Chapter Six: Narrow is the Way

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steelbrok
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Re: Chapter Six: Narrow is the Way

Post by steelbrok »

One thing about good vodka, Steelbrok muses, no hangover - even though he did still feel a bit woozy this morning. Had he really just used the word woozy? Boy, he must have had too much to drink last night. Several of the villagers were still looking a bit the worse for wear too - those being harangued by the good priest Basil were looking very hangdog. Some of Basil's choicer phrases made the steel man glad he could turn down his audio volume.
He looked a little blearily at Velma and decided that chopping logs wasn't the best plan for today. Fortunately a lot of timber was already chopped and in need of moving to to various semi-repaired buildings. He got to work.
Steelbrok
Steel's Vital Statistics
Bennies 3 (was 4, 1 used on 5/10/21)
Wounds 1 (ignore 1 point of penalties)
Parry 6, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD 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
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Venatus Vinco
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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

Community Outreach
With the legendary axe of Mikula Selyaninovich in their possession, Alexsander feels ready to craft the manacles required to restrain the Nightingale. After that, Par and the priest, will need to bless them. These preparations will take many days, in the meantime more pragmatic matters need attending. The village has been destroyed and food stuffs raided or burned. Rebuilding is one thing but foraging immediately becomes another.

With plenty to do, everyone sets about a task.

You may only choose one task. This is one round. Villagers can roll a d8 with a Wild Day to Support you. Tary has extras he can deply to lead or support tasks.

Ritual: Faith Or Occult
Par, Alexsander, and the priest take the lead but others can help by serving as assistants or lending what magical power they may have.
  • Tokens Needed: 6
Rebuilding: Repair, Athletics, Common Knowledge
The village needs to be rebuilt. Lending a hand would go a long way to helping these people get back on their feet.
  • Tokens Needed: 6
Resupply: Notice, Survival
Shelter is little comfort when there is no food. Fishing, hunting, foraging, and preserving whatever they can over the next few days could be the difference between surviving the winter or complete desolation.
  • Tokens Needed: 6
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Stoic
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Re: Chapter Six: Narrow is the Way

Post by Stoic »

OOC Comments
WIP

Occult 1d10!! WD 1d6!!: [1]+[5] = 6

Benny

1d10!! 1d6!!: [9]+[1] = 10
GM Bennies 9/9
Wild Card Bennies ?
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Jose Kerske
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Location: San Antonio, TX

Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Rebuilding: Repair, Athletics, Common Knowledge
Jose 2 tokens
Common Knowledge
1d8+2
1d8+2!!: [7]+2 = 9
Wild Dice
1d6
1d6!!: [8!!] = 8
Jose speaks up, "We need to get the lumber from the forest, and diging cellars. A frames be quick. Then with a fire pit in the middle. Then build Log Cabins, the mud from the river san be used to seal between the logs. Later we can then add a large public building. It would be great if you can make an underground tunnel system ."

Jose goes out with the locals to pick the trees and cut them down.

Villagers 1d8
1d8!!: [3] = 3
Villager Wild Dice 1d6
1d6!!: [3] = 3
Last edited by Jose Kerske on Sat Nov 20, 2021 1:22 pm, edited 2 times in total.
viewtopic.php?f=7&t=6001
OOC Comments
Attributes:
Agility d8 Smarts d10 Spirit d4 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself , hunter. He will fight when provoked

Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million


[image]
• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million
silver-plated Short Sword (Str+d6).

Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000
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steelbrok
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Re: Chapter Six: Narrow is the Way

Post by steelbrok »

Having doe his bit to start the rebuilding, the stylishly handsome cyborg looks the need of the villagers for food. He gathers a foraging party.
The fields have been badly hit by the storm but they'll still yield a decent amount of food if you

Notice 1d6!!+4: [2]+4 = 6
Wild die 1d6!!+4: [5]+4 = 9
Villagers 1d8!!: [5] = 5
Villagers Wild die 1d6!!: [2] = 2
properly.
Steelbrok
Steel's Vital Statistics
Bennies 3 (was 4, 1 used on 5/10/21)
Wounds 1 (ignore 1 point of penalties)
Parry 6, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD 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
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Par
Posts: 87
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Re: Chapter Six: Narrow is the Way

Post by Par »

As the work on the shackles begins Par relaxes, enhancing his connection with the universe around him. As his connection grows the overall effect is eerie to watch as the wooden boy fades into and out of sight. Somehow as he fades it is as if something becomes more right. Par begins channeling that energy into the shackles combining his power with @Alexsander's.

Faith 1d10!! or 1d6!! With +1 from staff: [6]+[4] = 10

Benny Faith 1d10!! or 1d6!! With +1 from staff: [9]+[1] = 10
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Palach
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach has a particular skill with crafting. He looks like he was made for this. He sets about the village, taking some of the logs brought back by @Jose Kerske and turning them quickly into
Repair, rebuilding: 1d8!!+2: [2]+2 = 4
WD Repair: 1d6!!+2: [1]+2 = 3
Benny Repair: 1d8!!+2: [6]+2 = 8
Benny WD Repair: 1d6!!+2: [3]+2 = 5
, roofs, and leaving the scraps for firewood and kindling. He is able to splice together some of the partially standing structures with new material, helping to salvage some of the homes and shops still in place. He makes great headway in ensuring that the villagers won't freeze to death from being out in the elements. He doesn't ever break a sweat, maintaining his typical blank look no matter how significant the exertion. All the time, he calmly calls out orders to the villagers, directing them when to lift, where to hold, and what to tie down or nail down.
Palach
Palach
Pace: 6; Parry: 6 (7 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Block, First Strike
Current Status Post
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hobo joe
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Re: Chapter Six: Narrow is the Way

Post by hobo joe »

Community Outreach
Surprising, the droid takes point on the repair, while Tary goes traipsing through the woods for supplies. Both gather villagers and their entourage to help in the endeavor. Some of Tary's crew though gravitate towards the faith/magic being performed by some of the other heroes. Tary wants no part of a ritual, but he has no problem with anyone else joining in.

Rebuilding: Repair, Athletics, Common Knowledge 4 tokens total
The village needs to be rebuilt. Lending a hand would go a long way to helping these people get back on their feet.
  • Tokens Needed: 6
DB-B1 Repair 1d8+4!!: [3]+4 = 7 DB-B1 Repair Wild 1d6+4!!: [5]+4 = 9 = 2 tokens
Villager Repair 1d8!!: [7] = 7 Villager Repair Wild 1d6!!: [10!!] = 10 = 2 tokens

Resupply: Notice, Survival 2 tokens total
Shelter is little comfort when there is no food. Fishing, hunting, foraging, and preserving whatever they can over the next few days could be the difference between surviving the winter or complete desolation.
  • Tokens Needed: 6
Tary Survival 1d8+4!!: [4]+4 = 8 Tary Survival Wild 1d6+4!!: [3]+4 = 7 = 2 tokens
Villager Survival 1d8!!: [2] = 2 Villager Survival Wild 1d6!!: [3] = 3


Tary's Army of Extras to follow...
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hobo joe
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Re: Chapter Six: Narrow is the Way

Post by hobo joe »

Tary’s Extras:
The Vagabond feels particularly spiritual after this event and despite Tary’s normal avoidance of the occult, he tries to convince the other followers to join in the ritual.

Most of the followers involve themselves by using the knowledge of such things that are common throughout the western world. Lots of nodding and copying everyone around them.

The soldier tries to embellish the stories and descriptions with all the details he noticed during the ordeal.
Occult:
Civilians, Militia: Common Knowledge d6 ea
Civ 1 1d6!!: [5] = 5
Civ 2 1d6!!: [11!!] = 11
Militia 1d6!!: [2] = 2

Soldier: Notice d6
Soldier 1d6!!: [2] = 2

Vagabond: Persuasion d10
Vagabond 1d10!!: [7] = 7
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