Savaged Serenity

Stand and Deliver - Again?

Crew Members:
– Dlash = Nashh
– Dbay = Justus
– Seth = Al
– Braeden = J.R.
– Kelly = Sticky Shoe?
– Ethan = Nicolon
– Ken = Mimi
– Brian = Kari

NPCs = Naomi, Admiral H, Adm. H’s Body Guard

As we last left the story, our valorous heroes were just finishing a major battle outside of the Secondary Bridge and engine room access points. There were three new crew members hired to assist in taking over control of the Admiral’s ship. As they took their time arriving, they were unable to partake of the previous battle, but quickly integrated into the crew.

Two enemy soldiers were in retreat toward the front of the ship through the main corridors. The soldier in the starboard corridor managed to make it to the bulwark hatch prior to our crew moving into position. The soldier in the port corridor also made it to the hatch. Mimi, Al, and Sticky Shoe moved to cover the port corridor; whilst Justus and J.R. covered down on the starboard corridor. Nashh took this opportunity to check on Naomi and ensure her health, while Kari worked with the Admiral on the secondary bridge in the attempt to gain control of the ship and its primary and secondary operating systems. Nicolon secured the rear hatch, while using his body as door, not realizing that opening the door and acting like an overgrown target is a quick way to the grave…

As our crew members began to secure the area, the Admiral was able to secure the side and rear hatches, allowing us to focus on moving forward down both the starboard and port corridors. Nashh and Naomi began to move toward the starboard side, while Kari remained in the secondary bridge with the Admiral to ensure open communications between each of the team leads.

As Mimi and Al worked their way toward the port corridor, Mimi realized that the bulkhead door was cracked. The retreating soldiers lobed grenades through the hatches to slow our crew members down. The starboard explosion had no effect, with the port explosion barely affecting Mimi and Al. After moving forward, both teams were able to secure the bulkhead doors both starboard and port.

Justus and J.R. were able to open their door on the starboard side, with J.R. firing several rounds down the empty corridor. On the port side, Al ran forward, opened the hatch and dropped to the floor. Sticky took the opportunity to snipe the retreating soldier – dropping him to the ground. Much time was passed as both groups cleared this section of the ship. Things were going according to plan, until the secondary bridge was locked out of the ship controls and the power cut off in the remaining sections. The Admiral was able to bring the emergency lighting back on-line, but still made it difficult to see in the dim lighting.

A conference was called and it was decided to form into three main teams. Team 1, comprising of Justus, J.R. and Nicolon, took a hatch to the lower level, moving in tandem with the teams on the level above them. Team 2, formed with Al, Mimi, and Sticky took over the port corridor, leaving team 3 (Nashh, Kari, Naomi, and the Admiral) to cover the starboard corridor. Coordinated through the comms system, team 1 moved into the next section and checking for enemy personnel. They were able to secure the area, with Justus on the hatch access ladder for the starboard hallway and Nicolon setting into position mirroring Justus on the port side. Team 2 and team 3 both opened the doors on the upper level, knowing that some form of trap would be triggered once they started down the hallways. Kari took a risk and executed a running slide into the corridor next to the side door, with the attempt of remaining low enough to dodge most bullets and yet be able to discover the locations of any opposition. Kari did manage to draw fire and was shot four times. Luckily she was able to soak the damage from the shots. Nashh, providing cover, noted where the muzzle flashes originated, and returned fire killing one of the enemy soldiers. While this occurred in the starboard hallway, the port hallway was just as active. Sticky ran forward and landed in a prone position, while Mimi and Al moved closer. Sticky turned on his flashlight, saw four soldiers trained on him, which when they fired, he returned fire, and then he leapt for the room to his right (bathroom) to get any cover available.

With both team 2 and team 3 starting the engagement on the main level, team 1 took the opportunity to open the two hatches with the intent of coming up behind any enemies. Al, attempting to trick the enemies while knowing “now would be a good time for a grenade…”, attempted to simulate the sound of a grenade being thrown, while shouting, “GRENADE” to make it a reality. The enemy soldiers backed off a bit, but not to the extent he had hoped. Nashh, being deathly afraid of the dark (pansy), switched on his flashlight and lobed it toward the intersection with the result of providing some dim lighting of our opponents. Nicolon was able to open his hatch, but that was the extent of his aggression. Once the soldiers realized that we were attempting to come from behind, they quickly attempted to secure the hatches. Nicolon was not successful in maintaining control of his ladder and was quickly locked out. Al, on the other hand, with a deep grunt and a fart, was able to knock the hatch wide open and climb to the upper level, spraying and praying, missing the guy right in front of him, but taking out one of the enemy soldiers that were pinning down team 2. Kari attempted to use this distraction to open the door she was leaning against, but failed to realize that “RED” means “NO” and was denied, he head hung in shame held her action lest she hit Al aiming for the other enemy soldier next to him.

Sticky, realizing that the bathroom is not the best place to hold of the enemy, yelled at the soldiers across the hall and around the corner from him that he had explosives and would not hesitate it “blowing them…up”. They ducked back out of sight, which foiled the shots Mimi had lined up in prep of them stepping into the corridor. This forced Mimi to take a more active roll and slink along the side of the corridor, launching his own flashlight and taking shots at the soldiers at the junction near Sticky. Meanwhile, on the other side of the hallway, Al continued to fight the soldier beside him, while making room for J.R. to follow him up the ladder. J.R. was able to take out one of the soldiers in the room that Kari was outside of, with wounding the other. This allowed Nashh to sprint into the room, katana flying, to realize a butter knife would have more success than a skinny doctor flailing around with a sharp instrument. Al finally decided to punch the soldier he was standing next to, instead of firing at point blank range and still not hitting him. He was able to wound him, but he soaked the damage.

Mimi and Sticky traded shots with the two soldiers in the room across from the bathroom and eventually managed to take them out. This left only three enemy soldiers remaining (two WC and one shaken soldier left over from the fight with Mimi). A retrograde action to the rear was called and the enemy soldiers made a run for it down the port corridor. J.R., crowbar in hand, decided to follow down the starboard corridor and managed to get the bulkhead door partially open. Nicolon, tired of hiding and not playing well with the others, decided to follow the fleeing soldiers and took out the last soldier in retreat, the shaken one. The two main enemy soldiers (WCs) were able to get to the other side of the hatch and the door was locked behind them. Al, pissing and groaning, informed the group that we should always take out the leaders before dealing with the riffraff…

At this point – time stopped as the handlers ran out of energy for the night and needed sleep. Follow these gripping adventures next time when we meet to make another run for the bridge…. hopefully not another year from now.

4/6/13 – Seth’s meager session notes:

Joined by progeny, character creation occurred as we tried to remember what happened one year ago today.
Our valiant protagonists resumed there objective to take over the mothballed ship before it reached its destination. With new found reinforcements, the team split up into two groups to sweep from one end of the ship to nearly the other, while the groups captain (Mirage?) oversaw the conflict opening/closing doors with the push of a button as needed.

A number of armed bad guys were encountered, and were dispatched in full cinematic slow-motion.

Is this a duplicate?

Savaged Serenity Session Notes
6 April 2012
Eric Wong. GM.
Dave Lash – Nash Kadaver / Naomi Waters
Ken Noon – Mimi “Mirage” Lam
Brian Hudiburgh – Kari Anbhas
Seth Davis – Al Capshaw / DC

Left Whitefall, heading for Sihnon (core world)

INTERLUDE (from SW Deluxe rules)
SETHSPADE (victory story)
Al tells The Tale of Junkyard Juseppi. Has a New Jersey accent and owns/runs a spacecraft junkyard. Al’s performed a few jobs with him. Juseppi taught Al how to play cribbage and then they started playing one silver per point. Juseppi owes Al several thousand silver. Any time Al (jokingly) asks him to cough it up, Juseppi challenges him to another game — and racks up more debt :)

KENSPADE (victory story)
Mirage explains the origin of Mirage’s Crossbow. On the planet Three Hills, there is a bounty hunter, Bob Alexander, known for his trademark weapon – this crossbow. Mirage traveled to Three Hills and discovered Bob was in ‘forced’ retirement. She searched for two weeks before he found him. Bob challenged him to a game to earn his trademark crossbow. He solved it and earned the crossbow.

Discussion on how to capture the StarStrider (Browncoat Flagship)
Three options: Steal before it leaves Osirus, while in transit to Santo, after it’s arrived at the scrap yard. Decide on the third option and head for Santo.

On route to Santo, Al sends a wave to Jusseppi asking about scrapyard security systems. Jusseppi tells, but Al is obviously up to no good and nulls Jusseppi’s debt to get the following info: most yards use a landlock, they don’t really keep a garrison (light security). Standard security cameras, can take a while to scrap a ship if there is a queue

Arriving to Santo. Orbital Control on Santo pipes in. DC responds that they are there to refuel and RnR. Kiki leans over (young cleavage apparent) and says “and shopping”. O.C. gives coordinates for Santo Major (biggest city).

In Santo Major. General streetwise turns up that the A703 scrapyard handles larger crafts (and likely our target). Mirage went to the corporate office of the A703 (in town) and asks about becoming an employee. Dead end (they may be suspicious). Group hit a strip club to find some A703 workers with loose tongues. Not much learned.

The Heist. Nash and Kari decide to rent a flutter to transport the group somewhat stealthily into the yard. DC pilots and avoids flying debris. Group lands and disembarks – jumped by two guards.

Round #1 – vs. 2 guards
Mirage (Joker) – crossbow, kills one guard
Al (Jack) – moves up, shakes a guard
Kari (10) – shoots and kills the other guard

Climbed into the pilot tower to knock out communications.

Round#1 – vs 2 guards
Mirage (King) – missed.
Guards – shake Al
Al (Jack) – breaks shake
Kari (10) – shot and killed one

Al (Ace) – shakes guard
Mirage ( ) – shoots, kills

Tie up techs and move to B Level. After some maneuvering and notice roles we make our way into Combat. Three marines

Mirage – shoots, no damage
Marines – shoot and wound AL
Kari – one shaken
Al – steps up to marines and misses
DC – moves out, notices five rent-a-cops, takes a shot (shakes one)
Nash – shoots RaC
Naomi – gun jams
Saul – misses

Saul – shoots, kills marine
Nash – missed
Naomi – clears jam
Al – hits and shakes other marine
DC – shoots and kills a RaC
Mirage – removes shaken
Kari – shoots and kills a marine
RaC – shoot and incapacitated Naomi
Marine – shoots and hits Al. Al soaks and saves.

RaC – hit and shake Nash
Marine – missed
Al – missed
DC – shots and kills a RaC
Saul – moves
Kari – kills marine, hits (doesn’t damage) Al in friendly fire
Mirage – kills RaC
Nash – unshakes

Kari (joker) – hits, kills a RaC
Mirage – ?
Al – runs to base
Nash –
RaC – remaining retreat, Al misses on opportunity attack

End of combat
Naomi dies from wounds

2012-03-16: Stand and Deliver (Running Away Works Too) Part 3
  • Finish talking with Saul Potter about the location of John Harkness. We are told he is on Whitefall and well hidden. Will most likely also have guards. When we find his location inform them that Saul Potter sent us.
  • The group resupplies with enough food for 25 days and takes off in “The Tick”
  • Halfway to Whitefall an alliance cruiser shows up on radar. The crew quickly make a “crybaby” from the ships navigation, drop speed and deploy. Unfortunately the cruiser is already hailing us and demands to know where we are going and cargo.
  • Apparently the Doctor is default captain….um ok. Nashh tells the alliance cruiser they are heading to Hera and have no Cargo.
  • Of Course they tell us to stop and prepare for being borded. The Tick stops, the girls get on their bathing suites and Nashh gets popsicles.
  • A social battle ensues when the alliance board and search our ship. Mimi easily outwits the dum captain and he leaves.
  • The crew decides to land on Hera to make their story up and up.
  • After leaving Hera and entering Whitefall, navigation shows a black hole in Whitefalls sensor grid. Good to note.
  • Landing near the only shipyard on Whitefall. Nashh goes to get a drink of tea. After returning from the galley the girls are already on the hunt for John Harkness. A name drop leads the players to Bin 5 and they quickly find a hidden area under the floor.
  • To not draw attention, because we are looking for some parts to put back together our ships navigation, two stay above and two meet Harkness.
  • Harkness has been living in a dirty hole for some time…and stinks.
  • The players suggest coming back at night to get them out. The plan is to break in and then walk back to the ship. Stealing a car was considered, but thought it would draw to much attention.
  • Refuel the ship and are now broke.
  • Breakout a success and our awesome pilot..who seems to be fading from existence, makes two rolls and we sneak off of Whitefall through the dark hole.

Experience earned:
Nashh 2
Mimi 2
Kari 2

In an alternate universe a vampire, werewolf and demon walk into a park. Aparently the Dum Dum gang has been challenged and are meeting at Wash Park in the middle of the night to settle being called Dum Dums. They face 6 opponents who look like thugs.

The demon grows big, the werewolf turns wolfy and the Vampire blows the shit out of things with his 50 Cal. In the end the punks fell quick and their veteran demon leader holds his own vs the three….until he runs out of Anima…and then gets eaten by the wolf man. Demon will have to be Nerfed…d12+d6+7 = overpowered squish ability.

2012-02-12: Stand and Deliver (Running Away Works Too) Part 2

Mirage and Kari enter. Added as additional recruits by No-name
No-name shows up, brings everyone together at a table.
Mirage wants to know how much it pays.
2 steps:

  1. Find Admiral Harkness – there are 50,000 credits in platinum hidden in the hull of the StarStrider. They will pay us 10%.
    1. We will get 1000 credits each
    2. Plus we get 5 tons of fuel
  2. Get the ship, Admiral will be able to fly it

Wesley successfully persuades up an extra % so we get 1100 not 1000 each.
Where is the ship?: on Osiris in an Alliance facility, it’s being moved 17 days to a Blue Sun scapping facility on Santos. No-name says they have a ship that they can let us borrow to make the heist while in process.
There intelligence says the StarStrider won’t be escorted. They think it takes only 6-8 people to fly plus an escort of guards.

No-name’s name is Saul.

We agree to job… but he wants us to take him. He will return with the ship in 2 days. It’s an old FireFly. That has a magnetic grapple and a Breaching Bore.

Mirage uses Bounty Hunter Skill to find a job for the new super crew to do together. Group of Bank Robbers – 4 wanted live, last know location was bank in small town 1 hour dive, 30 seconds flying. 250 credits / head
Naomi (hotness) tries to look up the bank robbers, she finds warrant.
We fly to the town, in minutes.
Miranda hits the streets for streetwise.
Wesley goes to Bank, speaks to manager and gets a description. Nash waits outside
They came in cowboy style waving guns around, they wanted only credits, not platinum, said ya lets go get drunk. No injuries. They ided when they came in because when they came in they sounded like they were from news vids. Get his number so I can give call if I have any more questions. Streetwise tells us that credits can be used in core but not platinum.
Kari and Miranda and Al do street wise asking questions.
They get little information, but hear that Round Top (near-by town) that has some nice stores and bars, might be a lead.
Local Law has almost nothing. Vid of going in and exciting.
We rent a mule to go to RoundTop. Short drive. Few hundred people.
Everyone starts doing their own thing, streetwise from Mirage, Sniper points from Kari, Nash walks.
Mirage hears about 4 guys at the watering hole who aren’t regulars. Kari starts moving in to scope out the place out. There are 4 semi trained guys moving in, likely another bounty hunter group, 2 by 2 front back, pistols and shotguns.
We try to distract them using Mirage’s bouncing breasts but fail they continue inside. So Kari attempts to trick them by slashing their ankles and getting inside. The other 2 got in the back door. The one on the right is distracted (-2). The other is not. She is now inside. Everyone else is sprinting for the door.

Round 1
Mirage runs inside. There are 4 guys who vaguely match the description at a bar on the back wall. There is the back door behind the bar that the other guys are going to. Round tables with chairs. There are a few other bar patrons. She yells out that they are under arrest.
The four bounty hunters flip tables and start yelling that they are under arrest. They are ignoring us as much as possible. They name the robbers
Al runs inside. And crouches next to one of the bounty hunters. They exchange words.
Kari runs and slides into a table and upends it and plays Parley so we all stop and listen to her talk for 30 seconds
Wesley runs in and crouches next to another one
The Parley gets a conversation going, an argument breaks out and Wesley asks them who they would like to be taken in by, the 4 cowboys try to sneak out the back, Nash and Al go after them.

Round 2
Wesley runs up to point black on Big Bruiser Butterbean and tries to intimidate him, he fails, Butterbean growls menacingly.
Mirage jumps up on bar and tries to kick one cowboy in the face, no fighting skill. She fails.
Al attempts to punch him but sinks Ruth deep into his blubber, no damage.
Kari nimbly bounds over the counter to close the range to the counter. She runs up and does a scissor kick take down. She grapples him successfully
The bounty hunters hold their action.
Nash, being the presumptuous ass that he is, jumps up on the counter, shoots Butterbean in the knee and kicks the grappled cowboy in the face. Butterbean throws a benny and recovers. The kick misses.
One of the cowboys breaks the grapple. 2 run off through the kitchen. Butterbean tries to hit Al but fails. Butterbean staggers away after being banged in the head by Wesley

Round 3
Mirage shoots one in the back, and wounds one. Nash shot and missed, Kari tries punching and kicking but doesn’t get far. – we are failing to get very far with beating them up. Al again punches blubber twice. Wesley runs past the two in front (trick) stomping on ones foot and yells in the face of the two out in front, “I am sick of all this running.” Butterbean tries to punch Al but he blocks.
The cowboy fighting Kari throws a punch but she throws a punch.

Round 4
Mirage decides to shoot Butterbean, and Butterbean is toasted. Nash attempts to wing one out back, he goes down. Kari screams “I can’t believe you’d hit a girl” trick. The cowboy begs forgiveness and is shaken. Against his will, Wesley is forced to shoot the last cowboy and he is incapacitated. Al holds his action, crouches.

Round 5
Mirage tells them to stand down. In a mildly threatening but totally hot way. Wesley saunters back into the bar, yelling out “Medic.” Kari draws her weapons on the guy she has been wrestling with. Nash returns to inside the bar, with guns drawn.
To figure out the situation, Nash shoots the guy who has been in a misogynistic dance with Kari in the knee. The two leaders of the bounty hunters order us to stand down. Wesley orders Al to pull blubber back behind the bar. Al plays “get a clue” GM suggests we give them the leader if he lives. We accept. Nash tries to heal the leader and we get the other three. One guy dies of his wounds, we get the last 2.
We load them on to the mule, Mirage looks around for the ill gotten booty. We find a hotel cardkey on one of the robbers. The management of that hotel lets us go into the room and take their ammo. And the unspent 100 credits. Mirage also gets a gun (equiv stats to a Glock). Kari eyes up the cash register, Wesley tries to keep an eye on her. She impresses Wesley with sexual antics.
We take the prisoners back. We get $250 for 2 live ones and $50 for the dead one.
We tell them the leader will be along in a few minutes.
Maintenance for Oxford ChickenHawk is 560 credits per month. But Wesley does good maintaining and its only $280 this month.
Mirage uses her connections to get some bolts. Wesley negotiates and Mirage jumps in also. And renegotiates to 45 credits for full load of bolts (weapon ammo level to “full”).
We meet back up with Saul who shows us the ship, after we confirm that we agree to do the mission. The ship is named The Tick. It’s an old school Firefly. Dlash takes down the stats.
Wesley considers if this is worth the investment given the risk. The crew wants to do it.

Experience earned:
Wesley 2
Nashh 2
Al 2
Miranda 2
Kari 2
Naomi 1

2012-01-20: Stand and Deliver (Running Away Works, Too) Part 1

Leaving Badger, we head to the Job and Bounty Boards looking for Bounties not knowing what else we want to do.

We find Xi Wang Black (Bounty Hunter Captain whose ship the group now owns) and Colonel Jared Rejovic (the commander of the Perdition prison camp) both have bounties and warrants. W notices someone watching them. Justice sneaks around behind him and pushes him into Nash and Wesley as they walk by. Justus stands there being intimidating. The man stumbles and stammers uncomfortably that he knows someone who would like to hire the group. We have Justice back up a little so as to be slightly less scary. The man asks us if we know Captain Jack Harkness – we claim we don’t though we really do. Harkness’ ship, the StarStrider, is being scrapped by the Alliance and the man thinks it would be nice to return it to Captain Harkness so he can take it and “disappear” forever, giving once last finger to the Alliance.

Captain Harkness was the Browncoat captain of the StarStrider, the largest Browncoat cruiser in the fleet at Serenity Valley. The Browncoats were defeated at Serenity Valley, both on the ground and in space, but StarStrider escaped to fight another day. He was later captured and served jail time (3 years) and has since gone underground. If the BC resistance movement really exists he is likely a part of it.
Wesley tries to talk about how expensive such a mission would be, “Nameless” claims to have approached us because of our skill-set and affordability. Nashh and Wesley discuss while nameless waits outside. Then W goes out to talk to him (but forgets to ask his name)

We ask for the name of one of the potential employers. He refuses to divulge names of the network leadership, but gives the names of 2 Network operatives who will be assisting us should we accept the mission: Wile Hunt (pronounced like Wiley Coyote), and Stel Zess. W asks him to meet the group back in the noodle bar tomorrow so we can get more information and make a decision. We bring up the fact that our ship cannot be involved, it is too easily recognized by the Alliance. The man states that The Network can provide us a ship to pull off the mission. Naomi will add them to the names to search tonight. Dinner tomorrow, same place.

Naomi hacks the Cortex. Search results:
Wile Hunt – Browncoat, did some time. Lists several known associates of which we recognize a couple. Photo. Mid Late 20s blond, square jaw.
Stel Zess – nothing found.
Captain Jack Harkness – rolls well, confirms all we know, mole on front left butt cheek, long list of known associates, served on Perdition, released and transported to somewhere in outer rim, last seen on Deadelus.
Xi Wang Black– Bounty Hunter whose ship we now own. Last known location is the city on Hera where we let him go.
Colonel Jared Rejovic– Former Warden of Perdition. Originally declared dead, in last 2 weeks he was spotted on Londinium but he escaped capture.
Schedule for scrapping of StarStrider – nothing found – only date captured, specs, and reported in impound. And she gets floor plans. 200 meters.

Not much is learned using Streetwise the next day, other than Wile is on the planet.
Naomi also looks for some special gear, Cloak of Concealment (no), Grenades (maybe else ware on planet), Gas Masks (finds 2 but really expensive 5k a piece, 2 with no eye protection that are 2 k a piece).

Experience points earned:
Nashh 2
Naomi 1
Wesley 2
Justice 1

2011-07-08: How do we get off this thing?
I don't wanna die out here!

Notes were lost in a tragic computer accident. This entry Revised and re-remembered.

We made our way to the Engine Room to attempt to turn the ship or shut it down.We kept the lieutenant as a hostage.
A fire fight happened on the way to down. The guy who shot at us got away.
In the engine room we met ED-209. Engineering Droid 209. Found a bunch of repair droids, loaded into our ship apparently called Oxford Chickenhawk. Sent a wave to Badger, told him to meet us in New Canaan. Ed was able to get us hydrogen to get back to New Canaan. Told Badger to send men to New Canaan to protect his investment. We refueld there and went back to Persephone with his men. We gave coordinates and bearing to the ship and a bunch of repair bots. We did not mention ED209. Badger to goto Farlander to salvage and contact us with our 15% share.

Experience to date:
All PC’s have 38
Sidekicks have 10, except DC who has 15.

06-17-11: The Farlander
How do we get off this thing?

Hallways pretty wide but vines and overgrowth make it rough terrain. Looking for ambushes as we go and keeping track of side paths,
Decide to move to the bridge; Nash, Justus and Al take lead as they go up to bridge. Naomi in the middle, Wesley comes up behind.
Last session we noticed that the ships course had changed.

Al notices a guy squatting by a ladder. He signals the group to stop. Nash looks at him through the scope; armed man, looks like he is sleeping. Al to sneak up and take out guy, Nash to cover.

We make it to the front of the ship. Nash and Al are a few yards ahead, all keeping to the sides, make a notice check for front rank.
Al sneaks up. Al gets, “The Drop.” Gets plus +4 to attack and damage. CRUNCH. Done.
Al goes up the ladder first, smoking as he goes (fresh butt at all times). 8 feet up to hatch with big circle latch. Looks cleared of underbrush.

Nash goes down, below floor space vines, looks like bad guys are not down, Al opens hatch, Nash to go in next, followed by Wesley.
Al hears people talking, Radio in Wesley’s ear what are you doing check in, Wesley says “bathroom,” “what?” We use the pause to clown car out of hole, Nash and Wesley going for cover. No cover so go to sides.

Come into room, 4 guards captain gets up to order commands, W plays Adrenlin (Matrix) and full autos him. 3 hits on captain, he hurts but makes it over counter, he tries to soak. And succeeds on 1.
Nash shoots ones eye out. He drops into cover. Al moves up into cover. Justus fires some bullets randomly after coming up the stairs.

Al strolls up to left covered soldier, takes a drag, and punches the hell out of him. Unfortunately he missed.
Wesley Takes a shot in the chest, wound and shake. Then botches two soak rolls.
A grenade lands among us.
Naomi, attempts to scoop the grenade and run past it and get out of the area. She misses but gets out of the area, she backs up Al, sort of.
Nash tried to scoop to and run out of corridor and fires at a troop. Bullets bounce off.
Justus with a god send from the GM picks up the grenade, and with a botched roll manages to land it near the captain of the bad guys . Nash knocked away on top of another trooper. But no one took any damage. Wesley still shaken.

Joker for bad guys, frack, Naomi gets shot in the arse. Al in hand to hand. But parries, Grapple between Nash. Captain sees no targets and no action, other two hold.
Nash breaks free using agility. Steps back and shoots. Hurts someone.
Justus leans out and gets shot in the head. Twice; but no damage, returns fire to no affect. Justus was shaken but rolled up.
Al, punches the guy, and wounds and knock out. Al moves up to next one so can parry next time.

Nash marksmans and fires at the captain in the face. Kills him.
Al aims for the next guy in the eye cause it’s the same thing. Misses with cocky shot and next shot.
Justus puts bullets into the window behind the console. Misses everything
Nash gets shot hard. Shaken and wound. but soaks.
Nash gets shot by another who overcomes shaken. Nash gets hit by wild card. Much hurt, soaks some.
Al gets hit by the butt of a gun and is shaken.
Wesley is lounging in a puddle of his own filth – still shaken

Justus shoots a guy near the face and shakes him. He unshakes one second later.
Bullets are sprayed all over mostly by Justus, the wall but no hit.
Al gets wounded with a couple of close in shots. Al soaks and is in good shape.
Another trooper on the floor tackles Nash. Succeeds.
Nash spirit roll succeeds with raise. Tries to break out. Fails
Al punch fails

Nash fails to break free of tackle. Punch on Al fails. Grapple on Nash fails. So no damage. Justus gets shot at by 2 guys, lots of bullets. Wesley breaks shaken and full auto one guy, kills one. Justus three round burst facials and kills. Wesley and Justus get a little over excited as they finally provide the fire power they are designed for. Al pounds one and he goes down. Last one is still grappling with Nash.

Al is close enough to saunter over light a cigarette, and hits him, but misses. Justice taunts the last one with a shake. And Wesley intimates him into backing down by saying “really”.

End of combat

Nash starts healing himself. [GM Note: modifers for healing oneself is double. We played this incorrectly but will remember for future combats] Wesley starts trying to figure out how bad the damage is to the bridge. It’s toast. Only one panel in three still is salvageable. Justice goes to look down hatch in watch mode. Naomi to be healed next to see what she can do. Al searches bodies. Asks DC what the other ship is doing. Takes more time to heal roles for Nash to heal her. Naomi reviews computers. Massive data in the ships computer. Naomi looks for override to lock the docking bay doors. Takes 20 minutes so she starts working on it. Nash meanwhile is working on healing himself. Grenades found on bodies are divided to Nash, Wesley, and Justice. Wesley notices a dot points to Naomi, the other ship just undocked. Warns DC to be on look out. Al watching leutenant “aw I was gonna get me an ear.” Wesley gets healed. DC tries to ID other ship. They have bolted, cut and run.

Where are the bones from the ship’s occupants?
Next session China man the full history, can we take this ship in.
How we gonna get home?

05-20-11: Searching for the Farlander
Oh &^&$%$!!, Reavers!

House Rule change: Sidekicks can take one wound, on second wound they are incapacitated

Al and Naomi were incapacitated in the last slugfest, Naomi is saved by Nashh, Al is fine on his own. We circle the planet to tend to our wounded.
There were additional reavers flying around the planet that we notice as we broke atmo.
We decide to fly around the planet awaiting the reavers to leave. Then go back and help people.
Naomi is really hurt. We will land near the settlement then go in on. Nashh takes med kit, the streets are empty, Al helps people too. Plays the folk hero card the people think we drove off the reavers and thus love us. We help people, Justice takes money from bodies. We are now folk heroes in New Canaan we can always find aid here. The definition is on the card. And the trumpets soar. DC is going to get the rest of the fuel. The old fuel guy hooks us up. A party is thrown in our celebration. Drinking dancing, couple thousand people live in this town, they lost about 10% of town.
We all wake up with 1 fatigue from hang over. Seth buys a duster and brass knucklers. 120 taken from stash.
We leave atmo Elder than punches the coordinates in to the nav. We calculate that we have just enough fuel to get out. But we will almost be out of gas when we get there. “should have picked a crew with a bigger tank.” It will take up 15.5 days to get out there. We have enough fuel to go for ¾ of a day when we drop out.
We come out of drive to find empty space. He says it was moving slowly and gives us the heading for where it should be. DC gets a success on sensors, picks up something. It is a big a ship. Huge. Getting crazy ratings coming from this ship, its maxing out all our sensors in life forms energy etc, but no signals coming off of it. Seth figures out where to dock, Wesley figures out how to dock. It has old docking mechanism. We orbit the ships on 2 axis. There is another ship already docked, Naomi found it. It’s a chameleon freighter docked on. Typically carries 4 people depending on how its configured.
DC gets us close to the ship, Wesley docks us like a champ. Opens door. The doors open and wonderful clean fresh air comes. Justus peers around, the plant growth has forced the door ½ open.. vines and greenery cover everything. It’s a forest in the hallway. Wesley tries to get a layout. Gravity is on. The hallway goes into the center of the ship. Birds and insects fly around. Everyone goes except DC who stays on the ship. Nash goes first to hack a way through, Justus next followed by Wesley and Al. 10 yards in the corridor splits and goes to front and back of ship. 10 foot ceiling. We parked fore of the other ship and on the opposite side. Nash suspects there are people. We take a right and head toward back of the ship, and the other ship. The corridor curves slightly as it follows the hull. In places the walls are falling apart as the plants take over. We have about ½ mile to walk, couple of cross corridors that cut across the ship, than large room, (cargo bay) everything is covered with vegetation. Several football fields in size with a balcony, several stories tall. Balcony is not in good shape. There are stairs to the lower level to corridor into ship. Everyone nimbly jumps to safety as the stairs collapse except Justice. He is shaken. But otherwise ok, “huh guys” he says. Something is growling. A large wolf is glaring at him. They can hear it growling.
Three wolves one behind Justice, The first one charges
Justice gets a wound as one latches on to his arm. Al jumps down. Landing well and attacking. Hitting he does a wound. It does not go down. Very dramatic. Wesley shoots one with shaken. Naomi and Nash ran down the stairs to get in a position to shoot.
Al punches again and incapacitated one attacking Justice. Nash fires at remaining two. One is killed and one is missed. Wesley shoots the remaining one. Several more wolves show up but then run off.
It was loud but we don’t know how far the sound carried. We start now down the corridor that leads through the ship, which is coincidentally is where the wolves ran off.
We come to an open space that seems to fill a huge portion of the ship. Lights full size trees. Completely over-grown. So much foliage hard to see across. We are not on the ground floor. We decided to head back to the perimeter and go that route via walking around the aft of the ship to catch our competition. We look for traces of human passage but see none. Keep rolling to back of ship. Passing corridors periodically.
We send Justice, Al, and Nashh ahead to scout and come to docking bay, with 2 armored men with guns. Not alliance.
Al decides to go talk to them, Nash and Justice get in cover to shoot if they look mean.
They raise weapons Nashh blows the head off one and Justice shoots the chest out of the other.
We take the comm. pieces from them but they are off. The ship closed the doors potentially abandoning anyone on the ship. Al takes the armor. Nashh notices a camera on the door. We call the remainder of the team up.
Wesley starts trying to hacking into ship but fails. Nashh looks for signs of them moving things on or off. We close the outer air lock doors. We call to check with DC and tell him to check the scanners. Then we get out of doorway. Takes a long time to figure out what to do. “night cycle beginning.” All the lights go off. DC detaches from FarLander and goes dark so he can hide. DC comes back in under the engines.
Naomi and Wesley set off to find the bridge; Nash gives them a flash light. Justice, Al, Nash, and Tong stay behind and get in prone defensive position.
Tear Gas floods the area. Justice failed notice roll and is affected. Everyone is at -1 for dark and -1 for tear gas. We make notice rolls to see if we can see where the gas came from. Justice is minus 2 for all actions. Justice gets up to move and gets hit by fire and shaken. We don’t see the muzzle flashes. He made it 5 or 10 yards. Nash throws his stun baton than runs in the opposite direction. He gets shot at. Wesley sees a muzzle flash and has a general location.
Justice unshakes, Wesley attempts to do suppressive fire. But fails, but also loses no ammo. Nash continues to run and dives behind a tree at the end. He is hit and gets shaken. Al, tries to notice but fails. He holds his action. Justice is now out of the gas and holds his action trying to see the bad guys. Nash unskakes himself. Justice spots them running between trees and full auto. He pings one but loses some ammo. Al, gets up and crouch runs out of the gas, shots hit him and he is wounded.
Wesley returns to the room, and tries to flank around. But they see him, and he is shot. Wounded shaken. Cant see shooter. Justice can’t see anyone now so he holds his action. Nash holds as well. Naomi tries to sneak in crouching. They still see her and she is hit but no affect. Al is still shaken. DC notices that the ship is starting to move and changing direction.
They try to suppressive fire, Nashh in overwatch sees and fires. They fire suppressive fire but fail. Then 2 get up and move and Justice in overwatch rocks and rolls. Doesn’t lose ammo. Maybe hit one but can’t tell if hit or not. Not sure if damaged or not. Naomi is shot and shaken.
Al unshakes and holds. Wesley unshakes and Justice holds. Justice hits one and loses some ammo. Nash fires as well. He doesn’t do anything too productive. Naomi shoots the ceiling. They attempt suppressive fire but we pass.
Everyone holds. They advance again Justice and Wesley open up, Wesley misses everything. Justice shakes one but he is prone. Nash fires at one striking his head out. Hits one and he went down.
Wesley and Justice hold; 2 crouch and run, 2 fire pot shots. Wesley takes one down with full auto. Justice out sprays with a sub-machine gun sprays a lot of ammo but misses. Should be 3 left. Nash fires an aimed shot and hits. Boom head shot. Maybe 2 left.
Al Holds. They fire at us. Nash is shaken. Wesley and Justice hold. Nash unshakes and holds.
They stick their heads out and Wesley and Justice spray a lot of bullets around but everyone missed.
Justice tries talking threateningly to intimate Wesley tries low crawling into position. When we crawl up to where they should be they were not present. We look for them in twos but we don’t find them. Bastards got away.

04-30-11: Keep Flyin' (aka: find something to do)
What now?

Savage Serenity Session notes 04-30-11
Taken by Dave Bailey.

Our ship has gas guzzler and fast throttle uses a lot of gas but is faster. When we do full burn. Which means we have an extra gear. At full burn we get plus 2 to .
We now have several choices
1. Go find whores
2. Drink/fight
3. Kept our agreement with Xi and now we could follow the warrants and track them down
4. We were directed to go to Badger

From Hera to Persephone where badger is 10 hexes away. Which is 10 days at speed class 1.
We have 400 points of fuel. We have 16 days of travel.
Takes 5 days to get to Persephone
Ship is in excellent shape it has a large room off to one side that houses missiles
We land on Persephone
11 days of fuel left when we land, Persephone is a very busy port, lots of ships landing and taking
Question from GM, has anyone ever met Badger
We make a street wise and find where badger is located. We come upon a giant of a man who asks what our business is. DC tries to persuade his way through. DC is successful-ish.
We are forced to disarm. Nash waits outside because he doesn’t want to disarm.
He points us down a hall turn a corner, we are in badgers room. Badgers let us sit down, there are 2 guards off to each side with side arms.
He asks what he want, and gets snippy when Wesley gets cute.
Badger has heard of our escape from Perdition.
I job just came up that might come with our impeccable credentials.
One of the lost arcs was found. The FarLander. The alliance is sending an elite recovery team.
He offers us 10% of the profit from fenced goods. Wesley counters with 15%, he offers an agent who will go with us, his name is Elgar Tomg. The name Tomg is a gang name.
Wesley asks where we find Elgar, he says at the crooked noodle.
Naomi will get on the cortex and look for the Elgar Tomg and the Arc FarLander. Elgar supposedly knows the last location of the Arc
We are dismissed and escorted out and get our weapons back. The crooked noodle is pretty easy to find.
We walk in, very interesting environment, Japanese noodle bar and old west saloon. We find an open table. Nash orders some noodles. We notice rough 60 yo Asian man at the bar
DC approaches him, “looks like your waiting for someone.”
It is Elgar Tong. He can tell us where the arc is if we give him safe passage.
DC tried to negotiate to better deal, the Arc is out passed New Cannan, and it’s out passed our range.
Nash asks Naomi how much is fuel in New Cannan, 29 credits a ton for fuel.
A tank offers 600 hour, 1900 tons is our ship. In our range 625 ton tank. 125 tons of fuel = 400 hours of thrust in our ship. Thus it will take 60% of our tank to get out to New Cannan.
Naomi found shipment of refrigeration equipment for 65 credits a ton. They load it up. 500 tons of stuff. That comes to 32500 credits.
Naomi starts looking for passengers, finds 2 travelers. We will get 605 credits from passengers for 12 days.
Elgar comes on with a back pack. He gets room 13. Refit brig to be rooms.
We bought 26.25 tons of fuel, for 131.25 credits.
We have 568.75 credits left. Then the remaining 305 when we land plus the 32500
Cargo is payment on delivery.
Wesley suggests a course that maneuvers through ports longer but cheaper gas. It will save us more than 600 credits.
There are some do-dads that need to be replaced;
We make it to New Cannan without incident. Refueling will cost 1700.4 credits. The passengers pay up with no question, pay in platinum. Goods are sold without a hitch too prearranged price.
So our current totals are 31,654.35 credits.
The Gas tanks are being filled and the attended compliments our ship, we all get paranoid.
Justice is watching out the back door looking menacing. Wesley is reviewing storage space for new fittings
Nash and - ARE in docking bay,.
Attendant gets call that reavers are coming.
While uncoupling is going on reaver ship starts landing, smoke blowing ,attendant runs.
Everyone makes guts checks. Al fails meaning he doesn’t believe in reavers.
A smaller ship comes over. Fires an electric net that causes us to stick to the ground. DC runs into the ship, Wesley runs to engine room,
We close the back doors half way to narrow entry but keep entry and all us to fire out exit.
Reavers came down on zip lines, Wesley runs to engine room. Ship is now settling in for landing.
Combat, 10 reavers in coming.
Nash fired 3 round burst, took out 3 quickly.
Naomi misses,
Justice is shaken,
One more turn before DC and Wesley reach destination, reaver ship lands and opens.
Justice unshakes takes down three, DC takes down 2 more,
Ship lands 10 more reavers come out.

Third round
Nash fires full auto again, 2 more dead.
Wesley figures out a dampening field is screwing with electronics,
Justice misses a lot but loses no ammo. Hordes move up. First one from first wave gets to ship. Al swings. Has first strike, 17, with a punch. 2 d6 damage. Takes one down.
DC fails to start ship, throws bennie.
4th round
Wesley fucks himself, Justice shakes one and kills one,
Reavers first wave is shaken, second wave runs up. Within 3 hexes, all ten. They trample their shaken friend
DC fails to start ship. Al flicks his cigarette at reaver.
Niaomy misses. Nash kills two more.
5th round
Our initiative sucks, they are on us.
AL punches another one out. Takes damage from punch, but not enough to do damage
DC holds his action to assist Wesley,
Al punches again but no damage.
Wesley succeeds in stabilizing the engines, but no take off.
Justice tries to club one and misses.
Nash swings twice 2 hits, sword and knife, kills one
Naomi fires pistol misses,
Next round
Justice misses, Wesley holds his action to help DC,
Third wave is moving up, second wave presses attack; Al is focus of attack, takes a knife hit and is shaken. They push forward into ship. Breach breach breach
Naomi gets shaken,
Nash kills one,
With Wesley supporting, DC gets the engine started. Al is unshaken but cant act
Next round
Justice clubs one, Wesley stays in engine room.
Al punches, shakes one. DC takes off, net pulls up and we are in air, last Reaver does whilhelm scream as he falls out.
Back of the ship everyone makes notice rolls.
Naomi misses, Nash whiffs.
Al gets attacked by 2. but no damage, Naomi gets attacked and goes down. Incapacitated, Justice gets attacked and hit shaken,
Next Round
Nash draws 2 pistols, and fires both, kills 2. Both reavers left miss Al, DC notices we are being pursued by the ship. Closes the outer doors. Justice still shaken. Wesley stabilizes ship (does nothing).
Next round
Al goes down.
Justice shakes one reaver from behind. Nash does very shooting again, and takes out last 2.
DC hits hard burn.
Begin Chase:
Chase begins with Reaver two hexes behind us. Reavers close upon us. DC tries a distraction roll. Succeeds with a raise and shakes the Reaver pilot. Drops back 2, Nash fires a missile; hits with a wound, goes out of control, drops back another drop, critical hit is not serious. Nash fires another missile, no affect. DC pulls ahead. They closes a bit but DC pulls ahead again. DC pulls ahead. They hold their position. DC pulls ahead, but they close the gap again. DC pulls ahead a bit but not quite enough. We break atmo and pull ahead, they return to eat villagers.
Current fuel load is down by 21.55
31654.35 credits
103.45 tons of ffuel
We are owed 21.55 tons

04-29-11: Finding the Farlander

Session notes: 29 April 2011 – Savaged Firefly

Reviewed last session’s notes and decided to head to Persephone to see Badger about a job.
Investigated the ship while en route. Where missile pod is located use to have scientific equipment.
On Persephone
Visited with the Badger. Knows of our escape from Perdition (fame!)
Job: One of the Original Arks has been located. A Farlander. A lot of stuff with a lot of money. Alliance is sending a recovery team.
The Deal: We get 15% of what ever we salvage from the trip.
Go to the Crooked Noodle and find Elgar Tong. Elgar will be coming with us. Went to Crooked Noodle and found Elgar. Descended into math and decided we needed to pick up another gig.
Took on refrigerator units and three guests — newlyweds (Atelia and Wilie Hunt) and Tavion Zaptros.
On New Canaan

Arrived w/out problem (via Hera and someplace or t’other). Dropped off the guests and started refueling when Revers showed up.
Reaver Combat!
Al went down.
Reaver Chase!
We escaped!
…and called it a night
4XP for WC, 2XP for SideKicks
Freedom’s Flight (The Ship)
Engine: Class 4
Cargo Space: 570 tons
Gas guzzler (-).Standard ship uses 600hrs of space travel. GasGuzzlers have 400hrs of travel (16 days, 16 hrs).
Fast Throttle ().Faster when pushing to hard burn (2 to hard burn rating).


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