Chapter 4: Aftermath and New Beginnings

Adventures of the Legion's 32nd Special Exploratory Team.
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Pursuit
Game Master
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Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

Home Again

The heroes of the 32nd follow the sky until Castle directs them to what would be the “edge” of Vincent Van Gogh’s Starry Night canvas, and the team finds a small tear in reality, approximately four feet high. Captain Shinsanea leads the little girl at her side through the tear, and the other folks rescued from the classroom follow her through silently.

When you go through, you find yourself back in the bazaar, only inches from where the stall/portal had been standing, only to find that plot now empty. Surrounded as it is by space packed with stalls and tables, the small bit of ground looks odd and out of place, especially as a crowd of stumbling Psyscape citizens spills into and around it out of a rip in the air.

As soon as her feet hit the ground, Captain Shinsanea retrieves a small device from her pocket that looks like a brass pen and pushes a small gemstone embedded in its side. A holographic image of someone else wearing Psi-Warrior white, a Fennodi, from the looks of him, appears and the two stare at each other in silence. It becomes apparent from their facial expressions that they are having some kind of a telepathic conversation, then Captain Shinsanea nods and deactivates the device.

“Okay, help is on the way. The Psi-Warriors are sending guards and medics to come and sort this lot out. We’ll see if we can’t find where the Harvester responsible got off to.”


Return and Report

While the authorities handle the people you rescued, the 32nd is whisked away to the Halls of Government and to the judges’ wing, where they wait in a meeting room within the large, Greek-style acropolis. Some lower level functionaries come to take your statements, and you are given refreshments. They even bring in some large, comfortable furniture for you to rest. Secure lockers are provided for your weapons and armor, and they offer anyone who wants a fresh set of clothes while you wait.

It takes about an hour and a half before one of the judges comes to see you: Judge Yanchang, the young, human mystic who had initially been opposed to your involvement.

In his normal, dulcet tones, he says, “It appears that we are once again in your debt, and the debt of the Tomorrow Legion. Our experts are examining the people you brought back as we speak, and so far no one is sure exactly what happened to them in there. We think the woman in the sweater was in fact a high-ranking Harvester in Nyxla’s service, but what we haven’t figured out is how they managed to get a gate into the heart of our city. We know the people are not Xombies, and other than that, our best minds are working on it.”

“For their part, the people are at the hospital and are being examined by the head of the medical department of the Psychic Academy. I am confident she will come up with a treatment for them; she is the best psychic healer I have ever met, and that is saying something, trust me. I understand that some of you might also be feeling some ill effects from your travails in there. Nothing can be promised, but I have put in a request on your behalf; once her staff has finished with the dimensional victims, I am hopeful they can look at you, too.”

“In the meantime, get yourselves some rest. We’d like you to meet us here tomorrow morning for something.”

He stays for a polite minute or few after that to answer any quick questions you may have, but cannot stay any longer. He is clearly haggard and in a hurry, and it is evident that the discovery of Nyxla supporters, or victims, in Psyscape is a shock to the political system.

The Armory

The next morning, the elf psi-Warrior Tessaric you met along the road and the human Captain Shinsanea arrive together to escort you. Instead of leading you towards the halls of government, though, they take you back to the now familiar, drab gray buildings of the Psi-Warrior compound.

Judge Iasus (human Psi-Warrior legend), not Judge Yanchang (young human Mystic), meets you outside the administration building and without preamble gives you all a curt, “follow me,” before heading for a squat, study looking structure in roughly the middle of the compound.

Judge Iasus goes in the front door, which only looks like a normal door from the outside. Once within, you can tell the door is constructed of some kind of metal that is easily three feet thick; it more resembles a vault than anything else.

Immediately inside is a guard station, and you can see numerous guards of all races pretty much everywhere you look, up and down every hallway. “Don’t touch anything,” Iasus tells you, returning a quick salute to the guards at the door.

She takes you down a couple of flights of stairs — you’re pretty sure you spot a couple of spots between the steps that house hidden machine gun nests, similar to those found in some prohibition-era bank buildings — and to another checkpoint at another vault door.

The vault opens and you see a large room covered in racks and racks of weapons and armor of all types, from ancient-looking spears to Northern Gun plasma ejectors.

Finally, Judge Iasus speaks. “We want to thank you for the service you’ve done for our city. The others wanted to throw you some ceremony or some such nonsense, but I overruled them. In this particular area, I have jurisdiction. We’re at war, and I need warriors who are willing and able to assist, whether they are part of one of my brigades or not. To that end, this is the Armory of Psyscape. Get a good look, because unless you decide to become official members of the corps, it’s the last time you will see it. I had the quartermaster set aside some items for a few of you, but each of the rest of you may have any one item here, within reason. The quartermaster will have final say on any requisitions. You can also purchase other gear here, and if we have it in stock, we’ll give it to you at cost.”

“One final thing; we got word this morning from one of our scouts about some kind of war party near a homestead about thirty miles from here. It’s a small place, less than twenty people, and full of close minded idiots who think it’s humanity’s destiny to retake the world, or some other such stupid. This isn’t an official city matter, and I don’t have troops to dedicate to it, but I’d like you to check it out if you can. Even if a few fewer supremacists in the world wouldn’t exactly be a bad thing, they’ve got kids there, and no one should have to die because of the mistakes of their parents. If you need someone to work as a driver for you, I can have one of my Operators assigned to assist. The quartermaster has a datapad with the information for you; just ask him for it if you’re in.”

With that, Judge Iasus smiles, nods at Tessaric and Captain Shinsanea, and leaves you. The quartermaster, a wiry looking gnome fellow, steps up and says, “ah, these are the items General Iasus left for you.” He eyes Hedge particularly when he says, “I should note that at least one of these has not been carried in over a hundred years, so be careful with them.”

To @Hedge, he gives a battered-looking

The Protector
  • Base Item: Large Polymer Shield
  • Minor Enchantment: +1 Parry
  • Minor Enchantment: +1 to Tests initiated by the wielder
  • Major Enchantment: Once per encounter, as a free action that need not be taken on his turn and does not count towards his action total for that turn, the wielder of the Protector may activate the teleport power with a Spirit roll in order to move in front of an attack directed at an ally. If successful, the triggering attack is made at the wielder instead of its original target, and any damage or other effects are resolved against the wielder of the Protector. This feature costs no ISP, but a critical failure results in a level of Fatigue, which can incapacitate the user.
  • Major Enchantment: Bolster Edge
and tells him, “the General herself carried this in the last battle of the last great war with the Enemy. She does you a great honor, Sir Knight, giving you her personal shield.”

To @Dazzle, he hands a drawing. “My boys are having
The drawing is of a set of wicked-looking forearm blades that attach to the Glitter Boy.
  • Base Item: Vibro-Blade Vambraces
  • Special Enchantments: Once per 24 hours, roll Spirit to activate the damage field power on the Glitter Boy with the Greater Damage Field Mega Modifier as ghostly apparitions of the blades appear and spin around the power armor. This costs no PPE or ISP, but a Critical Failure causes a level of Fatigue, which can Incapacitate the user.
attached to your Glitter Boy unit now. They have also taken the liberty of fixing it up, as a couple of your systems were in less than pristine shape.”

To @Billy, he gives
  • Base Item: Gun belt with two pistol holsters, two pouches, and various slots for holding individual pistol cartridges, connection points for grenades, or other small items.
  • Major Enchantment: Fast Draw Edge for any weapons or items stored in the belt.
  • Major Enchantment: Any weapon stored in the holster and designated by the user will magically return to the holster at a mental command from the wearer. This works within Spirit x3 range.
  • Minor Enchantments from magical swagger: +1 to Spirit rolls while wearing the belt, +1 to Intimidation rolls while wearing the belt.
and says, “wear it well.”

He then turns to @Sis. “We have had Altara in our ranks before, sister. Perhaps we will again one day. The Splugorth are, unfortunately, known to us, and one of our Techno-Wizards has experience working with technology for your kind. As we did with Miss Dazzle’s power armor, we took the liberty of fixing up the rather well-worn suit of Combat Mage armor you brought with you when you arrived in our city,
The Combat Mage EBA is fully repaired, and the farsight power has been modified to extend an Altara’s radar range, while the darksight power has been modified to reduce penalties to her radar when applicable, such as in storms and the like
.”

To @Squidge, her gives a suit of
Arzno Incursion armor from A&M
and says, ”I believe you will find this quite useful.”

To the rest of the group he says, “As the General said, the rest of you may each pick out an item within reason. If it is within my power to grant it, I will.”

Instructions
Okay, everyone who didn’t get a custom item, you may pick any one off-the-rack item out of any of the books of 75k value or less. If you want something above that value, please send me a PM and we can work on working it out.

As far as other items go, you may, this one time in the armory, shop from the stores that Psycsape keeps on hand. Mechanically, you automatically succeed on your common knowledge roll to find whatever item you are looking for and you get a +1 on your wealth roll to buy it. For Dazzle and Hedge, remember that your bonus to Persuasion from your IFs apply to Wealth rolls, as does anyone with the Fame Edge. The Rich Edge does not affect your Wealth roll in Savage Rifts.

Once you have finished shopping, decide if you are going on the assignment to save the homestead full of human supremacists. If you decide to go, please assign people to fill the various roles beginning on Page 17 of the Tomorrow Legion Field Manual (not to be confused with the Tomorrow Legion Players Guide) for Navigator, Lookout, Pilot, etc. You do not need to make your rolls just yet, but please decide who will be filling each role.
Also, please decide if you want to have Sis continue to be the designated driver, or if you would like to take the Judge up on her offer of assigning an Operator to your group.

Finally, the Homestead is about 30 miles away. You can travel overland at about 15 miles in 6 hours between the ATV, the Glitter Boy, the hover cycle, and the horse. If you try to push beyond that in the same day, you risk Fatigue.

Please note: this mission, should you choose to accept it, will include an excursion into essentially untamed wilderness. Your characters could be attacked at any time by any number of monsters, and such a journey is a nerve-wracking experience. We will be using the Horror Factor table on Page 61 of the Game Master’s Guide for this and other forays into the areas surrounding Psyscape and in the Magic Zone generally, though anyone with the Brave Edge will be able to avoid 2 points of such penalties.

PM me with questions!
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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Hedge
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Re: Chapter 4: Aftermath and New Beginnings

Post by Hedge »

If cigarettes and late nights didn't made him look haggard, the experiences of the past day only definitely did. Hedge moves through the various duties with a morose resignation interspersed with sudden bouts of irritability. Occasionally, he can be heard muttering and grumbling to himself about the time they are wasting when so much work needs to be done.

In the armory he nearly sheds a tear while hefting the Protector and realizing its significance. He doesn't really acknowledge the comments from the gnome with much more than a curt nod. Reading the shield he looks at the others.

"Let's go to the homestead and do what we can. I'm tired of people dying. Even jerks."
Victor "Hedge" Agathon (Cyber Knight)
Bennies 3/3

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Dazzle
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Re: Chapter 4: Aftermath and New Beginnings

Post by Dazzle »

Wealth 13; attempting to buy the NG-45LP particle beam pistol
+1 Glitter Grrl!!!, +1 Fame
Wealth 1d6!!+2: [11!!]+2 = 13
Wild 1d6!!+2: [4]+2 = 6
Psyscape/Bazaar
Afternoon
Round 0

Dazzle glared at the psi-warrior as she produced her blade. “We have only your word about that blade,” she shot back. As the woman took a more combative stance, Dazzle pulled out her laser pistol. “We got hired by the heads of this city,” she said, “to weed out you Nxla-lovers! We asked you first! And there’s more of us! Maybe we should take you in too until we can get this sorted.”

Shinshana seemed mollified by Hedge’s psi-sword, and Squidge made peace. Still, Dazzle kept an eye on her, and one hand on her holster.

They made their way back, emerging into the empty lot in the bazaar where the stall had been. Captain Shinshana made a call on some kind of device.

“You know, that’s kind of rude,” Dazzle commented to the others as Shinshana and the Fennodi spoke telepathically.

But they were treated well when they returned to the government complex, and Dazzle enjoyed the pampering and food, and deserving praise from the rulers.

Dazzle was beat, and gladly sank into her luxurious bed, though she tossed and turned most of the night. She wasn’t exactly happy to see Captain Shinshana again the next morning, but begrudgingly decided the woman wasn’t likely a follower of Nxla as they were led to the armory.

Dazzle stares with amazement at the design diagrams of the new addition to her Glitter Grrrl!!!. “Oh, wowza! So cool!” she exclaimed. “Thank you so much!”

Dazzle looked through the armory and picked out a particle beam pistol. “Oh, this will be useful,” she said, haggling for a good price and coming away with an excellent deal.

“I’m ready to head to this village,” Dazzle told the others.

***

Current: Pace 6, Toughness 11 (5)
Current Loadout
Wilk’s 447 Laser Rifle
NG-45LP Long Pistol
Wilk’s 227 Laser Pulse Pistol
Vibro-Knife
Mark II Battlefield Light EBA Armor
Field Repair Kit
2 frag grenades
Plasma grenade
Party Loot
Heavy Enchanted Armor (Glitch, Repair -1, 30 minutes)
TW Longsword
Black market light body armor x2
Vibro-knife x2
Laser pistol x2
Character Tracker
Dazzle Character Sheet
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6 (GG 7); Toughness: 40 (25 MDC)/11 (5)
Bennies: 5/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 100/100; 2 reloads (100 each)
Pistol: 24/24; 2 reloads (24 each)
Rifle: 20/20
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal

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Sis
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Re: Chapter 4: Aftermath and New Beginnings

Post by Sis »

"You were right" Sis says, looking over the refurbished armor given to her. "This is far better than a silly award ceremony". She take a moment to don the armor pieces, then pumps a bit of her psionic energy into it, powering it up. Immediately, the gaps int he armor are filled with a deep, dark purple glowing energy, that seems to somehow both give off light and absorb it at the same time.

"Very nice" Sis says, moving her arms and feeling the added strength lent to them by the armor.
Judge Iasus wrote:
Sun Aug 02, 2020 5:04 pm
“One final thing; we got word this morning from one of our scouts about some kind of war party near a homestead about thirty miles from here. It’s a small place, less than twenty people, and full of close minded idiots who think it’s humanity’s destiny to retake the world, or some other such stupid. This isn’t an official city matter, and I don’t have troops to dedicate to it, but I’d like you to check it out if you can. Even if a few fewer supremacists in the world wouldn’t exactly be a bad thing, they’ve got kids there, and no one should have to die because of the mistakes of their parents. If you need someone to work as a driver for you, I can have one of my Operators assigned to assist. The quartermaster has a datapad with the information for you; just ask him for it if you’re in.”
"Hmph" Sis grunts, "Risking our necks to travel a a couple of days through wild lands to save a bunch of people who are just as likely to turn around and attack us aftward... Sounds like a fools errand to me. But, I guess that is the kind of thing the Legion does isn't it? If you guys want to check it out, I'll drive." If she gets a couple of side looks from other legionaries she adds, "What?! I'm a better driver than any of you, and I've been practicing!"


Roles
Sis will take the drivers role for the mission. d6-2 cant be too bad. Should get a bennie for the hinderance at least :D
Sis - Nega Psychic
Details
Bennies: 3/3
+1 for Character sheet review
-1 For Darksight reroll


Conviction: Yes

ISP: 16/20
Wounds: 0/4
Fatigue: 0/3
ISP: 20/20
Parry: 5
Pace: 6
Toughness: 15 (7)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

Update Signature

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Pursuit
Game Master
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

Muster

Now geared up and ready to go, the members of the 32nd assemble outside the training grounds at the Psi-Warrior complex, where their vehicles (and mount, in Hedge’s case) are waiting for them.

The team’s target is a small homestead of human supremacists called “Sapien Valley” (their founders must not have been too creative), about thirty miles distant.


Roll Out

It’s time to take to the wilds.

We will be using the Journey rules beginning on page 17 of the Tomorrow Legion Field Manual. Given the offroad nature of the trek, you will be able to make about 18 miles for every 6 hours of travel. In safer areas, it's possible to go 12 hours at a time, but that long behind the wheel (or in the saddle) is taxing and imposes negatives to your group pilots - in less safe areas, like where you're going, it could also impose other interesting consequences. Any longer than 12 hours is trying on everyone, and requires rolls to resist Fatigue.

Instructions on Roles and Rolls
For this journey, you will need to assign the following roles and make the associated rolls. Whoever is chosen as Navigator should make their roll first.

NAVIGATOR (Made first, a critical action): Each day of travel the Navigator makes a Survival check to guide the party. This critical task informs the following Quick Encounter checks (see Turn Order & Critical Actions under Quick Encounters in Savage Worlds).
  • Success: The party is headed in the right direction, no extra effect.
  • Raise: The following Lookout, Pilot, and Scout rolls are all made at a +1 bonus.
  • Failure: The party wastes time traveling in circles or doubling back, making no meaningful headway.
  • Critical Failure: The group heads in the wrong direction and becomes lost. The Navigator must make a successful Survival roll at a −2 penalty to reorient the party at a subsequent date (checked once per day of Travel as usual, only if they realize they are lost—GM’s discretion).

LOOKOUT (Required): The Lookout makes a Notice roll each day of travel to spot threats to the journeying party.
  • Success: You keep a good watch. Draw for Encounters as normal.
  • Raise: The party cannot be ambushed by a random encounter (see Surprise in Savage Worlds).
  • Failure: Failure means each member of the party must check Agility or suffer a level of Fatigue from Bumps and Bruises (or Vehicle Fatigue for those driving vehicles). In an area with a Horror Factor of −2 or –3 a Wound is suffered instead (d4 Wounds at Horror Factor –4 or worse).
  • Critical Failure: As a failure, but the Agility checks are made at a –2 penalty and always result in Wounds.

PILOTS (Required for each vehicle): For every six hours of travel, Pilots must check Boating, Driving, or Piloting. This roll is made at no penalty for the first six hours of travel, and a cumulative −1 penalty per six hours of travel thereafter, see Vehicle Fatigue in the Tomorrow Legion Player’s Guide for the ramifications of failing these rolls. Power armor clad characters must check Piloting at the Game Master’s discretion (determined by the propulsion systems
(i.e. underwater, etc.) used during a journey).

Each vehicle (the team Mountaineer, Dazzle’s Glitter Boy, Hedge’s horse, and Castle’s hover cycle) will need a dedicated Pilot.

SCOUT (Optional): The person responsible for making Stealth checks to reconnoiter the path ahead of a traveling party.
  • Success: The party is forewarned of what lies ahead. Draw for Encounters as normal.
  • Raise: the party may draw two encounter cards from the Action Deck and choose the result (see Encounters under Travel in Savage Worlds).
  • Failure: The GM draws two encounter cards from the Action Deck and chooses the result (see Encounters under Travel in Savage Worlds).
  • Critical Failure: The GM rolls on the Trouble table, complicated by a roll of If Things Weren't Bad Enough and The Plot Thickens per the Rifts® Game Master's Handbook.

YOU MAY CHOOSE TO TAKE A MULTI-ACTION PENALTY TO YOUR ROLL IN ORDER TO FULFILL MULTIPLE ROLES. If you feel your character has Edges or other abilities that would counteract this multi-action penalty, please ask me about it on Discord.
Rifts earth is a terrifying place, and death (especially in the Magic Zone) could be waiting around every corner and behind every tree or bush. For this particular trip, the party will face a Horror Factor (GM Guide, p.61) of -2 (all Trait rolls are made at -2), as you are relatively close to Psyscape and they at least occasionally patrol the area. The Brave Edge negates this penalty.

Feel free to ask any questions you may have on Discord, and good luck!
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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White Castle
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Re: Chapter 4: Aftermath and New Beginnings

Post by White Castle »

Castle walks the armory, his hands running over everything he passes. Nothing remotely catches his curiosity or peaks his interest. Oh well. Hoping for something more antiquated.

After wandering for nearly two hours in the armory, Castle has completely lost his ability to concentrate. He sits down near a case but could not tell its contents. The quartermaster through the entire time had been pushing various items for Castle to look at.

As he sat down on the ground, his backside got poked by something. Even through his armor he felt it. Looking behind him at the case, Castle noticed a forked rod, roughly twenty four inches long from end to end. It eminated a psychic energy. The quartermaster stared at the item as Castle went from sitting to one knee then to standing up.

"Quartermaster. What is this?" @Pursuit

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Pursuit
Game Master
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

The gnome grins a bit at @White Castle's question. "Oh, that is actually quite a useful little contraption. Think of it like a dowsing rod, only instead of finding water, it finds magic."

Then he looks a little confused, as the rest of the SET has left the vault. "But shouldn't you be mustering with your teammates? You don't want to be left behind!"

Dowsing Rod
Essentially a Dosimeter (TLPG p.85) that detects magic instead of radiation. It looks like a dowsing rod and pulses with different colors of light as you get closer to an arcane source. Spirit to activate, no PPE cost.
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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White Castle
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Re: Chapter 4: Aftermath and New Beginnings

Post by White Castle »

"Right on."

Castle collects the dousing/diving rod and heads his way up the stairs. He is quite certain that the armory is in some sort of pocket dimension and that the one thousand and one step descent was only an illusion.

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Billy
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Re: Chapter 4: Aftermath and New Beginnings

Post by Billy »

Wealth d6, -3 item, +1 supply
Trait: 1d6!-1: [5]-1 = 4
Wild: 1d6!-1: [2]-1 = 1

Number of grenades: 1d4+2: [4]+2 = 6


Billy puts the new gun belt on and admires the fit. He puts his pistols in the holsters and does a few test draws. ”Very nice. I guess I should see about a few extra things to hang on all these loops though.” Looking around the supply center he sees several things that interest him but nothing that really catches his eye. That is until he runs across a pistol half buried under a set of armor.

The weapon he pulls out is a strange metal and crystal combination. He hefts it in his and and appreciates the feel of it. He holds it out in a classic shooters stance and looks down the sights. He slowly pulls the trigger but stops just before it fires. Looking over to the quartermaster he see the gnome lightly shake his head. Billy nods, ”Maybe next time. How about a few grenades instead?” The quartermaster grins and places a half-dozen armor piercing grenades on the counter. "Take these" he says.

Survival -2 fear, +2 brave, +1 compass
Trait: 1d8!: [2] = 2
Wild: 1d6!: [3] = 3

Reroll (-1 bennie)
Trait: 1d8!: [5] = 5
Wild: 1d6!: [6!, 1] = 7

As the group gets their various modes of transportation ready there is some discussion about the route to get there and expected troubles. Billy makes an off handed comment about never getting lost and everyone decides he is the one that will navigate to the town. With this decision he decides to see if there are any maps to be found. Eventually he does get someone to at least sketch out a rough map of the area.

When the party starts out Billy takes a seat in the lead vehicle and compares the drawing to the surroundings. His first few efforts to correlate art with reality are not as successful as he would like but eventually he gains a better understanding of the notations and successfully guides the travel towards their destination.
Last edited by Billy on Thu Aug 13, 2020 4:47 pm, edited 6 times in total.
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1

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Vincent
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Re: Chapter 4: Aftermath and New Beginnings

Post by Vincent »

Looking through the Psyscape armory, he feels a strange pull. thats odd... under a shining golden sword, he spots an old beat up leather journal. He feels compelled to pick it up and when he does so, he draws in a sharp breath. It can't be! Sure enough, the scratchy handwriting he noticed on the first page belongs to his mentor, Vasily Makarov. What are the odds! he slips the heavy tome into his backpack. He also notices a slender brushed chrome pistol sitting next to it, a crude lightning bolt engraved onto it's side. He picks up the shock pistol, and tucks it into one of his inner pockets.
,
Notice 4
Notice, not survival
Survival 1d8!!: [4] = 4
Wild Die 1d6!!: [4] = 4

Being a brave man who has slayed dozens of powerful monsters, Vincent doesn't even notice the frightful conditions. He is able to use a little amateur astronomy and high tech navigational equipment to plot their way. His sense of direction is true, though he could've probably found a short cut with some more effort.
A Vigilant man, Vincent takes the task of lookout upon himself. He stares into the wilderness with his pale blue eyes, searching for anything out of place.
Last edited by Vincent on Fri Aug 14, 2020 9:10 pm, edited 2 times in total.

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Dazzle
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Re: Chapter 4: Aftermath and New Beginnings

Post by Dazzle »

Piloting 9
-2 Horror factor
Piloting 1d8!!-2: [7]-2 = 5
Wild 1d6!!-2: [11!!]-2 = 9
Psyscape/Bazaar
Afternoon
Round 0

Dazzle beamed as she saw her Glitter Grrl!!! waiting for her outside. They had even touched up the sparkly paint job! “I love it!” she squealed, clambering up into the sparkly pink power armor. She ran through the diagnostics and then powered up, ready to head into the wilderness with the others.

Dazzle fell in at the rear of the party, covering them from behind as they moved through the wilderness.

***
Current Loadout
Wilk’s 447 Laser Rifle
NG-45LP Long Pistol
Vibro-Knife
Mark II Battlefield Light EBA Armor
Field Repair Kit
2 frag grenades
Plasma grenade
Party Loot
TW Longsword
Black market light body armor x2
Vibro-knife x2
Laser pistol x2
Character Tracker
Dazzle Character Sheet
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6 (GG 7); Toughness: 40 (25 MDC)/11 (5)
Bennies: 5/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 100/100; 2 reloads (100 each)
Pistol: 24/24; 2 reloads (24 each)
Rifle: 20/20
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal

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Hedge
Posts: 41
Joined: Mon May 27, 2019 7:04 pm

Re: Chapter 4: Aftermath and New Beginnings

Post by Hedge »

Riding 1d6!!-2: [5]-2 = 3 +1 from Navigation roll = 4 succes!
Wild Riding 1d6!!-2: [2]-2 = 0

Hedge would bet on a horse to move through the wilderness nine time out of ten. ATV were took big to get anywhere. While this proved true again, it was still rough going and slower than he would like. Sweating and frustrated he just keeps his mind on the people they need to help, then he realizes how long it's taking to get there and becomes even more despondent.

He quietly broods fearing he is already too late...again.
Victor "Hedge" Agathon (Cyber Knight)
Bennies 3/3

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Sis
Posts: 28
Joined: Mon Mar 16, 2020 10:00 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Sis »

Driving 4 = Success!
Modifiers: Blind: -2 (as previously agreed, treating this as "Non Standard build"), -2 scene, +2 brave

Driving 1d6!-2: [5]-2 = 3 +1 from Navigation raise = success!
Wild 1d6!-2: [4]-2 = 2

Leaving the mystical protections of Psyscape, the Legionaries strike out into what seams to be the heart of darkness itself, the land is wild, its inhabitants ferocious and terrifying. The stories tell of some creatures with more teeth than you could count in a lifetime. Others of creatures who need no teeth, but flay your mind with just a glance.

Sis is unconcerned with the stories. She's seen the face of evil itself in the Splurgoth, served it even. She knows that the fear itself is often the greatest advantages such creatures have.

Unfortunately that doesn't make her a better driver.

"Did whoever built these infernal machines have to give them so many damn screens?!?! Sis grumbles as the mountaineer clips another tree that had probably been highlighted on one of the many dead blank spaces that her radar detects in front of her chair.

Of course, she had known the tree was there, but the radar had its limits when working through the small windshields and portholes built into the vehicle.

Luckily, Billy's expert navigation helps them areas the obstacles were too densely packed together, so the mountaineer manages the first day of travel no worse for the wear.

"Next batch of treasure we find is going toward customizing this blasted thing with some real windows!"
Sis - Nega Psychic
Details
Bennies: 3/3
+1 for Character sheet review
-1 For Darksight reroll


Conviction: Yes

ISP: 16/20
Wounds: 0/4
Fatigue: 0/3
ISP: 20/20
Parry: 5
Pace: 6
Toughness: 15 (7)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

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White Castle
Posts: 106
Joined: Sun Apr 07, 2019 10:13 am

Re: Chapter 4: Aftermath and New Beginnings

Post by White Castle »

While being above the ground below, Castle hoped to be immune to the horrors that festered in the land that
Piloting 1d8!!-2: [7]-2 = 5 Wild 1d6!!-2: [4]-2 = 2
. The atrocities washed over the land and flooded the air. It was a sight he wished he could forget but would likely be long inprinted on his mind and soul.

Being as far ahead as he was of the 32nd, he watched
MAP -2 Horror Factor -2 Armor (Stealth) +2 Cumulative -2
Stealth 1d8!!: [3] = 3 Wild 1d6!!: [4] = 4
Benny for Reroll 4 of 3 remaining
Stealth 1d8!!-2: [4]-2 = 2 Wild 1d6!!-2: [3]-2 = 1
Benny for Reroll 3 of 3 remaining
Stealth 1d8!!-2: [5]-2 = 3 Wild 1d6!!-2: [5]-2 = 3
. The hovercycle complied and he frequently found spots where he could nestle the cycle on the ground while he made his recon checks.

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Squidge
Posts: 37
Joined: Fri Jul 12, 2019 7:16 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Squidge »

Squidge spent some time helicoptering behind people as they did their jobs under bad conditions, until Hedge calmly took her aside and asked her not to distract anyone or get in the way. Everyone was doing their jobs and didn't need help...hanging anxiously around wasn't making things easier.

She wanted to argue for a moment, but saw the wisdom in his words and sat back down and strapped back in. It was hard to wait, but good to know she was part of a team of such competent individuals. She'd be ready to help the first time someone needed it. Until then...

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Pursuit
Game Master
Posts: 992
Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

Journey to Sapien Valley: Day One

Journey Roll Results:
  • Navigator: Raise
  • Piloting: Successes for all drivers, raise for Dazzle
  • Lookout: Success
  • Scouting: Failure

The first day passes mostly without incident. Notwithstanding the dread most sane people feel when traveling through the wilds, the heroes of the 32nd are hardened adventurers and they proceed with steely determination.

Around 18:00 hours (6 PM) or so, Dazzle’s sensors pick up a thin line of smoke in the distance. The terrain of the Magic Zone is always unpredictable at best, and the area you are traveling through is perhaps easiest described as “deciduous rainforest filled with carnivorous bug-like creatures the size of trash cans.”

As you press on, ignoring the chitters of wicked-looking praying mantis insectoids in the periphery of your vision, the smoke gets thicker and thicker until it becomes difficult to see and you begin to feel the heat (or at least register it through your sensors, for those lucky enough to be in sealed vehicles).

Fortunately, your navigator is on the ball, and he steers you away from the worst of it, but the smoke, heat, and screeching of giant bugs inform you of what your conscious minds would rather not consider: you’re caught in a forest fire.

The blaze builds in intensity, but Dazzle spots a break in the trees where a ley line passes overhead, and Billy immediately adjusts to get you all safely through the opening.

As you burst through the clearing, though, you come across an unexpected sight. Appearing as if they were similarly fleeing the flames, a score of ghouls turns towards you and make a range of unsettling screeches and howls.

Worse, the ghouls are shepherded by a handful of ragged, decay ridden juicers, and they begin rushing towards the party as soon as they see you emerge.

Out of The Fire…

Action Cards:
  • Billy (Quick): Ace of Clubs
  • Goswin: Ten of Hearts
  • Vincent: 10 of Diamonds (formerly Five of Clubs, but spent a Benny for a new card)
  • Dazzle (Quick): Nine of Hearts
  • Castle: Nine of Clubs
  • Sis: Eight of Spades
  • Ghouls: Eight of Clubs
  • Murder Wraiths: Seven of Diamonds
  • Hedge: Five of Hearts (formerly Two of Spades, but spent a Benny for a new card)
  • Squidge: Three of Hearts

Everyone must make a Vigor roll at the beginning of their turn against the effects of the smoke and heat. On a failure, take one level of Fatigue. EBA provides a +4 to these rolls, while the Mountaineer and Glitter Boy both have Environmental Crew Compartments that make their inhabitants immune (but if anyone opens the hatch on the Mountaineer, everyone inside will need to make Vigor rolls).

Additionally, the thick smoky conditions trigger Sis’ “Storm Fouled Senses” racial hindrance. Anyone else without thermal optics is at a -2 to all sight based Trait rolls (which includes your combat rolls, so take note). Halve the penalty if you have infravision instead of thermal vision. Activating thermal optics is a free action, but does require an Electronics roll. Failure means you weren’t able to get the optics turned on for this round, but you may try again next round if you choose.

Everyone other than Squidge and Hedge may post in any order you choose. Once everyone but those two have had a chance to post, the bad guys will go, and then Squidge and Hedge will go.

Anyone who chooses to may also make a Notice roll (including the -2 obscurement penalty, if applicable) to notice something about your enemies.

Please hop over to our game on Roll 20 (link here: https://app.roll20.net/campaigns/details/8138769/32nd-the-dark-harvest). You should be able to move your tokens (and for Sis, Castle, and Hedge, you can also move your horse/vehicle tokens). The characters with tokens above the Mountaineer are those who are currently riding inside. For simplicity’s sake, leaving the Mountaineer will use up 1 inch of movement (which accounts for things like opening the door, releasing your harness, crouching through the doorway, moving in cramped quarters, etc.).

Forest Glade Fight Round 1.png
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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Vincent
Posts: 14
Joined: Sat Mar 07, 2020 5:29 pm

Re: Chapter 4: Aftermath and New Beginnings

Post by Vincent »

OOC Comments
Occult 1d10!!+2: [6]+2 = 8
Wild Die 1d6!!+2: [4]+2 = 6

Notice 1d8!!-2: [6]-2 = 4
Wild Die 1d6!!-2: [5]-2 = 3
Vincent spots the tale tell shambling of the murder wraiths, and grips the handle of his enchanted sword. He opens up the comms "Murder Wraiths. Use Silver or Sorcery if you have it. They may have a master somewhere nearby too..." He unbuckles his belt and prepares to exit the Mountaineer.
Last edited by Vincent on Sun Aug 23, 2020 8:26 am, edited 2 times in total.

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Pursuit
Game Master
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

GM Update: All players will receive a +2 on all rolls made against the Murder Wraiths for the entire encounter as a result of Vincent's successful Monster Slayer roll in the post above. Please keep this +2 in mind when making your own rolls.
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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Dazzle
Posts: 30
Joined: Sat Mar 07, 2020 2:50 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Dazzle »

Thermal imaging 1 Crit fail
Electronics 1d6!!: [1] = 1
Wild 1d6!!: [1] = 1
Sigh. Technical Difficulties 5 - Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2.
1d6: [5] = 5
Repair time 2 hours
1d6: [2] = 2
Notice 7
-2 obscurement
Notice 1d6!!-2: [9!!]-2 = 7
Wild 1d6!!-2: [2]-2 = 0
Psyscape/Bazaar
Early evening
Round 0

“Uh oh. Looks like trouble, guys,” Dazzle remarked as the evidence of forest fire started around them. They managed to find a break in the flames, but… “And now we’re out of the frying pan and into the fire,” Dazzle sighed. She was perfectly cool with the AC in her cabin, but a bunch of murder wraiths could still make her sweat.

Dazzle flipped a switch to engage her thermal imaging, and immediately sparks flew up in her face. “F@#$!” Dazzle yelled in anger and frustration. “Stupid mother f@#king piece of sh!t!” She slammed her fist on the offending piece of electronics.

“I’ve got the right flank!” Dazzle announced to the others. “Keep clear!” She yanked the controls over and crossed the field in front of the Mountaineer, disappearing into the ley line. Once she was clear of her companions, she locked her stabilizers in place.

***

+2 on all rolls vs. Murder Wraiths.
Technical Difficulties (Sensors): Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2.
  • Repair time 2 hours, a Repair check at −2, and parts equal to 20% of the item’s cost (300 credits).
Current Loadout
Party Loot
TW Longsword
Black market light body armor x2
Vibro-knife x2
Laser pistol x2
Character Tracker
Dazzle Character Sheet
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6 (GG 7); Toughness: 40 (25 MDC)/11 (5)
Bennies: 5/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 100/100; 2 reloads (100 each)
Pistol: 24/24; 2 reloads (24 each)
Rifle: 20/20
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal

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Billy
Posts: 29
Joined: Wed Mar 04, 2020 10:02 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Billy »

Notice: Fail, Protection: Raise, Environmental Protection: Success

Notice: 1d8!-2: [4]-2 = 2
Wild: 1d6!-2: [4]-2 = 2

Re-Roll
Notice: 1d8!-2: [5]-2 = 3
Wild: 1d6!-2: [4]-2 = 2

Psionics: 1d10!-2: [10!, 5]-2 = 13
Wild: 1d6!-2: [3]-2 = 1

Psionics: 1d10!-2: [3]-2 = 1
Wild: 1d6!-2: [6!, 1]-2 = 5

Not needed with Environmental Protection
Vigor: 1d6!: [5] = 5
Wild: 1d6!: [3] = 3


Billy is navigating the group with moderate success when the smoke starts building up. Realizing they needed to get out quickly he points out a few options and they start reaching clearer space. Unfortunately, the monsters have found the same safety so it becomes unsafe for all. Grumbling under his breath he calls out to Sis, Vincent, and Squidge. ”I need to get out to be effective so this should help.” He makes a fist and flashes it open and suddenly all four of the passengers in the Mountaineer are surrounded by a faint purple glow.

He then pops open the door and darts toward a tree. As he does so the glow around him intensifies slightly and he looks at the tactical situation but does not see anything that stands out.

Toughness: 16(9) -4 damage from energy attacks
ISP: 15/20
Protection (raise): 5 rnds
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1

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Sis
Posts: 28
Joined: Mon Mar 16, 2020 10:00 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Sis »

Notice
Alertness +2
Notice 1d6+2: [3]+2 = 5
Wild 1d6+2: [3]+2 = 5
Rolls
Boost Trait (at -2 MAP) - Success
Psionics 1d8!: [6] = 6
Wild 1d6!: [4] = 4

-1 ISP (with fatigue)


Altaran Darksight (at -2 MAP) - Success
Psionics 1d8!: [4] = 4
Wild 1d6!: [4] = 4

Bennie
Psionics 1d8!: [7] = 7
Wild 1d6!: [4] = 4

-1 ISP
As the smoke from the fire begins to fill the area, Sis struggles to see the world outside of the mountaineer. When the others raise the alarm about hostiles, she curses under her breath.

Time to try out Psyscape's modifications to this armor I guess...

Sis pumps a bit of energy into the armor, activating the armors built in ability to enhance her radars capability, and in an instant the smoke is gone. Between her enhanced radar and Billy's environmental protection, Sis couldn't notice the smokes presence if she wanted to.

Glad to be able to see again, Sis notices a few things about the ghouls. Erratic movement, rapid breathing, wide crazed eyes...

"Those ghouls aren't attacking, they're fleeing! Something has them spooked out of what little minds they have left. Don't know if it is other big ones or something else, but watch your backs! Sis guides the Mountaineer through the tree toward the heart of the oncoming ghouls hoping to draw the focus of any that decide to lash out.

I'll hold the middle, use the ATV for cover if you need it."

As she positions the vehicle, she tries get a bead on the rampaging ghouls with the rail gun, but their crazed movements make it hard to get a lock

Damn this system Sis thinks. Somewhere on those blank screens is probably some type of compensating feature to help her aim, but it doesnt do her any good. She's forced to use what her radar can detect of the position of the barrel and the location of the ghouls.

Sis growls, taking her hands of the weapon controls, focusing instead for a moment on the small source of non-null energy inside of her - the part existed before the incident. With some focus, she unleashes that power, letting it flow through her. Her mind sharpens, and the world slows just a bit, giving her fractions of seconds longer to make decisions and heightening her reflexes.

Sis retakes the controls ready to blast the first creature that pauses just long enough.

As always, a small portion of the back of her mind watches for any supernatural threats, ready to direct a field of null energy to thwart it.
Dispel
Sis will try to dispel the first any supernatural attacks against the team, as a free action, which automatically interrupts per the nega psychic framework. No penalty for differing AB types

Dispel (Spirit) 1d10!: [9] = 9
Wild 1d6!: [3] = 3
Hold the line
I took Tim's offer to retcon Sis "inspire" edge, as it will be pretty useless with this varied crew. I've replace it with "Hold the line" which grants +1 Toughness to 5 (spirit/2) allies. That will be Castle, Vincent, Hedge, Billy and Squidge this battle.
Dice rolls
1d6+2: [6]+2 = 8
Last edited by Sis on Wed Aug 26, 2020 7:02 pm, edited 2 times in total.
Sis - Nega Psychic
Details
Bennies: 3/3
+1 for Character sheet review
-1 For Darksight reroll


Conviction: Yes

ISP: 16/20
Wounds: 0/4
Fatigue: 0/3
ISP: 20/20
Parry: 5
Pace: 6
Toughness: 15 (7)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

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Pursuit
Game Master
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

Anyone who made their Notice rolls can see that the ghouls are in a frenzy and look terrified. Imagine a stampede but with ghouls instead of cattle.
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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Pursuit
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

The Murder Wraiths bellow and attempt to get the ghouls to charge towards the party, with limited success. Many of the ghouls head towards the members of the 32nd and take attacks, but they do not stop or even slow down; these ghouls are determined to keep running at all costs. Make an Occult roll as a free action to find out why.

Attacks against Hedge:
  • 1 hits for no effect, Ghoul disengages to keep running, is vulnerable
  • 2nd hits also for no effect, Ghoul disengages to keep running, is vulnerable (1 GM Benny spent)
  • 3rd misses, is running away but has not yet left melee, is vulnerable

Attacks against Mountaineer
  • 1 hits with a raise, does no damage (1 GM Benny spent), keeps running, is vulnerable
  • 1 misses, keeps running, is vulnerable

Attacks against Castle/Hovercycle
  • 1 hits, non-called shot has 50% chance of hitting the rider (flipped for it and it hits Castle) for 11 MD, AP 2. If I’m reading Castle’s sheet correctly, that Shakes him. Ghoul has not left melee, but is vulnerable.

Murder Wraith vs. Hedge
  • Does two attacks (Frenzy), with one hitting. No raise. Does 19 MD, AP 10 for 2 Wounds (1 WC Benny spent)

Second Murder Wraith vs. Mountaineer
  • MAPing to make use of Imp. Frenzy
  • 1 hit with a raise for no effect (WC Benny spent)
  • 1 regular hit for no effect
  • 1 hit with a raise for no effect (WC Benny spent)
  • 1 regular hit for no effect

1 Ghoul 7 squares off north of the map, makes no attack.

1 Ghoul 4 squares off north of the map, makes no attack.

1 Attacks Dazzle, misses, breaks from melee, and is 2 squares off the north of the map, is vulnerable.

1 Ghoul attacks Dazzle and hits for no effect. Still in melee range but not facing Dazzle, so no gang up bonus. Is vulnerable.

Murder Wraith vs. Dazzle
  • MAPing to make use of Imp. Frenzy
  • 1 hit with a raise for no effect (WC Benny spent)
  • 1 hit with a raise for no effect
  • 1 hit with a raise for 30 MD, AP 10 - Shakes Dazzle
  • 1 hit with a raise for no effect (WC Benny spent)

For the most part, the ghouls are ineffective against the well armed and armored 32nd. The Murder Wraiths and their longswords are more of an issue, with Hedge taking the worst of it, but even Dazzle in her legendary power armor isn’t completely safe from the fury of an undead juicer.

In the interests of not delaying this post any longer than necessary, I am posting it without as much narration as I would normally like.


The remainder of the team may now take their actions. Please log on to Roll 20 to move your tokens as needed.
Forest Glade Fight Round 1 Bad Guys Turn.png
Ghouls: Parry 6; Toughness 12 (no armor)
Murder Wraiths: Parry 9; Toughness 19(5); Invulnerable to all but magic and silver (Cyber-Knight psi-swords count as magic), which do +4 damage
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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Hedge
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Re: Chapter 4: Aftermath and New Beginnings

Post by Hedge »

Hedge tenses as the ghouls rush toward him but he manages to fend them off. Unfortunately it leaves him open for a heavy blow from the Murder Wraith trying to corral them. Fortunately, he rolls with the punch and deflects most of its impact.
Soak, 2 wounds soaked
Soak 1d6!! / 1d6!!: [1]+[5] = 6
Benny Soak 1d6!! / 1d6!!: [8!!]+[1] = 9 - soak both Wounds
Vigor (Strider) 1d8!!: [7] = 7 - success
Activating his psi-sword he wheels quickly to counterattack the ghouls, their panicked state making the easy to take down. His blade cuts trhgough the as if they were air. Turning again he sets his sight on the murder wraith.
Free Attacks, 2 Ghouls incapacitated
(Mounted Combat uses lower of Riding or Fighting)
Ghoul 1 1d6!!/1d6!!: [9!!]/[5] = 1.8 Damage 1 1d6!!+2d10!!+2 (AP 8, Champion): [4]+[5, 8]+2 = 19 (1 wound, Incapacitated I assume)
Ghoul 2 1d6!!/1d6!!: [4]/[2] = 2 +2 from Vulnerable = 6 (hit)
Damage 2 1d6!!+2d10!!+4 (AP 8, Champion, Vulnerable): [4]+[9, 1]+4 = 18 (1 wound, Incapacitated I assume)
Counterattack, 1 Ghoul Incapacitated
Counter Attack 1d6!! / 1d6!!: [11!!]+[5] = 16 (Raise)
Damage 3 2d6!!+2d10!!+4 (Ap8 Champion, Vulnerable, Raise): [3, 3]+[6, 2]+4 = 18
True to his nature as a warhorse Strider makes a quick zig-zag motion to open Hedge up for a better strike. With the Warith open to attack Hedge takes a might swing that would cleave it's undead head from his shoulders, and suddenly the wind shifts and smoke curls through the area clouding his vision at the most in opportune moment. The momentum from his might swing has no impact to counteract it and Hedge twists in his saddle then falls the ground with an evil Murder Wraith looming over him (Critical Failure, dismounted, Vulnerable).
Strider, Atheltics Test on Murder Wraith 6
Strider Athletics test Athletics 1d8!!: [6] = 6
Actions spend 5 bennies to crit fail
Innate Action: Psionics (boost Trait) 1d8!! / 1d6!!: [5]+[1] = 6 (Riding, +4 ISP from Major Psi to add +2) = 7, success
Action: Psi-Word (Murder Wraith) 1d8!! / 1d6!!: [5]+[5] = 10 - benny
Benny Fighting 1d8!! / 1d6!!: [2]+[2] = 4 benny
Benny 2 Fighting 1d8!! / 1d6!!: [3]+[3] = 6 benny
Benny 3 Fighting 1d8!! / 1d6!!: [9!!]+[1] = 10 benny
Fighting 1d8!! / 1d6!!: [6]+[3] = 9 benny
Benny 4 Fighting 1d8!! / 1d6!!: [1]+[1] = 2
Damage 4 1d6!!+2d10!!+6 (AP 8, Champion, Weakness): [3]+[2, 17!!]+6 = 28
Occult 3, nada
Occult 1d6!! /1d6!!: [3]/[2] = 1.5
Victor "Hedge" Agathon (Cyber Knight)
Bennies 3/3

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Pursuit
Game Master
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

GM Update: Murder Wraiths also have Uncanny Reflexes, applying a -2 to all attacks made against them.

Murder Wraith attempt to resist Strider test: Agility 1d12!, Wild 1d6!: [11]+[6!, 4] = 21
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 5/5

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White Castle
Posts: 106
Joined: Sun Apr 07, 2019 10:13 am

Re: Chapter 4: Aftermath and New Beginnings

Post by White Castle »

Sitting on his hovercycle, the flipping ghouls manage to grab his leg. Even with as clumsy as they are, they manage to pull his and flip him off the hovercycle. The hovercycle still floats above the ground but Castle is laying on his back

Vigor 1d6!!: [4] = 4 Wild 1d6!!: [2] = 2
Spirit 1d6!!: [5] = 5
.

Getting to his feet, Castle
Occult 1d10!!+2: [6]+2 = 8 Wild 1d6!!+2: [4]+2 = 6
before them.

Using the hovercycle as cover, he pulls his Wilk's pistol and
Shooting 1d6!!+1: [9!!]+1 = 10 Wild 1d6!!+1: [2]+1 = 3
Damage 2d6+1+1d6, AP 3
Wilk's Damage 2d6!!+1: [3, 3]+1 = 7 Wilk's Bonus 1d6!!: [5] = 5
nearest him.
Last edited by White Castle on Tue Sep 01, 2020 4:53 am, edited 1 time in total.

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Squidge
Posts: 37
Joined: Fri Jul 12, 2019 7:16 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Squidge »

Squidge doesn't bother exiting through the door. She grabs the handholds on the ceiling and hauls herself straight up, phasing through the upper hull of the ATV and appearing on the top of the vehicle. From that vantage the mind melter surveyed the field and identified the true threat. Murder wraiths.

There wasn't much she could do to hurt those wretched creatures...but then again, hurting people in general wasn't her thing.

She reached out with her mind, sinking silver augurs into the walls of malice that seethed in each of the undead creatures. For all that they were driven by sheer brutality and a constant raving hunger, they did have minds. The necromancy that had subjected them to this fate had cruelly left them with those more or less intact.

Rolls: Puppet on 3 Murder Wraiths - Resisted by Spirit at -2; 2nd and 3rd wraith is at -4, 11 ISP spent
Puppet - 3 targets, Mind Control (3 ISP + 6 ISP + 3 ISP)
1st target: Psionics 1d10!!: [4] = 4
Reroll 1 1d10!!: [2] = 2
2nd target: Psionics 1d10!!: [9] = 9
Reroll 2 1d10!!: [8] = 8
3rd target: Psionics 1d10!!: [7] = 7
Reroll 3 1d10!!: [3] = 3
Wild 1d6!!: [1] = 1

Gah, forgot the +1 from the 8 ball; that's a raise on the 3rd wraith as well.

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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

The first Murder Wraith seems entirely unaffected by @Squidge's mental assault, but she can feel herself break through the defenses of two and three, rendering them under her control.
Murder Wraith Bennies
The Murder Wraiths are all out of their own wild card Bennies after trying to resist that puppet attempt.
Commanding Wraiths
I assume you will take control of the Wraith nearest Hedge. Which other Wraith are you controlling? And what are you telling them to do? Speaking a command is a free action.
32nd SET: The Dark Harvest 32nd GM Bennies 7/8

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Squidge
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Re: Chapter 4: Aftermath and New Beginnings

Post by Squidge »

It was like bathing in a river of...well, lets be generous and call it 'sludge,' but Squidge powered through the rising nausea that holding onto the thoroughly corrupted minds of the wraiths incurred in her. Immediately she realized having them stop fighting would be met with resistance. They existed to fight. It was all they knew, they depended utterly on the savage satisfaction of warfare.

So she didn't ask them to stop fighting. Instead of trying to overcome their natures by brute mental force, she diverted them.

That one, Squidge sent, along with a hazy image of the wraith attacking Dazzle. That one thinks he's better. Thinks he can TAKE YOU IN A FIGHT. It's HIS FAULT this happened! You wouldn't have...he said...that time he punched you...

Almost as fast as she started feeding their hate, it was eagerly taken in by their undead minds and turned into a cataract. Their madness did most of the work for her. They didn't need, and in fact couldn't hold onto, detailed recollections or complicated motivations. They just needed...a target.

The two murder wraiths, one at the ATV the other attacking Hedge, looked up and away towards the wraith engaging Dazzle...and with enraged howls they broke into incredibly fast loping strides to attack!

(Ordering those two to attack the one that slipped my grasp!)

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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

What @Squidge said. Next round, those two Murder Wraiths will be focused on their non-puppeted companion.
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Dazzle
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Re: Chapter 4: Aftermath and New Beginnings

Post by Dazzle »

Occult 3
Occult 1d4!!-2: [2]-2 = 0
Wild 1d6!!-2: [5]-2 = 3
Opportunity attack on first Ghoul 7
+2 Vulnerable
Fighting 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7
Damage 16 AP 8 MD; 1 Wound and 1 Injury (Gritty Damage)
1d12!!+5+2d4!!: [7]+5+[3, 1] = 16 AP 8 MD
Opportunity attack on second ghoul (if she gets one) 3 CRIT FAIL! Crap.
+2 Vulnerable
Fighting 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [1]+2 = 3
Unshake 9
Spirit 1d8!!: [9!!] = 9
Wild 1d6!!: [4] = 4
Activate mega damage field 6; even with MAP, it activates
Spirit 1d8!!: [6] = 6
Wild 1d6!!: [1] = 1
Fighting vs MW 5
+2 vs MW, -2 Uncanny Reflexes, -2 MAP
Fighting 1d8!!-2: [7]-2 = 5
Wild 1d6!!-2: [5]-2 = 3
Greater Damage Field damage 16 MD; +4 magic vs MW; 2 Wounds on ghoul, shakes the MW
3d6!!: [3, 8!!, 5] = 16
Wilderness outside Psyscape
Early evening
Round 2

The ghouls seemed to be fleeing something, but Dazzle didn’t know what. She swiped her new vambraces at one ghoul as it passed, opening up its side in a gory mess. A second rushed passed her as well, and she swiped at it, but missed.

Then the murder wraith was on her, slamming into her power armor with a vibrolongsword. She fended it off as best she could, but one got through, causing her to stumble back as she tried to keep her armor stable.

Dazzle stabilized and then faced off against the wraith. “Guess it’s time to try out these fancy new magic claws,” she said, focusing on them as she’d been told to activate the magic. Ghostly blades appeared around her, swirling and slicing into the flesh of the ghoul and the murder wraith, and Dazzle attacked the wraith with her claws, though the murder wraith parried with his blade.

***

Greater Damage Field: 3d6 MD (5r)
+2 on all rolls vs. Murder Wraiths.
Technical Difficulties (Sensors): Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2.
  • Repair time 2 hours, a Repair check at −2, and parts equal to 20% of the item’s cost (300 credits).
Current Loadout
Party Loot
TW Longsword
Black market light body armor x2
Vibro-knife x2
Laser pistol x2
Character Tracker
Dazzle Character Sheet
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6 (GG 7); Toughness: 40 (25 MDC)/11 (5)
Bennies: 6/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 100/100; 2 reloads (100 each)
Ghost Blades: 1/24 hours
Pistol: 24/24; 2 reloads (24 each)
Rifle: 20/20
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal

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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

GM Comment: This was already clarified in Discord, but I'm posting it here, too, in order to avoid any confusion. Dazzle gets the first free attack in her post above, but not the rest, as it is still the same scene and only one of the ghouls entered and then exited melee with her.
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

The ghoul nearest White Castle is shaken by his pistol blast, while Hedge dispatches three and Dazzle kills one. The remaining ghouls continue to run to the north.

Anyone who made their Occult roll about the ghouls read this
Ghouls hate fire and they do not like being so close to a forest fire. They are exclusively wild attacking, making any ghoul who engages in combat Vulnerable.
The two murder wraiths puppeted by Squidge turn towards their other murder wraith companion, who seems as yet unaware of the change in his fellows.

Round 2 Initiative Order:
  • Goswin: On hold and assumed to be in the Mountaineer
  • Ghouls: King of Spades
  • Murder Wraiths: King of Diamonds
  • Billy (Quick): Queen of Clubs
  • Squidge: Ten of Spades
  • Castle: Eight of Hearts
  • Dazzle (Quick): Eight of Diamonds
  • Sis: Six of Clubs
  • Hedge: Three of Diamonds
  • Vincent: Two of Clubs

The bad guys will go first, unless someone wants to spend a Benny to try and beat a King of Spades. I will leave this post up for a bit to give folks time to decide whether to spend said Benny.
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

Initiative Update: @Hedge spent a Benny and pulled the Ace of Spades. He may now go first.
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Goswin Aigner
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Re: Chapter 4: Aftermath and New Beginnings

Post by Goswin Aigner »


Vigor Roll vs Smoky Forest Fire Conditions
Vigor 1d6!-2: [2]-2 = 0
Wild 1d6!-2: [4]-2 = 2
For some reason I rolled this at -2? I got a 4, so a success unless I'm mistaken.

Notice Roll
I saw others rolling Notice, so...
Notice 1d6!: [3] = 3
Wild 1d6!: [1] = 1
.

Goswin pitches in where he can during the journey towards Sapien Valley. He's more used to travelling by foot through the magic zone, though, and this area is one he is less familiar with. He's able to help keep the 32nd on the right bearing, but actually choosing the best path for a horse, a hover bike, a glitter girl and a mountaineer proves difficult. Goswin leaves that to the more experienced members of the SET.

The forest fire is definitely a concern for Goswin specfically because of Hedge on his horse and White Castle riding a hovecycle. They both seem to be managing well enough despite his concerns about their exposure, at least until the ghouls and murder wraiths make an appearance. That alarms him.

There are many scary things in the Magic Zone, but Goswin is mentally prepared for most of them. Stampeding undead and rotting juicers are outside of that area of expertise. He stares at the video feed from inside the mountaineer, gobsmacked, while his friends rush into action. When the fighting starts and he realizes his new friends are in danger, especially the morose old man, Goswin is able to tear his eyes away from the screen to rush into the action.

Focus Action 1 (Celerity - Speed Power)
Speed (2 PP) + Exalted Quickness (4 PP) = 6 PP
Focus 1d12!: [9] = 9
Wild 1d6!: [6!, 6!, 1] = 13
, then it rises up through his legs and all the way through his body and into his mind. As Goswin takes his first step off the Mountaineer, he intrinsically feels the battlefield through his feet in a way that's difficult to describe and far different from seeing or hearing. He's able to react almost instantly to those enemies and allies around him while he rushes towards @White Castle, and when Goswin moves, roots, blades of grass, and even the earth itself seems to shift for Goswin's every step then return to normal in his wake.

Goswin arrives beside White Castle faster than seems possible for someone moving at a normal speed. He stops beside the other man then slams his staff into the earth and says, "@Vincent says silver would be useful. This is going to sap most of my reserves, but give me just a moment..."

Focus Action 2 (Primordial Power - Smite)
Smite (2 PP; Silver) + Aditional Recipients (4 PP; Dazzle, Billy, Castle, and the Mountaineer) = 6 PP
Focus 2 1d12!: [4] = 4
Wild 2 1d6!: [3] = 3
Reroll 1 (I forgot the -2 for Vision; +2 Elan)
Focus 2 Reroll 1 1d12!: [8] = 8
Wild 2 Reroll 1 1d6!: [5] = 5
Ugh, I somehow doubled this roll up? I used the first Focus two in the list and placed the second Focus 2 here. Focus 2 1d12!: [12!, 6] = 18
and as it does, it takes on a silvery metallic appearance. Once the staff is fully silvered, Goswin raises his left hand towards the sky and silvery blue lightning arcs into his hand. Electricity shoots towards @Dazzle, @Billy, White Castle and the Mountaineer in rapid succession. It strikes their weapons and spreads the silvered enhancement amongst his allies.

"It won't last long," Goswin says as he sags against his staff, "but your weapons are connected to the earth through me. As long as I can maintain the effort. I'd rather not draw on my reserves if I can avoid it, so lets cut these things down..."

Goswin's voice trails off as he reaches into his robes and pulls out a
Mask.jpg
Mask.jpg (59.53 KiB) Viewed 615 times
and fits it onto his face. It is something nifty he found in the armory for times like this. If he had more experience in combat, Goswin would have already put it on. Instead, he takes a moment to attune the magic of the mask to the staff in his right hand. Then he stands up straight and calls the staff's lightning into his left hand in preparation for whats to come.

Celerity (Speed): Goswin has doubled pace and running, and can run without penalty. He can also take three actions/round with no MAP. (5/5 Rounds)
Primordial Power (Smite; Silver): Goswin, @Dazzle, @Billy, @White Castle and the Mountaineer (@Sis?) all gain +4 to damage with a Silver trapping. (5/5 Rounds)
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15; PP: 20/20
Bennies: 2/3; Conviction: 1/1
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Hedge
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Re: Chapter 4: Aftermath and New Beginnings

Post by Hedge »

Lying on the ground with a Murder Wraith standing over him Hedge fight the urge to just give up. He would be justified. The road has not been easy lately and the emptiness of death is inviting. Yet, to die like that would be a betrayal of his code, and more important, of himself.

You're not dead yet. Get up.

Steeling himself the Cyberknight leaps to his feet with uncanny graces, his psi-sword taking on a silver hue from Goswin's earth magic. For its part the Wraith looks dumbfounded, whether from Hedge's acrobatic move of from some assault by a team member is unclear, nonetheless it's all the opening the knight needs to take another swing at the monstrosity. Yet - it simply ducks the blow and walks away. Hell bent on assault it's brother wraith.

Fighting 1d8!! / 1d6!!: [2]+[4] = 6

Dazed and confused Hedge jut shakes his head and looks at his useless sword hand before turning to face more fleeing ghouls.

Hopefully no one saw all that/

Fighting (leaving melee) 1d8!! / 1d6!!: [5]+[1] = 6
Victor "Hedge" Agathon (Cyber Knight)
Bennies 3/3

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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

The bad guys attack! In the interests of time, this is mostly rolls instead of narrative.

Murder Wraiths
  • 1st mind controlled wraith: hit with a raise on his friend for 1 wound in first Frenzy, miss with second Frenzy
  • 2nd mind controlled wraith: shot for a normal hit on his friend for insubstantial damage
  • 3rd murder wraith unshakes and attacks his attacker, but misses.

Ghouls
  • With no murder wraiths to shepherd them, the ghouls mostly just keep on stampeding away
  • Most of them leave the map (off the north edge)
  • Goswin gets three free attacks at wraiths that broke melee with him; two of them took swings at Goswin, but missed
  • Dazzle gets a free attack at one that broke melee with her
  • One ghoul hits Hedge for 16 MD, AP 2; the other misses. Hedge gets free attacks against both.
  • One ghoul hits the Mountaineer but does negligible damage
  • One ghoul hits White Castle and does 19 MD, AP 2

The rest of the party may now go in any order.
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Dazzle
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Re: Chapter 4: Aftermath and New Beginnings

Post by Dazzle »

Fighting vs Ghoul 2; Miss
-2 MAP
Fighting 1d8!!-2: [4]-2 = 2
Wild 1d6!!-2: [3]-2 = 1
Activate Damage Field 8 Raise
-2 MAP
Spirit 1d8!!-2: [10!!]-2 = 8
Wild 1d6!!-2: [2]-2 = 0
Damage Field damage 13 MD, magic
3d6!!: [3, 5, 5] = 13

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Sis
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Re: Chapter 4: Aftermath and New Beginnings

Post by Sis »

Attacks
Rail gun ROF 3
Bonus and negatives (check me on this) +2 monster hunter, -2 auto fire, -2 uncanny reflexes, -2 cover
net = -4 (forgot 2 points on the first roll)

Shot 1 Closest - 1d8-2: [4]-2 = 2
Shot 2 Next Closest - 1d8!-2: [2]-2 = 0
Shot 3 Farthest - 1d8!-2: [4]-2 = 2

Wild - 1d6!: [1] = 1

Bennie that....

Shot 1 1d8!-4: [4]-4 = 0
Shot 2 1d8!-4: [8!, 8!, 2]-4 = 14
Shot 3 1d8!-4: [8!, 4]-4 = 8

Shot 4 1d6!-4: [4]-4 = 0


Shot 2 damage (3d12+3 AP 14 Base. +4 Smite, +1d6 Raise)
Damage = 3d12!!+7: [11, 7, 2]+7 = 27 + 1d6!!: [3] = 3 = 30 AP 14

Shot 3 damage
Damage = 3d12!!+7: [3, 9, 11]+7 = 30 + 1d6!!: [8!!] = 8 = 38 AP 14
"Nicely done @Squidge!" Sis shouts over comm's as she struggles to find a way to operate the rail gun from inside the Mountaineer.

I really should have thought of this before we got ina fight...

She winces as Hedge topples off of his horse. She "sees" his hesitation as he lays there a moment longer than one would expect.

"Not a good time for a nap @Hedge. Get off you arse and get over here. If Vince is right you're one of the few..."

A loud CRACK splits the air and Sis hears the faint crackle of arcing electricity as the hair begins to rise off of her scalp from the static.
Goswin Aigner wrote:
Wed Sep 02, 2020 9:34 am
"It won't last long," Goswin says as he sags against his staff, "but your weapons are connected to the earth through me. As long as I can maintain the effort. I'd rather not draw on my reserves if I can avoid it, so lets cut these things down..."
Without hesitation, Sis jumps out of her seat and scrambles up the ladder that leads to the rail gun's turret position, abandoning the job of driving the ATV to someone else. She takes the external controls of the rail gun and - view now unobstructed - pivots it toward the murder wraiths and open fires.

Sis does 30 AP 14 damage (4 wounds) against the Middle Murder Wraith and 38 AP 14 damage (6 wounds) against the far left murder wraith
Last edited by Sis on Sat Sep 19, 2020 5:24 am, edited 2 times in total.
Sis - Nega Psychic
Details
Bennies: 3/3
+1 for Character sheet review
-1 For Darksight reroll


Conviction: Yes

ISP: 16/20
Wounds: 0/4
Fatigue: 0/3
ISP: 20/20
Parry: 5
Pace: 6
Toughness: 15 (7)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

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White Castle
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Re: Chapter 4: Aftermath and New Beginnings

Post by White Castle »

Vigor 1d6!!: [2] = 2 Wild 1d6!!: [4] = 4


Seeing @Goswin Aigner near, he prays his ride doesn't get hammered by the elementalist. When the lightning arcs into his weapon, Castle settles
Wound -1 Occult 1d10+2
Occult 1d10!!: [1] = 1 Wild 1d6!!: [9!!] = 9
.

Utilizing his access to the White Castle databanks (which he thankfully updated right as they were leaving Psyscape) Castle is able to locate a target location to disconnect the wraiths from their juice.

MAP -2 Wound -1
Shooting 1d6!!: [4] = 4 Wild 1d6!!: [3] = 3
Benny to Reroll
Shooting 1d6!!: [3] = 3 Wild 1d6!!: [4] = 4

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Billy
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Re: Chapter 4: Aftermath and New Beginnings

Post by Billy »

Billy sees that the ghouls are mostly running away so he ignores them. He looks at the wraiths and down at his guns. I am almost positive those will not do much. Time to get personal. He pulls out is flame blade and activates it. As he looks at the best way to help out Hedge the wraith takes off and attacks his ally. Shrugging Billy starts to follow when his sword suddenly starts throwing off small arcs of lightning. Hearing Goswin state that the weapon was now boosted he grins just as a hail of bullets rip into the wraith trio. Two of them appear to be well smashed but the third is unmarked.

Stepping up to that one Billy swings. Unfortunately, between the distance he needed to move and the smoke in the air his attack goes wide.

Run: 1d6: [6] = 6

Fighting: 1d8!-2: [5]-2 = 3
Wild: 1d6!-2: [4]-2 = 2
Reroll
Fighting: 1d8!-2: [3]-2 = 1
Wild: 1d6!-2: [4]-2 = 2
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1

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Pursuit
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Re: Chapter 4: Aftermath and New Beginnings

Post by Pursuit »

The Murder Wraiths reel from the flurry of blows, both from each other and from the 32nd, and you can tell they are on the ropes (or at least getting closer to the ropes). The ghouls, on the other hand, seem interested only in fleeing.

This battle seems to be well in hand, but who knows how combat can go?

Make a roll using any appropriate skill at -2 for a dangerous quick encounter (see SWADE p.135) and narrate how you wrap up the fight. Failure results in a wound, and critical failure results in 1d4 wounds. Do not worry about tracking ammo/power points for this quick encounter.
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Billy
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Re: Chapter 4: Aftermath and New Beginnings

Post by Billy »

Fighting: 1d8!-2: [7]-2 = 5
Wild: 1d6!-2: [5]-2 = 3


Seeing that the Wraiths are the only thing left Billy stands his ground and continues chopping at them. He scores a few hits, contributing to their demise, but no blow is a telling one. In the end it is a, relatively, quick victory by attrition.
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1

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White Castle
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Re: Chapter 4: Aftermath and New Beginnings

Post by White Castle »

Castle climbs back on his hover cycle and powers it up so that he can rise above the combat. Fire. Where?

Turning from the
Scene Mod -2
Science 1d6!!-2: [5]-2 = 3 Wild 1d6!!-2: [11!!]-2 = 9
Castle gazes to see where the fires might be.

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Dazzle
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Re: Chapter 4: Aftermath and New Beginnings

Post by Dazzle »

Fighting 8
-2 difficulty
Fighting 1d8!!-2: [5]-2 = 3
Wild 1d6!!-2: [5]-2 = 3
Benny to reroll
Fighting 1d8!!-2: [3]-2 = 1
Wild 1d6!!-2: [10!!]-2 = 8
Wilderness outside Psyscape
Early evening
Round 0

Dazzle kept her Glitter Grrrl close to the battling murder wraiths, her ghostly magical blades slicing into their undead flesh even as her enchanted claws also carved them apart.

***

Smite (Silver) (Goswin): +4 damage, silver (4r)
Greater Damage Field:
+2 on all rolls vs. Murder Wraiths.
Technical Difficulties (Sensors): Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2.
  • Repair time 2 hours, a Repair check at −2, and parts equal to 20% of the item’s cost (300 credits).
Current Loadout
Party Loot
TW Longsword
Black market light body armor x2
Vibro-knife x2
Laser pistol x2
Character Tracker
Dazzle Character Sheet
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6 (GG 7); Toughness: 40 (25 MDC)/11 (5)
Bennies: 5/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 100/100; 2 reloads (100 each)
Ghost Blades: 1/24 hours - USED
Pistol: 24/24; 2 reloads (24 each)
Rifle: 20/20
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal

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Koshnek
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Re: Chapter 4: Aftermath and New Beginnings

Post by Koshnek »

Several ghouls attempt to run past Goswin after enchanting the team's weaponry, but he recovers quickly enough to swing his staff at them. He avoids injury, but only manages to dispatch one of the undead creatures with a solid zap from the head of his staff. With the ghouls seemingly more concerned with escaping than fighting, Goswin decides to focus on the bigger ones still causing trouble.

Goswin
Shooting 1d10!-1: [3]-1 = 2 (+1 MOS Mask, -2 Scene)
Wild 1d6!-1: [6!, 4]-1 = 9
at each murder wraith as accurately as he can. Each attack seems to slow the target down, and his allies are able to dispatch the murder wraiths more easily.
IZ3 Chicago Woes GM Bennies: 5/7

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Squidge
Posts: 37
Joined: Fri Jul 12, 2019 7:16 am

Re: Chapter 4: Aftermath and New Beginnings

Post by Squidge »

The murder wraiths seemed to settle into the savage thrill of combat, and the threads of control that Squidge had infiltrated them with sank in deep. She yanked them back and sent them roaring and leaping into the ghouls, carving a swathe that kept the rampaging monsters away from her teammates and their vehicle. While Squidge then took a potshot or two from atop the ATV, most of her attention was focused on the wraiths and directing their constant bloodlust into constructive pursuits.

When the ghoul rush finally started thinning, she set the two wraiths on each other with all their fury...knowing they couldn't kill one another, but that they'd this way be easy for the others to finish off.

Rolls: Psionics 17
Psionics 1d10!!-2: [5]-2 = 3
Psionics reroll 1d10!!-2: [19!!]-2 = 17
Wild 1d6!!-2: [2]-2 = 0

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