04 Wenatchee Night Lands

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Ndreare
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04 Wenatchee Night Lands

Post by Ndreare »

The experience is new for all of you. While crossing over at the Training Grounds got you used to the eternal twilight of the Nightlands, the change from an endless desert to this strange mockery of Wenatchee is hard to deal with. The building all look like pail imitations of clay or stone lacking the fine details or the real world, the lack of lighting gives everything a black and white look, as if all color and vibrancy was stolen from this world for some past sin.

Surveying around you see the building match up, but unlike in the world we know, this city still has people moving about doing their business. Glancing over to the parking lot of what would have been your exit point you see what you count out to be 36 hounds organized into six groups of six each with a with a hound master at in charge. They where expecting you to cross over in the van and as such as staring at a strange imitation of the van, as if made out of spiraling dust, the only thing constant of its location is the small spots of light where the three mirrors would be in the world that is.
Player Instructions
Please each of you make a stealth and a notice roll for this scene.

The notice roll suffers a -2 for Dim lighting unless your character has nightvision.
  • 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: 04 Wenatchee Night Lands

Post by Raphael »

Notice 4 Stealth 10
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]

Stealth [dice]2[/dice]
Wild Die [dice]3[/dice]
Explode [dice]4[/dice]
Raphael waits patiently as they are shunted to the Nightlands. He looks around a bit with his strange blue eyes, and manages to stay perfectly still, so much so that he seems to blend into the local flora and fauna as if he were some statue that just appeared out of nowhere.
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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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 7, Stealth 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Stealth [dice]2[/dice]
Wild [dice]3[/dice]


Signal crouches low, his hood up and his mask keeping most of the glow of his Morphus contained as he seeks some kind of cover. Manny didn’t come across; Manny had more sense than Signal did.

His head on a swivel, he keeps an eye out for the foes he knows are waiting for them, and he’s inwardly grateful they didn’t cross over exactly where the hounds expected.
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: 04 Wenatchee Night Lands

Post by Gravely »

Stealth 5, Notice 4
  • Stealth [dice]0[/dice]
  • Wild [dice]1[/dice]
  • Notice [dice]2[/dice]
  • Wild [dice]3[/dice]
A whole new experience for sure.

His ten years as a public servent and never once had he crossed into the Nightlands. Let us see what a detective from the real world can do here.

I just hope Micheal gets the chess piece and my message.
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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Clayton Hodge
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Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Notice 11, Stealth 11
Notice: [dice]0[/dice] (-2 Dim, +2 Acute Senses; d12 Hybrid Notice)
Wild: [dice]1[/dice]

Stealth: [dice]2[/dice] (+2 Thief)
Wild: [dice]3[/dice] Ace: [dice]4[/dice]
Clatyon readies himself to enter the Nightlands. He whispers, "Godsspeed, friendss."

Then, they're there. It was exactly like they had expected - a large group of hounds were waiting for them by where he assumes the van would be in the real world. This is downright unnatural. Ah'd just as soon sunbathe in the mojave at high noon. Its like seein ah ghost town...through the ghost's eyes.

Quickly looking around, Clayton spots the closest cover to shelter in momentarily and motions everyone in that direction. He uses gestures that should come across as: Stay. Here.

Then he flits forward from dark spot to dark spot, cover to cover looking for any sign of Mary.
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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Jack Tillmun
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Re: 04 Wenatchee Night Lands

Post by Jack Tillmun »

Before teleporting into the Nightlands, Jack had assumed that there would definitely be more trouble. He prepared for this by already being armored up.
Stealth 13, Notice 3
Stealth [dice]0[/dice] / Ace [dice]4[/dice]
Wild [dice]1[/dice]

Notice [dice]2[/dice]
Wild [dice]3[/dice]
When the group arrives into the unknown, he immediately contorts himself down into as small of a shape as possible and takes cover behind the nearest rock just barely big enough for him to be behind. Due to how quick he took cover, he didn't really spend any time looking around.
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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Catie
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Re: 04 Wenatchee Night Lands

Post by Catie »

Notice 5 and Stealth 11
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Stealth[dice]2[/dice]
Ace[dice]4[/dice]
Wild[dice]3[/dice]
The Nightlands is just as creepy as Catie had feared. She’s incredibly grateful they listened to the suggestion to move away from the van before heading over as it clearly was a trap. What does this mean for Mary? Is she already dead? Has she been freed after they laid the bait for us? I hate not knowing things. It feels good to have the jump on the hounds, though.
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

On seeing the Hounds and Hunters splayed out before her, Triessa knows she has seconds to act, at best. She holds her hands out and murmurs an incantation, invoking a Veiling spell. Those sensitive to magical auras and power were witness to her seeming to vanish from their awareness. The effect extended even to mundane perceptions, to some extent. Shadows seemed thicker around her, and she became...dim, after a fashion. The eye slid off of her, as if whatever part of the mind that distinguished between important details and unimportant was filing her firmly in the latter category. Someone alert, or knowing she was there could see her, but it took a little effort to focus.
Conceal Arcana 11 Notice 8 Stealth 11
Spellcasting [dice]0[/dice]
Wild Die [dice]1[/dice]
Conceal Arcana on a raise gives +2 die types to Stealth thus making it a 1d4 instead of a 1d4-2
Notice [dice]2[/dice]
Explode [dice]6[/dice]
Wild Die [dice]3[/dice]

Stealth [dice]4[/dice]
Wild Die [dice]5[/dice]
Benny

Stealth [dice]7[/dice]
Explode [dice]9[/dice]
Explode [dice]10[/dice]
Wild Die [dice]8[/dice]
Last edited by Mel Richter on Sun Sep 09, 2018 7:43 pm, edited 1 time in total.
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

As the resistance cell forms up in the nightlands each taking what cover they can they see the world around them is not the passive inactive lands of their training. Although only 1/10th the population of world we know, they cell members see there is still plenty of activity. Some hunters circling above let out a cry as it becomes apparent they must have spotted at least one of you. Looking up you see they are still circling, but none of them are looking at you. Instead their cries are general cries of predators communicating.

As the team begins to gain their bearings Clayton can clearly taste Mary in the air. She not only came through, she was moved away from here alive. Her and Michael had been clear that if any of you were captured alive that they would torture you until they learned all they could, then they would deliver you over to a nightlord to feed him for months before allowing you to die. This must be the fate Mary is looking at. Months or even years of torture as her soul is slowly devoured by a psychic vampire as her mind breaks increasingly into smaller and less sane bits until there is not enough left for her to even be identified as a living beings.

As the groups looks to each other thinking of what actions are needed, suddenly a strange feeling can be felt on your legs. Looking down the members of the resistance cell see strange pail white vines crawling up on their unmoving body, digging into cracks in clothing and armor trying to worm into their skin. Moving suddenly and ripping them free or otherwise destroying them is easy, as you see them retreat back into the ground. But as they break they release a putrid and acrid smell that can only be compared to rotting meat and rancid vinegar. You know that standing still for even the briefest of times will allow the vines again to climb on you and feed on you.

You know that the odor from the vines breaking could easily be smelled from some distance and you will need to move.
Instructions
You have a few options. Tracking Mary and her team may be possible but suffers a -4 to Tracking.

Tracking -4
  • Success: you find trail an know the direction she was led away from the parking lot.
  • Raise: The GM will PM you information you may or may not choose to share.
Notes & GM Fiat:
While not included in their write ups I am going to rule the following:
  • Cougars can track with sent alone and will not suffer -4 for tracking through a city.
  • Snakes can track with tastes alone and will not suffer -4 for tracking through a city.
  • In addition while in animal form their senses will provide Tracking at +2. If they are unskilled this will be d4, otherwise add the additional +2.
.
  • 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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Gravely
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Re: 04 Wenatchee Night Lands

Post by Gravely »

Gravely steps up to Clayton, "Cowboy, since we are doing this, we better do this all the way."

Hoping that the acrid smells will cover his arcane use, Gravely lays his hands on Clayton, "See. Hear. Smell. Touch. Taste Better."
Full Shot Adrenaline
  • Boost Trait - Tracking
  • Spellcasting [dice]0[/dice]
  • Wild [dice]1[/dice]
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
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 04 Wenatchee Night Lands

Post by Catie »

Tracking
Tracking[dice]0[/dice]
Wild[dice]1[/dice]
Ace[dice]2[/dice]
The idea that Mary is likely being tortured at that very moment brings out Catie’s vengeful and bloodthirsty side. She sniffs deeply, hoping to be able to track their missing friend and demolish those who harmed her. Using smell to track while standing by the disgusting broken vines is anything but pleasant. Man I hope these things aren’t all over the place here. Hopefully once we’re moving it will be a nonissue.
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa purses her lips as Gravely goes to enhance Clayton's abilities. It burns her a little to admit it, but the guy had a decent idea. Normally she'd use her magic to help herself hunt the target...but it was always easier and more effective to work with skills and talents that already existed. And lets face it, without magic she was pretty useless at following a trail.

She went to Catie, pulling out a little cigar-box from her pocket.

"Hold still for a second."


A little sprinkle of ashes over Catie's face. A pinprick on Triessa's thumb to smear a drop of blood in a little hooked shape on Catie's forehead. All the while invoking the guidance of the Great Star Hunter; what was now called Orion.

Then Triessa nodded to the werecougar.

"Go for it."
Rolls: Boost Trait: Tracking 9. 1 benny spent, Catie gets +2d to Tracking
Spellcasting (-1 casting penalty, -1 maintaining Conceal Arcana) Boost Trait: Tracking [dice]0[/dice] or [dice]1[/dice]

Ugh, Benny for that: [dice]2[/dice] or [dice]3[/dice]

Ace on wild [dice]4[/dice]
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 7
Notice [dice]1[/dice]
Wild [dice]0[/dice]
Signal, seeing that he's not much help compared to actual trackers, opts to simply try and extricate himself from the smelly vines. This could be more pleasant, he thinks, stepping carefully and attempting to break as few of the vines as possible.

Unconsciously, he also reaches out with his senses for the presence of any electronic devices in the area.
Energy Control power
This is Signal's energy control: a minor manifestation of his power as a free action within 12 inches.
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: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Clayton swats a vine away quickly and regrets the smell instantly. He moves back towards Gravely, avoiding the vines as much as possible. When the agent attempts to use his powers, Clayton cocks an eyebrow at Gravely and whispers quietly, "Ah don't feel anythin' bosss, but It lookss like Catie'ss on the trail."

Clayton turns to follow Catie, tongue flicking out and depositing particles into the sensory organs inside his mouth, checking for the scents Catie is on to.
Notice 4, Tracking 7
Notice: 0 (+2 Acute Senses, Add +2 for Thief if applicable)
Wild: 1

Tracking: 2 (+2 Acute Senses)
Wild: 3
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
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

As the Cell members pull themselves away from the grasping vines, they retract with an unnatural awareness. Moving from their hiding location the Cell works together as a unit going from one discreet location to another maintaining as much cover as possible.

Meanwhile Catie and Clayton are able to track the path mary was taken on for some distance. The dangerous trip leaving everyone on edge at the risk of being found out until several hundred yards from the scene of crossing over. When the environment changes to one of strangeness as men and women with blank eyed stares walk about doing chores and errands as if mindless.

Among the mindless masses of people there is the occasional man or woman with a fully alert look to their eyes, occasionally directing people. Combined with the awkward twilight lighting and tension of knowing your friend is in need there is no room to relax or destress.

The trail followed leads across the bridge spanning the sandy bed of what should be the Wenatchee river. Looking down in the sand several giant invisible beings can be seen moving underneath the sand, following the movements of your cell as you cross the un-river. Two of the hidden beings appear to even follow into the hardened ground of the city.

Soon you find yourselves standing outside of a medium sized two story structure. The building itself looks on the outside to be an organic imitation of a dark ages castle complete with a draw bridge over the apparently plain dry sand around it. The battlements above are surrounded by only a half dozen hounds and another half dozen men and women armed with modern firearms.

The cell appears not to have been spotted, but such luck could not hold forever.

Your Task
You know Mary is in there, but it is also likely a trap. Getting close to the building could be tough, and require some hard thinking.

How do you want to do the entry, subtly or with a more overt show of force? Time to discuss and come to a conclusion. When you are ready I will set up the scene of what is seen.
OOC Comments
For Signal there is no sign of an electrical infrastructure or grid.

For other sences everything he is alien. The smells, tastes, and even the feel of the air is all strange.
  • 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
Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 04 Wenatchee Night Lands

Post by Catie »

”Thanks for the help,” she says to Triessa before they start following the trail Mary’s scent has left.

As she sees more of the Nightlands Catie is torn between curiosity and wanting to get out immediately. Things are so different but in dangerous ways.

”What do you guys think? She hisses once they hit Mary’s location. ”Would we be able to sneak in? I think we could take the guards but there are likely more waiting to ambush us.”
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 4
Notice [dice:fobzzhri]42480:0[/dice:fobzzhri]
Wild [dice:fobzzhri]42480:1[/dice:fobzzhri]
Catie wrote: Sun Sep 23, 2018 2:07 pm ”What do you guys think? She hisses once they hit Mary’s location. ”Would we be able to sneak in? I think we could take the guards but there are likely more waiting to ambush us.”
Signal nods. In a whisper, he replies, ”Yeah, stealth seems the way to go. And heads up, team, I can’t sense any electricity in this place at all. No wires for me to ride in or out, and no elecronic devices for me to fritz out. However we do this, it will have to be the old, old fashioned way.”

It’s hard to tell with the mask, but Signal seems a little glum as he says this last part. Stupid, backward world. Who has a whole world without tech?
Quirk Hindrance
Manny’s quirk, that he prefers a tech solution to any problem, is showing a little.
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: 04 Wenatchee Night Lands

Post by Gravely »

Notice 9 __
  • Notice [dice:1pabkwmj]42582:0[/dice:1pabkwmj]
  • Wild [dice:1pabkwmj]42582:1[/dice:1pabkwmj]
  • Aced Wild [dice:1pabkwmj]42582:2[/dice:1pabkwmj]
Gravely looks past Caite and the others and tries to assess another approach. The goons with guns on the front step are a sure sign of trouble.

Castles are a pain. Normaly made of stone, there are entrances normally reinforced with steel and the doors are solid wood. Gravely scopes out the entire side of the castle. He notices two things.

One is a skylight and odd thing for the Nightlands but the reflection is clearly seen in the gloomy clouds over head.

The second is something known as the murder gate. A small side entrance at the base of the castle with a heavy iron porticulus. The murder gate heads down a flight of stairs and would have access to the cellar first then ever\ntually the upper floors via stairs.
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
Clayton Hodge
Diamond Patron
Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Notice 21
Notice [dice:210z2lon]42891:0[/dice:210z2lon] (+2 Acute senses)
Wild: [dice:210z2lon]42891:1[/dice:210z2lon]

Notice: [dice:210z2lon]42891:2[/dice:210z2lon] (+2 Acute Senses, +2 Against the Odds) Ace: [dice:210z2lon]42891:4[/dice:210z2lon]
Wild: [dice:210z2lon]42891:3[/dice:210z2lon]
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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

Unsure about the direct approach the tech maneuvers around the dark center of the city. With guards posted all the way around there does not look to be many openings. To make matters worse Signal notices that there is indeed some technology as he is able to sense radios on the humans around the building.

Sneaking to see what they can the team is able to find that there is an hole in the security though. Simple it may be there is a sewer outlet in the back. The entrance is only 18” diameter making it a tight fit for anyone large. However you each think you can make it through with a little effort. Upon tasting the area of the sewer Clayton can tell that something frequently comes and goes from this point.

Alternately there is a rear loading ramp that appears to see occasional use, currently locked from the inside there is only one Hound watching over it. Ever alert and aware the Hound was almost missed as its eternally vigilant form stood so perfectly still.

As the team scouts around the area and evaluates the options they can suddenly hear a near inhuman scream. It take nearly half a minute before you recognize the voice is that of Mary, strained and broken. The guards on the outside appear unconcerned without so much as a twitch from the hounds or humans either one.

Your options
  1. Charge the front eliminating all those who would slow your exit.
  2. Go through the sewers with minimal chance of being notice.
  3. Go through the apparently abandoned loading gates with only one Hound.
  4. Something I do not know.
Remember the clock is ticking, you have an ally being tortured inside.


Dillon is not with us anymore, but his character can still be used as an Allied Wild Card.
  • 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: 04 Wenatchee Night Lands

Post by Gravely »

As unnerving as the scream was, Gravely has a thought.

Whispering, "Get ready to enter the building here using Mary's scream to cover our aggressive entrance."
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: 04 Wenatchee Night Lands

Post by Signal »

Gravely wrote: Sun Sep 30, 2018 7:11 pm As unnerving as the scream was, Gravely has a thought.

Whispering, "Get ready to enter the building here using Mary's scream to cover our aggressive entrance."
Notice 7
Notice [dice:3drtsps5]42959:0[/dice:3drtsps5]
Wild [dice:3drtsps5]42959:1[/dice:3drtsps5]
Signal shakes his head vigorously. "Here? No way, man. Let's use the sewer entrance. It's grosser, but did you see these guys? None of them so much as flinched when Mary screamed. That's not cover for anything."
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: 04 Wenatchee Night Lands

Post by Gravely »

Gravely pats the boy on the shoulder. "For me to fit in there, I would need to either shrink down to half my size of strip all my gear off and crawl Shawshank Redemption style. And I don't have any soap." Gravely thumps the kevalr and reinforced long coat and pulls out his compact rifle on a sling.

"Were there radios? We could send you in to scout things out."
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
Clayton Hodge
Diamond Patron
Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Notice 8, Stealth 9
Notice: [dice:uhhgv10z]43436:0[/dice:uhhgv10z]
Wild: [dice:uhhgv10z]43436:1[/dice:uhhgv10z]
Stealth: [dice:uhhgv10z]43436:2[/dice:uhhgv10z]
Wild: [dice:uhhgv10z]43436:3[/dice:uhhgv10z]
Clatyon makes an odd noise, something between a laugh and a hiss, and quietly says, "Ah reckon Ah can fit jusst fine, an' Ah'm more ssuited to it than ssparky. If'n tight spotss make y'all uncomfortable I can sslip in an' ssee the ssightss. Ah think that'ss our best option, but there's ah foul tasste in the air near that tunnel. Unrelated to itss purposses, of coursse."

Clayton looks at his friends and says, "If'n Ah ain't back in 15 come and get me, y'hear?"

Then he slithers off towards the sewer entryway without waiting for an answer.
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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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa digs her flashlight out of her fannypack and checks the batteries quickly. When surrounded by magic-smelling monsters, it was nice to have a good, old-fashioned light source that ran on 100% free-range Laws of Physics.

"There's a good chance we're going to have to make this fast," she said. "She's probably restrained, maybe behind a locked door. Anyone know how to pick locks?"
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

Sliding in through the most unpleasant way possible Clayton is able to make his way into the basement area of the building. While no damage is needed for his tiny reptilian form to emerge, he can see some damage will be needed for the others to come through the 3" wide hole with a small grate over it. However it seems well withing their ability to turns a 3" wide hole into a 2' wide opening if needed.

Getting to the top of the stairs the basement is completely empty of guard having only tortured and unconscious prisoners. The few emaciated prisoners who are awake watch him move buy with cold disinterest, knowing their lives are already over. As he nears the top of the stone stairs leading up he can hear the light snore of a man sleeping on the other side of the door. Looking through the unconscious guard seems unconcerned with the screams filling the building from what sounds like down the hall.

Looking in that direction Clayton can hear the mockery of what sounds like 3 voices, including one very confident voice relaxed in tone with a slight slurring of words as if his mouth was chewing while the torture is happening.

Choices
You have a choice, go back and report what is in here or move on?
  • 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
Diamond Patron
Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

'Ah reckon tha Nightlands ain't so differnt from the real world after all. Shit stinks no matter where yah go,' gravely thinks as he slithers back through the muck, out the hole and back to his friends.

His friends get to watch the filth-encrusted snake morph back into hybrid form. His body elongates and the upper portion thickens. His face grows larger and more humanoid, but it actually isn't that big of a shift. Two arms separate from either side of the torso, and then the show is over.

Clayton tilts his head back towards the sewer entry and says, "Well, tha good newss iss that the goin' iss good. The bad newss iss ain't none of y'all fine folk fittin in the hole I went through. Ah reckon we could make it a mite bit bigger eassily enough, but we'd have to be real careful not to causse too big a ruckuss."

"There'ss three guardss or ssome ssuch outsside the room, and ssomethin' else - but Ah'm not ssure what. Ah think thiss iss a good option if we get in an' get out quicklike," Clayton reports.
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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

Ignore this, no worries
Notice [dice:3vfe0lxz]43713:0[/dice:3vfe0lxz]
Wild [dice:3vfe0lxz]43713:1[/dice:3vfe0lxz]

Notice [dice:3vfe0lxz]43713:2[/dice:3vfe0lxz]
Wild [dice:3vfe0lxz]43713:3[/dice:3vfe0lxz]
  • 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: 04 Wenatchee Night Lands

Post by Gravely »

"So we have an exit but can we make it an entrance? I would say we go in through the loading dock. It is large and accessible and only one hound."

"We need to use the cover we have and strike fast on the hound at the loading dock. Clayton your small form will be ideal to sneak up on the hound. The others capable of stealthing need your strongest powers and weapon to confront the hound once Clayton surprises it. Be ready to step from the shadows at just the right time for a total surprise attack."

"In through the dock and out through the basement. Rapheal we need you to message ahead and secure our transport out. Everyone else. Spell Up and Gear Up. We move in 5 minutes."

"Questions?"
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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Clayton Hodge
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Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

“Tha ssewer’ss a mite...unclean, but it sseemss to be a direct route tah Mary. Have ol Jack or Catie make uss a hole ‘n we’ll be in an’ out fasster than I can draw Celesste here,” Clayton tells Gravely.

He smiles and says, “Though Ah’ll admit Ah’m not too keen on goin’ back through there mahsself. Ssurprisse iss on our sside through tha basssement, though. Ah’ll sstick with what the group planss.”
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: 04 Wenatchee Night Lands

Post by Raphael »

"There is no need to message anyone. I am the transport. This world is unnatural and by their good graces, The Messengers have blessed me with the ability to leave it." Raphael stands there, awaiting the next part of the plan.
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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Signal
Posts: 95
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Re: 04 Wenatchee Night Lands

Post by Signal »

Signal nods in Clayton's direction. "I'd bet I'll fit wherever it is you just were, and I am not feeling a frontal assault. Maybe we can come at this from two directions and increase our odds. Everyone be frosty; I'm sensing that the bad guys have radios or something, so they probably have help at the touch of a button."
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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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

As the two teams split up to go their separate ways. Clayton and Manny heading through the sewer, and the others to the dock they know that alertness and subtly are the strengths that will see them through.

Sliding in through the narrow tunnels Manny and Clayton both know this matters. Once inside having a divided force will help them with options, but being a smaller group they will not have the same options as the rest of the team. Meanwhile as Gravely, Raphael, Triessa, Catie and Jack move into the docks. Both teams being as cautious as possible to not give themselves away.

Clayton & Manny
Make a Stealth Roll
Makes a Notice roll versus a
Stealth [dice:1jufg1lu]44060:0[/dice:1jufg1lu] Wild [dice:1jufg1lu]44060:1[/dice:1jufg1lu] Wild Ace [dice:1jufg1lu]44060:2[/dice:1jufg1lu] Ace Aced [dice:1jufg1lu]44060:3[/dice:1jufg1lu]
Gravely, Raphael, Triessa, Catie and Jack
Make a Stealth Roll, remember cover and lighting will not matter for Raphael, Catie or Jack to the Hound as it can supernaturally sense and track the supernatural beings.
  • 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
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 18, Stealth 9
Notice [dice:39wejwsz]44066:0[/dice:39wejwsz] + [dice:39wejwsz]44066:4[/dice:39wejwsz] (Ace!) +[dice:39wejwsz]44066:5[/dice:39wejwsz]
Wild [dice:39wejwsz]44066:1[/dice:39wejwsz]

Stealth [dice:39wejwsz]44066:2[/dice:39wejwsz]
Wild [dice:39wejwsz]44066:3[/dice:39wejwsz]
Golden benny spent


Signal follows Clayton in, shrinking himself to a fraction of his normal size. He keeps his hood tight around his mask as he slinks through the muck, his eyes alert for anything out of the ordinary.
Agility 11
Agility [dice:39wejwsz]44066:6[/dice:39wejwsz]
Wild [dice:39wejwsz]44066:7[/dice:39wejwsz]

Reroll [dice:39wejwsz]44066:8[/dice:39wejwsz] + [dice:39wejwsz]44066:10[/dice:39wejwsz]
Wild [dice:39wejwsz]44066:9[/dice:39wejwsz]
-1 Benny
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Clayton Hodge
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Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Notice 12, Stealth 9, Agility 6; -1 Benny
Notice: [dice:3ll2frpp]44075:0[/dice:3ll2frpp] (+2 Acute Senses)
Wild: [dice:3ll2frpp]44075:1[/dice:3ll2frpp] Ace: [dice:3ll2frpp]44075:4[/dice:3ll2frpp]

Stealth: [dice:3ll2frpp]44075:2[/dice:3ll2frpp] (+2 Thief)
Wild: [dice:3ll2frpp]44075:3[/dice:3ll2frpp]
Reroll
[dice:3ll2frpp]44075:5[/dice:3ll2frpp]
[dice:3ll2frpp]44075:6[/dice:3ll2frpp]

Agility: [dice:3ll2frpp]44075:7[/dice:3ll2frpp]
Wild: [dice:3ll2frpp]44075:8[/dice:3ll2frpp]
Clayton changes back into snake form long enough to get through the hole with Signal. Then, he morphs back into hybrid form and whispers, "Quietly, now. Weren't nothin' to be worried about earlier - but ssomethin foul iss in the air, and Ah'm not talkin' 'bout sshit. When we get tah the room where they keep tha prissonerss, there'll be guards juss' outsside. We need tah wait for some kind of alarm before unleasshin holy hell."
GM called for Agility: 6; -1 Benny
Agility Wild: [dice:3ll2frpp]44075:9[/dice:3ll2frpp]
Reroll
Agility: [dice:3ll2frpp]44075:10[/dice:3ll2frpp]
Wild: [dice:3ll2frpp]44075:11[/dice:3ll2frpp]
Last edited by Clayton Hodge on Tue Oct 16, 2018 10:55 am, edited 3 times in total.
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: 04 Wenatchee Night Lands

Post by Raphael »

Stealth 11
Stealth [dice:1lwcngof]44067:0[/dice:1lwcngof]
Explode [dice:1lwcngof]44067:2[/dice:1lwcngof]
Wild Die [dice:1lwcngof]44067:1[/dice:1lwcngof]
Explode [dice:1lwcngof]44067:3[/dice:1lwcngof]
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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Catie
Posts: 29
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Re: 04 Wenatchee Night Lands

Post by Catie »

Stealth 6
Stealth[dice:szxaw0ih]44104:0[/dice:szxaw0ih]
Wild[dice:szxaw0ih]44104:1[/dice:szxaw0ih]
Benny to reroll
Stealth[dice:szxaw0ih]44104:2[/dice:szxaw0ih]
Wild[dice:szxaw0ih]44104:3[/dice:szxaw0ih]
Catie tries to keep her steps light and breathing quiet as they approach the loading dock. There may only be the one hound there that they know about but that’s never a guarantee. Besides, even one hound can be dangerous. And they’re not used to tracking for no reason- she may be sneaky at times but hounds can spot you when you least expect it.
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa paused, murmuring a spell over and over as she passed her hands over her forehead, heart, belly, arms...weaving a protective ward around herself. When she was done, she was...different. Easier to overlook, somehow. Muted, she seemed to fade into the background.

"This is dumb," she said softly, tensely, "Lets do it."

Meanwhile, Jack's body twisted and contorted as his weird spikey bio-armor grew out of his skin and engulfed him. Despite that though, he could move surprisingly quietly for a monster. Silent as a nightmare. But then again, maybe that's something any monster had to know how to do...

Rolls: Conceal Magic 11, Triessa Stealth 5, Jack stealth 11
Triessa casts Conceal Magic with the Stealth trapping: [dice:3m3ls2qu]44118:0[/dice:3m3ls2qu] or [dice:3m3ls2qu]44118:1[/dice:3m3ls2qu]
Success with Raise is +2d to Stealth: [dice:3m3ls2qu]44118:4[/dice:3m3ls2qu] or [dice:3m3ls2qu]44118:5[/dice:3m3ls2qu]

Jack Stealths [dice:3m3ls2qu]44118:2[/dice:3m3ls2qu] or [dice:3m3ls2qu]44118:3[/dice:3m3ls2qu]
Ace [dice:3m3ls2qu]44118:6[/dice:3m3ls2qu]
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Gravely
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Re: 04 Wenatchee Night Lands

Post by Gravely »

Stealth 15 _
  • Stealth [dice:wuph4oat]44197:0[/dice:wuph4oat]
  • Aced! [dice:wuph4oat]44197:2[/dice:wuph4oat]
  • Wild[dice:wuph4oat]44197:1[/dice:wuph4oat]
Looking to Jack, Catie, and Raphael, "You may want to hang back until Triessa and I are near enough to distract the hound. Triessa and I will get him turned around and you three can take him from the back."
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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

ALL PLAYERS RECEIVE 2 BENNIES FOR JOKERS, ENEMIES RECEIVE 1 FOR ENEMY JOKER
OOC Comments
The dice rolls bellow were messed up on accident by normal day to day mistakes. Big Picture Players received 2 jokers and gained 2 bennies.
Sewer Team
Initiative
Clayton [dice:l16r7xwu]44311:0[/dice:l16r7xwu] = Joker +2 to all rolls and Hold Ability
Agents [dice:l16r7xwu]44311:3[/dice:l16r7xwu] = Joker +2 to all rolls and Hold Ability
  • Between Clayton and Agents and Agility roll is needed to see who goes first.
  • 01 Agent Agility to go before Clayton [dice:l16r7xwu]44311:5[/dice:l16r7xwu]
  • 02 Agent Agility to go before Clayton [dice:l16r7xwu]44311:6[/dice:l16r7xwu]
  • 03 Agent Agility to go before Clayton [dice:l16r7xwu]44311:7[/dice:l16r7xwu]
  • 04 Agent Agility to go before Clayton [dice:l16r7xwu]44311:8[/dice:l16r7xwu]
Signal [dice:l16r7xwu]44311:1[/dice:l16r7xwu]
Harvest [dice:l16r7xwu]44311:2[/dice:l16r7xwu]


Dock Team
Dock Hound
Notice [dice:l16r7xwu]44311:4[/dice:l16r7xwu]

Catie [dice:l16r7xwu]44311:9[/dice:l16r7xwu]
Gravely [dice:l16r7xwu]44311:10[/dice:l16r7xwu]
Jack [dice:l16r7xwu]44311:11[/dice:l16r7xwu] = Joker +2 to all rolls and Hold Ability
Triessa [dice:l16r7xwu]44311:12[/dice:l16r7xwu]
As the teams move in their respective directions Signal suddenly senses the radio signals from the men above as the concrete becomes thin enough for them to penetrate. Reaching forward he grabs Clayton's tail getting his attention to save his life. However the snake unknowing of the cause spun impossibly fast with a strike at the offending grasp. Luckily Signal was fast enough to pull his hand out of the way. showing his strange hand he signals there are 4 or more men waiting above.

Clayton feeling the urgency as he looks back can see one of the agents getting ready to throw strange grenade like devices down the drain!

Instructions for Basement Team
Clayton you have the initiative, as you enter the room you will see two of the four promised agents. Make a Notice roll higher than a 8, if you succeed I will PM you if you see anything else relevant.

After you act the NPCs will act







As the team moves towards the dock splitting into two cells they are able to close on the Hound unnoticed as the being stands guard.

Dock Team Instructions
The two players that broke ahead have the Drop on the Hound for +4/+4. Go ahead and roll, Jock has +2/+2 from his Joker.



.
  • 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: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Notice 20; -1 Benny
Notice: [dice:3om3mmky]44401:0[/dice:3om3mmky] (+2 Acute Senses, +2 Against the Odds)
Wild: [dice:3om3mmky]44401:1[/dice:3om3mmky]

Reroll:
Agility: [dice:3om3mmky]44401:2[/dice:3om3mmky] (+2 Acute Senses, +2 Against the Odds)
Wild: [dice:3om3mmky]44401:3[/dice:3om3mmky] Ace: [dice:3om3mmky]44401:4[/dice:3om3mmky] Ace: [dice:3om3mmky]44401:5[/dice:3om3mmky]
Clayton feels a tug on his tail and his instincts see him striking at Signal's hand, of all things. He gives his rattle one good shake say 'Sorry 'bout that, Sparky.'

Then he notices the agents. He thinks he sees a grenade, and then he feels an urgent need to rush forward combined with a will to protect.

Those feelings and desires quickly become his own when he realizes that Signal isn't as sturdy as himself! Clayton shoots out of the hole, and he notices that the foul smell is worse here than ever.

He looks into the corner and sees the monstrous Harvest. Clayton furiously rattles his tail several times as if to tell Signal, 'Danger in the corner!'

Clayton knew trouble when he smelled it. 'That's one tough hombre. We ain't gunna be able to deal with him and his pals. Ah reckon Ah ought tah show Sparky why Ah used tah be called Snakebite.'

Clayton threw caution the wind, praying none of these agents were packing anti-'thrope gear. He quickly snapped at three of the agents, seeking any place he could sink his fangs into.
Fighting Agent 1 (Raise): 10; Damage 11 / Agent 2: 9; Damage 12 / Agent 3: 8; Damage 6
Fighting: [dice:3om3mmky]44401:6[/dice:3om3mmky] (-4 Rapid Attack, +2 Joker, +2 Wild Attack)
Fighting: [dice:3om3mmky]44401:7[/dice:3om3mmky]
Fighting: [dice:3om3mmky]44401:8[/dice:3om3mmky]
Wild: [dice:3om3mmky]44401:9[/dice:3om3mmky]

Golden Benny Re-Roll
Fighting: [dice:3om3mmky]44401:10[/dice:3om3mmky] +2 = 10(-4 Rapid Attack, +2 Golden Benny, +2 Against the Odds, +2 Joker, +2 Wild Attack +2 Unarmed Defender)
Fighting: [dice:3om3mmky]44401:11[/dice:3om3mmky] +2 = 9
Fighting: [dice:3om3mmky]44401:12[/dice:3om3mmky] +2 = 8
Wild: [dice:3om3mmky]44401:13[/dice:3om3mmky] +2 = 8

Agent 1 Damage (Raise): [dice:3om3mmky]44401:14[/dice:3om3mmky] + [dice:3om3mmky]44401:15[/dice:3om3mmky](+2 Joker, +2 Wild Attack)
Agent 2 Damage: [dice:3om3mmky]44401:16[/dice:3om3mmky] Ace: [dice:3om3mmky]44401:18[/dice:3om3mmky]
Agent 3 Damage: [dice:3om3mmky]44401:17[/dice:3om3mmky]

Clayton is at Parry 2 from Wild Attack and Rapid Attack
Clayton is -2 to be hit from Small
Clayton is at Toughness 3 in snake form.

(Venomous) Snake Animal Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Pace: 4; Parry: 6 (-2 to hit); Toughness: 3(0);
Skills
  • Climbing d6+2
  • Faith d6
  • Fighting d8
  • Notice d12+2/+4
  • Stealth d8+2
  • Streetwise d6
  • Tracking d6+2
Edges
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Bite: Strength 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.
  • 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.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor 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 -2: Size -2, -2 Toughness
  • Small: Attackers at -2 to all attack rolls to hit a snake.
  • Thief: +2 to Climbing/Lockpick/Stealth + Notice/Repair vs traps & similar devices; Stealth Bonus urban only.
Last edited by Clayton Hodge on Wed Oct 17, 2018 6:16 pm, edited 9 times in total.
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
Savage Siri
Posts: 4410
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

As Clayton enters the room something does not feel right. Turning to survey what he can before attacking he looks and hidden against the south wall is a giant 10' monstrosity prepared to kill.

Somehow even knowing, seeing, and tasting it there Clayton has trouble focusing on the thing as if his mind was struggling to hide it from his reality or perhaps to hide from its reality.
Harvest.jpg

Please take you action, in the room are four guards and Harvest.

Helpful Mechanics
Any effort to attack or notice Harvest is performed at -4.
To make it worse he will potentially disappear even while being watched

Parry 7
Toughness 12
  • 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: 04 Wenatchee Night Lands

Post by Gravely »

Gravely moves up behind the Hound. Making sure that Triessa is safely out of the way, Gravely uses Pull the Strings on the Hound.

Pull the Strings 12 _
  • Advantage: +4 for Jokers
    Disadvantage: -2 for Power Difficulty
  • Psionics [dice:ytlgmz50]44471:0[/dice:ytlgmz50]
  • Wild [dice:ytlgmz50]44471:1[/dice:ytlgmz50]
    Benny for Reroll (4 of 3)
    Elan: +2
    Group Elan: +2
  • Psionics [dice:ytlgmz50]44471:2[/dice:ytlgmz50]
  • Wild [dice:ytlgmz50]44471:3[/dice:ytlgmz50]
Last edited by Gravely on Tue Oct 23, 2018 7:07 pm, edited 1 time 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

OOC Comments
Spirit [dice:x7b07os3]44475:0[/dice:x7b07os3]
The Hound turns facing its new master waiting for commands.

OOC Comments
Agent 1 incapacitated
Agent 2 incapacitated

Agent 3 Vigor versus Poison [dice:x7b07os3]44475:1[/dice:x7b07os3] Fail, will suffer a wound in [dice:x7b07os3]44475:2[/dice:x7b07os3] turns

Spirit to act [dice:x7b07os3]44475:3[/dice:x7b07os3]
As the two agents fall to the ground moaning from the pain of the bites gripping their faces their grenades drop to the ground. The Third agent attacked staggers and shakes his head, the bite absorbed by his armor gives him the strength to keep fighting. Lifting his arm he rolls the grenade to the strange serpent as he staggers back.

Such insane sacrifice, why would anyone do that? the grenades dropping and hitting the ground explode filling the room with pain and noise. As the room fills with dust visibility is reduced to 0, Harvest can be heard to stumble. but without visibility it is impossible to say where he is.

Clayton takes 19 heavy damage, 4 heavy damage, 16 heavy damage, Signal takes 9 Heavy Damage and 6 Heavy damage (concrete absorbed 10)
No roll to simply drop a prepared grenade. Fiat ruling no where to dodge Clayton as you are in a confined room.
Grenade 1 [dice:x7b07os3]44475:4[/dice:x7b07os3] Ace [dice:x7b07os3]44475:7[/dice:x7b07os3] Ace Aced [dice:x7b07os3]44475:9[/dice:x7b07os3]

Grenade 2 [dice:x7b07os3]44475:5[/dice:x7b07os3]

Grenade 3 [dice:x7b07os3]44475:6[/dice:x7b07os3] Ace [dice:x7b07os3]44475:8[/dice:x7b07os3] Ace Aced [dice:x7b07os3]44475:10[/dice:x7b07os3]
Signal, you may act with Notice/Attack rolls at -6 for total blindness.
  • 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: 04 Wenatchee Night Lands

Post by Gravely »

Gravely looks the Hound right in the eyes, "Are there alarms here on the loading dock?"

"Please disarm all alarms and open the door to the inside."
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: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa sucks in a breath and quickly wards Gravely with her own spell, to reduce the odds other Hounds will detect his meddling.

(Conceal Arcana on Gravely; also increases his Stealth by a dice on success)
Roll: Conceal Arcana 10
Spellcasting: Conceal Arcana [dice:2ivvydb5]44584:0[/dice:2ivvydb5] or [dice:2ivvydb5]44584:1[/dice:2ivvydb5], includes -1 for maintaining the concealment on herself.
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 6 (after penalties); Unshake successful; Electricity Attack Successful; 10 damage (12 w/Champion) to MBT
Notice [dice:3gaf59vn]44594:0[/dice:3gaf59vn]
Wild [dice:3gaf59vn]44594:1[/dice:3gaf59vn] + [dice:3gaf59vn]44594:5[/dice:3gaf59vn] (Ace!)
At -6 due to total blindness

Spirit to unshake [dice:3gaf59vn]1d8+2[/[/dice:3gaf59vn]
Wild [dice:3gaf59vn]44594:2[/dice:3gaf59vn]

Spirit to make lightning [dice:3gaf59vn]44594:3[/dice:3gaf59vn]
Wild [dice:3gaf59vn]44594:4[/dice:3gaf59vn]

Damage [dice:3gaf59vn]44594:6[/dice:3gaf59vn] + 2 for Champion
Benny to reroll [dice:3gaf59vn]44594:7[/dice:3gaf59vn] + [dice:3gaf59vn]44594:8[/dice:3gaf59vn] (Ace!) + 2 for Champion (if applicable)
Signal watches as Clayton slithers off, faster than Signal can follow, and swallows a sigh. The thanks I get for saving that guy...

And then, the explosions. Shrapnel fills the air, even on this side of the wall, and cracks Signal square on the jaw. He sees stars for a second before his vision returns, the unnatural hardiness of his Morphus saving him yet again.

He's not built for combat, though, and so he reaches for the one ability he has that he knows can hurt. Sorry, Clayton. This won't exactly tickle, but at least it won't have any permanent impact on you.

With a thought, he fills the small room with electricity, doing his best to burn away anyone that Clayton may have left alive. Hopefully, I took out that creepy thing.
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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

Gravely wrote: Fri Oct 19, 2018 5:03 pm Gravely looks the Hound right in the eyes, "Are there alarms here on the loading dock?"

"Please disarm all alarms and open the door to the inside."
With a turn of its head as it receives the orders from Gravely a dark and mocking energy can be felt as the hound says nothing. Then moving towards the back door with a sudden and swift spin of it pole arm the door is sliced open followed immediately by a loud shrieking noise, a loud rumble, and vibration so deep and echoing it sinks to the bones of everyone. A large puff of dust and debris breaks free of the strange structure with a cloud of green and blue powder blowing from the edges of the building. The effects lasted only moments when it is all said and done what must have been less than half a dozen seconds the dust clears showing the hound standing next to the open door way staring at Gravely without expression.

Signal wrote: Sat Oct 20, 2018 9:06 am Notice 6 (after penalties); Unshake successful; Electricity Attack Successful; 10 damage (12 w/Champion) to MBT
Still wrapped in the racking pains of the previous moment Clayton begins to gather his senses from the swimming sea of endless pain when something thrusts through his body with enough force and pain he can explain or comprehend it. Again his mind retreats from the pain dazed, confused and unable to clear.

Clayton
The extreme damage taken and combined attacks from all four AOE effects will make you -2 to recover from Shaken by GM Fiat.

As Signal shakes of the pain and moves to climb up he spies where the dark abomination was earlier and focuses his mind. Suddenly a burst of incredible power reaches out, however instead of being controlled to the limited area Signal planned it jumped through the path of the metal fragments in the room, both floating in the air, and sucked into lungs. The power almost pulled from him as its damage manifests with a crackling pop of joints and the screams of two guards in pain.

CLAYTON, SIGNAL, and TANIA
GM Fiat the lightning spreads through the room and damages everyone ignoring armor (including the guards and Harvest).

Tania is shaken and currently has -1 Fatigue from her tortures. But with +4 to recover I am sure she will be fine.

OOC Comments
Harvest Recovering from Shaken
Spirit [dice:1e9b4v2q]44611:0[/dice:1e9b4v2q]
Wild Die [dice:1e9b4v2q]44611:1[/dice:1e9b4v2q]

Harvest Sweep on Clayton and Signal
Fighting [dice:1e9b4v2q]44611:2[/dice:1e9b4v2q]
Wild Die [dice:1e9b4v2q]44611:3[/dice:1e9b4v2q]
  • Benny to Reroll
    Fighting [dice:1e9b4v2q]44611:4[/dice:1e9b4v2q]
    Wild Die [dice:1e9b4v2q]44611:5[/dice:1e9b4v2q]
    • Benny to Reroll
      Fighting [dice:1e9b4v2q]44611:6[/dice:1e9b4v2q]
      Wild Die [dice:1e9b4v2q]44611:7[/dice:1e9b4v2q]
      • GM Benny to Reroll
        Fighting [dice:1e9b4v2q]44611:8[/dice:1e9b4v2q]
        Wild Die [dice:1e9b4v2q]44611:9[/dice:1e9b4v2q]
Tania recovering in her cell is surprised when she hears Squire Danielson order several men to go and drop grenades on the intruder when he returns. Intruder, who could the intruder be? But then she senses another nightbane, now four of them all in one spot. Straining to listen the chains holder her prevent her form getting closer she listens as the explosions come breaking the chains holding her to the wall free enough for them to dangle loose. She was free, starting to move as her body recovers from the pain of being stretched out and the the force of the explosions crushing the breath out of her, suddenly the room is filled with lightning the pain scorches her but does not incapacitate her.


Shaking off the pain as if it were nothing Harvest steps forward as its body shifts suddenly into view for the briefest of moments and the giant sickle like arm swings the battle field missing Signal and Clayton by inches. The desperate attack seemed to have taken it toll mentally on the strange being as it steps back into nothingness.

Initiative = Clayton and Gravely are up
As always you have 4 days then I consider you on hold and progress the game.
4 Joker Deck, 53-56 is a Joker
Before Bad Guys
  • Clayton [dice:1e9b4v2q]44611:10[/dice:1e9b4v2q] = Joker +2 to all Trait and Damage rolls
    Gravely [dice:1e9b4v2q]44611:11[/dice:1e9b4v2q]

Bad Guys
  • Grimm [dice:1e9b4v2q]44611:18[/dice:1e9b4v2q]
    Hounds [dice:1e9b4v2q]44611:19[/dice:1e9b4v2q]
    Squire Danialson [dice:1e9b4v2q]44611:16[/dice:1e9b4v2q]

After Bad Guys
  • Triessa [dice:1e9b4v2q]44611:15[/dice:1e9b4v2q]
    Tania [dice:1e9b4v2q]44611:14[/dice:1e9b4v2q]
    Jack [dice:1e9b4v2q]44611:12[/dice:1e9b4v2q]
    Signal [dice:1e9b4v2q]44611:13[/dice:1e9b4v2q]






ignored Grimm [dice:1e9b4v2q]44611:17[/dice:1e9b4v2q]

  • 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
Diamond Patron
Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Notice 9, Spirit 5
Spirit: [dice:1pvtfgdz]44614:0[/dice:1pvtfgdz] (-2 Scene +2 Joker)
Wild: 2. This roll disapeared? I dont know why.

Reroll
Spirit: [dice:1pvtfgdz]44614:1[/dice:1pvtfgdz] (-2 Scene, +2 Joker, +2 Against the Odds)
Wild: [dice:1pvtfgdz]44614:4[/dice:1pvtfgdz]

Notice: [dice:1pvtfgdz]44614:2[/dice:1pvtfgdz] (+2 Acute Senses, +2 Joker)
Wild: [dice:1pvtfgdz]44614:3[/dice:1pvtfgdz]
'Jesus H. Christ, Ah ain't got a whoopin' that hard since tha gold rush ah '53. Last time ah ever played with dynamite in ah tight spot.'

With his skin mostly knitted back together and his bones popped back into posisiton, Clayton begins the shift to Hybrid form.

As soon as he has functional vocal cords again, Clayton shouts out to Signal, "Watch it, Ssparky. He'ss a crafty one. Ah can ssmell him a mile away, but even Ah'm sstruglin' to keep him in mah ssightss."

(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 9(3); 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
  • Florentine: +1 fighting vs opponent with 1 weapon and no shield / -1 to enemy's gang up bonus. Main Gauche's main hand parry bonus activated.
  • 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
Edit Signature
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Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: 04 Wenatchee Night Lands

Post by Tania »

The room she is in appears sealed except a couple of narrow slits for air, but through those slits she hears the voice of the one who calls himself Squire Danielson ordering an attack on an intruder. She senses another nightbane entering her range, could this be the intruder the squire is speaking about

The chains that hold her, well she thinks she can escape them, but there has not been any point before. The two forms have different bone structures, when she shifts, there has to be some play in the chains unless it magically shifts with her. Actually, the ghoul has thinner lower legs and longer arms with possibly larger hands and wrists. First, in human form, while everyone is distracted, flex the hands, ignore the pain as bones are disjointed and skin scraped...

Whether it would have worked she will never know, as the explosion combines with her force against the shains to break them free of the wall. She is able to escape easily...well once the electricity stops causing her muscles to spasm and she recovers from being hit against the wall by the force of the explosion (which rather knocked the breath out of her). She squirms her arms free then switches to her "Ghoul" form to free her legs. Switching forms also helps with a few of the bruises, contusions, and the side effects of the electricity arcing through her.

Fortunately, breathing is not as vital in Ghoul form, because the air is filled with ozone and dust and smoke. Something big is going on, if she can find the way out of this room.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 04 Wenatchee Night Lands

Post by Gravely »

To the Puppeted Hound, "Enter the doorway. Slowly look around."

Gravely looks back at the others and shrugs and gives a look that says, "First time for everything."

Moving silently as possible, Gravely takes up a position to the right side of the door and carefully peers into the space beyond.

Agility 9 _
  • Agility [dice:9j03y7sd]44845:0[/dice:9j03y7sd]
  • Wild [dice:9j03y7sd]44845:1[/dice:9j03y7sd]
    Benny to Reroll (3 of 3)
    Elan +2
    Group Elan +2
  • Agility [dice:9j03y7sd]44845:2[/dice:9j03y7sd]
  • Wild [dice:9j03y7sd]44845:3[/dice:9j03y7sd]
Last edited by Gravely on Tue Oct 23, 2018 7:08 pm, edited 1 time 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

Cut Scene: Looking up from the explosions Grimm is surprised looking towards the man standing next to him he says. "Squire the nightbane is still alive?"

The voice was empty of feeling or desire at all as the prince began moving towards the door before disappearing from view. "I guess we need to get involved then."

Nodding to himself Grimm smiles, then as he walks towards the door his body crumbles into a swarm of wooden locusts the buzz filling the air they move but to where.

Hounds Agility versus Interruption 16
Agility [dice:n3ubrxwl]44852:0[/dice:n3ubrxwl] Ace [dice:n3ubrxwl]44852:2[/dice:n3ubrxwl] Ace [dice:n3ubrxwl]44852:3[/dice:n3ubrxwl]
Group Wild [dice:n3ubrxwl]44852:1[/dice:n3ubrxwl] Ace [dice:n3ubrxwl]44852:4[/dice:n3ubrxwl] Ace [dice:n3ubrxwl]44852:5[/dice:n3ubrxwl]
OOC Comments
I know per RAW Group rolls are normally for out of combat, but I do not care and this is better than rolling 5 dice and dividing enemy turns

As the hound opens the door and looks it is makes no sound, so Gravely deciding he needs to take a look looks cautiously around the corner. With a burst of dread energy half a dozen hounds burst around the corner leading into the room coming in fast and hard three of them swing their glaives cutting down your pet as he tries to raise his own weapon in defense.

Mind Controlled Hound Killed
Attacking the Hound protecting you.
Fighting [dice:n3ubrxwl]44852:6[/dice:n3ubrxwl]

Fighting [dice:n3ubrxwl]44852:7[/dice:n3ubrxwl]
  • Damage [dice:n3ubrxwl]44852:9[/dice:n3ubrxwl] + [dice:n3ubrxwl]44852:10[/dice:n3ubrxwl]
    Ace [dice:n3ubrxwl]44852:14[/dice:n3ubrxwl]
Fighting [dice:n3ubrxwl]44852:8[/dice:n3ubrxwl]
  • Damage [dice:n3ubrxwl]44852:11[/dice:n3ubrxwl] + [dice:n3ubrxwl]44852:12[/dice:n3ubrxwl] Raise [dice:n3ubrxwl]44852:13[/dice:n3ubrxwl]
    Ace [dice:n3ubrxwl]44852:15[/dice:n3ubrxwl]

Having the way cleared the remaining three come through looking for the second wave of attackers they only see Gravely and spinning launch their attacks.

Gravely Takes 2 hits each for 2 WOUNDS
Fighting [dice:n3ubrxwl]44852:16[/dice:n3ubrxwl]
  • Damage [dice:n3ubrxwl]44852:19[/dice:n3ubrxwl] + [dice:n3ubrxwl]44852:20[/dice:n3ubrxwl] Raise [dice:n3ubrxwl]44852:23[/dice:n3ubrxwl]
Fighting [dice:n3ubrxwl]44852:17[/dice:n3ubrxwl]
  • Damage [dice:n3ubrxwl]44852:21[/dice:n3ubrxwl] + [dice:n3ubrxwl]44852:22[/dice:n3ubrxwl] Raise [dice:n3ubrxwl]44852:24[/dice:n3ubrxwl]
Fighting [dice:n3ubrxwl]44852:18[/dice:n3ubrxwl]

EVERY ONE ELSE MAY ACT NOW: GRAVELY MAY ACT AS HE WAS CONSIDERED ON HOLD

Gravely; Do not forget you will need to soak one or two of those attacks.



EDIT: PLEASE MAKE NOTICE ROLLS AT -6 IF YOU ARE IN THE BASEMENT
  • 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
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: 04 Wenatchee Night Lands

Post by Tania »

OOC Comments
Escape Roll 1 @ Agility -2 [dice:p1fyyri0]44867:0[/dice:p1fyyri0]
Wild Agility (corrected) [dice:p1fyyri0]44867:2[/dice:p1fyyri0] Escape Roll 1=3 (Failure)
Escape Roll 2 @ Agility -2 [dice:p1fyyri0]44867:3[/dice:p1fyyri0] Wild agility 2 [dice:p1fyyri0]44867:4[/dice:p1fyyri0] Agility Ace [dice:p1fyyri0]44867:5[/dice:p1fyyri0] WAgility Ace [dice:p1fyyri0]44867:6[/dice:p1fyyri0] Escape Roll 2 = 9 (1 raise)
Notice [dice:p1fyyri0]44867:1[/dice:p1fyyri0] Wild Notice [dice:p1fyyri0]44867:7[/dice:p1fyyri0]
Tania attempts to twist free of her chains, assuming whichever form she needs to in order to get free. She fails to get her hands free, as her wrists do not change size enough, but she does manage to slip out of the leg cuffs. Well, she knows how to fight using a chain as a weapon, it will have to stay on until she finds a way to free herself.

Once she is finished trying to free herself (for now), she seeks a way out of the room.
Last edited by Tania on Tue Oct 23, 2018 6:30 pm, edited 4 times in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 04 Wenatchee Night Lands

Post by Gravely »

Shocked by the sudden disconnect from his Puppeted Hound, Gravely is caught off guard and the other hounds get the drop on him.

Soak vs 1st Attack, 14 _
Benny (2 of 3)
+2 to Trait rolls for Benny Use
  • Vigor [dice:3jtdqzab]44868:0[/dice:3jtdqzab]
  • Wild [dice:3jtdqzab]44868:1[/dice:3jtdqzab]
  • Aced! Wild [dice:3jtdqzab]44868:4[/dice:3jtdqzab]
Soak vs 2nd Attack, 12 _
Benny (1 of 3)
+2 to Trait rolls for Benny Use
  • Vigor [dice:3jtdqzab]44868:2[/dice:3jtdqzab]
  • Wild [dice:3jtdqzab]44868:3[/dice:3jtdqzab]
  • Aced! Wild [dice:3jtdqzab]44868:5[/dice:3jtdqzab]
The hound coming from the left missed due to reach as he was on the left side of the doorway coming out and Gravely was on the right. Essentially it was a large tangle of arms, hands, spears, and snapping maws.

The middle and right hounds managed to coordinate their attacks and initially had the drop on Gravely. By pulling back flat against the wall, Gravely manages to pull out of the way of the attack and pull his slung weapon up and pushing the muzzle of his M4 Carbine into the muzzle of the hound in the right side of the doorway.

"Eat hot lead Dark Spawn!"

Shooting 9 success, raise; 3 Rnd Burst, Damage 9, AP 2 _
3 rnds (17/20)
+2 Shooting, +2 Damage
  • Shooting [dice:3jtdqzab]44868:6[/dice:3jtdqzab]
  • Aced! Shooting [dice:3jtdqzab]44868:8[/dice:3jtdqzab]
  • Wild [dice:3jtdqzab]44868:7[/dice:3jtdqzab]
  • Damage [dice:3jtdqzab]44868:13[/dice:3jtdqzab]
  • Bonus [dice:3jtdqzab]44868:14[/dice:3jtdqzab]
misrolled
[*] Round 1 (AP 2) [dice:3jtdqzab]44868:9[/dice:3jtdqzab]
[*] Round 2 (AP 2) [dice:3jtdqzab]44868:10[/dice:3jtdqzab]
[*] Round 3 (AP 2) [dice:3jtdqzab]44868:11[/dice:3jtdqzab]
[*] Aced! Round 3 [dice:3jtdqzab]44868:12[/dice:3jtdqzab]
Last edited by Gravely on Tue Oct 23, 2018 7:10 pm, edited 14 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
Raphael
Bronze Patron
Bronze Patron
Posts: 36
Joined: Wed Jun 27, 2018 7:46 pm

Re: 04 Wenatchee Night Lands

Post by Raphael »

Bolt 3 Damage AP 4, Bolt 4 Damage AP 4
3 bolts, one each a different hound
Miracles Bolt 1 [dice:2xl7hl44]44871:0[/dice:2xl7hl44] Damage [dice:2xl7hl44]44871:4[/dice:2xl7hl44] AP 4
Bolt 2 [dice:2xl7hl44]44871:2[/dice:2xl7hl44] Damage [dice:2xl7hl44]44871:5[/dice:2xl7hl44] AP 4
Bolt 3 [dice:2xl7hl44]44871:3[/dice:2xl7hl44]
Wild Die [dice:2xl7hl44]44871:1[/dice:2xl7hl44]
Raphael approaches, firing off a trio of bolts toward the hounds. Two of the bolts hit, thin beams of light designed to penetrate their hard shells.
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: 04 Wenatchee Night Lands

Post by Mel Richter »

There were way too many of these things, and while magic could eat through whatever forces kept them together, while she was blowing one apart the rest would be hacking her friends into kibble. So Triessa decided to try to even the odds. The spell was one of the more complicated ones she knew, but it was good against groups.

Hopefully the Nightlands had something like winters.

Triessa held out her right arm, and the handflower wrapped around her palm flashed with energy as she gathered it from the world around her.

"Infriga," she said, and she felt the air ripple. Snowflakes began condensing out of nowhere and Triessa smiled. "Infriga arctis!"

Crackling lines of ice radiated out from Triessa's feet and spidered across the ground to where the Hounds towered over everyone. From the ground under them fingers of frost reached out, climbing up metal feet and ankles and growing over their hides like frosty serpents seeking their throats. In just seconds they were fighting off being virtually encased in ice!

(Greater Entangle on MBT positioned to affect as many Hounds as possible while leaving friendlies out of the AoE.)
Rolls: Spellcasting 10
Spellcasting at -3, contested by target Agility. Fully Entangled and unable to use Str or Agi traits if Triessa wins contest. Rolls to escape are at -4
[dice:3t5pp80s]45038:0[/dice:3t5pp80s] or [dice:3t5pp80s]45038:1[/dice:3t5pp80s]
Ace on wild [dice:3t5pp80s]45038:2[/dice:3t5pp80s]
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

Posting resistance for not. Signal and Catie still need to post before I move to the next phase.
Saves versus Triessa
Triessa wrote: Thu Oct 25, 2018 9:11 pm
Rolls: Spellcasting 10
Spellcasting at -3, contested by target Agility. Fully Entangled and unable to use Str or Agi traits if Triessa wins contest. Rolls to escape are at -4
[dice:1qthzbh8]45038:0[/dice:1qthzbh8] or [dice:1qthzbh8]45038:1[/dice:1qthzbh8]
Ace on wild [dice:1qthzbh8]45038:2[/dice:1qthzbh8]
I am unsure about your numbers and will ask in a PM to your Triessa Account if I do not get cleared up. But I think you should only be -2 to Spellcasting not -3.
Fully entangled is only if you get a Raise versus them.

Agility [dice:1qthzbh8]45060:0[/dice:1qthzbh8] Semi Entangled

Agility [dice:1qthzbh8]45060:1[/dice:1qthzbh8] Fully Entangled

Potential for 3rd target if also willing to hit Gravely. Let me know if you are willing to include Gravely and I will roll for third.
  • 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: 04 Wenatchee Night Lands

Post by Signal »

Clayton Hodge wrote: Sat Oct 20, 2018 1:27 pm
Notice 9, Spirit 5
Spirit: [dice:weymbbgh]44614:0[/dice:weymbbgh] (-2 Scene +2 Joker)
Wild: 2. This roll disapeared? I dont know why.

Reroll
Spirit: [dice:weymbbgh]44614:1[/dice:weymbbgh] (-2 Scene, +2 Joker, +2 Against the Odds)
Wild: [dice:weymbbgh]44614:4[/dice:weymbbgh]

Notice: [dice:weymbbgh]44614:2[/dice:weymbbgh] (+2 Acute Senses, +2 Joker)
Wild: [dice:weymbbgh]44614:3[/dice:weymbbgh]
'Jesus H. Christ, Ah ain't got a whoopin' that hard since tha gold rush ah '53. Last time ah ever played with dynamite in ah tight spot.'

With his skin mostly knitted back together and his bones popped back into posisiton, Clayton begins the shift to Hybrid form.

As soon as he has functional vocal cords again, Clayton shouts out to Signal, "Watch it, Ssparky. He'ss a crafty one. Ah can ssmell him a mile away, but even Ah'm sstruglin' to keep him in mah ssightss."

(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 9(3); 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
  • Florentine: +1 fighting vs opponent with 1 weapon and no shield / -1 to enemy's gang up bonus. Main Gauche's main hand parry bonus activated.
  • 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.
Notice Fail
Notice [dice:weymbbgh]45172:0[/dice:weymbbgh] (includes +2 for Alertness and -6 for scene modifier)
[dice:weymbbgh]45172:1[/dice:weymbbgh]
Unsure what to do, Signal backs up a step or two. He’d delivered about as hard a hit as he could, and the critter in there hadn’t even seemed phased. But what else was there but to keep trying?

”If at first you don’t succeed...” he mutters to himself as he charges back up.

”Sorry, Clayton. I’ve only got one move, here.”
Spirit for Zapping 7
Spirit [dice:weymbbgh]45172:2[/dice:weymbbgh]
Wild [dice:weymbbgh]45172:3[/dice:weymbbgh]


The air pulses with electricity again as another ball of lightning bursts into the room, exploding and filling every inch of space available.
11 damage (13 w/Champion) to a MBT, ignores non-full coverage armor
Damage [dice:weymbbgh]45172:4[/dice:weymbbgh] + [dice:weymbbgh]45172:5[/dice:weymbbgh] (Ace!) +2 for Dark Champion
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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Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 04 Wenatchee Night Lands

Post by Catie »

Fighting 11,12,9
Fighting[dice:1yttvu0q]45201:0[/dice:1yttvu0q] (includes pounce bonus)
Fighting[dice:1yttvu0q]45201:1[/dice:1yttvu0q]
Wild[dice:1yttvu0q]45201:2[/dice:1yttvu0q]
Ace[dice:1yttvu0q]45201:5[/dice:1yttvu0q]

Fighting[dice:1yttvu0q]45201:3[/dice:1yttvu0q] (includes pounce bonus and -2 for offhand attack)
Wild[dice:1yttvu0q]45201:4[/dice:1yttvu0q]
Catie pounces on the frozen hounds and goes into a frenzy as she takes swipes at them with her claws. Her lip curls up in a snarl and she makes use of both hands in defending herself and her friends.

Stupid hounds. The only good hound is a dead one and these ones are on their way. I wonder how many we’ll be able to eliminate during this trip? Not that I enjoy being attacked but getting to rid the world of these guys and their damage is certainly a perk.
Damage 23,13,10
Attack 1: [dice:1yttvu0q]45201:6[/dice:1yttvu0q] + [dice:1yttvu0q]45201:7[/dice:1yttvu0q] + Ace[dice:1yttvu0q]45201:12[/dice:1yttvu0q] + (raise) =19
Attack 2: [dice:1yttvu0q]45201:8[/dice:1yttvu0q] + [dice:1yttvu0q]45201:9[/dice:1yttvu0q] + (raise) = 11
Attack 3: [dice:1yttvu0q]45201:10[/dice:1yttvu0q] + [dice:1yttvu0q]45201:11[/dice:1yttvu0q] + (raise) = 6
Raise damage in post below.
User avatar
Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 04 Wenatchee Night Lands

Post by Catie »

(because the above post isn't letting me add the raise damage for some reason)
Raise Damage
Attack 1: [dice:yh4qy2vo]45205:0[/dice:yh4qy2vo]
Attack 2: [dice:yh4qy2vo]45205:1[/dice:yh4qy2vo]
Attack 3: [dice:yh4qy2vo]45205:2[/dice:yh4qy2vo]
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

LOADING DOCK
As gravely unloads his weapon into the Hound he sees the rounds bounding off the thick metal plating, leaving only scratches and scrapes in their wake. The realization is soon overcome as two of the hounds to his left are suddenly struck with a light so alien to the perpetual twilight of the Nightlands as to be blinding.

With their new holes in their chest of two of the three Hounds they stagger turning to give the Guardian their attention. when somehow ice starts forming on one of the staggered hounds and the one missed by the Guardian, encasing them so completely as to cover more than half their bodies and leave them immobile.

Catie pounces first killing the encased uninjured hound before finally destroying the abomination already struck by Raphael.

The remainder of the hounds on the dock however seem undeterred in their desire to see the cell killed.



BASEMENT
Tania is able to take advantage of her shape-changing ability to relieve herself of the chains and prepare herself for battle. When she feels a tingle in the air as it begins to ionize again, the jolt running through her. Who ever or whatever the hell is doing that is going to kill here it if persist. From within the murk of the filings and dust in the air a moan of pain can be heard, chilling and despair.



INITIATIVE
Initiative
4 joker deck from 53-56 are each Jokers of equal value
Hounds [dice:12l2h57x]45237:0[/dice:12l2h57x]
Catie [dice:12l2h57x]45237:1[/dice:12l2h57x]
Gravely [dice:12l2h57x]45237:2[/dice:12l2h57x]
Triessa [dice:12l2h57x]45237:3[/dice:12l2h57x]
Harvest [dice:12l2h57x]45237:4[/dice:12l2h57x]
Grimm [dice:12l2h57x]45237:5[/dice:12l2h57x] [dice:12l2h57x]45237:6[/dice:12l2h57x]
Squire Danielson [dice:12l2h57x]45237:7[/dice:12l2h57x]
How could I forget Clayton? [dice:12l2h57x]45237:8[/dice:12l2h57x] Reroll 20 or less [dice:12l2h57x]45237:9[/dice:12l2h57x]
Or even Signal? [dice:12l2h57x]45237:10[/dice:12l2h57x]

Jack Goes when or if someone posts for him
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

THE BASEMENT
Harvest Shaken
Spirit [dice:s5m4w9fy]45238:0[/dice:s5m4w9fy]
Wild [dice:s5m4w9fy]45238:1[/dice:s5m4w9fy]
Harvest slides out of nowhere again flashing into sight just as he attacks only to disappear completely after the damage is done. This time Signal is the threat targeted by the hound.
OOC Comments
Fighting [dice:s5m4w9fy]45238:2[/dice:s5m4w9fy]
Fighting [dice:s5m4w9fy]45238:3[/dice:s5m4w9fy]
Wild [dice:s5m4w9fy]45238:4[/dice:s5m4w9fy]
With a cold certainty something fills the blood of the Cell members in teh basement as they realize there are more threats in the room than Harvest alone. Suddenly Tania hears the voice of her tormentor fill the room. "You must be Mary's children. Surrender and I will let the mortals and the lycanthropes leave alive." Even worse as the voice fills the air Signal and Tania both loose any sense of Grimm as if he left the area.


Tania, Clayton, and Signal must make a fear check at -2, this is a monstrous ability not a spell so if you fail it becomes a +2 on your d20 roll.
OOC Comments
Spirit [dice:s5m4w9fy]45238:5[/dice:s5m4w9fy]
Wild [dice:s5m4w9fy]45238:6[/dice:s5m4w9fy]

Spellcasting [dice:s5m4w9fy]45238:7[/dice:s5m4w9fy]
Wild [dice:s5m4w9fy]45238:8[/dice:s5m4w9fy]


THE DOCK
The Hound already fighting Gravely sees the weakness of his armor and swings to cut off his leg as the three still in the building come pouring out. Lining up they take apart the monstrously size cat destroying the other hounds.
Gravely takes 14 for 2 wounds, Catie is Shaken 3 times from extreme damage
Forgot Spirit [dice:s5m4w9fy]45238:15[/dice:s5m4w9fy] to unshake
Fighting d8 +2/+2 All out, -2 Called Shot to bypass armor
Gravely Fighting [dice:s5m4w9fy]45238:9[/dice:s5m4w9fy] Ace [dice:s5m4w9fy]45238:14[/dice:s5m4w9fy]
  • Raise Damage [dice:s5m4w9fy]45238:16[/dice:s5m4w9fy] + [dice:s5m4w9fy]45238:17[/dice:s5m4w9fy] +[dice:s5m4w9fy]45238:18[/dice:s5m4w9fy] +2 +2


On Catie Fighting d8, Gang up +2, +2/+2 All out, Any Cursed? [dice:s5m4w9fy]45238:10[/dice:s5m4w9fy]
Catie Fighting [dice:s5m4w9fy]45238:11[/dice:s5m4w9fy]
  • Raise Damage [dice:s5m4w9fy]45238:19[/dice:s5m4w9fy] + [dice:s5m4w9fy]45238:20[/dice:s5m4w9fy] +[dice:s5m4w9fy]45238:21[/dice:s5m4w9fy] +2
Catie Fighting [dice:s5m4w9fy]45238:12[/dice:s5m4w9fy]
  • Damage [dice:s5m4w9fy]45238:22[/dice:s5m4w9fy] + [dice:s5m4w9fy]45238:23[/dice:s5m4w9fy] +2
Catie Fighting [dice:s5m4w9fy]45238:13[/dice:s5m4w9fy]
  • Damage [dice:s5m4w9fy]45238:24[/dice:s5m4w9fy] + [dice:s5m4w9fy]45238:25[/dice:s5m4w9fy] +2
ALL PLAYERS MAY ACT & RESOLVE ROLLS
In Basement Attacking Harvest requires a -4 to your roll for his concealment like power, which forces your mind to ignore him.
  • 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
Tania
Posts: 123
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Re: 04 Wenatchee Night Lands

Post by Tania »

Eventually Tania manages to slip free if the chains, but keeps one as a weapon...it is possibly not as good as her teeth and claws, but has a bit longer reach. She is seeking the exit to the room...which was concealed...when the surge of electricity bursts into the chamber. Fortunately she is no longer grounded to the wall by the chains, so it does not hit her as hard as the last one. Still, her muscles seize up and she falls to the floor. She hopes there are not too many more of those, she is tough, especially in her Nightbane form, but enough electrical jolts can kill her, well she thinks they can at least.

Then she hears the voice of her tormentor, she does not know what he is saying about Mary's Children, but can feel her hackles rise as he speaks.
OOC Comments
Spirit -2 for fear check[dice:2ah4b1c6]45259:0[/dice:2ah4b1c6] Wild Spirit [dice:2ah4b1c6]45259:1[/dice:2ah4b1c6] Spirit roll=3
Notice [dice:2ah4b1c6]45259:2[/dice:2ah4b1c6] Wild Notice [dice:2ah4b1c6]45259:3[/dice:2ah4b1c6] Notice Roll = 5 (Success)
[dice:2ah4b1c6]45259:4[/dice:2ah4b1c6] Fear result
Recovery Roll (Spirit) [dice:2ah4b1c6]45259:5[/dice:2ah4b1c6] Wild Recovery [dice:2ah4b1c6]45259:6[/dice:2ah4b1c6] Recovery Ace [dice:2ah4b1c6]45259:7[/dice:2ah4b1c6] WR Ace [dice:2ah4b1c6]45259:8[/dice:2ah4b1c6] WRAce2 [dice:2ah4b1c6]45259:9[/dice:2ah4b1c6] Recovery Roll = 13, 2 Raises
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Raphael
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Re: 04 Wenatchee Night Lands

Post by Raphael »

Barrier 21
Barrier

Faith [dice:2hc9bknh]45269:0[/dice:2hc9bknh]
Explode
[dice:2hc9bknh]45269:2[/dice:2hc9bknh]
Wild Die [dice:2hc9bknh]45269:1[/dice:2hc9bknh]
The hounds appear and attack his team mates. Raphael, ever calm, responds by holding his hand up in a "stop" gesture. The hounds are immediately trapped in a thick wall of glowing white light, which spares Gravely from being trapped within. Raphael walks closer to the group, intending to help Gravely if no other adversaries appear.
Last edited by Raphael on Thu Nov 01, 2018 11:08 am, edited 1 time in total.
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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Clayton Hodge
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Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Spirit 9; -2 Bennies
Fear
Spirit: [dice:3tzdm3wt]45406:0[/dice:3tzdm3wt]
Wild: [dice:3tzdm3wt]45406:1[/dice:3tzdm3wt]

Reroll
Spirit: [dice:3tzdm3wt]45406:2[/dice:3tzdm3wt] (-2 Monstrous Ability, +2 Against the Odds)
Wild: [dice:3tzdm3wt]45406:3[/dice:3tzdm3wt]

Reroll:
Spirit: [dice:3tzdm3wt]45406:4[/dice:3tzdm3wt]
Spirit: [dice:3tzdm3wt]45406:5[/dice:3tzdm3wt] Ace: [dice:3tzdm3wt]45406:6[/dice:3tzdm3wt]
Clayton feels an irrational fear tug at his mind, and he almost succumbs to it. Then he feels a protective urge again, and he remembers he has Signal right behind him. Clayton shakes it off and tries to get a good read on Harvest's location.
Fighting Crit Fail, 7: 9 Damage
Main Gauche
Fighting: [dice:3tzdm3wt]45406:7[/dice:3tzdm3wt] (-4 Monstrous Ability, -2 Off Hand, +2 Wild; +1 if Florentine applies)
Wild: [dice:3tzdm3wt]45406:8[/dice:3tzdm3wt]

Celeste
Fighting: [dice:3tzdm3wt]45406:9[/dice:3tzdm3wt] (-4 Monstrous Ability, +2 Wild; +1 if Florentine applies)
Wild: [dice:3tzdm3wt]45406:10[/dice:3tzdm3wt]

Golden Benny Reroll
Fighting: [dice:3tzdm3wt]45406:11[/dice:3tzdm3wt] (-4 Monstrous Ability, +2 Wild, +2 Against the Odds; +2 Golden Benny; +1 if Florentine applies, +? Gang up)
Fighting: Wild: [dice:3tzdm3wt]45406:12[/dice:3tzdm3wt]+2=7

Damage: 7 + 1 (+2 Wild, +2 Champion - Goofed Roll by Rolling as Koshnek when I rolled as Clayton originally)

Reroll (Raphael's Benny)
Damage: [dice:3tzdm3wt]45406:13[/dice:3tzdm3wt] + [dice:3tzdm3wt]45406:14[/dice:3tzdm3wt] (+2 Wild, +2 Champion)

Reroll (Ralphael's Benny)
Damage: [dice:3tzdm3wt]45406:15[/dice:3tzdm3wt] + [dice:3tzdm3wt]45406:16[/dice:3tzdm3wt] (+2 Wild, +2 Champion)
Clayton's a crafty fighter, but none of his tricks seem to be working against Harvest. His lunge with the main gauche misses completely, and his grip slips and the dagger goes flying. Celeste strikes Harvest, but it slides across his skin without doing more than leaving a small scratch.

"Keep it up, Ssparky. Ah thank you're pisssin' him off more'n Ah am," Clayton tells Signal.

Clayton is at 7 Parry from the -2 for Wild Attack.
Clayton is at 6 Parry from losing his Main Gauche.
(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: 0(-4); Pace: 6; Parry: 9(3); 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
  • Florentine: +1 fighting vs opponent with 1 weapon and no shield / -1 to enemy's gang up bonus. Main Gauche's main hand parry bonus activated.
  • 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.
Last edited by Clayton Hodge on Fri Nov 02, 2018 6:44 pm, edited 3 times in total.
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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Tania
Posts: 123
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania growls and gives a giggling cry, the famous 'hyena laugh", she is not going to let this sourceless fear conquer her.

Now that Tania is free and has a chance to look around, she realizes that the wall against which she was chained has been blown inward, it must be what freed the chains. She cautiously climbs up the unstable stone to where the opening is large enough and squeezes through, not sure where it goes but it is probably not anywhere worse than here.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Signal
Posts: 95
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Re: 04 Wenatchee Night Lands

Post by Signal »

Spirit to Resist Fear 4
Spirit vs Fear [dice:lzgvvqvr]45543:0[/dice:lzgvvqvr]
Wild [dice:lzgvvqvr]45543:1[/dice:lzgvvqvr]
Benny to reroll [dice:lzgvvqvr]45543:2[/dice:lzgvvqvr]
Wild [dice:lzgvvqvr]45543:3[/dice:lzgvvqvr]
Notice 4
Notice [dice:lzgvvqvr]45543:12[/dice:lzgvvqvr]
[dice:lzgvvqvr]45543:13[/dice:lzgvvqvr]
Benny to reroll
[dice:lzgvvqvr]45543:14[/dice:lzgvvqvr] (Elan and Alertness offset -4)
[dice:lzgvvqvr]45543:15[/dice:lzgvvqvr]
Fighting 16
[dice:lzgvvqvr]45543:4[/dice:lzgvvqvr]
Wild [dice:lzgvvqvr]45543:5[/dice:lzgvvqvr] + [dice:lzgvvqvr]45543:6[/dice:lzgvvqvr] + [dice:lzgvvqvr]45543:7[/dice:lzgvvqvr]
Damage 24
[dice:lzgvvqvr]45543:8[/dice:lzgvvqvr] (Str) + [dice:lzgvvqvr]45543:9[/dice:lzgvvqvr] (Raise) + [dice:lzgvvqvr]45543:10[/dice:lzgvvqvr] (Martial Arts) + [dice:lzgvvqvr]45543:11[/dice:lzgvvqvr] (Ace) + 2 (Dark Champion) + 4 (Weakness to Nightbane) + 4 (Golden Benny)
-1 Golden Benny
Signal tires of this dance, and says so. ”This is getting old,” he yells and charges the creature. He doesn’t have far to go, thanks to it having come so close to try and attack Signal... which was a mistake.

The electricity flows from him. His eyes crackle, the air turns hot, and flashes of deadly blue and white light dance across his knuckles. With a shout, Manny drives his fist at Harvest and buries his hand up to his forearm in its chest, residual arcs of energy dancing in every direction.

You’re not the only one dangerous with your hands.
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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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

Staggering from the blow Harvest let's out a cracking noise not unlike a child crying. The noise escaping briefly before something unexplained strengthens on it and the whimpering stops.

Harvest Takes 2 wounds and is shaken
[dice:oxyvh544]45555:0[/dice:oxyvh544]
[dice:oxyvh544]45555:1[/dice:oxyvh544]
redue
[dice:oxyvh544]45555:2[/dice:oxyvh544]
[dice:oxyvh544]45555:3[/dice:oxyvh544]
Does the shroud drop? Casting versus Target 24
Spirit [dice:oxyvh544]45555:4[/dice:oxyvh544]
Wild [dice:oxyvh544]45555:5[/dice:oxyvh544]

Not even worth a benny to reroll
  • 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
Posts: 95
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Re: 04 Wenatchee Night Lands

Post by Signal »

RFT wrote: Sat Nov 03, 2018 8:02 am Staggering from the blow Harvest let's out a cracking noise not unlike a child crying. The noise escaping briefly before something unexplained strengthens on it and the whimpering stops.
Harvest Takes 2 wounds and is shaken
[dice:2hwopsfy]45555:0[/dice:2hwopsfy]
[dice:2hwopsfy]45555:1[/dice:2hwopsfy]
redue
[dice:2hwopsfy]45555:2[/dice:2hwopsfy]
[dice:2hwopsfy]45555:3[/dice:2hwopsfy]
Signal is taken aback by the sound of a child crying from within the creature... or whatever that had been. He steps away while muttering, ”What was that?! This place is so messed up!”
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

Sorry forgot to roll if the talent drops
Does the shroud drop? Casting versus Target 24
Spirit [dice:1z4gmi0a]45555:4[/dice:1z4gmi0a]
Wild [dice:1z4gmi0a]45555:5[/dice:1z4gmi0a]

Not even worth a benny to reroll
As Harvest stumbles back suddenly it becomes visible as Signal's senses tell him he is facing another nightbane.
  • 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: 04 Wenatchee Night Lands

Post by Gravely »

Vigor to Unshake _
  • Vigor [dice:1p97k6yn]45566:0[/dice:1p97k6yn]
  • Wild [dice:1p97k6yn]45566:1[/dice:1p97k6yn]
Gravely falls backwards as his legs are swept out from under him and he lands squarely on his back.
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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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 04 Wenatchee Night Lands

Post by Mel Richter »

On seeing Gravely so badly injured...and on realizing she couldn't hit the Hounds with an attack when they were behind the barrier he'd raised, Triessa hurried to his side and held a hand over him.

"Fortius," she said quietly, concentrating. "Fortius..."

Energy poured into Gravely, seeming to come from the earth under him, the air around him. Like drinking a 32oz Big Gulp of Mountain Dew all at once...it did nothing to ease the pain of his injury, but it chased away the cobwebs of shock, jolting him to full awareness again!

(Boost Trait: Spirit, to help him unshake next turn!)
Rolls: Spellcasting 10 (raise clears Shaken!)
Spellcasting: [dice:2sei4s2c]45697:0[/dice:2sei4s2c] or [dice:2sei4s2c]45697:1[/dice:2sei4s2c] - Note, has Jolt trapping; on raise it clears Shaken. :)
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

Initiative: Grimm (Joker) & Hounds, Players, Harvest, and Danielson. Jack and Catie are on hold
4 joker deck from 53-56 are each Jokers of equal value
Catie = On Hold, May Post Whenever
Clayton = [dice:3sznuvbv]45733:0[/dice:3sznuvbv]
Gravely = [dice:3sznuvbv]45733:1[/dice:3sznuvbv]
Grimm = [dice:3sznuvbv]45733:2[/dice:3sznuvbv]
Harvest = [dice:3sznuvbv]45733:3[/dice:3sznuvbv]
Hounds = [dice:3sznuvbv]45733:4[/dice:3sznuvbv]
Raphael = [dice:3sznuvbv]45733:26[/dice:3sznuvbv]
Signal = [dice:3sznuvbv]45733:5[/dice:3sznuvbv]
Squire Danielson = [dice:3sznuvbv]45733:6[/dice:3sznuvbv]
Triessa = [dice:3sznuvbv]45733:7[/dice:3sznuvbv]

Jack goes if someone posts for him he is still on hold from not being used last round
As the dust from the explosions settles the room appears to be filled with small wooden locust. The locust begin biting and stinging everyone in the room as a voice echos from the vast array of insects. "Be well I take your pain. Go to your room Harvest, I will protect you." Suddenly with his words half of the insects fall to the ground broken and landing like drops of blood as simultaneously Harvest wounds are sealed closed as if never wounded.

Healing, Clayton takes 12, Signal takes 9, Tania takes 15; Ignores Armor
Healing: Spirit d12, Trapping +2, Joker +2, Wounds -1
Spirit [dice:3sznuvbv]45733:8[/dice:3sznuvbv]
Wild [dice:3sznuvbv]45733:9[/dice:3sznuvbv]

Large Swarm - No Attack Roll & Ignores Armor
Damage to Clayton [dice:3sznuvbv]45733:10[/dice:3sznuvbv] Ace [dice:3sznuvbv]45733:13[/dice:3sznuvbv] Ace [dice:3sznuvbv]45733:16[/dice:3sznuvbv]
Damage to Signal [dice:3sznuvbv]45733:11[/dice:3sznuvbv] Ace [dice:3sznuvbv]45733:14[/dice:3sznuvbv]
Damage to Tania [dice:3sznuvbv]45733:12[/dice:3sznuvbv] Ace [dice:3sznuvbv]45733:15[/dice:3sznuvbv] Ace [dice:3sznuvbv]45733:17[/dice:3sznuvbv]
The Hounds sheathed in their prison to closely to use their pole arms use their strength to destroy the barrier around them. As the first hound breaks open a way the other two rush out and seeing the source of their trouble leap into the air closing the distance to Raphael and Triessa attempting to slice them in half!

Hits Triessa with a 8 for 15 damage
Wild attack +2/+2
Fighting [dice:3sznuvbv]45733:23[/dice:3sznuvbv] versus 2
Damage [dice:3sznuvbv]45733:18[/dice:3sznuvbv]


Raphael = Wild attack +2/+2
Fighting [dice:3sznuvbv]45733:24[/dice:3sznuvbv] versus 5?
Damage [dice:3sznuvbv]45733:19[/dice:3sznuvbv] + [dice:3sznuvbv]45733:20[/dice:3sznuvbv]

Triessa = Wild attack +2/+2
Fighting [dice:3sznuvbv]45733:25[/dice:3sznuvbv] versus 4?
Damage [dice:3sznuvbv]45733:21[/dice:3sznuvbv] + [dice:3sznuvbv]45733:22[/dice:3sznuvbv]



ALL PLAYERS MAY ACT & RESOLVE ROLLS Catie or Jack can roll Agility versus 6 to interrupt the Hound before it slices Triessa.
In Basement obscurement from dust is gone.
  • 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
Raphael
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Re: 04 Wenatchee Night Lands

Post by Raphael »

OOC Comments
Jack attempts to interrupt the hound attacking Treissa
Agility [dice:1lnsbxdn]45734:0[/dice:1lnsbxdn]
Wild Die(?) [dice:1lnsbxdn]45734:1[/dice:1lnsbxdn]

Jack Attack
[dice:1lnsbxdn]45734:2[/dice:1lnsbxdn]
Wild Die [dice:1lnsbxdn]45734:3[/dice:1lnsbxdn]
Damage [dice:1lnsbxdn]45734:4[/dice:1lnsbxdn] str +Champion + Improved Martial Arts [dice:1lnsbxdn]45734:5[/dice:1lnsbxdn]
Ace [dice:1lnsbxdn]45734:7[/dice:1lnsbxdn]+Natural weaponry [dice:1lnsbxdn]45734:6[/dice:1lnsbxdn]
22 damage AP2

The hound gives an all out effort to attack Tiessa, and BIOden sees a perfect opportunity. He steps between them and rips his razor sharp talons across the creatures abdomen.
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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Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

The hound is sliced cleanly down the middle and falls to the ground in two perfect halves before being able to land its blow on Triessa.
  • 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: 04 Wenatchee Night Lands

Post by Raphael »

Bolt: 17 Damage AP 4
Bolt [dice:2vc7634c]45750:0[/dice:2vc7634c]
Wild Die [dice:2vc7634c]45750:1[/dice:2vc7634c]
Damage [dice:2vc7634c]45750:2[/dice:2vc7634c]
Explode [dice:2vc7634c]45750:3[/dice:2vc7634c]
+4 damage due to hounds weakness against arcane abilities
Raphael calmy turns toward one of the newly freed hounds. He points at one and a beam of light flashes toward it, hitting it in the chest. The hound crumples to the ground, a hole that passes entirely through it's body illuminated by the pale flicker of light from the remaining part of the barrier.
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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Tania
Posts: 123
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania enters the room, but before she can really evaluate the situation she is swarmed by wooden locusts. She realizes, with her Nightbane perceptions, that these locusts are all part of one Nightbane. She has not encountered the talent before, but can feel the presence of a Nightbane spread through them all.

The wooden locusts bite her, no individual bite doing much harm, but by sheer numbers accumulating significant damage, like a swarm of bees.


OOC Comments
15 damage is pretty significant...2 wounds, so will have spend a bennie to make a soak roll Since she is currently in Morphus form, she uses her Vigor of 1d8 and fortunately does not have to factor in wound modifiers. Toughness [dice:3blsiui2]45759:0[/dice:3blsiui2] HUMPH, I never seem to succeed at soak rolls, hate this dice roller! Oops, I get a wild roll on that I think, well add that roll and hope...Wild Toughness[dice:3blsiui2]45759:1[/dice:3blsiui2] Well the wild die soaked one, better than nothing.
Also need a Recovery roll from being shaken [dice:3blsiui2]45759:2[/dice:3blsiui2] Wild Recover [dice:3blsiui2]45759:3[/dice:3blsiui2] WRAce [dice:3blsiui2]45759:4[/dice:3blsiui2]
Angered by the pain, Tania lays about her with her chain, whipping it around her as fast and hard as she can with no real aim, simply hoping to smash as many bugs as possible.
OOC Comments
Fighting [dice:3blsiui2]45759:5[/dice:3blsiui2] Wild Fighting [dice:3blsiui2]45759:6[/dice:3blsiui2]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Gravely
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Re: 04 Wenatchee Night Lands

Post by Gravely »

"Dear God! Could you turn down the power on the defibulator?"

Laying on the ground he looks around and realizes that he is not talking to EMTs. Triessa is there and Gravely snaps back to the present situation. "Oh, thanks."

Not even attempting to get to his feet, he lays on the ground and closes his eyes. Summoning the Silent Attack.
Silent Attack (Stun) 6 _
Disadvantage: -1 for Power Difficulty
  • Psionics [dice:1rs661yb]45764:0[/dice:1rs661yb]
  • Wild [dice:1rs661yb]45764:1[/dice:1rs661yb]
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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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa sat where she was, eyes wide, breathing hard. The only thing in her head was oh shit oh shit oh shit oh shit oh shit.

The skin on her hand itched and crawled. When she looked down at it she saw the monstrous black bladed polearm the Hound used had fallen there, inches from where her hand was braced on the ground. The same blade that had almost cleaved straight through her.

What the fuck am I even doing here?! I'm just a human being, not some crazy shapeshifter or light...elf...thing! I could DIE!

She knew that voice, oh yes. She knew it of old. The same voice that, when watching a dark ritual carried out with her parents bound to plinths, had told her to stay back. Stay quiet. Wait for the right moment.

There was still one of these bastards left.

The sorceress rocked over onto her left side a little to free her right hand to swing out and point at the remaining Hound. Magic crackled along her arm down to her fingertip as she shouted, "Fuego!"

From the string of gems wrapped around her arm and hand exploded a burst of flame, yellow and white, turning the air into a shimmering mass of distortion as it lanced towards the towering black metal of its target!

Rolls: Spellcasting 8, 20 damage, 2 AP
Spellcasting (-1 casting penalty) [dice:2fxnhw3a]45793:0[/dice:2fxnhw3a] or [dice:2fxnhw3a]45793:1[/dice:2fxnhw3a] for a Bolt.
Ace [dice:2fxnhw3a]45793:3[/dice:2fxnhw3a]
Damage on hit is [dice:2fxnhw3a]45793:2[/dice:2fxnhw3a] +4 for arcane
Ace [dice:2fxnhw3a]45793:5[/dice:2fxnhw3a]
Raise [dice:2fxnhw3a]45793:4[/dice:2fxnhw3a]
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Ndreare
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Location: Skagit County, Washington
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

The blast destroys and remaining magic animating the golem as it falls to the ground a deformed and smoking husk.
  • 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
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Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 7, Spirit to Unshake 9
Notice [dice:5xovgzdt]45846:0[/dice:5xovgzdt]
Wild [dice:5xovgzdt]45846:1[/dice:5xovgzdt]

Spirit to unshake [dice:5xovgzdt]45846:2[/dice:5xovgzdt] + [dice:5xovgzdt]45846:4[/dice:5xovgzdt]
Wild [dice:5xovgzdt]45846:3[/dice:5xovgzdt]
Signal's entire body stings as the weird wooden bug things strike him, filling his mind with white hot hurt. This place sucks. This place sucks so bad.

Swatting some of the bugs away, he glares at the newcomers: a swarm Nightbane and a super-creepy ghoul looking one. The swarm is clearly more bad news, he called that thing 'Harvest', and the other seems to be fighting on the same side as the team... but is also standing in the line of fire.

Harvest looks like he's going to run, and Signal can't decide if that's a good thing or a bad thing, given how hard of a fight this has been...

"Okay, Clayton, clench up! New guy, watch yourself!" Signal yells, gathering lightning in his fist and thrusting it forward, once again filling the air with arcing electricity.
Spirit to Zap 3
Spirit [dice:5xovgzdt]45846:5[/dice:5xovgzdt]
Wild [dice:5xovgzdt]45846:6[/dice:5xovgzdt]
Targeting Grimm (and likely catching Clayton in the blast). Per Rob on Hangouts, Tania should be okay.
Unfortunately, all Signal manages to do is put on a heck of a light show, as the energy sparks and fizzles harmlessly around them.
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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Catie
Posts: 29
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Re: 04 Wenatchee Night Lands

Post by Catie »

Spirit 18
Spirit[dice:7c0qvzws]45854:0[/dice:7c0qvzws]
Wild[dice:7c0qvzws]45854:1[/dice:7c0qvzws]
Ace[dice:7c0qvzws]45854:2[/dice:7c0qvzws]
Catie brushes off the damage the hounds had done to her and is grateful to be part of a team that was able to take care of them while she was distracted and hurt.
”Thank you,” she says to Raphael, Triessa, and Gravely. ”Sorry I zoned out there for a minute. Should we go in before more come out?”
She heads towards the door, hoping to find Mary before anyone can be more seriously hurt.
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

"Yeah," Triessa grumps as she gets to her feet. "Don't help me up or anything, I'm fine. There."

Despite her grousing, she did make some haste to get to the door after Catie, all too aware of the danger the others were in, not to mention Mary herself.
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Raphael
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Re: 04 Wenatchee Night Lands

Post by Raphael »

OOC Comments
Raphael
Notice [dice:2okkzd1n]45883:0[/dice:2okkzd1n]
Wild Die [dice:2okkzd1n]45883:1[/dice:2okkzd1n]
Heal Gravely
Miracles [dice:2okkzd1n]45883:4[/dice:2okkzd1n]
Wild Die [dice:2okkzd1n]45883:5[/dice:2okkzd1n]
Bioden
Notice [dice:2okkzd1n]45883:2[/dice:2okkzd1n]
Wild Die [dice:2okkzd1n]45883:3[/dice:2okkzd1n]
Raphael walks over to Gravely and puts his hand on his shoulder. Gravely feels a warmth course through his body, and finds that one of his wounds is healed.
"Quickly, we must find Mary"

BIOden nods and gets into a crouch. He takes the lead and walks through the door the hounds just came through, razor sharp talons ready to rip apart any enemies.
Last edited by Raphael on Mon Nov 12, 2018 11:31 am, edited 3 times in total.
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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Gravely
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Re: 04 Wenatchee Night Lands

Post by Gravely »

As soon as the oppressive nature of the current opponets had been lessened by the other members of the team, Gravely was on his feet and heading through the door.

"Anyone other than myself get knocked around?"

Private Eye, Notice 5 _
  • Notice [dice:ainuxeiy]45885:0[/dice:ainuxeiy]
  • Wild [dice:ainuxeiy]45885:1[/dice:ainuxeiy]
When Gravely cleared the door, he found a wall closeby and set his back against it. His M4 Carbine drawn and held in both hands.

"Triessa we are going to need better weapons for the next time we come here. Maybe some coordination on powers and equipment as well."

"Anyone else feeling a bit underpowered?"
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: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa glanced back at Gravely skeptically.

"What do I look like, a gunsmith? Besides, you're a psychic who knows magic. You've probably got more potential power than anyone else in this room."
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Catie
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Re: 04 Wenatchee Night Lands

Post by Catie »

Notice 5
Notice[dice:37qx5egx]46099:0[/dice:37qx5egx]
Wild[dice:37qx5egx]46099:1[/dice:37qx5egx]
”I’m definitely feeling underpowered. Although that might just be because we’re on their home turf. Anyone know how to set traps or fires well about to take this place out when we leave? Just seeing how many are here is making me itchy.”
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Tania
Posts: 123
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Re: 04 Wenatchee Night Lands

Post by Tania »

Feeling annoyed at her inability to strike the Locusts, Tania decides to try a different tactic, she attempts to call forth dozens of undead arms from the ground to grasp at the locusts, perhap they will have a harder time dodging if there are more things to dodge.
OOC Comments
Spirit roll at -1 to create area effect spell. Spirit [dice:3mklzph3]46122:0[/dice:3mklzph3], Wild Spirit [dice:3mklzph3]46122:1[/dice:3mklzph3]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

Agility versus Entangle 8
Agility [dice:3ri90grs]46200:0[/dice:3ri90grs]
Wild [dice:3ri90grs]46200:1[/dice:3ri90grs]

Swarm: Parry +2; Because the swarm is composed of
scores, hundreds, or thousands of creatures, cutting
and piercing weapons do no real damage. Area-effect
weapons work normally
, and a character can stomp to
inflict his damage in Strength each round. Swarms are
usually foiled by jumping in water (unless they are aquatic
pests, such as piranha).
The spinning swarm of locusts manage to continue though what must be dozens if not hundreds of them are captured by the grasping hands, there are simply too many. To make matters worse as the tempo in the room calms suddenly Harvest cannot be sensed as if he has again been removed from perception.





OOC Comments
Spellcasting [dice:3ri90grs]46200:2[/dice:3ri90grs]
Wild [dice:3ri90grs]46200:3[/dice:3ri90grs]

Benny to Reroll
Spellcasting [dice:3ri90grs]46200:4[/dice:3ri90grs]
Wild [dice:3ri90grs]46200:5[/dice:3ri90grs]

2nd Benny to Reroll
Spellcasting [dice:3ri90grs]46200:6[/dice:3ri90grs]
Wild [dice:3ri90grs]46200:7[/dice:3ri90grs]
As the dock team runs into the building the hall is empty with no sign of danger anywhere as a strange feeling begins to settle down over the cell of would be rescuers. "This is wonderful, I will have so many prizes I will be able to get rid of that fool that thinks to tutor me."

With the words the atmosphere darkens slightly as the ground begins moving underfoot and the walls themselves begin melting and distorting.





Gravely & Signal Go, then Bad guys, then the rest of the players
OOC Comments
4 joker deck from 53-56 are each Jokers of equal value
Catie = On Hold, May Post Whenever
Clayton = [dice:3ri90grs]46200:8[/dice:3ri90grs]
Gravely = [dice:3ri90grs]46200:9[/dice:3ri90grs]
Grimm = [dice:3ri90grs]46200:10[/dice:3ri90grs]
Harvest = [dice:3ri90grs]46200:11[/dice:3ri90grs]
Hounds = [dice:3ri90grs]46200:12[/dice:3ri90grs]
Raphael = [dice:3ri90grs]46200:13[/dice:3ri90grs]
Signal = [dice:3ri90grs]46200:14[/dice:3ri90grs]
Squire Danielson = [dice:3ri90grs]46200:15[/dice:3ri90grs]
Triessa = [dice:3ri90grs]46200:16[/dice:3ri90grs]
  • 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: 04 Wenatchee Night Lands

Post by Signal »

Notice 7, Spirit to Throw Electricity 7
Notice [dice:go0lz6yo]46205:0[/dice:go0lz6yo]
Wild [dice:go0lz6yo]46205:1[/dice:go0lz6yo]

Spirit for zapping [dice:go0lz6yo]46205:2[/dice:go0lz6yo]
Wild [dice:go0lz6yo]46205:3[/dice:go0lz6yo]

Benny to reroll with Nightbane Elan, because honestly.
Spirit [dice:go0lz6yo]46205:4[/dice:go0lz6yo]
Wild [dice:go0lz6yo]46205:5[/dice:go0lz6yo]
10 Damage to MBT (ignores non-full coverage armor), Catching Locusty Nightbane and Clayton
[dice:go0lz6yo]46205:6[/dice:go0lz6yo] Includes bonus for Champion, but no other bonuses (as the target is another Nightbane)
All thought of stealth gone, Signal gathers even more lightning in his hand and thrusts it at the swarming bugs. "Come on! Just die already!"

The air explodes in electric light again, catching a cloud of bugs and Clayton in the blast.

Sorry, Clayton! he thinks, and not for the first time this fight.

While he’s fighting, he keeps an ear out for any enemy radio, cell or other signals he might be able to pick up.
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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Wenatchee Night Lands

Post by Ndreare »

In the Basement - Clayton Signal, and Tania
OOC Comments
Fast Regeneration Vigor d8, Fast Healer +2, Wounds -3
Vigor [dice:2f6sumiy]46345:0[/dice:2f6sumiy]
Wild [dice:2f6sumiy]46345:1[/dice:2f6sumiy] Ace [dice:2f6sumiy]46345:2[/dice:2f6sumiy]

Spirit Unshake d12, Combat Reflexes +2, Wounds -2
Spirit [dice:2f6sumiy]46345:3[/dice:2f6sumiy]
Wild [dice:2f6sumiy]46345:4[/dice:2f6sumiy]

Shadow Walker d12, Wounds -2
Spirit [dice:2f6sumiy]46345:5[/dice:2f6sumiy]
Wild [dice:2f6sumiy]46345:6[/dice:2f6sumiy]
Suddenly the swarm of locusts begin turning dark until they are gone completely as they race away into the darkness of the corners. Tania, and Signal's awareness of Grimm fades then can be felt above him in the building for a brief flash of seconds, then it is gone completely from perception.

Clayton and Signal find they are in a suddenly quit room empty of combatants, with a strange new Nightbane standing across from them.



First Floor - EVERYONE ELSE, Gravely (on hold)
Suddenly a voice rasping and echoing like a thousand voices speaking as one can be heard. "Squire, we have orders, it is time to go, let the hounds kill them."

The aggravated and frustrated voice of the your previous attacker can be heard responding just as clearly. "No, I will not be chased from my house by mear mortals and lycanthropes. They will pay for their trespass."

The whispering thousands return saying. "They have brethren with them and my assignment was simply to keep you alive." Then just as suddenly as the swelling and shifting walls arrived they are gone revealing half a dozen hounds moving in to perfect positions ready to under the cover of the illusions.

The hounds sensing you are now aware of their presence and their master no longer perceptible to them lash out as one. swinging their great weapons is sweeping arcs trying to kill or at a minimum maim you.

Gravely takes 10, Triessa takes 3, Raphael takes 11
Catie [dice:2f6sumiy]46345:7[/dice:2f6sumiy]

Gravely [dice:2f6sumiy]46345:8[/dice:2f6sumiy] Hit for [dice:2f6sumiy]46345:12[/dice:2f6sumiy] + [dice:2f6sumiy]46345:13[/dice:2f6sumiy]

Jack [dice:2f6sumiy]46345:9[/dice:2f6sumiy]

Triessa [dice:2f6sumiy]46345:10[/dice:2f6sumiy] Hit for [dice:2f6sumiy]46345:14[/dice:2f6sumiy] + [dice:2f6sumiy]46345:15[/dice:2f6sumiy]

Raphael [dice:2f6sumiy]46345:11[/dice:2f6sumiy] Hit for [dice:2f6sumiy]46345:16[/dice:2f6sumiy] + [dice:2f6sumiy]46345:17[/dice:2f6sumiy]

EVERYONE BUT SIGNAL MAY ACT (Signal may RP)
  • 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
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: 04 Wenatchee Night Lands

Post by Tania »

Tania suddenly finds herself deprives of enemies, which seems strange since Grimm was on the verge of overwhelming her. Why would he flee? He should have knocked them out and then taken them prisoner...unless something called him away or there is another threat he is aware of and considers more important. Those are the only two reasons she can think of, and given she has met his master (even if she knows nothing about him) she is betting on the former.

Grimm was up higher somewhere before he vanished, if his master called him, that must have been where he was called to. Possibly a clue to where they went can be called there.
OOC Comments
Notice [dice:xue6n0c6]46350:0[/dice:xue6n0c6] Wild Notice [dice:xue6n0c6]46350:1[/dice:xue6n0c6]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Gravely
Posts: 203
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Re: 04 Wenatchee Night Lands

Post by Gravely »

Gravely, under his cautious nature, takes the brunt of the hound's attack. Really need much better armor. The whole team does.

Our equipment, we need a serious retrofit.

As he is literally the first man in the room to experience the world turning and unraveling. Gravely finds a point among the hounds and releases his Silent Attack once more.

Silent Attack _
  • Psionics [dice:obszzngj]46368:6[/dice:obszzngj]
  • Wild [dice:obszzngj]46368:7[/dice:obszzngj]
Disregard _
  • Vigor [dice:obszzngj]46368:2[/dice:obszzngj]
  • Aced! Vigor [dice:obszzngj]46368:4[/dice:obszzngj]
  • Super Aced! [dice:obszzngj]46368:5[/dice:obszzngj]
  • Wild [dice:obszzngj]46368:3[/dice:obszzngj]
Disregard This Too _
  • Spirit [dice:obszzngj]46368:0[/dice:obszzngj]
  • Wild [dice:obszzngj]46368:1[/dice:obszzngj]
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: 04 Wenatchee Night Lands

Post by Ndreare »

OOC Comments
Affected without hitting a player [dice:2k9p1c01]46381:0[/dice:2k9p1c01]

Vigor d8, Raise -2
  1. Vigor [dice:2k9p1c01]46381:1[/dice:2k9p1c01]
  2. Vigor [dice:2k9p1c01]46381:2[/dice:2k9p1c01]
  3. Vigor [dice:2k9p1c01]46381:3[/dice:2k9p1c01]
  4. Vigor [dice:2k9p1c01]46381:4[/dice:2k9p1c01]
Holy crap, the odds of getting the exact same roll on all 4 dice is 1 in 512.
The hounds forming a line of attack works almost too perfectly for Gravely to align his attack, as he is able to get all but one of them in the effect leaving them staggering.
  • 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
Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Re: 04 Wenatchee Night Lands

Post by Catie »

Catie lashes out at the hound that was unaffected by Gravely, striking twice with her claws and gnashing her teeth in fury before taking a bite at it as well. Hounds in general make her angry but these in particular are making her see red. Being attacked over and over again on this one incredibly long day is pissing her off. Sure they chose to go to their home but that was only after Mary was taken! How’s a gal supposed to control her blood lust when there’s no break from fighting and killing?
Fighting
Fighting[dice:27znig2w]46393:0[/dice:27znig2w]
Wild[dice:27znig2w]46393:1[/dice:27znig2w]
Fighting[dice:27znig2w]46393:2[/dice:27znig2w]
Wild[dice:27znig2w]46393:3[/dice:27znig2w]
Fighting[dice:27znig2w]46393:4[/dice:27znig2w]
Wild[dice:27znig2w]46393:5[/dice:27znig2w]
User avatar
Raphael
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Bronze Patron
Posts: 36
Joined: Wed Jun 27, 2018 7:46 pm

Re: 04 Wenatchee Night Lands

Post by Raphael »

2 Bolts hit, one 9 damage AP 4, one 15 damage AP 4
Benny to Soak
Vugor[dice:ijp8ihyp]46586:0[/dice:ijp8ihyp]
Wild Die [dice:ijp8ihyp]46586:1[/dice:ijp8ihyp]
Three bolts at three separate hounds
Bolt 1 [dice:ijp8ihyp]46586:2[/dice:ijp8ihyp]
Bolt 2 [dice:ijp8ihyp]46586:3[/dice:ijp8ihyp]
Damage [dice:ijp8ihyp]46586:8[/dice:ijp8ihyp] +4 due to arcane +2 due to champion AP 4
Bolt 3[dice:ijp8ihyp]46586:4[/dice:ijp8ihyp]
Damage [dice:ijp8ihyp]46586:6[/dice:ijp8ihyp] + [dice:ijp8ihyp]46586:7[/dice:ijp8ihyp] +4 due to arcane +2 due to champion AP 4
Wild Die [dice:ijp8ihyp]46586:5[/dice:ijp8ihyp]
The diminutive impeccably dressed man simply shrugs off the Hounds fearsome blows. Again he reaches his hand out and 3 bolts of white hot light fly from his fingertips, striking two of the hounds that Gravely did not shake earlier.
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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Raphael
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Re: 04 Wenatchee Night Lands

Post by Raphael »

BIOden
Hits a hound for 10 damage AP 2, Hound is shaken

Fighting [dice:3pgbkuc0]46592:0[/dice:3pgbkuc0]
Wild Die [dice:3pgbkuc0]46592:1[/dice:3pgbkuc0]
Hits the hounds Parry of 6
Damage [dice:3pgbkuc0]46592:2[/dice:3pgbkuc0] + Improved Martial Arts [dice:3pgbkuc0]46592:3[/dice:3pgbkuc0] + Natural Weaponry [dice:3pgbkuc0]46592:4[/dice:3pgbkuc0]
BIODen eagerly steps up to another hound, raking his wicked sharp razors across it. He doesn't penetrate the armor as well as he'd hoped to, but the creature if momentarily stunned.
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
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Seeing so many Hounds weakened by Gravely tells Triessa this is the time to try something different. A big fireblast would almost certainly take one of these things out, but there's too many...and her friends have taken too much hurt to risk more getting through. Go big or go home, right?

She closed her eyes, gathering her will, and held her hands out, fingers wide and outstretched. Her eyes opened, and she said, "Fulminos!"

Electricity curled up her arms, around her fingers, and arced out in dancing jabs of blue light towards the reeling Hounds! As quickly as it jumped to the nearest one, it lanced out at another, then ANOTHER, before the charge was finally insufficient to arc to a fourth.

Rolls: 3 hits for 18 dmg, 17 dmg, 14 dmg, all at 2 AP
Chain Lightning (Bolt to fire 3 2d6 bolts, lightning trapping): Spellcasting attacks:
[dice:3rdmr1ym]46598:0[/dice:3rdmr1ym] for [dice:3rdmr1ym]46598:1[/dice:3rdmr1ym] plus raise [dice:3rdmr1ym]46598:7[/dice:3rdmr1ym] plus Ace [dice:3rdmr1ym]46598:10[/dice:3rdmr1ym] damage, 2 AP
[dice:3rdmr1ym]46598:2[/dice:3rdmr1ym] for [dice:3rdmr1ym]46598:3[/dice:3rdmr1ym] plus raise [dice:3rdmr1ym]46598:8[/dice:3rdmr1ym]damage, 2 AP
[dice:3rdmr1ym]46598:4[/dice:3rdmr1ym] for [dice:3rdmr1ym]46598:5[/dice:3rdmr1ym] plus raise [dice:3rdmr1ym]46598:9[/dice:3rdmr1ym]damage, 2 AP
or [dice:3rdmr1ym]46598:6[/dice:3rdmr1ym] wild
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

OOC Comments
Using GM fiat to not waste a full round and another week on killing two more hounds.
The Cell is easily able to dispatch the last two hounds as the look around to take stock of the situation they can see the door open about 10 meters down the hall as those who went through the basement come up to the top floor. An unsettling moaning can be heard as the door opens and the voices of those held or tortured in the basement can be heard.

The battle has concluded, and the Resistance Cell is alive, but something does not feel right. The way they left felt to abrupt and the suspicion they will be returning with a full hoard of hounds won't go away.


Edit: You are all gathered together at the doorway exiting the stairs from the basement. This is a great time for some RP to include tania in your escape. Clayton can point where he scouted earlier, and the three Nightbane can all point right to where Mary is.
  • 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
Raphael
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Posts: 36
Joined: Wed Jun 27, 2018 7:46 pm

Re: 04 Wenatchee Night Lands

Post by Raphael »

BIOden gets down on his haunches sniffing the air. He flicks his razor sharp talons, droplets of black blood from the hound falling off of them. He points and then whispers in a gravely voice "She's there. Mary." He slowly stalks in that direction, waiting for the rest of the group to follow him.
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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