Chapter 4: Village of Irkutlas

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Venatus Vinco
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Chapter 4: Village of Irkutlas

Post by Venatus Vinco »

Irkutlas Preparing to head out, the group decides what to do with Sokolov’s vehicle - after raiding it for food, vodka, and a language translator of course. They can drive it themselves or trade it to the convoy they are with for additional supplies.
Novyet Explorer-Sku
Use Mountaineer MKI stats, with larger passenger compartment
Image

Keep it: Add another Driving roll
Trade It: Pick up Adventuring Gear (nothing TW) up to 100,000 credits in value for the group.
Navigating the countryside is simple but mind numbing. Staying on course is a matter of focusing against being consumed by the mind numbingly empty and bleak conditions. The going is rugged and covering any amount of ground takes. Before too long the convoy reaches their destination, a mid-sized village named Irkutlas next to the river in Warlord Orloff’s territory. Angelo will need to find a lead on his people here in town.
Angelo-Networking
Make a Networking (Persuasion or Intimidation) to find a lead on where your nomadic people may have gone
The rest of the group has some time in this first sign of basic civilization to do what they need. Exploring this mid-sized town is easy, and the language troubles are somewhat relieved by Angelo and the language translator.
What Would You Like to Do?
If you kept the Novyet Explorer-Sku you might be able to trade it for a better deal here. You can eat, rest, explore, etc. Once I know what you’re doing we’ll set up some Networking or Quick Encounters to resolve it.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Makenna Griggs
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Re: Chapter 4: Village of Irkutlas

Post by Makenna Griggs »

Rolls
Driving 1d6!!: [10!!] = 10
Wild die 1d6!!: [11!!] = 11

I Know a Guy: Once per session, effectively have the Connections Edge.
Smarts roll: -2 for edge, -1 for Quick Flex.
Smarts 1d10!!-3: [8]-3 = 5
Wild die 1d6!!-3: [11!!]-3 = 8
Setting the snowy conditions, and noting how cramped their one vehicle is, Makenna decides to hop into the driver's seat of the new vehicle.

Once arriving in Irkutlas, she sees that Angelo is looking for his people and decides to help him out. Grabbing a bottle or two of vodka, she scouts out a likely person who might know where Angelo's people have gone, and offers them the vodka and a charming smile. Using the translator recovered from their new vehicle, she strikes up a pleasant conversation, and inquires about any Romani groups who may have passed through.
Makenna Griggs
Makenna Griggs

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

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

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Par
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Re: Chapter 4: Village of Irkutlas

Post by Par »

During the ride back Par is often distracted as he thinks about the line between the practical things that must be done and the moral things that must be done. It seems strange to him the two would conflict so often, his mother never spoke of these situations, and his father was constantly in the field making these choices daily.

As they come in to the town Par has already learned enough from his previous experience to know to hide his nature. Most people, especially those in Russia will not be able to accept he is human like the rest of them.
Exalted Conceal Arcana 1d10!! or Wild 1d6!!: [18!!]+[4] = 22


Looking at everything and how different and new it is Par speaks up. "I would like to explore, and look around a bit. I have not had a chance with a place like this and as we need to wait for our friend until evening I think it works. Anyone want to join me, I do not think it is wise to go alone."
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 20
STAFF: 10/10


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

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

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steelbrok
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Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

Steelbrok decides to take a stroll around the village, nodding politely to those he passes. Having his turn with the language translator he tries to reassure the villagers, helping some of the children who are building a snow fort.
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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 4: Village of Irkutlas

Post by Venatus Vinco »

Irkutlas Makenna and Angelo move through town. The populace is mostly human and Makenna finds that while people are generally accepting but gets the feeling if she looked any more alien they might be put off. The vodka helps too. After getting a little tipsy with a local militaman she finds that there was a group of Romani in town last week, he describes them as thieving vermin and glad they are gone. Angelo bites his tongue, for now.

The militaman is pretty certain they headed west but there is really only wilderness out there, so he has no idea where they might be going. He does share that there are some trappers in town who hunt out in the western frontier, they might have some idea of where the Romani are heading. Most of the trappers sell their wares at a trading post in the town centre. The post also keeps an eye out for people’s comings and goings to report them to Warlord Orlov...so be cautious.

Meanwhile, the rest of the group puzzles about what to do with Sokolov’s vehicle. Disguise t? Dump it? Trade it? The first thing they do is search it for tracking devices.

Quick Tasks
Bug Sweep
Roll Electronics -2 to sweep for bugs. Success means you do find a transponder, and Repair is required to remove it.
Machine Shop
The town has a small machine shop that does work on vehicles. The owner won’t remove any tracking devices and is suspicious if the group asks him to. Use Persuasion or Intimidation to work out a deal for a new paint job.
Trade In
There is a trading post in the centre of town, you can probably hook up with a willing trade partner there. However, transactions at the trading posts are officially logged. Although there’s usually someone willing to work off the books. Asking around about black market activities is risk and requires Persuasion or Intimidation at -2. The Streetwise edge negates this penalty.
Novyet Explorer-Sku
Use Mountaineer MKI stats, with larger passenger compartment
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Par
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Re: Chapter 4: Village of Irkutlas

Post by Par »

Par waits while the others search for potential tracking devices. Moving through the streets and working with people is something he would like to help with and once everything is ready he states he will help find a buyer. "Sometimes I just get intuitions about what to do or where to go. I think they would help here." He explains as he prepares for some moving around the streets.

Par felt great, it only took him an hour and a half to find someone willing to look over the ride. Making an appointment and letting the others know he had a buyer lined up. As he reported the results to the others Par was feeling pretty excited about the end results. Proving himself useful to the group was more important than the young teenager was willing to admit.


Networking CRIT FAIL
Persuasion 1d10!! or Wild 1d6!! and -2 from higher die.: [1]+[1] = 2
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 20
STAFF: 10/10


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

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

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steelbrok
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Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

Steelbrok voices his suspicions and is glad to see the others think his suspicions (paranoia?) about tracking devices is worth checking out.

He helps Makenna and Plachr by frequency scanning with his EADS and radio and analysing the set up of the vehicle's root code (and Angelo by sweeping him for signs of unknown implants.

Firstly to see if anything's there
Hacking 1d8!!: [7] = 7 and Wild die 1d6!!: [5] = 5
,

Then (assuming anything is found...) his old picpocketing and alarm disablement skills get some practice
Thievery 1d6!!+1: [2]+1 = 3 , Wild die 1d6!!+1: [1]+1 = 2

summary
So, +1 to help Makenna find anything. Alas "fingers" is fingerless when it comes to helping Palach remove it 0 (Thievery is d6 but -1 due to cyborg poor dexterity but then +2 from HJ roll versus electronic security)
Glances around as they work, wondering who's turn it is for dragon-sitting?
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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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Makenna Griggs
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Re: Chapter 4: Village of Irkutlas

Post by Makenna Griggs »

OOC Comments
Electronics 1d6!!-2: [10!!]-2 = 8
Wild 1d6!!-2: [5]-2 = 3
After getting a little tipsy off the vodka, Makenna returns to her group. She stores her larger, not-so-easy-to-conceal weapons in the main vehicle, then spends a little time looking over the new vehicle for devices. Once that's done, she walks around the trading post as casually as possible, striking up small conversations here and there with the vendors, just trying to make it look like she's a casual traveller. Finally, she makes her way over to the fur traders, asking them about their usual hunting grounds. "I hear that there's not much out to the west. Is there something special out that way besides game to hunt?"
Makenna Griggs
Makenna Griggs

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

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

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Palach
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Re: Chapter 4: Village of Irkutlas

Post by Palach »

Hand me that spanner
Repair -2, net zero penalty: 1d6!!: [5] = 5
WD Repair: 1d6!!: [1] = 1
Palach is unsurprised when @Makenna Griggs finds the bug on the Warlord's vehicle. "Is odd that it is only the one. Here. Let me." Showing some aptitude for tools, he works diligently to remove the transponder. After awhile, he manages to disconnect the tracker. "Got it. Is simple. What do we want to do with it? We could drive it in wrong direction to throw off anyone following. Dump it in snowbank and leave."
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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Bryan
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Re: Chapter 4: Village of Irkutlas

Post by Bryan »

Persuasion 9
Persuasion 1d4!!+4: [5!!]+4 = 9
Wild Die 1d6!!+4: [5]+4 = 9
Language barrier be damned, people are people. And Bryan is an expert on a certain subclass of people, the criminal element. He instantly identifies the roughest part of the little town and chats up a barkeep. He pulls out a flask of good Canadian whiskey, and he and the barkeep chat while trading shots of Whiskey and Vodka. After a couple of hours, even the burly Russian's alcohol tolerance starts to cave in, and he starts to tell Bryan what he knows about the thief.

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Venatus Vinco
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Re: Chapter 4: Village of Irkutlas

Post by Venatus Vinco »

Big Trouble in Little Irkutlas The West
Drinking and trading stories Makenna learns that the west is dominated by a so-called Empire of Brodkil, marauding sub-demons who like human technology - and flesh. Anyone heading into the Brodkil Empire is either in league with demons or insane.

Bug Sweep
Working together with the team Makenna locates a short ranged radio tracking device on the Novyet Explorer. Fortunately, there is no long range satellite coverage so the warlord’s men would have to be very close to pick up a signal. The odds of that are astronomically low - akin to rolling 1 on two different dice at the same time.

Palach can easily disable the device, but before he does Steelbrok takes a minute to jack in and read its small memory card. He is surprised to hear that the radio transmitter is receiving a ping-back signal. Perhaps the warlord has men close by!

While the others brainstorm ways to throw the warlord off their tracks, Par moves through the streets and finds himself a potential buyer for the truck. He sets up a meeting time and lets the others know.

The Mean Street
It doesn’t take Bryan long to find a burgeoning black market in Irkutlas. Asking around about the thief the group is tracking yields little results, until Bryan drops a little money on the situation. Eventually someone tells him a tale, Russians seem to like stories.

”You are not looking for a thief among men. You seek the demon thief, the one to whom evil men pray for good fortune when robbing others. The one who goads good men to steal. It is said he could enter anywhere and steal anything, including souls.”

Seller’s Remorse
When it comes time to sell the Novyet the group realizes Angelo has not yet returned from his wanderings. Surely the local native is not lost and so, for now, his absence doesn’t raise alarm bells. The meet is just outside town, to avoid registering the transaction according to the buyers. Rolling up the group waits for the buyer’s to show - and they do...wielding guns and Sokolov uniforms!
Dangerous Quick Encounter
Par has set up a buy with some of Warlord Sokolov’s men, who happened to pick up the tracking device and put two-and-two together. They may or may not know you killed the previous occupants, but they know you are not Sokolov’s people but are driving his property.

QUICK COMBAT: Fighting, Shooting, arcane skill
Dangerous Encounters: If a character fails his roll in a dangerous situation he takes a Wound (or d4 Wounds with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be Soaked as usual. Success means the hero emerges with only Bumps & Bruises (page 125), and a raise means he escapes unscathed.
Novyet Explorer-Sku
Use Mountaineer MKI stats, with larger passenger compartment
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Bryan
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Re: Chapter 4: Village of Irkutlas

Post by Bryan »

Shooting 9
Shooting 1d10!!: [9] = 9
Wild Die 1d6!!: [2] = 2
Bryan uses his jetpack to do a quick flip over the Russkies, turning his body to face them mid-leap. He fires a buzzsaw at the closest one, causing the Russian to scream as the blade rips into his armor, spraying gore everywhere.

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Re: Chapter 4: Village of Irkutlas

Post by Lars »

Double Posted Sorry

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Damien
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Re: Chapter 4: Village of Irkutlas

Post by Damien »


Fighting 1d12!!: [20!!] = 20

wdd 1d6!!: [1] = 1


A dusting of light snow blankets pockets of the forest. The chill and clear day is crisp and refreshing. The half borg mystic follows the others to the clearing to sell the old APC and Damien disappears into the trees to observe from a hidden location. He has been cooped up in the APC for what feels like forever, ill with a fever and cold. However, today he feels better and the frosty air invigorates his body and mind.

When the attack is launched against his team Damien springs into action.

Metal claws, palm lasers, and hydrolic stakes fired from his arm, the Momano Headhunter tears into the attackers.
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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Palach
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Re: Chapter 4: Village of Irkutlas

Post by Palach »

Fighting success
Fighting: 1d8!!: [1] = 1
WD Fighting: 1d6!!: [3] = 3
Benny Fighting: 1d8!!: [6] = 6
WD Benny Fighting: 1d6!!: [1] = 1
As the trap is sprung, Palach's form is immediately covered in an
Palach combat armor.jpg
. He moves swiftly through the enemy ranks, clawing with reckless abandon. He takes a blow to the head which jars him slightly, but doesn't stop him from cutting down Sokolov's men.
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted
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Thursday
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Re: Chapter 4: Village of Irkutlas

Post by Thursday »

Thursday quickly approaches one of the closest soldiers and goes to bite him.
OOC Comments
Fighting: 1d10!!: [13!!] = 13
Wild: 1d6!!: [1] = 1
d6!!: [7!!] = 7

Damage (If it hits or if Damage is considered in this phase): d12!!+3: [7]+3 = 10 + 3d4!!: [6!!, 3, 1] = 10 = 20 Damage Total
Note: Armor Piercing 10 - Mega Damage
Forgot that the command makes the dice auto-explode
Thursday the Unique Dragon
Thursday

Bennies: 7

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 4: Village of Irkutlas

Post by steelbrok »

Realising the return ping means that there are Warlord troops very near, Steelbrok radios a warning to the rest of the team
With an internal groan he realises that the wood-man thingie is already with them unawares!

As he rushes to Par's aid a ditty begins to run through his head, he gives voice as he runs....

"We built this S E T!
We built this S E T ," he brings Vera (his railgun) properly to the shoulder and staying well back from melee range as he continues to sing,

"On...
Rock and Roll!"

He fires a burst at each of three of Sokolov's goons

(Rock and Roll edge removes recoil penalties Shooting 1d8!!: [4] = 4 , Shooting 1d8!!: [6] = 6 , Shooting 1d8!!: [4] = 4 , Wild die 1d6!!: [3] = 3
. If he still had a face of flesh a wild, feral grin would cross his features as he sees the damage strike home
Goon 1 damage 2d10!!+2: [4, 2]+2 = 8 , goon 2 damage 2d10!!+2: [1, 6]+2 = 9 , goon 3 damage 2d10!!+2: [5, 9]+2 = 16 (all MD and AP6
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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
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Re: Chapter 4: Village of Irkutlas

Post by Par »

Psionics 1d10, Extra ISP +2 = 1d10+2
Psionics 1d10!! or Wild 1d6!! higher of two rolls receives +2: [7]+[3] = 10


Par realizes he messed up when the men show up in Sokalov's uniforms. His reaction is instant, summoning illusions to make it appear as if the team was groveling for forgiveness, he creates a distraction to allow the rest of the team the room they need to fight and do what must be done.

Frustrated with himself, his decisions most likely cost the team their new ride, and now he had nothing to contribute to show his place in the team.
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 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: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

Once the action is over, Steelbrok seeing Par's somewhat wooden expression gives him a gentle (well d12+2 "gentle") pat on the back.

"Buck up, lad, something will go right for you sometime. We've had, what, one, two, tree encounters? Maybe you need to branch out a bit, don't feel you have to bough out, eh?"
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil


User avatar
Par
Posts: 45
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 4: Village of Irkutlas

Post by Par »

steelbrok wrote:
Thu Aug 27, 2020 7:25 am
"Buck up, lad, something will go right for you sometime. We've had, what, one, two, tree encounters? Maybe you need to branch out a bit, don't feel you have to bough out, eh?"
Par has a slight look of embarrassment on his face that shows even in the wooden grains that remains of him. "Um, no I was just thinking is all." He says trying to deny the truth of what was clearly seen on his face.

Though he denies the feeling, it is obvious the encouraging words helped him however as he is able to snap out of it and get his mind back on task.
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 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: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

"Don't worry, lad, time to leaf here soon"
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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: 52
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter 4: Village of Irkutlas

Post by Makenna Griggs »

OOC Comments
Marksman Edge: +1 to first shooting roll.
Shooting 1d8!!+1: [1]+1 = 2
Wild 1d6!!+1: [10!!]+1 = 11

+2 from shooting the Wilks Pistol. I forgot to add it, sorry.
Shooting 1d8!!: [5] = 5
Makenna groans to herself when she hears about the Brodkil Empire. She had dealt with one or two in the past, and they were always a pain. An entire empire of them? As confident as she is in herself, she knows they will need a bigger army or an insane amount of luck if they end up heading out that way in search of Angelo's people.

She retrieves her gun from the truck before heading out to the meeting point, although she knows she probably won't need it anywhere near the town. It wouldn't do to miss a shot and accidentally hit an innocent person. Once Sokolov's men reveal themselves, she immediately grabs her pistol and barely takes aim before pulling the trigger.
Makenna Griggs
Makenna Griggs

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

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

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Venatus Vinco
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Re: Chapter 4: Village of Irkutlas

Post by Venatus Vinco »

Run Out of Town Image

Escaping the ambush by Sokolov’s men costs the team their peaceful rest stop. The first fight quickly attracts some of Warlord Orlov’s soldiers to keep the peace and support their sometimes ally—”No one shoots Sokolov men but us!” Six human troops and two cyborgs on fast moving snowmobiles race toward the scene of another 1st SET murder.

While the team might be able to handle this initial security force the place will soon be crawling with soldiers. It is time to beat a hasty retreat westward, hopefully losing them in Brodkil territory and locating Angelo’s family. For his part, Angelo jumps into the truck and starts giving directions.

The first order is clear ”Drive!”
Chase Scene
  • You are on the same card as the bad guys at the moment.
  • Range Increment is 5”
  • I split you among the vehicles, shout out if you’d like a different split
  • Bryan and Thursday are currently outside the vehicles as they can fly on their own.
  • I recommend reviewing the rules for Chases (free PDF reference)
Novyet Explorer-Sku
Use Mountaineer MKI stats, with larger passenger compartment
Image
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
steelbrok
Posts: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

As the enemy snowmobiles buzz across the snowy landscape, Steelbrok leaps onto the back of the Sku, setting himself securely against the back of the cab and yelling, "Makenna! Go! Go1 Go!"
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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: 52
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter 4: Village of Irkutlas

Post by Makenna Griggs »

steelbrok wrote:
Tue Sep 01, 2020 8:11 am
As the enemy snowmobiles buzz across the snowy landscape, Steelbrok leaps onto the back of the Sku, setting himself securely against the back of the cab and yelling, "Makenna! Go! Go1 Go!"
OOC Comments
Driving 1d6!!+2: [5]+2 = 7
Wild 1d6!!+2: [3]+2 = 5
+2 from using my full action to drive.
Forgot to add +2 from the joker.
Not waiting to be told twice, Makenna slams her foot on the gas. Taking hold of the wheel, she does her best to maneuver to the west. "Keep an eye out for those guys for me, I've got a lot of blind spots on this thing!"
Makenna Griggs
Makenna Griggs

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

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

User avatar
steelbrok
Posts: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

"Don't worry, Maks, 360 degree vision!"
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil


User avatar
Par
Posts: 45
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 4: Village of Irkutlas

Post by Par »

Reaching out with his mind Par pulls the twists and fates of the universe to force the weapons to not work correctly for the pursuers. Sending subtle suggestions to them, aim more left, perhaps a little higher, or look away instead of at the field of pursuit...


Lower Trait
Rank: Novice
Power Points: 2+7+1+2 = 12 Power Points +2 range if needed?
Range: Smarts
Duration: 5 (boost); Instant (lower)
Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
„ STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
„ GREATER LOWER TRAIT (+2): For lower Trait the target applies a −2 penalty to the rolls.


Exalted Lower Shooting on 8 targets Strong Modifier Mysticism 1d10!! or Wild 1d6!!: [4]+[17!!] = 21

Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 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: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

From the back of the Sku, Steelbrok watches the enemy close in over the snowy waste. As Makeena pulls away he braces himself, keeping "Vlad the Impaler" ready for anyone who wants to try boarding. its whole wicked reach whining with power
Just in case needed: Fighting 1d6!!: [4] = 4 , Wild die 1d6!!: [11!!] = 11 Damage d12!!+2d8!!+2: [11]+[17!!, 1]+2 = 31 MD, AP16 (a -2 for Unstable Platform needs to be applied to Fighting rolls)


As he sees a natural break in the action he jams Vlad point down into the wooden bed of the truck and unslings Vera, ruthlessly targeting three of the soldiers rather than the cyborgs and none too concerned whether he hits soldier or snowmobile
3 shots, no recoil penalties 1 Shooting 1d8!!: [1] = 1 , 2 Shooting 1d8!!: [2] = 2 , 3 Shooting 1d8!!: [4] = 4 , Wild die 1d6!!: [5] = 5
Not so good AND I forgot the Unstable Platform DM - never mind, going to spend a benny.
Post Benny Shooting
Shooting 1d8!!-2: [3]-2 = 1
Shooting 1d8!!-2: [7]-2 = 5
Shooting 1d8!!-2: [5]-2 = 3
Wild die 1d6!!-2: [2]-2 = 0
Oh well, next advance Steady Hands!
Railgun Damage: 2d10!!+2: [5, 5]+2 = 12 MD AP6
then he slings Vera and takes up Vlad again
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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: 26
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 4: Village of Irkutlas

Post by Palach »

Ramming Speed (7) and Advancing (15)
Blinding snow, -6 penalty, +4 Notice, Ace negates 2 pts penalty, Handling grants +1
Driving - Ramming snowmobile: 1d8!!+1: [6]+1 = 7
WD Ramming: 1d6!!+1: [3]+1 = 4
Benny, reroll Ramming: 1d8!!+1: [2]+1 = 3
WD Benny Ramming: 1d6!!+1: [3]+1 = 4
Driving - Change Position (Advancing): 1d8!!+1: [14!!]+1 = 15
WD Driving - Advance: 1d6!!+1: [2]+1 = 3
Palach nods as @Angelo urges a hasty departure, needing little impetus to put the hammer down. The killer instinct (programming?) only needs the barest opportunity to execute. He twists the wheel early, hoping to catch one of the snowmobile riders under the massive wheels of the Novyet Bear. The pedal sinks to the floor under his foot, and the Bear twists and lunges forward, guided expertly through the blinding light and the arctic terrain. He turns to the other occupants of the ATV. "Is good time to shoot, yes?"
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: 33
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter 4: Village of Irkutlas

Post by Thursday »

Thursday flies around and shoots a blast of his potent neurotoxin at the enemy vehicle.
Rolls
Athletics: 1d8!!: [4] = 4
Wild: 1d6!!: [1] = 1
Toxic Breath
Toxic Breath*: A Royal Frilled in its natural form can breath a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The toxic vapor is a supernaturally potent neurotoxin. Those caught in the area of effect without an independent air supply (like Environmental Body Armor, filtration systems are ineffective) must check Vigor (-2 with a raise) or be Incapacitated for 1d4 minutes; double that with a Critical Failure.
Thursday the Unique Dragon
Thursday

Bennies: 7

Wounds: 0/4 Fatigue: 0/2

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

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

PPE: 30/30 ISP: 20/20

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Damien
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Posts: 382
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 4: Village of Irkutlas

Post by Damien »

Damien points his rifle out the window and fires at the advancing enemies.

Shooting 1d8+2!!: [2]+2 = 4
wd 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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Venatus Vinco
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Re: Chapter 4: Village of Irkutlas

Post by Venatus Vinco »

Run Out of Town Image

The sun is high in the cloudless sky shining on the bright white snow, creating a blinding glare. Squinting through the eye watering brightness Makenna manages to be first off the mark and get a little bit ahead of the incoming war knights. As she moves further away from the village the windswept plains are covered in massive snow drifts, making the Novyet Explorer-Sku look like a tiny ship bobbing on an ocean of white.

Seeing the quarry slip away the smaller, more nimble, snowmobiles give hot pursuit trying to swarm the big rig and force it into a snow drift. They barely manage to catch up to the Novyet Explorer-Sku and cannot coordinate themselves enough to force the tracked crawler off course.

The two heavy snowmobiles, carrying massive cyborgs, focus their attention on Palach’s rig. One of them tries to catch up but hits a snow covered rock and goes careening out of control. The cyborg wrestles to get the snowmobile back on track, exposing him to danger (Vulnerable). The second cyborg swerves to avoid the same fate as his partner, and gives Palach an opening to put some distance between them.

Par reaches out with his mind and lowers the concentration of all the drives, reducing their ability to shoot accurately - on top of their self-inflicted problems. Angelo gives directions from the passenger seat, helping Palach navigate the blinding terrain (Support adds +2 to Palach).

With the pursuers somewhat in disarray, Steelbrok opens fire from the roof hatch in the Novyet Explorer-Sku. He puts a lot of fire into the air but the rough bumping and rocking as the Explorer plows through snow banks makes accuracy almost impossible. However, Steelbrok does manage to clip one of them and send the rider flying into the snow.

Seeing one of the cyborgs in a vulnerable state, Palach guns the engine and rams the exposed heavy snowmobile. His massive vehicle collides with the cyborg in a deafening metal-on-metal crunch crushing the snowmobile against some snow covered rocks and sending the cyborg rider flying - with a huge dent in its chassis from Palach’s fender. The construct wheels around and takes off after Makeena.

Bringing up the rear Thursday bleches toxin at the other cyborg chasing Palach but tis advanced environmental system shrug off the poison. Damien rolls down the window and takes a shot at him, but the jostling from ramming the other cyborgs makes his blast go wide.
Chase Scene
Novyet Explorer-Sku
Use Mountaineer MKI stats, with larger passenger compartment
Image
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Palach
Posts: 26
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 4: Village of Irkutlas

Post by Palach »

Fancy Wheelwork
Driving rolls: +2 joker, +1 Handling, Ace negates 2 points penalties
Ramming: 1d8!!+3: [3]+3 = 6
WD Ramming: 1d6!!+3: [8!!]+3 = 11
Advance: 1d8!!+3: [2]+3 = 5
WD Advance: 1d6!!+3: [4]+3 = 7
Palach's eyes and sensors adjust to the better angle of the sun against the snow. The increased visibility allows him to compensate for the degraded terrain, and the Novyet Bear is at home in the morass. He takes another sideswipe at the advancing snowmobiles, then pushes his foot to the floor hoping to leave their carcasses in the snowblind.
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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Bryan
Posts: 20
Joined: Mon Apr 06, 2020 4:18 pm

Re: Chapter 4: Village of Irkutlas

Post by Bryan »

OOC Comments

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

Action: Change Position (Moves up one chase card, no raise)
Free Action: Evade. -2 to hit and be hit.
Bryan punches the throttle on his jet pack. Unfortunately it hesitates a second, so he isn't able to fly as far as he would like. Nonetheless, he did perofrm a series of zigs and zags that should help him avoid being hit.

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steelbrok
Posts: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

As he feels the Sku lurch into a snowbank, Steelbrok braces himself for more snowmobile fun.

He hoists Vera to his shoulder and lets rip at the soldiers on snowmobiles again

Shooting 1d8!!: [3] = 3
Shooting 1d8!!: [1] = 1
Shooting 1d8!!: [6] = 6
Wild die 1d6!!: [5] = 5
(no recoil penalty however if Maks uses a benny to be able to avoid the snowbank (club card) then -2 from Unstable Platform
Damage 1 2d10!!+2: [5, 8]+2 = 15 MD AP6
Damage 2 (if no card redraw) 2d10!!+2: [9, 5]+2 = 16 MD AP6
. Well, he thinks, that's one or two of them down with a bit of luck as he reslings Vera and idly swings Vlad.....
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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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Makenna Griggs
Posts: 52
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter 4: Village of Irkutlas

Post by Makenna Griggs »

OOC Comments
Spent a benny to redraw, and used Quick Edge to redraw again. Going with the 5 of hearts.

Driving 1d6!!: [3] = 3
Wild 1d6!!: [4] = 4
Makenna purposely slows the vehicle down a little in order to give her riders a more stable ride to shoot from. It also makes the snow banks a little easier to dodge. She falls behind the other truck, but with the others taking out their pursuers, Makenna is confident that she doesn't have any reason to rush.
Makenna Griggs
Makenna Griggs

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

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

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Par
Posts: 45
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 4: Village of Irkutlas

Post by Par »

Par sees things going well as they flee their pursuers. Looking back at them as they race towards him Par again reaches out to the strands of fate and gives them another little pull. This time causing their ability to drive their vehicles to fail.
But as he reaches out with his power Par finds that he own self doubt and feelings of guilt over the situation are getting in the way of his focus. "Sorry guys, I did not realize it would be his friends. I just thought to find a buyer."

Exalted Lower Trait Driving, Strong, range x3 Fatiguing, Hindering 1d10!! or Wild 1d6!!: [3]+[2] = 5
Benny to Reroll that 1d10!! or Wild 1d6!!: [1]+[1] = 2
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 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 4: Village of Irkutlas

Post by Venatus Vinco »

Run Out of Town Image

Palach moves the Bear through the snow banks, sideswiping one of the snowmobiles as he goes. The vehicle careens headlong into a snowbank dumping the driver. While the driver appears okay, the machine is buried deep into the embankment and will take hours to dig out. He is out of the race. Pressing ahead palach can feel the terrain beneath them shift from snow to ice. The great frozen lake groans under the weight of the Bear but holds—for now.

Sadly, Par is overcome with feelings of guilt and inadequacy as he tries to help but sabotages his own success. Instead of assisting he quietly apologizes for creating this mess in the first place. Inside the vehicles, Damien and Angelo hold fast in case any of the snow mobiles get too close. While outside, Bryan does some fancy flying with his jet pack to catch up while avoiding any stray laser blasts. Thursday plods along after Bryan, unsure what to do in this situation.

Slowed by the banks, they snowmobiles also start to zig zag to avoid any more ramming attempts (Evade) by the big Bear. Instead, they pepper the ice beneath it with their mounted machine guns trying to force the ATV into the frozen waters below! The high velocity bullets break the ice beneath the ATV causing water to gush up and send it spinning. The groans turn to loud cracks as the ice begins to break up under Palach’s tires (Distracted, Vulnerable, Driving roll to avoid going Out of Control at -4 (Distracted, Card Conditions).
Ice
Hardness 12, see Breaking Things in Savage Worlds. Damage, no acing: 13, 8, 14, 13. Three successes!
Steelbrok fires back but between the snow banks and their evasive maneuvers he does little more than kick up impressive clouds of snow. The cyborgs open fire from behind trying to light up the Explorer—managing 3 hits!! (21, 5, 23 MD, AP 6. No damage).

New round: No clubs for the Vehicles so the ice holds for now! (although see above for Palach and his vehicle)
Chase Scene
Novyet Explorer-Sku
Use Mountaineer MKI stats, with larger passenger compartment
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Palach
Posts: 26
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 4: Village of Irkutlas

Post by Palach »

All in the Reflexes
Driving, -4 from Things, Ace negates 2 pts: 1d8!!-2: [6]-2 = 4
WD Driving: 1d6!!-2: [7!!]-2 = 5
Driving to escape, -2 card, Ace vs penalty: 1d8!!: [1] = 1
WD Driving to escape: 1d6!!: [8!!] = 8
Palach is tuned in to his machine. When the gunfire begins chipping away at the ice beneath his ATV, he does what he does best - pushes the pedal to the floor. As the ice gives way, the grippy tires of the Bear keep those within the cab from taking a brisk swim. He clicks his radio and calmly requests aid. "Is maybe a good idea to shoot at the ones chasing us, nyet? Oh. Be careful. Company is shooting the road. Road is becoming lake."
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: 33
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter 4: Village of Irkutlas

Post by Thursday »

Thursday flies around trying to avoid being hit by their opponents.
Rolls
Flying: 1d8!!: [17!!] = 17
Wild: 1d6!!: [4] = 4
How are they not asleep? They should be out of it by now... unless theY DON'T NEED SLEEP!!! These guys are terrifying! I mean, sleeping is fun, why not sleep? These guys look just like Paul, does Paul sleep? It doesn't matter right now, I'll ask later. I should figure out how to deal with these jerks. The flying man seems to be doing well handling them...

"Hey, Fly-guy!" Thursday shouts towards Bryan. "I'm out of ideas! What do I do?"

What is that on his back? Wings? They don't look like wings. They look wierd but kind of cool at the same time. I wonder if I could fly faster if I had one of those...
Thursday the Unique Dragon
Thursday

Bennies: 7

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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Makenna Griggs
Posts: 52
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter 4: Village of Irkutlas

Post by Makenna Griggs »

OOC Comments
Driving 1d6!!-2: [5]-2 = 3
Wild 1d6!!-2: [9!!]-2 = 7
Makenna sees the snowmobiles zigzagging to avoid the Bear and decides to take advantage of the fact that their focus is elsewhere. She speeds up to try and ram a snowmobile from behind.
Makenna Griggs
Makenna Griggs

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

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

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steelbrok
Posts: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

With all of the vehicles wildly manoeuvring around each other, Steelbrok decides to save his ammo for the moment. As he caresses Vlad's pommel he

Notice 1d6!!+4: [4]+4 = 8
Wild die 1d6!!+4: [5]+4 = 9
+2 to Makenna's driving
for Makenna, keeping her aware of obstacles and the snowmobile locations, his 360 senses helping keep her aware of where everyone is
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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: 45
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 4: Village of Irkutlas

Post by Par »

Trying to snap out of it Par decides to use his most powerful ability. After what happened before the experience is something he does not like doing, but this situation is turning out like the other and soon more people will start dying. So reaching out with his mind he touches the minds of each of their minds he tells them. "Turn, flee from here, flee to the ocean as fast as you can and communicate with no one as you go!" Then to himself, "No one needs to die here. Please no one needs to die."


As cyborgs I think their cybernetic hearing could easily pick up his voice over the engines from 10" away
Puppet 3 Additional Recipients +3 (4 total), Mind Control +3 (-2 to rolls to resist), Extra ISP +4 (adds +2 to roll)
13 ISP total, will take 4 from PPE to keep them in balance


Psionics (Puppet, Mind Control, Three Targets, extra ISP for plus two) 1d10!! or Wild 1d6!!: [7]+[7!!] = 14
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 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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Posts: 2565
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 4: Village of Irkutlas

Post by Venatus Vinco »

Snowed Under
Gunfire is exchanged as the two groups race at breakneck speeds across an icy lake and then begin to bop over snow banks on the other side. A massive chasm appears on the horizon, with no apparent way around it. With their backs against the wall the team faces a difficult choice fight or flight...literally.

Seeing the difficult situation Par reaches out with his mind, gaining mental control over the two cyborgs and ordering them to flee...and they do! As the massive combat cyborgs turn from the chase, the snow mobile riders follow suit. Whisking away at top speed the frozen plains going from nosy chase to silent waste. Wind whistles along the massive chasm in front of the group as they stand on the edge, as if at the very end of the earth itself.

Finally Angelo speaks up, "My people would not have been able to cross this obstacle." Searching around he finds a symbol scratched into a massive rock and begins to frown. "It is a family symbol. It says they went down."
Needle in a Snowbank
Choose one person to make a Notice roll at -4 to locate the caravan's secret path to the bottom of the chasm. Other can support with any skill, also at -4. Narrate the results.[/b]
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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steelbrok
Posts: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

"Person up and get over your insecurity, Par!"
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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: 26
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 4: Village of Irkutlas

Post by Palach »

EP required
Notice, net zero after scene penalty: 1d4!!: [1] = 1
WD Notice: 1d6!!: [1] = 1
EP for Crit Fail reroll
EP reroll: 1d4!!: [3] = 3
WD reroll: 1d6!!: [7!!] = 7
Palach dismounts from the Bear and begins to scan the surrounding area, paying particular attention to the chasm in front of them.
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: 71
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 4: Village of Irkutlas

Post by steelbrok »

Open mouthed an watching their enemies suddenly drive off as fast as they can, Steelbrok considers a final burst with Vera but instead shakes his head. He glances at Par who seems to be uncomfortably good at telling people wat to do. Might be useful but part of him is glad he's in Makenna's vehicle crew.

He wonders why on Earth Angelo's people went into the chasm but the lad seems certain, so....

As they start to form up and look for clues to the way forward he sees Par STILL sitting in the cab of his vehicle. Marching over he flings the door open, "Get your backside out here in the cold with the rest of us and put those senses of yours to some decent use!"

Then he turns on his heel and marches off to begin his own scan, setting an example in supporting the team
Notice1d6!!+4: [5]+4 = 9
Wild die 1d6!!+4: [2]+4 = 6

Seeing enough boots on the ground for this, he call out, "Bryan, can you make a pass over the chasm to look straight down? Thursday, stay high and look out for anything coming our way> An let's keep the vehicles back from the edge until we know more!"
Steelbrok
OOC Comments
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the 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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