03 A Supply Run or a Final Test?

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Ndreare
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03 A Supply Run or a Final Test?

Post by Ndreare »

One of the most annoying parts of the training exercise was forcing the team to do everything as a team. Routine trips to Wenatchee Walmart for midnight supply runs with Mary or Michael timing you to make sure you are in and out with all supplies in less than 20 minutes. Michael reasoned it was good practice for teaching how to get surveillance, determine attack plans and make sure people were dividing the tasks.

One of them would normally wait in the van as you went in and did what was needed. Then they would make sure you did not make an impression on anyone. The task was much easier for some than others, but it was a skill worth building.

Heading out to the van the normally near empty parking lot had something to it that stood out. A few too many cars for midnight on a Sunday, looking around a few of the team realized this is definitely not right. Luckily

Without hesitation Clayton and Raphael are able to spring into action as half a dozen men each wielding a giant glaive nearly 7’ in length, a faint glow of red can be seen from their eyes piercing the illusion as they begin begin charging the team.


Map for reference
THIS IS THE MAP, THE VARIOUS CARS SHOWN ARE NOT THERE. THE ONLY VEHICLE IN THE IMMEDIATE VICINITY IS THE PLAYERS VAN.
Ambush Map.JPG
Nightbane on Roll20.net



IMPORTANT PLEASE READ
Okay, so it happens that today is your lucky day and CLAYTON AND RAPHAEL get to go before the ambushers. Then I will post for the bad guys, then everyone else.


Catie Failure - No card STILL NEEDS AVATAR and SIGNATURE
Triessa Success Card [dice]0[/dice] 5 SPADES- STILL NEEDS SIGNATURE
Clayton Success Card [dice]1[/dice] JOKER
Jack Success Card [dice]2[/dice] 2 DIAMONDS
Manny Success Card [dice]3[/dice] 9 SPADES
Raphael Success On Hold Danger Sense
Gravely Failure - No card

Bad Guys = Queen of Hearts
Khalil 'Amir Alzalam Card [dice]4[/dice] or [dice]5[/dice] or [dice]6[/dice]
Hound Master
6 hounds
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Clayton Hodge
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Re: 03 A Supply Run or a Final Test?

Post by Clayton Hodge »

Notice 13
Notice: [dice]0[/dice] Ace: [dice]11[/dice]
Wild: [dice]1[/dice]
Clayton's habitual awareness of his surroundings pays off with dividends as the team heads into the parking lot. He realizes that there are several more cars in the parking lot than when they entered the store, but he did not notice any additional shoppers. Already alert for trouble, he notices a shadowy figure in the distance with red glowing eyes and shouts out, "Ambush! Ah reckon they're hounds. Ah see at least 7, but mind the shadows, ya hear."

Before he finishes speaking, Celeste and the main gauche are already in Clayton's hands. He takes up a position behind a step behind the team, in position to intercept any attackers from the further off group of hounds to the south. Then he dislocates his jaws to open his mouth wide and tilts his head back. His snake fangs manifest, filling his mouth with a stream of venom. Then he hocks a venomous loogie at one of the hounds in the group to the north. He repeats the process for each hound north of the group.
Spit Venom: Hound 02 Shaken, Hound 03 Dead
Faith [dice]2[/dice] (+2 Joker, +1 Fang Fetish, -2 MAP, -1 Casting Penalty)
Faith [dice]3[/dice]
Faith [dice]4[/dice]
Wild [dice]5[/dice] Ace: [dice]6[/dice] Ace: [dice]7[/dice]

Hound 01: [dice]8[/dice] Damage (+4 Weakness, +2 Champion) +2 Joker =11
Hound 02: [dice]9[/dice] Damage (+4 Weakness, +2 Champion) +2 Joker = 13
Hound 03: [dice]10[/dice] Damage (Raise 1d6, +4 Weakness, +2 Champion) +2 Joker = 16

Spit Venom [(Small) Bolt(s)] (0/-1/-1) [Power Rank]
  • Range: 12/24/48
  • Duration: Instant
  • Trapping: Clayton opens his mouth and calls on his inner snake to spit a magical glob of venom at his enemy.
  • Effect: Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
    • Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
The first hound Clayton hits sees it coming and turns his body away at the last moment. He catches some venom on the arm, but it is not enough to do any lasting harm. The second one catches a glob to its chest, and the hound is momentarily distracted by the pain as he quickly tries brushes the venom away.

Seeing that his efforts are not producing results, Clayton fills his mouth with even more venom for the final shot and scores a direct hit on the third hound. It writhes in agony on the ground as the magical venom quickly takes hold of the hound and drains whatever life it had from it.

"Hah! One fer me, fellas. And laydehs, of course," Clayton teases the others.

He whirls around to face the hounds approaching from the south, ready to protect his teammates if necessary.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Raphael
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Re: 03 A Supply Run or a Final Test?

Post by Raphael »

Raphael gets that familiar creeping sensation crawling up his spine. He glances around the parking lot and sees them creeping up. Hounds He immediately goes into action, pivoting toward the Hound Master. He extends a pale white hand and a beam of white-hot light flashes from it, hitting the master.
Damage 16 AP 4
Miracles [dice]0[/dice]
Wild Die [dice]1[/dice]

Damage [dice]2[/dice] AP4
Ace [dice]3[/dice]
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Ndreare
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Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

Stuff you may as well ignore
Hound Master Soak = Soaked on hangout

Spirit to Unshake [dice]0[/dice]

BiOdin [dice]1[/dice]
Raise: [dice]8[/dice]+[dice]9[/dice]+[dice]10[/dice] +4 = 17 damage

Catie [dice]2[/dice] [dice]3[/dice]
Raise: [dice]11[/dice]+[dice]12[/dice]+[dice]13[/dice]
ACE [dice]23[/dice] +4 = 30 damage

Clayton [dead]

Gravely [dice]4[/dice]
Raise: [dice]14[/dice]+[dice]15[/dice]+[dice]16[/dice] +4 = 16 damage

Triessa [dice]5[/dice]
MISS

Raphael
[dice]6[/dice] (sorry no +4 from Drop so deleted raise
Raise: [dice]17[/dice]+[dice]18[/dice] = 16 damage

Signal
[dice]7[/dice]
Raise: [dice]20[/dice]+[dice]21[/dice]+[dice]22[/dice] +4 = 21 damage



Activate Fear -2
As the heroes are caught from the sudden attack Raphael’s beam shoots a hole through the shoulder of one of the hounds, apparently the master, while Clayton’s spray of acid melts another in nearly the same instant.

The illusions melt away as the blows rain down on the team are extreme and being caught off guard did not help.
Player’s Take the following Damage and determine if you are going to soak or not
Biodin 17 damage

Catie 30 damage

Gravely 16 damage

Raphael 16 damage

Signal 21 damage
No words are used to coordinate the merciless attack obviously meant to kill as many of you as possible in a single blow. When suddenly a deep fog rolls in around the team obscuring your view and making it hard to see more than a few yards away. The sounds in the fog are indistinct and you can see many more hounds showing up. But even worse the hound Clayton shot stands up his wounds regenerating in a way that should be impossible for a creature made of metal.

The combined sight of the monsters coming in reinforcements, plus the concealing nature of the fog beginning to obscure your vision is enough to chill your bones.

All players make a Fear Check -2.
PLAYER DIRECTIONS

Make Soak rolls if you want.
Make Fear Checks at -2, if you fail then add +2 to your roll on the Fright table.

Clayton, After moving things on the map I see I was wrong and your First Strike does come into play here.

Triessa, Jack and Manny may go now.

FOR CLARITY YOU MAY ONLY SEE CLEARLY OUT TO 2", AFTER THAT IT IS -6 NOTICE


Updated Map
Capture.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Raphael
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Re: 03 A Supply Run or a Final Test?

Post by Raphael »

Soak
Soak 3 wounds, Resist Fear 12
Vigor [dice]0[/dice]
Wild Die [dice]1[/dice]
Benny
Vigor[dice]2[/dice]
Ace [dice]4[/dice]
Resist Fear Spirit[dice]3[/dice] -2
Ace [dice]6[/dice]
Wild Die [dice]5[/dice]
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Mel Richter
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Re: 03 A Supply Run or a Final Test?

Post by Mel Richter »

Triessa is taken completely by surprise by the sudden rising mist, and the horrifying shadowy figures that rush through it. Dimly she's aware of the sounds of weapons striking, grunts and cries of pain all around her. But she isn't some strange creature of eldritch might masquerading as a human. She is blood and bone and guts...and all she can think as that blade on a stick comes whistling down at her is that very shortly all of those things will be scattered on the ground at her feet.

clang!

The Hound's blade strikes the pavement inches in front of her, striking sparks from the gravel at the top of the asphalt. Wide-eyed, Triessa followed the black haft of it to the monster at the far end, and realized from its awkward posture that it had...tripped?...as it made the run up to her.

Luck. Pure and simple.

Almost dying brought a certain clarity to the senses. It was good for will-working. She stared down the cosmos itself, and it was the universe that gave way.

"You want to do this? Alright, lets do this," she growled, and threw both hands forward. In the space between her palms, an eldritch blaze of light erupted. It lanced out with a crack of thunder in a dozen trickling branches and the thick smell of ozone, like a storm overhead just waiting to let loose. The lightning bolt blasted through the creature's armored chestplate and snaked back out again, caressing the parking lot, the nearby cars, and suddenly jumping in thick, buzzing arcs to the monster lurking just next to the one Triessa had shot...and one that was farther away to the right. The more distant one escaped injury as the electricity grounded out before it reached him.

The other two? Not as lucky. The energy of the lightning bolt cored them out, leaving both of them insensate, smoldering wreckages.
Rolls
Fear: [dice]0[/dice] or [dice]1[/dice]

Spellcasting: Chain Lightning - Targeting Hound 1 and 2 and 5; 5 was missed
Shot 1 [dice]2[/dice] for [dice]3[/dice] 17 dmg 2AP
Raise [dice]9[/dice] Ace [dice]10[/dice]

Shot 2 [dice]4[/dice] for [dice]5[/dice] 2AP

Shot 3 [dice]6[/dice] for [dice]7[/dice] 15 dmg 2AP
Raise [dice]12[/dice]

Gonna benny in hopes of a raise: [dice]11[/dice] inc training bonus (Argh, i'm stupid, no benny spent, I forgot my +1 and raised without it...)

Wild [dice]8[/dice]
Last edited by Mel Richter on Wed Aug 08, 2018 9:19 am, edited 6 times in total.
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Signal
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Re: 03 A Supply Run or a Final Test?

Post by Signal »

Does Manny Soak?
Vigor [dice]0[/dice]
Wild [dice]1[/dice]

Benny to reroll that crit fail

[dice]2[/dice]
[dice]3[/dice]
+2 from edge

Once more, with feeling
[dice]4[/dice]
[dice]5[/dice]

-3 bennies and he manages to soak 1 Wound. Well, that was a good start. He has 2 Wounds left and is Shaken.
Spirit to Unshake: 4
Spirit [dice]6[/dice]
Wild [dice]7[/dice]
Spirit to Resist Fear: 4
Spirit [dice]8[/dice]
Wild [dice]9[/dice]
-2 more for being Wounded

Benny
[dice]10[/dice]
[dice]11[/dice]
Spirit for Changing 7
[dice]14[/dice]
[dice]15[/dice]
Ace! [dice]16[/dice]
Ignore This
Smarts [dice]12[/dice]
Wild [dice]13[/dice]
Manny tries to shake off the initial hit, but he is hurt bad. Where did these idiots come from... you know what? Never mind. That hurt!

He takes a moment to concentrate, turning himself into living lightning and taking his true form. He can feel his wounds slowing him down, however, and he can't bring himself to do much more than take a defensive posture and wait.
No Mechanical Benefit
This isn't the Defend maneuver (he can't do that because he took a regular action by transforming). This is just him setting his feet, etc.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Gravely
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Re: 03 A Supply Run or a Final Test?

Post by Gravely »

Soak 11
  • Vigor [dice]0[/dice]
  • Wild [dice]1[/dice]
  • Aced Wild [dice]2[/dice]
Toughness 5
Fear 15
  • Spirit [dice]3[/dice]
  • Wild [dice]4[/dice]
    Benny Reroll
    Elan & Training Bonus
  • Spirit [dice]5[/dice]
  • Wild [dice]6[/dice]
  • Aced Wild [dice]7[/dice]
Last edited by Gravely on Tue Aug 07, 2018 5:52 pm, edited 5 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
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Catie
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Re: 03 A Supply Run or a Final Test?

Post by Catie »

Fear check and unshake
Spirit[dice]0[/dice]
Wild[dice]1[/dice]
Spirit[dice]2[/dice]
Wild[dice]3[/dice]
Catie shakes off the attack and steels herself for the oncoming battle.
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Ndreare
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Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

Soak roll Hound Masters second benny for hound to soak
Vigor [dice]0[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Jack Tillmun
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Re: 03 A Supply Run or a Final Test?

Post by Jack Tillmun »

3 Wounds Currently, Benny to Soak, Vigor 7, Down to 2 Wounds
Vigor [dice]0[/dice]
Wild [dice]1[/dice] / Ace [dice]2[/dice]
One of the countless Hounds descended upon Jack faster than he could react, thus when it came swinging with its sword he was unprepared. A swift slash at the inside of his elbow and Jack was left unarmed, for the moment. Before he could retaliate in any meaningful way, he had to redistribute his biomass because he wasn't going to operate without an arm.
Unshake 3, Benny to Unshake
Spirit [dice]3[/dice]
Wild [dice]4[/dice]
Benny spent to Auto Unshake
Once he centers himself, and calms down, he finishes readjusting his biomass so that he is overall looking a lot thinner than he was before but at least has his arm back. Now that he is down he opens his eyes to observe the fallout.
Fear 11, Don't add the Wound modifier, Fear 13
Spirit [dice]7[/dice] / Ace [dice]9[/dice] / Explosion [dice]11[/dice]
Wild [dice]8[/dice] / Ace [dice]10[/dice]
He surveyed the immense number of Hounds that just appeared from the enormous fog bank that just materialized from nowhere, and chuckled. "I wonder if you abominations are digestible!" He shouts at the crowd, as his material begins to break down to reform into BiOdin.
Transformation 10, Benny from Mike, forgot to reinclude the negative modifiers, Transformation 6
Spirit [dice]12[/dice] / Benny from Mike [dice]14[/dice]
Wild [dice]13[/dice] / Benny from Mike [dice]15[/dice] Ace [dice]16[/dice]
Standing in front of the crowd of monsters is the giant fully formed BiOdin, with his sword sized claws hanging at his side. The blank face plate sweeping through the cluster of Hounds, because who wouldn't go for the intimidation factor?
Ignore these failed bennied Unshake Rolls
[dice]5[/dice]
[dice]6[/dice]
Jack "BiOden" Tillmun, Prototype Nightbane
Edgy but Light-Hearted Monster
Charisma: 0/-4; Pace: 6/6; Parry: 6/7; Toughness: 5/8 (2)

Martial Artist (Human) / Improved Martial Artist (Morphus): Never an unarmed defender and +d4 damage / +d6 damage
Dark Sight: May ignore Dim or Dark penalties in either form

Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Benny: 1/1
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Clayton Hodge
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Re: 03 A Supply Run or a Final Test?

Post by Clayton Hodge »

Fear 11, -1 Benny
Spirit: [dice]0[/dice] -2 Fear = 3
Wild: [dice]1[/dice] -2 Fear = 0
Benny
Spirit: [dice]2[/dice] (+2 Elan, -2 Fear)
Ace: [dice]4[/dice]
Wild: [dice]3[/dice]
First Strike 6
Fighting: [dice]5[/dice]
Wild: [dice]6[/dice]
"What in tha nine hells is this?" Clayton shouts as the creepy fog rolls in and the decidedly dead Hound stands back up.

He readies Celeste as the hounds close in and says, "Ah reckon there's somethin' real bad goin' on here, folks."

He attempts quick thrust at the hound master who swings at Triessa, but it is too fast for him this time.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Ndreare
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Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

Stuff to Ignore
Hound 00: Fighting d10 + Wild Attack versus Clayton, Raphael, and Signal
  • Fighting [dice]0[/dice] + Ace [dice]7[/dice]
    Wild [dice]1[/dice]
    • Damage: 13 [dice]9[/dice] +2+ [dice]10[/dice] + [dice]11[/dice]
Hound 02: Recover from Shaken [dice]2[/dice] = FAIL (Attack did not happen) (A fail will result in attack not happening) - Sweep Fighting versus Triessa + Wild attack
Fighting [dice]3[/dice] + Ace [dice]8[/dice]


Hound 04: Fighting versus Gravely (5) + Wild attack
Fighting [dice]4[/dice]
  • Damage: [dice]12[/dice] +2 + [dice]13[/dice]
    Ace Running Total [dice]18[/dice]
Hound 05: Sweep Fighting versus Catie (5) + Wild attack
Fighting [dice]5[/dice]
  • Damage: [dice]14[/dice] +2 + [dice]15[/dice]

Hound 06: Sweep Fighting versus Catie (5) + Wild attack
Fighting [dice]6[/dice]
  • Damage: [dice]16[/dice] +2 + [dice]17[/dice]

Khalil 'Amir Alzalam: The second wave of Hounds moves in close enough to see and their weapons dripping with the cursed black ichor of the dark forges attack in mass!
BiOden, Clayton, Gravely and Signal all must make Smarts Rolls.
  • Fail = Shaken, if shaken already from the above attacks, this can wound.
    Critical Fail = You take a wound, this can hurt were creatures.
Initiative
Ambush init 01.JPG
Minor Update to Map
OOC Comments
Ambush Map 01.JPG

As The Hounds swarm in their numbers appear to be increasing impossibly. Their must be close to a score within line of site alone and from the noise it sounds like more are coming.

The Hound closes to Clayton steps in very close and swings, his glave slicing through the party so efficiently no one could parry or dodge the blow. The cuts are deep and painful.

The first wave of attackers focus their energy on the werecouger trying to injure and pin her enough for the other’s attacks to finish her off.

While Gravely finds a blow coming for him straight on aimed for his heart, knowing that he must do something or the wound will cost him his life.

Then as the hounds of the first wave begins to ready for another volley the second wave rushes forward with an unbelievable coordination they begin slicing apart the groups defences.
COMBAT SUMMARY
Raphael gets a benny for letting me get this post up before I start my day.

Catie, is shaken again.

Gravely, is hit for 31 damage.

Clayton, Raphael, and Signal, are hit for 13 damage

BiOden, Clayton, Gravely and Signal all must make Smarts Rolls.
  • Fail = Shaken, if shaken already from the above attacks, this can wound.
    Critical Fail = You take a wound, this can hurt were creatures.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Raphael
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Re: 03 A Supply Run or a Final Test?

Post by Raphael »

OOC Comments
Soak (Benny from letting hounds go first)
Vigor [dice]0[/dice]
Wild Die [dice]1[/dice]
2 bolts at Hound 4
[dice]2[/dice]
[dice]3[/dice]

1 bolt at hound 00
[dice]4[/dice]
Wild Die [dice]5[/dice]
Actual damage. Hound 4 [dice]9[/dice] AP 4
Hound Master [dice]10[/dice] AP 4
Ace [dice]11[/dice]
Raphael holds his hand out and a pair of light beams flick out at the hound, one going wide, and the other goes toward the master. It hits him but doesn't even do so much as smudge his armor. A small frown creeps over his otherwise perfect face.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 03 A Supply Run or a Final Test?

Post by Mel Richter »

"Goddamnit," Triessa muttered, "Enough of this bullshit."

She flung her hands out and concentrated. A light appeared in the sky...though a sharp eye would notice that it didn't really seem to illuminate anything or cast shadows. It was, however, taking advantage of a property of magic. Cycles of nature were intimately bound in with magical effects. That was why certain times and places were so important. The beginnings/ends of years, solstices and equinoxes...but among the most potent was the simple transition from night to day. The first light of dawn was a powerful 'reset' button on the metaphysical state of the world, and only strong magic could resist that renewal.

This was, of course, not a true dawn...but it called on sympathetic resonance to that event, battering the magic of the illusions and attempting to wash it all away. Triessa could feel the spell giving way...until a very strong will surged in to prop it back up again. She broke off her attempt, breathing harder.

Well that answered that, at least.

"They have support," she reported. "Another sorcerer of some kind. Get the big one and the ones that are hurt. I think a lot of these are just images."
Rolls
Dispel check: (-2 for different AB, -1 for casting penalty) [dice]0[/dice] or [dice]1[/dice]
Wild aces [dice]2[/dice]
Last edited by Mel Richter on Fri Aug 10, 2018 8:38 am, edited 1 time in total.
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Ndreare
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Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

OOC Comments
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Signal
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Re: 03 A Supply Run or a Final Test?

Post by Signal »

Rollin
Notice [dice]0[/dice] (+2 from Awareness cancels -2 from Wounds)
Wild [dice]1[/dice]

Smarts to resist the thing [dice]2[/dice]
Wild [dice]3[/dice]

Spirit to recover from Shaken [dice]4[/dice]
Wild [dice]5[/dice]
Benny to un-Shake

Spirit to zap [dice]6[/dice]
Wild [dice]7[/dice] + [dice]8[/dice] (Ace!)
If successful, it should catch Hounds 00, 06, 15 and 16 (and maybe 08 and/or 20, I honestly can't tell) in a MBT of electrical zappiness.

Damage [dice]9[/dice] +2 (Champion) +4 (Hounds vulnerability to Nightbane/magicness) = 10
Signal rocks back from yet another onslaught, this time both physical and mental, and he lets out a growl. "Fine," his voice crackles with energy. "Be that way."

He points at the Hound Master and focuses his strength, firing a ball of lightning that strikes the his target and explodes to envelop several other Hounds besides in crackling destruction!

Except, when the lightning dies down, the Hound Master appears essentially unscathed, and Signal feels his blood run a bit cooler. Well, crap.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Clayton Hodge
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Re: 03 A Supply Run or a Final Test?

Post by Clayton Hodge »

Notice 6; Smarts 12, -1 Benny; Unshake 5
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]

Smarts: [dice]4[/dice]
Wild: [dice]5[/dice]
Benny to Reroll
Smarts: [dice]6[/dice]
Wild: [dice]7[/dice]; Ace: [dice]8[/dice]

Spirit: [dice]2[/dice]
Wild: [dice]3[/dice]
Clayton is filled with terrible dread by this battle. He considers his options, "Ah'm no soldier. Ah stalk tha dark places. Ah'm tryin' to do right by others now, tha one's who deserve it. But Ah'm just a con man through and through...this ain't mah style. This ain't good...Ah gotta get out of here...Damnedable fog! Ah cain't see shit!"

Then Catie is pinned down. The hound cuts into his teamates with abandon. As if in slow motion, Clayton sees a glaive thrusting forward, sure to skewer the agent's heart. Jack, Clayton's protégé and good friend, is struggling against the onslaught. All of his new friends are in danger.

"No!" Clayton shouts, "Ah'll be damned if Ah let a single friend die tahnight! This ends now. Triessa - mah magic ain't strong like yours. Handle it!"

Clayton calls upon the snake lying dormant within him. He coaxes it forth while holding on to his humanity. His bones creak and snap and his skin falls off revealing scales underneath. He shrinks somewhat, becoming smaller in stature than before.

Clayton's mouth fills with sharp fangs, and his legs elongate and then fuse together. His hands and fingers grow long and ungainly. Fortunately, they still grip his weapons just fine.

"Angerin' me wass ah misstake," Clayton states matter-of-factly.

Regaining his determination and setting his heart and soul against the night evokes a response from Celeste. The rapier glows brighter than before. It's radiance becomes a rallying beacon against the fog and the night for himself and his allies. He holds it at the ready, prepared to strike his enemies and protect his friends.

OOC Comments
Image
(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 8(2); Toughness: 4(0)
Skills
  • Climbing d6+2
  • Faith d6+1
  • Fighting d8
  • Gambling d6
  • Lockpicking d6+2
  • Notice d12+2/+4
  • Repair d4+2
  • Stealth d8+2
  • Streetwise d6
  • Tracking d6+2
Edges
  • AB (Miracles): Beast Friend, Shape change, Arcane Skill: Faith (Spirit)
    • Beast Friend/Shape Change; Shape Change at will, Beast Friend as Faith or Spirit roll
    • Trappings includes incantations in the form of prayers, and concentration (usually on a holy item or symbol).
    • A miracle worker may use a prepared holy symbol to add +1 to their faith rolls.
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Bite: Strength+d4 Damage.
  • Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Fear: Make a Spirit roll vs Fear after encountering
  • First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
  • No Fine Manipulation: Cannot use most human weapons (including thrown weapons/firearms) accurately. -2 (or more) attempting any task requiring manual dexterity if even possible.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor -2 or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.
  • Quick: Redraw initiative until receive a card of 6+.
  • Size -1: Size -1, -1 Toughness
  • Thief: +2 to Climbing/Lockpick/Stealth + Notice/Repair vs traps & similar devices; Stealth Bonus urban only.
  • Two-Fisted: Ignore MAP to attack with one weapon in each hand.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Ndreare
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Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

Raphael's blast blows a hole through the Hound Master, but the hole instantly closes behind him. Instead of falling to the ground as expected, he simply stands apparently un-phased. Impossible, how could anything get hit like that and not be wounded even a little?
OOC Comments
Mysterious Fear Roll = Success
Spirit [dice]0[/dice]
Wild Die [dice]1[/dice]
OOC Comments
The Following still need to act
  • BiOden
    Catie
    Gravely


The Following Have acted
  • Raphael
    Triessa
    Signal
    Clayton
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 03 A Supply Run or a Final Test?

Post by Gravely »

Smarts 15
  • Smarts [dice]0[/dice]
  • Wild [dice]1[/dice]
    Benny Reroll (1/3)
  • Smarts [dice]2[/dice]
  • Wild [dice]3[/dice]
  • Aced Wild [dice]4[/dice]
Years of experience in the trenches against the denizens of the Nightlands has given Gravely amazing abilities and second chances. He truely eximplifies a Mortal Champion.
Soak 17, Toughness 5
  • Vigor [dice]5[/dice]
  • Wild [dice]6[/dice]
    Benny Reroll (0/3)
  • Vigor [dice]7[/dice]
  • Wild [dice]8[/dice]
  • Aced Wild [dice]9[/dice]
  • Aced Ace [dice]10[/dice]
The Hounds close in with attacks coming from any side exposed and thus the reason the team is clustered together. Under whose direction is Gravely targeted?

Gravely has no idea why they continue to come after him, unless his reputation has been exposed. Former PAB and Spook Squad agent now a member of the Suicide Squad.

Determined to not allow the Hounds to reach the other members of the Suicide Squad, Gravely is glad that he zipped and buttoned his armored trenchcoat. Hoping against the odds that it will be enough to weather the brutal attacks that keep coming.

Evading here and blocking there, Gravely sustains some injury but is neither Shaken nore dead and therefore very lucky.
Reveal the Hidden:Clairvoyance
  • Psionics [dice]11[/dice]
  • Wild [dice]12[/dice]
Gravely has a moment, an odd moment. He starts counting team members. Everyone is here, but Gravely knows that Mary came with them.

"I know this is a bad time to ask but has anyone seen or heard from Mary?"

And then it dawns on Gravely to use his extra sensory perception. Looking towards the team van, Gravely reaches out with his sense of smell towards the van. Mary is made of stone. Marble. Alabaster. Limestone. Granite. Where is she?
Last edited by Gravely on Wed Aug 15, 2018 11:02 am, edited 4 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Jack Tillmun
Posts: 14
Joined: Sun Jun 24, 2018 10:06 am

Re: 03 A Supply Run or a Final Test?

Post by Jack Tillmun »

Smarts 21
Smarts [dice]0[/dice]
Wild [dice]1[/dice] / Ace [dice]2[/dice] / Explode [dice]3[/dice] / Ultimate [dice]4[/dice]
His immediate reaction to the giant pile of hounds attacking him was to panic, but as soon as one swung at him he knew something was wrong. A "chunk" of his flesh was sliced off and yet he didn't feel any lighter. That was when he knew that they were all fakes!

Jack broke through the crowd of illusions, rushing towards the biggest and meanest of the bunch. As his razor claws conjoined into one large blade, he slashed it down in one powerful slice.
Attack 5, forgot to add Benny +2, Attack 7
Fighting [dice]5[/dice] / Benny 2 [dice]7[/dice]
Wild [dice]6[/dice] / Benny 2 [dice]8[/dice] / Ace [dice]9[/dice]
Damage 14, 2 AP
[dice]10[/dice]+[dice]11[/dice]+ 2 AP + 6
Something is STILL WRONG! Jack felt the blade bisect it straight down the middle, he heard the pieces fall to the sides, and yet it still stood before them all. As the sensation of his biomass rejecting non-biological material reached Jack, he knew beyond a shadow of a doubt that no matter what it looked like, this thing was a walking corpse! Steping back from the abomination of a phantom, Jack yelled to the rest of the team. "Mr. Scarface over here is two identical halves of a monster laying on the ground! Any appearance that this thing is still among us is a lie that should not be given the slightest thought." Hopefully that was enough to dissuade future harm from this shadow, but who knows what the rest of the battle will bring.
Jack "BiOden" Tillmun, Prototype Nightbane
Edgy but Light-Hearted Monster
Charisma: 0/-4; Pace: 6/6; Parry: 6/7; Toughness: 5/8 (2)

Martial Artist (Human) / Improved Martial Artist (Morphus): Never an unarmed defender and +d4 damage / +d6 damage
Dark Sight: May ignore Dim or Dark penalties in either form

Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Benny: 1/1
User avatar
Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 03 A Supply Run or a Final Test?

Post by Catie »

Spirit to Unshake 2, Benny Spent
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Catie lets out a fierce growl and leaps at the nearest Hound, claws slashing.
1 hit on Hound 2 for 5 damage and 1 hit on Hound 10 for 16 damage
Catie will make 3 total attacks: two against Hound #2 and one against Hound #10

Fighting roll 1: [dice]2[/dice]
Wild [dice]3[/dice]

Damage: [dice]10[/dice] + [dice]11[/dice]

Fighting roll 2 (offhand): [dice]4[/dice]
Wild [dice]5[/dice]

Fighting roll 3 (improved frenzy): [dice]6[/dice]
Wild [dice]7[/dice]
Benny that garbage: [dice]8[/dice] (includes fake Elan)
Wild [dice]9[/dice]

Damage: [dice]12[/dice] + [dice]14[/dice] + [dice]13[/dice]
She barely manages to land a blow on the first, but her claws sink deep into the second, sending hot blood spraying. She growls low in satisfaction, giving in to the animal's urge to hunt, to kill!
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

Their attacks did truly wound the Resistance cell. However the efforts of the resistance members seem to be having little effect on the hounds. Raphael shoots two of the hounds with what he believes are solid hits, yet they remain standing. The Hound Master himself even remaining standing after what appears to have been BiOden cutting him in half. The team could even hear the two metal halves crashing to the concrete.

Triessa’s efforts to dispel some of the illusion are suppressed by the superior will of whoever or whatever is generating the fog. And Signal’s electric arcs crackle around apparently not affecting the hounds in the least.

Clayton decides to risk the transformation that turns him into a real threat, while Catie leaps at the nearest hound her claws leaving it unharmed before she tears into a second hound her claws ripping in what should have been a finishing blow for the target. Instead suddenly the wound repairs itself as the automaton stand back up and continues the fight.

Seizing on the moment the Resistance Cell burst into action!

Edit: Gravely reaches out with his mind, smelling for signs of something alien going on or evidence of Mary’s presence. The smell of rust and leaking oil from the old van are dominant, with the traces of fast food grease from the crews recent stop at Dairy Queen are more subtle mixed in with the coppery tang of blood.

initiative
The Heroes have the initiative this time. You may post in any order.
Ambush Initiative turn 02.JPG
Minor update to map
Very little movement of note, while everyone is moving in general and trying to kill each other, there is little of note.
Ambush top of turn 20.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 03 A Supply Run or a Final Test?

Post by Gravely »

Gravely is momentarily disconnected from himself as he sends his sense of smell towards the old van. As he returns to himself, he yells out. "Damn, this is is suicide."

Pausing for a moment, he has an epiphany, "Suicide Squad, form up around the van. Make sure to protect Treissa and Manny. Get them in the van and leave the doors open."
Stun
  • Psionics [dice]0[/dice]
  • Wild [dice]1[/dice]
Medium Burst Template
Location Center Square: 12 over 19 down
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 03 A Supply Run or a Final Test?

Post by Mel Richter »

It was magic of some kind. Triessa could feel it clinging to the fog, and to the hordes of Hounds shambling in from outside of it. She felt rather than knew that some...maybe even all...weren't 'real.' But she also knew that with magic what was real wasn't always the dangerous part.

She worked her fingers and muttered, "You think you're better than me? Is that it? Fuck you. Lets see some real goddamn magic here."

It was the same spell, but the devil was in the details. The 'sun' didn't just appear in the sky overhead, no. This time the sky went from black to violet to pink, and the image of the sun crawled up over the horizon. A breeze stirred coolly. Birds twittered. For a moment the dawn seemed as real as the hounds pressing in closer; scouring magic away and returning the world to how it was meant to be...
Moar Dispel: 11; 2 bennies spent
[dice]0[/dice] or [dice]1[/dice], includes -2 AB penalty and -1 casting penalty.
Benny that! [dice]2[/dice] or [dice]3[/dice]
Not good enough, one more time: [dice]4[/dice] or [dice]5[/dice]
Aces wild: [dice]6[/dice]
Last edited by Mel Richter on Fri Aug 17, 2018 10:48 pm, edited 4 times in total.
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Raphael
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Bronze Patron
Posts: 36
Joined: Wed Jun 27, 2018 7:46 pm

Re: 03 A Supply Run or a Final Test?

Post by Raphael »

Raphael looks intently at the Hound Master, and holds his hand up in a "stop" type motion. A thin beam of white hot lot flickers out, hitting the hound master right between the eyes.
Bolt 17, 17 damage AP 4
Faith [dice]0[/dice]
Wild Die[dice]1[/dice]
Benny
[dice]2[/dice],
Ace [dice]4[/dice]
[dice]3[/dice]
Damage
[dice]5[/dice]
Ace [dice]7[/dice]
Raise [dice]6[/dice]
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

OOC Comments
Smarts
[dice]0[/dice]
[dice]1[/dice]


Benny Smarts
[dice]2[/dice]
[dice]3[/dice]


Last Benny Smarts
[dice]4[/dice]
[dice]5[/dice]


We will say that Rafael's blast hit one of the hounds that was remaining
Suddenly the illusion collapses. Looking around all of the fog is gone the hounds are gone leaving only two standing the parking lot is clear and the lighting has returned to Twilight.

Prepare to destroy the houndmaster as Rafael is about to shoot he suddenly dissipates and Rafael's shot instead eliminates one of the two remaining hounds.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Clayton Hodge
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Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 03 A Supply Run or a Final Test?

Post by Clayton Hodge »

Notice 10
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Clayton's transformation finishes, and he waits patiently for his time to strike. When Triessa forces the fog to dissipate, he sees Raphael take down one of the remaining hounds. Clayton rushes forward with reckless abandon and strikes the last hound quick as lightning.
Attacking the Hound: Fighting 9, Damage 14 / Fighting 11, Damage 7
Fighting: [dice]2[/dice] (+2 Wild Attack)
Wild: [dice]3[/dice]

Celeste
Damage: [dice]4[/dice] + [dice]5[/dice] +8 (+2 Champion, +2 Wild, +4 Weakness)
Benny: [dice]11[/dice] + [dice]12[/dice] + [dice]13[/dice] + 8

Fighting: [dice]6[/dice] (Offhand -2, Wild Attack +2)
Wild: [dice]7[/dice] Ace: [dice]8[/dice]

Main Gauche
Damage: [dice]9[/dice] + [dice]10[/dice] +4 (+2 Champion, +2 Wild, 13/2 = 6.5 [6 or 7?])
Celeste slips between the cracks of the armor of the hound, and it jumps back quickly. The blade pains it, and Clayton follows through with a stab from his main gauche, but it does not have the same power contained within Celeste. The second blow is completely ineffective, however, the hound is momentarily distracted by the pain Celeste delivered upon it.

Parry is at -2 until next turn.
OOC Comments
Image
(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 8(2); Toughness: 4(0)
Skills
  • Climbing d6+2
  • Faith d6+1
  • Fighting d8
  • Gambling d6
  • Lockpicking d6+2
  • Notice d12+2/+4
  • Repair d4+2
  • Stealth d8+2
  • Streetwise d6
  • Tracking d6+2
Edges
  • AB (Miracles): Beast Friend, Shape change, Arcane Skill: Faith (Spirit)
    • Beast Friend/Shape Change; Shape Change at will, Beast Friend as Faith or Spirit roll
    • Trappings includes incantations in the form of prayers, and concentration (usually on a holy item or symbol).
    • A miracle worker may use a prepared holy symbol to add +1 to their faith rolls.
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Bite: Strength+d4 Damage.
  • Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Fear: Make a Spirit roll vs Fear after encountering
  • First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
  • No Fine Manipulation: Cannot use most human weapons (including thrown weapons/firearms) accurately. -2 (or more) attempting any task requiring manual dexterity if even possible.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor -2 or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.
  • Quick: Redraw initiative until receive a card of 6+.
  • Size -1: Size -1, -1 Toughness
  • Thief: +2 to Climbing/Lockpick/Stealth + Notice/Repair vs traps & similar devices; Stealth Bonus urban only.
  • Two-Fisted: Ignore MAP to attack with one weapon in each hand.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 03 A Supply Run or a Final Test?

Post by Catie »

Attack rolls
Fighting roll 1[dice]0[/dice]
Wild [dice]1[/dice]
Damage[dice]6[/dice]+[dice]7[/dice]
Fighting roll 2 (offhand)[dice]2[/dice]
Wild [dice]4[/dice]
Fighting roll 3 (improved frenzy)[dice]5[/dice]
Wild [dice]3[/dice]
Catie attacks the remaining hound without much success and frowns. After taking out a few hounds on her own back home she’d thought she was hot stuff but her time training and now this ambush were starting to disabuse her of that notion. Good thing she was part of a team now. This trip would be going far differently without them.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

The last standing hound lifts his weapon for a final attack before it is destroyed, when suddenly it begins to melt and with incomprehensible speed is sucked away into the reflection of light on a near by windshield.

Looking around there is no longer any evidence of threat as the parking lot is again empty. The only remaining sign that the hounds where even there is the rapidly evaporating metal skeletons and the gouges cut into the concrete.
Player Instructions
You are no longer in combat. How do you respond or what do you do with the sudden disappearance of the last hound?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Jack Tillmun
Posts: 14
Joined: Sun Jun 24, 2018 10:06 am

Re: 03 A Supply Run or a Final Test?

Post by Jack Tillmun »

As the fog clears, and the remaining hounds either dissipate into dust or fall dead to the ground, Jack wobbles where he stands. Now that he doesn't have the adrenaline of a life or death battle to keep him steady, he starts to really feel his lost biomass. In fact it would be really hard to not just sprint in the direction of the nearest forest to get a couple deer to replace it, if he knew where that was.
GM Assistance
I am checking the phone I have on me for the nearest forest from this parking lot. I probably don't need to roll, but I do need that information before I continue
Jack "BiOden" Tillmun, Prototype Nightbane
Edgy but Light-Hearted Monster
Charisma: 0/-4; Pace: 6/6; Parry: 6/7; Toughness: 5/8 (2)

Martial Artist (Human) / Improved Martial Artist (Morphus): Never an unarmed defender and +d4 damage / +d6 damage
Dark Sight: May ignore Dim or Dark penalties in either form

Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Benny: 1/1
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

Jack looks at his phone and sees the nearest forest is miles from here. However, the shopping cart has a ton of food in it, and the Walmart behind him has a meat section with thousands of pounds of meat and literal tons of other bio-matter.
metadata
There is about 20 pounds of meat in the shopping cart, enough for 4 Vigor rolls. If you go inside walmart there is a whole meat section. Consuming plant matter will be about 10 pounds per vigor roll.

Your actual location
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 03 A Supply Run or a Final Test?

Post by Signal »

Notice 11
Notice [dice]0[/dice] (wounds and Alertness cancel)
Wild [dice]1[/dice]
Ace! [dice]2[/dice]
Signal looks around, slightly frenzied, searching for the source of the next likely attack. He stays low, keeping a combat stance for longer than is necessary and letting out a subtle, angry hum of power.

"What was that?!" he wonders aloud, as sparks dance behind his mask and tiny bolts of electricity crackle around him. "I've seen hounds before, but I've never seen them come and go quite like that. Also, ow." He presses his wounded side with one arm, hunching slightly while glaring left and right, alert for more foes.
For RFT
Does Signal notice anything of note with a roll of 11? Thanks!
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 03 A Supply Run or a Final Test?

Post by Gravely »

Gravely puts away his firearms and makes sure his Conceal Firearms License is still available. Taking out the handheld computer and turning his back to the nearest camera, Gravely waves for Manny to prt in. Whispering, "We need to clear the video feed upto our arrival."

Gravely motions to whoever is close to the shopping cart to get things loaded into the van and for everyone to get inside the van.
OOC Comments
Between Gravely and Manny, the idea will be to disable the cameras or at least clear footage back to before the van arriving in the parking lot. Jack needs biomaterial, so Gravely is shopping for a company BBQ.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Raphael
Bronze Patron
Bronze Patron
Posts: 36
Joined: Wed Jun 27, 2018 7:46 pm

Re: 03 A Supply Run or a Final Test?

Post by Raphael »

Heal 2 Wounds for signal, 2 wounds for Jack and 2 for Gravely
Heal Signal [dice]0[/dice]
Wild Die [dice]1[/dice]
Explode [dice]2[/dice]

Heal Jack [dice]3[/dice]
Wild Die [dice]4[/dice]

Heal Gravely [dice]5[/dice]
Wild Die [dice]6[/dice]
Raphael reaches over and firmly grabs Signals arm. Signal feels a warm light roll up his arm and suddenly his wounds are healed.

Raphael calmly walks over to Jack and again after a warm peaceful sensation, he is mended as well.

Finally he goes to Gravely and again heals the wounds.

"Quickly, we must go." he says in a monotone.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 03 A Supply Run or a Final Test?

Post by Signal »

(rolls held, Notice 11)
Raphael wrote: Raphael reaches over and firmly grabs Signals arm. Signal feels a warm light roll up his arm and suddenly his wounds are healed.
Signal is startled at first when the small, pale man reaches out to grab his arm, but he relaxes as the warm light pulses through him. Wow, does that feel better, he thinks.

"Thanks, man."
Gravely wrote:Gravely puts away his firearms and makes sure his Conceal Firearms License is still available. Taking out the handheld computer and turning his back to the nearest camera, Gravely waves for Manny to port in. Whispering, "We need to clear the video feed upto our arrival."
Signal nods eagerly. "This sort of thing, I can do!" he says. Reaching out a hand, a small spark jumps from Signal's fingers into the computer and then holds in place, forming a connection of pure electricity between Signal and the circuits inside. With a little concentration, he extends his consciousness out through the signal in an attempt to manipulate the data.
K/Electronics 9
K/Electronics [dice]0[/dice]
Wild [dice]1[/dice]
He stops short. "Signal's out, guys. It's an electrical dead end. These cameras have already been compromised. I think... I think it's time to go."

With that, Signal dismisses his Morphus and flips up his hood, back to being Manny.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Gravely
Posts: 203
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Re: 03 A Supply Run or a Final Test?

Post by Gravely »

"All right gents. Save your thanks for the ride home."He waves to Rapheal and Manny to head to the van.

Moving ahead of everyone getting back to the Mystery Machine, Gravely opens the door, looking for Mary and whatever was bleeding.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 A Supply Run or a Final Test?

Post by Ndreare »

Opening the door to the van, the is no sign of Mary.

Instead all that can be seen is two large gouges in the roof and side, with a hand lying in a pool of bloodslowly dripping out the passenger door of the van.

Looking closely at the hand it looks to belong to a small human female, the complexion and thickness matching Mary's.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 03 A Supply Run or a Final Test?

Post by Gravely »

Gravely curses under his breath, "Hell no!"

Gravely carefully wraps the hand in a discarded towel and has everyone stay clear of the van while details are gathered.
Van Details
Are the wheels intact?
Does the van turnover?
Investigation 3, Notice 4
  • Notice [dice]2[/dice]
  • Wild [dice]3[/dice]
  • Investigation [dice]0[/dice]
  • Wild [dice]1[/dice]
Last edited by Gravely on Tue Aug 21, 2018 1:46 pm, edited 2 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 03 A Supply Run or a Final Test?

Post by Signal »

Notice 12, Investigation 10
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]2[/dice]

Investigation [dice]3[/dice]
Wild [dice]4[/dice]
Benny to reroll
[dice]5[/dice] (including fake Elan)
[dice]6[/dice]
Ace! [dice]7[/dice]
Manny's breath catches when he sees the dismembered hand. He's no stranger to violence, not after these last few months, but even so... is that Mary's hand? He takes in the scene as quickly and as thoroughly as he can; maybe something he sees will be helpful to Gravely; he'd been a cop, after all.

"Gravely, look... it looks like something came at Mary through the rearview mirror. Crap, man; it looks like she even tried to defend herself before she lost the hand. Look at the scratches there on the seats, they lead toward the mirror. Guys," he says with a bit of a shake in his voice, "I think she got pulled in."
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 03 A Supply Run or a Final Test?

Post by Gravely »

"Nightlands." Gravely says it as he exhales.

"Everybody in. We need to go."

Gravely gets behind the wheel. When everyone is in he drives back into Seattle where he will ditch the van in an abandoned Pay by the Hour parking lot a few blocks from The Place Between.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 03 A Supply Run or a Final Test?

Post by Mel Richter »

Triessa took one last look around the parking lot, murmuring under her breath as she focused her will. An eerie red light streamed like thin fog from her jeweled bracelet up into her eyes and burned within them, and the vista changed in her sight...becoming more like some impressionistic oil or watercolor painting. The 'reality' smudging and blurring, while details normally invisible to the eye swam into focus.
Roll: Detect Arcana 13
Detect Arcana, looking for the source of those illusion spells getting thrown at us...and will double check the Hand of Mary as well... [dice]0[/dice] or [dice]1[/dice] Ace: [dice]2[/dice]

Knowledge Arcana to interpret results: [dice]3[/dice] or [dice]4[/dice]
"Well shit," she said as she caught a glimpse of the group's van. It was smoldering in shades of grey and black, gradually thinning and drifting away as the residue faded.

"Two of them. One was the illusionist, but the other one..." The sorceress nodded at the Nightbane in the group. "More like you guys. I've seen your powers working enough to know that it wasn't one of you, but it's definitely the same kind of magic."

She gets into the van.
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Clayton Hodge
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Diamond Patron
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Re: 03 A Supply Run or a Final Test?

Post by Clayton Hodge »

Notice 10; Common Knowledge 10; -1 Benny
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]

Common Knowledge: [dice]2[/dice]
Wild: [dice]3[/dice]
CK: [dice]4[/dice] Ace: [dice]6[/dice] (+2 Against the Odds)
Wild: [dice]5[/dice]
Clayton takes a moment to scan the parking lot and to take in its scents and sounds while the others lick their wounds and check the van out. He doesn't see anything unexpected, so he joins them at the van. He see's a hand on the ground, and knows that it must be Mary's. It smells right, and it is the right size.

"Awe, hell. That'ss real bad," Clayton states the obvious. He looks at the damage to the van, and listens to Gravely and Triessa.

Clayton recalls what he can about the nightlands. Hes vaguely familiar with it from his long years as a supernatural creature. He has lived his life on the fringes of not just humanity, but also a particular portion of humanity which wasn't quite - or even at all - human, and he has heard things.

Not only that, but he also has learned much from Mary and Michael by joining the resistance. Triessa's never ending questions come to Clayton's mind, and he gains a clarity of thought and decides that they must act now to save Mary. Ah ain't no heero..Ah ain't. But Ah signed up for this, an' Ah've grown fond ah y'all. We gotta do right by Mary.

Clayton shakes his head and says, "Naw. We cain't leave. If'n we don't follow her now, Ah reckon we won't ever find her. If we hit the trail, we're movin' further and further away. Remember what we learnt, Gravely. The Nightlandss're where we are, jusst..not here? If'n we don't go there ssoon, from nearby, we ain't gunna catch her trail, hombre."

Clayton adopts an authoritative tone and says, "Naw, if we cain't get ahold ah Michael, right now, we gotta get after Mary, y'all."
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
Edit Signature
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Signal
Posts: 95
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Re: 03 A Supply Run or a Final Test?

Post by Signal »

Clayton Hodge wrote:
Notice 10; Common Knowledge 10; -1 Benny
Notice: [dice]41125:0[/dice]
Wild: [dice]41125:1[/dice]

Common Knowledge: [dice]41125:2[/dice]
Wild: [dice]41125:3[/dice]
CK: [dice]41125:4[/dice] Ace: [dice]41125:6[/dice] (+2 Against the Odds)
Wild: [dice]41125:5[/dice]
Clayton takes a moment to scan the parking lot and to take in its scents and sounds while the others lick their wounds and check the van out. He doesn't see anything unexpected, so he joins them at the van. He see's a hand on the ground, and knows that it must be Mary's. It smells right, and it is the right size.

"Awe, hell. That's real bad," Clayton states the obvious. He looks at the damage to the van, and listens to Gravely and Triessa.

Clayton recalls what he can about the nightlands. Hes vaguely familiar with it from his long years as a supernatural creature. He has lived his life on the fringes of not just humanity, but also a particular portion of humanity which wasn't quite - or even at all - human, and he has heard things.

Not only that, but he also has learned much from Mary and Michael by joining the resistance. Triessa's never ending questions come to Clayton's mind, and he gains a clarity of thought and decides that they must act now to save Mary. Ah ain't no heero..Ah ain't. But Ah signed up for this, an' Ah've grown fond ah y'all. We gotta do right by Mary.

Clayton shakes his head and says, "Naw. We cain't leave. If'n we don't follow her now, Ah reckon we won't ever find her. If we hit the trail, we're movin' further and further away. Remember what we learnt, Gravely. The Nightlands're where we are, just..not here? If'n we don't go there soon, from nearby, we ain't gunna catch her trail, hombre."

Clayton adopts an authoritative tone and says, "Naw, if we cain't get ahold ah Michael, right now, we gotta get after Mary, y'all."
Manny nods, still looking a little shaky. They’ve gotten to know the Nightlands a little during training, and he doesn’t like the idea of jumping through to the other side unprepared.

But he gets it. Mary’s been taken, and they’re the only ones on site. He remembers what his dad said: 48 hours. Kidnapping victims get 48 hours, and after that...

Quietly, Manny says, ”Gravely, he’s right. If we’re going to get Mary back, we’ve got to go through to the Nightlands right here. We can’t leave.”
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 03 A Supply Run or a Final Test?

Post by Gravely »

Gravely does not say much for a few minutes.

"All right. With the cameras down or off line in the parking lot we have some time."

Taking a couple of items from his pockets he asks that the other items from the shopping bags be taken out, namely the air compressor for the tires and the two cans of black spray paint.

"Manny, any good with digital photography?"
Gravely's Suggestions
With a digital camera he takes a picture from inside the van towards the back. Uploading the picture he runs some scans on the internet and finds adequate daytime photos of the area. People and their selfies. Uploading the daytime images to the digital camera he sets the camera to cycle photos of the area and hangs the camera near the review mirror.
Placing a gigantic sunvisor in the front window that advertises "Sunny Seattle Auto Sales" with a large sun wearing sunglasses in front of a large bank of storm clouds with a discontinued phone number. Looking to the others, "Spray the inside windows so no one can see in."

Hopping out of the front door of the van he points to the street lamp overhead, "Manny we need the light bulb broken or burnt out."

Gravely escorts clayton around to the rear passenger tire. Bending down near the tire stem, Gravely unsrews the cap and points at the valve stem, "Find a small pebble to put ontop of this and screw this cap back on loosely. We want the air to slowly leak from the tire."

Gravely walks back to the front of the van and folds the side view mirrors in towards the windows. Opening up the side door, he reaches into the shopping bags and pulls out two hanging air freshners, "Winter Pine" and a bottle of Frebreeze. Handing the bottle to Tressia, "Spray the entire floor and anywhere you see blood."

Gravely hangs the airfreshners near the door locks inside the driver and passenger doors.

"Jack, get the license plates off and put them in the van."

"Everyone check the parking lot and make sure you have left nothing behind. Be ready in ten minutes?" He looks to Triessa and the Nightbanes.

Gravely heads off to make sure he did not leave any shell or brass casings. Mary's wrapped hand and the van keys both head into various pockets in his trench coat.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 03 A Supply Run or a Final Test?

Post by Mel Richter »

"Join the resistance, they said," Triessa says wryly as she squirts blood with detergent. "Kill crazy magic monsters, they said. Learn to be a mob cleaner, it'll look good on your resume."

She gives Gravely a look and nods.

"Yeah, but do me a favor and lets drive like...a block or so away before we go over. Just so the odds of showing up in the middle of a huge circlejerk of Hounds is marginally less."
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Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 03 A Supply Run or a Final Test?

Post by Catie »

Thank goodness for Gravely. That’s a level of detail I would have had no clue how to achieve.

Mary being taken and in such a brutal manner both disturbs Catie and sets off her bloodthirsty nature. While the idea of heading into the Nightlands isn’t exactly exciting, Mary is somewhat of a friend and Catie can’t help but feel like if she had just been faster or done more damage, maybe things would have gone differently.

”Why would a Nightbane have been working with hounds? Is there a chance we need to rescue them or did the amount of folks we need to kill just go up? Because I had assumed they’d all be on our side. Also, good idea Triessa.This stinks of a trap. I still think we should go, but this definitely calls for some caution.”
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 03 A Supply Run or a Final Test?

Post by Signal »

(Rolls held)

Manny nods, looking a little ill, and does as Gravely asks. He has to pop back into his Morphus form briefly once they have some cover set up, but the things Gravely needs are all pretty easy to handle in that form.
Catie wrote:Thank goodness for Gravely. That’s a level of detail I would have had no clue how to achieve.

Mary being taken and in such a brutal manner both disturbs Catie and sets off her bloodthirsty nature. While the idea of heading into the Nightlands isn’t exactly exciting, Mary is somewhat of a friend and Catie can’t help but feel like if she had just been faster or done more damage, maybe things would have gone differently.

”Why would a Nightbane have been working with hounds? Is there a chance we need to rescue them or did the amount of folks we need to kill just go up? Because I had assumed they’d all be on our side. Also, good idea Triessa.This stinks of a trap. I still think we should go, but this definitely calls for some caution.”
”Some others can cross over, too. Night Princes, maybe? Hound Masters? Honestly, no one has really explained it very well to me.”
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Clayton Hodge
Diamond Patron
Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 03 A Supply Run or a Final Test?

Post by Clayton Hodge »

"Ssmart thinking, Gravely," Clayton compliments the agent as he does as instructed.

When the preparations are complete, Clayton takes point with the first to cross over.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 03 A Supply Run or a Final Test?

Post by Gravely »

Gravely nods and whispers quiet thanks to each member of the team as they work at prepping their exit from the real world to the Nightlands.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
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