Chapter 7: To Kill a Nightingale

Adventures in Russia
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Venatus Vinco
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Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

On Thin Ice

Alone on the icy waters the team delves into their thoughts, the snow on the landscapes muffles sound, making everything seem eerily quiet. The sound of water lapping the ships hull breaks the silence. Who know how long it's been since anyone moved through these lands. There are no signs of life. It is empty, barren, frozen.

Soon, Palach struggles to navigate as large ice flows float in the river. What pokes above the surface belies the jagged ice below. The hull scrapes a few times until finally the ship can go no further. The river is frozen and the way blocked. The silence persists but not the sense of emptiness. Something is out there. Watching. Waiting.

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Palach
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach moves from the conn to the deck to make sure he has maximum visibility,

1d4!!+4
d1d6!!+4
more than the equipment on the boat. "Is something there." His hand moves idly towards his particle beam rifle, unsure of what was out on the frozen water.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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hobo joe
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Re: Chapter 7: To Kill a Nightingale

Post by hobo joe »

As the boat slows to a halt, Tary walks to the bow and peers into the ice ahead. He is honestly bored. Being a passenger on someone else's vehicle, on a river, no real choices or decisions. So as ominous as this new development was, Tary had hopes of excitement.

Even a supernatural monster lurking in the dark was better than sitting around wondering about your life choices and how you wound up on a barge in friggin' Russia.

He leaned on the gunwale and stared off into the dark.

DB-B1 on the other hand spent the river cruise relaxed. It maintained order on the boat. Kept things "ship shape" and maintained order amongst the passengers and crew on the ship. Icy decks were no concern, which was a secret joy it had every time one of the organic beings slipped or lost footing.

The rest of Tary's little band mostly cavorted around bother-helping the crew. Thankfully Tary was normally there when things got more bother than help.

1d8!! Ld1d6!! (Tary does have low-light vision)

d-11d8+2!!d-1Ld1d6!!
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steelbrok
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

The cyborg looks ahead, seeing the ice closing in, choking the river. Looks like it will be time to take to Shank's Pony. Well, the Boat's been a decent base but nothing lasts forever.

He makes a circuit of the deck, scanning for any signs of, well,

1d6!!+4
Ldd1d6!!+4
!
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Par
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

As the tension in the ship rises Par looks around trying to figure out what is going on. Reaching out with his sense he feels what the universe can tell him.

Lddp3p1d10!!Ld1d6!!
The character has Alertness, Danger Sense, Sixth Sense, Ignores Illumination, and 360 degree vision.
Total cost:
7 Cost of power plus modifiers
-2 Self only inherent limitation
-1 activated with a raise
----------------------
4 ISP total

Detect Arcana
Rank: Novice
Power Points: 2 (-2 from self only)
Range: Self Only
Duration: 5 (detect)
Trappings: Mystics Psionic Awareness.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds.
This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well — harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar
abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table Savage Worlds).
(+2):
Detect arcana is greatly enhanced, giving it expanded analytical effects.
With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
„ Active powers and arcane abilities.
„ Type of supernatural creature (vampire, werewolf, dragon, etc.).
„ Enchantments present on an item.
„ The PPE or ISP possessed by a target.
„ Other information the GM allows. When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.

(+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

To the others he says. "I feel it as well. Something is out there."
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Jose Kerske
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Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose goes with the others.but is keeping his sences open.

Notice d4+2 fail
1d4+2!!

WD d6
1d6!!
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

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OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Traversing our Modern World
Horror Factor 3
With ice flows preventing further progress by boat the group surveys the area, the eerie quite of a winter wasteland is almost oppressive. They quickly notice the ice is thick, perhaps enough for Steelbrok but not for their vehicles. Whatever they did, they were footbound if they wanted to proceed much further. The wild, thick, forests on either side of the river would mean slow going for the big ATVs.

The Slippery Slope
Horror Factor applies to this roll.
You could walk up the icy river, it would require be a Quick Encounter using Athletics, Notice, or Survival to keep your balance and watch for thin ice.
  • Raise, no problems.
  • Success means Fatigue from the slipping and sliding
  • Failure, breaks the ice. Make an Athletics (Swimming) roll to climb out and take a level of Fatigue from the cold waters. Failing Athletics has the safe effect as a crit failure below
  • Critical Failure, slip and get lost under the ice, make an Athletics roll to get out or suffer 1 wound from the icy cold waters.
The Wicked Woods
Hacking the brush with your vehicles will take a lot of extra time. Roll for a Quick Encounter using Athletics, Driving, or Survival to blaze a trail.
  • Raise, no problems.
  • Success means on level of Vehicle Fatigue from the rough conditions
  • Failure, Minor Collision. The vehicle takes a Wound and a Critical Hit.
  • Critical Failure, Major Collision. Everyone in the vehicle is Fatigued. The Vehicle takes d4 Wounds and one Critical Hit.
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Palach
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach doesn't mince words or waste time with much debate. "We go through woods. Bear is good for heat and leaving fast." And with that, he guns the engine to begin
dH1d8!!-1
dd1d6!!-1
through the underbrush. The trip is slow going, despite his skilled piloting, and he manages to throw the vehicle slightly out of alignment after taking a small ridge too fast. "Is okay. Bear is tough."
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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Par
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

As the team begins moving through the woods Par is doubtful of his own ability to make it. The extreme weather and dense woods were becoming more than just a detail in the background. As the others ask him to help clear the way for the vehicle he draws his vibro knife and begins doing his best to pull the materials the others cut free away from the path.

Takes 1 Fatigue
HL1d4!!1d6!!H-3FHF

With a d4 Athletics it is unlikely Par would pass even spending bennies. So I will accept the fatigue.
The strain on his body pushes the teenager to exhaustion, years of living the life of a scholar did not lend itself to building the muscle coordination and endurance needed for the physical labor.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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steelbrok
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Steelbrok doesn't fancy taking his chances on the ice. The woods might be gnarly but at least they're a bit more solid (well, likely more solid, you can't really rule anything out in this weird future world).

He elects to scout ahead, trying to find a decent

L1d6!!+2-3
Ldd1d6!!+2-3
for the vehicle.

It's not good terrain and despite his best efforts, he can see the suspension taking a

another level of vehicle fatigue, I'm afraid
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Jose Kerske
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Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

(The forest Of Doom or is it Dumb!)
Jose feell adventuresome and goes with the group through the forest but he isn't sure of traveling in an enclosed container . He selects a seat close to a door and is ready to exit this man made death trap. "Window. not sure but I don't want to get car sick." After a few seconds He gets out and goes with His Friend Steelbrok.

Athletics (+4-3=+1) 17! sucess and the some
OOC Comments
1d6+1
1d6+1!!


WildDice
1d6+1
1d6+1!! 1d6!!
The snow in the woods takes the lion man back to happier days, as he jumps into the limbs and into piles of snow. He even makes Snow Angels occasionaly. but he does help blaze the trail by cutting logs an branches, ocassionaly he peppers the vechile with snow balls.
Last edited by Jose Kerske on Sat Jan 22, 2022 3:51 pm, edited 1 time in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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steelbrok
Posts: 234
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

As he watches the big kitty cat rolling in the snow, the stylish cyborg cannot help but remember winters in Iceland during his childhood. Of course, there were a lot less trees and you could look forward to a good bowl of fiskbollur at the end of the day and maybe a sip of brennin.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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hobo joe
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Re: Chapter 7: To Kill a Nightingale

Post by hobo joe »

The woods or the mysterious icy river. Woods any day. Tary directs his crew as they disembark their gear from the boat. He takes a look, scouting the area for the best route for the big Mountaineer through the creepy ass forest. Ugh. He thinks of as an ancient saying, “likns and tigers and bears, oh my!” It makes him chuckle and he keeps up with the work of leading his team. The soldier and militia person accompany him as he scouts.

Survival:L1d8+1!!
WildLLd1d6-3!!

The small droid is not a fan of this situation at all. Not one bit. Bushwacking through evil wilderness was not on its agenda for today or ever. While Tary and the two more martial members of the team seem to go willingly, it’s the two wolves that force DB-B1’s metal hand: they do not want to be cooped up and are whiby and restless. It lets the canines outside and reluctantly follows. The droid has no knowledge or talents to offer, so instead it lets the wolves do the work.

DoggodHL1d8-3!!
Captain DogpdHL1d8-3!!
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Toll Time
Passing through the thick woods the group is slowed considerably. No doubt the ice flow would have been faster, if more treacherous. Pressing deeper into the dark forests the wind picks up, subtly at first, then blowing snow begins to darts through the trees, until finally a whirling storm rages. The storm is unusual as it seems to be localized around the group, spinning and writhing as if alive. par can sense a supernatural presence within it. It's a living snow storm!

The whipping winds and snow flurries begin to coalesce together into the form of a tall man with a long white beard and flowing white robes. He appears to have no weapons or armour but also doesn't seem to worried about.
Detect Arcana
The man is a dragon in human form. On a raise you can tell it is quite old.
"You pass through the territory of Rychanex. A toll must be paid, or a feast be had — with you as the meal."
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Palach
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach's goggles show the snowstorm-turned-man for
p-Ldd1d8!!
dp1d6!!
. Palach seems unimpressed. He mentions the creature's nature to his comrades, then addresses the old man. "Segodnya prazdnika ne budet. Kakova plata?"
"There will be no feast today. What is the toll?"
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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steelbrok
Posts: 234
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

The trek through the woods is slow but steady until the storm starts. And a very weird storm it is too, writhing around the 1st. If the svelte cyborg had any hairs, the ones on the back of his neck would be standing up. Al in all, it's actually not that much of a surprise when the storm coalesces into some sort of what? Wizard Demon?

And then Palach lets on that the flaming thing is a dragon in human form. Young Thursday never pulled these tricks, and a toll? Wouldn't put it past the weirdo to try crunching down on good durasteel limbs but Steel will go down that gullet fighting all the way. Being very

1d6!!+4
Ldd1d6!!+4
of what else is happening around them, the steel stalwart listens to the arcane types in the party for cues
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Stephen
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Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

OOC Comments
pLL1d10!!Ld1d6!!
Stephen mutters an arcane phrase, and briefly waves his hand over his eyes. Nothing. He chuckles to himself. Must be the snow.
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hobo joe
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Re: Chapter 7: To Kill a Nightingale

Post by hobo joe »

I thought America was bad, but this place sucks! Give me a CS hit squad any day. Tary complains internally. He puts on a brave face, more or less, as the group is threatened by yet still another supernatural foe. He's not a violent man really, but he kind of wants to just shoot this guy in the face. With a sigh though, he knows that's not the greatest of ideas and not actually something he's comfortable with in the first place. With another sigh, he signals his team to stay back, saying, "We might not have a fight, so let's not start one."

He hops off the front of the Mountaineer and stands near enough the other adventurers to hear what's going on despite the weather.

Meanwhile the droid fusses about, it spends most of its focus at the moment on keeping the two wolves in check. They must sense more than DB-B1 can about the forest and the strange man, for they are nervous.
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe moves in closer to the shadows cast by the Bear as he

Detect Arcana + Exalted Detect Arcana Modifier (3 ISP with Self Limitation)
Psionics 1d10!!
Wild Die 1d6!!
Result = 9, Raise
at the old man his eyes going wide as he recognizes him for what he is.

A Snow Lizard?1? And an old one to boot? That's all we need right now. Radecliffe's mind races as he considers the possibilities Maybe they'll be able to talk us out of this situation without starting a fight. Then he considers who's most likely going to be doing most of the talking crap, we gonna get into a fight with an old dragon. "Son of a bitch" he mutters before saying in a slightly louder tone, " the old man is a dragon and a old one so it might be a good idea to start with negotiation as Plan A, just a suggestion."

Radecliffe hunkers down further using the Bear for cover while also preparing himself to summon as many fire elementals as possible just in case things go sideways.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

notice
1d4+2
1d4+2!!
WD
1d6
1d6!!
Jose dosent notice anything. He waits for the others to negotiate trades. "Maybe we can offer our services? I mean While we do our other thing we Have to do?"
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 7: To Kill a Nightingale

Post by Par »

OOC Comments
LpHp1d10!!Ld1d6!!
p1d10!!Ld1d6!!
Par nods towards the windstorm as it coalesce into it humanoid form sensing the draconic nature of the being with his natural talents. Speaking up to Rychanex Par tries to reach a compromise. After all he would not want someone coming through his property without permission. "We do not mean to show disrespect to such a powerful and mighty dragon." Par figuring all dragons where powerful and mighty. "What toll would you charge for us to pass through your territory?"
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Making sure to stay out of claw, tail or teeth range, Steelbrok ponders:

Oh great, not just any dragon but a "powerful and mighty" one. At least Bard's target was in dragon form and he could aim at a missing scale! Wonder if this thing isn't as tough in human form?
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

The Price of Passage

The old man of the forest grins as the group makes their tense introductions and inquire about the toll.

"You have very little of value but I sense you seek the theif of Kiev. Why else would you pass this way and risk your lives by ruining my pristine forests with your vehicle trackes." He gestures with a flourish to the muddy tire track and fallen trees in the wake of the large ATVs.

"Whatever he stole from you is your business, but it also stole from me. Tha gaul! Take back from him what is mine and return it to me and you can pass freely through these forests. In fact, I will help speed your way."

The old man conjures and image in the air that looks like an icicle.

"I simply feel incomplete ruling this territory without my septre."
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Par
Posts: 106
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par looks to the others nodding in head in agreement with the exchange and seeing what the others think. "What do you think everyone? I mean if it was his, I see no reason to keep it from him." For some reason he cannot put a finger on Par's mind begins to think about baking biscuits.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Steelbrok looks closely at the image of the ice sceptre, thinking that so far, this trip has been pretty much out of the frying pan, into the fire and then into a bonfire. Something tells him that handing over the ice sceptre might mean out of the blizzard and into the ice age!
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach looks around at his companions, looks at the dragon in man-form, then shrugs nonchalantly. "Eto vash? My vernem yego."
It is yours? We will get it back.
He glances around the cabin of the Bear. "My mozhem privezti mashinu, da?"
We can bring the vehicle, yes?
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe remains in the shadows but he speaks up so that his voice carries. "If this sceptre belongs to him and it gets us on our way without more delays then I say it seems like a good deal to me. After all, it's only something we have to worry about if we win."

He smiles within his cowl and everyone can hear the amusement in his voice. "Odds are will all be killed anyway so one more long shot shouldn't matter one way or the other. Though perhaps my lord you might be willing to impart some advice as to the creatures strengths and weaknesses just to improve the chances you will see your sceptre again?" At the end Radecliffe's tone shifts from amusement to perhaps

Persuasion 1d4!!
Wild Die 1d6!!

Spending a bennie for a reroll with Elan
Persuasion 1d4!! + 2 = 4
Wild Die 1d6!! + 2 = 7
?
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose listens to the others talk.
Radecliffe remains in the shadows but he speaks up so that his voice carries. "If this sceptre belongs to him and it gets us on our way without more delays then I say it seems like a good deal to me. After all, it's only something we have to worry about if we win."
Jose speaks up after th others, "I like the idea of giving the Sceptre back to him for the lift back home. And if he has anyhints for us as how to bring him down quickly, like weakness, or anything else. Neutralize special Tactics, You know give us an Edge."
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

As the heroes warm up to the ice dragon they start fishing for clues about their nemesis.

The dragon scoffs when talk turns to the Nightingale, "I could crush that feather brain with a though, yet, it serves Chort. one does not assail the lesser minions of more powerful beings. instead we send our own lesser minions to do the job." He nods to the group at the mention of his lesser minions.

"Nothing can withstand the Nightingale's song. It wounds the body and the soul." He points to Par, "I sense the forest man is your most potent weapon. You will need healings and blessings to save your comrades and harm the beast." (aka Weakness, Holy).

"In the old days the bogatyrs slew the Nightingale by cutting off its head. If you cannot remove its head then run, for it will return and hunt you down with eternal vengeance."
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Palach
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach nods. "Cutting off head. Is good. We can do this. I have gift for this." He doesn't bother to reveal the silver vambraces tucked within his armor. Those can stay secret in case the dragon turns on them later.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Dragon
"Nothing can withstand the Nightingale's song. It wounds the body and the soul."
Jose states, "If we can't hearthe song, that would be good, Greek Mythology, Odysseus and the Sirens, Odysseus plugged his mens ears with wax. A silence spell would do as well. Telepot a grenade down it's throat. " Jose looks at the others wondering which of them will try it.
Dragon
"In the old days the bogatyrs slew the Nightingale by cutting off its head. If you cannot remove its head then run, for it will return and hunt you down with eternal vengeance."
Jose adds, "So we need to take the things head, can't just banish it."
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

In as non-threatening way as a cyborg can, Steelbrok draws Vlad and holds it up for the dragon/man/wizard/whatever to see,

"Will this do the job your honour? I could turn my ears off if it would be helpful, too"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par listens and wonders how he could be a great weapon. So far all he has done is expose the group to more danger and bring threats on them they did not need. "I will see what I can do to help." Unsure if he would be able to against a foe who could regenerate from a beheading.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

"I appreciate the warning about Chort, my lord." Radecliffe says with a slight bow. "But we're already committed to this task one way or the other so if retrieving your sceptre for you in exchange for safe passage improves our chances even a little bit I'd say it's worth it."

Plus, if we end up stuck here having a powerful creature like this one think favorably of us can't hurt our long term chances of survival either. Radecliffe finishes silently to himself.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Steelbrok guesses what Radecliffe is thinking but adds to himself: a powerful being that had its sceptre stolen may not like the idea of having those who stole it back from the thief around when he couldn't manage that job himself
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Dealing with the D...ragon

The old man, obviously revealed as a snow lizard now, nods solemnly at the groups determination (or foolishness).

"You cannot simply plug your ears against the wail." He seems to quote some old literature when he describes the effect, "When the Nightingale whistles, "all the grasses and meadows become entangled, the azure flowers lose their petals, all the dark woods bend down to the earth, and all the people there lie dead!"

"Stay clear of its path."

The old man waves his arms and the snow begins to billow an swirl until it forms a shape. As it comes into focus the group realizes it is a picture of a city, somewhat strange looking like old but before the golden age.

"Demons are sentimental. When the Nightingale returned from its defeat by Ilya Muromets it returned to Kiev, a place where it destroyed all the palaces of the king with a single whistle."

The snow buildings crumble and fall, replaced with rubble and ruin.

"He roosts in the ruins of those buildings, destroyed a second time by your apocalypse. He watches the ways in, his servants perched amidst old buildings watching every approach. Pick your path wisely."
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par begins to feal a little fear at the idea of fighting something that cannot be resisted. "So what defense is there versus the demons power?" The dragon had said that he had some power that could be used as a weapon against the demon. But what shield could they have? He knew he could protect people from mortal magic, but something powerful enough to destroy a city was beyond anything he had ever even asked from the balance around him.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Par wrote: Sat Feb 19, 2022 7:42 am Par begins to feal a little fear at the idea of fighting something that cannot be resisted. "So what defense is there versus the demons power?" The dragon had said that he had some power that could be used as a weapon against the demon. But what shield could they have? He knew he could protect people from mortal magic, but something powerful enough to destroy a city was beyond anything he had ever even asked from the balance around him.
The dragon shrugs, "Don't stand in front of him, and keep him talking. He loves to talk."
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Ok, so bags of smoke and sneak round the side
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Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach nods at the tactical suggestion. "Ptitsa ne mozhet videt' vo vsekh napravleniyakh."
A bird cannot see in all directions."
He ponders the other portion of the instructions. For effect, he speaks in his best American. "This bird speak American? If it only speaks Russian, 'keep him talking' is job for Palach."
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Palach wrote: Sun Feb 20, 2022 2:10 pm . "This bird only speaks Russian, 'keep him talking' is job for Palach."
"Well volunteered that man!"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe shrugs, "it may have the name of a bird but somehow I don't think it will be that simple. But city ruins probably means rats and rats I can work with. If there are enough of them maybe I can come up with a decent distraction."
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
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Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose steps forward and speaks up, "Our Host says keep him talking, Sounds good, if he talks he isn't singing."

"We need to work in small groups and take out his troops."
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe chuckles ruefully. "So how does one strike up a conversation with an immortal being that can destroy a city with a song?"
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

Steven listens carefully. He hasn't encountered a dragon like this before and finds it utterly fascinating. While his natural urge is to bombard it with questions, he simply waits to see what it can tell them about the Nightengale, hoping to put the information to good use later
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Abandon Ship
Having received as much info as they could from the old ice dragon the intrepid crew left their boats further behind as they made the overland trek to the ruins of Kyiv. The trees were tall and thick, as perhaps no humanoid has set foot in this area of hundreds of years. Breaking through the terrain is difficult and exhausting. Even the indefatigable members of the group have to fight off mind numbing boredom from seeing the same blanket of trees over and over again.

Slowly, the forests begin to thin a little as the ground becomes more broken and rough. Then the tall trees are replaced with overgrown buildings. Finally the group reaches the shores of a wide river. River deltas, overgrown with trees, jut from the confluence of a few waterways, while collapsed bridges from the golden age poke up from the waters like skeletal hands.

Across the river a great forest grows in the middle of the city, perhaps it was once a park, with the ruins of large palatial structures sticking out among the trees. A great murder of crows can be seen circling the ruins of one o those palaces.
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach stares at the crows and the buildings over which they circle. "We cross river. Then split. Some go around. Distraction go in front door. Who is distraction? Is me or is @steelbrok?" He glances at @Radecliffe. "You talk to birds? Maybe they help?" He scans the river for a good way across. "Cold river. Swimming is no good."
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

The cyborg

1d6!!+4
Ldd1d6!!+4
carefully for a good crossing point/method, seeking out one that provides the best options for cover/

"Better wait until nightfall, too many eyes in the sky for a daytime crossing"
He glances at Palach, "You want to be the distraction? I can find myself a nice overwatch position for Vera here" He brushes a hint f snow from Vera's barrel.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach shrugs. "Is probably best to be me. He maybe don't speak American."
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Palach
Pace: 6; Parry: 8 (9 with vambraces)
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par looks at the unwelcoming sight. "I would like to speak with the spirits of the land first. I will need people to protect me." Reaching down to scratch at something on his leg he finishes. "Besides, I think splitting up would be a way for half of us to die."
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach shakes his head at @Par. "Is not split. Some go around and some go straight. Dragon says -" His voice changes to mimic Rychanex, the dragon-as-old man, almost perfectly. "- Don't stand in front of him, and keep him talking. He loves to talk." His voice returns to the nonchalant heavy Russian accent. "Can't stand in front if some go in front and some go to sides."
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
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Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

"I could move us all at once via teleportation, but, there's a chance it might notice that."
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

"Ok, how do we want to handle this? So far this thing has pretty much run away from us - that might have been devotion to its mission, though"

Steelbrok pauses, ordering his thoughts,

"There are two questions as I see it: has this Nightingale already handed the Ring over to Sauron? And, is it more likely to fight to protect its home or run again. If it's likely to fight then a diversionary attack might draw it out of its lair but if its just going to run, all we'd be doing is giving it extra warning time."
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Looking at the birds Radecliffe shrugs and replies to to @Palach "If I could get close enough I could take control of one of them and scout through its eyes. That's the trick through, getting close enough. Perhaps with a
meditation with range increase option. One or two increments shouldn't be hard.
I could reach one from here. I've never tried it before but it should work."


Radecliffe looks at the circling crows for a few moments more, "what worries me is that they may already be controlled." Radecliffe shrugs again, "it's a risk but if it's our best option I'm game."
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe looks to @steelbrok . "If the Nightingale has already given the ring to its master isn't this all for nothing anyway? I haven't been with you from the beginning but I was under the impression that it was important we don't let the creature give the ring to its master."

Looking back to the birds Radcliffe shrugs, again, before continuing, "I also seem to remember the witch we talked to back when I joined you all said this thing considered that city to be its home turf. A predator will not give up it's home territory without a fight. This is probably the best place on the planet to bring it to heel, assuming it doesn't kill us all of course."
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach shrugs at @Radecliffe. "Maybe he will not expect it? Maybe he will not miss one bird." He nods at the idea. "Da. You are strong with magic? You try."
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Nods. liking the idea of a bit of reconnaissance.
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Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par eyes the circle birds warily. "I do not know if those are birds you would want to connect your mind to.

"Those birds are not natural..."
He concentrates activating the arcane telescopic sight system of his armor (farsight).



Notice 10 to identify supernatural beings, Exalted Detect Arcana 21
1d10!!Ld1d6!!H+2HH

FHLd1d10!!Ld1d6!!d+2HH


Ldd1d10!!Ld1d6!!H+3HH
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach glances at @Par. "Not natural?" He takes a

pdL1d8!!
dp1d6!!
HFLL1d4!!+4
d1d6!!+4
hoping to see something beyond the normal.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

"Yeah, I was afraid that was going to be too easy," Radecliffe sighs, "I wonder if there are any natural critters in those ruins. A cat, a dog, hell even a swarm of rats would work assuming I could find any that's not some kind of freaking demon."

"My only other idea for reconnaissance would be to assume the form of an animal myself and scout the area personally." Scrubbing his face again he offers one other suggestion, "I suppose I COULD try summoning a few faerie folk to send them out on a scout. We'd have to rely on their report as to what they saw though."
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

Stephen wrinkles his nose. "Faerie folk? Oh that doesn't sound like a good idea to me... I can help make you invisible to the naked eye, if you'd like."
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

Radecliffe wrote: Thu Mar 17, 2022 6:57 pm "My only other idea for reconnaissance would be to assume the form of an animal myself and scout the area personally." Scrubbing his face again he offers one other suggestion, "I suppose I COULD try summoning a few faerie folk to send them out on a scout. We'd have to rely on their report as to what they saw though."
Par thinks on it. "I do not know. Fearies have a tendency to cause more trouble than they solve. They get mischievous, do you think we could trust them?"
Stephen wrote: Thu Mar 17, 2022 8:02 pm Stephen wrinkles his nose. "Faerie folk? Oh that doesn't sound like a good idea to me... I can help make you invisible to the naked eye, if you'd like."
"I like this idea, invisibility combined with an arcane ward to prevent you from being perceived by magic could let you scout."
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose listens to all of them the speaks, "I could go invisible, maybe a couple of us. Then turn into a cat. and go over there. After that grab a crow. got to be on the ground and a short distance for me to grab it." Jose thinks again and adds, "Oh and also set up a Mind Link. That way no speaking is needed."

Jose ponders and speaks again,"Now with Invisibility, we still leave foot prints and make noises. But that is good for the start."

Jose smiles, "I wonder if they have prisoners that we could release and other Goodies! to take? I mean that could help us.
"
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Stephen
Posts: 21
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Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

Stephen heads toward the ley line. As he approaches he feels relief as at least this part of it seems to be uncorrupted.

1d4

It isn't a particularly strong one, but Stephen is able to draw a few PPE from it. Stephen pulls what appears to be a white rock from his pocket, but the way it sparkles and even shimmers a bit makes you think it isn't all it's up to be. He instructs @Radecliffe to sit and begins making delicate symbols with part of the rock. He starts to chant in Russian, attempting to invoke the spirits of nature.

d11d5421d5431d5441d5451d54

Round 1
pLL1d10!!1d6!!

Round 2 Club -2
pLL1d10!!1d6!!
Benny
pLL1d10!!1d6!!

Round 3 Club -2
pLL1d10!!1d6!!
Benny
1d10!!1d6!!
Benny
1d10!!1d6!!

Round 4
1d10!!1d6!!
User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Moving back from the wizards and psychics, Steelbrok finds a good, concealed spot and keeps his eyes/senses

1d6!!+4
Ldd1d6!!+4
for anything that might be a threat.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Power Up

After completing their rituals and meditations the group treks into the ruins to get the lay of the land. Four ley lines form a triangle on the opposite side of the river. Ruins of once great domes and spires can be seen along the ley lines, as if the ancients knew where to build them.
Image
The Nightingale's roost sites inside this triangle of mystic energy.

Closer inspection of the crows reveals they are much larger up close and not crows at all but some sort of demonic flying bird. Swarms of them circle the roost making a raucous noise. Truly if a flock of crows is called a murder a flock of demon crows must be called a killing spree. Sneaking past their aerial cover will be no easy task.

The roost, appears to be built on the ruins of a great palace. It is said the Nightingale once destroyed the palace of the prince of Kyiv. Perhaps the demon thief is somewhat nostalgic.
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Jose Kerske
Posts: 81
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Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose seeing what the Team is going up against, "What we need is a Wheelbarrow and a a holocaust cloak." When the others look at him he continues, "I saw it on one of the Videos! When the odds are against you, this is what saves them." Look, we have Miracel Max, the Dragon Told! us that. There is the Steel Giant! I'm the Fencer. I need to go after the six finger guy. Someone here is the Dreed Pirate Roberts. Come on, your saying nobodys seen the Documantary! I bet you there is a Princess in there too."

"So We need the cloak to get us in pass all the Demons."
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Steelbrok just ... stares ,,,

Has the situation got to the poor kitty?
Does he need to have lie down foe a while?
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach gives @Jose Kerske a blank look. "Is bad time to need cloak. No cloaks around."
Moving past the rambling, he suggests an option. "Cold does not bother me. Maybe we find something, make a boat, and I pull it across the river?"
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Nods at Palach's rather more sensible suggestion, "Plenty of wood in these trees, we could make some sort of raft at least. How do we cross without being seen, though?"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par proposes an idea. "I think I can get us access the river with my telekinesis. But the effort would be draining. I would not be able to lift the vehicle at all."


OOC: I propose a dramatic task using Psionic TK?
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

"When you say "I think", just how certain are you?"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Looking at @Palach Radecliffe asks, "isn't the vehicle water tight? I've seen treasure seekers back in America drive their vehicles right down the riverbank, across the bottom and back up on more than one occasion." then shrugs "It worked for them."

"What I don't think will work, @Jose Kerske is grabbing one of those demon birds. Setting them off will likely be the end of us for sure." shaking his head "No that would be very bad. The element of surprise is all we have going for us. We need to slip in without being noticed."
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

"If we're going for a stealthy approach, maybe we should be leaving the vehicle behind to pick up later"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

"A valid point @steelbrok but if we move to the south and cross there I think there is a decent stand of trees where we can stash the vehicle which should accomplish getting us across unseen. I'd say that's better than asking Par to drain himself floating everyone across."

Pausing to give another of his trademark shrugs, "Me I can get across the river sight unseen no trouble at all but it's not an option for the rest of you. The Bear still seems like the best option to me. We just have to do it real quiet like."
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach glances at the Bear, turns back to @Radecliffe, then nods. "Bear is closed tight. No water get in. We take that, da?"
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

"Ok, can anyone whip up some fog or something, preferably that can't be identified as unnatural?"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Approaching The Nest
The group is agonizingly close to their goal - only a massive river, a ruined city, and a flock of murderous demon bird stands between the group and the demon prince who can destroy them with its mere voice.

Dramatic Task
12 tokens in 3 rounds. -4 Penalty, +2 from ritual preparations.

Round 1
Crossing the River. The river is wide, deep, full of old ruined material and...who knows what lurks beneath. Skills: Survival, Piloting, Boating, Arcane Skill, Fighting Shooting

Round 2
Traverse the ruins. Moving through the ruins of an ancient city, one that stood long before the cataclysm, is difficult. Ruins and years of growth are covered in the winter snow. Athletics, Piloting, Survival, Arcane Skill

Round 3
Nest Eggs. Sneak past the oversight of the demon crows and get close to the old palace. Skills: Stealth, Arcane Skill, Athletics, Fighting and Shooting can be used but difficulty increases to -4.
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »


1d4


Radecliffe moved quietly along the shore scouting for the best place to not only cross the river safely but also to avoid detection on the other side. Moving slowly but deliberately he stops every ten meters or so to observe the surroundings, listen to the wildlife and sample the wind. After crouching motionless for a few minutes with senses extended he gets up and moves downriver another ten meters or so to repeat the process.

After some time Radecliffe's eyes narrow and his senses tell him this is the

-4 Penalty +2 from Ritual Prep +2 from Woodsman
Survival 1d10!!
Wild Die 1d6!!
Spending a Benny
Now +2 from Elan
Survival 1d10!!+2
Wild Die 1d6!!+2
Spending another Benny. I'm going full Tin Cup here.
Survival 1d10!!+2
Wild Die 1d6!!+2
from here they should be able to enter the river unobserved. The wildlife seem less agitated here which should mean few dangers lurking in the immediate area. The current in this part of the river is smooth and undisturbed which hopefully means nothing overly dangerous waiting for them beneath the water. Best of all a thick stand of trees right near the shore on the far side where they should be able to conceal the Bear while they go to meet their destiny.
Last edited by Radecliffe on Wed Apr 06, 2022 11:13 am, edited 2 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Steelbrok slips forward, alert for anything that might give them away, Vlad in hand ready to counter any

Fighting d6+3 -4 Penalty, +2 from the weird guys ritual prep, overall d6+1
FH1d6!!+1
Ldd1d6!!+1
. Taking advantage of being unable to drown, he uses the water as cover too,
so 1 success for the Stealthy Steel Cyborg
fending off the strange wee beasties as they cross the river.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach waits patiently inside the cab of the Bear as @Radecliffe scouts the best path through the water. Confident in his associate's determination, he begins inching the vehicle towards the river. Slowly, the ATV is submerged below the water, but Palach's recent education in piloting watercraft actually bears some fruit. He manages to use subsurface eddies and currents to make a
dH1d8!!
dd1d6!!
to the other side. "Is no problem. We stay dry in here."
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
User avatar
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

OOC Comments

pLL1d10!!-2Ldd1d6!!-2
Stephen looks at the others, amused. He simply says a few arcane words and vanishes, reappearing on the other side of the river.
User avatar
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 7: To Kill a Nightingale

Post by Par »

Psionics 9 for 2 tokens
p1d10!!Ld1d6!!p+2-4pp+2

p1d10!!Ld1d6!!p+2-4pp+2
Par reaches with his mind grabbing others to help as he moved easily just under the surface of the river.

His armor was designed for this, but the others may still need help.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

TASK 1
Card 1d4 club -2
7 success
OOC Comments
Spellcasting d12, SM +2 dice (-4+2 Ritual)
1d12+2!!
WD 1d61d6!!
spending a benny
Spellcasting d12, SM +2 dice (-4+2 Ritual +2 ELAN)
1d12+2!!
WD 1d6
1d6!!
Jose speaks Quietly to the group, "Hey I can try to protect you from the magic over there if you want?"
Jose Prepares himself, Staff Ready as he cast Arcane Protection for those that want it(-2 spellcaster )
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Round 2
Card 1d4
Spellcasting d12+2 -4 Penalty, +2 from ritual preparations. 14+2 ELAN Success an 3 raise?
OOC Comments
Spellcasting
1d12+2!!
WD 1d6
1d6!!
Spendinga benny for a reroll +2 ELAN
Spellcasting
1d12+2!!
WD 1d6
1d6!!
Jose Boosts his strength to get ready for a fight , he is eager to help kill demons.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

1d4


Radecliffe blazes the trail through the ruins seeking the

-4 Difficulty +2 from ritual prep +2 Woodsman

Survival 1d8!!
Wild Die 1d6!!

Spending the benny
+2 Elan
Survival 1d8!! +2 = 8
Wild Die 1d6!! + 2 = 5
picking their way thru the ruins. Using overhead cover to block the line of sight of the demon crows flying overhead. Taking note of the spoor of possible predators and weaving a circuitous route yet always heading towards their goal.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Silently, steadily the stealthy cyborg slips through shadows in the sylvan ruins of this once great

L1d6!! (-4, +2 ritual prep, +2 Woodsman)
Ldd1d6!!
. He cannot help but wonder at what happened here as the group advances toward their objective.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Venatus Vinco
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Posts: 2872
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

The Palace
Traversing the ruins unseen the group manages a good look at the ruins of the old palace. They can see the shadowy forms of the bird beasts roosting on two fallen spires, one north and one west. So far the team has avoided their gaze. Things go well as they creep into the ruins until they enter a former receiving area crawling with demonic beings:
Image

Seeing the heroes they charge with supernatural speed and ferocity! The first lumbers toward Palach and tries to ram him with his razor sharp horns (Charge, ignores running penalty, Frenzy, Joker...Critical Failure). Unfortunately in its haste the demon loses footing as goes skittering past the agile driver (Distracted).

A second one leaps from behind the rocks careening toward Steelbrok connecting hard (Frenzy, Joker, 11 AP 6, 15 AP 6, MD). A thid leaps from a nearby rock wall running into the fray coming around the corner and slashing (Charge, ignores running penalty, Frenzy, +1 Gang Up) but the big borg manages to side step the blow.

OOC: You guys can go and I will mix in the rest of the demons. If you used Shooting or Arcane Skill in the Dramatic task don't forget to reduce your ammo/power points accordingly. If you spent bennies remember that too. This place has the power of a nexus point.
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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

ACE of Hearts
Jose gets right to work Attacking one demon, then another if possible near the Tin Man.

Clawing and Biting the one of the demons that attacked his friends, Str d12( rising to d12+4 in man-monster form) + Boost+4 Brawler+4
(Damage claw 2d4 Martial Art +1die, Brawler +1die, Bruiser +1die, Advance martial artist +1die=2d12)
AP= Agility=12
Fighting 1d8+3

1d8+3: 1d8002300210021
Wild Dice 1d6
WD1d600210021

Damage R Claw Str+2d12 Raise
RC 2d12!! Strength +24= 45 +1d6 1d6!!=49

1d8+3: 1d8+3!! Raise
Wild Dice 1d6
WD 1d6!!
Damage L Claw Str+2d12
LC2d12!! +24= 38 +1d61d600210021=42
Last edited by Jose Kerske on Sat Apr 09, 2022 1:58 pm, edited 5 times in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Upon being charged, Palach reacts quickly. His silver vambraces slide out from the arms of his coat, meeting the first demon with a
F00200020FH00300201d12002100210022
F00200020d0020FH00300201d6002100210022
. The silver blade

FdHdL1d10!!+2d12!!+1d6!!+4
. The demon's flesh sizzles as dies screaming.
The second demon fares even worse. As the creature misses wildly, Palach coolly
FH1d12!!+2
dFH1d6!!+2
, his left hand vambrace
dHdL1d10!!+2d12!!+1d6!!+4
and sending it back into the void.
He doesn't wait for the two demons to fall before he moves swiftly into the ruin to find his third victim. In his typical nonchalance, he announces to the remaining demons: "Vy plokho vybrali tseli. YA prikonchu tebya seychas."
You have chosen your targets poorly. I will end you now.

He takes two full swings at the demon, his
FHH1d12!!+2
dH1d6!!+2
dH1d10!!+2d12!!+4
sending the demon to meet its associates' fate. So vicious is the blow that Palach's left-hand follow up swipe

FHLF1d12!!+2
dLF1d6!!+2
, shaving off some of its hair. "Is one by wall." He calls back to his friends.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

As the three demons reach Steelbrok and Palach, he sees Palach the armoured alien easily strike down two of the attackers,

First Strike at the demon attacking first
FH1d6!!+3
Ldd1d6!!+3
ah, let's benny this
FH1d6!!+3
Ldd1d6!!+3
settle for the 8 +2 for Elan = 10
slashing at the attacker with

Damage 1d12!!+2d8!!+2 AP16 MD
and seeing... the foul creature fall. As that one goes down , Steelbrok twists. avoiding the other demon's attack. Then grins (well, as much as steel dentures and ceramic cheeks can grin), "Now you, hellspwan"

Vlad whirs as Steelbrok

FH1d6!!+3
Ldd1d6!!+3
the beast

1d12!!+2d8!!+2 = Shaken
it back no real damage but making it easier for another to finish the job.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

After the initial onslaught of demon hounds the group looks up to see a swarm of demonic beings flying toward them from the nearby parapet.
Image

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Par
Posts: 106
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

So many demons Par knew that his job was to keep the others alive. Reaching within himself he felt for the power around him, the taste of it soured by the demonic corruption. Then forming it with his will he sent it out to his allies. "Be safe." He says as the power reaches out protecting the members of the team.

Greater Deflection -6 on whole party
Casting Greater Deflection on the whole party
9 PPE drawn from staff
Deflection 2, Additional Recipients +5, Greater Deflection +2

FH1d10!!1d6!!H+1HH.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Release the Hoard
Having made quick work of the demons in the ruins the team is reward by swarms of flying demons and bouncing hounds rushing toward their positions. As the massive hoard streams in it seems only a matter of moments before the group is completely enveloped...unless they can act quickly.

OOC: Flying Swarm is on you but there is a First Strike opportunity IIRC.

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steelbrok
Posts: 234
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Seeing the swarm of foul, icky demony-things approach himself and Palach, the the svelte steel soldier coolly considers the

so First Strike
.

Reaching down he grabs a weathered

Heavy Improvised Weapon
, once part of some pre-Cataclysm Kyiv building, and simply

Ok, DM+4 for Huge target plus +2 from reaction wiring = +6 total
FH1d6!!+6
Ldd1d6!!+6
(forgot -2 for Improvised Weapon but still enough for a Raise)
the swarm with it. Seeing his rock coated with

Damage 1d12!!+2+1d8!!+1d6!!
Well, can't pretend that wasn't a little disappointing, still, Shakes the blighter

this is the 'Brok's actual Action
, he simply drops the mucky rock and draws

Ion weapons spread like shotguns so I figure that should be useful against a swarm
to

H1d8!!+2
Ldd1d6!!+2
(+2 from shotgun like nature of ions, TN is Parry of 5)
at the foul

1d8!!+1d8!!+1d8!!
OK, not brilliant but if it's still Shaken that's a couple of Wounds
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), 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 (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Palach
Posts: 105
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach sees the demon swarm approaching and is already moving to counter. Before they can reach him, he
FFH1d12!!+2
dFH1d6!!+2
, delivering a

dHL1d10!!+2d12!!+4 AP 8
with a silver blade. If nothing else, they have something to be afraid of.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose Charges ahad trying to bring the fight to the enemy.
Clawing and Biting the one of the demons that attacked his friends, Str d12( rising to d12+4 in man-monster form) + Boost+4 Brawler+4
(Damage claw 2d4 Martial Art +1die, Brawler +1die, Bruiser +1die, Advance martial artist +1die=2d12)
AP= Agility=12
Fighting 1d8+3

1d8+3: 1d8+3 success and a raise
Wild Dice 1d6 1d6!!
WD

Damage R Claw Str+2d12
RC 2d12 2d1200210021= Strength d12+12 1d120021200210021
+1d6 1d6!! 34 Damage

1d8+3: 1d8+3!! success and a raise
Wild Dice 1d6 1d6!!
WD

Damage L Claw Str+2d12
LC 2d12 2d1200210021= 21 Strength d12+12 1d12+12!!
1d6!! 37 Damage
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 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: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

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

• 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).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


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:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

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

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
User avatar
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 7: To Kill a Nightingale

Post by Par »

Having already placed powerful defensive blessings on the team. Par turns invisible, moving out of the sight ofthe demons, and summons a powerful blessing for the weapons of his allows.

Turns Invisble 4, Smite on all Weapons and Claws 4
Invisble Through Cloak, and moves adjacent to building to hide in shadows.
FHL1d10!!Ld1d6!!H+1d-2p

Smite with Mystic special trapping of Celestial Silver
HLLLp1d10!!Ld1d6!!H+1d-2p

I count this as 9 PPE spent?
CELESTIAL SILVER (+1): For +1 Power Point, any offensive power replaces its normal Trapping with the Celestial Silver Trapping, which counts as both holy and silver for purposes of Weaknesses.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe concentrates for a moment

Summoning 4 Earth Elementals = 10 ISP
Psionics 1d10!!
Wild Die 1d6!!
deep in the earth. The four elementals burst from the ground facing the oncoming demons. As one the elementals

Each elemental will use the Blast Power hitting as many of the demons as possible. Mods: LBT +1, Greater Blast +4, +3 AP +6 Total 11 PP
Focus Elemental 1 1d8!! Success Damage 4d6!! AP 6
Focus Elemental 2 1d8!! Raise 5d6 MD Damage 5d6!! AP 6
Focus Elemental 3 1d8!! Success 4d6 MD Damage 4d6!! AP 6
Focus Elemental 4 1d8!! Raise 5d6 MD Damage 5d6!! AP 6
to burst from the ground and fly towards the incoming demons to explode sending shrapnel slicing into swarm and hound alike.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

After slicing and dicing the swarm immediately in front of him, Palach opts to refrain from charging into a mass of enemies. He adopts a defensive stance as his hidden armor quickly encompasses his form.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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