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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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
Posts: 8
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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: 2
(-1 reroll scouting)

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: 2
(-1 reroll scouting)

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: 58
Joined: Mon Mar 30, 2020 12:33 pm

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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 58
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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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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Par
Posts: 38
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: 2
(-1 reroll scouting)

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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Palach
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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: 38
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: 2
(-1 reroll scouting)

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: 20
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: 58
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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 20
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: 38
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: 2
(-1 reroll scouting)

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: 20
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: 58
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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 58
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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 58
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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 380
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: 47
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

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Bryan
Posts: 17
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: 58
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 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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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Palach
Posts: 20
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

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Par
Posts: 38
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: 2
(-1 reroll scouting)

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: 20
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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Venatus Vinco
Bronze Patron
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Posts: 2547
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Three: Witch Hunt

Post by Venatus Vinco »

Wayward Travelers

As Palach and the team engage in cautious dialogue, the Russian Five dismount from the truck and watch with interest. Apparently covering the group, but also in prime position to shoot them in the backs.

Finally, Damien turns to the Bear to offer a solution. The old grizzled veteran looks impassive despite Damien’s positive attitude and convincing demeanor.

”Warlord says we go with you to witch. So, we go with you to witch.” He gestures at the civilian convoy and Palcah’s vehicle.

”Seize all this property for our mission, make the peasants walk. In the name of Warlord Sokolov it is so.”


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Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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steelbrok
Posts: 58
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

Steelbrok drifts quietly to the right/east side, about 3 inches, just enough to give him a Machine Gunners Angle on Vladimir, Bear and Sergei..."Luvverrlly..." he mimics the cockney accent of his old instructor. You know, he didn't ask to be a Cyborg but from a soldiering point of view the ability to see all around and in the dark was great. Being able to carry a nice big gun did no harm either, especially for someone who'd learned to Rock and Roll" back in the day.

He opens fire....

Vladimir and Bear both take a hit..(As does Sergei - sorry, brain freeze!)

Vladimir 22 AP6 damage, Bear 16 AP6 Sergei 24AP6
Shooting 1d8!!: [6] = 6
Shooting 1d8!!: [4] = 4
Shooting 1d8!!: [7] = 7
Wild dice 1d6!!: [2] = 2

Damage 2d10!!+2: [15!!, 5]+2 = 22
Damage 2d10!!+2: [6, 8]+2 = 16
Damage 2d10!!+2: [7, 15!!]+2 = 24


Then Steelbrok swings his railgun back on its sling behind his back and draws his Vibro Sword with his left (dominant hand) and his ion pistol with his right...
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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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Ndreare
Savage Siri
Posts: 3866
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Chapter Three: Witch Hunt

Post by Ndreare »

Par knows he is not a physical match for the power of these cyborgs. But he needs to do something quick to immobilize them. Reaching out with his mind he commands them. "Kill your comrades, and do everything you can to protect us while alive." It was desperate but if even one of them falls into the effect, it could matter. Then he runs behind the armored ATV for protection, ensuring his legs are not seen under the chasey.

Psionics d10, +2 with +4 ISP, Puppet 3, 4 extra targets +8, Mind Control +3 = 18 ISP
Mind Control all of 1d10!!+2: [4]+2 = 6
Wild Mind Control 1d6!!+2: [3]+2 = 5

Hum, I really need a raise on this.
Benny - Mind Control all of 1d10!!+2: [9]+2 = 11
Benny Wild Mind Control all of 1d6!!+2: [8!!]+2 = 10


They roll Spirit versus an 11 or are puppeted.
Because the command is suicidal: If they fail, they then must roll Spirit -4 or start murdering each other, and protecting us.


Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players





Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
[/inline] "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Venatus Vinco
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Re: Chapter Three: Witch Hunt

Post by Venatus Vinco »

Turn Order
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Thursday
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Re: Chapter Three: Witch Hunt

Post by Thursday »

Thursday leaps into the air, flying towards Igor. "I never did like these guys that much, they didn't even give me a gift."

Thursday makes two claw attacks at Igor.

OOC Comments
+2 due to joker, -2 due to multi-action penalty. Equals out to a 0.
Claws are AP 10 (+4 due to Keen Claws and +6 due to a size of 6)

I don't know enemy stats so I'm just tossing in the damage in case it hits

Claw Attack 1;
Fighting: 1d10!!: [5] = 5
Wild: 1d6!!: [3] = 3

Damage: d12!!+3+3d4!!: [2]+3+[1, 1, 1] = 8

Claw Attack 2;
Fighting: 1d10!!: [1] = 1
Wild: 1d6!!: [5] = 5

Benny to re-roll Fighting: 1d10!!: [1] = 1

Damage: 1d12!!+3+3d4!!: [6]+3+[3, 2, 1] = 15
Uhhh... Thursday broke and forgot how to roll... :?

Update: Thursday used his curious nature to figure out how to roll
Dice rolls
1d12!!+3 + 3d4!!: [5]+3+[3, 3, 5!!] = 19
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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steelbrok
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Re: Chapter Three: Witch Hunt

Post by steelbrok »

Steelbrok on Ace of Diamonds....see above!
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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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Palach
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Re: Chapter Three: Witch Hunt

Post by Palach »

Shooting The Magician - hit, 2 wounds
Retrieving PB Rifle from ATV cab and firing at Pavel
Shooting w/ -2 MAP: 1d6!!-2: [5]-2 = 3
WD Shooting: 1d6!!-2: [4]-2 = 2
Benny to reroll: 1d6!!-2: [8!!]-2 = 6 - Hit!
Benny WD: 1d6!!-2: [3]-2 = 1
Damage AP 8: 4d8!!: [6, 5, 6, 6] = 23
Palach hears the click of the trigger on Steelbrok's railgun and breaks immediately to reach back into the cab. Fishing his particle beam rifle from the seat, he ducks back out and sends accurate fire at Pavel. The beam lands true, blasting The Magician. In Russian, he curses the techno warrior. "There will be no taking today. Thank you."
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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Damien
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Re: Chapter Three: Witch Hunt

Post by Damien »


Damien growls deeply and charges at the Russian cyborg known as Bear. Ripping right hand claws down and across the head of the borg with mentally enhanced cybernetic power Damien strikes Bear. Hard.

• Fighting 10 = 32 MD AP 6 to Bear.

Then he fires the stake driver of his left hand at Bear. A cold iron stake slams into the Borgs chest.

• Shooting 6 = 18 MD AP 6 to Bear.

A back hand clawing strike wildly strikes out towards Bear as Damien slashes his claws again but misses Bear.

Damien screams, “Stand down Bear!”


Fighting Roll
1d12!!: [10] = 10
WD 1d6!!: [1] = 1

1d10!!: [1] = 1 1d8!!: [14!!] = 14 1d4!!: [2] = 2 1d6!!: [10!!] = 10 Chi reroll 1d10!!: [6] = 6

SF2-2 1d12-2!!: [6]-2 = 4
1d6!!: [2] = 2
Shooting +2 and -2 so 6
2d10!!: [1, 5] = 6
Fix 1d10!!: [9] = 9 1d10!!: [9] = 9
1d4!!: [3] = 3

1d12-4: [6]-4 = 2 1d6!!: [3] = 3

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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Bryan
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Re: Chapter Three: Witch Hunt

Post by Bryan »

Shooting Igor in the Head 30 Damage AP 4
Shooting (-4 Headshot, +1 from Multi-Optic Scope)
1d10!!-3: [8]-3 = 5

Wild Die
1d6!!-3: [7!!]-3 = 4

Damage
4d6!!: [3, 16!!, 4, 3] = 26
+4 for head shot AP 4
Bryan hits the throttle on his jet pack, flying straight up. He has the prescence of mind to smoothly flip his rifle into place and pops Igor dead center in the head.

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Angelo
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Re: Chapter Three: Witch Hunt

Post by Angelo »

Not being much good against cyborgs Angelo looks at his pistol and thinks to himself "i need a bigger gun". Then takes aim and shots at Bear and dives for cover.


Shooting 1d6!!: [4] = 4
Shooting wild 1d6!!: [2] = 2


Damage 3d6!!: [4, 3, 5] = 12

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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Makenna Griggs
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Re: Chapter Three: Witch Hunt

Post by Makenna Griggs »

Makenna draws her pistol and takes aim at Vladimir, taking just a second or two to take aim before pulling the trigger.
shooting
Marksman Edge: +1 to shooting.
Shooting 1d8!!+1: [3]+1 = 4
WD 1d6!!+1: [5]+1 = 6
Makenna allows a slight, confident smirk to grace her lips after a successful hit. Sure, killing Sokolov's goons would probably make them lifelong enemies, but really, was that such a big deal? With her and her rifle around, she was sure that her team had nothing yo worry about.
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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Venatus Vinco
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Re: Chapter Three: Witch Hunt

Post by Venatus Vinco »

Spirit
Igor Spirit 1d10!! 1d6!!: [6]+[5] = 11
Vladimir Spirit 1d6!! 1d6!!: [3]+[2] = 5
Bear Spirit 1d8!! 1d6!!: [5]+[1] = 6
Sergei Spirit 1d6!! 1d6!!: [2]+[2] = 4
Pavel Spirit 1d6!! 1d6!!: [1]+[10!!] = 11
Pavel Soak 1d12!!+2 1d6!!+2: [5]+2+[3]+2 = 12
Bear Soak 1 1d12!!+2 1d6!!+2: [9]+2+[4]+2 = 17
Bear Soak 2 1d12!! 1d6!!: [8]+[3] = 11
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Venatus Vinco
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Re: Chapter Three: Witch Hunt

Post by Venatus Vinco »

Bad Blood
It happened fast. Thursday, the dragon, leaps up with ferocious speed landing firmly on top of Igor, clawing and biting at the surprised warrior. Using his cybernetic limbs to shield himself from the worst of it Igor manages to fend off the flurry.

As soon as Thursday twitches, Steelbrok turns his sights on the others, sending bursts of railgun fire into Sergei, Vladimir, and the Bear. The three of them take the blows like stout Russian men. Vladimir actually laughs as the rounds bounce off of his heavy cyborg armor. If the other two are hurt, they don’t look much worse for wear.

Using the chaos to his advantage Palach grabs his particle beam rifle from the truck and gives Pavel two fully accelerated particle blasts in the chest. The cyber-warrior staggers back, two smoking holes in his armor. He’s tough, but definitely hurt (1 wound).

With the Bear right in front of him Damien tries to end the fight by ending the leader. With two massive strikes he sends the Bear reeling backward (2 wounds).

Facing down a dragon, Igor tries his best to fight his way out of the situation but doesn’t manage to crack Thursday’s dragon hide with his cybernetic punches.

Suddenly, everything changes as Par orders the Russian warriors to turn on themselves. Bred for obedience and subservience they all listen and turn on each other with something akin to glee. As each begins to square off against the other, Makenna takes a closing potshot at Vladimir, but the blow deflects harmlessly off his armor.

Sergei turns his attention on the bear slashing at him with his vibro-blades. Meanwhile Angelo dives for cover and shoots at the Bear, who is already badly wounded and trying to fend off one of his comrades. The blast does little against his armor but momentarily distracts him as he turns to see what hit him giving Sergei room to slip in the knife and send the bear falling to the frozen ground, his blood crimson against the white snow.

Vladimir draws his massive sword and bounds toward Sergei, loping off the man’s head in a single rampaging blow. Pinned by a dragon Igor doesn’t stand a chance as Bryan takes the shot and staggers the man to the ground. Seeing Igor down, Pavel acts quickly finishing off his vulnerable partner.

Suddenly, all goes quiet as a deadly dance begins. The three remaining Russians circling each other cautiously, each waiting for an opening to strike.
Stand Off
The three are still under Par's Mind Control and trying to kill each other. You are free to do whatever you wish.
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Par
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Re: Chapter Three: Witch Hunt

Post by Par »

Par allows the power to maintain as he looks to the others. "Is there anything else to do, or just let them follow the order and kill each other?" He does not like the idea of of forcing people to fight to the death, but his mothers lessons on morality where clear. There is no crime is killing or allowing to be killed those who would victimize others. Still his heart did not like the idea, he wished he could simply heal people, explore, and perhaps convince those who are corrupt to be better.

Venatus Vinco
Maintaining the power. On hold for instructions or directions otherwise.
Partum Artifex
Bennies: 2
(-1 reroll scouting)

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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Palach
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Re: Chapter Three: Witch Hunt

Post by Palach »

Palach shakes his head at @Par. "These men are bad. They take, they kill, they care not. Sokolov is not one you send message you broke a deal. If they live, they tell him. Is better to let them end each other. Save power. Charges for clips is not easy to find here." He keeps his rifle at a low ready, scanning the surroundings for watchers. He head-bobs to signal @steelbrok. "When last one finishes, make him dead so we go. We take their guns too." He does a quick scan of the faces of the 1st to discern how well the suggestion is received.
Action
On hold.
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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Thursday
Posts: 30
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter Three: Witch Hunt

Post by Thursday »

Thursday looks around and notices the combat with the 3 being controlled by Par. Seeing that there is no immediate visual threat, Thursday hears Palach's response. "We take their guns too." He perks up after hearing that. Thursday doesn't know if it'd be of any use to him, but Thursday likes the idea of having stuff, especially toys he can play around with. He looks around for objects of interest and creates a Thursday Pile™ of random stuffs.

"These are things, I will allow you to take things. Any of these things you do not want I will have, especially shiny things... I like things." With that being said, he sits and eyes the pieces like it was a hot meal that he is waiting to cool down, occasionally glancing back at the battle to see if anything changes or any parts or objects are thrown out.

If they are bad, then they must be dealt with. We are good, right? Doesn't that mean we get rid of the bad?

Thursday doesn't judge what Palach says. Then again, he doesn't really judge anyone at all. "These men are bad" struck him and with that being said out loud, he has little care for the well-being of those men.

OOC Comments
Who knows if the pile has anything useful, it's Thursday. He just likes stuff.

I don't know if I need to roll or what roll to make
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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steelbrok
Posts: 58
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Re: Chapter Three: Witch Hunt

Post by steelbrok »

Gives Palach a grim nod of agreement and moves carefully closer, sword at the ready.

Making use of his 360 he keeps an eye on Thursday's hoard. Given how tough these cyborgs are a a heavier weapon might not do any harm
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 17
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Re: Chapter Three: Witch Hunt

Post by Bryan »

Bryan looks at the freshly dead Russkies and, inside his helmet, grins darkly.

"In for a penny, in for a pound, whatever that means." He knows the rest have to die, and treats any left standing after Steelbroks frenzy with a blade to the throat, no need to waste ammo.

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steelbrok
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Re: Chapter Three: Witch Hunt

Post by steelbrok »

Waits for the ugly conflict between the last of the Sokolov Five to finish.
As a wounded Vladimir rears up in triumph from killing his last tovarisch, Steelbrok steps forward and swings, vibro-sword activated to finish this....incident....
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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 Three: Witch Hunt

Post by Venatus Vinco »

Blood in the Snow

A light in the darkness, but not the blizzard. - 1st SET Motto

Far from home the 1st SET faces first hand the bleakness of Russia, and blinks. The team watches ss Valdirmir, Sergei, and Pavel tear each other apart with savage glee. After Vlad lives up to his name and impales his last victim, Steelbrok draws sword and gives the impaler a taste of his own medicine. Silence descends on the area as steam rises from the blood on the ground. Sokolov will not know what happened anytime soon, at least the five won't tell him anyway.

As silence hangs in the air and the bodies grow cold the peasants in the caravan simply turn their backs on the scene as if it is a common occurrence.
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Bryan
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Re: Chapter Three: Witch Hunt

Post by Bryan »

"Well, we better move on then, eh?" He heads to the caravan, waiting for it to move.

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Palach
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Re: Chapter Three: Witch Hunt

Post by Palach »

Palach holds up a hand. "Machine eyes and ears can make recording. Take them. Then we go." With little fanfare and no hint of remorse, he takes a vibro-knife to any of the Russian Five who have cybernetic eyes or ears, hoping to dig out any recordings of the preemptive doublecross. He glances furtively at the collection of goodies at @Thursday's feet to assess whether any of it would be useful to him. Then he weighs whether it's wise to part a dragon from any portion of its hoard, whether invited to or not. He elects not to claim anything at this time, deciding that he doesn't know this dragon well enough to risk his own life.
Assuming all of the Five's salvaged gear is loaded up, he waves a hand once again. "We go now. I have room for guests if you want."
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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steelbrok
Posts: 58
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Re: Chapter Three: Witch Hunt

Post by steelbrok »

Steelbrok moves quietly to the side and cleans his sword. He nods approval of Palach's actions, shakes his head at the brutality of this strange new world and wonders at Par. It's one thing to take your enemies on, another to twist their minds to do your dirty work for you.
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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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Thursday
Posts: 30
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Location: OH

Re: Chapter Three: Witch Hunt

Post by Thursday »

Thursday waits around, looking at the grim display ahead of him with inquiring eyes. He sits next to the pile and waits for The Good Guys to complete their job and gather whatever resources they find. He sees the caravan ignoring the events, confused on what is happening. "How are they not seeing this? Couldn't they hear what was going on? Are they distracted by something else?
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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Angelo
Posts: 8
Joined: Tue May 19, 2020 8:56 pm

Re: Chapter Three: Witch Hunt

Post by Angelo »

Angelo looks at the carnage and thinks to himself, that couldn't have happen to more deserving group of murderers. Angelo says "now we can make better time". He then heads to the caravan.
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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Damien
Diamond Patron
Diamond Patron
Posts: 380
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter Three: Witch Hunt

Post by Damien »

Looking unhappy Damien digs a large hole in the snow and dirt with his vibro knife. After separating the weapons and such he rolls the dead into the pit and covers it.

“Damn.”

Looking at the First SET he sighs.

“We tried.”
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
Palach
Posts: 20
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

Palach sniffs at @Damien. "Is no trying with Sokolov's people. Is no reason. Only force. It was you or them, now or later. If it was later, it was these people now. Five die or whole caravan walks until they freeze. Sokolov does not care." For his part, he finds whatever tool he can in order to help Damien dig the holes. "Good idea. Cover bodies. Harder to find."
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: 38
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Three: Witch Hunt

Post by Par »

Par just stares at them as Thursday takes up the loot and the others prepare the bodies. He had never hurt a humanoid, or well, a normal person. The idea that his actions led directly to the slaughter of three men was painful and something he needed to think about. His Father used to tell him their were hard decisions and he was not strong enough to make them. But now he knew he could make them, but that he could break from making them also.

As @Palach begins harvesting their bodies though it pushes him just a little farther into the darkness. What was he to do, become a corruptor, how could he claim to work for life or to be a hero if he traveled with people psychotic enough to casually harvest a dead mans parts for profit.
Partum Artifex
Bennies: 2
(-1 reroll scouting)

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
steelbrok
Posts: 58
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

Steelbrok quietly checks over his weapons, feeling uneasy. That they needed to confront their "guides" he has no doubt but seeing then forced to turn on one another like that.....Ugly business.
He walks over to the grave of the Sokolov Five and bows his head, praying for their souls and whatever families they may have had. He prays for himself too, to be able to discern between good and evil in this strange world and to be able to keep the line between necessary action and gratuitous violence clear.
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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
Makenna Griggs
Posts: 47
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter Three: Witch Hunt

Post by Makenna Griggs »

Makenna notices that the rest of her party seems upset at what just happened. She doesn't really understand why, but she stays silent to let them process their thoughts. There had been plenty of times during her life when she or her family had encountered treasure hunters who had wanted to team up to make the job easier, who then turned on them once the treasure was in sight. This was just par for the course, in her mind. Better to be rid of them now, when they hadn't had much of a chance to learn of her party's weaknesses and strengths.

She decides to take a look through Thursday's pile to see if there's anything good in there.
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
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2547
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Three: Witch Hunt

Post by Venatus Vinco »

Convoy After the gruesome business of desecrating and robbing the still warm bodies of Sokolov’s men our “heroes” take stock of the situation. Any armor the five were wearing is hacked, slashed, and shot beyond recovery - besides cleaning out the fleshy bits would take forever. However, they were quite well armed.
Loot

Vlad’s Impaler
Image
  • • Damage: Str+2d8, AP 16
    • Weight: 16 (Min Str d12+2)
    • Notes: Harmonic Blades, MD, Powered Weapons, Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger.
Big Bear Plasma Rifle
Image
AR-110 Razor Disc Cannon
Image
  • • Range: 24/48/96
    • Dmg: 5d6, AP: 0
    • ROF: 1
    • Shots: 20
    • Weight: 30 lbs. (Min Str: d10)
    • Notes: Snapfire, +1 Shooting and is a Shotgun for Innocent Bystanders, see Savage Worlds.
    MD
With the proceeds distributed the task turns back to the matter at hand, locating Angelo’s people and asking their mystic about the evil demon Chort and his thief!

We’re taking a Journey! Horror Factor makes all rolls at a -3. Please roll and describe your actions to help the team make their journey through the snow and forests.

NAVIGATOR (Made first, a critical action): Survival
LOOKOUT (Required): Notice
PILOTS (Required for each vehicle): Driving or Piloting
SCOUT (Optional): Stealth
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Par
Posts: 38
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Three: Witch Hunt

Post by Par »

Par takes on the responsibility of helping with the lookout. Teleporting ahead periodically or meditating to see what troubles the spirits warn of he relays any information to the others to keep everyone informed.

Notice 1d10+2, scene -3 = 1d10-1
Notice 1d10!!-1: [4]-1 = 3

Wild 1d6!!-1: [1]-1 = 0

Benny Reroll
Notice 1d10!! or Wild 1d6!!: [9]+[4] = 13
Partum Artifex
Bennies: 2
(-1 reroll scouting)

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
steelbrok
Posts: 58
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

Steelbrok tries the heft of Vlad's Impaler....nice...."Hey, Thursday, you ok if I take this? I'll sing you a nice bedtime song"

While waiting for the dragon to make his mind up Steelbrok starts looking for good routes, consulting Angelo and Palach for their local knowledge. Oh great, north into the centre of Russia in winter. He nods, at least they have some basic maps now. Hopefully the drivers know the basics of convoy discipline

Steelbrok climbs into the cab of the lead vehicle and gives the signal to advance...using the Implaer...just to make sure his signal can be seen of course.

6
, he manages to work out a route, it should get them to where they're going in reasonable time.
During one of their halts he approaches Makenna and Palach, who seem to be the most tech savvy of his companions, "Wondering if you could give me a hand?"

He gestures with his railgun and vidro sword, "I want to try making this one," he raises the sword, "into a bayonet for this one" he raises the railgun in its turn.

The rolls
Survival 1d6+2 then -3 for conditions
Survival 1d6-1: [5]-1 = 4
Wild die 1d6-1!!: [6]-1 = 5 - realised I formatted this wrong, so roll below for exploding dice to add to this
Exploding die 1d6!!: [1] = 1
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 58
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Three: Witch Hunt

Post by steelbrok »

Thursday's bedtime song:

The snow glows white on the mountain tonight
Not a footprint to be seen
A kingdom of isolation
And it looks like I'm the queen

The wind is howling like this swirling storm inside
Couldn't keep it in, heaven knows I've tried
Don't let them in, don't let them see
Be the good girl you always have to be
Conceal, don't feel, don't let them know
Well, now they know

Let it go, let it go
Can't hold it back anymore
Let it go, let it go
Turn away and slam the door
I don't care what they're going to say
Let the storm rage on
The cold never bothered me anyway
Steelbrok
OOC Comments
Bennies 4 (+1 from Thursday's Joker 13/7/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

The Impaler d12+2d8+2 AP16
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: 380
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter Three: Witch Hunt

Post by Damien »

Monster Hunters: Momano begin with Survival d6 and gain a free reroll on all Notice and Survival (tracking) checks made for supernatural targets.
1d6!!: [11!!] = 11
wd 1d6!!: [2] = 2
MS 1d6!!: [3] = 3



The Momano has no interest in the loot. Figuring his weapons were better suited to him than the loot.

Damien chats on and off with the Wilderness Scout. Tracking and scouting with her and some solo.
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
Palach
Posts: 20
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Three: Witch Hunt

Post by Palach »

Driving - success
-3 for scene, Ace negates 2 pts penalties
Driving: 1d8!!-1: [4]-1 = 3
WD Driving: 1d6!!-1: [5]-1 = 4
Palach waves to the crew, ushering anyone who will join to climb into the ATV. "You like vodka? I have a bottle." Whatever he's had to drink has no effect on his driving. He navigates the snowy land with little incident, keeping the convoy on track.
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: 38
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Three: Witch Hunt

Post by Par »

Par is still distracted and not paying attention as they climb back into the vehicle. Then he realizes. "Um, do you guys still need me to drive, or maybe just keep a lookout for trouble? I can do that." As he receives instruction to clear his head and keep a look out, Par shakes it off and takes point, reaching out with his mind and asking the spirits for guidance.


Never mind, I realized when I went to update my sig, I already rolled for this contest
Driving 1d6!! or Wild 1d6!! From previous Jack of All Trades: [3]+[4] = 7
Partum Artifex
Bennies: 2
(-1 reroll scouting)

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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