Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.
With pistol in hand and mangifying in the other Zolo creeps up the wall to the ceiling then to the edge of the door way peering through the manyfying glass looking seemingly looking through the wall.
Notice 6 for looking through objects, also ignores obscurment penalties including inisibility
Notice ( Looking through is -4, but the device gives a +2 to notice, also lets Zolo ignore all obscurment penalties including invisibility) 1d8-2 = 0: 2 Wild 1d6-2 = 4: 6 Ace 1d6 = 2: 2
Over the comms Zolo whispers, ” So... I think I got a good idea of what awaits us... Sinder, Alecto... Gie the high sign and we act as one. One squelch... We don’t need any loose dragon cannons as my dad would say.”

Zolo half smiles at Rod’s attempt to deceive. Thats it Rod, engage... Keep these guys off balance and then bring down this tower in a blaze of glory.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +3 Toughness
    •Armor was modified by HJ rolls which have been included in stats.
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    •+2 ranged attacks
    •+2 woodland stealth
    • Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Bennies
Bennies: 5/3
+1 Race
+1 FG
-1 Quick combat at the radio tower

User avatar
Cory Tetrascroll
Diamond Patron
Diamond Patron
Posts: 266
Joined: Sat Jun 25, 2016 7:44 pm

Re: Mission 6: Radio Tower

Post by Cory Tetrascroll » Fri Sep 21, 2018 9:26 pm

OOC Comments
Notice: 1d8+2 = 4: 2 Wild Die 1d6+2 = 6: 4
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)
Saving people, killing things overkill, the 1st's business Cory thinks. She's extremely concerned about the hostages and the amount of time they are taking to bust in and rescue them. She feels very sorry for Lail, but the young woman was always on edge. She chose to leave a circle of people that cared about her. Maybe she found what she was looking for, maybe this is what that was.

Cory knows her power is still limited, so she will have to act quickly, surgically. First thing is to get in the room. She creeps up to the door. She takes a look around Merl. Hands him the sword, "Merl, like watch this for me."

Her view isn't encouraging. She doesn't see anything but dog-like creatures, presumably more demons. But she knows, per the reports, that Lail is in the center of the room. Her armor is capable of two things that might be useful. She could use its speed boost to run into the room, hopefully dodging the demons. The challenge of course, is dodging the demons. The second function is teleporting. But she'd be teleporting blind. That is a huge risk. She steps back and makes sure the armor is fully charged. She ponders.

Then she makes a decision.

She pauses in the hall, gripping the tiny sword, she pulls Sun's power through it, slowing down the world around her. She doesn't boost it all the way, which gives her a little letdown. But...it's the only way to do everything she wants to do.
Round 0: Quickness: 4 (Success)
Mysticism 1d6 = 1: 1 Wild 1d6 = 4: 4
Once she has accomplished that, she focuses again. Then trusting to Sun and Moon, she closes her eyes and teleports. She pictures herself in the room, a few feet away from the ex-teammate.
Round 1/1 Teleport: 12 (Success w/ 2 Raises)
Mysticism -4 blind 1d10-4 = 5: 9 EE 1d6 = 3: 3Wild 1d6-4 = 0: 4 Map Image.
Landing in the middle of the room, she blasts Lail with a blast of Sun's power, a tendril of fire touching just Lail...hopefully.
Round 1/2: Onslaught: 19 (Success with Raise); Damage 22 AP5
Mysticism -4 blind 1d10-4 = 5: 9 EE 1d6 = 6: 6 Ace 1d6 = 4: 4Wild 1d6-4 = 1: 5 Damage 6d6 = 16: 2, 6, 1, 2, 3, 2 Ace 1d6 = 4: 4 Raise 1d6 = 2: 2

Cory Tetrascroll
PPE: 0/25 | ISP: 4/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Gear
Worn Armor:
Custom CK Armor:
  • +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport

Overcoat:
  • +1 Toughness

Talisman of Marduk:
  • +1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance

Weapon in Hand:
(Right) Sun’s Glaring Sting:
  • Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver

(Left) TW Club:
  • Damage Str+1d4; +1 Parry

edit signature

"all about long sullen silences, followed by mean comments and then more silences"

User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 209
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 6: Radio Tower

Post by Sinder » Sat Sep 22, 2018 6:37 pm

Conditions:
Flying Wings
Improve fiery Aura 3D8

Sinder coordinates with Aletco, “I’ll enter room there and use a flame bolt that should cover the group over here. If you go on the other side. We might get those guarding the hostages.”
Sinder enters and he becomes tangible and sets off his Fire bolt.

Flame bolt, Flame Blast Large 3 PP +2 PP for 8 AP 1 benny extra effort

Psi 1d10 = 2: 2 use the Wild Dice for 5 Extra Effort 1d6 = 2: 2 Total 7
Damage:
6d6 = 20: 1, 5, 5, 4, 1, 4 +8AP
Wild Die
1d6 = 5: 5
Everything Burns
1d10 = 1: 1
As he moves toward the Brodkill and Sothern demon Improve fiery Aura 3d8 = 14: 2, 4, 8 (Medium size) Aced 1d8 = 2: 2 total 16
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40 Spent 15 12 left
Active Psi Power:Armor, Flight

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

Bennys: 2 for EP, +1 post, +3 2nd Quarter (-1Benny Extra effort) (-1Benny Extra effort)
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 2nd quarter

(33)Play to add +1d6 to any trait roll. This roll may Ace
.
(42) Ace with a raise


[dice]1[/dice]
Play instead of rolling to make a
trait test with a single automatic
raise.

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

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

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

ARMOR:

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

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

Plastic Man +4+4
in storage

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