Part 1: The Trip

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Carlos
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Re: Part 1: The Trip

Post by Carlos » Sun Oct 27, 2019 5:25 pm

In his native tongue, Khar-loez explains, "I am an eco-wizard, trained to detect tings that are and are not natural, and the dangers each may pose. I can usually detect things like dangerous plagues or magical traps."

He thinks, Usually, if there is enough nature in the area for me to sense. I would have a hard time detecting what is natural in a major human city.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3

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Serival Drumm
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Re: Part 1: The Trip

Post by Serival Drumm » Mon Oct 28, 2019 1:06 am

Serival nods to Dorn. "I'm pretty sure that we're both safe, but go ahead and blast some bleach at both Glass and I before I pop my armor's seals again, just to be safe." He frowns, considering the notion of burning the town.

"I think we might want to hold off on that, for two reasons. First, there may still be intel to be found in there, about who was behind this and where they might be going next. Second, we don't know yet how this stuff reacts to fire. It might purify it entirely--or it might just turn it into a toxic smoke that lets the effect spread through rainfall. I'd advise testing the sample I brought back in a sealed environment before lighting up the plasguns."

Servial nods briefly to the new arrival, but as he currently hasn't activated the Communications band, simple gestures are all they can manage for right now.

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Doc Olliday
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Re: Part 1: The Trip

Post by Doc Olliday » Mon Oct 28, 2019 8:23 am

"Thanks @Serival Drumm. Once we get a stable base of operations set up for this evening, we can begin running tests."

"I am just guessing from what I saw and the others reports that this was fairly recent event. We should probably get moving after all the scans have been done."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Alison
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Re: Part 1: The Trip

Post by Alison » Mon Oct 28, 2019 3:27 pm

Occult 1d8 = 2: 2
Wild 1d6 = 4: 4


Alison looks at the scene, but doesn't have anything else she can think of to add about the phenomenon that hasn't already been said.

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Niyol Dreamwalker
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Re: Part 1: The Trip

Post by Niyol Dreamwalker » Mon Oct 28, 2019 7:15 pm

Healing 7, Notice (Niyol) Crit Fail, Notice (RtW) 11, Occult 11
Healing: 1d6 = 6: 6 Ace: 1d6+6 = 7: 1
Wild: 1d6 = 1: 1

Occult: 1d10+2 = 3: 1 (-2 Scene, +2 Tolkeen Background, +2 Scholar)
Wild: 1d6+2 = 7: 5
Reroll
Occult: 1d10+2 = 10: 8
Wild: 1d6+2 = 8: 6 Ace: 1d6+8 = 11: 3

Notice (Niyol): 1d6 = 1: 1
Wild: 1d6 = 1: 1

Notice (RtW): 1d8 = 6: 6
Wild: 1d6 = 6: 6 Ace: 1d6+6 = 11: 5
After retrieving Serival from the town, Niyol and Rides-the-Wind return to the skies to continue monitoring the area. The shaman listens to the discussion about the Ravagers and the goop. Confident that the area is absolutely secure, Niyol descends to join the 24th while sending Rides-the-Wind off with a mental command to entertain himself.

On the ground, Niyol is taken aback to see a newcomer amongst the 24th. He walks over to the other Simvan and gives him a culturally appropriate greeting. Then he checks over the bio-analysis readouts, confirming the others' findings.

Niyol frowns and says, "Serival is correct, this goop is all that remains of the villagers, and Ravager is responsible. It's a horrific spell unleashed by Tolkeen during the war. A specialized warfare division of shifters were responsible for summoning these creatures. I have dreamed of recent attacks similar to this, but I have never seen one in person. The shifters responsible for the Ravagers split up in the aftermath of the war, but they have been unleashing these monstrosities in their wake. They are gathering power for some purpose that has not been revealed to me."
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
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Carlos
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Re: Part 1: The Trip

Post by Carlos » Tue Oct 29, 2019 5:23 pm

Respectfully greeting the elder Simvan shaman, Khar-loez listens to his statement and asks in his native tongue, "What is this Ravager, I have lived the past few years in the far south before encountering the 4th on my way back north and joining them. I have not heard of it before."
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3

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Niyol Dreamwalker
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Re: Part 1: The Trip

Post by Niyol Dreamwalker » Tue Oct 29, 2019 5:41 pm

"Well met, (@Carlos) Khar-loez," Niyol greets the eco-wizard, pronouncing his name properly, "The CS nation warred with the city-state of Tolkeen, a haven for the arcane and its wielders. Tolkeen was hard pressed during the war, and many evils better left alone were loosed by the magics of Tolkeen. Tolkeen war shifters found a realm of ravenous shadow fiends and used them in the war. That is Ravager. This sample of black goo found in the village is all that remains from unleashing the Ravagers."

Still speaking to Carlos, Niyol says, "I don't often get to enjoy time with my people. It will be good to travel with you. Let's hope for good battles and worthy meals, yes?"
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
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Alison
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Re: Part 1: The Trip

Post by Alison » Sat Nov 02, 2019 6:20 pm

Alison's face falls as a realization hits her. "Um... guys?" she says, her voice hardly a whisper in her radio. "There's not a single spiritual remnant in the entire town. I think, I think maybe the ravagers eat souls as well as flesh."

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Stoic
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Re: Part 1: The Trip

Post by Stoic » Sat Nov 02, 2019 8:12 pm

Zarina frowns at the suggestion of analyzing the material immediately. "Let's wait on that. I have a bad feeling about this, we should leave at once."

The caravan starts back up. You slowly wind through increasingly tall hills and suddenly you're in a patch of mountains. Zarina calls for the group to halt again and after the caravan comes to a rest she calls out again in that strange language. This time, there is no response. In fact, the cool mountain air is particularly devoid of noise. Zarina and her shadow call for a few brave heroes to accompany her as they scout ahead a bit.
Instructions
Anyone who is accompanying Zarina and her shadow to scout ahead, make a notice roll. The conditions are Dark, so a -4 unless you have a way to compensate for this. Anyone who remains with the rest of the caravan can make a survival roll.
GM Bennies 9/9
Wild Card Bennies ?

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Carlos
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Re: Part 1: The Trip

Post by Carlos » Sun Nov 03, 2019 4:19 am

Niyol Dreamwalker wrote:
Tue Oct 29, 2019 5:41 pm
"Well met, (@Carlos) Khar-loez," Niyol greets the eco-wizard, pronouncing his name properly, "The CS nation warred with the city-state of Tolkeen, a haven for the arcane and its wielders. Tolkeen was hard pressed during the war, and many evils better left alone were loosed by the magics of Tolkeen. Tolkeen war shifters found a realm of ravenous shadow fiends and used them in the war. That is Ravager. This sample of black goo found in the village is all that remains from unleashing the Ravagers."
Khar-loez scowls at the explanation, "That sounds most unwise of them, like setting a fire in dry brush when the wind is likely to change. What they did is far too likely to come back and burn them. What is the point of defeating a foe if you do not live to brag of it to your grandchildren?"
Niyol Dreamwalker wrote:
Tue Oct 29, 2019 5:41 pm
Still speaking to Carlos, Niyol says, "I don't often get to enjoy time with my people. It will be good to travel with you. Let's hope for good battles and worthy meals, yes?"
Khar-loez replies sadly, "It is to be hoped for, but humans rarely understand the last. I usually have to restrict myself from honoring the spirits of worthy humanoid foes. Such a waste."
Alison wrote:
Sat Nov 02, 2019 6:20 pm
Alison's face falls as a realization hits her. "Um... guys?" she says, her voice hardly a whisper in her radio. "There's not a single spiritual remnant in the entire town. I think, I think maybe the ravagers eat souls as well as flesh."
Khar-loez wonders, what is strange about that, all things partake of the spirit of what they consume. Most creatures only take part of the flesh and part of the spirit...but these Ravagers take all of both.

Out loud, he says, "This not good magic."

Khar-loez comments to Zarina, "I scout and mage, I go with."
OOC Comments
Notice 1d8+2 = 8: 6, Wild Notice 1d6+2 = 4: 2
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3

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Niyol Dreamwalker
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Re: Part 1: The Trip

Post by Niyol Dreamwalker » Sun Nov 03, 2019 11:32 am

Carlos wrote:
Sun Nov 03, 2019 4:19 am
Khar-loez replies sadly, "It is to be hoped for, but humans rarely understand the last. I usually have to restrict myself from honoring the spirits of worthy humanoid foes. Such a waste."
"Hah, we may not earn favor with our allies, (@Carlos) Khar-loez, but I do not think we would lose any either. The Tomorrow Legion and its members seem to respect culture, if only outwardly," Niyol responds.

Survival 11
Survival: 1d6+2 = 4: 2 (+2 NA)
Wild: 1d6+2 = 8: 6 Ace: 1d6+8 = 11: 3
Niyol frowns at Zarina, "You are a strange one, faerie. I will remain behind and watch over the others who do not scout ahead."

Niyol sends out a psychic call to Rides-the-Wind who swoops down and allows the elderly Simvan to mount him. The pair travel into the sky to keep an eye on their surroundings.
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
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Serival Drumm
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Re: Part 1: The Trip

Post by Serival Drumm » Sun Nov 03, 2019 6:00 pm

Notice 7
Notice 1d8+2 = 7: 5
Wild Notice 1d6+2 = 6: 4

Serival immediately volunteers to assist with the recon, having Glass wall behind the rest of the group, close enough to enter the fray if needed. The integrated optics helm of his armor renders the darkness transparent, though it is a bit more limiting when he uses Glass' senses instead.

Of course, he never takes his attention fully away from their fey guide.

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Doc Olliday
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Re: Part 1: The Trip

Post by Doc Olliday » Sun Nov 03, 2019 7:13 pm

Seeing @Serival Drumm head off with Glass, Doc takes his time to situate the camp and familiarize himself with the terrain.

As Drumm disappears, Doc comms Serival only, "Keep a close eye on her. I don't trust her. Or this mission for that matter."

Survival 5
Untrained: -2
Geography: +2
[*] Survival (1d4) 1d4 = 1: 1
[*] Wild (1d6) 1d6 = 5: 5
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Alison
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Re: Part 1: The Trip

Post by Alison » Tue Nov 05, 2019 6:41 pm

Survival Failure
Survival 1d4-2 = 0: 2
Wild 1d6-2 = -1: 1
As the others scout ahead, Alison remains behind with the caravan, her two zombie guards near at hand.

The dead only know how this is going to turn out.

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Danny
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Re: Part 1: The Trip

Post by Danny » Tue Nov 05, 2019 9:55 pm

Notice with infra vision and +2 notice from arcane optics: 1d8 = 5: 5 wild 1d6 = 5: 5

Danny rolled off the top of the Mountaineer and settled with a crouch on the ground. His armor was barely perceptible beneath his long coat. His tail was coiled around a handful of rifles as if it was juggling them trying to figure out which one to thrust into his arms in the moment.

Don’t trust her...

No shit Derrick. I don’t which is why we are going to follow her. Can you stick close to that weird shadow she has?

Only if you flex Danny, give me one of those Daniel T. Striker kimbo poses.

Serious? Right now? Danny looked down at the charm Alison had made allowing him the communication with the kid he had accidentally killed. Sometimes he thought about destroying it, like now. Please Derrick just keep an eye on that shadow.

He followed @Serival Drumm calling, “Wait up Serival. I’ll get your back.”
Danny Stat Block
Attributes: Agility d12(4), Smarts d6(1 FG), Spirit d8(1, advance), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Toughness: 20(8)
Parry: 5
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(ignore 2 pts of map), nerves of steel, danger sense
Skills of note:
Shooting: 1d12+2
Survival: d12
Notice: d8(+2 from armor)
Stealth: d8 (+2 armor)

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold
Bennies 4/3
+1 benny for rp

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Serival Drumm
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Re: Part 1: The Trip

Post by Serival Drumm » Wed Nov 06, 2019 3:27 pm

Serival nods to Danny and Carlos. "Good group." The two of them are probably better at actual scouting, in fact; he just doesn't want to let their guide out of his sight for longer than he has to.

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Stoic
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Re: Part 1: The Trip

Post by Stoic » Wed Nov 06, 2019 8:24 pm

Survival Success
Success. You notice that there are an abnormally large amount of poisonous mushrooms and plants around here.

Raise. Not only are there an inordinate amount of poisonous mushrooms and plants, but many of them aren't even indigenous to the local area.
Notice Success
Success. There are a lot of weird symbols around you that you don't quite understand. You see a large prone figure in the distance. It seems to be shaking from the waist down.

Raise. You recognize that you are in faerie territory. Anyone familiar with faeries will recognize that they are of the Unseelie court. You recognize that the figure is a Centaur woman. It appears that a dark slime is quickly engulfing her.

She is roughly 20 squares away from you.
GM Bennies 9/9
Wild Card Bennies ?

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Serival Drumm
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Re: Part 1: The Trip

Post by Serival Drumm » Wed Nov 06, 2019 11:34 pm

Notice 9, Teleport Danny/Glass 24"
Notice 1d8+2 = 9: 7
Wild Notice 1d6+2 = 7: 5

Mystic Portal (2 PPE, +1 Range, +1 Additional Target)
Spellcasting 1d12+1 = 4: 3
Wild Spellcasting 1d6+1 = 6: 5
Success with Range = up to 24"
Serival failed to spot the poisonous mushrooms, but he knows Unseelie lands when he's in them, and comprehends the Centaur's difficulty immediately. "Danny, go through the portal, pull her out! Glass will assist!"

Even as he speaks, Glass gestures in the air, and a pair of portals open directly in front of Glass and Danny; the Automaton immediately is pulled through; Danny can feel the tug, but not so strongly that he couldn't shrug it off if he's unwilling to get close to the muck. Regardless, Glass steps through its portal on the bank of the slime and extends a crystalline hand to the Centaur woman.

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Doc Olliday
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Re: Part 1: The Trip

Post by Doc Olliday » Thu Nov 07, 2019 3:24 pm

Doc nods to @Alison and @Niyol Dreamwalker, whispering "Let us familiarize ourselves with the others in this caravan."

Looking back briefly, " @Dorn Forgehammer and @Sig, keep the engines running and the sensors pinging away. We need to find out who else and what else is in our little convoy."

Doc proceeds to move among the other vehicles of the convoy offering healing and relief. While offering he tries to familiarize himself with the other individuals in the convoy.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Sig
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Re: Part 1: The Trip

Post by Sig » Fri Nov 08, 2019 3:49 am

Survival 5
Survival 1d6 = 1: 1
Wild 1d6 = 5: 5
Town
Morning
Round 0

Sig stayed with the caravan, sitting behind the wheel and swiveling the upper gun around, staring out into the night. He got out a couple times to stretch his legs and tail as the scouts went ahead, and he noticed the poisonous mushrooms around them. There were an awful lot.

“Be careful, Doc,” Sig warned as the man wandered off into the caravan. “Give a shout if you need me.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Bennies: 4/4
Unclaimed Loot
12 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4) - one to Clarence
1 Plasma ejector (Range 24/48/96, 3d12 Mega Damage, RoF 1, It Burns) - Danny
TW Flaming Sword (Str+d10 Mega Damage, AP 4, It Burns) - Serivol
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

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Carlos
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Re: Part 1: The Trip

Post by Carlos » Sat Nov 09, 2019 6:27 am

Carlos pauses. Faeries are fickle creatures at best, but they are creatures of nature. Dark faeries embody the cruel parts of nature, such as hunger, dangerous food, or being hunted.

He warns the others, "Faerie meat. Rob them, take place."

Hopefully they understand that if we save the Centaur, we are going to become the target of Faerie mischief.
OOC Comments
Khar-loez tries to figure out the best way to placate the Faeries so we do not need to fight them. Occult 1d10 = 2: 2, Wild Occult 1d6 = 4: 4
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3

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Doc Olliday
Posts: 115
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sat Nov 09, 2019 11:22 am

Sig wrote:
Fri Nov 08, 2019 3:49 am
Survival 5
Survival Original post: 1d6 = 1: 1
Wild Original post: 1d6 = 5: 5
Town
Morning
Round 0

Sig stayed with the caravan, sitting behind the wheel and swiveling the upper gun around, staring out into the night. He got out a couple times to stretch his legs and tail as the scouts went ahead, and he noticed the poisonous mushrooms around them. There were an awful lot.

“Be careful, Doc,” Sig warned as the man wandered off into the caravan. “Give a shout if you need me.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Bennies: 4/4
Unclaimed Loot
12 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4) - one to Clarence
1 Plasma ejector (Range 24/48/96, 3d12 Mega Damage, RoF 1, It Burns) - Danny
TW Flaming Sword (Str+d10 Mega Damage, AP 4, It Burns) - Serivol
"Thanks, @Sig."

Not enough time to classify and document these species. Doc walks with his holo-projector reversed so that it records video feed instead of projecting images. With his gyro-compass and an eye on the surrounding terrain, Doc does his best to pin point their current location and note the distinctness in the fauna.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Alison
Posts: 27
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sat Nov 09, 2019 11:44 am

Doc Olliday wrote:
Thu Nov 07, 2019 3:24 pm
Doc nods to Alison and Niyol Dreamwalker, whispering "Let us familiarize ourselves with the others in this caravan."
Alison gives a shrug. What can it hurt, right? She heads to the caravan to mingle and get to know some of her traveling companions.
Persuasion 3
Persuasion 1d8-1 = 3: 4
Wild 1d6-1 = 1: 2
Unfortunately (and not surprisingly), she mostly finds cold shoulders.

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Doc Olliday
Posts: 115
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sat Nov 09, 2019 2:14 pm

Alison wrote:
Sat Nov 09, 2019 11:44 am
Doc Olliday wrote:
Thu Nov 07, 2019 3:24 pm
Doc nods to Alison and Niyol Dreamwalker, whispering "Let us familiarize ourselves with the others in this caravan."
Alison gives a shrug. What can it hurt, right? She heads to the caravan to mingle and get to know some of her traveling companions.
Persuasion 3
Persuasion Original post: 1d8-1 = 3: 4
Wild Original post: 1d6-1 = 1: 2
Unfortunately (and not surprisingly), she mostly finds cold shoulders.
Doc makes sure to keep @Alison close though her companions he cannot do much about. Moving amongst the vehicles and those in the vehicles, Doc makes mental notes. He encourages Alison to smile and after her first couple of attempts at talking with people, agrees to deferment to him speaking.

Whsipering to Alison, "See if you detect any other riders. Specifically ones we can't see."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Danny
Posts: 112
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Nov 09, 2019 10:18 pm

Serival Drumm wrote:
Wed Nov 06, 2019 11:34 pm
Notice 9, Teleport Danny/Glass 24"
Notice Original post: 1d8+2 = 9: 7
Wild Notice Original post: 1d6+2 = 7: 5

Mystic Portal (2 PPE, +1 Range, +1 Additional Target)
Spellcasting Original post: 1d12+1 = 4: 3
Wild Spellcasting Original post: 1d6+1 = 6: 5
Success with Range = up to 24"
Serival failed to spot the poisonous mushrooms, but he knows Unseelie lands when he's in them, and comprehends the Centaur's difficulty immediately. "Danny, go through the portal, pull her out! Glass will assist!"

Even as he speaks, Glass gestures in the air, and a pair of portals open directly in front of Glass and Danny; the Automaton immediately is pulled through; Danny can feel the tug, but not so strongly that he couldn't shrug it off if he's unwilling to get close to the muck. Regardless, Glass steps through its portal on the bank of the slime and extends a crystalline hand to the Centaur woman.
Danny went through. He was not that unfamiliar with magic having spent the better part of three years studying it in Tolkeen before the war. Once the magic faded his protective instincts took over when he saw the centaur struggling. He got into the mix relying on his armor to protect him while he used his strength to help free the D-bee.
Danny Stat Block
Attributes: Agility d12(4), Smarts d6(1 FG), Spirit d8(1, advance), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Toughness: 20(8)
Parry: 5
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(ignore 2 pts of map), nerves of steel, danger sense
Skills of note:
Shooting: 1d12+2
Survival: d12
Notice: d8(+2 from armor)
Stealth: d8 (+2 armor)

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold
Bennies 4/3
+1 benny for rp

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Stoic
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Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Part 1: The Trip

Post by Stoic » Wed Nov 20, 2019 7:55 pm

Danny and Glass
The centaur woman doesn't move, and now that you are close you see that there is a dark mass creeping up her torso. Her eyes are filled with dread, but she does not seem to be able to speak.

As Danny approaches, the mass grows vertically, like a cresting wave. It pauses for a moment and then flings it's mass at Danny.
Danny
Make an evasion roll against a 1d8 = 6: 6 Alternately, you can choose to fail in exchange for a Benny
The blob lunges at Danny, hitting him squarely. It's black mass engulfs him entirely, making it impossible for Danny to hear anthing. He hears a frantic chewing noise. Danny, make a Fear Check at a -2.
Those by the caravan
As the rest of the group waits for Danny and Glass to see to the centaur, you begin to hear a sound like rain, though the night sky is clear. You begin to see little white bits of...bone. Raining down from the nearby trees. A big black blob has entwined itself around the closest trees many branches, and it's beginning to drip and ooze it's way toward the rest of the group. What are you doing?
GM Bennies 9/9
Wild Card Bennies ?

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Danny
Posts: 112
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Wed Nov 20, 2019 8:48 pm

“Hey there Centaur looks like you got a bit stuck... Here grab my hand... Oh what the fuck is this?” For half a sec the wilderness scout panicks as the blob over takes him and scratches at his armor. He breathes remembering his training and the fact he saw horrors far worse. To @Serival Drumm he commonly says pointedly backed by years of training, “Burn this off me Serival, I think most of it is on me. I can take it.”

Spirit 1d8-2 = 0: 2 Wild 1d6-2 = 4: 6ace 1d6 = 5: 5
Danny Stat Block
Attributes: Agility d12(4), Smarts d6(1 FG), Spirit d8(1, advance), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Toughness: 20(8)
Parry: 5
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(ignore 2 pts of map), nerves of steel, danger sense
Skills of note:
Shooting: 1d12+2
Survival: d12
Notice: d8(+2 from armor)
Stealth: d8 (+2 armor)

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold
Bennies 4/3
+1 benny for rp

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Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Re: Part 1: The Trip

Post by Sgt 86Delta » Wed Nov 20, 2019 10:58 pm

Doc taps @Alison to get her attention, "You get any readings from that mass over there?"

Over the team freq, "We have another freak faerie encounter in bound."
WIP
Work the Room for Support for Alison/Occult and maybe Danny/Fear
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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