Part 1.7: Center near XY

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Pender Lumkiss
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Part 1.7: Center near XY

Post by Pender Lumkiss » Wed Nov 21, 2018 9:09 am

Erin Tarin looks at a book nearby on her dias. A small half sized human girl looks up at her inquisitively. The spine of the book the two seem interested in is titled Legends of the Black.

Erin softly says, ”Zolo you do have an eye for interesting stories. I had a chance to talk at length with Hans Gruber and Humble of their adventures in another realm... The primordial realm as some would say. Let’s skip to the good stuff...” She lifts the book and begins to read from the later chapters.

The two heroes as they leapt through the portal as the witch well inn faded from existence. The heroes were unsure where they were given how dark it was but the earth beneath their feet and the rock walls would seem to indicate they were underground in a dark cavern. It was not pitch black because nearby some kind of orange fire was giving heat to this place. A passage that lead deeper under was just beyond the fire situated so that the heroes must first walk through the flames. Though the heroes did not know it at the time this flame was the first in three that would give them the strength to concur the being that lay in wait at the end. The flame was the answstrial fire... The fire that all hearth flames seek to replicate when the heroes first touched it they saw a mighty ancestor long forgotten reach out and be one with them. As they approached a feriece rumbling shook the cavern: a mighty battle was being waged and soon the heroes Hans and Humble would join. The fire of their ancestors doth called to them and while it would bestow a mighty gift would it overcome their spirit?

This is the first of three of the ansestrial edges you will receive on this journey. You must pick one racial edge you qualify for ignoring all requirements except other edges.

Make a spirit roll as well, fail roll a 1d20
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Re: Part 1.7: Center near XY

Post by Humble » Wed Nov 21, 2018 9:22 am

Humble listens to the stories in the Flame, having been stolen from his people when only a teenager he missed many of these stories. But his love for them never died down. No words could interrupt the moment, Humble new he came from an enduring line of Robust warriors. Warriors able to endure when no other race would.

Spirit Success, Would like Sweep
Spirit 1d8 = 6: 6
Wild 1d6 = 1: 1

I would like to be allowed to select Robust, adds +1 to Vigor and +1 to maximum Vigor.

Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6
Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4
Current Status
Parry: 9* (Normal Sized attackers receive +1 to hit Humble)
Toughness: 28 (8)
PPE: 15/15
Wounds: 0/3
Fatigue: 0/0

Bennies: 3
  • +3 Quarterly Reset
    +1 Reward for helping GM with poll and post counts
    +0 Wash on EE and bonus benny in bottom of turn one with bone snake
    -3 Failed to hit bone snake monster
    -1 Extra Effort resist Puppet
    +2 Scene Bonus
    +1 Voluntary Fear Check

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Re: Part 1.7: Center near XY

Post by Hans Greuber » Wed Nov 21, 2018 7:43 pm

Spirit 12; Taking Robust
Spirit: 1d12 = 2: 2
Wild: 1d6 = 2: 2
  • Extra Effort (With Elan): 1d6+2 = 8: 6
    • Ace: 1d6+8 = 10: 2
Result: 12 - Success with Raise(s)
As Hans walks down the underground passage, he continues through the flames blocking the passage; trusting his armor to protect him. As the flames lick over him, he feels strengthened... as the dross is removed during the smelting of the iron to remove the impurities that could weaken the steel.
Hans Greuber
Main Character: Merlaggon
PPE: 34 / 40
  • Band of Healing: 4 / 10
    Band of Power: 4 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 5 / 5
Active Powers:
[list]None[/list]
OOC Comments
Arcane Machinist Gadgets Left: 3 /7
Created Gadgets:
[list][*]Boost/Lower Trait (25 PPE)
[*]Smite - Holy (20 PPE) - Given to Humble
[*]Dispel (20 PPE)
[*]Teleport (20 PPE)[/list]

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 0 / 3
[list][*]Base Amount
[*]+1 Red Bennie for idea for Witchwell Inn Chat Channel
[*]-1 Red Bennie for Extra Effort on Notice at Witchwell Inn
[*]-3 for Soaking/Rerolling Soak vs. Naga Dire
[*]+2 via Spending 1 EP each
[*]-1 to get rid of Shaken
[*]-1 for Extra Effort on Fear
[*]+1 for Free Bennie Mid-Round 1 vs. Naga Dire
[*]+2 for RP vs. Naga Dire
[*]-1 for Extra Effort Strength Roll vs. Bone Golem Disarm
[*]-1 for Extra Effort on Spirit in Center near XY
[*]-1 for Extra Effort on Agility in Center near XY[/list]


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

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Re: Part 1.7: Center near XY

Post by Pender Lumkiss » Mon Nov 26, 2018 1:24 pm

In a far off future Erin Tarin flips the pages of the book looking down at a little half sized girl whose big eyes are enthralled in the tale. The Halfling named Zolo breathes, ” And then what happened?”

The wizened woman commonly known as Erin Tarin glances at the candle burning in the cozy study the two were sitting in. A gleaming hammer hung on one side of the wall. The side of the hammer had a scripted G noting the drwarven family that it belonged too. She flipped to the next page as they had time enough for at least one more chapter maybe even a second after that.

She softly spoke, ” Let’s see here. The two heroes were just beginning the trails that two old gods at set them on...”

The cavern soon turned into a tunnel hewen of rough rock and tricky footfalls. Humble himself had to crawl in some spots. The sound of metal on metal or perhaps bone defean the ears of the two heroes. But no matter their progress the tunnel just keeps going and going. After what must have been several hours it opens up and gives the heroes room to breathe. A small light, similar to the one encountered earlier greets them energetically flitting about. Hans and Humble again feel their primordial ancestors call out to them and are further emboldened. They each see the patriarch or matriarch before them. This is what the heard their forefather or mother tell them...

Player directions:

Take another racial edge from Shintair regardless of rank and other trait scrores( other edges must be met). You can take a supporting edge if you must but the next edge taken on this trail must be a racial one.

React and make an agility roll or you get struck by the energetically flitting flame.
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Re: Part 1.7: Center near XY

Post by Hans Greuber » Mon Nov 26, 2018 1:47 pm

Agility 10
Agility: 1d6 = 1: 1
Wild: 1d6 = 3: 3
  • Extra Effort: 1d6+2 = 7: 5
Result: 10 - Success with Raise

Taking Earth Talker
As Hans barely escapes being struck by the energetically flitting flame, he makes his way in to the simple cavern and is greeted by the spirit of his many times Great-Grandmother Greta Boigur; the mother of his mother, and so on to the ancestral matriarch of the much renowned religious Boigur clan.

"Hans Greuber, you are a scion from the Boigur Clan as well as the Greuber Clan. It is time you learn of the Earth and Stone that we Dwarves are connected to. I do not mean the Earth and Stone that our miners dig through for its bounty. I mean the Spirits of the Earth and Stone. The purifying flames you walked through earlier on your journey has prepared you for this.

Later you will be able to do this without the direct contact, but for now take off your gauntlets and put your hands directly on the stone wall. Close your eyes and take deep cleansing breaths. Feel the stone beneath your hands. Feel its warmth and its strength. Feel the slow, faint pulses in that warmth. Ride those pulses. Match your breaths to those pulses. Draw those pulses up into you through your hands and arms. Feel its warmth slowly fill you. This will take time, as Stone and Earth do not move at the speed of Mortals. When you feel that you cannot hold any more of the warmth of those Pulses from the Stone and Earth, send your mind into the warmth with a Question. If you can hold that question strongly enough in your mind as you dive into the warmth, you will receive an answer. Anything appropriate the local Stone and Earth may have seen may be your answer. If you are not able to hold that question strongly enough, the Earth and Stone will extract a mental price for your failure.

This is the Gift that I bring you, the Gift from Dranak, the Stonewalker. The gift of Knowledge from the Stone."


Oh, great... when the Ancestral Spirits and The Stonewalker get involved and start granting you boons, you know you are getting in deep. Well, at least they pay well with these Boons, and when I finally get back to Rifts Earth, this Boon should help me be able to figure out what happened to my little sister and start tracking her down if needed.
Hans Greuber
Main Character: Merlaggon
PPE: 34 / 40
  • Band of Healing: 4 / 10
    Band of Power: 4 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 5 / 5
Active Powers:
[list]None[/list]
OOC Comments
Arcane Machinist Gadgets Left: 3 /7
Created Gadgets:
[list][*]Boost/Lower Trait (25 PPE)
[*]Smite - Holy (20 PPE) - Given to Humble
[*]Dispel (20 PPE)
[*]Teleport (20 PPE)[/list]

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 0 / 3
[list][*]Base Amount
[*]+1 Red Bennie for idea for Witchwell Inn Chat Channel
[*]-1 Red Bennie for Extra Effort on Notice at Witchwell Inn
[*]-3 for Soaking/Rerolling Soak vs. Naga Dire
[*]+2 via Spending 1 EP each
[*]-1 to get rid of Shaken
[*]-1 for Extra Effort on Fear
[*]+1 for Free Bennie Mid-Round 1 vs. Naga Dire
[*]+2 for RP vs. Naga Dire
[*]-1 for Extra Effort Strength Roll vs. Bone Golem Disarm
[*]-1 for Extra Effort on Spirit in Center near XY
[*]-1 for Extra Effort on Agility in Center near XY[/list]


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

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Re: Part 1.7: Center near XY

Post by Humble » Mon Dec 03, 2018 8:37 am

Agility 9
Agility 1d6 = 6: 6 Ace 1d6+6 = 8: 2
Wild 1d6 = 6: 6 Ace 1d6+6 = 9: 3

Edge: Improved Sweep
Humble crawls through the tunnel, straining as much as possible to get through. When the vision of his mother comes to him he does not know how he recognizes her, but somehow he knows deep down this is his mother though hundreds of years removed, the face is not forgotten.

"Karnack, you have changed your name for others, but to us you will always be what I named you. For too long the stunted races have tormented our kind. They swarm over us like flies and try their best to torment us in horrible ways.

"But you have grown above that Karnack. You have made friends with the child races and walk with them free now. But do not trust them, do not lower your guard around them. For they are being of deception and duplicity. Learn, learn the ways of our ancestors, learn to defend yourself and to fight many foes in the manor of our kind.

"Remember..."
The words echoing in his mind Humble clearly see what it is she wishes him to understand. He knows the fear of his people hunted on the plains by the humans, but he also knows the kindness and justice of other humans. For humans are like Ogres and they come both good and evil.
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6
Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4
Current Status
Parry: 9* (Normal Sized attackers receive +1 to hit Humble)
Toughness: 28 (8)
PPE: 15/15
Wounds: 0/3
Fatigue: 0/0

Bennies: 3
  • +3 Quarterly Reset
    +1 Reward for helping GM with poll and post counts
    +0 Wash on EE and bonus benny in bottom of turn one with bone snake
    -3 Failed to hit bone snake monster
    -1 Extra Effort resist Puppet
    +2 Scene Bonus
    +1 Voluntary Fear Check

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Re: Part 1.7: Center near XY

Post by Pender Lumkiss » Sun Dec 09, 2018 10:02 am

The cave continues onward and decidedly upward. The rock of the ceiling seems as jagged as any vibro sword Hans and Humble have encountered. The floor is sliperry like coated in thick slime. The walls have many patterns etched into them, perhaps an ancient forgotton language bemoaning a warning or perhaps something far more sinister. The heroes path is winding and frought with switchbacks blinding darkness and pitfalls that would doom even the most intrepid adventurer. Finally after seemingly hours the two heroes hear the din of battle grow louder and louder. The cavern tunnel widens. Through the opening the heroes can see what seemingly could be stars unfamiliar on a black sky, or perhaps erridence moss along a towering cavern ceiling giving rise to the notion the heroes are in a series of caverns and tunnels each larger than the next. Whatever it maybe the heroes jounrey through this particular cavern tunnel is nearly at an end. The angellic horrific cry of a woman’s voice thunders in your ears, followed by a rush of wind and low rumbling laugh (comes from the way you have came).
Erin Tarin’s Legends of the Black

There it was the two darring heroes stood in the mouth of the very thing they had come to defeat. There jounry had been long, and filled with inner introspection. The two stood grasping the teeth of XY as they came to the edge of its Maw. They soon realized they had not only travelled through an Elder Being but were in a cave that would be crowned king of caves. Larger than the heavens itself it would seem. The two had to be at least 1000ft from the ground. It was about this time XY the foulest and cheif of the eternals became aware that he had a thorn in his craw and his mouth began to close on the two heroes in an effort to devour them alltogether!


A stern motherly voice yelled in your mind, ”Jump!. An orb appeared like the rest just out of arms reach twinkling and beckoning the heroes to make this leap of faith. Should the heroes jump they will pass through the orb and in doing so add their life to the collective puzzle that is their anscetrial tapestry. For a moment the heroes feel forzen contronted with the paragon that came before. Both hero and ancestor have their hands on the orb which has interlocking puzzle pieces. It is clear in this moment the heroes intelegence is being tested to see if they are deemed worthy of the title of paragon. Adding to the difficulty is the heroes sense of falling! Either way successful or not Hans and Humble feel the power of their ancestors embolden their being as they fall!

The voice echoes again, ” We will catch you.” An orange glow, a human male clad in holy armor has his arms outstretched calling to you. A Woman with a blue glow, with primitive furs drapped over her body holds her hands aloft to catch you as the heroes presumably plummet to floor of the cave. A quick look back revels the true horror that the heroes traveled through and now escaped!
Erin Tarin in the future
The old writer pauses looking at Zolo who even at half size of a normal human had eyes twice as big for legends and myths. Erin smiles recalling her interview with Hans, ” My dear when I was talking to Hans about there adventure, this was the moment he realized techo wizard items did not work in whatever eealm they were in. He had a fantastic flight system... It was the only time during my interview with him he seemed genuinly worried.”

Player Directions:

Step 1: Grab your last Shintair racial edge. Ignore rank and other requirements except for edges that are direct predecessors. Like sweep and improved sweep.

Step 2: Make a smarts roll vs the below TN (Unstable platform penatly is in effect) as you try to decifier the puzzling orb before your ancestrial paragon does.
  • Humble: 1d8 = 5: 5 Wild 1d6 = 3: 3
  • Hans: 1d12 = 6: 6 Wild 1d6 = 4: 4
Step 3: Chose which person to have catch you. First come first serve.

Step 4: Put it all together in a cool narrative and reaction to what you are actually going up against! +1 benny.
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Re: Part 1.7: Center near XY

Post by Hans Greuber » Sun Dec 09, 2018 2:08 pm

Rolls and Official Choices
1 - Stonewalker
Takes Stonewalker
2 - Smarts 6 - Success!
Smarts Difficulty 6 (-2 Penalty due Unstable Platform gives a flat d12 roll)
  • Smarts: 1d12 = 6: 6
    Wild: 1d6 = 2: 2
    Result: 6 - Success.
3 -
Choosing the

WIP
Hans Greuber
Main Character: Merlaggon
PPE: 34 / 40
  • Band of Healing: 4 / 10
    Band of Power: 4 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 5 / 5
Active Powers:
[list]None[/list]
OOC Comments
Arcane Machinist Gadgets Left: 3 /7
Created Gadgets:
[list][*]Boost/Lower Trait (25 PPE)
[*]Smite - Holy (20 PPE) - Given to Humble
[*]Dispel (20 PPE)
[*]Teleport (20 PPE)[/list]

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 0 / 3
[list][*]Base Amount
[*]+1 Red Bennie for idea for Witchwell Inn Chat Channel
[*]-1 Red Bennie for Extra Effort on Notice at Witchwell Inn
[*]-3 for Soaking/Rerolling Soak vs. Naga Dire
[*]+2 via Spending 1 EP each
[*]-1 to get rid of Shaken
[*]-1 for Extra Effort on Fear
[*]+1 for Free Bennie Mid-Round 1 vs. Naga Dire
[*]+2 for RP vs. Naga Dire
[*]-1 for Extra Effort Strength Roll vs. Bone Golem Disarm
[*]-1 for Extra Effort on Spirit in Center near XY
[*]-1 for Extra Effort on Agility in Center near XY[/list]


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

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