Chapter Two: Warlords of Russia

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Venatus Vinco
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Chapter Two: Warlords of Russia

Post by Venatus Vinco »

No Tresspassing
After comparing notes on the entity known as “Chort” The 1st SET settles into watches. Steelbrok uses the downtime to examine the night sky. While he has no idea where they are he pinpoints enough markers in the sky to know they are still on earth and in a similar time frame to when they left. All the stars in the sky are odd and out of position, leaving him to believe they are in the Eastern Hemisphere.

In the morning, the radio antenna comes to life, and the team can quickly pinpoint the source of the transmission. A group of hover cycles are speeding along the snow in front of a column of large tracked vehicles. It is a sizable armored force similar to a small mercenary outfit or Coalition platoon.

The farmhouse door opens and the man comes out, along with what appears to be his large extended family. Some of the children stare agape at the marvelous Glitter Boy and the ferocious dragon. The man speaks, and after some magic from the group, they can understand him.

”There are the Warlords men. Warlord Sokolov protects us but he is also a danger,” when he says this his wife shushings him as if someone will hear and harm them. ”They will suspect you are spies. I have already said that you saved me from a demon intruder, this means they will not kill you where you stand - unless you provoke them.”
Set Up
If you wish, you have time to set-up defensive positions etc.
The hover cycles - obviously unfamiliar with the striking distance of a Glitter Boy - hold up at ways out. The farmer comes out of the house again and gives you a radio frequency. The voice on the radio offers an ultimatum, ”You are trespassing on the lands of Grigori Levka Sokolov the Demonfist. We forgive this first offense as you have assisted the great people of the motherland. State your intentions for treading uninvited on the ground where our ancestors have bled and froze.”
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Damien
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Re: Chapter Two: Warlords of Russia

Post by Damien »


Damien maintains the magic to enable talking with those at the house and for on the radio.

Prior to the farmer bringing out the radio Damien suggests that they be ready but not guns out. Point the Glitter Boy the right direction. Dig in. But try to look peaceful. Beyond that he sees the others all know what they are doing.

Well...

”Thursday! Hey buddy. We are going to try to be friends with these people. Okay.”

All bases covered. Hopefully.

When the voice on the other side of the radio asks the First to explain why they are there the Momano says to the First.

”Motherland? Where are we? We could try the truth. We were hunting down a terrible monster and it Rifted us here. It’s gone now. We have no way home. Could we be friends please. See how that goes? Whatcha say?”
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

3 Unused Character Accounts: Killian, Ashley & Dred

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Par
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Re: Chapter Two: Warlords of Russia

Post by Par »

Par looks around as the men arrive. Their dress and appearance looked very strange, and the presence of the leader was of a man who expected to be obeyed. "We meant no harm to your people, and no disrespect to you Sir." Indicating Damian he finishes. "But it is as Damian here says, where where hunting a monster and ended up here. We do not wish to offend or trespass your land."


Persuasion

Persuasion 1d6!!: [3] = 3
Persuasion Wild 1d6!!: [5] = 5


Notice 1d10!!+2 (Danger Sense, Sixth Sense, Ignore illumination): [8]+2 = 10
Wild 1d6!!+2: [2]+2 = 4
Partum Artifex
Bennies: 7 (I may not be the president, but it was my birthday!)

PPE: 35/15
ISP: 20/20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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steelbrok
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Re: Chapter Two: Warlords of Russia

Post by steelbrok »

Steelbrok moves slightly to the side. ready to take cover at the side of the farmhouse but keeping his railgun pointed away from the hovercycles...for now...

"Guys, we're not near Kansas anymore, going by last night's stars I'd say we're back in the eastern hemisphere. Let's try friendly and maybe play up the danger this thief could be to them too."
OOC Comments
Notice 1d6+4 no lighting penalties, 360 radar/sonar/motion sensors
Notice
1d6!!+4

Wild Die
1d6!!+4


Electronics to keep a "ear" on radio chatter
Electronics
1d4!!

Wild Die
1d6!!


OK, I've reread the tutorial, let's try that again:
Notice
1d6!!+4: [2]+4 = 6

Wild Die
1d6!!+4: [4]+4 = 8


Electronics
1d4!!: [3] = 3

Wild die
1d6!!: [5] = 5

Last edited by steelbrok on Tue May 12, 2020 7:06 am, edited 2 times in total.
Steelbrok
OOC Comments
Bennies 4
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

Vibro Longsword d12+d10+2 AP10
NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour

Credits 1300
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Makenna Griggs
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Re: Chapter Two: Warlords of Russia

Post by Makenna Griggs »

Notice
Notice 1d8!!: [1] = 1
Wild die 1d6!!: [4] = 4
Seeing Par handling things over the radio, Makenna begins to look around at the situation. If things went bad with negotiations, they would probably need to fight their way out. Or, she thinks as she looks at the sizeable force in the distance, probably run for their lives. Neither situation looks very promising, honestly, but she'd been in impossible situations before and gotten out just fine. She tries to act casual as she glances around, looking for advantageous positions for her and her team.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 3/3

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Don Carnage
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Re: Chapter Two: Warlords of Russia

Post by Don Carnage »


Actions
Notice Final: 6
Electronics Final: 5
Thermal, Night Vision, 360 degree radar

Notice: 1d8!+2: [3]+2 = 5
Wild Die: 1d6!+2: [4]+2 = 6

Electronics: 1d6!+2: [1]+2 = 3
Wild Die: 1d6!+2: [3]+2 = 5

Spare Roll with bad notation: 1d8+2: [3]+2 = 5

Don moves his armor away from the fragile buildings and takes up a central position to command attention from the soldiers and draw fire away from his more fragile companions. Once in place he settles his pylons into the earth, but does not yet bring the massive railgun to bear.

Content to let Damien handle the discussions he turns his attention to his sensors, checking to make sure the small farm is not being surrounded.
Don Carnage

Pace: 6/14; Parry: 5; Toughness: 40(25); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 5/3

Senors:
  • +2 Notice, +1 Shooting, offset 2 points of Shooting penalties
    Thermal, Night Vision, 360 degree radar

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Thursday
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Location: OH

Re: Chapter Two: Warlords of Russia

Post by Thursday »

"Ooh! I like making friends!" Thursday says as he perks up. "Are they bringing gifts?" Thursday positions himself next to the rest of the group.
Thursday the Unique Dragon
Thursday

Bennies: 5

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20

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Bryan
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Re: Chapter Two: Warlords of Russia

Post by Bryan »

Bryan let's his particle beam rifle rest on its sling, and finds a place to get warm. A veteran of the frozen north, he does his best to avoid wasting his energy, and takes a nip of good canadian whiskey from his hip flask.

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Par
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Re: Chapter Two: Warlords of Russia

Post by Par »

Feeling the tension building in the air Par starts to get a little worried. Reaching out with his mind he reminds the others. 'Please, lets not make trouble these farmers cannot defend from.'
Partum Artifex
Bennies: 7 (I may not be the president, but it was my birthday!)

PPE: 35/15
ISP: 20/20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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steelbrok
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Re: Chapter Two: Warlords of Russia

Post by steelbrok »

Steelbrok nods agreement with Par, he'd just said "Let's try friendly" after all.

He sighed, just because you've got metal skin everyone thinks you're thick skinned too. And he hadn't been pointing his railgun at anyone!
(although that could quickly change if needed)
Steelbrok
OOC Comments
Bennies 4
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

Vibro Longsword d12+d10+2 AP10
NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour

Credits 1300
Valuable nil

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Venatus Vinco
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Re: Chapter Two: Warlords of Russia

Post by Venatus Vinco »

Motherland
Tensing up for the worst, the group hope’s for the best and Par relays their story to the voice on the other end of the radio, ”Yes. The peasant family that maintains our relay station has told us you drove off evil spirits from their barn and fought the Leshy without paying his toll. This is why you are still breathing, despite the monster in your company.” It can only be presumed he means Thursday.

The bikes close in and two massive cyborgs dismount, each one half-again-as-big as Steelcreek, their design is very clunky but also extremely heavy duty. They look ready for anything, behind them the land vehicles are slowly catching up. They are great tracked vehicles with a very boxy utilitarian design.

”The demon you followed here is of great concern to Warlord Sokolov. He believes our enemies sent it into our midst to sow discord and fear. And you may be a part of that plot.” The cyborg points to each of the group in turn, ”You will accompany us to the Warcamp and meet Sokolov and tell him your tall tales. If he is satisfied of your intentions he may grant you passage through his territory for your endeavours. If he is not satisfied you will be executed.”

The big borg lifts his face plate and grins, ”You are guests and granted hospitality. For now!”
Stay or Go
You can ask questions, agree to go, or refuse. What you choose to do will dictate their response. The enemy composition is the two heavy cyborgs in front of you plus three more tracked armored vehicles approaching, they look like rudimentary troop carriers.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Par
Posts: 25
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Two: Warlords of Russia

Post by Par »

Par listens to the men speak and then looks to the others. Mentally he says to the party. 'I am willing to go with them. We may be able to get more information from them of where we are and what all is going on. To reply all you need do is think to us, as I am doing to you now.'

To the gathered military force he says. "Thank you, let us confer with each other for just a moment."

contingent
Assuming the others buy in on it, Par is willing to travel with the cyborgs.
Partum Artifex
Bennies: 7 (I may not be the president, but it was my birthday!)

PPE: 35/15
ISP: 20/20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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Damien
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Re: Chapter Two: Warlords of Russia

Post by Damien »

Damien nods at both the big cyborgs and at Par. Moving closer to the First SET he says, “I’d like to met this Warlord Sokolov. Either he is a means to new friendships between him and the Legion or he could be something we need to tell the Legion about. If he does have some connections with the Thief, if it was sent here to harass him, we may learn something from this meeting on that too. My thoughts are go with them. Obviously on guard but under friendly term. Am I missing something? A possible reason we shouldn’t?”
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

3 Unused Character Accounts: Killian, Ashley & Dred

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Makenna Griggs
Posts: 39
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter Two: Warlords of Russia

Post by Makenna Griggs »

"I agree, we should go with them. They seem to have the upper hand if we were to try and fight them, or run. Let's not anger them while we're in their good graces." Makenna says through the mental link Par has set up.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 3/3

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steelbrok
Posts: 34
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Two: Warlords of Russia

Post by steelbrok »

Steelbrok nods agreement, but says quietly, "Just a bit worried about Thursday. Not so happy with him being described as a monster. We should make sure he's going to be ok at their camp, base, whatever"
Steelbrok
OOC Comments
Bennies 4
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

Vibro Longsword d12+d10+2 AP10
NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour

Credits 1300
Valuable nil

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Don Carnage
Posts: 25
Joined: Wed Apr 01, 2020 7:58 am

Re: Chapter Two: Warlords of Russia

Post by Don Carnage »

Don retracts his armor's pitons, and gently shakes the armors feet to shake off the snow he had sunk into.

Once cleaned that is settled he turns to directly face the cyborg that was speaking and thumbs the armor's external sound system, "While we will be happy to speak to your Warlord, I would ask that you desist calling the child traveling with us a monster. Feelings are very easy to hurt, yes?"
Don Carnage

Pace: 6/14; Parry: 5; Toughness: 40(25); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 5/3

Senors:
  • +2 Notice, +1 Shooting, offset 2 points of Shooting penalties
    Thermal, Night Vision, 360 degree radar

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Bryan
Posts: 11
Joined: Mon Apr 06, 2020 4:18 pm

Re: Chapter Two: Warlords of Russia

Post by Bryan »

Bryan just nods, happy to stay or go, whatever the party decides. You sort of get the impression that he's very laid back, until it's time to blow something up and then he's all business.

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Thursday
Posts: 26
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter Two: Warlords of Russia

Post by Thursday »

"Monster? - Oh! You probably mean Steelbrok. He's pretty scary and a little weird, but rest assured we are the Good Guys. You have no need to fear." Thursday says aloud.

"I can't believe they'd call Steelbrok such a terrible name! Oh well, if they can be of help in some way we can at least follow them." Thursday says using the telepathic link. ... WAIT!! I'M THE MONSTER! UNBELIEVABLE!!! I'll have you know that I have feelings, too.
Thursday the Unique Dragon
Thursday

Bennies: 5

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20

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Damien
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Re: Chapter Two: Warlords of Russia

Post by Damien »

As the group travels Damien makes idle conversation with the cyborgs. Their cybernetics are interesting to the mystic partial cyborg. As friendly as he can he spares some details on the SET and then asks questions about this group, where they are, and about the warlord. At first it seems like he gets nowhere but he keeps trying. Showing off a little on how his cybernetics works, warms the Borgs up and they start paying attention to Damien.

Persuade 1d6!!: [2] = 2 WD 1d6!!: [1] = 1 Bennie 1d6!!: [5] = 5 The wd from bennie 1d6!!: [4] = 4
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

3 Unused Character Accounts: Killian, Ashley & Dred

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Venatus Vinco
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Re: Chapter Two: Warlords of Russia

Post by Venatus Vinco »

Warcamp
Agreeing to go see the Warlord, the 1st SET joins the small band of powerful soldiers that came to greet them. It soon becomes obvious that this is some sort of loosely aligned military unit, not unlike the Legion’s SETs. There is a command structure and they seem to be part of a larger force of some sort.

While the outriders use hovercycles the main troops travel in bulky tracked snow vehicles. The members of the first are given a spot in one of these boxy transports, which feels a little bit like a prison. No one is sure what to do with Thursday and the dragon or Dom’s Glitterboy, so they simply are left to travel on their own.

Two well armed cyborgs “accompany” the group inside the tracked vehicle. They are equipped with language translators that help facilitate interaction. During the long boring ride it soon comes out that their names are Slava and Pavel. Damien is able to strike up a somewhat pleasant conversation, for their part they are somewhat amused by the novelty of the group and keep calling them “the Americans”.

”You are far from home Americans,” Pavel says with a laugh. ”You have landed yourselves in the heart of Mother Russia. After your ancestors ended the world this area suffered almost one hundred years of winter. Yet, we are a strong people, we survived and emerged stronger.”

Slava continues, it sounds like they are reciting a common oral history shared in homesteads and around campfires, ”Yet winter was not the deadliest thing out there. Demons, scores and scores of them, prowled about the land seeking the ruin of souls. Many more perished by claw and tooth.”

”To survive we encamped together, and the Warlords emerged. As their warcamps grew they offered protection the people - in exchange we take what we need from them to stay strong and fight what comes to protect our motherland.”

Both cyborgs make a sort of salute at the mention of protecting the motherland then Pavel picks it up again, ”Our warcamp is mighty and our leader is Grigori Levka Sokolov, the “Demonfist”. He will not treat you lightly as you arrived via suspicious means and consort with a dragon.”

It soon becomes apparent that warcamp can be more roughly translated to “army”. Although more accurately it sounds like organized bands of brigands who are led by a single powerful figure. The territory of Warlord Sokolov sounds a lot like the so-called Pecos empire in Lone Star. It sounds like there are other Warlords and camps that claim to protect different areas - whether they are all like this group is not clear.

Sokolov
After a couple of days riding in the tracked vehicle the group arrives at the mobile headquarters of Warlord Sokolov. It looks like an entire division of troops made up of cyborgs, vehicles, and foot soldiers. While more rag-tag than the Coalition such a force would easily roll over most independent kingdoms in North America. Sokolov is a heavy cyborg and looks like he has been through many wars. He is seated inside a large tent, surrounded by his War Chiefs. Everyone speaks through translators making their voices cold and electronic.

”Spies deserve death,” he begins auspiciously. ”Thieves deserve death,” he says again, perhaps in reference to some dead farm animals. ”Monsters deserve death,” he continues - obviously he didn’t get the memo from Don about not calling Thursday a monster. A murmur of agreement goes up through the Warchiefs, he raises a bionic hand to silence them.

”You are all of these, and yet by my whim you still live,” he pauses for a moment. ”Tell me why my mercy should extend any further.”


Ok, check the rules in SWADE for social conflict. Your goal here is to convince him (minimally) to let you live, even better to let you go, and best give you some support. It will be Persuasion at -2 (or another skill you can convince me of) opposed by his Spirit. Conversation will go over three rounds. Everyone can Support with any justifiable skill, max support is +4 with a maximum of +2 from any given person.
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Par
Posts: 25
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Two: Warlords of Russia

Post by Par »

During the journey Par is caught up in chatter. He finds the Russians more interesting than anything else. They are humans like him and his people, and yet they are from a whole new part of the planet he was not familiar with. Every word they share of their experience makes them more interesting to him. But to make it better Par found they were completely willing to sing him songs, or speak the stories of their culture. These Russians where much prouder of their heritage than the people from where he was from.

Venatus Vinco wrote:
Sat May 23, 2020 4:22 am
Sokolov
After a couple of days riding in the tracked vehicle the group arrives at the mobile headquarters of Warlord Sokolov. It looks like an entire division of troops made up of cyborgs, vehicles, and foot soldiers. While more rag-tag than the Coalition such a force would easily roll over most independent kingdoms in North America. Sokolov is a heavy cyborg and looks like he has been through many wars. He is seated inside a large tent, surrounded by his War Chiefs. Everyone speaks through translators making their voices cold and electronic.

”Spies deserve death,” he begins auspiciously. ”Thieves deserve death,” he says again, perhaps in reference to some dead farm animals. ”Monsters deserve death,” he continues - obviously he didn’t get the memo from Don about not calling Thursday a monster. A murmur of agreement goes up through the Warchiefs, he raises a bionic hand to silence them.

”You are all of these, and yet by my whim you still live,” he pauses for a moment. ”Tell me why my mercy should extend any further.”


Ok, check the rules in SWADE for social conflict. Your goal here is to convince him (minimally) to let you live, even better to let you go, and best give you some support. It will be Persuasion at -2 (or another skill you can convince me of) opposed by his Spirit. Conversation will go over three rounds. Everyone can Support with any justifiable skill, max support is +4 with a maximum of +2 from any given person.

Par looks around trying to identify the make up and nature of this band. There are far to many to fight their way free of, let alone for the team to dominate. "We hunt the thief and the monsters. We did not intend or want to take anything from your people. Releasing us would cause frustration to your enemies because once we catch the thief and the demon he works for we will bring them both to justice." Par continues on his words comparing some of the stories he heard on the way here and trying to convey some of what he learned of their culture from the others. Above all, Par knew how important respect was to the War Lord and ensured that both himself and the others knew not to threaten or try to intimidate him.

Persuasion d10
p1d10!!Ld1d6!!
Trying again via the edit feature.
Persuasion 1d10!! or Wild 1d6!!: [6]+[1] = 7
Benny to Reroll
First Benny Persuasion 1d10!! or Wild 1d6!!: [8]+[5] = 13
Benny to Reroll
Second Benny Persuasion 1d10!! or Wild 1d6!!: [4]+[1] = 5
Last Benny to Reroll, I really wanted that raise.
Third and Final Benny Persuasion 1d10!! or Wild 1d6!!: [2]+[5] = 7
Partum Artifex
Bennies: 7 (I may not be the president, but it was my birthday!)

PPE: 35/15
ISP: 20/20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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steelbrok
Posts: 34
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Two: Warlords of Russia

Post by steelbrok »

Steelbrok stands forward, looking boldly at the Warlord.

“You are right, Warlord Sokolov!
Spies, Thieves and Monsters DO deserve death.
A spy is one who creeps in unannounced looking for secrets. We have not done that. We found ourselves in your territory through no fault of our own. And we went openly to the front door of those who look after your relay station both to greet them and to warn them of the demon in their barn.

And thieves? We are none! What have we taken? Even of your lands we have only used the length of our strides, the width of our shoulders. If we have damaged the snows then we apologise – but there seems to be no lack of snow here!

As for being monsters, monstrosity comes from the heart, not from outward appearance.

Some say I look like a monster, but I am none, my heart stands to protect others not devour them”

Steelbrok slams his fist against his chest and then points to Sokolov,

“Nor are you a monster, Warlord, we may have hides of steel but we stand in defiance against the real monsters, those who would destroy those we protect.”

He turns to indicate Thursday, “Our friend here may look strange, but he is no monster, his heart is noble and pure.”

Facing the Warlord square on, Steelbrok continues,

“But what of he we pursued? He is a spy, for he spied out our land. He is a thief for he stole something of great power. And he is a monster, I faced his foul magics and I name so.
Spy, thief, monster, aye, he we pursue is indeed deserving of death. We stand with you on this Warlord Sokolov. It is not mercy you should extend to us but comradeship!”

O yeah, a Persuasion roll
Wild die Persuasion die

OOC Comments
Dice rolls
1d6!!: [4] = 4
1d4!!: [2] = 2
Steelbrok
OOC Comments
Bennies 4
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

Vibro Longsword d12+d10+2 AP10
NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour

Credits 1300
Valuable nil

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Bryan
Posts: 11
Joined: Mon Apr 06, 2020 4:18 pm

Re: Chapter Two: Warlords of Russia

Post by Bryan »

Shooting 9 (+2 Support)
Shooting 1d10!-2: [6]-2 = 4
Wild Die 1d6-2: [6]-2 = 4
Ace 1d6!: [5] = 5
On the first night, the Cyborgs get bored. So bored, that they russle up an industrial grade solvent, which happens to have so much alcohol in it that they drink this instead of the traditional vodka. After a few hours of storytelling and drinking the solvent, one by one the borgs drop out, passed out drunk. It just so happens that a few bandits consider this to be the ideal time for an ambush. Bryan quickly dispatches the half a dozen raiders just in time for one of the borgs, Pavel, to wake up. Pavel is so impressed by Bryan's shooting that they quickly strike up a friendship. Pavel makes sure to tell the warlord what brave people these are, and how they are very Russian, in a lot of ways.

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Damien
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Re: Chapter Two: Warlords of Russia

Post by Damien »


Utilizing the TW Communication band Damien speaks clearly to the Warlord and those with him. All hear him in their native language.

The Momano, psychic partial cyborg, chuckles.

”I would appreciate your mercy Warlord Sokolov as I’d greatly be interested in continuing my life’s work. I am a monster hunter and slayer of beasts. I signed on with these other Americans do carry out that work. We have a lot of work ahead of us still Sir. I bow to your knowledge of history. I wish I were as learned. You say we started the end of the world? We should then be responsible for helping fix it. I very much so want to crush every evil thing out there. In America. Here in Russia. I will gladly hunt down every evil we encounter from here to our home. We came here attempting to stop a demonic force and tried to help the Russian farmers it terrorized.

I am reminded of a time when I was young. My parents told me our clan were hunting a Vedma. A vile witch that had traveled down from Siberia and made her way across the old America wastelands. She brought illness to all she touched and death to crops and livestock. My clan of Momano tracked the Vedma for days. My uncle died killing the abomination as the rest of the clan destroyed it.”


Damien talks a little more about Slavic demonology and the difficulty faced by the Warlords people and the similarities faced by those in America with their demons.

”Unlike the Vedma, who came to a new land to bring sorrow - we are not here to do that. Please let us work alongside you in bringing the world back to order. As I said, from here to our home, every evil we encounter we will face, if you let us.”

Rolls
Occult 1d10!!: [16!!] = 16 -2 =14
WD 1d6!!: [1] = 1
Why Occult? To show how we face similar evils. And when talking about Slavic evils sounding like he knows what he’s talking about.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed
  • Game Master: Rifts Speed Tribes!
Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

3 Unused Character Accounts: Killian, Ashley & Dred

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Makenna Griggs
Posts: 39
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter Two: Warlords of Russia

Post by Makenna Griggs »

OOC Comments
Persuasion 1d4!! or Wild 1d6!!: [5!!]+[5] = 10
"As my companions have said, we didn't mean to come in to your territory intentionally. But this thief that we're chasing has been causing all of the trouble so far, and we only want to stop him before he causes more trouble. But if you feel that we are to blame for anything, then perhaps we can prove ourselves useful to you in some way. I'm skilled in finding valuable items, and negotiating deals, and each of my friends has other things that they are good at. Surely we can work to repay you for the generosity you've shown us."
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 3/3

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Thursday
Posts: 26
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter Two: Warlords of Russia

Post by Thursday »

Thursday tilts his head around, looking at the place they're in. Save a farm from demons and you're a hero for a couple of minutes, eat a dead chicken and you're a monster for life. Why do people insist on me being a monster when I have done nothing wrong? It's hard to be one of the Good Guys...

Thursday speaks up for a moment sounding a bit confused at the humbleness of everyone else and unsure about the weight of the room "Well... we are the Good Guys? And we, as the Good Guys, do good things for the sake of... being good?" Still trying to grasp the concept of what being a "Good Guy" is or even what it consists of, he feels that it may somehow make them sound better than being spies, thieves, or monsters. He looks to his companions for some form of praise in what he said as he thinks he has done a good job.

Why do they live in tents? Normal people houses are bigger and much comfier than these cramped huts made of animal skin. Then again... living in a house made out of the corpses of your enemies sounds pretty cool.
Thursday the Unique Dragon
Thursday

Bennies: 5

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20

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Venatus Vinco
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Re: Chapter Two: Warlords of Russia

Post by Venatus Vinco »

Détente

Par, assisted by the rest of the group, outlines their story so far and makes a case for their presence in the old Warlord’s territory.

Per discord; 4 vs. 10 = Raise


For his part Sokolov seems to relax a little, as if watching taking a perverse pleasure in watching these foreigners dance a little. Kind of sadistic, but at least he isn’t executing anyone at the moment. He waves a dismissive hand, as if he has heard enough of a child’s story.

’Very well. You are here by accident and chase a thief. You still keep bad company but your pet lizard seems to be fairly tame. This is good thing.”

He shrugs, ”Tell me more of this thief who has come to my homeland. He has stolen nothing from me, but has harmed my people. Only I decide who harms my people.”


Round 1: 2 Influence Tokens

Your goal here is to convince him (minimally) to let you live, even better to let you go, and best give you some support. It will be Persuasion at -2 (or another skill you can convince me of) opposed by his Spirit. Conversation will go over three rounds. Everyone can Support with any justifiable skill, max support is +4 with a maximum of +2 from any given person.
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