Chapter Six: Narrow is the Way

Adventures in Russia
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Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter Six: Narrow is the Way

Post by Stephen »

A tall man with an athletic build suddenly shimmers into existence next to @steelbrok. He is wearing heavy furs and a matte gray mask with a design resembling that of a spider. (those familiar with the federation of magic would recognize it as a mask of a Lord Magus)

"I beg your pardon," he says cheerfully, "but did you say Tomorrow Legion?" he speaks in Russian with a slight American accent. "I've heard many good things about your organization, and if you are assembling to go off somewhere, I think I should come with! Stephen, by the way, A pleasure."

He holds a simple wooden staff in his hand, gripped in a way that tells you he knows how to use it. He simply folds himself into the unit as if he belongs.
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Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach mutters out of the side of his mouth at @Par. "You were almost squid food. We saved you. You slept. Only some days. Not weeks."
He glances at @Stephen who blinks into existence near the cyborg. He barks out some questions in a less-than-friendly tone. "Otkuda ty? Ty s etoy devushkoy? Ty demon?"
"Where did you come from? Are you with that girl? Are you a demon?"
He shifts his stance slightly to accommodate a potential new threat.
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 Six: Narrow is the Way

Post by Jose Kerske »

Jose sees the walking Stick up and then the Mage pop in. What is this Grand Central Station, what ever that means? he doesn't say anything to Parr. He doesn't know him that well and it seems that Palach is talking more and bringing the Stick up to Par .
He turns his attention to the mage typ that just popped in! Oh, a mage type, No it's spiderman, someone just gave him a super wedgie. Dang it a lord magus, bet you he can do some cool card tricks. If it were Deadpool we would have a lot more fun. But some of those guys help escort the refugees out of Tolkeen with me.
"I beg your pardon," he says cheerfully, "but did you say Tomorrow Legion?" he speaks in Russian with a slight American accent. "I've heard many good things about your organization, and if you are assembling to go off somewhere, I think I should come with! Stephen, by the way, A pleasure."
Jose steps up to welcome the newcomer, "I don't think we mention the tomorrow Legion here? May be because I mention Tolkeen, Recently? do you Know the Birds the word?"
OOC Comments
trying to get him to at least mention the Tomarrow Legions Leader it is also a old record hit
(in English)

https://www.youtube.com/watch?v=EwHNQfmYEfg
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
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter Six: Narrow is the Way

Post by Stephen »

The man behind the spider mask chuckles. [Russian] I'm no demon, my friend." he says to @Palach

He turns his head towards Steelbrok. "Your metal friend just mentioned the tomorrow Legion." he tells @Jose Kerske. "And EVERYONE knows that the bird is the word."
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Jose is in Heavy Enchanted Armor, with Branaghan Special Armored Overcoat over it. he starts to head toward the new comer.

Jose scratches his head and speaks, "Well I guess he might of, and you knew the bird is the word, if your from the Old Empire. So welcome. Name is, Jose the Just, they seem to be big on titles here. So I was thinking just Jose, but it sound more important the other way." Jose smiles and offers his hand.

"I hope you are up on Demon fighting. Seems the ones we are going against are fearful of fire! so get ready yo light them up."
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
Aexander Petrov
Posts: 38
Joined: Wed Jan 13, 2021 5:58 am

Re: Chapter Six: Narrow is the Way

Post by Aexander Petrov »

Coming out of his daze of how to make a new weapon. Seeing new people Alexander snaps into focus. "YA, dolzhno byt', byl mechtatelem, ya Aleksandr Petrov, Mistik Kuznya. Nam nuzhno ubit' mestnogo demona. Yesli ty s nami, otpusti."
I must have been a dreamer, I am Alexander Petrov, Mystic Kuznya. We have a local demon to kill. If you are with us, let us go.
User avatar
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter Six: Narrow is the Way

Post by Stephen »

Stephen grins, and says to @Jose Kerske "Sounds like a plan!"

[Russian]"Pleased to meet you @Aexander Petrov My name is Stephen, and I would love to help you all kill some demons!"[/Russian]

He smacks his staff into his open palm for emphasis, and awaits further instruction.
User avatar
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Six: Narrow is the Way

Post by Par »

Thanking @Palach, Par watches the rest of the interaction as they welcome the new man to the group while being guarded and hesitant to the woman. Examining @Stephen with his already active
Read Exalted Detect Arcana activated
here: viewtopic.php?p=75397#p75397
Par does not understand why the different treatment for the two travelers approaching.

Choosing to speak in English as it is an easier language for him Par says. "Okay, so lots going on. Only a couple days eh? It feels like months in my head."
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 Six: Narrow is the Way

Post by steelbrok »

Steelbrok nearly jumps out of his metal skin when Stephen suddenly appears next to him.
Fortunately his EDAS shows no threat before Vlad decapitates the stranger.

(Internal grumbling: More new TL people arriving, is there a permanent Rift following this team? He'd better ask one of the arcane types about that. After dealing with the potential threat to the front. And still none of the magic brains have piped up to say whether this girl is real or not and a threat or not. Maybe I should just aske her directly?
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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Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

It's a Party!
The bleak Russian wildness suddenly seems crowded as Tary and his crew arrive the same time as the stranger Stephen and the Russian girl emerges from the woods. It is a moment of sheer chaos as every tries to determine the true nature of everyone else. Radecliffe actives his psychic awareness and sees most people are who they claim. The girl appears human to his third eye, however, she is very frightened.

"They took my family you must help. They said they would kill them all. Help please!" She screams in Russian and pointing at the forest. It's obviously a trap, but the girl is certainly not lying.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach relaxes somewhat, although he didn't look tense to begin with. He translates the girl's cries for help to the American-speakers. He nods at the Russian girl. "My pomozhem tebe."
We will help you.
Gesturing to his comrades to follow, he begins moving quickly towards the forest. As he moves, an armored shell begins to encompass his form. Within a few moments, he is
Palach combat armor.jpg
from head to toe.
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
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Six: Narrow is the Way

Post by Par »

Realizing things may become dangerous Par reaches out with his soul, asking the spirits of light to protect his allies from any dangers that may lurk.

Protective Spirits - Deflection (adept)
LddFLHHLdHL1d10!!Ld1d6!!+1HHLL
Then Once he has seen to it the others are safe he reaches into the cloak on his back infusing it with enough of his soul to turn himself invisible as he moves forward.
I am assuming the holy staff does not help activate the cloak. As a GM I would not allow it.
HdLFH1d10!!Ld1d6!!


Then moving forward he says to the others. "Lets see what this danger is."
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 Six: Narrow is the Way

Post by steelbrok »

Finally having a clear indication of who/what's friendly and who's not, Steelbrok smoothly sets Vlad into the ground, slides Vera round to a firing position and puts some

H1d8!!
Ldd1d6!!
I was going with the -2 for medium range being offset by firing at a target the size of the storm
pLd12d10!!+2
pLd22d10!!+2
pLd32d10!!+2
(allAP6 MD)
into the storm, might be useful, might not, if any beasties are using the storm for cover they might be flushed out.
Then he slings Vera behind him again and takes up

(just covering anything stepping into First Strike range (or if the girl turns out nasty after all)
FH1d6!!+3
Ldd1d6!!+3
pLd1d12!!+2d8!!+2 AP16 MD
again.
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
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Conditions:
OOC Comments
Heavy Mage Armor Activated. Armor +8 tough+3
While powered increase Strength two dice and ignore Min Str, farsight and darksight. Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor.

Draining Blade uses +2 PP(Blessed Fire)Damage: Strength+1d8+2
+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

TW Light Blade Signature item uses 1PP Damage: Strength+1d8+2
1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated
Jose makes sure the citizens are all back into the church with Basil before he becomes a Were Panther and he draws his swords and gets ready to defends Humanity. He is eager for a fight, but with a new group he doesn’t want to get in anyone’s way if bolts, blast, guns or anything are going down range. He ask, “Any range weapons going off or should we Rush the mothers right away, I can link some of our minds to help coordinate our actions. We might need someone who can see the invisible. Anyone else have some Ideas?”
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
Aexander Petrov
Posts: 38
Joined: Wed Jan 13, 2021 5:58 am

Re: Chapter Six: Narrow is the Way

Post by Aexander Petrov »

Poydem ubivat' demonov, druz'ya moi.
Let us go kill demons my friends.


Alexander looks to be getting anxious and is visibly ready to go kill demons and protect these people.
User avatar
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter Six: Narrow is the Way

Post by Stephen »

Stephen looks to @Jose Kerske "See the Invisible? I can do that."
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hobo joe
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Posts: 414
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: Chapter Six: Narrow is the Way

Post by hobo joe »

Venatus Vinco wrote: Sun Aug 01, 2021 10:18 am It's a Party!
The bleak Russian wildness suddenly seems crowded as Tary and his crew arrive the same time as the stranger Stephen and the Russian girl emerges from the woods. It is a moment of sheer chaos as every tries to determine the true nature of everyone else. Radecliffe actives his psychic awareness and sees most people are who they claim. The girl appears human to his third eye, however, she is very frightened.

"They took my family you must help. They said they would kill them all. Help please!" She screams in Russian and pointing at the forest. It's obviously a trap, but the girl is certainly not lying.
"She said, 'They took my family, you must help...'" DB-B1 started to translate but as soon as it got to "help", Tary interjected, "We'll most certainly help!"

Tary quickly talks to his people, instructing them to assist, but primarily their main role will be to extract the family and any other "civilians" from the target area. Tary himself will charge in with the front line, maybe at the back of the front line, but he won't shy away from the action.

DB-B1 sticks with the Mountaineer, taking the wheel while the militiaman takes his place in the turret. The others follow behind, leaving room in the truck for the rescuees. The soldier stays on point making sure nothing sneaks up on the truck.

With the main group, Tary introduces himself again, "I'm Tary, these people travel with me, so they will help out, but stay back if there's a big fight. After we rescue everyone, beat the monsters and all that, we can help fix anything that's broken. We're real good at that, but mostly me and DB."

"So, where do we start?" Tary says snapping his helmet in place and looking tough loading an e-clip into his Wilk's 320 rifle with a slap.
User avatar
Radecliffe
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Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Chapter Six: Narrow is the Way

Post by Radecliffe »

"Where to start is an excellent question, stranger," Radecliffe grates, pitching his voice above the rising wind.

Glancing at the girl he grimaces and continues, "rather wait for this storm to pass but maybe no time. Go now, might be worse. We might die. Go later, other people might die."

Turning to the cyborg. "What say you metal man? Do we go now? If we go let's go. Storm getting worse."
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
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter Six: Narrow is the Way

Post by Stephen »

OOC Comments
WIP Exalted Detect Arcana Prescense Sense (+1)Range (+2)

1d10!!1d6!!
Stephen says a few words, makes a gesture with his hands.
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Venatus Vinco
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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

A Dark and Stormy Night
  • Outskirts of St. Barlaam
  • Horror Factor: 3
  • Conditions: Heavy rain, lightning.
When the small girl emerges from the woods claiming her family is being held by demons the group immediately agrees to help. They are quickly joined by reinforcements as Tary and his team of adventurers arrive on the outskirts as well.

Before anyone moves too far, Steelbrok sends a hail of suppressive fire into the trees. The shrieks of the girl can be heard over the shooting, the rain, and the thunder overhead. She leaps and grabs Steelbrok’s arm screaming, begging for him to stop. Those who speak Russian can make out her words amid the screams.

”Stop. My Family!”

Silence falls on the group, the echoes of rail gun fire ringing in their ears, the girl sobs on the ground, soaking in the rain. Par prepares to descend into the shadows to see what remains while, Jose links everyone's minds so they can communicate wordlessly, and Stephen reaches out with his senses — the woods crawl with dark (ooc: demonic) presences and he can sense some humans among them as well. They all seem to be moving away, deeper into the forests.

OOC: The forests are too thick for vehicles.
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Stephen
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Re: Chapter Six: Narrow is the Way

Post by Stephen »

Stephen gestures toward where he senses the evil prescences.

"This way! Quickly!" he charges ahead into the woods.
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Palach
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach stops his charge momentarily, long enough to turn and shout at @steelbrok. "Save bullets for real targets! Those land somewhere even if you do not see it. Do not hit innocents. Into the woods!" He turns back and continues headlong into the forest, blessed vambraces brandished and ready for combat.
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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Par
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Re: Chapter Six: Narrow is the Way

Post by Par »

Hearing the young girl cry out for her family Par yells over the radio and out loud as loud as he possibly can. "Stop, we do not want to hurt innocents!"

Then concentrating he reaches out with his sense into the woods feeling everything.


-LddHpdpL1d10!!Ld1d6!!

-LLLddHpdpL1d10!!Ld1d6!
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 Six: Narrow is the Way

Post by steelbrok »

Shakes the girl gently off his arm and follows Stephen into the woods - moving a little more

LH1d6!!+2
Ldd1d6!!+2
though.

As he moves up to the treeline he begins scanning for

1d6!!+4
Ldd1d6!!+4
(no visual penalties)
to see what had actually been standing in the area.

As he moves forward, he shoulders Vera and unsheathes

Just in case First Strike comes into play:
FH1d6+3
Ldd1d6!!+3
d1d12!!+2d8!!+2 MD, Reach 2, AP16 plus Basil's Blessing
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 Six: Narrow is the Way

Post by hobo joe »

Venatus Vinco wrote: Fri Aug 13, 2021 4:46 pm When the small girl emerges from the woods claiming her family is being held by demons the group immediately agrees to help. They are quickly joined by reinforcements as Tary and his team of adventurers arrive on the outskirts as well.

Before anyone moves too far, Steelbrok sends a hail of suppressive fire into the trees. The shrieks of the girl can be heard over the shooting, the rain, and the thunder overhead. She leaps and grabs Steelbrok’s arm screaming, begging for him to stop. Those who speak Russian can make out her words amid the screams.

”Stop. My Family!”

Silence falls on the group, the echoes of rail gun fire ringing in their ears, the girl sobs on the ground, soaking in the rain. Par prepares to descend into the shadows to see what remains while, Jose links everyone's minds so they can communicate wordlessly, and Stephen reaches out with his senses — the woods crawl with dark (ooc: demonic) presences and he can sense some humans among them as well. They all seem to be moving away, deeper into the forests.

OOC: The forests are too thick for vehicles.
DB-B1 quails at the machine gun (or whatever, he doesn't care) fire wantonly into the woods. It looks around wary and scared for the source of the noise. It wants to stay out of the way. Fighting is not for it. It is worried about Tary though, the reckless humanoid rushes in to things with nary a second thought.

Doggo and Captain Dog circle around the cowering droid, who somehow gives off pheromones the snarling wolves pick up on.

Tary gets on the radio. He recognizes the situation...sort of. He quickly organized his team, maximizing the heroic with safety. For the most part that meant he sent everyone but his legit soldier friend to hang back and make a triage station at the Mountaineer.

Forgetting for a moment that he'd already dramatically reloaded his rifle, he does so again. He slings the rifle across his chest and much more expertly checks his med kits as he runs forward. The soldier covers him as they move with the larger group.

Tary staggers and falls holding his head as the psychic contact is established. He shouts, "Get out of my head, please, thank you!!!"
Last edited by hobo joe on Mon Aug 16, 2021 9:12 pm, edited 1 time in total.
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Radecliffe
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Re: Chapter Six: Narrow is the Way

Post by Radecliffe »

Radecliffe shouts "Will try to get in front of them. Don't be slow!"

With that he

Psionics Die 1d10
Wilde Die 1d6!!
of his pendant and prepares to launch himself into the air only to feel a horrible wrenching feeling in his head as the pendant's power goes horribly wrong. What starts as a leaping transformation ends with Rade falling to his knees with a groan.
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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Jose Kerske
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Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Stephen gestures toward where he senses the evil presences.

"This way! Quickly!" he charges ahead into the woods.
Conditions :Mind Link, In Were Panther Form

Jose follows, weapons drawn and looking for a trap or ambush.
Notice:
Notice d4+2 success and raise 9
1d4+2!! 1d4+2!! Aced 1d4+2!!
wild dice 1d6
1d6 1d6!!

Stealth Critical Failure!
1d6
1d6!!
wild dice 1d6
1d6!!
Critical Failure!
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
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Re: Chapter Six: Narrow is the Way

Post by steelbrok »

As he moves forward, Steelbrok the handsome cyborg keeps an eye (sensor?) on his team-mates. If he had eyes they would roll as the Were-kitty crashes into a tree
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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Aexander Petrov
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Re: Chapter Six: Narrow is the Way

Post by Aexander Petrov »

Seeing everyone rush to a trap, give Alexander pause. "Will the fools think for once?" Alexander will follow his team mates with his hammer out and ready for anything.
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Thursday
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Re: Chapter Six: Narrow is the Way

Post by Thursday »

Thursday (Back again!) sees the young girl upset as she latches onto the cold man of metal to get him to stop. Another encounter with demons, much like when they first gathered together. I wonder if these demons have a treasure trove they're hiding. Or perhaps to turn into my minions. They will all praise me as their overlord and bring me shinies. But first, we should probably follow them if I want a chance to find out if either of these will come true. Thursday flies in the air and tries to look for any movement, ignoring the cat-man that slammed face-first into a tree.
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

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

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

PPE: 30/30 ISP: 20/20
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Venatus Vinco
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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

A Dark and Stormy Night
Charging into the woods, rain drumming down heavily, the team finds themselves in a dangerous position. Villagers are staked to trees, pleas and cries emerge from the shadows. Some are real victims, some are demons in disguise. In the dark and rain it is hard to tell for sure. Rescuing the villages of St. Balam is no easy task. In fact, everyone might die trying!

Dramatic Task
This is a multi-person dramatic task to find and free villagers while avoiding demons. It is dark, raining, and confusing. Creatures move and lurk through the shadows while others pretend to be villagers and attack as your approach. We need one success per player (7) per round (3). You can choose any skill to roll as long as it makes narrative sense.

We are going to do three rounds in one week! This gives you a chance to up your post rate! Include your actions and rolls for all three rounds in your reply to this post. I will post new rounds on Friday and Sunday - you can let your rolls stand and narrate them or (as circumstances change) make new post with new rolls - it's like a free benny for posting more! You don't have to post three times, I will just use your original rolls to keep things moving.

1) Each Token represents a saved villager. Each missed Token is a dead villager.
2) Treat each round as a Dangerous Encounter (meaning success grants a level of Fatigue, Failure a Wound, and Critical Failure 1d4 Wounds).
3) If you save everyone I will throw some loot your and a Conviction Token your way. If everyone posts all three times I will up the quality of this loot.
4) Include a 1d4 roll. A 4 is a Club (ie complication). If you get a 1 roll again. If you get a second 1 it's a Joker (with a +2 bonus and a benny for all). If you have quick or level headed you can re-roll a Club.
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Stephen
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Re: Chapter Six: Narrow is the Way

Post by Stephen »

4 Tokens Total
pLL1d10!!d1d6!!

1d6!!+1d1d6!!+1

FH1d8!!d1d6!!

Card Suit 1d4
Stephen grimaces, but quickly grits his teeth in defiance of the challenge at hand. He makes a gesture and speaks a few words and suddenly everyone in the party can detect the arcana! He speaks a few words in Russian, a slight yet charming American accent
Russian
"Leave you fools! We have you outnumbered and out powered! Any demon who chooses to stay will be banished from this plain forever!"
A demon charges him, but he deftly places a solid punch right to the creatures nose, knocking it out flat.
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Jose Kerske
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Location: San Antonio, TX

Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Card Suit 1d4
1d4 (complication)

3 round

1 st Round 5 Success
Spell Casting 1d12 +1
pLL1d12+1!!
Wild 1d6
d1d6!!
Jose knows that there might be traps out there, he brings up his arcane defenses. He glows so now he becomes a beacon in these misty woods of fear and death. He can hear people crying out and he knows that the devils can shape change. So his vision is might lead him into making a wrong choice, so he uses something they might have forgotten. He uses his sense of smell to help direct him to tell weather it might be a demon or human. His first target he sees a demon near a tree but there is no smell of demon.
Complication, the glow from arcane resistance, the flaming Sword, and the Sun Sword is giving his position away in this misty forest

Card Suit 1d4
1d4 (complication)

2nd Round 15 Success and 2 raises
Fighting 1d8 +2 fatigue-1
FH1d8+2 Aced d8 1d8!!
Wild 1d6
d1d6!!
Complication still is in Affect Still glowing through the He ignores this and searches the area around this spot for others and sure enough, another human is tied to a tree. But this smells like a devil, fire and brimstone, so he approaches like he is set to free this one. At the last second he slashes away at it with the Flamed blessed sword and the light blade.

3rd Round 6 Success
1d8+2 fatigue-2
FH1d8+2 +2
using a benny to reroll 1d800210021

Wild 1d6
d1d6!!

As he gets closer, More unholy host, the stench is strong in this area. but many have heard their fellow Devils scream and want no part of this sword with flames.

3 levels of fatigues? 4 tokens
Last edited by Jose Kerske on Sat Sep 04, 2021 11:01 am, edited 6 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
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Aexander Petrov
Posts: 38
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Re: Chapter Six: Narrow is the Way

Post by Aexander Petrov »

d=1d4

d2=1d4


Round 1 Success+1Raise
Alexander draws on his training to identify the imposters.
L=1d10+2Ld=1d6+2


Round 2 Success
With the imposters known to him, Alexander will instigate the demons in an effort to make them easier for those who are not trained.
d=1d4+2Ld=1d6+2

=1d4!!+2=3Ld=1d6+2!!

Fo hrl welg ez imwgev, he wgehlsh hrl rpamj gmsl, n mblqmjdlg wlhgew nbb dlihgeo oep nhr ao fmgl rmjdi. Oepg welg ni ez je pil rlgl. Hrlil mgl hrl blvljdmgo mggnegi ez hrl heaegge blvnej mjd hrlo nbb ljipgl oepg jmali mgl zegvehhlj he rnihego.
By the power of Savrog, to protect the human race, I Alexander Petrov will destroy you with my bare hands. Your power is of no use here. These are the legendary warriors of the Tomorrow Legion and they will ensure your names are forgotten to history.


Round 3 Success
With the demons angered and focused on Alexander, the Hammer of Holy Justice is brought out. Alexander starts to remove demons one by one.
FH=1d4+2!!Ld=1d6+2!!

AP: 6 H=1d12+2p=3d6=15 Damage
Last edited by Aexander Petrov on Wed Sep 01, 2021 12:03 pm, edited 3 times in total.
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Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Six: Narrow is the Way

Post by Par »

Hearing people are in danger Par does not hesitate to head into the battle. His mind already opened he reaches out looking for the demonic hostiles to avoid. Then as he closes in on the hostages he begins healing them, skimming their minds for other types of trauma. His broken Russian is not very strong as he tells them, "Come with us, we will get you out of here." letting the others more designed for war handle the hard bits of battle.

8 Raise, costs 15 ISP divided as 7 ISP and 8 PPE
p1d10!!1d6!!+1FFF+2Fp = 8 Total
p3d6+4Fp = 15 total[/inline]
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 Six: Narrow is the Way

Post by steelbrok »

The handsome cyborg quickly
1d4 1d4 so no Joker but no club either
of the situation.
Though there is terror and confusion he

1d6!!+4 (360 vision and no penalties)
Ldd1d6!!+4
for patterns of behaviour to see who is a real hostage and who is a demon. seeing an innocent before him being pursued by some spawn of hell, the man of steel sweeps a arm behind him pointing to safety.
Then, with Vlad blessed by the good priest Basil he makes his stand against the

FH1d6!!+3
Ldd1d6!!+3
. His mighty attack beats back the enemy, allowing more villagers to escape.
He plunges

FH1d6!!+3
Ldd1d6!!+3
to shield another group of villagers, "Go! Go1 Go!" he roars, pretty sure the fleeing villagers get the idea now.

With no enemy to his immediate front he takes
Round 1 Success, Round 2 Success plus 2 Raises, Round 3 success
again.
Last edited by steelbrok on Thu Sep 02, 2021 2:50 am, edited 1 time in total.
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
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Six: Narrow is the Way

Post by Palach »

Rolls
pL1d4
d1Ld1d4!!+2
d1d1d6!!+2 - net 1 fatigue
d21d4!!+4
d2d1d6!!+4
d1d4
1d12!!-1
d1d6!!-1
d3FH1d10!!+2
d3dFH1d6!!+2
Palach strides boldly into the forest, looking for demons. Unfortunately, what he knows of demonic behavior doesn't grant him much benefit, as he fails to discern human from hell-spawn. One of the demons manages to strike him in the back. The blow doesn't hurt much, but it does put a dent in his armor.
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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Re: Chapter Six: Narrow is the Way

Post by hobo joe »

Tary does enjoy being in the thick of things, in the action. But sometimes he does stop to ponder the difference between heroic and stupid. Running into a crowded melee, in the dark, with unknown enemies might be on the stupid side, since he wasn't a front line warrior. But heroism, by his definition, meant putting your own wellbeing aside to help others, especially those in dire and desperate need. That certainly described the situation at hand. He brandishes his weapon only long enough to do something smarter.

He takes a moment to fuss with his radio and reaches out to everyone else getting comms aligned for coordinated communication. He works quickly flitting from warrior to warrior, radiating charisma the entire time. He is cool even in the tumult.
L1d101d6

Everyone on the same page, Tary turns his keen powers of observation on the scene, calling out bandits when he spots one, or noting a civilian in need of assistance, and otherwise trying to bring clarity to the situation.
1d81d6

At every opportunity, he quickly dismantles any of the demon's stuff, re-purposing it for all manner of defensive or deceptive devices, He does wish he had the laser torch though...
p1d101d6 (MacGuyver Edge in play!)

Safety in the woods is far more than just not being murdered by demons. As an extremely accomplished woodsman, Tary uses knowledge to find the right kind of tree for a splint, or tracking down runaways (bad guys or victims).
L1d8+41d6

Tary also calls upon the soldier with him to keep the demons off his back while he does his various creative tasks.

"DB!! We will need the trauma kit up here soon! Get prepped, and send (Vagabond person) to the front to help with the wounded. Bring the Mountaineer in as close as possible let the (Civilians) man the wheel, with the (Militia person) on the turret keeping it safe!! Come on DB! Let's go!"

d1d4
dd1d4

Oh my, this is bad... DB-B1 frets. It hands over control of the Mountaineer to one of the civilians (when it's parked, of course) and zips up through the hatch and out over the fight. Unlike Tary, it remembers to grab the laser torch.

Its wolves jump out the hatch after him and keep on DB-B1's trail as the droid goes about its business. They bark, intimidate and attack anything that gets aggressive towards their droid "poppa".

From overhead he studies the situation, using his vast store of knowledge to look for discrepancies that would tell a demon from a villager (you know like, a Russian peasant always uses their thumb to pick their nose, but that guy over there is using his pinky! Demon alert!).
d1d12+21d6

Similarly, the droid is also versed in the more prosaic aspects of life, etiquette and protocol and the like. Now currently there is no need to talk to vaperators or binary load lifters, but it still knows how to spot incongruity with a situation.
Ld1d10+21d6

Zipping (well, not zipping, more like carefully maneuvering) through the forest well above the forest floor, DB-B1 uses the scope built into its stun gun to survey the situation. The multi-optical enhancements are perfect to detect the demonic presence and separate them from the villagers!
1d8+21d6+2 (Multi-optics scope)

While not possessing the repair genius Tary possesses, DB-B1 is a very good hand with a wrench. It zips down from on high to burn through shackles or tear apart cages with the venerable Wilk's Laser Torch.
p1d8+41d6

dd1d4
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Radecliffe
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Re: Chapter Six: Narrow is the Way

Post by Radecliffe »


Card 1d4
Joker Check 1d4

Psionics Die 1d10!!
Wild Die 1d6!!

Spend Bennie for a reroll (+2 in roll is from Elan)
Psionics Die 1d10!!+2 + 2 = 10 (from Joker)
Wild Die 1d6!!+2 + 2 = 8 (from Joker)

2 Tokens

Card 1d4
Occult Die 1d10!!
Wild Die 1d6!!

1 Token

Card 1d4

Psionics Die 1d10!!
Wild Die 1d6!!

Wounds 1d4
Spending bennie to soak
Vigor 1d6!!
Wild 1d6!!

Critical Failure, Wounds 4, Soaked 2


As the villagers come into view Radcliffe calls on Gaia's Sight to help him tell friend from foe. As his second sight comes into focus the nature of the scene before him becomes clear. Several of the so called hostages are in fact demons in disguise.

Concentrating once more Radcliffe's mind reaches out into the air summoning a minor air elemental to him. Pitching his voice so only the creature can hear. "Free the mortals as best you can. Do not draw attention to yourself. We will deal with the demons."
Last edited by Radecliffe on Fri Sep 03, 2021 10:21 pm, edited 4 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

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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

Whack a Demon

The storm, darkness, and confusion take their toll on the rag-tag band of heroes but their combination of technology, magic, and skill help them to avoid the most perilous of consequences. In fact, they manage to quickly nab a huddled group of villagers and return them to safety before plunging back into the trees to rescue more victims.

Round 1
11 of 7 tokens. 10 additional tokens required.

1) You may keep your round 2 rolls or roll again. Don't forget to narrate your actions not just roll.
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach spins to locate the demon that had struck him. Despite the advanced technology in his armor, he simply cannot discern human from demon. His failure nearly costs him. Another demon takes a vicious swipe at him. The demon's strike lands, and lands hard, but Palach reacts quickly enough to twist away from the worst of the blow.
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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Re: Chapter Six: Narrow is the Way

Post by Radecliffe »


Occult 1d10!!
Wild 1d6!!
2 Tokens

With the air elemental and the others working to free the villagers Radcliffe has a moment to study their demonic foes in more detail. In progress...
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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Par
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Re: Chapter Six: Narrow is the Way

Post by Par »

d1d4


Par looks as the demons continue coming from everywhere and even villagers are turning into demons. "This is not good, this in not good." he starts saying to himself as he works as hard as he can to help those around him. The sky darkening around him makes him think perhaps they have some attention they do not really want. "Guys, I think something is behind this? Don't waste all your energy before it comes." He says as his senses flush around him with the malevolent energy. "Lets go people, I will see what I can do to help." He says still keeping his senses out feeling for signs of the supernatural monstrosities toying with them.

Notice 5, takes 1 fatigue
1d10!!1d6!!+2HH
Moving through them he shouts warning to the villagers they come across, each time looking for risks and signs of danger to the villagers more than to himself. The consequence being that twice demons where able to get in on Par and strike at him before one of the others come in and helped 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 Six: Narrow is the Way

Post by steelbrok »

Fairly
keeping my 2nd roll with a success and two raises
with how things are going, Steelbrok the Handsome continues to swing Vlad; he's glad to be able to let rip on some of these demons. This future world is often confusing and the chance to put some things aright in it is welcome.
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 Six: Narrow is the Way

Post by Jose Kerske »

Repost of original with added content
Card Suit 1d4
1d4 (complication)

2nd Round 15 Success and 2 raises
Fighting 1d8 +2 fatigue-1
FH1d8+2 Aced d8 1d8!!
Wild 1d6
d1d6!!
Complication still is in Affect Still glowing through the He ignores this and searches the area around this spot for others and sure enough, another human is tied to a tree. But this smells like a devil, fire and brimstone, so he approaches like he is set to free this one. At the last second he slashes away at it with the Flamed blessed sword and the light blade. But another appears off to his left side and Jose rolls toward him and comes in for a low swing taking out its knees. Then jumps up out of the way and delivers a deep cut that goes through its chest
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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Re: Chapter Six: Narrow is the Way

Post by hobo joe »

Repost from above, details added:

Everyone on the same page, Tary turns his keen powers of observation on the scene, calling out bandits when he spots one, or noting a civilian in need of assistance, and otherwise trying to bring clarity to the situation.

It's easier now with the civilians more or less collected. Tary keeps moving, staying close to the civilians, making sure no demons come near unannounced. He's hoping the soldier on his team can help with keeping the demons at bay once identified. "Hey folks," Tary says, pretty sure no one understands him, but hoping his chipper tone and body language will communicate, "we're here to help, this is what we do! We've got you covered!" he finishes with a
since dabbing is the universal symbol for triumph, like Bah-weep-Graaaaagnah wheep ni ni bong is the universal greeting.
to the left and dab to the right and a big smile with double thumbs up.
Notice 1d8 1d6: [1]+[5] = 6 = 5 Total (1 success)

Similarly, the droid is also versed in the more prosaic aspects of life, etiquette and protocol and the like. Now currently there is no need to talk to vaperators or binary load lifters, but it still knows how to spot incongruity with a situation.

With more order now, DB-B1 can utilize its core programming more effectively. Noticing the social hierarchy within the rescuees, it works to ensure harmony among them with its superb grasp of human behavior.
Common Knowledge 1d10+2 1d6: [4]+2+[6] = 12 = 1d6* = 8 Raise!
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Venatus Vinco
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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

You Know Nothing

Image

Tokens: You only needed two more and had enough rolls to get them.

Conditions: Dark -4, Difficult Ground (Deep Snow and Forests)

Villagers flee from the woods as the group finds demons in the trees and drives them deeper into the dark forest. The running battle takes a turn as the forest opens up into a snowy clearing, driving snow and sleet block their vision but a group of villagers is tied to a tree on a large rocky outcropping as demons move through the treetops on either side of the heroes.
Turn Order
Image
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Palach
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach launches himself into the forest after some of the demons. His glistening silver vibro-blades flash in the light. He
FHH1d10!!+2
dFHH1d6!!+2
FHH1d10!!+1
dH1d6!!+1
2dH1d10!!+1
2ddH1d6!!+1
pH1d10!!+1
pdH1d6!!+1
2dpH1d10!!+1
2dpd1d6!!+1
at the first demon,
dH1d10!!+2d12!! AP 8
and nearly disemboweling it. He moves through to the next in line, taking a
FHLF1d10!!+2
dFHLF1d6!!+2
FHLF1d10!!+1
dLF1d6!!+1
at the hellspawn. The strike

dLF1d10!!+2d12!! AP 8
as the first one. He spins to search for another foe, the silver blades at his arms dripping with whatever fluid runs through a demon's veins.
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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Jose Kerske
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Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Card Suit 1d4
1d4 1d4
Conditions:
Sword is glowing due to the Fire that Basil put on it and Arcane protection glow. his armor also has farsight and darksight. He is still using his senses to try to locate the devils.
hope that counter some of the minus?

3rd Round 6 Success
1d8+2 fatigue-2, -4 Darkness and Speed , Armor has Farsight and and darksight and he has cat senses that give +2 uses speed from the Sword to help negate the minus.

right hand Sun Sword success 6
Fighting 1d8 +2: [2] = 2 +2
using a benny to reroll 1d8!!: [6] = 6
Damage: Str+d8 +2 AP: 10 19 damage
1d8+2 1d8+2!! +12

Wild Card 1d6
1d6!!

Left hand 16 success +2 Raises
Fighting 1d8+2
FH1d8+2!! Aced FH1d8+2!! +2 16
Damage: Str+d8 AP: 8 49 damage
1d8+2 +12 , Aced 1d8+2!!
raised 1d8+2!!+12

spellcasting 1d12+2 for speed
1d12+2!!

As Jose tries to go through the snow realizing that he needs help, He calls on the swords speed abilities. Speed 12 now half 6
as he gets closer he pretends to be struggling through the snow, hoping to lure them closer for a swift strike.
Last edited by Jose Kerske on Thu Sep 16, 2021 3:46 pm, edited 9 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
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Par
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Re: Chapter Six: Narrow is the Way

Post by Par »

Par looks around setting the group surrounded by demons and most the villagers safely away. Time to help his friends he decides as he reaches within his connection to the universe and draws on the power. "You cannot harm us, you wish avoid us." He says in words that ring true to the feelings as his power flows out shifting the cosmic pattern.

LdLFHHdLHHLLHd1d10!!Ld1d6!!d+1HHFFLLdHH-4FHLFF
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 Six: Narrow is the Way

Post by Stoic »

OOC Comments
WIP

Innate
pLL1d10!!1d6!!

Regular Action Detect Arcana for me, @Radecliffe @hobo joe
pLL1d10!!1d6!!
GM Bennies 9/9
Wild Card Bennies ?
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hobo joe
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Re: Chapter Six: Narrow is the Way

Post by hobo joe »

TARY
Elf vision (no dark penalty), 1d8!-21d6!-2 Total = 5
the situation his potential to contribute,
p1d6
. Or in his mind it's sprinting. In reality he starts slogging through the snow with all his strength. Snow is snow. But he hates the supernatural nature of the demons: it doesn't scare him, more it's revulsion over the very concept of magically infused beings. Oh well. He can't very well escape that sort of thing in the modern world. Still, he doesn't have to like it.

Anyway, he slogs through the snow trying to make his way to the prisoners. The warriors around him can do the shooting, he'll do the rescuing.

He doesn't shout, he uses the comm this time. "DB, we need to release those prisoners. You can fly, I can't. Check it out. I'll get there as soon as possible.

He nods to the soldier at his side. Understanding, the armored man does his best to keep up with Tary and provide cover fire.

"Everyone fall back to the Mountaineer and get it ready to roll in here and receive the prisoners. And shoot demons, if you can."

DB-B1
The droid hears Tary's request, and reluctantly complies. The logic is sound. But the droid is still cautious. It
Pace 6, flying
up to the treetops before making a dash to the prisoners from its
d-1LH1d4!1d6!Total = 3
. It does check to make sure the stun gun is fully charged. It may be a pacifist, but discharged stun gun is just dumb. DB-B1 is not dumb. It
d-11d8!+41d6!+4Total = 8
through the multi-optics scope towards the prisoners to try and discern any details that might be important -- and dangerous if missed.

The two wolves bound through the snow to keep pace, but they have no qualms about an attack of opportunity if something harmful to DB-B1 gets in their way. Grrr.

The rest of Team Tary mounts up into the Mountaineer and spends a few precious seconds arguing over who will drive (snugged safe and sound in the cabin) and who will man the pintle mounted laser rifle. The vagabond wins the argument through sheer charsima and the militia warrior mans the gun.
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steelbrok
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Re: Chapter Six: Narrow is the Way

Post by steelbrok »

emerging into the clearer ground between the trees, Steelbrok spots the villagers tied to the tree. If he still had hair it would be standing on end. Grateful for his
sonar, radar, no vision penalties
, he sees the foul pit-spawn in the trees too, even before his comrade's strange magics begin lighting them up. Even in this deep snow, the demon to the north-east is within a few steps. Steps that end in Vlad's

FH1d6!!+3
Ldd1d6!!+3
Time to spend a benny
FH1d6!!+3
Ldd1d6!!+3
. For moment the man of steel thinks he might have missed but a clever disengage of his opponent's parry sees Vlad

Ld1d12!!+2d8!!+2 AP16, MD plus blessed by Basil
deep, felling the foul creature.

As the vibrating blade sheds demon-gore, Steelbrok considers his

should my second card from Level Headed be a Joker, I'll take another action
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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Radecliffe
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Re: Chapter Six: Narrow is the Way

Post by Radecliffe »

Radecliffe groans as he staggers along with the rest pausing only to cough out a gob of blood. Putting a hand on a tree for support Radecliffe concentrates on

20 ISP to summon 5 Minor Fire Elementals
4 ISP for +2 to roll
-2 from wounds
Psionics 1d10!!
Wild 1d6!!
Summoned 5 minor fire elementals one each nearest a not yet destroyed demon within range (10 inches). With raise they are resilient.
as many of Gaia's children as he can. Ignoring the pain Radecliffe reaches deep into the earth to call to the fire within. With a faint smile he senses as much as sees the five minor

Attributes: Agility d8, Smarts d4, Spirit d6,Strength d12+2, Vigor d12

Skills: Athletics d10, Fighting d12, Focus d8, Notice d8, Persuasion d4, Stealth d8

Pace: 10; Parry: 8; Toughness: 17 (4)

Hindrances: Clueless, Ruthless (Major)

Edges: Arcane Background (Gifted), FleetFooted, Frenzy

Powers: Bolt, blast, burst, elemental manipulation (fire).
Power Points: 40

Special Abilities:
  • Bite/Claw: Str+2d6 Mega Damage, AP 18, It Burns.
    Damage Field: As the power, but 2d6 damage to all adjacent beings at the end of the creature’s turns. Nearby objects may ignite, see Fire in Savage Worlds.
    Durable Form: Grants +4 Armor and +2 Toughness.
    Elemental: No bonus damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards.
    Fast Regeneration: While wounded make a Vigor roll every round—even after being Incapacitated. A success heals one Wound (or removes Incapacitated status), and a raise heals an additional Wound.
    Fear: Elementals cause Fear checks.
    Fearless: Immune to Fear effects and Intimidation.
    Immunity (Physical and Heat): Impervious to mundane kinetic attacks like ballistic weapons, rail gun blasts, punches, kicks, vibro-blades, etc. and to all forms of fire, heat, and plasma damage (including arcane sources). Can only be Shaken by explosions. Non-heat based energy, magic, and psionic attacks do full damage.
    Mystic Awareness: May use detect arcana as an Innate Ability and sense supernatural beings with a Notice roll.
    Perfect Night Vision: Ignore all Illumination penalties.
    Size 3 (Normal): 12’ tall and weighs 50lbs.
    Weakness (Water): Suffer +4 damage from water based attacks. Such Wounds cannot be regenerated
burst from the ground, each near a demon.

"Destroy them!" Radecliffe rasps, "Destroy all the demons, protect the mortals!" Radcliffe leans against the tree as the fire elementals

All elementals making melee attacks with frenzy each on a different demon
Attacks
Elemental #1 2d8!! 2 hits
Elemental #2 2d8!!
Elemental #3 2d8!!
Elemental #42d8!!
Elemental #5 2d8!!

Damage
Elemental #1 Hit #1 1d12!!+2d6!!+2 AP 18
Elemental #1 Hit #2 1d12!!+2d6!!+2 AP 18
Elemental #2 Missed
Elemental #3 Hit 1d12!!+2d6!!+2 AP 18
Elemental #4 Hit 1d12!!+2d6!!+2 AP 18
Elemental #5 Missed
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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Venatus Vinco
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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

Fe Fi Fo Fum

Image
  • Outskirts of St. Barlaam
  • Horror Factor: 3[/url]
  • Conditions: Heavy rain, lightning.
Reacting quickly Palach is able to cut through the chaos, and cut through two demons at the same time! His vicious strikes hit hard disemboweling two of the creatures as they approach.

Meanwhile, Alexander and Thursday the dragon stand their ground watching and waiting to see what the foul beings are up to (Hold).

Using his connection to nature, Radecliffe summons forth fire beings made of pure fire.The elementals strike hard with fire damage but the hellspawn laugh and cackle with glee as the flames tickle them like a warm wind. However, the dry winter forest begins to erupt into flames,despite the recent rainfall. The blaze is spreading as the elementals thrash around the battlefield with no sense of their destructive power.

Helping his allies to get a grasp on the situation, Stephen boosts their arcane sight. As he becomes more aware of the demons Radecliffe groans, they are immune to fire! Tary can also see the demons for what they are, and their weak points.
The Il'ya Demon
The Il'ya Demon
Storm Demons
All n'ya have the head or facial features and tail of a cow, bull, ox, boar, deer, wolf or hound (and a pair of small, feathered wings that disappear when the metamorphosis is used). They appear during storms, often posing as animals or loved ones to gain entry to a home and kidnap a victim to lure out others.
Attributes: Vigor d10, Smarts d6, Spirit d6, Agility d6, Strength d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Persuasion d8, Notice d4, Spellcasting d8, Survival d6
Pace: 6; Parry: 6; Toughness: 14 (8)
Edges: Acrobat, Arcane Background (Magic), Arcane Resistance, Combat Acrobat
Powers: beast friend, bolt (electric), elemental manipulation, fear, stun PPE 25
Gear: Claws (Str+2d4 AP 6)
Special Abilities
  • Armor +8: Armored hide.
    Environmental Immunity: Cold, Fire, Heat, lightning, electricity, and mortal Poison and Disease.
    Fly: Pace 12", doubled during storms, 3x during ley line storms
    Fear: Even Lesser Demons are terrifying when first encountered, causing opponents to make a Fear check.
    Limited Metamorphosis: Per dragon hatchling.
    Nightvision: Ignores Dim and Dark Illumination penalties.
    Size 0 (Normal): 3-5' tall.
    Weakness (Holy Attacks): Demons are vulnerable to holy attacks and weapons wielded by those who are considered holy opponents, such as those with the Champion or Holy Warrior Edge. CyberKnights and Mystics who follow any kind of “path of light" spiritually fall into this category. Such attacks inflict +4 Mega Damage to Lesser Demons and Wounds caused by such attacks cannot be regenerated.
    Weakness (Silver): Silver weapons and attacks have the same effect as holy weapons, inflicting +4 Mega Damage and negating demonic regeneration.
Steelbrok bursts through the trees and uses Vlad to cut down one of the demons. Basil’s Blessing gives the weapon righteous fury burning the demon into non-existence. Forever banished from this realm. Cooly, the cyborg looks around for additional targets.

After giving some orders Tary starts sprinting toward the prisoners, sending DB-B1 out in front of him to try and help. As the two clear the treeline and enter the rocky foot of a mountain they can see the prisoners tied to a large evergreen tree. Suddenly the ground shakes and booms as the two heroes, caught in the open, spot the mighty Morozko Frost Demon, a tall, thin, and menacing looking humanoid beings with pale skin and piercing, ice blue eyes, stepping down from the mountainside toward the prisoners left there for his mollification. It slowly ascends the stone steps toward the villagers, a smile spread across its monstrous lips.

Calling forth his power Par radiates holiness giving the demons pause. They begin to glow with bright light, and their skin boils and smokes, making them obvious targets. Their spirits flag but they manage to stay in the fight.
Lower Trait
Fighting reduced two die types. Parry reduced to 4
Running through the trees Jose draws power from his sun sword and slices through a demon while it dances with a fire elemental.

What remains of the demons struggle to move past the fire elementals while those still deep in the woods flap their wings to stop Tary and DB-1 from reaching the villagers. They let forth a blast of eldritch energy that floods Tary’s mind with illusions, although DB-1 seems non pulsed.
Opposed Roll
Tary must make a Spirit roll vs. 9 or be Stunned.
Everyone: Fear check at -2 vs. Frost Demon.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Jose Kerske
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Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

4 Diamonds
Fear 4 success
OOC Comments
1d4
1d4!!+3Arcane Protection, -2=4
Wild Card
1d6
right hand Sun Sword success 9 and Raise damage 35 and fire damage
Fighting 1d8 +2
1d8+2!!
Wild Dice 1d6
1d6!!
Damage: Str+d8+2
1d8+2!!+12 aced 1d8+2!! raised 1d8+2

Left hand 7 success 16 damage
Fighting 1d8 +2
1d8+2!!
Wild Dice 1d6
1d6!!
Damage: Str+d8
1d8!!+12

Jose surrounded by the forest doesn't see much , but he goes on his hearing and his ears focus on the closes battle sound he goes to attack the closest devil. He arrives and sees the fire elemental going after a demon and he attacks it, once finished he mooves toward the south and sounds of a battle.
Last edited by Jose Kerske on Thu Sep 30, 2021 2:30 pm, edited 6 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
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Palach
Posts: 105
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach
pF1d8!!-2
dF1d6!!-2
by the appearance of the frost demon. In fact, the thing has only made itself a target for the armored warrior. Noticing the lesser demons are behind him, he turns and breaks into a
1d6 - total movement 3.5 inches?
towards the creature, though the snow and weather make it difficult to make any headway. He calls out in a meager attempt to insult the creature. "Vy ne ochen' sil'ny i boites' menya. Priyti. Srazites' so svoim nachal'nikom.
You are not very powerful and are afraid of me. Come. Fight your superior.
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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Par
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Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Six: Narrow is the Way

Post by Par »

[OCC=Fear, pass]F1d10!!Ld1d6!!pL[/OOC]

Seeing the sermon enter the field Par's chest hardens up and his mind begins distracted as if he has the same hormones as flesh and blood beings. But hardening his will against it the teenager manages to stay on task.
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 Six: Narrow is the Way

Post by Radecliffe »


-2 for Fear Check
-2 for Wounds
Spirit 1d8!!-4
Wild Die 1d6!!-4

Spending Bennie to reroll
Now +2 for Elan

1d8!!-2
1d6!!-2

Spending Bennie to reroll again
Still +2 for Elan

1d8!!-2
1d6!!-2

Radecliffe curses as he sees the fire elementals are useless against the demons. His eyes narrow as he again

-2 from wounds +2 from spending 4 ISP
Psionics 1d10!!
Wild 1d6!!

Summoning 4 minor earth elementals 12 ISP + 4 ISP to boost roll
Summoned with a raise so elementals are resilient.
summoning 4 more of Gaia's children with the last of his strength. Rising from the earth the

Minor earth elementals are independent
elemental beings that manifest by possessing
a body formed of plants, mud, or rock.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+2

Skills: Athletics d10, Fighting d10, Focus d8, Notice d6, Persuasion d4, Stealth d6

Pace: 8; Parry: 8; Toughness: 25 (10)

Hindrances: Clueless, Ruthless (Minor)
Edges: Arcane Background (Gifted), Block, Frenzy, Fleet-Footed

Powers: Bolt, blast, elemental manipulation(earth), entangle (plant form only), protection.

Power Points: 40

Special Abilities:
  • „ Bite/Claw: Str+d8 Mega Damage, AP 8.
    „ Burrow (8”): Earth elementals can meld into and out of the ground.
    „ Durable Form: Grants +10 MDC Armor and +3 Toughness.
    „ Elemental: No bonus damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards.
    „ Fast Regeneration: Wounded creatures make a Vigor roll every round—even after they’ve been Incapacitated. A success heals one Wound (or removes Incapacitated status), and a raise heals an additional Wound.
    „ Fear: Elementals cause Fear checks.
    „ Fearless: Immune to Fear effects and Intimidation.
    „ Hardy: If Shaken, another Shaken result doesn’t cause a Wound.
    „ Immunity (Earth): Immune to earthbased attacks (including rocks or powers with earth, mud, stone, or sand Trappings).
    „ Mystic Awareness: May use detect arcana as an Innate Ability and sense supernatural beings with a Notice roll.
    „ Perfect Night Vision: Ignore all Illumination penalties.
    „ Shapeless Ooze (Mud form only): Can ooze through cracks and openings. Immune to mundane kinetic attacks like ballistic weapons, rail guns, vibroblades, etc. Can only be Shaken by kinetic explosions. Arcane water attacks inflict +4 damage and resulting Wounds cannot be regenerated.
    „ Size 3 (Normal): 12’ tall and weigh up to 2000lbs.
this time take up positions to the left and right of Radecliffe's position. "Snare the demons! Protect the mortals!" Radecliffe rasps. Pointing, he gives orders the best he can, "You take the left, you the right and you two protect those over there."

Orders received two of the elementals turn to the left and right respectively and sink into the ground only to reappear moments later much closer to the storm demons in the woods. Raising their arms, their

Casting Entangle, 2PP + LBT 3PP + SELECTIVE 1PP
Elemental #1 1d8 Success
Elemental #2 1d8!! Fail, power did not activate

Elemental #1 34/40 PP
Elemental #2 40/40 PP

on the left rocks and earth shoot out of the ground enveloping the storm demons but leaving the fire elementals untouched. On the right, however, something goes awry and the elemental fails to capture any of its prey.

The other two turn towards the hostages and sink into the ground and reappear practically on top of the hostages. One of the elementals

Casting Entangle, 2PP + LBT 3PP + SELECTIVE 1PP + Greater Entangle +4 PP

Elemental #3 1d8!!

Elemental #3 30/40 PP
Elemental #4 40/40 PP

and more rock shoots out of the ground like a living thing wrapping itself around the demons and again leaving the mortals untouched.

OOC Comments
All the fire elementals are on hold. All the earth elementals moved so they are done for this round. The demons to the left of Radecliffe as he faces the hill are entangled as are the ones near the hostages. The ones to the right are still loose as that Elemental failed his roll.
Last edited by Radecliffe on Sat Oct 02, 2021 9:57 am, edited 9 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

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steelbrok
Posts: 234
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Re: Chapter Six: Narrow is the Way

Post by steelbrok »

What on God's good Earth is

p1d8!!-2
Ldd1d6!!-2
? Well, whatever it is this Borg's not fazed. Steelbrok assesses the tactical situation. He doesn't like leaving an enemy in his rear but has to trust his tem0mates to handle them (besides with 360 vision he can see if they mess things up and let the remaining pit-spawn come after him). The villagers tied to that tree look like they're about to be the new threat's snacks. Rather than directly following Tary, he moves

1d88+8=16Hdd28
, along the wood line and into the rocks. He sights to see if he can bring Vera to bear.
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 Six: Narrow is the Way

Post by hobo joe »

TARY
Tary groans seeing the demons for what they are, "Demons, I hate demons, why does it always have to be demons?"

He is scared out of his wits of course. Shooting his way out seems like a good idea, but he is well aware now how pointless that would be. Not for the last time he wishes for a jet pack.

Seeing the futility, but not succumbing to it, for the moment at least, Tary tries to draw the demons' attention to him. By shooting at them anyway. He hopes that DB-B1 can get to the prisoners in time!

Movement: Pace 6 towards prisoners.
Shooting: HLd1d4+11d6+1 5 total
Fear Roll: pLL1d6-1Ld1d6-1 -1 another one cause I made a typo! 4+ace total
Spirit check: Ld1d6!Ld1d6! 3 total - STUNNED!

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Electronics d6, Fighting d8, Healing d4, Notice d6, Persuasion d6, Shooting d8, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (6)
Edges: Soldier
Hindrances: Driven or Greedy, Illiterate, Quirk or Habit
Gear: Bushman Medium EBA (+6 Armor, +2 Toughness), L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy Pulse), Vibro-Knife (Str+d6 Mega Damage, AP 6), 2 × frag grenades (Range 5/10/20, 5d6 Mega Damage, LBT).
: Following Tary's lead, the soldier keeps moving and commences firing.
Fear v ice demon: Ld1d6!-2 3 total - FEARED!
Shooting: H1d8! 22 total!!

DB-B1
The droid is worried about its companions, but it is no fighter. Its best contribution is getting the prisoners free. Of course, that big ice demon could be a problem. Still, DB-B1 zips through the forest, focused on the prisoners.

The friendly neighborhood wolves are indeed fighters, and not being dumb animals, know that big demon scary thing is out to hurt their pet droid. Not cool bro, not cool. The dogs charge, snarling and slavering in full attack mode.

DB-B1 Fear check: dFH1d4!-2Ld1d6!-2 4! total, not FEARED!
Doggo: Running die: dd1d6 Fear check: dFH1d6!-2 running die 5, fear check 2 FEARED!
Captain Dog: Running die: pdd1d6! fear check: pdFH1d6!-2 running die 4, fear check 3 FEARED!
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Par
Posts: 106
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Re: Chapter Six: Narrow is the Way

Post by Par »

Snapping out of his adrenaline induced delay Par concentrates for a moment, then meditating as best he can he calls on the powers of the cosmos to help him weaken the demon. Reaching out he shifts reality around the demon, twisting the probabilities and nature of the world to reject the demon, destabilize it and force it away.


Lower Spirit 10 for 2 die type drop and -2 to all rolls, Strong so additional -2 to break out
LpHdL1d10!!Ld1d6!!+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 Six: Narrow is the Way

Post by Venatus Vinco »

A Dark and Stormy Night
  • Outskirts of St. Barlaam
  • Horror Factor: 3
  • Conditions: Heavy rain, lightning.
Image
Hold
Alexander and Thursday
Par bends the cosmos to his will, swirling time and space around the frost demon as he ascends the stairs toward his dinner. The creature feels the uneasy sway of chaos around him and seems to slow and stagger for a moment before continuing his ascent.

Dashing through the trees and snow Palach tries to close the gap but the terrain works and he rages against the storm and calls out loudly to the demon. It casts one of its many eyes toward the trees and chuckles, ”I hear desert in the forests!”

The earth and trees come to life as Radecliffe summons the spirits of the earth to aid in the battle. Rocks burst forth from the ground encasing the demons in stone, forcing them to struggle to break free of their bonds.

Steelbrok bursts from the treeline and leaps up onto the rocks, landing hard next to the tree where the villagers are tied. He levels Vera just as the giant steps up the last stair.

Tary and his more aware comrades, a few are panicked by the ice demon and retreat to the trees, open fire on the demons allowing DB-B1 a straight shot toward the tree. The little droid looks comical next to Steelbrok’s hulking cyborg frame but the villagers of Saint Balam will take any help they can get.

Moving through the trees like a jungle animal, Jose circles around a demon engaged with a fire elemental and cuts it to pieces with his blessed sword.

Stephen holds steady waiting to see what happens next.

The Morozko smiles at the two robotic beings in front of him as a long blade of pure ice extends magically from his hands. Up close the hulking 18 foot tall giant is a gruesome sight. Long spindly limbs and a large head with multiple rows of eyes and a mouth with many rows of razor sharp teeth. It appears to be smiling, but it is not a happy look, as it tries to cut a swath through Steelbrok.
Demon
Size Modifer -2, Fighting d12+2, straight roll. Improved Frenzy (9, 5, 7) two hits. 2d12+10, AP 12, MD) = 38, AP 12 MD & 17 AP 12 MD
The Il'ya Demon
The Il'ya Demon
Storm Demons
All n'ya have the head or facial features and tail of a cow, bull, ox, boar, deer, wolf or hound (and a pair of small, feathered wings that disappear when the metamorphosis is used). They appear during storms, often posing as animals or loved ones to gain entry to a home and kidnap a victim to lure out others.
Attributes: Vigor d10, Smarts d6, Spirit d6, Agility d6, Strength d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Persuasion d8, Notice d4, Spellcasting d8, Survival d6
Pace: 6; Parry: 6; Toughness: 14 (8)
Edges: Acrobat, Arcane Background (Magic), Arcane Resistance, Combat Acrobat
Powers: beast friend, bolt (electric), elemental manipulation, fear, stun PPE 25
Gear: Claws (Str+2d4 AP 6)
Special Abilities
  • Armor +8: Armored hide.
    Environmental Immunity: Cold, Fire, Heat, lightning, electricity, and mortal Poison and Disease.
    Fly: Pace 12", doubled during storms, 3x during ley line storms
    Fear: Even Lesser Demons are terrifying when first encountered, causing opponents to make a Fear check.
    Limited Metamorphosis: Per dragon hatchling.
    Nightvision: Ignores Dim and Dark Illumination penalties.
    Size 0 (Normal): 3-5' tall.
    Weakness (Holy Attacks): Demons are vulnerable to holy attacks and weapons wielded by those who are considered holy opponents, such as those with the Champion or Holy Warrior Edge. CyberKnights and Mystics who follow any kind of “path of light" spiritually fall into this category. Such attacks inflict +4 Mega Damage to Lesser Demons and Wounds caused by such attacks cannot be regenerated.
    Weakness (Silver): Silver weapons and attacks have the same effect as holy weapons, inflicting +4 Mega Damage and negating demonic regeneration.
Morozko Frost Demons
Use Greater Demon stats
Old Man Morozko is a demon lord and King o f the Frost Demons. He rarely interferes in the affairs of mortals, but there are legions of comparatively less powerful Frost Demons that do. These are greater demons often confused with the demon lord himself, or sometimes said to be his multitude of children. Whether they are actually Old Man Morozko' s offspring is unlikely, but they consider him their ultimate master, share many similar powers and are elemental in nature. Consequently, they are generally referred to as ''The Morozko," or "Frost Demons." They never gather in large numbers unless summoned by Lord Morozko and are typically encountered as lone, solitary figures or commanding a group of lesser demons or evil woodland spirits.
The Frost Demons may also associate with evil humans, particularly black-hearted men of magic.

Frost Demons are cruel and cold-hearted. They enj oy causing hardship and suffering for lesser creatures and frequently battle the human War Camps. This includes stirring up other demons and instigating trouble. They prefer to use their own natural abilities and innate magical powers, but are willing to use man-made weapons. Furthermore, they recognize the power of human science and high-technology, and rarely underestimate the power of high-tech weaponry, machines, science or magic.

All Frost Demons are tall, thin, and menacing looking humanoid beings with pale (whitish) or light blue colored skin and piercing, ice blue eyes. Their bodies feel firm and their skin cold to the touch. Most are ill-tempered, mean-spirited, spiteful and vindictive. Many wear fur trimmed boots, a tall, fur trimmed hat, and pants for show, and light armor that seems to be made of crystallized ice. Others wear little more than a loin cloth and a few bits of crystal armor. All can magically create a Frostblade an extra Damage Die to creatures of fire/fire elementals).
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Jose Kerske
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Location: San Antonio, TX

Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

(Queen of Diamonds)

(Queen of Diamonds)
Moving through the trees like a jungle animal, Jose circles around a demon engaged with a fire elemental and cuts it to pieces with his blessed sword.
Conditions:
Sword is glowing due to the Fire that Basil put on it and Arcane protection glow. his armor also has farsight and darksight. He is still using his senses to try to locate the devils.

Once finished he speaks to the elementals, "I hear the sounds of battle toward the Southeast and to the East, I shall head East."
Jose heads south using the trees as a highway and following the sound of battle, ( new edge Free Runner and speed 12) He eventually gets to the edge of the woods and sees one of the new guys battling.

He sees Tary in a battle he gets to the devil and slashes at the Demon.
Fighting right hand Sun(Light) Sword 5 Success Damage 17 + the blessed bonus
OOC Comments
1d8+2
1d8+2!!
Wid Dice
1d6
d1d6!!
Damage Str+1d8+2
d1d8+2!!+12
Fighting left hand Draining Blade 19 success and 4 raises Damage 48 target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
OOC Comments
1d8+2
1d8+2!! Aced 1d8+2!!
Wid Dice
1d6d1d6!!
Damage Str+1d8+2
1d8+2!!+12 Aced 1d8002200210021+12
For raise
Str+1d8+2
1d8+2!!
William thinks that Tarry is in need of help so he strikes the ones close to his new friend and hits with the Right Sun Sword as the devil tries to block. But it is the left hand that seems to slice the devil in twain. He speaks to Tary and those near him, "Tary, I hope you do not mind me bugging in on your fun.?"
Last edited by Jose Kerske on Sun Oct 03, 2021 8:28 pm, edited 11 times in total.
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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steelbrok
Posts: 234
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Re: Chapter Six: Narrow is the Way

Post by steelbrok »

A bit startled by his current position (must check my internal compass, he thinks), the Man of Steel Trousers tries to slide away from the wicked ice blade,

Spending a benny Soak roll
1d12!!
Ldd1d6!!
Spend a benny
1d12!!
Ldd1d6!!
So 2 wounds soaked from the first hit, leaves one wound on the Borg )ignore one wound level), spending a third benny to unshake prior to taking the second blow (meaning it results in being Shaken again rather than wounded)
manages to parry sufficiently well to avoid lethal damage but is grimly aware things are not good.
He whispers a quick

Free attempt to unshake at beginning of the round +2 normally, -2 for wounds so a straight roll
p1d8!!
Ldd1d6!!
to stiffen his morale and looks at the loathsome creature before him.
Actually, Steelbrok takes advantage of his 360 vision to look all around him!
The little droid is next to him, gamely trying to free the villagers. It needs time. The rest of his comrades are still either fighting the minor demons or too far away hold up the boss monster. And this monster is fast.
"So, looks like this is it," he says, resignedly, "Serves me right for not keeping my distance and sniping. Little dorid!" He addresses DB-B1, "Get these people out of here. I'll keep this thing at bay as long as I can"
He grips Vlad in both hands and prepares to bear himself so that even if he lives for a thousand year, men will say, "this was his

Defend manoeuvre, +4 to Parry with Vlad + Parry 11
hour".
Ah, he thinks, no need for drama, he can hold this thing off
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 Six: Narrow is the Way

Post by hobo joe »

WIP (rolling some dice)
TARY
Condition: Stunned + Fear: F1d20+4 Heart Attack! Vigor-2: LL1d8!-2 0020Ld0020LL00300201d60021002d2 Success w/ Raise
Fear. Magic. Demons. This is not Tary's best moment. He gibbers and mutters, not sure what to do next and his brain in a fog. Falling to the ground, he struggles to regain his composure, failing. His heart beats like it's about to explode. Red creeps in from the edge of his vision, and he loses consciousness, and for a moment Tary is sure he's dead. His eyes open, much to his surprise. He looks towards the Soldier, hoping the more aggressive fellow would be in better shape. As that is not true, Tary is even more wracked with fear and his aversion to the supernatural just compounds the condition. Tary remains paralyzed by fear, his mind included, he is senseless to everything going on around him.

BD-B1
It knows Tary and the others are in big trouble, but the small droid also knows where it can best contribute. Fighting toe to toe with demons (fighting in general, actually) is not where it has any utility. So brandishing the small laser torch, it gets
d-1pLL1d8!+4 d-1pLdLL1d6!+4
freeing the prisoners. It also radios the Mountaineer to see if they can move into a position closer to the prisoners. It instructs each prisoner as they are freed to make haste towards the vehicle. It's not like the multi-ton ATV is easy to miss.

Seeing its wolves quaking in fear is a new experience, and DB-B1 does not like it at all, it whistles to them while it's working, maybe they will focus in on him instead of the monsters surrounding the group. But that's all it can do, its primary focus is freeing the prisoners.
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Stephen
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Re: Chapter Six: Narrow is the Way

Post by Stephen »

pLL1d10!!1d6!!

Stephen notes the...man? No, his magical senses say that isn't fully correct... regardless, he notes he would be more useful were he closer to the target. He makes a few arcane gestures and speaks the words of power. Suddenly @Palach finds itself right behind the giant frost demon.
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Par
Posts: 106
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Re: Chapter Six: Narrow is the Way

Post by Par »

As things pick up and the battle is soon engaged full on, he looks for the injured and wounded that may need his help.

Since I go last, I would like to wait and see if I can heal someone after the demons act.
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 Six: Narrow is the Way

Post by Venatus Vinco »

Seeing the captives escaping the demon howls in rage and send a a wave of frost at them, hindering their progress (sloth), before turning his attention back to Steelbrok (23 AP 12). The bitter cold slows the prisoners down considerably making their retreat nearly impossible.
Multi-Action Spellcasting 8(Raise) Fighting 9 (hit)
pLL-21d12!!1d6!!
F-41d12!!-21d6!!-2
1d12!!-2
2d12!!+10
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steelbrok
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Re: Chapter Six: Narrow is the Way

Post by steelbrok »

"Come on then," Steelbrok yells, as he sees the demon conjuring ice and snow to stop the fleeing villagers, hoping to buy them time to escape. The foul frost form turns and strikes at him. Steelbrok

Soak attempt (-1 benny to 3)
1d12!!
Ldd1d6!!
superbly and the blow that should have cleaved him from shoulder to hip slides past him. He sees Palach appear behind the foe. Now at least two of them are in the battle.
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
Posts: 106
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Re: Chapter Six: Narrow is the Way

Post by Par »

The danger represented by the demon is a serious one and Par advances moving even closer, while trying to stay under cover. Then as he closes he reaches deep within drawing on more power crushing the demon's ability to tap its magic and its ability to fight. The prayers sink into the demon as its ability to concentrates drops even further. The creatures mind growing hazy as it finds its will, its powers and its natural combat ability breaking down.

Par then focuses on himself, calling on nature to send spirits to protect him from harm.

A bunch of effects here
Demon should be;
additional -2 to break out rolls for all three these effects,
-2 die types Spirit and -2 to spirit rolls,
-1 die type Spell casting -2 to Spellcasting rolls
-1 die type Fighting -2 to Fighting rolls

Par has Deflection up so -4 to be hit

OOC Comments
LpLLpL1d10!!1d6!!LpL-2
LpLLpL1d10!!1d6!!LpL-2
Forgot to include "Strong" in label but also strong.

LFHpL1d10!!1d6!!LpL-2
Forgot to include "Strong" in label but also strong.

FdFLLFdL1d10!!1d6!! Oh, free action is only self. So that was only on Par.
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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Palach
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach doesn't flinch as his body is mystically transported next to the demon. He coolly takes advantage of his new position and takes
FHH1d10!!+4
dH1d6!!+4
FHH1d10!!+4
dH1d6!!+4
FHLF1d10!!+4
dLF1d6!!+4
with his silver blades. Unfortunately, despite the demon's size, it is a dangerously skilled combatant, and manages to slip the blows.
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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Venatus Vinco
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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

Frozen Hell
  • Outskirts of St. Barlaam
  • Horror Factor: 3
  • Conditions: Heavy rain, lightning.
Villagers in hand the group stares down an ancient Morozko Frost Demon — something that haunted the forests and steppes of Russia long before the cataclysm. An ancient, primordial foe, embolden by the rejuvenated ley lines criss crossing the planet. Worse still it commands legions of demons!

As lightning flashes dark shadows can be seen in the sky as more Storm Riders descend toward the fray. They move with dizzying speed, buoyed by the power of the storm. Surely the group will be consumed. Fortunately Thursday the Dragon comes bounding through the trees, with the priest, Basil the Blessed, on his back!

Like a Bogatyr of old Basil, riding a dragon no less, cuts through demons with bolts of holy power screaming prayers at the tops of his lungs before shouting directions to the group.

”The church, they cannot enter the church! Get the people to safety!”
Dramatic Task
A horde of flying storm demons is coming toward you, ruled by the giant frost demon.

3 Rounds, 20 Successes needed. Each person picks a skill and narrates how they are herding villagers toward the church, holding off demons, or otherwise assisting the cause. Each missed token is a lost villager. Fail the task completely and everyone is wiped out and Basil sacrifices himself to stop the hoard, but gain a Conviction.

Bonus, earn 24 successes and you slay the Morozko Frost Demon and earn a Conviction token!

Clubs impose a -2 penalty. Failure on a Club means the entire task fails.

Bennies reset!

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Palach
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach realizes he is outmatched. Still, this demon must be wary of flashing blessed and silver blades. He ensures, then, that the frost demon has a good look at those blades to bar the creature's reach towards the herded victims. Where they approach, some of the other demons who get too close get
FH1d12!!-1
dFH1d6!!-1
from those blades. He urges the captives forward. "Davay, druz'ya. My dolzhny idti. Toropit'sya!"
Come on, friends. We have to go. Hurry!
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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Stephen
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Re: Chapter Six: Narrow is the Way

Post by Stephen »

Persuasion 11
p1d6!!+11d6!!+1
Stephen waves his hands toward the villagers. [Russian]"Quickly quickly, you need to get in the church RIGHT NOW!"[/Russian]
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Jose Kerske
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Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

5 of Clubs

Conditions:
OOC Comments
Sword is glowing due to the Fire that Basil put on it and Arcane protection glow. His armor also has farsight and darksight. He is still using his senses to try to locate the devils.
Talisman of Marduk (Patron Item)
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
• Gain +1 to Toughness and the Iron Jaw edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
• The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
Voice of Kings: The wearer is able to speak any language even if o Success and 2 nly for a brief while.
• The character gets the use of the Linguist edge.
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
• The wearer gains the Object Read power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
Combat Mage Heavy EBA (TW)
increase Strength two dice and ignore Min Str, farsight and darksight.
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Pace is 12
”The church, they cannot enter the church! Get the people to safety!”
Dramatic Task
Spellcasting d12, SM +2
1d12+2!! 13-2 clubs, +11 point for conviction=12 3 tokens success and 2 raises
Wild Dice
d1d6!!

Jose uses Magic and concentrates to Greater boost those around him fighting 2 Trait die type.4 PPE (and to others 1PPE/ person) he has speed so he his moving ahead of the rescued civilians on either side slashing and making a way for those to get to the church. Like a bow of battleship the young Jose is in one part of the front then another, cutting a clean way for the group. "Let's move out, follow me! Hey can we get these Earth elementals to act like a mobile side walk, to speed the party up?"
Last edited by Jose Kerske on Wed Oct 20, 2021 11:44 am, 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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Radecliffe
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Posts: 489
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Re: Chapter Six: Narrow is the Way

Post by Radecliffe »

Wounded, his powers for the moment exhausted Radecliffe pushes himself into motion by strength of will alone. Gritting his teeth he gives his final command to his surviving elementals "

Psionics 1d10!!-2
Wild 1d6!!-2

Spending a bennie which adds in Elan

Psionics 1d10!!
Wild 1d6!!
!"

The fire and earth elementals turn as one to face the pursuing demons providing crucial seconds for the villagers to make their getaway. Radecliffe feels a pang of guilt as the demons tear into the outnumbered elementals but he knows they are buying the time they all needed to get to the safety of the priest's church. Turning he grips his spear as follows the others knowing it will most likely come to hand to hand before this ordeal is done.
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
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Six: Narrow is the Way

Post by Par »

Par tries his best to encourage the villagers to move in the right direction. Not wanting them to panic or move into location of greater danger. "Come on guys, we will protect you, head for the church."

Seeing some of the panicked people heading away, Par rushes in front of them, unable to stop them with brute strength or force alone, he uses his words. The Russian broken and not perfect he is still able to get his purpose across. "Please, you must trust us, we saved you from those other demons, but if you run into them, they will still get you. Let us get you to the church." The pleas not enough as his language means little, he ends up simply yelling "The church, the church" repeatedly.


p1d10!!Ld1d6!!
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 Six: Narrow is the Way

Post by steelbrok »

"Jose uses Magic and concentrates to Greater boost those around him fighting "

Somehow, Steelbrok feels his arms become lighter, his sense of where to strike become more acute, yet despite this feeling he is no more a swordsman than he was before. Fending off the frost demon with Vlad he turns and plunges ahead of the villagers,

Fighting d6+3 plus two die types so FH1d10+3
Ldd1d6!!+3
HLFHd1d6!!+3
Two more tokens for the pot
Err - I mean 1 more token for the pot!
a route through the storm demons to let the villagers reach sanctuary.
Last edited by steelbrok on Fri Oct 22, 2021 1:23 pm, edited 2 times in total.
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 Six: Narrow is the Way

Post by Venatus Vinco »

Round 2

11/20 tokens

Roll 1d4, 1 is a Club, if a 4 roll again. Another 4 nets a Joker. You may spend a Benny "for a new card" roll again.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter Six: Narrow is the Way

Post by Par »

Par sees the need to escape and jumps into action, escorting each band as fast as he can and then teleporting to join the next. As he jumps from moment to moment he realizes he never used the power as much as he is needing to use it now. Normally he focused on healing and the powers of the mind. But when fleeing the most important thing was mobility. nothing was as mobile as a teleporting healing.

d1d4
d1d4

p1d10!!1d6!!+2Fp
p3d6

9, post coming soon, THE TALE OF THE TELEPORTING HERO
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 Six: Narrow is the Way

Post by steelbrok »

Sometimes things go well, sometimes they go badly. Sometimes you just scrape by and carry on through whatever shleet the Russian weather throws at you.

1d4
1d4
through the snow, Steelbrok sheathes Vlad and concentrates on finding a clear, safe

1d6!!+4
Ldd1d6!!+4
for the villagers. He idly thinks back to trying to join the Special Reconnaissance Regiment, if he'd had these sensors back then instead of the Mark 1 eyeballs the Lord had issued him with the selection might have been a bit easier.
Last edited by steelbrok on Fri Oct 22, 2021 1:32 pm, edited 2 times in total.
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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Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Chapter Six: Narrow is the Way

Post by Radecliffe »


1d4


Radecliffe's side burned as he struggled to keep up with the others. Glancing back he saw the last of the elementals go down and the demons surge ahead howling in glee. A few brake ahead of the others and race towards the read of the fleeing villagers.

Yanking the sawed off from his belt he pauses a moment until the demons are almost on top of him. "Eat this hellspawn" he screams at them and

Shooting 1d6!!+2
Wild 1d6!!+2
. The silver coated shot tears through them like fire through snow and they practically disintegrate into a spray of ichor.

This gives the rest of the pursuers a moment's pause and Radecliffe takes full advantage turning to catch up with the others. That moment doesn't last long though and Rade can hear them coming for them again. He can only hope they make the safety of the church in time and hope it's as safe as the old priest says it is.
OOC Comments
3 tokens
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 Six: Narrow is the Way

Post by Palach »

Palach remains single-minded in his focus. He
1d4
FH1d12!!+1
dFH1d6!!+1
FH1d12!!+1
dFH1d6!!+1
nipping at the heels of the whole group. He manages to fend off a rush of three at once, making efficient use of two blades and devastating skill.
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 Six: Narrow is the Way

Post by Jose Kerske »

Card
1d4
1d4
1d4

Fighting 11 Success and one Raise 2 Tokens
1d12+4
1d12+4!!
WD
1d6
1d6!!
Jose continues cutting a path thru the demons for the civilians to follow . he is a bit happy at what he is doing this is his purpose in life. In the mountains in Colorado he was by himself mainly taking care of one or two things at a time . mainly evil but occasionally a stray CS trooper would stick his face in the area , and they were at times very stupid about taking hints , like stay the hell out of here. the last time he had to eliminate a few because they wouldn't take the hints. Dang those dog boys were a nuisance! But I bet they wish they could be here now helping humanity. I do to wish they cold be here. trhey weren't evil they were soldiers following orders of stubborn people.

Jose snaps back to the moment and slashes at another Demon or Devil, it doesn't mater as long as he gets to send them back to where they came from. "Bastet I ask for your help. May my arms not grow tired in slaying the evil of this world for your glory and the children of humanity."
Last edited by Jose Kerske on Sun Oct 24, 2021 11:16 am, 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
User avatar
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter Six: Narrow is the Way

Post by Stephen »

Fighting 7

1d4!!

FH1d8!!1d6!!
Stephen wades into battle enthusiastically, smashing demons with his mage staff, from which a crackle of eldritch energy is heard with each blow.
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Venatus Vinco
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Re: Chapter Six: Narrow is the Way

Post by Venatus Vinco »

Round 3: Going For it

24/24 Tokens, slays the giant! Everyone can "do nothing" this round and "win". Or gain 32 tokens and I will let you recover his rune weapon!

But, you must take the card you are given!
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Jose AKA "Damn Fool"
1d4
1d4
1d4
Thank heaven the 4 was rolled first.

Fighting
1d12+4 16 or 24 4 or 6 tokens
[
OOC Comments
roll=13574]1d12+4!![/roll] Aced 1d12+4
Wild Dice 1d6
d1d6!!
Jose's short prayer to Bastet might have gotten through as Jose swings his deadly blades at the evil. His speed is blurring, as he moves through the ranks of evil. They seem to be as obstacles as an avalanche comes roaring down the mountains destroying everything in it's path. Jose seems covered in blood and gore, and is now a terrible sight for all to see.
Last edited by Jose Kerske on Mon Oct 25, 2021 12:27 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
User avatar
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter Six: Narrow is the Way

Post by Stephen »

OOC Comments
1d4!!

L1d10!!1d6!!
Stephen pauses, feeling a tug of mystic energy. He senses a weakness in the head demon, and cheerfully calls it out to his new comrades.
User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Six: Narrow is the Way

Post by steelbrok »

Seeing his comrades brave efforts to match his own valourous performance,
rolls dice for card, hoping for a Joker!
1d4
d1d4 ah well, at least not a Club!
boldly faces the oncoming storm of demons, sure that the villagers have gotten away but curious to see what pretty things the overgrown smurf they'd fought might have. Holding Vlad and letting

FH1d6!!+3
Ldd1d6!!+3
with the great sword, he helps keep the icespawn at
well, one more token for the pot
.
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
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Six: Narrow is the Way

Post by steelbrok »

Stephen wrote: Mon Oct 25, 2021 12:14 pm
OOC Comments
1d4!!

L1d10!!1d6!!
Stephen pauses, feeling a tug of mystic energy. He senses a weakness in the head demon, and cheerfully calls it out to his new comrades.
"Well met! No need to stand on ceremony, there's plenty of these demons for everyone"
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 Six: Narrow is the Way

Post by Par »

Once the people are to Safety Par sets about helping the injured and ensuring the townsfolk are safe and okay. His years of training and dedication under his mother was all that was needed. Though he was rarely the lead when it was time to lead a healing effort, without his mother she was not here.
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
Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach finds a groove,
d1d4
Fighting: 1d12!!-1
dFH1d6!!-1
in thinning out the last of the demon hordes.
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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hobo joe
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Posts: 414
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: Chapter Six: Narrow is the Way

Post by hobo joe »

TARY
"Ah crap. Ah crap. Crap crap crap." Tary stammers out. He's literally lost in the stormy woods. It's a good thing he's surrounded by competent people, charm only goes so far lost in the woods surrounded by demons and monsters. They seem to be doing quite well without him.

"People! I can help the people!" Tary cries running along with the refuges, herding them towards safety. He picks the safest path through the woods, keeping hell and fury as far away as possible from the townspeople.

Roll: Survival: LLL1d8+4 LLdd1d6

DB-B1
Similarly nonplussed by the situation, DB-B1 surveys the area, the threats, the not-threats but not friends, and the friends. It is keenly aware of the current danger and the potential danger. Mostly it keeps Tary and his crew apprised, but will readily inform the rest of the not-threats but not friends of any enemies or dangers.

Notice: LLd8+2!! LLLd1d6!!
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Six: Narrow is the Way

Post by steelbrok »

Swinging Vlad to fend off any pursuers, Steelbrok decides to raise the team's morale with a new battle-limerick

We fought against demons of frost
To free villagers thought to be lost
The day was incredibly cold
But our team had warriors bold
With magic and steel
We made enemies reel
And won without too great a cost
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 Six: Narrow is the Way

Post by Venatus Vinco »

Getting to the Church On Time
As the demons storm swells to fevered pitch the heroes of the 1st SET herd the villagers back toward the church. Demons surround them but never prevail, people stumble but never falter, yet the mocking laugh of the frost giant carries through the air like a winter chill. Just as the last of the villagers struggle toward the church, a structure that has withstood the test of the cataclysm and many demon assaults before, the Morozov demon bursts through the trees wildly swinging its mighty frost axe.

The blow cuts through one of the local homes, rending it asunder. The demon blows out a massive gust of frost, knocking the stragglers to their feet. The hearty Russian peasant shake off the cold and press onward but the team needs to buy them some time. A battle for the edges erupts in the frozen mud of St. Balam. Blue energy criss-crosses the sky as the ley line storm grows in ferocity casting epic shadows on the battle below. Demons swell and push but do not advance. The giant bellows and rages but the intrepid heroes hold their ground.

Suddenly a massive blow strikes home and the creature falls to is knees. In one last attempt at spit it hurls its axe toward the heroes before succumbing to its death throes. The axe embeds deep into the strong outer doors of the church just as the 1st SET closes the door to weather the swarm storm.

After hours of raging the storm finally recedes. Outside the town has been almost completely destroyed the only remnants of the demon is a massive axe stuck in the doors of the church.

The people emerge weeping, glad to be alive but broken at the loss of their homes and livelihoods.


The axe handle is rough hewn wood with a magnificent rune inscribed axe head attached. The head appears to be silver, and surprisingly radiates a good aura. The priests laughs and cries at once running his hand over the Cyrillic runes.

"This belonged to Mikula Selyaninovich, the villager's son. A strong ploughman who became a bogatyr of great strength. None could match him in such feats as the Mother Earth loved him the most. The original handle is lost and the beast attached the head to this meager wood to keep from burning himself. Oh what a treasure you have recovered!"

Alexsander and Thursday realize this town needs protection. The Mystic smith lends his skills to rebuilding, while the dragon takes the people under his protection. They will not continue on the journey, for they have found their calling.

Ritual
You need a holy place to do your manacles ritual. The church in this town surely qualifies.
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter Six: Narrow is the Way

Post by steelbrok »

While those with mystical inclinations do some strange things with magic and silver, Steelbrok helps the villagers repair their shattered lives.
He helps repair houses and barns, and build new ones. A vibro sword is a great help when chopping timber.
The villagers watch with tears in their eyes as he clears the entrance to the cellar containing the villagers' biggest still.
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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Posts: 414
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: Chapter Six: Narrow is the Way

Post by hobo joe »

TARY

Supernatural minions and master monsters gone, for now, Tary dusts himself off and surveys the situation. It's a bad situation, but people are alive and that is a great starting point. Dead people generally don't want to start anymore. And the ones that do...well that's REALLY bad. He pulls his mind back from its wanderings and focus on the tasks at hand.

First thing Tary does is round up his crew and check in personally on each ones well-being, mental and emotional as well as physical. He is a natural healer, charismatic and despite his best intentions to downplay his race, Tary is an elf and radiates an ethereal quality that puts people at ease, all of which makes his task easier. With DB-B1 along for encyclopedic knowledge of the world, they quickly make their way through his small band.

Second task is to check in with the other survivors. For the adventurer gear, he offers repairs of weapons, armors, or vehicles. He also offers healing to anyone who is injured.

But the task that makes Tary excited, there is a town that needs to be rebuilt! Obviously such a feat is not quickly accomplished, but with a plan and a good project kick-off to set them on the right path, they will have a much better chance of success. He knows the resources in the woods, he knows the inventive ways they can be used. Yes, he thinks, we can set up temporary shelters and protection relatively quickly.... and he plans out a strategy for harvesting lumber quickly with the vehicles and weapons present...ways to use the snow to their advantage (like insulation or making slippery paths for hauling lumber)... oh, his mind is churning.

DB-B1
If DB-B1 was a biological creature, it would most certainly have soiled itself in that confrontation. Battling demons and monsters. Not its favorite activity.

DB-B1 recovers from its fear after the threat is gone, like any rational sentient being would do. It takes a moment. A minute. It takes a very careful look around to make sure that the area is clear. Only then, assuming it assesses the situation as in fact being safe, does it start to be production.

The small droid can certainly be productive. In addition to repair work, it can act as a translator for many languages...American and Euro being two of them.

It is more than on board with Tary's enthusiasm about rebuilding the city. It has a vast knowledge of architecture, both military and civilian, modern and historical. Really it has a vast academic knowledge about everything.

In all the hustle and bustle, DB-B1 makes sure its wolf companions are treated if they are injured and also that they get some quality food (if available, if it's not available, it will ask Tary for help to get some, the operator is a formidable talent for scrounging things up).

Between Tary and DB-B1, they are all over the place, talking to everyone, checking in. Their followers and canines can be found around the village too, participating in various tasks and generally lending a hand where they can. At this point, the wolves are fairly docile and let any children grab their tails and will generally play with anyone who is friendly.
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Jose Kerske
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Location: San Antonio, TX

Re: Chapter Six: Narrow is the Way

Post by Jose Kerske »

Jose gets cleaned up after the fight, he knows that the villagers don't need to see the blood mess.

After his clean up he looks around for things he can do to help the villagers. He removes any bodies of the villager and or the demons . He also uses his strength to help clean and repair any damage buildings and homes. He speaks up, "May be it would be best to build some of these dewelings under ground."
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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Palach
Posts: 105
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Re: Chapter Six: Narrow is the Way

Post by Palach »

Palach, seemingly nonplussed with the death of the frost demon, simply nods as the deed is done. He mutters something in Russian, though it's inaudible to anyone who might be able to translate it. In a moment, the combat armor he had donned recedes, revealing his face once again.
With that gruesome task behind them, he too lends his talents towards patching up homes and buildings, and coordinating efforts between Russian and American-speakers. He does pause at the axe-head. "What do we do with this? Is not plain weapon."
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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