Hell & Gone: Kill the Pig

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Freemage
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Hell & Gone: Kill the Pig

Post by Freemage »

It's early afternoon as you start trying to make sense of the pigs' trails, attempting to trap or kill as many as you can; it's not hard to find the boars, but it's definitely more difficult getting them rounded up effectively--they scatter when approached with any serious force, and often double-back or otherwise act much more intelligently than you'd expect..
OOC Comments
Group 1 (Roath, Calyx, SnackHappy, Echo): 3H

Group 2 (Growler, Artemeisia, Herra, Zakkael): 5S

Neither team faces a complication this round. So, everyone rolls.

First, the assistants (marked in italics above) should all roll to aid, using whatever skill matches their approach (if you're not sure, ping me in the Hangout or via PM). The skill roll is at -4. Any modifiers that would apply over an extended period of time (so non-circumstantial Edges, gear, etc are fine) can be applied to the roll. As noted earlier, combat skills can be used, but run the risk of injury on a failure or Crit Fail (but can also net you a Benny on a Raise, if you can do a post showing how awesome you were that round). All Assist rolls for a given group should be made first, so that the Lead knows what their final modifier is.

Once all three of your assistants have posted and rolled, the Lead (in bold) for a given team can also roll; Tracking at -4, but you get a boost from anyone who got a success (+1) or Raise (+2) to aid--maximum aid is +4, which would make it a flat roll.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Hell & Gone: Kill the Pig

Post by Echo »

Notice 14
Notice Raptor [dice]0[/dice]
Notice Wild Die [dice]1[/dice]-4 for scene penalty

Scouting for Roath as air support.

As the teams are elected Echo offers to do scouting. “I can fly around from above and scout out the boars, especially when they are gathered.
“I believe we are all in agreement that something must be forcing this behavior for it to be so spontaneous. I will also look for common paths or gathering locations.”

Taking to the skies Echo flies in half hour increments, returning to report in, refresh and direct movements.
While the tracks the boars have been making are everywhere. Echo is able to quickly start identifying the locations of the animals themselves and directing the team to those locations.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Peta Chante
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Re: Hell & Gone: Kill the Pig

Post by Peta Chante »

Psionics 4
Psionics [dice]0[/dice]
Wild [dice]1[/dice]

Bennie that shit
[dice]2[/dice]
[dice]3[/dice]

Hmm exact same result. I smell an error
Scanning the ground, Herra looks at the mess of boar tracks. These creatures are very crafty. Hunting and tracking were part of her training and she could, no doubt, muddle through the trail and uncover something. However, she wants to see the big picture. try to piece together what the whole pack up to.

"Please protect me," she says to her fellow hunters as her body shimmers and she steps onto the astral plane. Moving with ease across miles she looks for boar activity...and what might be driving it.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Zakkael
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Re: Hell & Gone: Kill the Pig

Post by Zakkael »

Zakkael nods to Herra. "The Angel of Justice is your guardian today, Herra. No harm shall come to you." He takes flight, circling around Herra's body. He sends several bolts of fire at any boars who wander too closely to the astral scout's abandoned shell, herding them away from his vulnerable comrade.
Faith
Bolt with staff bonus, -4 for scene
[dice]0[/dice]

Benny extra effort with Elan
[dice]2[/dice]

Wild die bolt
[dice]1[/dice]
Several boars go sniffing around the general direction of Herra, but are driven off handily by the circling guardian. The faint smell of scorched pork rises into the air, greeting Zakkael's nose. Truly, the Light is gracious to send the gift of this wonderful aroma to my nose.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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SnackHappy
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Re: Hell & Gone: Kill the Pig

Post by SnackHappy »

OOC Comments
Plus 2 from ace -4 from Mission
Piloting: [dice]0[/dice]
Wild: [dice]1[/dice]
Snack Happy chases the boars around with Sasha using her as the world's biggest and baddest border collie. Using the howl emitter array to help round them up into a big group.

"Oh Sasha, this is a blast! We need to be doin' this again sometime. Especially on the note we get tons of bacon, sausage, ham, pork chops,..."He trails on for a good twenty minutes thinking of all the delicious makings of pig.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Calyx
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Re: Hell & Gone: Kill the Pig

Post by Calyx »

Calyx wondered if a 'boar hunt' was the equivalent of a 'bug hunt' that marines complained about. He didn't care. The fact that so many boars (and maybe some of unusual size?) were around here was a mystery. And a mystery was something that needed to be solved, even if he wasn't the most skilled at it. He wanted to find out what the source was behind all of it, but they had to find it first. He did try to keep an eye out for any signs of a boar lair but honestly he was a city boy and that wasn't really his thing.

He let his other companions do the scouting and looking. He concentrating on keeping the boars at bay. Boars at Bay. Sounds like a game. He kicked on his electrical aura and let loose a lightning bolt whenever he spied one of the boars running around, but most especially when they got too close to the group. He didn't want to take a chance on the boars getting together and rushing them in a group - pack? - or anything. That sounded like it could be dangerous.

So he painted himself a target. He stayed lit up with electricity and made noise. He couldn't fly - yet! - so he couldn't 'ride the lightning' as well, but it was better with half of the team in the air anyway so he could draw more attention. Frying up supernatural bacon was tough work and required one's full focus! Every lightning bolt he fired off, he let out a loud whoop to go along with it or worse yelled to accompany it, "THUNDER!" and "CRISPY BACON!'
OOC Comments
Frying Pigs with Electricity (-4 to total): 4 total.
Psionics: [dice]0[/dice], Wild die: [dice]1[/dice].
Spending Benny for extra effort: [dice]4[/dice].

General Notice as well. Notice die: [dice]2[/dice], Wild die: [dice]3[/dice].
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Erin Tarn
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Re: Hell & Gone: Kill the Pig

Post by Erin Tarn »

Note
From Soren in Hangouts: So Roath gets the full +4 bonus, canceling out the penalty for the round, so it's his normal roll.
Dice
Using a Bennie for Extra Effort [dice]0[/dice]
The +4 is cancelled by a -4
Tracking [dice]1[/dice] ACE [dice]3[/dice] ACE [dice]4[/dice]
Wild die [dice]2[/dice]
Tracking Roll = 20

With help, Roath investigates the tracks he first sees. Listening to the others in his search party he is reminded of the man hunts he has participated in. Often tracking down Sunaj that needed to be put down. His people being enemies with Sunaj, many times Roath has run from them or tracked them.

Following the signs, his old eyes spot more, subtle tracks. Creaking bones as he kneels down to get a closer look the old Line Walker chuckles.

Looking up Roath says aloud:

"Got you! This way!"

The old Line Walker runs forward following the boars. After a minute he slows to a slower jog but continues to look excited.

Leading his group he smiles and as they close in on the boars he pulls his Greater Flaming Blade off his belt in preparation.


2/3 bennies left.
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Zakkael
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Re: Hell & Gone: Kill the Pig

Post by Zakkael »

Zakkael clicks his radio. "We're doing well, friends! The provision of Heaven is bountiful indeed. Many will be fed from our efforts." He continues circling, watching carefully over Herra while her spirit wanders, and still firing the occasional bolt to ward off interlopers.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Growler
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Re: Hell & Gone: Kill the Pig

Post by Growler »

OOC Comments
Tracking Roll: [dice]0[/dice] (Plus whatever Artemeisia will give him)
Wild: [dice]1[/dice]
Result: 5 - Success.
Greeting the rest of the Joker’s Jokers, Growler sniffs open mouthed at them, as he tends to do to everyone when he first meets them, saluting Artemeisia. As he passes by each, though gives Echo a double take, and after a low rumble in his throat asks Artemeisia,

“Pack leader, are you aware of what Echo is?”

After being assured she is a known and trusted member of the team, Growler passes over his orders packet to Artemeisia.

“Round up the Hogs and find their nest. Yes, Sir! You, Herra, and Zakkael will be assisting me. Yes, Sir!”

Growler knows that the way to a successful hunt is careful, meticulous work. He was literally made for this type of work. Once they split up into the two teams, he walks carefully around and through Dugginsville. Once he gets a good, fresh scent trail, he starts following it, almost laughing at Roath and his fast pace “Tracking”.

A goods day’s work done. In a few days, we will find their nest and deal with…
Roath wrote:"Got you! This way!"
Stupid old man. I will have to show Pack Leader Artemeisia how good I am another time.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Kill the Pig

Post by Freemage »

Growler sets a solid pace, but Roath's been around to see tricks most folks have forgotten. He sees patterns, and trends in the movements of the beasts. He finds shortcuts through the mountain passes, gaining on the beasts, rounding them up and leading his team to trap them in large numbers, easily removed from the world.

The key, though, is when he manages to identify the central location of all the activity, a couple miles west of the town. A nest of hills, with an opening in the side of one of them. Artemeisia, upon being informed of the group's success, has that group wait until the party can assemble at full strength. Entering cautiously, the hunters find a long tunnel, leading to a gigantic, echoing cavern.

The cavern reeks, the floor covered in offal, rotting corpses and black-and-crimson mushrooms. Rutting about, eating the mushrooms, are dozens of oversized boars, their flesh infused with living metal.
Razorback.png
Atop a pile of skulls at the far side of the cavern, a twisted, corrupted form with porcine features and a vile double-mouthed maw. It lets out a squeeing wail as you enter. "You! You been hunting Sooyee's pets! You die, here! You feed razorbacks with your livers!"
Pigdemon.jpg
OOC Comments
Okay, so for all his bluster, Sooyee is a lesser demon, and the Razorbacks are mooks. This is going to be a standard Quick Combat, though you're at -2 just from being outnumbered:

Possible Outcomes:
  • Individual outcomes:
  • CriticalFailure: You take 1-3 Wounds.
  • Failure: You take 1 Wound.
  • Success: You fight well.
  • Raise: Do a little post describing how awesome you are, get a Benny.
  • Total Successes (every Raise counts as another success) for party:
  • 0 Successes: In this unlikely scenario, you are overwhelmed by the Razorbacks, who charge out and assault the town, bringing shame upon your ancestors.
  • 1-7 Successes: The demon is driven off, fleeing through the tunnels and escapes, but all the Razorbacks are killed.
  • 8-15 Successes: You also kill Sooyee, destroying the demon before it can flee.
  • 16+ Successes: You get a special reward from the town as a result of your heroism--special Razorback Cloaks.
Image Links til things get fixed:

Razorbacks: https://vignette2.wikia.nocookie.net/da ... 0807011715
Sooyee the Pig Demon: https://i.pinimg.com/originals/11/22/d3 ... 03478d.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Hell & Gone: Kill the Pig

Post by Echo »

Echo hesitates too long as he tried to figure out the situation. Letting one of the boars attacks while he was still in his hawk form the tusk sliced through his wing as he was crushed against a wall. The force of being crushed against the roof was too much, he felt bones break inside the wing.
Unable to gain his ground quickly enough he was left for dead on the ground. After a few moments his mind was able to clear enough to take on the form of a powerful griffin, raising a wall of stone to divide the boars from their demon master, and calling on his splinter to rend the creatures while she created fields of noxious sulfur painful to the boars noses. Attacking the other boars as a griffin she found herself unable to get a solid grip on them with his beak.
Frustrated with the battle and her inability to slow the boars or significantly aid her friends Echo struggled on, doing what he could. After what seemed an eternity but could only have been a minute the battle wound down and Echo looked to see his efforts had been of little help to the group.
Looking to Artesia Echo apologizes for his performance. “I apologize, I always knew combat was not my strongest forte. But I think I failed to pull my own this time. I won’t let it happen again.”

OOC Comments
Fighting as a Griffin [dice]0[/dice]
Fighting Wild Die [dice]1[/dice]
  • Benny to reroll.
    Fighting as a Griffin [dice]4[/dice]
    Fighting Wild Die [dice]5[/dice]
    • 2nd Benny to reroll.
      Fighting as a Griffin [dice]6[/dice]
      Fighting Wild Die [dice]7[/dice]
Notice [dice]2[/dice]
Notice Wild [dice]3[/dice]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Peta Chante
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Re: Hell & Gone: Kill the Pig

Post by Peta Chante »

Psionics 5
Using smite on up to five allies.
Psionics [dice]0[/dice] -2 = 5
Wild [dice]1[/dice]
Of course there is a demon, Herra thinks to herself. She had suspected it since they heard of the behaviour and no that it is confirmed she is both annoyed and gratified at the same time. The easiest way to alleviate her conflicted emotions is to end this threat to the town, swiftly and violently. Of course, doing violence can take many forms - and help other to do so is one of the best. Drawing on her psychic reserves she empowers five of her companions to fight before activating her own psi-sword.

"Strike swiftly, and strike hard.

With empowered fighters at her side and sword in hand, Herra readies for battle.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Re: Hell & Gone: Kill the Pig

Post by Growler »

OOC Comments
**Spending 1 EP for Auto-Ace... Have to show up Roath... so +1 (Partial 3RB), -2 (Outnumbered), +12/+6 (Auto-Ace)

Shooting: [dice]0[/dice]
Wild: [dice]1[/dice]
With that roll (2 and 1), I am Benny-ing a Re-Roll...

Shooting: [dice]2[/dice]
Ace: [dice]4[/dice]
Wild: [dice]3[/dice]
Result: 29 - Success + 6 Raises. Grrrrr!!!!
I have to show Pack Leader Artemeisia that I am a worthy Pack Member.

There is no hesitation on Growler's part. He draws upon his Inner Strength and moves like a blur. He draws out both his Shard Pistol and his Flame Blade; drilling the further back Razorbacks with precise 3 Round bursts to their heads, exploding them in frozen gore, while he slices off the heads of the ones that get near him. There are so many Razorbacks, though that eventually he runs out of ammunition and Inner Strength to power his speed and his weapons. He then resorts to his feral nature and starts tearing their throats out with his teeth. Soon there are no more Razorbacks, and Growler advances on Sooyee, blood and gore dripping from his teeth.

"Grrrrrrrr..... I wonder how YOUR liver tastes!"

With that, Growler lunges after Sooyee, going for its hamstrings to stop it from retreating before surrounding it with the rest of his new pack.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Zakkael
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Location: Castle Refuge

Re: Hell & Gone: Kill the Pig

Post by Zakkael »

Zakkael steels himself against the vile creatures. "You spawn of the pit, you twisted creatures, you are unwelcome. The Light of Heaven shall drive out this dark perversion of nature!"
Faith
Faith with staff bonus and scene negative
[dice]0[/dice]

Ace Faith with prior result
[dice]2[/dice]

Extra effort Faith plus Elan and prior result
[dice]3[/dice]

Total: 3 successes

Wild die Faith
[dice]1[/dice]
Zakkael unleashes the full fury of Heaven, showering bolts of divine lightning upon the living metal flesh of the boars. Electricity arcs this way and that between grouped boars, felling them in twos and threes as they come snarling at the warriors of the 7th SET. The smell of electrical smoke and singed boar is a putrid mix, but Zakkael pays no heed.
One lone boar manages to dodge most of the lightning, lunging at Zakkael. Deftly, he sidesteps, bringing the Staff of Justice down on the head of the creature and ending its twisted existence. "Blessed be the Light of Heaven, who gives me strength to drive out these unclean creatures. May they no longer blight this land and these people!"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Artemeisia
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Re: Hell & Gone: Kill the Pig

Post by Artemeisia »

OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
Fighting [dice]2[/dice] Wild [dice]3[/dice] Extra Effort [dice]4[/dice] Total: 11 (so close!)

With a Battle Cry Go Forth: Give the People What They Want

Slaughter. Pure and simple, slaughter. Confined quarters, lots of enemies around, lots of friendlies around. With a quick draw of her chainswords, Artemeisia leads from the front. She charges into the fray trying to get to the demon as soon as possible and take his ugly ass down. This is not a time for tricks, this is a time for savagery in its most grisly form. In this case, it's demon-pig guts splattered all over this putrid cave. Artemeisia will be glad when this is done, there is no honor or glory in this fight, they might as well be cutting down trees or pulling weeds. A good deed is a good deed though, and right now her position is to make the Legion look good to these town folks.

Practice is practice anyway.

Raise:
Pigs die all around her whirling blades. Artemeisia isn't so much surrounding by a shield of swords as she is a force of death that is pure offense. Verses the pigs or the demon, she never lets up, always presses the attack. A blade in each hand, her attention is somehow perfectly aware, each whirring blade moving seemingly independent of the other, but without hinderance either. Having resigned herself to the inherent goriness of this fight, Arte wades into the refuse on the ground and casually adds fresh offal to the stinking heap. Her long coat and armor get covered in blood and guts, the spinning teeth on her swords splattering ichor in thin red lines criss crossing the tunnel and her clothing, and anyone nearby. Her face is impassive, centered, she is letting the motions flow through her, conscious yet unconscious.

Decades of study, and she's using it to slaughter pigs.

[If on the off chance that the chainswords do not damage the demon, Arte will very dramatically activate her Clan Blade and tear into the demon with that.]
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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SnackHappy
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Re: Hell & Gone: Kill the Pig

Post by SnackHappy »

OOC Comments
Normally +2 from skill cancelled by -2
Shooting:[dice]0[/dice]
Wild:[dice]1[/dice]
Notice:[dice]2[/dice]
Wild:[dice]3[/dice]
That's a lot of metal in them boars. I sure hope somethin' be good to cook or eat afterwards. Jacob hangs in the back where Sasha's large size and frame won't block his allies advance. It also allows him to keep watch over the group. He strikes down dozens of boars. Always looking to protect his allies blind sides as boars try to run up behind or flank them. Jacob shoots them before they get into position making it hard for the boars to provide any real threat. As one of the boars starts to get the better of Echo, Jacob blasts it, allowing Echo some reprieve to make his way back towards Arte.

Over the load speaker. "Hope you guys love bacon! 'Cause, you know I love bacon! These damn boars better have good bacon!....Demon boar should be OK, right?"
Also over the loud speaker, but at almost a whisper as he trails off. "Would be a waste if it weren't."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Erin Tarn
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Re: Hell & Gone: Kill the Pig

Post by Erin Tarn »


OOC Comments
Spellcasting [dice]0[/dice]
WD[dice]1[/dice]
EF[dice]2[/dice], Ace [dice]3[/dice]

17 Success with 3 raises, -2 I forgot. So 2 raises.
Roath raises his Flaming Sword and growls loudly, kind of crazy like, then breaks into chuckles.

"How did that sound Growler?"

Lowering his sword the old Line Walker clips his sword to his belt and murmurs a spell. Black dirt and earth slid up from the ground to encase Roath in a shroud of hard black stone as armor. Looking like a pitch black golem, he crackles vibrantly as electric bolts crack into existence before him. Eyeing the many foes he prepares to fry some bacon. Bolts of electricity streak out over and over as Roath sends bolts out at the pigs and their dinner...err, leader.

The grin in his face belies how exhausting the process is as he casts bolts repetitively as pigs sizzle and crack open from blistering electric heat.




1/3 bennies left.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Calyx
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Re: Hell & Gone: Kill the Pig

Post by Calyx »

Calyx started to get a bad feeling as they entered the 'nest', finding the lair. He gets more and more anxious as they press on, electricity beginning to spark and crackle around him unconsciously until he finally gives in and just throws up his electrical aura around him fully.

He winced and his nose crinkled up as he smelled the cavern before they entered it. The place was gross, sure, but the pig demon thing itself? Man. THAT was GROSS. He shook his head. Then he looked over at Roath. "You take me to the NICEST places, man." He chuckled slightly. The joke had been lame, but it had mostly been for him anyway. His emotions were running high, which was both good and bad for him. It was FUEL for his powers, sure, but too much and he could get out of control.

To 'Sooyee' he shot back, "Prey always bleats right before the slaughter!" With that, he began firing off bolts of lightning at the razorbacks, standing with his back to his allies, firing bolt after bolt, some of them beginning to blend together like after-images of previous ones. The smell of roasting pork began to waft in to the air after a few moments. Honestly, it covered up the reek of the cavern a bit actually.
Mechanics
Lightning Bolts (-2 to total): 9
  • Psionics die [dice]0[/dice]
  • Wild die [dice]1[/dice]
  • Wild die ace [dice]2[/dice]
Notice (if needed)
  • Notice die [dice]3[/dice]
  • Wild die [dice]4[/dice]
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Freemage
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Re: Hell & Gone: Kill the Pig

Post by Freemage »

The Jokers wade into the battle with gusto, swiftly proving that Sooyee and his minions are hopelessly outmatched. Zakkael's holy fury and Roath's lightning both serve, in particular, to carve a swathe through the infernal swine. Echo, sadly, learns the hard way that an avian form may not be best for fighting inside a cavern, but she'll recover soon enough. And as Sooyee flees into a warren of tunnels, vowing vengeance, he's quickly tracked down and eliminated by Growler.

Flame and lightning and sacred light serve to expunge the cavern of the taint, leaving the SET to take the corpses of the Razorbacks to the townsfolk so they can be dealt with properly.

It's quickly determined that, unlike the natural boars the party had been killing all day (and which the town was now roasting, smoking, frying, curing and salting in an impromptu fall festival, the smell of which had SnackHappy's stomach growling for most of the trip back), the Razorbacks are not really safe for consumption, but looking over the metal-infused hides, a couple of the town's craftsmen--the tailor and the blacksmith, specifically, begin to huddle together in conversation.

The outcome of that conversation takes awhile to be made manifest--the curing and cooking, the feasting and storing, not to mention the dancing, singing and perhaps a bit of drinking, take up a good bit of time that day. A key outcome of the successful hunt is that the town has more than enough provisions to make it through to next spring, and will thus need neither assistance from the Legion nor to go begging to the Coalition, with all the political issues that would entail. And as the sun is setting on the revelry, the two craftsmen from earlier come forward to where you have been seated as guests of honor, flanked by their respective apprentices. In a cart are a stack of chrome-like hides, fashioned into cloaks. The backs are covered in spiny bristles.

"These may not always suit your needs, good Legionnaires, but when they do, we would be honored if you would wear them." Trying them on, you discover that they are actually quite light. While they are not capable of turning aside steel, their spines and sharp edges, all turned outward to your flanks, will make it difficult for someone to take advantage of you, or hold you tightly.
OOC Comments
Everyone gets a Razorback Cloak; just transfer it to your character sheet:

Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
[*]Value: 25,000 Cr, in part because they aren't exactly attractive.
After the presentation, the party goes on well into the night. The diplomatic pouch is, at some point, handed over to Artemeisia, in readiness for the SET's trip home the following morning. The unit gets to bed eventually, readying for the journey home tomorrow.

Yeah, right.
OOC Comments
And... those characters with Danger Sense/Sixth Sense can make the appropriate roll, at an additional -2 since it happens while you're sleeping. Note: This is absolutely NOT worth spending a Benny/EP on, it's just to get some info before things are ultimately learned in-story, anyway.

In addition, everyone can feel to post party-time actions here, too. Pad those post-counts a bit, folks!
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Hell & Gone: Kill the Pig

Post by Echo »

Spending most of the evening telling stories, dancing and engaging with the town Echo feels this is the kind of thing she wants to do most. Genuinely help people and see them enjoy some of their life. Moving around he will perform tricks of power and stunts for the younger people and those young at heart as every smile and moment of joy reinforces him mentally building his spirit.
Echo enjoys the welcome of the town and the comfort of belonging, talking time to spend in town he feels very grateful to the craftsmen that present him with such a unique gift. "Thank you. This is an amazing gift, for you to have missed the festivities to do this for us shows a heart we will not forget."

Convenient copy and paste for the others

Code: Select all

[b]Razorback Cloak[/b] (unenchanted, crafted from exotic materials)
[list]
[*]Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
[*]Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
[*]When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
[*]However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
[*]2 lbs
[*]Value: 25,000 Cr, in part because they aren't exactly attractive.[/list]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Erin Tarn
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Re: Hell & Gone: Kill the Pig

Post by Erin Tarn »

Notice Success
d6+2 but -2 for scene / Notice Roll: [dice]0[/dice], wd [dice]1[/dice]
Sleep is always fitful when you are over 80... Roath rolls over, opens his eyes and wonders what he just felt, heard, something...

...looking at the Razorback Cloak rolled up next to him prone form. "That thing is so ugly. It looks like it was built for me. heh."

Tossing and turning, Roath misses his plush bed back home. For that matter, he misses home. Earth is great...home is better. Frowning he contemplates why he even came here. The thoughts keep him awake. That and...

"Come on...old man. I need to pee, again."

Slowly sitting up, talking to himself, Roath dresses and heads outside for the third time this night.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Growler
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Re: Hell & Gone: Kill the Pig

Post by Growler »

OOC Comments
Notice roll for something Supernatural: -2 for sleeping, but +2 for Scent
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 4 - Success.

Chasing down Sooyee in the tunnels back behind the Cavern it had been using was easy. In spite of the lead it had from leaving while the SET was busy dealing with the Razorbacks, Growler was able to quickly determine its route through each and every side passage and intersection. Finally Growler was able to see Sooyee, and with a quick burst of speed, was able to hamstring it with his Flaming Sword. Now, having slowed it down, the rest was just an execution.

After having disposed of Sooyee in the depths of the tunnels, Growler drags out the Demon’s corpse, and presents his kill to Artemeisia; dropping the corpse at her feet.

”The hunt was successful, Pack Leader Artemeisia”

This done, he starts the long and messy job of cleaning the Razorback out of his fur.
At the feast in Dugginsville, Growler does not mix with the townsfolk, preferring to spend his time with his fellow SET members. He neither sings, nor dances at the celebration. He eats plenty of the food, but does not touch any of the alcoholic drinks provided, sticking to water. Upon being presented the Razorback Cloak by the villagers, Growler sniffs at it and carries it off, not saying a single word.

That night, Growler curls up in a ball to sleep, near the door to the building they were given to use. In the middle of the night, Growler is woken up by the smell of something unexpected and Supernatural. With a low and quiet growl, he grabs the pistol and sword hilt that are next to him, and starts to find the source of the smell.
Last edited by Growler on Wed Sep 20, 2017 4:12 pm, edited 1 time in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Calyx
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Posts: 112
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Re: Hell & Gone: Kill the Pig

Post by Calyx »

Calyx lets out a long breath after the fight is over. He thrusts one fist high in to the air and lets out a whoop! "Pig-busters in the HOUSE!" He grins widely and looks at his teammates, singing a modified theme song. "If the boars are wild in your neighborhood! Who ya gonna call? Pig-busters! If the bacon's bad, by a demon no good! Who ya gonna call? Pig-busters!" Then he snorts, shakes his head while laughing as he walks back out of the caves. "I ain't afraid o'no pig!"

Later, he eats with gusto, recharging his internal batteries, happily munching along and celebrating with the villagers. He's not a bad dancer either! When the cloaks are presented, Calyx looks a bit stunned. He gingerly takes the offered cloak, and then stammers out a thank you. He looks it over slowly, examining every bit of it. He's never really been given a gift before like this for helping someone out aside from maybe some food or drink. He grins and puts the cloak on, swishing it back and forth. It isn't pretty but it's kind of cool to him nonetheless.

After a long while, he starts to crash from the long day and wild fun, so he calls it a night, face-planting somewhere in a bed to sleep it off. But in the night, something stirs him. Something niggles at the back of his mind, forcing one eye to pop open and look around. He makes a muffled sound and sits up sleepily.
OOC Comments
Danger Sense (-4): Notice die [dice]0[/dice], wild die [dice]1[/dice]. Notice ace [dice]2[/dice], wild ace [dice]3[/dice].
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Hell & Gone: Kill the Pig

Post by Zakkael »

Zakkael finishes the electric barbecue of the hideous razorbacks. He stares in a bit of awe as Growler drops the body of Sooyee at Artemeisia's feet. Well, that is...quite the gift. This one is strong! He smiles at Calyx's improvised song. "This is a catchy tune, my friend! You have an abundance of talent, and not only for combat. Again, good to have you with us!"
He moves to assist the rest of the crew in exiting the caves and returning to the town.
Zakkael indulges in a portion of the pork prepared at the celebration, and manages to find a glass of wine to accompany the feast. Prior to the 7th SET being served what portions of their meal they may accept, he speaks. "Friends, if I may...."
He bows his head and closes his eyes. "Gracious Light of Heaven, we offer our sincerest gratitude for the protection bestowed upon us, and the deeds we performed for the sake of the town. These things are all for the glory of Heaven alone, that these folk might see that the Light is merciful. May this food nourish us and replenish our strength, and may it be a blessing to the townsfolk for the coming months. Guide our steps as we return to the castle, and may the Light drive out the darkness before us as It wills."
He smiles at anyone who paused their meal to allow him to pray. "Thank you for indulging me. Let us partake! Wine cheereth the Light and the people!" He eats his fill and drinks some. His dancing...is not graceful. As awkward as it is for the Lyn-Srial to walk, it is equally or more awkward for them to dance. And Zakkael might be slightly inebriated. Still, he flails himself about almost in sync with whatever music happens to be playing at the moment, and the joyful smile on his face never fades for the rest of the evening.
As he is presented with the cloak, he bows deeply to the craftsmen. "My friends, no such gesture is necessary, but I pray a one hundred-fold return of your generosity will be given to you for this wonderful gift. Truly, may your cup run over so there is not enough room to receive the many blessings of Heaven!" He accepts the cloak and immediately slings it over his shoulders. He thanks the assembled craftsmen several times and eventually returns to his ungraceful dancing. The remaining townsfolk make sure to give him a wide berth, as the cloak looks like it would be unpleasant to be struck with. Still, he dances without major incident until the party fades.
Last edited by Zakkael on Wed Sep 20, 2017 9:05 pm, edited 1 time in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Hell & Gone: Kill the Pig

Post by Zakkael »

Notice
Notice -2 for danger sense, -2 scene, +2 for alertness, net -2
[dice]0[/dice]

Wild die notice
[dice]1[/dice]

Ace wild die plus prior
[dice]2[/dice]
As Zakkael rests, sleeping the peaceful sleep of the well-fed and frantically danced, a small voice in his head says: WAKE
His eyes open immediately. Yes, Gabriel! He sits bolt upright and reaches for his staff and shield, placed immediately next to his bed.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Hell & Gone: Kill the Pig

Post by Peta Chante »

Sixth Sense 5
Notice [dice]0[/dice]
Wild: [dice]1[/dice]
Defeating the demon give Herra a great feeling of accomplishment. Since arriving in North America it has been hard to see any fruit from doing good. The Legion was is shinning light, but sometimes it seems like a matchstick compared to the darkness of this world. Like a small puff of wind might extinguish it at any moment.Thus, a chance to do good and see the results, however small, holds much meaning. She graciously accepts the Razorback cloak, "Thank you for your gift. It is not only useful but will serve to remind me fondly of your village. As if I carry you wherever I go."

After eating, dancing, and cutting loose Herra settles in for the night. However, even as she sleeps her subconscious mind alerts her to pending trouble. Snapping up from her sleep she looks for the source of the danger, ready to bring forth her psi-blade.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Re: Hell & Gone: Kill the Pig

Post by SnackHappy »

OOC Comments
+2 if in robot
Notice[dice]0[/dice]
Wild[dice]1[/dice] Ace:[dice]2[/dice]
If Jacob were a dog boy there would surely be drool. He looked out staring blankly to the trays and plates of food everywhere there was yummy bacon, sausage, and pork deliciousness. As soon as Jacob sees the first person touch food he rushes up to ensure he gets adequate portions. Walking away, his plate is filled with twice as much stuff as anyone else.
With a full mouth. ”This is the best part of the mission guys! Who doesn’t love plates of pork?” He accepts the cloak mid-mouthful and tries it on for them. ”I can’t believe you guys made one big ‘nough for me. Thanks.” After the revelry dies down he makes sure to pack some leftovers for the trip home and heads off for a nice long nap.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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