Chapter Three: Witch Hunt

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Venatus Vinco
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Chapter Three: Witch Hunt

Post by Venatus Vinco »

Endless Nothing
While the group is familiar with the untamed wilds of North America, Russia is an even more vast expanse of nothing. Travelling and making small talk the heroes get to know their new guide, Angelo, and get nothing from the stoic Russian warriors who act more like prison guards than protector. From casual observation only one, the Professor, has mystic abilities the rest are augmented human warriors.

Before too long it becomes apparent the Russians have no intention of leaving the heated crew quarters, expecting the heroes to do all the work of navigating the remote wilderness.

Journey (Tomorrow Legion Field Manual, page 17)
Assign yourselves to take the lead or Support one of the following rolls.
  • Navigator: Survival
  • Lookout: Notice
  • Driver: Driving
  • Scout: Stealth
Once I know the results, I'll draw encounter cards to see what happens along the way!
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Makenna Griggs
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Re: Chapter Three: Witch Hunt

Post by Makenna Griggs »

Survival
Woodsman edge: +2 to Survival rolls in the wild.
Survival 1d8!!+2: [5]+2 = 7
Wild 1d6!!+2: [1]+2 = 3
After getting to know their new companion, Makenna takes the lead on navigating the wilds of Russia. Sure, it's not exactly like home, but it's similar enough that she's able to spot natural trails, and point out any difficult terrain that should be avoided. She really doesn't want to spend a cold Russian winter's night trying to get their vehicle out of the snow, after all. She even keeps an eye out for any dangerous wildlife, as much as possible in a moving vehicle.
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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Damien
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Re: Chapter Three: Witch Hunt

Post by Damien »


Survival to Support Makenna‘s roll of 7

Monster Hunters: Momano begin with Survival d6 and gain a free reroll on all Notice and Survival (tracking) checks made for supernatural targets.

1d6!!: [5] = 5
wd 1d6!!: [5] = 5
If needed tracking vs Supernatural 1d6!!: [5] = 5

Narrative

Damien chats on and off with the Wilderness Scout. Tracking and scouting with her and some solo. As she plans the route he watches out for any supernatural or other danger as they go.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
  • Damien - Momano
  • Thursday - Dragon
  • Bryon - Bounty Hunter
  • Makenna - Wilderness Scout
  • Steelbrok - Cyborg
  • Partum - Wood Golem Mystic
  • Angelo - Vagabond
  • Palach - AI

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steelbrok
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Re: Chapter Three: Witch Hunt

Post by steelbrok »

Steelbrok take on the role of lookout, not worried about securing himself to the top of the vehicle to get an unobstructed view for his 360 senses. If he had any feelings he would enjoy the feel of cool air, alas he has to settle for the sights of this cold land.
OOC Comments
Notice 1d6+4!!: [2]+4 = 6
OOC Comments
Wild Dice 1d6+4!!: [1]+4 = 5
Spend a benny
OOC Comments
Notice 1d6+4!!: [2]+4 = 6
Wild Die 1d6+4!!: [6]+4 = 10


So after shaking his head and getting a bit ess starry eyed about the landscape, Steelbrok has a good idea about what's out there. He muese that having no vision penalties can be right helpful.
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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
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Re: Chapter Three: Witch Hunt

Post by Bryan »

Notice 8 to support Steelbrook (+2)
Notice 1d8!!: [6] = 6
Wild Die 1d6!!: [8!!] = 8
Becoming restless, Bryan takes to the air to help spot trouble. When he sees anything suspicious, he radios down to Steelbrook and they both coordinate to identify anything that looks strange, which, being Russia, is a lot of things.

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Angelo
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Re: Chapter Three: Witch Hunt

Post by Angelo »

During the next couple of days Angelo’s suspicion of their Russian companion’s kept growing. So, he decided to poke around a little. Angelo also made an effort to talk to the rest of the group as they were outside the transport about the reason, he believes The Five had came along. Angelo tells the Americans "I believe they are here to kill us when we are done and to find out where my people are to massacre them. So, I am sorry but unless we lose our Russian guards, I will not be able to take you to the Elder. I will do all I can to help you on this journey, but I wont risk the lives of my family”.
In the meantime Angelo will look for any evidence to back up his claim and will do what he can to help out the Americans. Be it Scouting for food, his turn on the wheel or crows nest.




Notice Support Roll 1d10!!: [3] = 3
Notice Support Wild 1d6!!: [2] = 2

Bennie Notice reroll 1d10!!: [8] = 8
Bennie Notice reroll wild 1d6!!: [3] = 3


Driving 1d6!!: [5] = 5
Driving Wild 1d6!!: [2] = 2

Support Scouting 1d6!!: [7!!] = 7
Support Scouting Wild 1d6!!: [5] = 5

Navigation Support 1d6!!: [3] = 3
Navigation Support Wild 1d6!!: [5] = 5


OOC Comments
Angelo Romani

Seasoned Male Human, Romani

Iconic Framework: MARS Vagabond

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d10, Fighting d6, Focus d8, Hacking d10, Language (Demongogian) d6, Language (English) d6, Language (Euro) d6, Language (Fairy) d6, Language (Gypsy) d6, Language (Native) d8, Notice d10, Persuasion d12+2, Piloting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Curious, Loyal, Overconfident
Edges: Arcane Background (Gifted), Attractive, Charismatic, Elan, Genius (custom), Great Luck, Hard to Kill, I Know a Guy, Killer Instinct, Luck, New Powers (Shape Change, Detect/Conceal Arcana), Power Points, Streetwise, Very Attractive
Armor: Huntsman Medium Personal Armor
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stake (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Triax T100 Eagle jet pack
Languages: Demongogian (d6), English (d6), Euro (d6), Fairy (d6), Gypsy (d6), Native (native, d8)
Current Wealth: $0
Arcane Background: Gifted (Rifts® TLPG)
Power Points: 20
Powers: Gypsy Sight (Gypsy Sight (Detect/Conceal Arcana); SWADE pp158; Limitations: Self), Impersonation (Impersonation (Disguise); SWADE pp158; Limitations: Self), Metamorphoses (Metamorphoses (Shape Change); SWADE pp167)
Special Abilities
Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
Begin with +4 skill points.:
4 Advances: MARS Packages start with 4 advances at Seasoned
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Vagabond: Begin with Elan, Luck, Hard to Kill, and one more Edge of choice
Infiltration Specialist (Hero's Journey): +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role
Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance
Starting Bennies: 5
Advances
Edge: Charismatic
Edge: Attractive
Edge: Power Points
Edge: Very Attractive
Edge: Killer Instinct
Edge: New Powers (Shape Change, Detect/Conceal Arcana)

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Par
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Re: Chapter Three: Witch Hunt

Post by Par »

Jack of all Trades for Driving 1d10!!: [8] = 8
Jack of All Trades Wild 1d6!!: [1] = 1


Seeing no one else is up for it Par offer to drive and help ensure they keep going. After all Makenna Griggs seemed to be the only other person skilled at driving and if he could help then he would. When Angelos mentions that the cyborgs cannot be trusted Par thinks perhaps he agrees. Speaking in the rogues mind he says. "I would not think to side against them in battle. But perhaps I have a way to divert them in another direction. I have talents in those areas."


I do not know who has lead, but here is a driving roll.
Driving 1d6!! or Wild 1d6!!: [5]+[9!!] = 14
Partum Artifex
Bennies: 3

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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Venatus Vinco
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Re: Chapter Three: Witch Hunt

Post by Venatus Vinco »

Witch Hunt

8, raise. Lookout Pilot Scout +1

While in unfamiliar territory Makeena and Damien are able to use Sokolov’s maps to mark a route that fits Angelo’s instructions. It’s pretty easy going as the Warlords have some paths and trails the group can follow to avoid most major obstacles.

10. Draw Encounter Cards as normal, party cannot be ambushed

Steelbrok and Bryan use their enhanced cybernetic optics systems to scan for danger. Since Steebrok doesn’t need to be relieved during the ride Bryan provides some aerial overwatch, as the weather allows, to help spot things from even further afield.

10, success.

Not really equipped for driving, Par uses magic to enhance his meagre skills. Fortunately, the trial is clear and relatively straightforward and he has little trouble keeping things steady.

For their part, the Russian Five, mainly take turns sleeping or sit in the back cabin drinking vodka and playing cards. Their interest piques when the group spots a travelling caravan.

Bryan sees them first, a caravan of barely serviceable vehicles and beasts of burden. THe group has the look of nomadic people. Angelo immediately recognizes them as a Romani caravan, not his people but he probably knows someone who knows one of them. Igor and Slava confer briefly before the Bear gives a terse order: “go to them”.

When the caravan spots the group approaching they quickly maneuver their vehicles into a defensive formation and their defenders begin to look alert. Outside the Novyet Explorer-Sku Thursday and Don give a hint to the group’s power level.

The caravan leader waves warily and comes over the radio...a built in language translator helps smooth communications, ”We have nothing of value but you are welcome to break bread and salt with us.”
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Bryan
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Re: Chapter Three: Witch Hunt

Post by Bryan »

Bryan looks to their hosts,taking a beat to study their bland stoic faces. Pavel says something about a trick with a hat, surely some sort of glitch from the translator, and then when there is a lull, Bryan speaks up. "What do you think, good idea, or nyet?"

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Par
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Re: Chapter Three: Witch Hunt

Post by Par »

Par is grateful to meat the new people, each time they get a chance to meat another group he can potentially learn something new. But he finds his mind is distracted with the problem of getting rid of the unwanted escorts. He would like to simply use his powers to send them away, but after half an hour their minds would be free to come again and likely with a vengeance. Worst of all what if they encounter the same Warlord again, they would have to explain why. He wished he had the ability to impart false memories, imagine the time that could be saved.

After the conversation started his mind started to move on and he was able to get on with it. Not speaking the language himself he relies on translations. But still concentrates as much as possible to follow along.
Partum Artifex
Bennies: 3

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: 45
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Re: Chapter Three: Witch Hunt

Post by steelbrok »

"Hey, Angel, do you, or maybe these guys know where I could get a bayonet for my railgun?"
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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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Damien
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Re: Chapter Three: Witch Hunt

Post by Damien »

Damien looks at the Bear when the Russian says, “go to them.”

“Yup. Planned on it. Bread. Salt. Friendship and such. I appreciate your coming along with us. You five are good allies. Escorts that know the land and her people. I’m glad Warlord Sokolov’s had you come along with my team to help us. Okay guys. Bear thinks it’s safe. I agree. Since I agree - let’s go. Nice and friendly like. I’m hopeful we might make some more friends. Maybe get a taste of local meals.”

Damien will wink at the rest of the First SET.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
  • Damien - Momano
  • Thursday - Dragon
  • Bryon - Bounty Hunter
  • Makenna - Wilderness Scout
  • Steelbrok - Cyborg
  • Partum - Wood Golem Mystic
  • Angelo - Vagabond
  • Palach - AI

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steelbrok
Posts: 45
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

Gives Damien a Look

"Great idea, "Boss"! Seeing as I've got 360 detectors it would be best if I was Tail End Charlie,"

The handsome cyborg gestures graciously to their five minders,

"After you, gentlemen"

Steelbrok keeps a close eye/sensor/whatever on the Sokolov's goons
making sure he's far enough behind them to be out of melee range.
Dice rolls
Notice 1d6+4!!: [1]+4 = 5
Wild Die 1d6+4!!: [4]+4 = 8
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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

User avatar
Par
Posts: 34
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Three: Witch Hunt

Post by Par »

Par completely misses the subtext of what the others are saying instead thinking about the opportunity to get some food. @Angelo he asks. "So what do you know about these guys. Are traveling caravans like this common here? Are their social customs or laws we need to be aware of or anything? I would hate to give offence when intending to be friendly."
Partum Artifex
Bennies: 3

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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Venatus Vinco
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Re: Chapter Three: Witch Hunt

Post by Venatus Vinco »

Wayward Travelers

With the Russian Five watching them, the members of the 1st SET make their way toward the caravan. Getting closer they can see there is only one high tech vehicle - a Novyet Bear ATV.

Image

The driver is a human looking male, kind of a tough looking guy, he may be the one providing security for the group. It’s apparent that the Russian Five have their eyes on him.

OOC: Meet your new player - Palach
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Palach
Posts: 15
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

"Khoroshiy den' dlya tebya!" The fellow in the ATV shouts. He waves an empty hand in a greeting. Noticing the blank looks on most of their faces, he shakes his head. He shouts again. "Guten tag, ihnen!" He blinks, then furrows his brow. With a poorly hidden Russian accent, he shouts one more time. "Hello to you?" The language clicks with the 1st, and he smiles. "Americans, da? Very far away from there, here. Break bread with us?"
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted
Current Status Post

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Par
Posts: 34
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Three: Witch Hunt

Post by Par »

Seeing the caravan is friendly helps Par to get back on track and he stops thinking about the cyborg problem for a moment. The excitement of meeting yet even more new and exotic does not show in his voice, but he feels it in his mind. "Thank you, I am Par and these our friends..." He then introduces each of the others by name. "It is very generous of you to share your fire. As outsiders we have found few who are willing to work with us or be friendly to us."

"May I ask, what is your name?"
Partum Artifex
Bennies: 3

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

User avatar
Palach
Posts: 15
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

The man in the ATV smiles, now that the language barriers have been overcome...somewhat. "I am called by name of Palach. Tell me what Americans are doing in frozen Russia?" He scans the faces of the 1st SET. "You try sarmi? Is good. Come. We will set a fire and feed you." He gives the Novyet-Sku a glance. "Is a good truck. Snow is no problem, da? You have more friends?"
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted
Current Status Post

User avatar
steelbrok
Posts: 45
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

"Guten tag," Steelbrok tries to remember his rusty, schoolboy German before sliding with relief into English, "Nice looking truck. How'd you end up here? It took us a while to work out where in the world we were! Oh. I'm British, not American."

Steelbrok favours Palach with one of his reassuring smiles as he draws nearer. Ostensibly giving the truck a once over he makes sure he has a clear field of fire of their five minders and stays a good 20 metres from them.
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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

User avatar
Palach
Posts: 15
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

Palach smiles at @steelbrok, clearly used to the presence of full conversion borgs. "Am from here, mostly. Hard to leave, but would be nice to visit somewhere not cold. So British comes with Americans to Russia? They pick you up on way?" He pops open the door of the ATV and dismounts. He notices the Russian Five, then turns back to the 1st. "These are not Americans or British. You find tour guides too?"
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted
Current Status Post

User avatar
Par
Posts: 34
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Three: Witch Hunt

Post by Par »

Palach wrote:
Wed Jul 08, 2020 10:41 am
Palach smiles at steelbrok, clearly used to the presence of full conversion borgs. "Am from here, mostly. Hard to leave, but would be nice to visit somewhere not cold. So British comes with Americans to Russia? They pick you up on way?" He pops open the door of the ATV and dismounts. He notices the Russian Five, then turns back to the 1st. "These are not Americans or British. You find tour guides too?"
Par shakes his head. "No, we are all from a place called Refuge in America. Steelbrock joined us there before our journey here. We where hunting a thief who serves demons and chased him through a rift. But on arrival we found ourselves trapped here in this world without a way home.

"We are still hoping to find the thief. But afterwards we will be hunting a way home. These escorts are here to keep us safe."
His eyes break contact as he says the escorts are there to keep him safe as if the deception bothers him. "But for now we are traveling. Our friend @Angelo here knows much more about the area and has local contacts, so he is helping us on the way."
Partum Artifex
Bennies: 3

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

User avatar
Palach
Posts: 15
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

Palach nods at @Par. He chuckles incredulously. "Is a dangerous place, Russia. Still, you look like you have plenty of protection. So tell me about this thief? Playing with demons is bad idea. What did he take? Do you need help finding it?" He smiles and waves at @Angelo. In Russian, he greets the Romani. "Hello, my friend! Where is it you are guiding them, and who are the fellows in the back?" He head-gestures towards the Russian Five.
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted
Current Status Post

User avatar
steelbrok
Posts: 45
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

"Yes," says Steelbrok, "our tour guides. Although they've not done much guiding, Angelo seems to be the man for that."

"Mind you, they call it North America but it's a bit different from when I grew up. Russia, though," he glances around at the snow covered landscape, "Russia us living up to the tourist brochures! I wouldn't mind getting back to Blighty to see how it looks in this time"
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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

User avatar
steelbrok
Posts: 45
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

"So, er, Palach, do YOU have any idea of which part of Russia we're in? I mean it would be nice to know. I've been able to work out we're in the Eastern hemisphere but something a bit more precise would be nice"
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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

User avatar
steelbrok
Posts: 45
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

Takes a moment to do a self diagnostic and make sure his internal heating system is in working order
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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

User avatar
Damien
Diamond Patron
Diamond Patron
Posts: 377
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter Three: Witch Hunt

Post by Damien »


Damien chats with Palach, friendly introductions, then says:

“I think it might be time to give your gracious Warlord his vehicle back. Your escort was appreciated and we thank you Bear and the others. Russia is truly a good place and her people are great. I think we can make our way from here.”


Damien offers his right hand to Bear, the right hand and arm that are TW bionics with claws and a blaster build into it. Not a threat. A hand shake. To bid the escort farewell.

“What say you Bear? Shall we part as friends? An old friend is better than two new friends.“


The mystic cyborg shows no emotion in his face but he offers a friendly, and serious, handshake to the Bear.

1d6!!: [2] = 2
1d6!!: [2] = 2

- -

Bennie to re-roll 1d6!!: [10!!] = 10

Re-roll wd 1d6!!: [4] = 4


Note. Damien is using a universal language translator so everyone can tell what he was saying.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
  • Damien - Momano
  • Thursday - Dragon
  • Bryon - Bounty Hunter
  • Makenna - Wilderness Scout
  • Steelbrok - Cyborg
  • Partum - Wood Golem Mystic
  • Angelo - Vagabond
  • Palach - AI

User avatar
Makenna Griggs
Posts: 44
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter Three: Witch Hunt

Post by Makenna Griggs »

Makenna watches the interaction between Damien and Bear, feeling tense. They went through the trouble to get Sokolov on their side, and now she has the feeling that they're about to piss him off again. On the other hand, she doesn't much like the feeling that these "guides" are going to betray them at any moment. She tries to act casual as she places a hand on her gun, not wanting to come off as agressive, but wanting to be ready just in case.
Makenna Griggs
Makenna Griggs

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

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

User avatar
Bryan
Posts: 14
Joined: Mon Apr 06, 2020 4:18 pm

Re: Chapter Three: Witch Hunt

Post by Bryan »

Bryan watches, his jovial expression never changing. Internally, a sense of calm washes over him. It's moments like these where he feels most alive. He mentally goes through it in his head, obviously Pavel would be the first target. The man was practically a sniper. And after that, well, we would have to see.

User avatar
steelbrok
Posts: 45
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

Entirely unconcerned as he'd made sure he had the Russkis in his sights Does think a back up vehicle would be handy so if this goes wrong, he's pretty philosophical.
Steelbrok
OOC Comments
Bennies 3 (spent 1 24/6/20)
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

User avatar
Palach
Posts: 15
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

Palach replies to @steelbrok. "We are in Warlord Sokolov's territory. Is cold, but not as cold as farther north."
As the conversation between @Damien and the Bear begins, Palach edges slowly back towards the door of the ATV. His hand hangs casually to his side where his Equalizer rests under his coat. "Is Sokolov's man, this one?" His focus shifts onto the Russian Five.
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted
Current Status Post

User avatar
Par
Posts: 34
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Three: Witch Hunt

Post by Par »

As the conversation turns to Bear and his murder hoard moving on Par feels a moment of relief. The issue had been bothering him for a while and he did not know the right way to handle it. He hated being the cause of trouble, but he knew that trouble happened. If something was going to become trouble he was sure the spirits would warn them. But for now he was back on to talking to the new comer. "So @Palach do you have a destination you are traveling too, or are you a wanderer who travels where life takes you? Perhaps we can have a drink as we talk about it?"


Par's dismissal of the tense situation is based on his faith that if trouble comes he will be warned with Alertness, Danger Sense, and Sixth Sense. Figures unless they tell him something is up, then this will resolve as a peaceful conclusion.
Partum Artifex
Bennies: 3

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

User avatar
Palach
Posts: 15
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

Palach doesn't shift his eyes from the Bear and Damien, but responds to @Par in stride. "Is a big world. Many things to see. I have seen cold enough for now. I could see another place if chance comes." He head-bobs towards his ATV. "Big tires. Can take me many places. But only this spot of land." He head-bobs another direction towards part of the caravan. "Is vodka there. Maybe we drink once your tour guides decide to leave or stay, da?"
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted
Current Status Post

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