18. The Storm

Adventures of the Legion's 32nd Special Exploratory Team.
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Pursuit
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18. The Storm

Post by Pursuit » Thu Aug 15, 2019 9:52 am

Conditions
Still air, intense heat, and sickening humidity permeate the swamp. No breeze nor waves break the stillness of the scene. It is afternoon.

Scouting Report
Norona and Sierra head out over the water, scouting ahead for any potential dangers. Thanks to some tricky flying, Sierra avoids causing any collateral damage with her fiery wings, and Norona easily speeds over the water with his hover bike.

As he moves out on the water, Norona is hit with a nauseating feeling of wrongness deep in his soul, where his connection with the swamp is strongest, but he pushes through.

The water remains unnaturally quiet, and neither Norona or Sierra see anything of note in the murky water itself. However, they do notice some etchings scratched into the trunks of certain trees accompanied by dinosaur teeth and bones affixed to the bark.
Identifying Marks
K/Arcana to identify these markings. Other knowledge skills (k/history, k/local, etc.) may be rolled instead at a -2. Greater detect arcana would also work. If cast, please deduct power points as usual.

Both Sierra and Norona get an uneasy feeling about the crossing, their instincts screaming that something is wrong, and it seems likely to be tied to the odd markings.

Placement
For the crossing, I am assuming:
  • Norona is out front ranging on his hovercycle.
  • Sierra is airborne, more or less out front with Norona. Matthew, if you would prefer that Sierra be inside one of the vehicles for this part instead, please just put that in your post along with which vehicle she’s in.
  • The Mountaineer is next in line. It is piloted by Conrad, with Toshiro and Kuikku along as passengers.
  • The Mark IX Klattatech Mobile HQ brings up the rear. It is piloted by Deezy with Jameson and White Castle as passengers.

A Dramatic Crossing
Crossing this portion of the swamp will take hours, as the submerged landscape stretches on for miles ahead of you and the trees will prevent you from really opening up the engines of your vehicles.

This will be treated as a three-round dramatic task using the rules from SWADE (page 122). Thanks to Norona and Sierra’s excellent scouting, (1) the total number of success tokens you need to accumulate is reduced by one, and (2) the first round can be focused on racking up Driving/Boating/Piloting successes instead of other challenges. Good tactical thinking (in this case, choosing to scout ahead) yields benefits.

Over the course of 3 rounds, you will need to accumulate a total of 8 success tokens in Driving, Boating or (for the hover cycle) Piloting. Please note that Driving rolls will be made at -2 due to the amphibious nature of the task. Each success and raise yields 1 success token, while each critical failure (if any) subtracts 1 success token from your total.

Anyone not operating a vehicle may instead choose to support the operators using any appropriate skill they choose (Notice to spot marked trees, Survival to identify dangerous plants or difficult passages, Spellcasting to heighten an operator’s senses, Electronics to use vehicle sensors to scan for dangers, etc.) adding +1 to an operator’s roll for each success and raise (up to a maximum of +4). If you use an arcane skill to support in this fashion, just narrate your results, but do not deduct Power Points from your character sheet. If your character is supporting, please declare who you are intending to support when you make your post. A critical failure on a support roll does not cause an automatic failure, but does subtract 1 from Driving/Boating/Piloting roll being supported.

As a result of Toshiro’s preparations in making the Mountaineer run quieter, Conrad will get an automatic +1 to his Driving roll this round only, which does not count against the total +4 he may get from support rolls.


Action Cards:

You may post in any order, but if your Action Card is a Club, you have run into a complication, and your roll must be made at -2. Please narrate what your complication is (wheel snagged on underwater vines, an electronic sensor malfunctioning, etc.). Anyone rolling to support a character who drew clubs must make their support roll at -2, as well.
  • Sierra: Already posted (per now deleted instructions). No complications.
  • Norona: QH
  • Toshiro: 3H
  • Conrad/Jameson: 2C - Complication
  • Kuikku: 10C - Complication
  • Deezy: JD
  • White Castle: 3C - Complication

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Sierra Mackenzie
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Re: 18. The Storm

Post by Sierra Mackenzie » Fri Aug 16, 2019 2:37 am

K. Arcana 9
K. Arcana 1d4-2 = -1: 1
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 9: 5
Complication? 1d4 = 3: 3
Support Deezy 4; +1, unless she gets a complication
-1 Wound
Notice 1d6-1 = 1: 2
Wild 1d6-1 = 4: 5
Dinosaur Swamp/Jungle Castle
Morning
Hot, humid, buggy, everything difficult terrain (knee deep water)
Round 0

Sierra wasn’t used to needing to be so careful when flying, but she was managing. She even picked up the markers on the trees. She called back to the others, indicating where there was solid ground and where they would need the amphibious aspect of the vehicles. Conrad, Sierra knew, was an experienced driver, so she gave a bit more help and instruction to Deezy, who brought up the rear.
Everything Burns
1d10 = 8: 8
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over 2d6 = 5: 4, 1 rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
***

(1 Wound, no penalties)(Day 2)
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Injury: Guts, Broken: Agility reduced to d4 (goes away when healed)
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 26/40
Bennies: 5/3
Adventure Card
  • 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."
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Rally: Play to cause all allies in sight and/or hearing to immediately lose their Shaken status.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

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Pursuit
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Re: 18. The Storm

Post by Pursuit » Fri Aug 16, 2019 5:50 am

@Sierra Mackenzie gets a good look at one of the tree markings, and she recognizes symbols for proximity, weather, and summoning. From what she can tell, the marks are similar to proximity alarms, or maybe proximity booby traps. It’s unclear exactly how sensitive the marks are, but she can tell that the team should stay clear of them if they want to avoid some kind of nasty response (which would apparently involve weather effects and some variation on summon ally).

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Pursuit
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Re: 18. The Storm

Post by Pursuit » Mon Aug 19, 2019 8:50 am

Administrative Note: The initial GM post above has been updated with action cards so everyone can tell whether the character they are supporting has a complication or not. Sierra does not need to adjust anything in her post, but everyone else should re-check the GM post at the top of the thread before posting to see whether their character has a complication. Thanks!

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Toshiro 'Cybermonk'
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Re: 18. The Storm

Post by Toshiro 'Cybermonk' » Mon Aug 19, 2019 9:17 am

Repair for improving maneuverability - 4 - +1 to Conrad's roll (assuming he drives)
Repair 1d8 = 4: 4
Wild 1d6 = 4: 4
As they start out into the deeper waters of the swamp, Toshiro is thoroughly impressed by the improvement Conrad had made to the Mountaineer. It's one thing to be able to use magical technowizadry to allow a normally land based vehicle to skim across the surface of water. It's something completely different to do that by good old fashion engineering.

While Toshiro knows he never could have pulled something this complex off in its entirety, he is able to see some areas where a little tweaking could enhance performance. Maybe it's the lingering knowledge of boating from his recently purchased skill chip, but he spends the few breaks the group takes adjusting the steering controls, increasing their range of motion and otherwise enhancing the responsiveness of the craft on the water.

GM Comment: Conrad has a complication, so the above roll should be made at -2. @John Smith, you can EE this and get to a success, if you'd like. Please edit the above and, once finished, go ahead and delete this note. Thanks!
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5 (+4 from chip and sword)[/size]
Toughness: 23(12 MDC)[/size]
Active Effects
Chips: +3DT Fighting +1DT Electronics
Sword: +2 DT Fighting, Absorption (Metal and Kinetic), +2 DT Strength [/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 4/3 [/size]
+1 for hinderance - spiderbot phobia
+1 for slow GM :)
-1 for shooting Clayman

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Norona
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Re: 18. The Storm

Post by Norona » Mon Aug 19, 2019 11:24 am

Piloting 5, 1 success token
Piloting 1d8 = 5: 5
Wild 1d6 = 1: 1[/dice]
K/Arcana 7, success
K/Arcana 1d10+2 = 5: 3
Wild 1d6+2 = 7: 5
Taking in the markings, Norona frowns a moment. His area is very foreign to his senses, yet the markings still seems familiar somehow. He ponders their meaning as he slowly picks his way through the foliage, trying to keeps his hover cycle above the worst entanglements while avoiding running into the branches of the thick canopy overhead. It is hardly easy going, but his trademark patience pays off as he manages to avoid any necessary stops.
Character Information
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 40/20

Bennies: 5

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Deezy Klatta
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Re: 18. The Storm

Post by Deezy Klatta » Mon Aug 19, 2019 12:48 pm

"EVERYBODY HANG ON!" Deezy shouted gleefully as the former APC shuddered and bounced as it plowed through the swamp. It hit the water, and that should have been it...the heavy machine should have mired hopelessly in the mud, forcing them all to evacuate as it slowly sank. But Deezy just whooped and pulled a handle on the ceiling. The vehicle made grinding noises, and there was a terrific SPLASH as it started to sink...and then floated back up to the surface and continued on its merry way! A bow shock of lilypads collected in front of the massive vehicle as it went through, or over, the water.

"YES!" she shrieked girlishly, "IT WORKED! DID YOU SEE THAT?! WE'RE NOT GONNA DIE!" then she immediately seemed to calm down and said nonchalantly, "I mean, obviously it worked, but DID YOU SEE THAT?!"

Patches of eerie blue light started accruing over the inside hull of the Mobile Headquarters as they drove on. Deezy glanced back and said, "Hup, getting some leakage. Okay, gonna say to everyone just avoid the blue spots! Just kinda...keep your distance. Nothing to worry about, but do NOT touch them. Or look at them for too long. Great time to read a book, folks. We'll be there in no time at all!"

Rolls: Driving 12
Driving 1d4+3 = 7: 4 or 1d6+3 = 5: 2
Ace! 1d4 = 4: 4
ACE 1d4 = 1: 1
Last edited by Deezy Klatta on Mon Aug 19, 2019 6:01 pm, edited 2 times in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000

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Conrad
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Re: 18. The Storm

Post by Conrad » Mon Aug 19, 2019 2:24 pm

Driving 13 3 successes
OOC Comments
1d8-2 = 5: 7 +2 Ace, -4 for complication and use of driving
1d6-2 = 4: 6 Ace 1d6+4 = 10: 6 ace again 1d6+10 = 13: 3

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Kuikku
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Re: 18. The Storm

Post by Kuikku » Tue Aug 20, 2019 7:57 am

Not a crit fail
Notice with lots of mods 1d8-4 = -1: 3
Wild 1d6-4 = -3: 1
As the group starts to move out Kuikku starts trying to keep track of everyone and their situation. He notices that Sierra gets really close to a couple of trees and starts to tell her to be a bit more careful when he suddenly sees Deezy's vehicle is starting to sink. Releasing his crash harness he starts to open the door when the blue glow lifts the vehicle and everything settles down. It is just then that Conrad hits some sunken obstacle and Kuikku is bounced off the door and onto the floor.

Climbing back into his seat Kuikk straps himself back in. He removes his helmet and closes his eyes. Taking deep breaths he starts rubbing his temples. Do not micromanage. Do not micromanage. Do not micromanage. Do not...
Last edited by Kuikku on Sat Aug 24, 2019 7:19 pm, edited 2 times in total.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC

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White Castle
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Joined: Sun Apr 07, 2019 10:13 am

Re: 18. The Storm

Post by White Castle » Thu Aug 22, 2019 3:33 pm

It wasn't his choice to be in the rear vehicle and maybe being the FNG, no one cared to hear about his personal experiences through the Dino Swamp. Either way, Castle found himself ontop of the Mobile HQ with his maps and personal computer (PIP Boy 2000).

He has the maps anchored to the top of the MHQ and the screen lit and hot on his PIP Boy 2000. With his advanced optics he begins scanning the area in suscinct 30 degree increments, documenting everything.

K/History 11 _
Scholar +2
[*] K/History (1d10) 1d10 = 9: 9
[*] Wild (1d6) 1d6 = 1: 1
Certain that he knows where they are, Castle attempts to radio relay the details to team.

Electronics (Support) 12 _
Scene Modifier -2
Scholar +2
[*] K/Electronics (1d8) 1d8 = 8: 8
[*] Aced! K/Electronics (1d8+8) 1d8+8 = 12: 4
[*] Wild (1d6) 1d6 = 4: 4
Castle fumbles with the frequency for the team and even struggles with getting the broadcast to go to all team members. However, he does manage to tweak the freq and sends the data about their location and current surroundings at least to @Deezy Klatta, hopefully he can reach the other vehicles with the data as well.

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Pursuit
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Re: 18. The Storm

Post by Pursuit » Sat Aug 24, 2019 6:32 pm

Conditions

Night is falling, and the light reaching down into the swamp is beginning to dim, but isn’t affecting visibility yet. The air continues to be unnaturally still, and the water is unmoving except where disturbed by the 32nd’s passing: a sheet of glass, broken regularly by trees and vegetation.

Round One Results

Thanks to the skillful maneuvering of the 32nd’s pilot and drivers, the team makes it deep into the swamp waters without serious impediment. The team has amassed all 8 tokens needed for Driving/Piloting/Boating. Well done!

We’re Gonna Need…

From where he is watching the control panels on the Mountaineer, Conrad is the first to notice when something changes. A sensor beeps, and the built-in suite identifies something moving. Quickly, though, it becomes apparent to everyone that something has changed, as the water around one of the trees begins to bubble and boil.

Soon, a handful of trees, and then a score, have bubbling water around them, and what light you have begins to be blocked away as a massive stormcloud forms. Lightning flashes, and an eerie howl arises along with a fierce wind, buffeting the vehicles with sudden waves. After hours of stillness and silence, the change is jarring.

As the storm kicks up, so do the guardians.

Massive crocodile-like creatures, easily thirty feet long from snout to tail, burst from the water, taking turns slamming into the APC and the Mountaineer. One managers to climb the Klattatech Mobile HQ before Deezy’s impressive driving manages to shake it off. For his part, Norona managers to veer just in time to escape massive jaws breaking the surface of the water.

The creatures seem to be leaking shadows. Tendrils of blackness emanate from their eyes and the corners of their maws, and shadows rise off of their backs like steam.

More of the beasts break the surface of the water in every direction, all of them heading for the heroes clustered on their vehicles.

Big Critters
Deinosuchus.jpg
Round Two!

It’s a good thing you got all your driving successes in calm waters! Over the next two rounds, the team will need to amass seven combat tokens, using any relevant combat skill, to fight off the attacking creatures.

In addition, you will need to amass three arcane skill tokens, as the power users (magic and psionics) bring their might to bear against the elements to calm the winds, light the way, or otherwise push through the sudden tempest.

Because of the chaos caused by the storm and by the waves of attacking deinosuchuses, all rolls must be made at -2! If you draw a complication, add an additional -2. As before, you may support someone else’s roll with any relevant skill, but if the object of your support drew a complication, your support roll will be at -4 (-2 for the scene modifier, -2 for the complication), too.

Action Cards
  • Norona - 4D
  • Toshiro- 5H
  • Deezy- 10S
  • Kuikku- Jack S
  • Conrad- 10D
  • Castle- 8H
  • Sierra- 2H

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Norona
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Re: 18. The Storm

Post by Norona » Sat Aug 24, 2019 6:43 pm

Channeling 9, 2 Arcane Tokens
Channeling 1d12 = 11: 11
Wild 1d6 = 3: 3
Guardians of darkness.

"I will hold the creatures at bay!"

Enraged by the unnatural influence affecting every part of the swamp, Norona calls on the power of the elements to assist the group. The boiling water risings and bubbles more as dozens of water elemental take shape, pulling the shadow crocodiles down beneath the surface and blasting them away from the group with massive geysers of water. Even the trees and vines begin to writhe and move taking humanoid shape and wrapping their roots, tendrils, and branches around the creatures, entangling them and slowing them.

Norona watches above the fray. From the seat of his hover cycle it looks like the land and water suddenly came to life pushing back against the crocodiles with all the force of nature.

ooc: summon ally with force multipler to bring forth lots of water and earth (tree/plant) elementals.
Character Information
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 40/20

Bennies: 5

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Kuikku
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Re: 18. The Storm

Post by Kuikku » Sat Aug 24, 2019 7:38 pm

1 Combat Token
Fighting 1d8 = 2: 2
Wild 1d6 = 5: 5
As the situation changes Kuikku is not sure how he can help. The water is too deep for him to stand and fight and his powers are mostly for himself. He considers throwing a few barriers out to make it harder for the lizards to get to the vehicles but does not think that would be very effective. Instead he climbs out the window and onto the roof of the Mountaineer. Combining his speed with his armors ability to keep the water out from under his feet Kuikku starts striking at the creatures if they come too close. He also ensures that anyone at the weapons have clear lines of fire for anything further away. Most of his strikes are glancing blows but enough are solid hits to cause the gators to hesitate slightly before closing again.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC

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Toshiro 'Cybermonk'
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Joined: Fri May 04, 2018 9:19 am

Re: 18. The Storm

Post by Toshiro 'Cybermonk' » Sat Aug 24, 2019 9:36 pm

Shooting 12 - 3 successes
Shooting -2 for the scene
Shooting 1d10-2 = 8: 10
Ace! 1d10+8 = 12: 4
Wild 1d6-2 = -1: 1
Toshiro's internal sensors warn him not long after the sensors in the mountaineer warn Conrad about the impending attack. For once glad not to be behind the wheel, Toshiro loads his marksmanship chip and takes control of the turret mounted on top of the vehicle and does what any sane person would do in this situation - he unloads on the giant gators.

Glad to be using something with more kick than the shotgun he has been firing lately, Toshiro almost enjoys the heart pounding action of keeping the gators at bay. Kuikku makes it a bit more challenging when he climbs on top of the mountaineer, forcing Toshiro to avoid shooting the cybernight. One particular gator forces Toshiro to take a daring risk. Toshiro's radar alerts him to the gator'a approach from the starboard side of the vehicle. The feral creature leaps from the water with a grace that belies its size, jaws gaping and heading straight for Kuikku. Anticipating the attack, Toshiro pulls the turret across the mountaineer toward the gator, a travel path that has Kuikku right in the middle of it. With only an instant to stop the creature, Toshiro can't stop the turrets firing cycle, knowing that it wouldn't have time to start back up again. Instead, using his high resolution optical eye, Toshiro watches the timing of the shots leaving the rail gun. At the last moment he makes a slight adjustment to the swing rate of the turret, causing one bullet to pass by Kuikku's right shoulder and the next just pass his left, the latter slamming into the eye and felling the gator.

Toshiro pounds on the roof of the mountaineer, his equivalent of whooping to celebrate the feat of marksmanship.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5 (+4 from chip and sword)[/size]
Toughness: 23(12 MDC)[/size]
Active Effects
Chips: +3DT Fighting +1DT Electronics
Sword: +2 DT Fighting, Absorption (Metal and Kinetic), +2 DT Strength [/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 4/3 [/size]
+1 for hinderance - spiderbot phobia
+1 for slow GM :)
-1 for shooting Clayman

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White Castle
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Re: 18. The Storm

Post by White Castle » Sun Aug 25, 2019 8:05 am

One of the things about being well-travelled, Castle thinks to himself, is the vast amounts of information he had accumulated. Time to put it to work.

K/History 13, 3 Successes _
SAcene Modifier -2
Scholar +2
[*] K/History (1d10) 1d10 = 10: 10
[*] Aced! K/History (1d10+10) 1d10+10 = 13: 3
[*] Wild (1d6) 1d6 = 1: 1
[[ Support Conrad ]]

"There is a sizeable swamp that surrounds the ruins of Chichen Itzen in the Yucatan Pennisula in Mexico. There are pictographs in the temple of Chichen Itzen of a large crocodile type creatures with shadow tentacles. They grabbed people in the mango swamps and then disappeared."

"In another relief on another wall, there was an icredibly large winged creature, I would guess was a Pterosaurs. Several of these Pterosaurs swooped in and took of with seveal of the these shadow tentacled crocodiles."

"I personally have never encountered these creatures but stories I have heard say to avoid the tentacles. As if the creatures are part physical and part magical."

Deinosuchus _
Sounds like a hybrid of a crocodile and a displacer beast.

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Sierra Mackenzie
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Joined: Sat Jan 06, 2018 7:15 pm

Re: 18. The Storm

Post by Sierra Mackenzie » Wed Aug 28, 2019 3:29 am

Psionics 4
-2 difficulty
Psionics 1d12-2 = 3: 5
Wild 1d6-2 = -1: 1
Extra Effort 1d6+3 = 4: 1
Dinosaur Swamp/Jungle Castle
Morning
Hot, humid, buggy, everything difficult terrain (knee deep water)
Round 0

Sierra flew above the vehicles. The water was making it difficult to target the large crocodiles. She cast her bolts of fire at them, only for them to sizzle in the water. She hit a couple, charring their scaled forms, driving them back underwater and keeping them away from the vehicles.

But her ribs were screaming in burning pain. She had to stop and clutch her guts, breathless with pain, her fire wings keeping her aloft. But it meant she wasn’t paying attention.

One of the giant-ass crocodiles gave a mighty leap from the water. It’s massive maw opened and snapped closed on Sierra, swallowing the redhead whole. The monster splashed back into the water, disappearing under the surface.

Several moments passed, and the water stilled.

Then an eruption of flame flew from the water, filling the air with blinding, scalding steam and sending delicious smelling cooked crocodile flesh slamming onto the roofs of the vehicles as Sierra erupted from the center of the devastation.

“Mother fucker! I hate this fucking swamp!” Sierra screamed, her hair a bedraggled mess of crocodile guts and bile.
Everything Burns
1d10 = 8: 8
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over 2d6 = 10: 5, 5 rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
***

(1 Wound, no penalties)(Day 2)
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Injury: Guts, Broken: Agility reduced to d4 (goes away when healed)
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 26/40
Bennies: 4/3
Adventure Card
  • 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."
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Rally: Play to cause all allies in sight and/or hearing to immediately lose their Shaken status.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

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Conrad
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Re: 18. The Storm

Post by Conrad » Thu Aug 29, 2019 3:03 pm

"Great, giant lizards, you would think I'd be more bothered about possible cousins, but they are trying to eat my baby."
1d8-2 = -1: 1
1d6-2 = -1: 1

Conrad attempts to fire the missile launcher just as one of the creatures chomps down on the end of the firing tube.

"Hold on chummers," he screams as the missile goes into the front end and gets jammed.

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Deezy Klatta
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Re: 18. The Storm

Post by Deezy Klatta » Thu Aug 29, 2019 3:40 pm

As the weather worsens, Deezy brings the KHI MHQ to a halt and, muttering to herself, collects a few odds and ends from the workshop area...then climbs out onto the roof. From there she shields her face as she scowls skyward, and starts to assemble a device that looks like a dish antennae on some kind of a weird tech-wizard base unit. With a little handheld unit, she rotates the the thing until it points at what she guesses is the heart of the storm.

Quickly she flicks her goggles down over her eyes, shouts "Fire in the ho...the sky! The entire sky! Don't look up!"

Then she presses both buttons on the control, at the same time.

A humming noise builds from the dish, and a rumbling from the ground under the MHQ. A dense mist begins to rise up from the swamp floor, gathering into the dish antennae, fluorescing greens and greys and browns. There's a smell like fresh cut grass, like newly turned earth, and an acrid sting like the gas coming off of lava.

Then the dish fires a livid beam into the sky, and there is a burst; a swirling curtain of light like an aurora that momentarily casts the struggle on the ground in stark relief as the elemental energy of stone and earth were catapulted to oppose the storm's air and water.

Rolls: TechWizard 8
TechnoWizardry to help contain the weather: 1d12-2 = 1: 3 or 1d6-2 = 4: 6
Ace: 1d6 = 4: 4
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000

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Pursuit
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Posts: 808
Joined: Thu Jan 04, 2018 9:21 am

Re: 18. The Storm

Post by Pursuit » Fri Aug 30, 2019 6:00 pm

Conditions

The torrential rain, fierce wind, and near-constant lightning strikes make the conditions pretty terrible for the SET. The giant, snapping crocodile creatures certainly don’t help matters, and, to make things even better, night has fallen during the crossing. Given the cloud cover and the trees, darkness has fallen especially quickly, imposing a -4 illumination penalty (which may be offset, either completely or partially, by cybernetics, light-sensitive lenses, powers, racial bonuses to see in the dark, vehicle sensors or otherwise).

A Hard Crossing

Through a combination of luck and skill, the 32nd manages to fend off the initial waves (pun intended) of shadow guardians as they traverse the storm-tossed waters. The more arcane-minded members of the group hold off the worst of the storm, while the warriors take aim at the attacking creatures.

Just as things look to be clearing up for our heroes, disaster strikes! A deinosuchus bites the business end of one of the mini missile tubes just before it fires, causing serious damage to the launcher and sending the Mountaineer spinning away from the rest of the group.

Instantly, the shadow guardians swarm the Mountaineer, trying to “pick off” the seemingly vulnerable vehicle, as the storm picks up.

Passing overhead at exactly the wrong place and time, a human pilot in a suit of Predator Power Armor is caught in the storm and flung violently downward by the winds towards the waiting shadow creatures and waves. He Manages to pull up at the last possible moment (his feet are actually briefly submerged), and now he’s apparently on the menu, too!

Last Round

The team has amassed all of the needed arcane skill tokens for dealing with the weather.

The team needs four combat tokens this round in order to get clear of the deinosuchuses and the storm (one token was lost from the crit failure, and one additional token is needed now that we have another player character).

All of your rolls must be made at -2. In addition, the illumination penalty for darkness is -4 (though that may be partially or completely negated depending on your character’s abilities and gear, as noted above).

If you draw a complication, there is an additional -2 modifier. As before, you may support someone else’s roll with any relevant skill, but if the character you are supporting drew a complication, your support roll will be at -4 (-2 for the scene modifier, -2 for the complication), plus any negative for the illumination penalties.

By way of example: A human character with a standard suit of body armor has a helmet that negates up to 2 points of darkness penalties. If that character draws a club (-2 complication), he must make his rolls for this round at -6 (2 for the complication, 2 for the scene modifier, and 2 for the remainder of the -4 illumination penalty that is not offset by the helmet).


Action Cards
  • Toshiro: 7H
  • Kuikku: QC (-2 complication)
  • Deezy: 10H
  • Sierra: 7D
  • Norona: 9C (-2 complication)
  • Conrad/Jameson: 7C (-2 complication)
  • White Castle: 2S
  • Miguel: Black Joker (+2 bonus)

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Norona
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Re: 18. The Storm

Post by Norona » Fri Aug 30, 2019 6:15 pm

K/Arcana, 8 = +2 to Support
Low Light Vision: Offsets illumination penalty
Club: -2
Scene: -2
Scholar: +2

K/Arcana 1d10-2 = 2: 4
Wild 1d6-2 = 4: 6
Ace 1d6 = 2: 2
Directing his minions and flying in the storm take almost all of Norton's attention so he almost doesn't notice when the mountaineer ends up in the drink. Looking down at the group trying to recover the experienced scout tries to level the playing field, "The guardians are susceptible in their underbelly. Concentrate your attacks there for maximum effectiveness."
Character Information
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 40/20

Bennies: 5

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Kuikku
Posts: 230
Joined: Sat Aug 19, 2017 10:20 am

Re: 18. The Storm

Post by Kuikku » Fri Aug 30, 2019 8:02 pm

No Support
Support using Intimidation: +2 Strong Willed, +2 Psi HJ 17, -2 Clubs, -2 Assisting Conrad, -4 Darkness, -2 Sceen
1d8-6 = -5: 1
1d6-6 = -1: 5
Reroll (+2 Elan)
1d8-4 = 1: 5
1d6-4 = 0: 4
No successes.
When the Mountaineer takes its little flight Kuikku is thrown off and into the water. As he struggles to the surface he sees the shadow creatures and loses it just a bit. "Chikushō! Watashi wa kono numa ni unzari shite imasu! Soshite, anata ni motto unzari shite imasu! Sude de subete no apāto o rippingu shimasu!" This is accompanied with a lot of splashing but not much else.
Translation
Damn it! I am sick of this swamp! And even more fed up with you things! I will rip you all appart with my bare hands!
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC

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White Castle
Posts: 51
Joined: Sun Apr 07, 2019 10:13 am

Re: 18. The Storm

Post by White Castle » Sun Sep 01, 2019 8:21 pm

The swamps of former Mexico and the stories of the tribal natives, it would seem that these creatures could be summoned or even commanded if one knows the way.

Castle decides to use a bit of ingenuity and his mass amounts of knowledge. Not really being well practiced in the occult, he decides to exercise some well versed lyrics, at least he thinks they are lyrics.

Benny Spent for Survival (2 of 3 remaining)
Elan

Survival 12 _
Elan +2
Woodsman +2
[*] Survival (1d6) 1d6 = 5: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 8: 2
Consider him one lucky scientist or he was actually getting better at filtering at the truth from the fluff.

The chanting was off-key but the intonations were on point. He spoke something ancient. He commanded something in the present. And whispered to the future of a chance to set at least this part of the world at peace.

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Sierra Mackenzie
Posts: 177
Joined: Sat Jan 06, 2018 7:15 pm

Re: 18. The Storm

Post by Sierra Mackenzie » Mon Sep 02, 2019 2:27 am

Psionics 5
-2 difficulty, -4 darkness, +2 armor vision, ++2 Darkvision power
Psionics 1d12-2 = 0: 2
Wild 1d6-2 = 3: 5
Benny for EE 1d6+3 = 5: 2
Dinosaur Swamp/Jungle Castle
Morning
Hot, humid, buggy, everything difficult terrain (knee deep water)
Round 0

Sierra swooped around, going after the giant croco-dinosaurs that were herding Conrad and the Mountaineer away from the group. Flames cooked the lizards and steamed the water as she surrounded it in fire, her eyesight adapting to the darkness. Her insides burned, but she ignored the pain and fought through it.
Everything Burns
1d10 = 1: 1
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over 2d6 = 3: 1, 2 rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
***

(1 Wound, no penalties)(Day 2)
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Injury: Guts, Broken: Agility reduced to d4 (goes away when healed)
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 26/40
Bennies: 3/3
Adventure Card
  • 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."
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Rally: Play to cause all allies in sight and/or hearing to immediately lose their Shaken status.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

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Toshiro 'Cybermonk'
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Joined: Fri May 04, 2018 9:19 am

Re: 18. The Storm

Post by Toshiro 'Cybermonk' » Wed Sep 04, 2019 9:34 am

Notice - 6
Notice Roll (-2 scene, +2 from detection array, +2 on sight for cybernetic eye, -4 from darkness offset by cybernetic eye nightvision mode)
Notice 1d8+2 = 3: 1
Wild 1d6+2 = 6: 4
Thanks to his built in sensors, Toshiro gets his bearings quickly after the mountaineer is sent spinning across the swamp by the unintended missile explosion. While Conrad gets the vehicle back under control, Toshiro focus's his fire around the flailing cyber-knight, trying to keep the creatures from swallowing him whole.

As the daylight dims to darkness - whether from the storm overhead or the setting of the sun Toshiro can't tell - Toshiro switches his cybernetic eye over to night vision mode. His cybernetically enhanced vision spots a number of fallen trees leaning precariously on a single standing cypress, which is clearly overburdened from the load. With a couple thousand feet to the trees, Toshiro sends a quick message through the console to Conrad, pointing out the ready to spring trap and instructing him to drive that direction.

As they approach, Toshiro turns the turret on top of the mountaineer away from the pursuing shadow creatures and toward the lone standing Cyprus. Bullets fly, pounding into the trunk of the Cyprus and sending bark and wood chips flying in all directions. The tree creaks and groans under its load as the mountaineer passes by it.

As the Cyprus and it's burden fall, the shadow guardians begin to respond to Castle's chanting. They slow, confusion clearly reflected in their monstrous faces. Instead of falling between waves of creatures and separating them as Toshiro had intended, the massive falling debris crashes right on top of the lead monsters, smashing them into the floor beneath the water and blocking the route for those behind them.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5 (+4 from chip and sword)[/size]
Toughness: 23(12 MDC)[/size]
Active Effects
Chips: +3DT Fighting +1DT Electronics
Sword: +2 DT Fighting, Absorption (Metal and Kinetic), +2 DT Strength [/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 4/3 [/size]
+1 for hinderance - spiderbot phobia
+1 for slow GM :)
-1 for shooting Clayman

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Miguel
Posts: 5
Joined: Thu Aug 29, 2019 7:11 am

Re: 18. The Storm

Post by Miguel » Wed Sep 04, 2019 5:59 pm

Miguel flicks the switch and the thrusters kick in, shooting the Predator fifty meters into the air. He points his medium laser at the croc and fires
Shooting 9

Shooting 1d12 = 9: 9
Wild Die 1d6 = 4: 4

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Deezy Klatta
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Re: 18. The Storm

Post by Deezy Klatta » Wed Sep 04, 2019 7:35 pm

"Ugh, what a mess," Deezy lamented. She brought the MHQ to a stop and said, "Hold my steer...ing wheel. Just for a second."

Then she clambered back out of the driver's seat and up to the top hatch, dragging the oversized Omniblaster with her.

Goggles went down over her eyes, freeing tangled red bangs to fly every which way as she took aim and shouted, "You! LEAVE! MY! FRIENDS! ALONE!"

Each word punctuated by another blast of energy from the magical energy weapon sitting on her shoulder, bucking and kicking with each shot!

Rolls: Shooting 8
Shooting (Omniblaster) 1d10+2 = 8: 6 or 1d6+2 = 5: 3
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000

User avatar
Conrad
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Posts: 388
Joined: Thu Nov 24, 2016 12:01 am

Re: 18. The Storm

Post by Conrad » Sat Sep 07, 2019 12:34 pm

Conrad
1d8-6 = 0: 6
1d6-6 = -2: 4

Jameson 1 success
1d8-6 = 0: 6
1d6-6 = 0: 6 ace 1d6 = 4: 4

For both Conrad and Jameson, their vision enhancement on their armour kicked in. With a nod to each other, they pop the hatches and open fire

"Oi get off my vehicle," Conrad shouts as his shot misses but causes one of the creatures to rear up, exposing its belly to Jameson whose shot rang true.

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