ARCUS ORP (Part One: Westward & CS attack)

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Lars
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ARCUS ORP (Part One: Westward & CS attack)

Post by Lars » Tue May 07, 2019 11:40 am



ARCUS (Part One: Westward & CS attack)


All Players welcome here - post away - this is part of the long game for Lars and his up coming game. Enjoy. Image

Lyn-Srial Cloud City: Arcus
Image
History of Arcus:
  • 106 P.A. Fleeing from the CS and under heavy fire the Lyn-Srial Sky Knights create a city of clouds to help refugees escape from above the war torn remains of Tolkeen's fall.
  • 106-108 P.A. The cloud city is located in S. Dakota until a CS attack that nearly destroys the city. The Sky Knights moved the cloud city until it arrived in Arkansas where a Shifter named Olek casts a awesome spell of concealment on the city.
  • 109 P.A. The cloud city was moved to within a mile of Castle Refuge and shrouded by magic until a month ago. The powerful spell casting the city in the sky into obscurity ended abruptly (reasons unknown and the caster, Olek, is nowhere to be found). Unfortunately this happened when a CS patrol was scouting the area. The Coalitions view of the Lyn-Srial Sky Knights is that they are an invading alien force that must be dealt with severely. A small hired Mercenary force called: The Jazz Vipers have spent their efforts protecting the cloud city at great cost. The CS has launched half a dozen small tactical nukes at the city in the sky over the last four weeks. The Jazz Vipers have been reduced to a fraction of their former size and reported to Sky Marshal Haste that they don’t think they can stop the next strike.
  • 110 P.A. The Sky Knights decide that they must again move the cloud city to a new location, both to avoid the CS and to not draw unwanted attacks on the Castle by being in the area. The ultimate plan is to move west to the coast, as far from the CS as possible. Elle of Owls and the command at Castle Refuge have offered to assist the effort as they can. Members of the different SETs and AATs and other groups allied to the Legion are asked to assist as they can in their off time.
Welcome to the new Open Role Playing (ORP) area: ARCUS, a Lyn-Srial Cloud City.

Open RP adventure: Save the city as it moves west from Castle Refuge towards the west coast, 4 to 6 weeks of adventure that is ORP!!

THIS ADVENTURE WILL RUN MAY AND JUNE 2019. OPEN TO ALL PLAYERS/CHARACTERS. Awarding a yet to be determined amount of EP in the end to those who participate.

ARCUS: An ORP (Open Role Playing Area for all members of SavageRifts.com)

How it works: Each week GM Lars will post an update of events that will go smoothly or be disastrous depending on Player involvement. Depending on the level of interaction and how things go, generally a version of SWADE Quick Combat is used for advancing the story, Player interaction will dictate how the story ends up. Characters from any realm, world, SET, group etc are welcome to participate where they want, pop in and out, or stay for the whole adventure, this is "out of time" to whatever your Character is doing in your own groups.


The Lyn-Srial named Gale Wingstorm soared above the city of clouds, soaring next to his Lyn-Srial Cyber Knight friend, Sir Haste.

As they soared above the cloud city Gale saw the last remaining Jazz Vipers flying machine running a search/watch flying pattern over Arcus. Gale remembered when, just weeks ago, the mercenary force called Jazz Vipers had ten of those flying machines.

"It bothers me brother. The Elders conjure a floating city crafted from clouds with every amenity needed by the human and D-Bee refugees ... and they just build over it all. So, savage. Our beautiful clouds covered by dark metal and ... dirt."

Listening to the young Gale, Sir Haste chuckled as he soared on, watching the predominately human occupied cloud city below. Arcus. A masterful small city of clouds woven for refugees and until recently shrouded in an obscurity spell.

"My young friend Gale, humans are strange, - whats new? What is important will be the following weeks of travel. I fear our friend Olek the Shifter might have met an untimely end since his spell abruptly vanished exposing our fine city. We must move Arcus from above Castle Refuge to the new site as far from the Coalition as we can. As you know, recent events have led the Commanders at the Castle to ask us to move. The CS has been horrible, the last long range missile attack almost not avoided. We must move on, the city is bringing too much attention. Our recent allies in Arzno offered to allow us to float there until we can scout out a safe haven on the west coast. There will be many dangers on the way, even up here. Think W - I - N. Whats important now. We must get these precious people to safely in Arizona then onward to the coast."

Gale soared on and thought about it.

Sir Haste seemed happy as he patrolled the city for signs of CS attack or other issues as the floating city of clouds prepared to move westward.

"Sir Haste? Do you think we will be able to cross the western expanse and get Arcus to Arzno? It seem so dangerous. I have heard tell of bizarre rumors about the Great Barrier Mountains and..."

Sir Haste interrupted the young Lyn-Srial, "Only with help Gale. We will need the Legion and her friends to assist us. We must trust in others to save Arcus. There are many dangers to come, yes. We will face each with our allies. Thankfully Elle of Owls has authorized all members of the Legion to help us as they can. The Legion, her friends, the Jazz Vipers and their lead man Sgt. Hurtt, Arzno, and who knows who else. We will see our quest safely to the end."

The two Lyn-Srial soared over Arcus and kept watchful eyes on the small city as her occupants and those who would escort Arcus, prepared for the trip.


Image OPENING POST:

Gather (post here) and prepare for heading west. Located just outside the Castle is a large green tent which is serving as a command post and strangely, a bar. Those who are able to join the trek to the coast are asked to report in to Legion Liaison's Lt. Marcus Omari or Staff Sergeant John "Zim" Zimmerman. Role Playing might result in clues, RP and other antics between this post and the next GM post. So interact with each other and maybe ask a question or two of Omari and/or Zim. (I, Lars, will respond ASAP to any questions).

Omari
Image
Lt. Omari (Tomorrow Legion) is a little gruff and is a human male, newly promoted to Lieutenant.

Zim
Image
"Zim" is a former Juicer (and fan of anything Viking related). Zim handles the booze and Omari logs data and does the admin part of the job.

Together they are spearheading keeping track of Legion personnel and equipment as they head west to help protect the city of Arcus. Post away. Next GM post will be posted within a day or two.

The Admin & Bar Tent
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FIRST GM / STORY ADVANCEMENT UPDATE TO COME MAY 10th or 11th or 13th = OVER THE WEEKEND.
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Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

Dan Frederick (danjal73@gmail.com)
Characters

  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
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  • X SET
    May - SWADE Juicer
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  • Vampire Kingdoms
    Mercy - Crazie
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Hurtt
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Re: Arcus (Open Role Playing for All Players)

Post by Hurtt » Tue May 07, 2019 11:52 am




  • Outside the large green tent several members of the Tomorrow Legion lingered about, loitering and quietly chatting, occasionally pointing at the newly erected tent.

    A small flying machine dropped quietly from the sky above, hovered about two feet off the ground and its side hatch opened. A man dressed in combat armor stepped out and jumped lightly down to the soft green grass as the flying sentinel lifted back upwards to patrol over the newly arrived cloud city. On the side of the flying machine were the words, "Jazz Vipers".

    The armored man casually walked towards the large green tent and nodded at those assembled, "Hello Legionnaires! If you are not doing anything, come in an grab a refreshing drink and have a word with your Lieutenant Omari. The Vipers and the Legion are set on helping the city of Arcus get west. Come on then, get in here and see whats going on!"

    Sergeant Damien Hurtt of the Jazz Vipers Mercenary group lifts the flap to the tent and heads in.
Hurtt
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sammy
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Re: Arcus (Open Role Playing for All Players)

Post by sammy » Tue May 07, 2019 12:12 pm

A medium sized house cat crawls through Zim’s One horned helmet. He is wearing a glowing green necklace with some kind of winged creature inside it. Strapped to his side is a single technowizard modified revolver. The only piece of clothing this enigmatic cat wore was a simple brown leather cape branded with two letters on the back: FB. The cat yawns as if he had been asleep for some time and licks his lips looking for either the nearest jukebox or saucer filled with milk.

Seeing Neither Sammy yawns again looking up at Zim with a Cheshire grin, ” Meow, was that your helm Zim? All this time?” Sammy rubbed a paw on his nose almost falling back to sleep, ” Did I hear someone going on about needing to get to Arzno?” Now some would hazard a guess and they would be right this was in fact Samuel T. Cat a former legionnaire in the vaunted and somewhat tragic 2nd SET. Last folks knew he had run off with the black company putting an end to maglomaniac Geist in the city of Gloom. But after that only whispers of what he had been up too.

The cat quick as a pistol pulls out his enchanted magic gun and spins the bullet chamber snapping it back shit and skillfully settling it back into the holster. ” Meow, I’ll be your huckleberry.”

Moments later after Hurtt came out Sammy did a double take drawing a cigar out of a satchel that seemed to exist in its own sub dimensional pocket, ”Hurtt... Meow is that really you?”
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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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Tue May 07, 2019 1:38 pm

Fox had grown restless in the little town the 7th had liberated from a crazed necromancer. Being Marshall had been all right, but Foxx craved some action and so had resigned his post once a replacement had been found. The raplacement had shown up a week ago and Foxx had left today.

His customized SAMAS, which bears little resemblance to the Power Armor he had acquired from the CS, was doing top flight speeds today. Guess man and machine both needed to vent and soar.

Approaching from the southwest, Fox is blown away by the sight of the floating city of Arcus. Kind of like Bespin and Cloud City.

Radoing ahead to Castle Refuge, "This is Fox, formerly of the 7th. Returning from diplomatic assignment."

Without hesitation, "When did the floating city show up over Refuge?"
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Hurtt
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Re: Arcus (Open Role Playing for All Players)

Post by Hurtt » Tue May 07, 2019 3:27 pm

sammy wrote:
Tue May 07, 2019 12:12 pm
Moments later after Hurtt came in Sammy did a double take drawing a cigar out of a satchel that seemed to exist in its own sub dimensional pocket, ”Hurtt... Meow is that really you?”
Setting his helmet on a table inside the tent Damien Hurtt looks at the talking cat, ”Sammy is that you! I can’t believe it. I last saw you in Gloom. After that place fell apart I left the remains of the Arcane Company and set off on my own.”

Moving deeper into the tent Hurtt nods to Zim who in turn nods back and starts to pour a draft.

”Sammy, I ended up working for a Mercenary named Tubular Jazz and his outfit called the Jazz Vipers. Jazz is as a top notch Crazie and as insane as he was he took care of the JV mercs. The CS got him last week. He stopped a small missile from hitting the city of Arcus. I’m ranking Viper now. The Legion is going to help get the Lyn-Srial city west... since we are almost out of Viper mercs.”

Zim hands Hurtt the draft.

”Thank you Zim. Sammy I’m worried about the city. We were hired to protect it. But. I think a larger CS force is coming for it. Those Deadboys hate the Sky Knights something fierce. Here let me get you a drink!”

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Lars
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Re: Arcus (Open Role Playing for All Players)

Post by Lars » Tue May 07, 2019 3:35 pm


After handing a drink to the leader of the Jazz Vipers Zim tilts his head to listen to the Legion radio he has on the bar.

Grabbing up the mic, Zim says:

”Copy, uh, Fox. 7th SET. The one run by that wild woman? Uh, well welcome back mate. The city in the sky is a Lyn-Srial cloud city and the Legion is committed to helping them move west. We are looking for people to help. If you’re free. Swing by for a drink and chat with the L-T.

Tossing the radio mic on the bar top Zim grabs his Viking style helmet and spends a few serious minutes looking in it to see what else might be living in it.

”Was a cat in there?”

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Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

Dan Frederick (danjal73@gmail.com)
Characters

  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
    Image

  • X SET
    May - SWADE Juicer
    Image

  • Vampire Kingdoms
    Mercy - Crazie
    Image

User avatar
PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Tue May 07, 2019 3:46 pm

Fox was going to make a bee line for the Castle parapet but decides in favor of a reroute and elevates accordingly.

Finding the ping of the last transmission. Fox sets his SAMAS down in the grass near the tent. Powering down he climbs out of the SAMAS and approaches the tent.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Nomel Sagia
Posts: 71
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Tue May 07, 2019 5:26 pm

A Fennodi wearing an overcoat over a suit of Huntsman Body Armor approaches the tent, a curious expression on his face, and ducks in, eyes blinking on their flaps. "You folks are looking for volunteers for somethin' to do with that Sky-city? Sounds like it could be fun. You got any way to get Gabrielle up there?"

He points back out the tent door to the unmistakable image of a resting Glitterboy, equipped not only with the usual Boom Gun, but also carrying a staff the size of a street-lamp, with a crescent moon on top of it. "She gets touchy if I leave her behind on long trips, y'understand."
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Tue May 07, 2019 10:05 pm

Nomel Sagia wrote:
Tue May 07, 2019 5:26 pm
A Fennodi wearing an overcoat over a suit of Huntsman Body Armor approaches the tent, a curious expression on his face, and ducks in, eyes blinking on their flaps. "You folks are looking for volunteers for somethin' to do with that Sky-city? Sounds like it could be fun. You got any way to get Gabrielle up there?"

He points back out the tent door to the unmistakable image of a resting Glitterboy, equipped not only with the usual Boom Gun, but also carrying a staff the size of a street-lamp, with a crescent moon on top of it. "She gets touchy if I leave her behind on long trips, y'understand."
Fox strolls up along beside the Fenodi, "I am sure that SAMUS and I can get you and the Glitterboy Topside. No probelm."

"The name is Fox," and the SAMAS pilot sticks out his right hand for a hand shake while escorting the Fennodi inside the tent.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

User avatar
Nomel Sagia
Posts: 71
Joined: Thu Mar 29, 2018 8:32 pm

Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Tue May 07, 2019 10:25 pm

The Fennodi shakes Fox's hand. "Nomel--Nomel Sagia. Pleased ta make your acquaintance, Fox." His voice is a strange blend--sometimes he has a very strong western twang, other times he scarcely has any accent at all.
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Arcus (Open Role Playing for All Players)

Post by Reiko Tanaka » Wed May 08, 2019 12:46 am

Arcus Cloud City
Afternoon
Round 0

Reiko Tanaka walked up to the green military tent outside the walls of the castle where a big Glitterboy sat at rest outside. Wisps of shadowy smoke drifted off her stealth cyber-knight armor as she moved, as light and silent as the cat that sat on the bar inside the tent when the Japanese ninja assassin turned cyber-knight pushed her way inside, the faceplate of her dark armor adjusting to the darkness. She hit a button to withdraw the helmet and shook out her long black hair, her slanted water-blue eyes taking in the interior, a beautiful woman, to be sure.

“Do you have saki?” Reiko asked the bartender. “I was told to report here to help the strange cloud city west.”
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
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Lars
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Re: Arcus (Open Role Playing for All Players)

Post by Lars » Wed May 08, 2019 12:04 pm


Image

Lieutenant Omari sees the newcomers:
  • Setting down the clip board he was intently studying Lt. Omari smiles and stutters, "Greetings. Uhh, I am Lieutenant Omari, Legion... I.. uh...I am in charge here. Please come in. The Legion has authorized an expedition to the west. We are going to, uh, head west. Um, here, sec...I uh let me get my paperwork....here, um, please sign in. I am tracking who is going on this mission. We will be following Elle's orders to help the Jazz Vipers get the cloud city westward..."


Image

Zim steps forward:
  • "L - T, Sir. I am happy to talk to them after they sign in. I know you have your hands full of admin paperwork. Yes, there, now if you will all join me over here at the bar area. I most definately do have Saki, we are well stocked. The bar that once was out here , outside the Castle, left a lot of booze untouched. Here. Let me pour you a drink everyonbe. We are working on setting up a escort mission to the city of Arzno. From ther Arzno will be handling things...drink up!"
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Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

Dan Frederick (danjal73@gmail.com)
Characters

  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
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    May - SWADE Juicer
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  • Vampire Kingdoms
    Mercy - Crazie
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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Wed May 08, 2019 12:16 pm

"Pleasure to meet all of you." Fox nods to each at their introductions.

"SAMUS and I can fly recon and do pretty well in aerial combat."

Anyone looking out the bartent would realize that the SAMUS has some hardware upgrades and other modifications. Maybe under its red, grey, and brown paint job there might have been some details that said "This is a CS Samas."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Hurtt
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Re: Arcus (Open Role Playing for All Players)

Post by Hurtt » Wed May 08, 2019 12:21 pm



Sgt Hurtt (new leader of the mercs, Jazz Vipers):
  • "Hello Fox, Nomel, Reiko. Glad to meet you. I am Damien Hurtt. I am ranking member of the Jazz Vipers. We were hired by the Sky Knights to protect the city of Arcus. Its been .. a .. challenge. I have about 20 men left of nearly 80. The CS has hit us hard. I think that as soon as we head west, the CS will send troops at us. The Legion has offered to help us. I just want you to know, it might be dangerous! Welcome!!"
PFC Fox Simmons wrote:
Wed May 08, 2019 12:16 pm
"Pleasure to meet all of you." Fox nods to each at their introductions.

"SAMUS and I can fly recon and do pretty well in aerial combat."

Anyone looking out the bartent would realize that the SAMUS has some hardware upgrades and other modifications. Maybe under its red, grey, and brown paint job there might have been some details that said "This is a CS Samas."


"Awesome! That will help a lot. Thank you!"

Smiling at each of you, Hurtt points at Zim who in turn pours you each a drink.

"I am looking forward to your help. I once worked with the Black Company who were employed...secretly? by the Legion, I have heard good things about the Legion... "

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Seric
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Re: Arcus (Open Role Playing for All Players)

Post by Seric » Wed May 08, 2019 12:28 pm


The ruff looking soldier named Seric, arm in arm with and accompanied by both Gryphus and Ashlyn, makes his way towards the newly erected tent.

"Let's check this out. Sheesh, those power armors look awesome."

Moving past the Glitter Boy and SAMAS, Seric holds the tent flap open for his two new friends.

Glancing upwards at the floating cloud city his mind is blown at the marvel of the city.

"Need a drink..."

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sammy
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Re: Arcus (Open Role Playing for All Players)

Post by sammy » Wed May 08, 2019 12:50 pm

Sammy hopped up on the bar and used a bit of trickery and telekinesis to snag a bottle of Sake for @Reiko Tanaka. The orange tabby sniffed looking at @PFC Fox Simmons and @Nomel Sagia trying to get a bead on them. The cat lied down on the bar top yawning full and wide with a some tongue sticking out of his jowls. With a bit of a drawl he said lazily, ”Meow, don’t kid yourselves if Hurtt is involved blood is going to be shed.” The cat waited half a beat and grinned lopsided, ” Any other way and I would believe I would just be too disappointed to join this endeavor.”

Curiously he pointedly ignored Seric. I remember what you did Seric. Pay back is going to be a bitch.
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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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Wed May 08, 2019 3:11 pm

sammy wrote:
Wed May 08, 2019 12:50 pm
Sammy hopped up on the bar and used a bit of trickery and telekinesis to snag a bottle of Sake for @Reiko Tanaka. The orange tabby sniffed looking at @PFC Fox Simmons and @Nomel Sagia trying to get a bead on them. The cat lied down on the bar top yawning full and wide with a some tongue sticking out of his jowls. With a bit of a drawl he said lazily, ”Meow, don’t kid yourselves if Hurtt is involved blood is going to be shed.” The cat waited half a beat and grinned lopsided, ” Any other way and I would believe I would just be too disappointed to join this endeavor.”

Curiously he pointedly ignored Seric. I remember what you did Seric. Pay back is going to be a bitch.
"I am not afraid of blood. Just as long as it belongs to the enemy and not my friends and family."

Pushing the alcohol back across the makeshift bar, "No offense meant but alcohol and I do not agree. Rather just have some water. Thanks."

Fox can feel the looks from those around him but he has dealt with worse and would rather keep his health and life intact.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Hans Greuber
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Re: Arcus (Open Role Playing for All Players)

Post by Hans Greuber » Wed May 08, 2019 4:36 pm

Walking into the bar is a Dwarf in mutely red glowing Techno-Wizardly Plate Armor with more than a couple weapons and some very strange looking contraptions hanging over his back and from his harness.

"I heard you need some help getting that floating chunk of rock over to Arzno. Name is Hans Greuber, formerly of the Black Company. I am a Techno-Wizard and my skills can help with any non-combat complications in addition to in combat. Who do I sign in with, and how do I mark any salvage I down as claimed?"

"Sammy, you mangy feline! Let me get you a drink. You definitely look better now than how we all looked when we were over in Shaintar as that bar dematerialized around us! Remind me next time not to get involved with anything that calls itself a god!"
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Nomel Sagia
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Wed May 08, 2019 8:03 pm

Nomel is, for a moment, nonplussed as the cat checks him out, but as he's clearly a member of the expedition in good standing, he shrugs. No stranger, really, than most of my other companions these days.

He nods, listening to the folks in charge as they give their spiel. "How fast does the city move? I figure you'll want me set up on point if we're slow, to clear any blockades, but in the rear if the CS is mostly going to be behind us."
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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Reiko Tanaka
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Re: Arcus (Open Role Playing for All Players)

Post by Reiko Tanaka » Thu May 09, 2019 12:57 am

Arcus Cloud City
Afternoon
Round 0

Arigato, Reiko told the cat as she took up her sake. Interesting. A talking feline. She turned to see a beautiful Mexican woman coming in with a scruffy newcomer.

“Ashlyn,” Reiko greeted the nun-warrior, giving her a bow of respect.

Hola, Reiko,” Ashlyn greeted in return. “This is Serric,” she introduced the man. “Tequila, por favor, she ordered. She listened to the pitch by Hurrt and glanced at Serric. “They are looking for mercenaries,” she explained. “I have duties here, and need to travel back to New Alamo, but this is Reiko. She is currently without a SET assignment and could help you around.”
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card

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Seric
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Re: Arcus (Open Role Playing for All Players)

Post by Seric » Thu May 09, 2019 11:37 am


Seric bids Ashlyn farewell with a smile and handshake, "Thank you my lady. Safe journeys."

Turning to bow slightly at Reiko the scruffy looking merc grins. "A pleasure to meet you. Sounds like this Hurrt guy and the Legion are headed west... I only recently arrived from there."

Taking in Sgt. Hurtt, Zim and the LT, Seric glances over at the talking Cat.

"Oh! Shiii-um-eh. Sammy." Shheet how was I supposed to know the cat was a boy...

Keeping an eye on the Cat Seric also takes in the others assembled, a look oh embarrassment on his weathered face. Downing a drink, he signals Zim for another.

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Hurtt
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Re: Arcus (Open Role Playing for All Players)

Post by Hurtt » Thu May 09, 2019 11:40 am


Hurtt looks up and pauses when Hans enters.

"Goodness! More Black Company! I recall you from Gloom Mr. Hans. It will be a pleasure to work with you and Sammy, and everyone else!"

Pulling a chair up for the newly arrived Dwarf, Sgt. Hurtt talks a moment longer in regard to everyone who has arrived, thanking each of them.

"LT? You want to answer some questions?"

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Lars
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Re: Arcus (Open Role Playing for All Players)

Post by Lars » Thu May 09, 2019 11:46 am


Image

Lieutenant Omari:
  • "Oh, uh yes thank you Mr...uh, Sgt. Hurtt. Yes. I will need a scout for sure! My intel tells me that a CS force may well be inbound .. soon. I think it is likely that somewhere near the forest between here and Paragould to our west, we may be attacked. Advance warning will help. I am sure that Sgt. Hurtt's flying airlift can take the Glitter Boy to Arcus. After I gather everyone's details and we wait a few more hours as ground techs prep for our travels I will then give a mission briefing explaining more...um, thank you all.."

    Lt. Omari looks happy as he finishes up and turns to Zim, "Zim! I'll take a small draft please."
GM NOTE: FIRST GM / STORY ADVANCEMENT / UPDATE TO COME MAY 10th or 11th or 13th = OVER THE WEEKEND. GIVE IT A FEW DAYS TO HAVE MORE JOIN US, AND I AM WRITING UP NEXT PART WHICH I WILL POST ON MY DAYS OFF :)
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Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

Dan Frederick (danjal73@gmail.com)
Characters

  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
    Image

  • X SET
    May - SWADE Juicer
    Image

  • Vampire Kingdoms
    Mercy - Crazie
    Image

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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Thu May 09, 2019 4:29 pm

Fox chuckles a bit, "SAMUS is retrofitted." He takes a long drink of water from a glass offered by the bartender.

"In the 7th it was necessary from time to time to manuever a Grackletooth Loaded Gunwolf. Then we were able to get massive jump jets retrofitted for the gunwolf, which meant less time lifting and more time flying."

Taking another drink of water he looks across the bar at the others gathered.

"Sergeant. Lieutenant. We expecting Sammies or Surface to Air sorties. Or more like a boarding party. Or maybe we are preparing for all of the above."

"Would you be needing anybody to scout out or maybe to identify previous CS combatants."

At the mention of IDing CS troops, Fox can feel eyes on him. "Yes. I am a CS defector. And I have had my fair share of interviews, interogations, scans, and psyche evals. Both for the CS and the Legion."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Hurtt
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Re: Arcus (Open Role Playing for All Players)

Post by Hurtt » Thu May 09, 2019 6:51 pm


As the LT sips his drink he looks through a package of papers, fully engrossed in his administration.

Hurtt lightly slaps Simmons on the back.

”You been cleared by the Legion ... then in my book you’re a BDH. Big Damn Hero. Like the BC is ... was. Glad to have you along!”

Nodding at the others gathered, Hurtt says: ”Join us. You fly a SAM huh? Cool. I was partial to Naruni jets back in my day but the SAM definitely is awesome. I’m flying that bucket of airlift bolts outside. Seen better days. Have you met my good friend Sammy the Cat?”

Steering Fox towards the others Hurtt continues: ”So Fox. I know I for one will be feeling better with a scout out there. You're hired for sure. I think the LT or Zim will brief us soon. I’ll let LT know you are the scout. Advanced warning of a CS patrol or strike force will be good.”

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sammy
Posts: 136
Joined: Fri Aug 25, 2017 11:06 pm

Re: Arcus (Open Role Playing for All Players)

Post by sammy » Thu May 09, 2019 8:57 pm

Sammy yawns looking at @Hans Greuber and sniffs the drink take a sip. He preens a bit rubbing his apparently mangy fur down. ” Meow Hans I am glad you sidled up here all nice and quant. I believe you got some creds for me no?” The feline had a hard time stifling his laugh when referring to the massive amounts of creds the Black Company had amassed last time. ”Meow so what brings you to this action? They decided to pay the main man and you come running?”
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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Location: The Black Company

Re: Arcus (Open Role Playing for All Players)

Post by Hans Greuber » Fri May 10, 2019 9:15 am

"I thought you got paid out too, Sammy. Here is a credstick with something on it for you. There are enough zeroes that it should suffice... though something about you refusing some or all of your payment at the time of us disbanding is coming to mind. Either way, take the credstick with my apologies if you were forgotten."

Hans reaches into a pouch at his belt and pulls out a credstick. Anyone looking close enough can see that the readout is for 1 million credits.

"Ya missed a spot, Sammy, lol. Anyways, I have been hanging around near the Vampire Kingdoms helping deal with some fangs lately. A pair of divine beings, Asnir and Epim gave me information on how to find my sister, Greta, to rescue her from there. They do grant some abilities and other boons as payment, but vampires are not known for being a good source of salvage for credits. In addition to the pay here, I expect to be able to capture a vehicle or two in our engagement to sell either to the Legion, the Black Market, or to our employers. I have been known to be quite creative in my methods to secure the salvage, as you know."

"Guys and ladies, as we all know, the Coalition is well known for mostly using technology instead of anything more esoteric in situations like this. I have a couple of power units I can assemble into temporary Quantum Resonance Re-Harmonizers to allow any base technological attacks and items just pass through you. These will have a maximum endurance of a couple minutes each, so you would have to be cognitive of that fact. You also would not be able to attack anything back during that time, due to the interference created by the re-harmonizers. They also normally will not affect anything as big as Power Armor, and do require someone to have an innate gift to use energies for them to work for you."
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Nomel Sagia
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Fri May 10, 2019 7:11 pm

Nomel nods to Hans. "'Preciate the thought, but I can re-harmonize myself just fine if'n I ain't inside Gabby--if I am, o' course, I just end up outside her, anyway."
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Arcus (Open Role Playing for All Players)

Post by Reiko Tanaka » Sun May 12, 2019 4:18 am

Arcus Cloud City
Afternoon
Round 0

Reiko nodded to Seric. “I was recently out west as well,” the ninja said. “It is hot and dry. And dangerous. Why does this Coalition not just let you leave. The city is leaving its territory. They should let it go.”
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card

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sammy
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Re: Arcus (Open Role Playing for All Players)

Post by sammy » Sun May 12, 2019 6:58 am

Sammy peaks out from under his eye lids and yawns taking a look at @Hans Greuber’s cred chip. He does not take it snd in fact Hans feels an invisible force push it back. ” Meow Hansy... I marked my cred chip with a blue sticker. It’s probably around here some place.” The cat lifts his drink looking under his glass apparently looking for his missing fortune.

However @Seric getting chummy with @Reiko Tanaka draws a bit of ire. Sammy whispers to his friend @Hans Greuber, ” Seric... Never met a man I did not like till I met him. Ever heard of Fell?” Sammy pauses a moment his eyes narrowing, ”Severus Fell used to lead the 1st. A right hero if there was one. Even saved my life in Charlebad.” Sammy stretched out a single claw towards Seric, ” This guy claims he is his brother. You gotta be a dub to believe his horse shit story. I have been around ya know. I have seen things. Before joining the second Seric and I had a run in. Didn’t go well. He ain’t no brother of a hero. ”
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: Arcus (Open Role Playing for All Players)

Post by Hans Greuber » Sun May 12, 2019 7:56 am

In a whisper back to Sammy, "I will watch my 6 around him, and you do the same...and if you don't find that cred chip and need a few credits to hold you over, just let me know. Depending on how if we have some time before we move out and if I can get the parts, I may be able to fix up one of your weapons for you... unless I need to fix something for the war effort here."

"Now Zim, Marcus... does this city have any armaments or defences that may need some work on before we get going? Better to start that sort of thing as soon as possible for maximum effectiveness."
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Seric
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Re: Arcus (Open Role Playing for All Players)

Post by Seric » Sun May 12, 2019 8:21 am

Reiko Tanaka wrote:
Sun May 12, 2019 4:18 am
Reiko nodded to Seric. “I was recently out west as well,” the ninja said. “It is hot and dry. And dangerous. Why does this Coalition not just let you leave. The city is leaving its territory. They should let it go.”
Nodding at her, Seric says: "I agree. That seems logical. From what I have heard to CS hates the inhuman so much that their logic falters."

Pulling a couple chairs out, Seric offers one to Reiko. He positions the other to watch the others and drops down into it to wait on the Legion LT to say when its time to go.

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Hurtt
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Re: Arcus (Open Role Playing for All Players)

Post by Hurtt » Sun May 12, 2019 8:32 am

Hans Greuber wrote:
Sun May 12, 2019 7:56 am
"Now Zim, Marcus... does this city have any armaments or defenses that may need some work on before we get going? Better to start that sort of thing as soon as possible for maximum effectiveness."


Making his way over to where Zim appears to be inspecting his helm for cat hair, Sgt. Hurtt nods at the Dwarf.

"We had a tee-double-u working for us, Tubular, our previous boss, had the tee-double-u craft these magic catapult things. Unfortunately the Jazz Vipers merc still alive, well, none of us have any particular talent for tech-wiz stuff. If you are able to Mr. Hans, and I seem to call from the Gloom days, that you can, maybe you could look the catapults over, when we airlift up and out of here."

Looking out at the entire room and raising his voice a little Hurrt continues: "I believe we will be headed to to Arcus right soon, today, and be on our way. Just waiting on the Lyn-Srial Commander, a fellow named Haste, to arrive and talk to us."




Sure enough, I will be posting next part of story today. - Lars

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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Sun May 12, 2019 9:59 am

Hurtt wrote:
Sun May 12, 2019 8:32 am
Hans Greuber wrote:
Sun May 12, 2019 7:56 am
"Now Zim, Marcus... does this city have any armaments or defenses that may need some work on before we get going? Better to start that sort of thing as soon as possible for maximum effectiveness."


Making his way over to where Zim appears to be inspecting his helm for cat hair, Sgt. Hurtt nods at the Dwarf.

"We had a tee-double-u working for us, Tubular, our previous boss, had the tee-double-u craft these magic catapult things. Unfortunately the Jazz Vipers merc still alive, well, none of us have any particular talent for tech-wiz stuff. If you are able to Mr. Hans, and I seem to call from the Gloom days, that you can, maybe you could look the catapults over, when we airlift up and out of here."

Looking out at the entire room and raising his voice a little Hurrt continues: "I believe we will be headed to to Arcus right soon, today, and be on our way. Just waiting on the Lyn-Srial Commander, a fellow named Haste, to arrive and talk to us."




Sure enough, I will be posting next part of story today. - Lars
" @Hans Greuber, I am no TW but I am quite handy with repairs and SAMUS can do the heavy lifting if there is any to be done."

"It won't take me long to get from repairs to forward observer in SAMUS."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Hans Greuber
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Re: Arcus (Open Role Playing for All Players)

Post by Hans Greuber » Sun May 12, 2019 11:20 am

PFC Fox Simmons wrote:
Sun May 12, 2019 9:59 am
" @Hans Greuber, I am no TW but I am quite handy with repairs and SAMUS can do the heavy lifting if there is any to be done."

"It won't take me long to get from repairs to forward observer in SAMUS."
"The more skilled hands, the faster we can work. Once I see what work is needed, I can see how much you and your armor can help. My armor and Wings of Icarus can also help with heavy lifting, but sometimes the additional hands are useful."
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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sammy
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Re: Arcus (Open Role Playing for All Players)

Post by sammy » Sun May 12, 2019 11:47 am

Sammy yawns again fishing in the small bowl of peanuts on the bartop. He did not pull out any nuts, but was sort of absently looking for something. To @Hans Greuber he grinned lopsided, ” Oh if you don’t have it, it must be here somewhere.”

When @Hurtt mentioned Commander Haste Sammy’s fur stood on end out of reflex. Haste? No good double trouble welsher. Sammy growled itching to draw his smokewagon, ”Meow, Haste eh? Still owes me 100 creds and an apology for what happened in Charlesbad.” The two apparently had gotten into a contest of agility where Sammy struck a bullseye 100 yards out but Haste called foul that the cat had telekineticly moved the target so the strike ran true. ” Sure we can’t leave without the rooster?”
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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Nomel Sagia
Posts: 71
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Sun May 12, 2019 2:35 pm

Seric wrote:
Sun May 12, 2019 8:21 am
Reiko Tanaka wrote:
Sun May 12, 2019 4:18 am
Reiko nodded to Seric. “I was recently out west as well,” the ninja said. “It is hot and dry. And dangerous. Why does this Coalition not just let you leave. The city is leaving its territory. They should let it go.”
Nodding at her, Seric says: "I agree. That seems logical. From what I have heard to CS hates the inhuman so much that their logic falters."

Pulling a couple chairs out, Seric offers one to Reiko. He positions the other to watch the others and drops down into it to wait on the Legion LT to say when its time to go.
Nomel jumps into the conversation, sitting on the far side of Reiko. "If'n I hadta guess, I suspect they would at least claim that there's the danger of the city being re-outfitted with weapons, and then return set for war. Dunno if many of them actually believe that, of course, but it'd be enough to sell the troops on the idea that this is a threat that needs to be dealt with. The Cee-Ess is fond of their dominance of the skies--something that big, on the other hand, designed for war instead of just residence, could be enough to make a Death's Head turn around and run."

He gives Seric and the other commander-types a quick glance with his eye-flaps. "Jus' to be clear, that ain't what anyone has in mind for this thing, right? If it were to come back as some sorta war machine later on, I 'spect that the Cee-Ess High Command would assume the Legion was in on it, and faster than you can say, 'Tolkeen Two', we'd be neck-deep in Skelebots here."
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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Lars
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Re: Arcus (Open Role Playing for All Players)

Post by Lars » Sun May 12, 2019 5:44 pm


Arcus. - - Week One
Image


West of Castle Refuge



The Tomorrow Legion has offered what help they can to the Lyn-Srial city of Arcus. Thus far, counted among the brave souls who have offered to help protect Arcus, as it moves westward, are not only the Jazz Viper Mercenaries and the Tomorrow Legion but also: Sammy, Fox Simmons, Nomel Sagia, Reiko Tanaka, Seric, and Hans Greuber.

Legion Lieutenant Omari and Legion Sgt. Zimmerman wrangle up some assistance and gear and report to the Arcus Head of Security, Commander Haste, a Lyn-Srial Cyber Knight, that they are ready to go.

Ranking member of the Jazz Viper Mercs, Sgt. Hurtt reports that his small force is set to go.

As the mashup of Mercs, Legionnaires and Lyn-Srial Sky Knights patrol the skies around the floating city, Fox Simmons can act as long range aerial recon - scouting ahead in his advanced SAMAS.

If willing, Nomel Sagia and the Glitter Boy under his control can be airlifted to the city above where he can act as a sentinel.

Once up in the floating cloud city anyone with repair skills can set up the dozen magic catapults. Each is in need of a little repair and assembly. PPE will be needed to activate them. 1 PP is one shot. Think flaming magic balls of awesome destruction, 1d6 x 10 M.D.

As everyone else gathered to protect Arcus is gathered and airlifted up to the floating city they are visited by two Lyn-Srial.

"Greetings gathered heroes! I am Sky Commander Haste, and this is my second, Gale. The three hundred souls, human and other, who call Arcus home are forever in your debt. Thank you oh so much."

The wizened older Commander spreads his wings wide and holds his arms out as if to gesture embracing you all, as Gale nods his head affirmatively.

Haste continues: "The brave Simmons has offered to act as scout and will be our advanced warning if we fall under attack. The shining Glitter Boy and pilot stand tall and vigilant at the front of our fine city. The last of the brave souls of the Jazz Vipers are assembled in their last airlift attack flying thing... and will fly alongside the city. Their new leader, Sgt. Hurtt has offered to supply each of you gathered here with a... Jazz Pack . Lt. Omari and Zim will be with me in our command center. We are available by radio if you need."

Seeing the cat, Sammy, Commander Haste looks uncomfortable but then smiles widely.

”Sammy! I have missed you. Keeping this floating city floating has eaten my time up. Come join me in the HQ room for a moment if you will. I owe you an apology and some credit. I saw the error of my thinking when the Oathbreaker explained it to me.”


Jazz Pack: Issued to any who participate (only available here in Open role Play).
You are issued a jazzy jet pack harness that you can wear over your armor. It's one size fits all as it has adjustable straps. If you look real careful at the brilliant spray paint job, you can just barely make out a older paint job under the spray paint... letters are painted over but can be made out: N.E.M.A. Its hard to read and whatever it means...who knows, but you can now fly alongside, over and under the city of Arcus!
  • Nuclear Power: 10 hours of use before a two hour cool off is needed.
  • Flight System (Pace 30, Climb 2)
GM Note: Everyone in ORP has a starting 3 bennies for use in ORP. Here.... have 3 golden ORP bennies! :!: :!: :!:
  • After a few hours of Arcus floating high above the ground, westward, away from Castle Refuge, all seems well with the cloud city. The human and D-Bee populace gather at the edges of the city cheering at those assembled to protect the city. Several Lyn-Srial Sky Knights also roam the airway above the city. If talked to, they are helpful and welcoming.

    Preparations and repair underway and completed Fox Simmons is out on long range patrol.

    The SAMAS pilot sees trouble. Reporting back to the city of Arcus what he sees it is his profession opinion that the oncoming CS force can not be flee from. An aerial battle is coming!

    This is a Quick Combat. Note: Scene Modifier is -2. See how that works below.

    Describe how you participate and how you help protect Arcus from the advancing CS.


  • PFC Simmons saw: One fully loaded CS Deaths Head transport. Loaded to the max. The huge vehicle is nearly 300 feet long (91.4 m) and designed with the familiar deaths head visage. The versatile vehicle can attain speed of Mach One and slow to a complete stop to hover above a battlefield to allow troops to disembark. This DHT is loaded with two dozen SAMAS (new style) power armor suits and pilots. Additionally there a dozen CS Sky Cycles racing towards Arcus.


    To stop the DHT and all the CS will require 12 Successes. If 12 are not achieved GM Lars will Post a second GM Post with damages to Arcus. And more details. If the current selection of heroes can not get the 12 successes I suggest calling for back up ie other Players :) NOTE THE NPCs will not be adding to the count.

    After 12 are achieved or come next Friday/Saturday I’ll post next big post. Between now and then I’ll monitor and post here and there. Thank you!

Savage Quick Combat Rules for ORP

Steps: the following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)
1. Scene Modifier (if any): The scene modifier should be determined by the GM. This modifier takes into account all of the edges, numbers, superiority or inferiority of forces. (Typically -2 is the standard starting level.)

2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.
4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.

Errors on GM part? PM Lars. It’s been a minute since I GM’d online. Thank you. -Lars
Chaos Earth GM
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Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

Dan Frederick (danjal73@gmail.com)
Characters

  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
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    May - SWADE Juicer
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  • Vampire Kingdoms
    Mercy - Crazie
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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Sun May 12, 2019 6:28 pm

Simmons begins siting in targets. "Command this is Fox. Death Head Transport at these coords. What is the range on those hurlers?"

" @Nomel Sagia, let me know if you need another set of coords to sight in on."

"Command, just a thought. Are we traveling along any Ley Lines? @Hans Greuber and @sammy could use the juice. If we are close maybe we steer off in that direction."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Nomel Sagia
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Sun May 12, 2019 6:56 pm

Shooting 8, +2 successes
Shooting Modifiers: Scene Modifier -2; Boom Gun Shooting +1; Sensor/Targeting System compensates for up to 2 points of penalties.
Total Modifier: +1
Serious Business: +2, Double Resources (16 Shots), Final Total +3

BOOM! 1d8+3 = 8: 5
Wild Shooting 1d6+3 = 6: 3
Raise: +1 Benny

Used 16/100 Shots
Bennies: 4
When the jetpacks are passed out, Nomel takes one in bemusement, setting it on the ground behind Gabrielle, so that it can be snatched up if, for some reason, he feels the need to get up close and personal rather than just staying on the ground and shooting. Not likely, but never say never.

Then he goes on guard duty--given the suit's systems, he can stay in there for the full trip, most likely, unless there's a reason to leave (he still needs to sleep, of course, but he can even do that inside the GB's warm embrace). So when action starts up, he's already in position and anchored.

"Don't worry none about me, Mr. Fox. Gabby's sensors are givin' me all the coordinates I need."

He then matches deed to claim, as he starts firing shots from the point of the floating city, walking them along the length of the Death's Head itself--the enemy vessel may be large, but repeated shots from a Boom Gun will bring down anything, given enough time. It's just a matter of patience before one of the shots that penetrates the weaponized behemoth strikes something vital.
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Sun May 12, 2019 7:55 pm

"Roger that Nomel."

"How close do we want these Numb Skulls?"

Fox lets the SAMAS do its tracking and targeting. Once the coords are set and locked in, Fox flips off the firing safety for his missiles. This has been a long time coming.

Fox knew he would have to come face to face with the CS before long and now, now was a better time than any.

Missiles to the DHT Thrusters, Shooting 17, +4 Successes _
Scene Modifier: - 2
Serious Business: +2 (Unload Both Missile Tubes) - Total Scene Modifier: Zero

Missiles, Both Tubes _
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    Ace: +2
    Called Shot: -2 - Negated by Power Armor Jock

    Total Modifiers: +2
    • Shots Fired
    • Shooting 1d10 = 10: 10
    • Aced! Shooting 1d10 = 5: 5
    • Wild Shooting 1d6 = 6: 6
    • Aced! Wild 1d6 = 3: 3
@Nomel Sagia "Those were beautifully lined up shots. We need to talk shooting strategies. These big guns are still fairly new to me."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Lars
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Re: Arcus (Open Role Playing for All Players)

Post by Lars » Sun May 12, 2019 7:58 pm

Request for a Hangout for this game granted.

Join the conversation on Hangouts
:

https://hangouts.google.com/group/cHiwiPyfDUbPxAH28

PS. Seeing 6 success so far.




@PFC Fox Simmons: ”Fox. This is Commander Haste. No Ley Lines in the area. You are all doing great! Be advised radar is detecting something big inbound. Everyone keep hitting that DHT and the SAMs. Intel will follow once we have it.”
Chaos Earth GM
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Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

Dan Frederick (danjal73@gmail.com)
Characters

  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
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  • X SET
    May - SWADE Juicer
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  • Vampire Kingdoms
    Mercy - Crazie
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Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Arcus (Open Role Playing for All Players)

Post by Reiko Tanaka » Tue May 14, 2019 12:32 am

Fighting 6; 1 success
-2 difficulty
Fighting 1d10-2 = 6: 8
Wild 1d6-2 = 1: 3
Arcus Cloud City
Afternoon
Round 0

Reiko takes the offered seat. She loosens her armor a bit to be more comfortable, setting her helmet on the table beside her. She had to acknowledge Nomel might be right, though she couldn’t fault Arcus if it wanted to outfit for war.

Finally they were transported up to the cloud city. Reiko studied the Jazz Pack she was given. The colors were garish, and not at all suited for the stealth work for which she was trained. So she grabbed some spray paint and made it black, like her armor.

When the scouts announced enemy contact, Reiko suited up quickly. She had done a few practice runs with the Jazz Pack to get familiar with it, so now she launched off the cloud city. She rocketed high, to come at the Coalition formation from the sun with a tactical advantage. She had her eyes set greedily on the Death’s Head itself, despite the boom gun rounds exploding against it. A sky cycle got in her way, and she quickly juked and lashed out with her psi-sword, slashing at the pilot.

Then she hit the side of the Death’s Head, the magic in her armor latching on with no problems. There had to be a weakness somewhere. She crawled along back toward the engines and started slicing anything that looked important, trying to keep the Death’s Head between herself and any sky cycles.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card

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Hans Greuber
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Re: Arcus (Open Role Playing for All Players)

Post by Hans Greuber » Tue May 14, 2019 5:03 am

TW 17
Techno-Wizardry (-2 due Scene, +2 due Machine Maestro, +4 due No Matter the Cost (12 PPE) so d12+4)
  • TW: 1d12+4 = 16: 12
    • Ace: 1d12+16 = 17: 1
    Wild: 1d6+4 = 9: 5
    Result: 17 - Success with 3 Raises.
Fixing the magic catapults was child's play for Hans. It only took him a handful of minutes to fix each of them, and Simmons had only been able to fix a couple before Hans had fixed the rest of the dozen of the broken magic catapults.

"Allright. I need personnel to handle these guns now that they are fixed. They need to be gifted in order to handle them, just as if they were of Techno-Wizard design. I will back you up, and be here if they need some combat repairs."

With that, Hans gets out his trusty Revolver and waits for the Coalition soldiers to approach. Looking over at the Deaths Head Transport, Hans could see the sky cycles break away and head towards the floating island as the Transport brought its cargo of SAMAS towards Arcus. As the sky cycles did their attack runs on Arcus, the battery of magic catapults was able to take down a few of the attackers before their return fire blasted a couple of the catapults into rubble. Timing it just right as they passed just within range, Hans pointed Dreamtime at the Sky Cycles and released energy through it and sent the consciousness of the soldiers through their alternate selves throughout the multiverse. Their bodies, however, just went unconscious and their cycles went out of control and crashed into the side of the island. As the sky cycles did their multiple attack runs, they were eventually able to destroy most of the catapults before their losses to both the cannons and Dreamtime made further runs futile.

By this time, however, the Deaths Head Transport was now close enough to start shooting at the catapults as it got ready to unleash its cargo of SAMAS Just before it was to release the SAMAS to board Arcus, the bridge of the Transport came JUST within range of Dreamtime and once again the trans-dimensional energy sent the Coalition soldiers unconscious at the controls. The great flier started to list as most of the bridge officers were unconscious, as Sammy landed near the entrance to the Deaths Head Transport, ready to do his part.

Resources Left
PPE: 37/40
Mithril Band of Healing: 8/10 PPE
Mithril Band of Power: 8/10 PPE
Dreamtime: 0/5 PPE
Wings of Icarus: 10/10 PPE
Golden Bennies: 3/3
Last edited by Hans Greuber on Tue May 14, 2019 7:53 pm, edited 1 time in total.
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Seric
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Re: Arcus (Open Role Playing for All Players)

Post by Seric » Tue May 14, 2019 9:46 am

[For ORP SERIC is an NPC and does not add to Success Count]


Seric pushes his sunglasses down on his nose looking over the rim of the tinted glass. Looking at the mad TW dwarf, then out at the Glitter Boy, Seric whistles with amusement. Turning to look at the advancing DHT he sees Fox and nods his head with admiration.

These boys know what thy are doing...oh my - holy hydras, did she just land on the DHT!

Pushing the glasses back on he concentrates on incoming SAMAS units as the catapult next to him fires magically enhanced rocks of fire and mercury. After activating this particular catapult for the Jazz Vipers Merc using it Seric directs more of his inner strength to pulsing out bolts of mental energy from his finger guns. (Empty hands firing bolts).

Psi Roll 1d10 = 1: 1
Wild (Nah)

As a bolt starts to rip out from his finger the psychic screams and drops to his knees. Pain lances through his head and blood leaks from his ears. Holding his head in his hands he does not see the man who appeared behind him and cast something on him as he used his inner strength.

Disappearing again, the man who interrupted Seric and was dressed in a oddly CS looking suit of armor with a unfamiliar symbol on it, is seemingly gone.


A Notice Roll at -2 if you think you saw the attacker. - Lars
Strange Symbol
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sammy
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Re: Arcus (Open Role Playing for All Players)

Post by sammy » Tue May 14, 2019 10:18 am

Sammy cracked his neck looking over at Seric with a lazy eye. Useless... The house can’t armed with a pistol and his green glowing jewel necklace pops out of the bar grabbing his cloak rumored to be made from dog boys.

Stretching his claws a bit and giving a dopey grin Sammy blocks out Seric’s I’ll timed psyching backlash. ” Jeez ya dub. Stick to drinking before you get us all killed.”. Sammy was many things including vengeful and Seric had a face he could not forget.

@Hans Greuber seemed to be doing something so Sammy did what he does best: The unexpected. With only a Jazz backpack and a few sundries he jumps off the side Arcus!

Clutching the access hatch of the death’s head transport Sammy barely felt the wind whipping by thanks to his glowing green crystal. The tiny pixie that powered its beneficial features was doing its job. Thanks Jobbi.
Sammy pulls out a small tool to get to work on opening the access hatch so he could get to killing some CS.
Lock Picking 16
Lock picking 1d8 = 5: 5 wild 1d6 = 1: 1 Benny for extra effort 1d6+2 = 8: 6 ace 1d6 = 5: 5
Sammy went about unlocking all the access hatches and cargo holds including the sealed air locks. Then he smiled and tapped the sweet spot of the death’s head letting a few access hatches open letting pressure suck people out of the ship and to a high flying screaming doom.
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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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Tue May 14, 2019 10:21 am

Fox had gotten quite good at the shoot and scoot and was returning to the cover of Arcus and its defensive battlements.

See What? Notice 11 _
Scene Modifier -2
[*] Notice 1d8 = 8: 8
[*] Aced! Notice 1d8+8 = 13: 5
[*] Wild 1d6 = 1: 1
Bloody Coalition. Always getting into places they have no right to be.

@Seric Fox comms Seric, "You need someone to watch your Six! Seriously get someone to watch your back."

Over general frequency. "Seric just got jumped by someone."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Nomel Sagia
Posts: 71
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Tue May 14, 2019 12:10 pm

Nomel hears Fox's comment, and seeing the DHT suddenly start spraying non-flyers out ever porthole and hatch, decides he can take a moment to speak. "If we've got a sab-o-tur on board, I'd appreciate if someone could hang around the area behind me--not too close, since you want to keep your eardrums intact. But even if I notice someone sneaking up on me, they're likely to get in range before Gabby and I can get turned around."
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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sammy
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Re: Arcus (Open Role Playing for All Players)

Post by sammy » Tue May 14, 2019 1:04 pm

Nomel Sagia wrote:
Tue May 14, 2019 12:10 pm
Nomel hears Fox's comment, and seeing the DHT suddenly start spraying non-flyers out ever porthole and hatch, decides he can take a moment to speak. "If we've got a sab-o-tur on board, I'd appreciate if someone could hang around the area behind me--not too close, since you want to keep your eardrums intact. But even if I notice someone sneaking up on me, they're likely to get in range before Gabby and I can get turned around."
Sammy pokes his head out of a crate near Nomel. Had the cat been taking a nap? Didn’t he just jump of big Argus? ” I’ll be your huckleberry. Ain’t no dub gonna get the drop on ye if I am watching your back side.” Sammy’s eyes go wide as he keeps a look out waiting for Seric’s other shoe to drop. If his time in Charlesbad taught him anything it was that Seric wore two shoes and they dropped one at a time.
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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Nomel Sagia
Posts: 71
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Tue May 14, 2019 7:54 pm

The Glitterboy suit tosses a jaunty salute to the cat. "Sounds like a great plan, sir--much obliged to have you here. Jus' make sure you hang back enough to not hurt your eardrums."
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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Lars
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Joined: Thu Jan 19, 2017 9:13 am
Location: Reign of Chaos GM
Contact:

Re: Arcus (Open Role Playing for All Players)

Post by Lars » Wed May 15, 2019 8:32 pm


Arcus. - - Week One - - Second GM Post
Image


West of Castle Refuge - - Under attack from Coalition States.



OVER 12+ SUCCESSES MEANS NO REAL DAMAGE TO ARCUS AND NO “GOOD GUYS” KILLED. THE CS DHT AND SKY CYCLES ARE DEFEATED. WELL DONE. BUT THE CS ISN'T DONE FOR QUITE YET. READ ON HEROES.
Status: Arcus, a Lyn-Srail cloud city, has fallen under attack by a CS DHT and its CS Sky Cycle escort/assault team. Sammy, Fox Simmons, Nomel Sagia, Reiko Tanaka, and Hans Greuber stand (fly....teleport?) ready to defend the city.

Simmons, facing the CS head on, something the prior CS pilot wished he never would have to do, uses his knowledge of the CS to his advantage. Flying SAMUS at the CS he opens fire on "weak" spots on the DHT causing grave damage.

Nomel looks at the offered Jazz Pack and sets it aside, he is driving the most powerful pre-fall power armor ever created. Anchoring in the Glitter Boy he opens fire on the DHT and sonic booms echo across the battle field.

Reiko on the other hand relishes the gifted Jazz Pack, well...after changing its paint job to a less glaring and more stealthy color. Thankfully the Crazie Tubular Jazz is no longer alive to see the jet pack diminished in this way. Regardless, Reiko rockets across the expanse between cloud city and lands deftly on the DHT ready to cause some damage.

Hans, after a quick set up of TW catapults (anyone else feeling like the deceased Tubular Jazz Merc was loony in his choice of weapons?)... the mighty Dwarf turns his attention and dare I say, greed, to the CS. It is all well and good to kill the CS when they are attacking innocents, but true to his nature Hans knows that if any of the CS equipment can be salvage as loot he stands a better profit just "knocking" them out. Turning his TW pistol at some CS he blasts them into unconsciousness. As the CS Sky Cycles drop out of the sky Hans sees his opportuniuty to "blast" the pilots of teh DHT.

Suddenly the DHT lurches and lists downward, with the pilot slumped over the instruments.

Sammy pops across the expanse and starts opening the hatches to every conceivable entry point into the DHT.

When Seric is sabotaged by an unknown assailant his psionic attack fails and his head erupts in metal pain. Stepping back into invisibility an unknown mage-soldier disappears. Several notice the assault and the disappearance.

Sammy pops back to watch Nomels back. Smirking at the bastard named Seric and looking disapprovingly at the mans shoes.



Jazz Pack: Issued to any who participate (only available here in Open role Play).
You are issued a jazzy jet pack harness that you can wear over your armor. It's one size fits all as it has adjustable straps. If you look real careful at the brilliant spray paint job, you can just barely make out a older paint job under the spray paint... letters are painted over but can be made out: N.E.M.A. Its hard to read and whatever it means...who knows, but you can now fly alongside, over and under the city of Arcus!
  • Nuclear Power: 10 hours of use before a two hour cool off is needed.
  • Flight System (Pace 30, Climb 2)
  • And Now:

    As the DHT is headed downward, its assured collision with the earth below closing in rapidly, SAMAS power armor suits tear out the rear hatch, like angry bees from a broken hive. These SAM units are no typical SAM pilots, the letters SF are painted in white on their black armor. Special Forces. Not bees, wasps!

    Soldiers not wearing jet packs fall to their deaths. So many places to topple out of the crashing DHT! A cacophony of black raindrops races toward the ground.

    True to their nature the Lyn-Srial Sky Knights swoop in to catch CS soldiers that are falling, the Knights busy themselves flying the soldiers safely to the ground, disarming them at least.

    Running dry the catapults are in need of cooling off and a recharge of power. (1 Round and more PP).

    Sgt. Hurtt and the Jazz Vipers use rail-guns to fire on the approaching SF SAMAS units that burst out of the DHT.

    There are a lot of the SF SAMAS... 24 total, like a murder of crows the black power suits tear across the distance between crashing DHT and cloud city...straight at Arcus, a black stinger ready to kill. Indiscriminately they open fire on the cloud city. The SF CS SAM pilots attack, soldier, citizen, human and D-Bee with a vengeance. Many innocent lives on the floating city are in peril.

    To top things off an advancing TW Skiff draped in red flowing banners with black skulls swoops in from above. This magically powered skiff has dozens of star fire cannons along its sides which start to rain down fire, plasma and death from above. They were the incoming big thing on radar. They are as malicious if not more than the CS SF SAMs. The skiff is manned by a dozen magically armored warrior mages who ignore the CS and target the cloud city.

    The DHT is surely doomed, nose diving downward.

    The SF SAMAS are striking Arcus in a hail of rail gun fire.

    The warrior mages and the skiff raining down hellfire.


    PICK ONE TASK TO ACCOMPLISH

    UPDATE!!!

    ... AND THEN ALSO ASSIST IN STEALING THE DHT IF YOU LIKE !!!


    Tell us which you pick, roll, and tell us how it goes.
    Task one needs 8 Successes. Task Two needs 6 Successes. Otherwise Arcus and her citizens are in for some hurt.

    Don’t forget you can chat OOC in Hangouts if you want.


    1.) Will you take out (stop) the SAMAS?
    Scene Modifier is -4 because these are the elite SF SAMs! You’re going to need to tell a good story on how you beat them.

    2.) Will you battle the warrior mages who seem to be assisting the CS?
    Scene Modifier is -4 because these guys don’t play fair. Unknown, for now, they are members of the Vanguard. They have spent their entire lives training to be mages and learning about how to take out mages. They are no joke.

    TASK THREE IS OPTIONAL AND SEPARATE FROM THE ABOVE TWO TASKS.


    Scene Modifier for stealing the DHT is -6.


    Roll #1 is whatever skill you decide to use in your narration of events at the -6. Once you are on the transport and get to the pilots room one of you (collective?) is going to need to do an additional roll. Roll #2 is a piloting role which will be at a -8 to get the DHT under control. Co-operative rolls are allowed. Failure of the pilot roll results in your almost getting the DHT under control but then you end up in a mid air collision with Arcus. This will not destroy the city but will do damage to it. And you probably should roll for 1d3 wounds. ;) Note that while in DHT pilot room - you will come under fire from several CS soldiers.

Savage Quick Combat Rules for ORP
The Scene Modifier listed above.
Steps: the following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)
1. Scene Modifier (if any): The scene modifier should be determined by the GM. This modifier takes into account all of the edges, numbers, superiority or inferiority of forces. (Typically -2 is the standard starting level.)

2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.
4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.
Errors on GM part? PM Lars. Thank you. -Lars
Chaos Earth GM
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Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

Dan Frederick (danjal73@gmail.com)
Characters

  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
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  • X SET
    May - SWADE Juicer
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  • Vampire Kingdoms
    Mercy - Crazie
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Nomel Sagia
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Re: Arcus (Open Role Playing for All Players)

Post by Nomel Sagia » Wed May 15, 2019 8:50 pm

Shooting 16, +4 Successes, if someone gets a critfail, let me know
Task 1: Shooting SAM(s)
Scene Modifier -4, Boom Gun +1, GB Sensor Suite +2, No Matter The Cost +4 (24 Shots); Total +3

Shooting 1d12+3 = 15: 12 ACE 1d12+15 = 16: 1
Wild Shooting 1d6+3 = 7: 4

With ultra-raise, get to reduce ammo spent by 50%, to 12.

Ammo Total: 52/100 Current Drum, 2 Drums remaining
4/3 Bennies
Nomel turns his attention to the swarm and opens fire on the SAMAS. Gabrielle's targeting system is almost giddy in lining up the shots--apparently, if you get things just right, the new Glitterboy ammo can do a through-and-through on a SAMAS, and punch right into the guy behind him.

Other times, he waits until one is passing over a comrade, and takes out the high flyer to drop him on the lower one. One time, he even strikes the fuel pack of the leader of a "V" formation--the resulting explosion results in a three-in-one! Okay, if I'm honest, that last one was just a lucky, shot, but still, mighty fine shooting, if I say so myself. Wasn't sure about replacing the flechettes with solid-core ammo, but it seems to do just fine.

He calls out to his rear-guard. "Hey, Sammy! How you doin' back there?"

Re: Nomel's internal monologue
Per the opening statement, I've been doing SWADE as much as possible, and thus have been describing the GB as using solid ammo instead of the flechettes (as described in the current version of the conversion doc--no more area attack, just a devastating punch. Since I prefer to keep verisimilitude as much as possible, I've decided that the "old" ammo was just that--older stock, finally no longer in general use.

Downside, of course, is that each drum only has 100 rounds instead of 1000, but hey, with shooting like this, Nomel doesn't need as much ammo as he might've....
Feel free to add in doing Task 1 or 2 and doing the DHT is now a additional thing, thanks! - Lars
Nomel Sagia
Statblock
Fennodi Glitterboy
Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Shooting d8; Fighting d8; Psionics d10; Notice d4+2 (+4 Visual); Know: Battle d8; Know: Elec d4; Streetwise d4; Investigation d4
Cha: +2
In Suit, w/o Staff: Pace 10/Run d10; Parry: 6 (Size 3); Toughness 26 (18 MD)
In Suit, w/Staff: Parry 5 (Size 3)
Out of Suit: Pace 6/Run d6; Parry 6; Toughness 11 (5) [Huntsman]
Edges: Telemechanics, Major/Master Psionics; w/Staff: Imp. Sweep
Hindrances: Curious, Illiterate, Anemic
Other: +2 Visual Notice, Infravision, Cold Vulnerability, Distinctive D-Bee
Other Glitterboy: FEP w/Life Support, Lasers = 1/2 Damage, +2 Notice from Electronics Suite
Bennies: 2/3
ISP: 24/40

Powers: Telepathy, Intangibility, Armor, Stun
  • Q4/18 Adventure Card
    Noble Sacrifice: "Play when an adjacent ally suffers damage. You suffer the damage instead."

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PFC Fox Simmons
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Re: Arcus (Open Role Playing for All Players)

Post by PFC Fox Simmons » Wed May 15, 2019 9:51 pm

Fox had made his flyby over top of most of Arcus when he noted the Transport heading down, and fast.

@Hans Greuber "No sense in letting good tech go to waste, right?"

Fox accelerates to near MACH 1 with SAMUS. Thrusters churning full blast, Fox stows his weaponry and goes in for the underbelly. SAMUS was re-enginered for strength and manueverability. Those SF SAMs are cool but they got nothing on Fox's SAMUS.

Pulling a deep steep dive into a graceful swoop that would make Superman whistle, Fox finds himself underneath the DHT and he rushes to halt its descent.

Roll #1
Piloting
Scene Modifier -2
Piloting (8, success, raise)into a Grapple of the DHT _
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting (Grappling Strength) in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    • Piloting
    • Piloting 1d10 = 8: 8
    • Wild Piloting 1d6 = 3: 3
    Roll #2
    Grappling - Strength
    Scene Modifier -4
    SAMUS Strength d12 + 5
    Grappling - Strength (9, success, raise) _
    [*] Strength 1d12 = 6: 6
    [*] Wild 1d6 = 6: 6
    [*] Aced! Wild 1d6+6 = 8: 2
    Feel free to add in doing Task 1 or 2 as the DHT is now a additional thing, thanks! - Lars
    PFC "Fox" Simmons
    PFC Fox Simmons
    PFC Fox Simmons
    Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
    Rank: Veteran Specialist 2nd Class
    Payscale: 495/wk
    Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
    Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

    Hindrances: Clueless, Cautious, Loyal

    Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

    Edges and Abilities of Note:
    • Command
    • Command: Allies: +1 Spirit to recover from Shaken.
    • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
    • Natural Leader: Share Bennies with Troops under his command.
    • SAMAS/Pilot
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
    • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
    Bennies: 5/5
    • Adventure Cards: Q3-2018
    • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
    • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
    • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
    | 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
    | 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
    | 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
    SAMAS
    • SAMAS
    • Strength d12+5 *
      • SAMAS Fortune and Glory: Strong and Powerful
      • * Str die Increase
      • Brawny: ** +1 Toughness, Carry 8 times Str.
    • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
    • Weapons
      • Light Rail Gun (right forearm, handheld)
      • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
      • Rocket Launcher (right shoulder, mounted)
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
      • 2 spare missiles in camp
      • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
      • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
      • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
      • TX-22 Precision

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    Seric
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    Re: Arcus (Open Role Playing for All Players)

    Post by Seric » Wed May 15, 2019 11:53 pm

    Seric, from the 1st SET, is an NPC in the ORP as he is played by Lars.

    Seric glances over at the Glitter Boy PA and whistles. Looking out at SAMUS and its pilot he shakes his head in wonder.

    Tipping his hat upwards he looks at the incoming SAMAS and focuses.
    dice
    Psi Onslaught
    1d10 = 3: 3 -4 Extra Effort 1d6 = 5: 5
    Wild 1d6 = 4: 4 -4
    Its not as impressive as the Glitter Boy or SAMAS pilot, but Seric recovers from the saboteur and unleashed mental blasts at the oncoming SAMAS.
    I refuse to talk to myself...wait...damn it. - Lars

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    Reiko Tanaka
    Posts: 62
    Joined: Wed Apr 04, 2018 1:49 am

    Re: Arcus (Open Role Playing for All Players)

    Post by Reiko Tanaka » Thu May 16, 2019 1:51 am

    Fighting 1; 2 Success on Vanguards
    -1 Bumps and Bruises
    Fighting 1d10 = 4: 4
    Wild 1d6 = 2: 2
    Benny to reroll
    Fighting 1d10-1 = 3: 4
    Wild 1d6-1 = 1: 2
    Benny to reroll
    Fighting 1d10-1 = 8: 9
    Wild 1d6-1 = 5: 6
    Ace 1d6+5 = 7: 2
    Power Points used over 2 rounds
    6d6 = 18: 1, 4, 6, 3, 3, 1
    Arcus Cloud City
    Afternoon
    Round 0

    Reiko stared at the eruption of Special Forces SAMAS from the dying Death’s Head Transport. A couple turned their attention on her, and she headed off, racing along the hull, her steps almost dance-like and graceful as she dodged their railgun fire.

    “Can one of you boys give me lift?” the Japanese woman asked. She leaped and grabbed onto the ankles of one of the SAMAS, her wall-walking abilities making it easy.

    “Hey! Get off me!” the pilot yelled over his PA system, aiming his railgun at her.

    Reiko twisted, causing his aim to go off and fire into one of the other SAMAS.

    “You are not first SAMAS I ride.” Reiko swung her legs, flipping up onto the back fo the SAMAS. “Come. We go for big game.” She clapped her hands on either side of his helmet and yanked up. Control the head, you control the body, her fighting instructors said. She aimed the SAMAS for the magic skiff above. “Since when do you Coalition fight with magic?” she asked.

    The mage soldiers on the skiff weren’t paying attention to the SAMAS approaching. Reiko stared up at them as they drew closer.

    “This is where I get off.” With a burst from her Jazzy Pack, Reiko leapt and flipped up over the rail of the skiff, landing amidst the mages firing down at the city.

    “Arigato,” she greeted as her psi-sword ignited. “Time to dance?”

    ***

    Bumps and Bruises: -1
    I think Seric is in love with you now - Lars
    Conditions
    Reiko Tanaka Character Sheet
    Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
    ISP: 12/30
    Bennies: 3/3, +1 ORP Golden Bennies
    Assassin: +2 damage when striking a foe unawares.
    Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
    Champion: +2 damage/+2 Toughness vs. supernatural
    Giant Killer: +1d6 damage vs. Size 3+
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
    • Bonuses doubled on a ley line.
    McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
    Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
    Tricky Fighter (Agility): No MAP for Trick+Fighting
    Adventure Card

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    sammy
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    Re: Arcus (Open Role Playing for All Players)

    Post by sammy » Thu May 16, 2019 6:38 pm

    Task 1: Lockpicking, 1 success, 12 ppts

    Sort of dank in here... This guy’s socks smell like perfection.
    Sammy had found a place he definitely did not belong and it was fairly dark at the bottom near the human’s feet.

    The voice above Sammy shouted, ” Tango two... Tango two this is whiskey fox beta two... Break right Break right!!” A loud explosion was muffled, and the voice above sammy choked in horror, ”A glitter boy... Prosek’s balls he’ll pay!”

    Sammy grimaced slightly sighing, Meow, its nothing personal kid, its war.

    Sammy pulled his head back hanging on for dear life on the leg of a Samas zooming through the air. Sammy’s tail lifted up towards the crotch area and unlocked the emergency release. Later kid... Safe travels... Sammy hit his jazz pack taking off back to the Arcus as the Samas opened up letting a soldier out at high altitude.
    OOC Comments
    Lockpicking +4-4= 1d8 = 4: 4 wild 1d6 = 4: 4 benny with elan: 1d8+2 = 7: 5 wild 1d6+2 = 7: 5
    This is why I love Sammy - Lars
    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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    Lars
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    Re: Arcus (Open Role Playing for All Players)

    Post by Lars » Fri May 17, 2019 8:52 am

    GM Las wrote:Please note that some changes were made to this post: viewtopic.php?f=212&t=3880&p=53552#p53552

    Success counts changed and Task 3 was changed
    into its own event which you can join in on if you like. Your assistance in stealing the DHT might be you go inside and take it over, or it might be that you are picking off CS soldiers who are trying to get back inside to get it under control or something else all together.

    Also WELCOME Zephrim Ouri, Psi-Stalker Cyber-Knight who can help you get those needed Successes.

    Zephrim is up on a hill observing from cover with binoculars, he sees some CS trying to flank the city. There are some SAMAS coming in to attack Arcus that no one has seen yet, other than the Cyber Knight.

    Either an injured Jazz Vipers mercenary falls to his death and lands next to you = you can take his Jet Pack, or maybe you attract the attention of a Lyn-Srial who will carry you...or come up with a nifty way to join in. Thanks.
    Chaos Earth GM
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    Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

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    PFC Fox Simmons
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    Re: Arcus (Open Role Playing for All Players)

    Post by PFC Fox Simmons » Fri May 17, 2019 10:44 am

    There will be time, Fox is sure, for him to pit himself against the Coalition's Special Forces SAMAS's. Not now though. The barge is the top priority and he flies up after @Reiko Tanaka.

    The Vanguard are focused on the floating city of Arcus and another SAMAS flying around does not seem to distract them. Fox is fine with that.

    Drawing forth Taskok from its sheath on his left leg, Fox charges the guns on the opposite side from where Reiko boarded the barge.

    Taking Taskok to Task Two _
    Taskok, the Xiticix Blade
    Scene Modifier -4
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Fighting in the same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    • Taskok
    • +2 Strength Mod
    • Sweep & Improved Sweep
    New Scene Modifier -2
    • Fighting 4, Success
    • Fighting 1d8 = 6: 6
    • Wild 1d6 = 5: 5
    • Damage (Str (1d12+5) + (d8 + 2)) - 23 Mega Damage, AP 1
    • Strength 1d12+5 = 16: 11
    • Blade 1d8+2 = 7: 5
    Badass as usual! Rock on - Lars
    PFC "Fox" Simmons
    PFC Fox Simmons
    PFC Fox Simmons
    Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
    Rank: Veteran Specialist 2nd Class
    Payscale: 495/wk
    Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
    Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

    Hindrances: Clueless, Cautious, Loyal

    Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

    Edges and Abilities of Note:
    • Command
    • Command: Allies: +1 Spirit to recover from Shaken.
    • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
    • Natural Leader: Share Bennies with Troops under his command.
    • SAMAS/Pilot
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
    • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
    Bennies: 5/5
    • Adventure Cards: Q3-2018
    • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
    • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
    • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
    | 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
    | 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
    | 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
    SAMAS
    • SAMAS
    • Strength d12+5 *
      • SAMAS Fortune and Glory: Strong and Powerful
      • * Str die Increase
      • Brawny: ** +1 Toughness, Carry 8 times Str.
    • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
    • Weapons
      • Light Rail Gun (right forearm, handheld)
      • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
      • Rocket Launcher (right shoulder, mounted)
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
      • 2 spare missiles in camp
      • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
      • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
      • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
      • TX-22 Precision

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    Zephrim Ouri
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    Re: Arcus (Open Role Playing for All Players)

    Post by Zephrim Ouri » Fri May 17, 2019 11:09 am

    A lone figure in a suit of Cyclops armor knelt just behind the ridge overlooking the battle raging below. He spoke to himself quietly as he looked though the binoculars, examining each area bit by bit. "What doesn't add up in this picture? Coalition SAMAS and Warrior Mages both trying to down the same target. Whoever is running the show must have a lot of pull to get that kind of teamwork together." He inched his way backwards so he wouldn't be silhouetted as he stood.

    "Not my problem, besides the city folk look like they have it under con...." His words cut off as some movement in the distance caught his eye. He lifted his binocs to focus on the movement. An almost growl escaped his lips as he saw another unit of SAMAS approaching from the flank of the defenders. No fire had been directed toward them, so in Zephrim's mind the defenders hadn't seen the hostiles approaching. Quickly taking in the terrain, he spotted a wash that he could approach probably undetected by either the incoming SAMAS, or the defenders themselves.

    "Frakking like those 'lition SAMAS Jocks to ruin a good outing. I guess that they do ruin about anything they see, but then most of them don't have enough brains to know otherwise. I hate choices like this....." He hesitated only a moment before grabbing the nylon rope out of the Survival Pack and taking off full sprint through wash. As he ran, he crouched low and made a quick lasso of this rope in hand. What had just come to mind was crazy, but might just work. He knew that at the speed the armors were going, one might not even feel the sudden addition of a passenger until it was too late. And that's what Zephrim was counting on.

    Planting his feet on the slightly curved piece of metal that had fallen into the wash, Zephrim waited until the last moment as the CS flew over him before tossing the loop up where it would catch the extended wing of the SAMAS. He watched with a bit of surprise as the open rope arrived just in the right spot for the wing to close it and quickly tighten. Zephrim planted his feet and leaned back as the rope tightened around the armored forearm of his offhand and began pulling him along with the piece of metal acting like a skid across and over the ground.

    Just before the SAMAS 'towing' him passed one of it's squadmates, Zephrim activated his comm for broadcast. "Head's Up! Coalition SAMAS on your flank!"

    With a thought, a little bit of extra effort, and before the SAMAS could react, Zephrim materialized his blade and thrust hard toward the adjacent armor.
    Get along little doggie!
    Throwing skill to lasso the SAMAS: 1d4 = 1: 1
    WIld Die: 1d6 = 4: 4
    Psi-Sword attack
    Materialize the Psi-Sword with Mega-Damage (2PP)
    Fighting: 1d10 = 5: 5
    WIld die: 1d6 = 3: 3

    Bennie to reroll:
    Fighting: 1d10 = 3: 3
    WIld die: 1d6 = 1: 1

    Another Bennie:
    Fighting: 1d10 = 2: 2
    WIld die: 1d6 = 6: 6
    Wild die ace: 1d6 = 3: 3 = 9 = Success, Raise (+1d6 damage)
    Damage (AP 6): 4d6 = 15: 3, 2, 6, 4.
    Damage die ace: 1d6 = 5: 5 = Damage 20 total with AP6
    Awesome intro & welcome to the fray! - Lars

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    Ed Rezik
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    Re: Arcus (Open Role Playing for All Players)

    Post by Ed Rezik » Fri May 17, 2019 12:25 pm



    One eye opened lazily as the Psi Stalker skidded past the mostly buried dragon.

    I am sleeping damn it. What’s this?

    Yawning the dragon called Rezik turned his attention to the battle raging above. Grunting and emitting a little fire from his mouth Rezik sees the Coalition Troops.

    Basssstards.

    Pushing his bulk upwards the dragon watched as the armored Psi Stalker Cyber Knight bounced across the debris and detritus of the ground and attacked the SAMAS.

    Fights the CS. Is an ally.

    Roaring with a insane deafening growl Rezik tears up and out of the ground, pouncing towards the Cyber Knight and the SAMAS.

    As the Knight downs the CS pilot Rezik grasps the Psi Stalker in his right hand.

    Another deafening growl and Rezik growls:

    "I̭̝͙̟̘̪ ̢͍̪̟͕̮am̫̻̻͙̀ ̞͢ͅRe̱͎z͍̥̟͕̀i͕̝͔͟k͈͚̯͙͝!̥̹̥̯͚͡ K̪̼̲̲͝i̸l̦͓̯̦̝͡l̲̩̣ ̧̜͚͖̳̯͈y̟̳o͎u̗ ̞̫̖͕̗͠h̞̮͈͎̘ú͙̝̘̲ͅm͇̯̺̱̱͉̲a̵̘͓͔̮̪͉̤n̮̥̣̥̦̕!"

    In a softer voice, still edeged with darkness he continues:

    ”I͎̟̲̯̰ͅ ͚̼͟ͅw̠̩̮͓̟i̸̭ḻ̸͍̻͙l̨ ͇ge̠̞̙̪͉̝̜t̘̬̖̩̟ ̲yo̝͓͖͎̱̤ͅù̲̼͚̺͈ ̰̯̭̩̟i̫̤͠n̻͢t͈̮͝o̦̹͞ ̲͓͙͎͍̲̕b͍̹̱͙̩a̖̩̠t̟̞͕͜t̰̼͔̯̥͙ĺ̲̜e̛͕̬ͅ!”

    Swiftly beating his wings the dragon spits flame and soars towards the city of Arcus. As he passes the city he lets go of Zephrim who lands on the edge of the cloud city.

    Rezik turns, like wind in a storm, and strikes out at a CS SAMAS - snatching the power armor out of the air with crimson teeth he rips the man and armor in half before turning north growling:

    ”R̦̥͎̣̘͎̪e̲̮͙͕͇̩͝ṣ̨t͎̹̲.̴̮̥̠̣̤ ̫̺͜I̤̮͕̭͚̠ ̛̭j̨̞̯u̯̭̲̱̬s̭̼̖̱̻̼͔t͍͍̣̺͇ ͈̜̜̩w̖̠̱̜͔̞a̖̖̮͓̻̼ͅnt̟͖̰̻̬̻é̻̰d̸̦͖̟̞ ̲͎a̠̲͙̘̬̦ ̗̰̗̭̟̙͡na̗̮̣̕p̶̭.̨̖̝͇ ̮D̵̦̠͙̪̭ą͇m҉n͞ ̻̲̳͉̩͟Co̞̳̞̜̗à̜̯͉̠̩̥l̯̜̰̪͉̹̳͘i̳t͖͎̘͙͕̺̯i̼̪̙ͅo̴̮͓n̸͇̞̫.”

    Roaring and flying west the dragon soars higher and higher into the clouds until he is unseen.

    Well thanks for the help Rezik - Lars
    Ed Rezik (Lars/Dan)

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    sammy
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    Re: Arcus (Open Role Playing for All Players)

    Post by sammy » Fri May 17, 2019 2:29 pm

    Sammy crawls out of a crate near @Nomel Sagia and nods watching his back. The cat stretches and yawns. Then enigmatic cat also waves good bye to @Rezik with one paw held high waving back and forth. Only room for one sentient animal that enjoys a good yawn on this trip. Good riddance.

    Rezik looks forward to community nap time, see you there Samuel T. Cat. - Lars
    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: Arcus (Open Role Playing for All Players)

    Post by Hans Greuber » Fri May 17, 2019 7:39 pm

    Task 2 - Vanguard - 14
    Techno-Wizardry (-4 due Scene, +2 due Machine maestro, +4 due spending 3x4=12 PPE... so +2)
    • TW: 1d12+2 = 13: 11
      Wild: 1d8+2 = 10: 8 (Legendary Reward, so intentional)
      • Ace: 1d8+10 = 14: 4
      Result: 14 - Success with 2 Raises.
    After looking at the Deaths Head Transport to gauge its descent, Hans activates his Wings of Icarus to get closer to the Sky Boat and once again starts sending the opposing forces into a forced trip through their alternate selves. Taking out their gunmen and pilots while making sure Reiko is not within the areas, the two make short work of the crew of the Sky Boat.

    This Sky Boat seems bigger and faster than most, but no way will it be as valuable as a Death Heads Transport. I love it when the opposition uses nice and expensive hardware for us to repurpose. Speaking of the Deaths Head Transport, time to get it under control.
    Task 3 - 2 Successes and 3 Successes.
    Part 1
    • Techno-Wizardry (-6 due Scene, +2 due Machine maestro, +4 due spending 3x4=12 PPE... so Even)
      • TW: 1d12 = 8: 8
        Wild: 1d6 = 3: 3
        • Forgot... d8 Wild Now: 1d8 = 5: 5
        Result: 8 - Success with Raise
    Part 2
    • Spending ALL the PPE from 2 Gadgets (made for Boost Trait and Telekinesis)
      • Techno-Wizardry (+2 due Machine Maestro, -8 due Scene, No Bonus for Assistance added in Yet... so d12-6)
        • TW: 1d12-6 = 1: 7
          Wild: 1d8-6 = 0: 6
          • Extra Effort: 1d6+2 = 8: 6 (Elan)
            • Ace: 1d6+8 = 12: 4
          Result: 13 - Success with 2 Raises.
    With the Sky Boat and the SAMAS taken care of, Hans gets ready to bring in the credits... errr… the Deaths Head Transport. Hans flies over to the Deaths Head Transport and lands on its main turret, before he quickly cobbles together a Group Mind Re-Integrator and a Gravametric Mental Force Redirector. Setting them to maximum output, Hans first draws upon the combined mental strength of a few of his alternate selves throughout the Multi-verse and then sends it pout as a physical force. A physical force strong enough to adjust the trajectory of the Deaths Head Transport. Pushing himself and his Gadgets further and further, Hans is eventually able to stop the fall of the mighty vehicle and start giving it some more altitude. With the help from Sammy, Fox, and others, Hans is eventually able to land the precious salvage onto a clear spot on the island.

    Sammy, thanks for distracting the remaining crew, and thank, Fox, for helping me keep it mostly upright. We didn't want for it to land improperly and damage the structure any more than necessary. We should call over a few of the Sky Knights to take the rest of the crew into custody. Too bad that the custom Sky Boat that the red background Coalition soldiers were flying probably isn't going to be able to be rescued before it crashes, but I believe this is the bigger prize.
    Resources Left
    PPE: 26/40
    Gadgets Left: 5/7
    • Gadgets Ready: None
    Mithril Band of Healing: 2/10 PPE
    Mithril Band of Power: 2/10 PPE
    Dreamtime: 0/5 PPE
    Wings of Icarus: 9/10 PPE
    Golden Bennies: 4/3
    • +2 due Results First Two Rounds ARCUS ORP
    • -1 due Extra Effort to TK DHT

    No rush. I'll work on getting the next post up once y'all are done posting - Lars
    Last edited by Hans Greuber on Sun May 19, 2019 10:43 pm, edited 6 times in total.
    Hans Greuber
    Main Character: Merlaggon
    PPE: 50 / 50
    • Band of Healing: 10 / 10
      Band of Power: 10 / 10
      Wings of Icharus: 10 / 10
      Dreamtime: 5 / 5
    Active Powers:
    None
    OOC Comments
    Arcane Machinist Gadgets Left: 7 /7
    Created Gadgets:
    None
    Armor: Dwarven Technosmith (TW) H-1 Combat Armor
    [list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
    [*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
    [*]4 PPE per Hour to Charge
    [*]Strength d12+2[/list]

    Commonly Used Weapons:
    • "Satisfaction" (TW P-40 Particle Beam Cannon)
      • Damage: 3d8+5 AP6 MD.
      • Shots: 40/40
      • RoF: 1
      • Sound (Deafness) Trapping
      • +2 to Shooting
    • "Dreamtime" (TW Revolver)
      • Damage: 2d6+2 AP4
      • Shots: 6/6, Can Fan the Hammer
      • +2 to Shooting
      • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
      • Power - Slumber with Temporal Thought Trapping)
      • +1 Die Shooting
    Bennies: 1 / 3
    Base Amount
    -2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


    Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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    viewtopic.php?f=151&t=2216

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    sammy
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    Re: Arcus (Open Role Playing for All Players)

    Post by sammy » Sun May 19, 2019 7:15 pm

    Sammy pops his out of the air vent shaft and hops down onto the bridge of the DHT. The kicks the faces of a few afixiated officers just to make sure they are dead. ”Meow... Ain’t that a shame that someone left the bridge all alone and unattended.” Really Sammy was not about stuff. He had is pistol, a pixie powered armor, and his cloak made out of dogboys. More than enough. He was really only hear for two reasons. Killing heroes of humanity meant other more tolerant heroes could take their place, and Hans would be an insufferable SOB if he did not get a death heads transport.

    Sammy sauntered over to the piloting control and cracked his neck and flex is claws. The last thing Sammy had driven was a bulldozer strait into a demon thing. What was the worse that could happen if he tried to pilot this hunk of junk. Meow, the controls seem awfully familiar. Sammy studied the control panel and shrugged hitting one of each button and lever. Clearly a bit more complex than a bull dozer.

    Piloting 1d4-10 = -9: 1 wild 1d6-10 = -7: 3 benny to reroll 1d4-8 = -7: 1 wild 1d6-8 = -4: 4

    meow - Rezik
    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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    Re: Arcus (Open Role Playing for All Players)

    Post by Lars » Mon May 20, 2019 8:40 am

    You have saved the day and defeated the CS.

    The captured Coalition Deaths Head Transport. Little shot to hell from catapults, SAMUS and the Glitter Boy, but still usable.

    Image


    Thanks Sammy, Fox Simmons, Nomel Sagia, Reiko Tanaka, Zephrim Ouri and Hans Greuber for taking part on Part One. You are all requested to meet Commander Haste in the HQ building on Arcus. I’m writing that post now. Until then feel free to chat in or out of character.

    The next GM post is underway. I'll post it ASAP. Thanks. Hope you are up to a visit with ...
    the Dragon Lords of Denver!
    Chaos Earth GM
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    Game Master (Reign of Chaos/Rifts Chaos Earth) GM bennies: 7/7

    Dan Frederick (danjal73@gmail.com)
    Characters

    • Tomorrow Legion: 1st SET - The Irregulars
      Seric - Psi Slinger
      Image

    • X SET
      May - SWADE Juicer
      Image

    • Vampire Kingdoms
      Mercy - Crazie
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