Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Adventures of the Legion's 32nd Special Exploratory Team.
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Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Conditions
The mist rolls through the city, as it always does in the mornings, and you are greeted by rays of bright sun struggling to pierce the veil surrounding Psyscape. The weather is unnaturally cool, but you know the valley beyond will be balmy. Fortunately, the Psi-Druids predict favorable weather for your departure, but they caution you that in the Magic Zone, nothing should be taken for granted. Conditions are idyllic for a departure.

Setting Off
Billy, Hedge, and Sis are joined by the two newcomers to the SET.

They are also joined by two familiar faces: Tessaric, the elven Psi-Warrior they met back when they were still looking for the Orb of Mist, and Captain Shinsanea, the human Psi-Warrior who entered the pocket dimension around the same time as the SET in order to save a little girl. The captain has a habit of grinding her teeth, and she looks at you all with a tight jaw. "Well? Shall we?"

With the team now at half capacity, the Mountaineer has little trouble accommodating some extra folks, and Sis is happily surprised to find that when she touches the controls, her senses seem to
OOC: the crazy psi-operators and techno-wizards in Psyscape have fixed up your vehicle so you no longer take a penalty for being blind behind the wheel.
.

You pass most of the day uneventfully. Some of you may be happy to be back on the trail, others may be less happy. Captain Shinsanea certainly looks annoyed, though she might just have one of those faces.

East of the Ohio-Mississippi River confluence, however, you find something.

Four ATVs sit abandoned in the forest, their windows shattered and their doors torn off their hinges. While not military vehicles by any stretch, you can easily see that the ATVs boast enough firepower to keep any casual (and even some dedicated) foes at bay.

Please make a Healing, Notice, Repair, or Survival Roll to find out more.
If Your Roll is Successful
Fuel, E-clips, and other precious commodities litter the wreckage of the ATVs. It appears as if the ATVs were abandoned no more than 12 hours ago.
If You Chose to Roll Survival and Got a Raise
In addition to the information behind the above OOC tag, you also are able to identify and track a trail left by scores of footprints trudging heavily away from the ATVs and into the woods.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Lowering his mystic spectacles over his eyes Hedges

Notice 1d6!!+2: [2]+2 = 4
Wild 1d6!!+2: [2]+2 = 4
Benny Notice 1d6!!+2: [10!!]+2 = 12
Benny Wild 1d6!!+2: [3]+2 = 5
trying to garner a clue as to what happened. He trots Strider in a wide circle around the ruined vehicles to take things in from every angle before approaching for a closer inspection. Seeing important salvage just left about Hedge frowns and scans the ground for signs of retreat, or drag marks. Seeing drag marks head off into the woods he sighs.

"Whatever did this left behind the supplies and drug away the victims. We can probably rule out bandits."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Billy climbs out of the Mountaineer and looks around. Slowly he circles the area looking intently at the ground.
Survival: 1d8!: [4] = 4
Wild: 1d6!: [6!, 2] = 8
he points in a specific direction. "Who ever it was went this way. Unfortunately I am unable to tell if the bodies that were dragged away were alive or not." He takes a few steps in that direction and waves the rest to follow. "I doubt I can follow these tracks from in the vehicle so we will be going a bit slower."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

OOC Comments
Survival 1d6!! WD 1d6!!: [4]+[1] = 5
Jones spots the E-Clips and grabs them, distributing them amongst the group. He looks around to see if he can spot signs of a struggle (or even better, some sort of trail) but alas, there is none to be found. Seeing the others interest in the woods, he heads that way, sliding back the bolt of his laser rifle, satisfied to see the red beam of light.

"What's up?" he asks @Hedge and @Billy.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Healing

2d6!+2: [1, 1]+2 = 4

Sis let's out a small sigh of pleasure the first time her hands touch the controls of the Mountaineer and her senses extend themselves.

Those sneaky mechanics. Whatever Gods there be bless them...

She is still enjoying the experience of being a fully aware driver when they stumble upon the totalled ATVs. She reaches out with the vehicles sensors, when suddenly lights flare to life on in her "vision". Like a blind person truly seeing for the first time , she struggles to make sense of the sudden new input to her brain. After a while, she realizes that it's flecks of blood, bone and other bodily remains that is somehow broadcasting information to her. She is unable to make heads or tails of the supernatural data though, and is left simply wondering why the hell the remains seems to be almost speaking to her.

Luckily the other seem to peace together what has happened.

"So you are saying something dragged the occupants off in that direction? We going after them?" She says, voice portraying no preference for either course of action.
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

"Definitely going after them." Hedge replies without hesitation. "Either we save them or stop whatever did this from doing it again."

Or end up like them.

Dismissing the nagging voice he gets ready to move.

"Can anyone pick up a trial?"
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

The elf drops out of the mountaineer. He had been lost in a book when they came to a stop. He glances around the scene,
Survival: 1d6!!: [4] = 4
WD Survival: 1d6!!: [1] = 1
as his associates. "No free person should be left to their fate at the hands of such barbarity. Let us be off. The faster we move, the faster we find out what did this and whether there are survivors." He raises his hand towards @Jones as he's offered the spare e-clips. "I am unlikely to have need of such a thing. But I thank you." He gestures to the TW pistol at his hip. He tightens his grip on the staff in his hand and prepares to follow the tracks.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Hedge wrote: Wed Aug 04, 2021 3:25 am "Can anyone pick up a trial?"
"Like I said, they went this way. I am having some difficulty determining exact numbers but it looks like at least a dozen left here. How many are attackers and how many are captives is unknown. Regardless, we need to go deal with this." He nods towards the the psi-warriors. "Are you two ok with a little detour?"
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Captain Shinsanea looks almost offended at the thought of doing nothing. ”Of course, we will come with you. Though you will need to leave the vehicle behind; it won’t fit in the woods.”

As you travel, Tessaric crouches down at a turn in the trail and examines some tracks in the mud. ”We’re tracking some heavy hombres, and they’re still dragging bodies.” He shares a long look with Shinsanea, and then another with Hedge. ”Xombies, with captives.”

He straightens. ”So, do we go for speed or for stealth? ” He looks at you all to make the call.

If you go with Stealth, everyone make a Stealth roll.

If you go with speed, everyone make an Athletics roll.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

"If innocents are involved, the faster we are the more likely we'll be able to save them, right? I'll take point if you want."

He looks to the others, curious to see how they'll respond.
OOC Comments
Athletics/Stealth 1d8!! WD 1d6!!: [6]+[1] = 7
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

"Xombies? Then haste is our only option." Hedge leaps down from Strider activates his psi-sword, hefts his shield, and
Death Wish (minor)
without any heed for himself.
Athletics 7
Athletics 1d8!! / 1d6!!: [2]+[4] = 6
Free Reroll Athletics 1d8!! / 1d6!!: [7]+[4] = 11
= 7
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

Jones nods approvingly and chases after, rifle ready.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Hedge wrote: Wed Aug 04, 2021 3:54 pm "Xombies? Then haste is our only option. Hedge leaps down from Strider activates his psi-sword and
Death Wish (minor)
without any heed for himself.
Athletics 7
Athletics 1d8!! / 1d6!!: [2]+[4] = 6
Free Reroll Athletics 1d8!! / 1d6!!: [7]+[4] = 11
= 7
Sis takes off after the cyber knight, pistol in one hand, knife in the other, and her senses extended as far as she can push them. The trained portion of her mind attempts to throw up warning flags that haste might not be the best option.

How long does it take to convert captives to Zombies? that side of her thinks. However, she is
Impulsive? It's a bit if a stretch, especially since hedge did it first lol
to make the argument to everyone else.
Athletics 4
2d6!: [2, 2] = 4 [
Bennie
2d6!: [4, 4] = 8 /OOC]
Last edited by Sis on Wed Aug 04, 2021 4:48 pm, edited 2 times in total.
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

"Violence? I like violence!" With a grin Billy takes off following the others.

Athletics: 1d8!!: [5] = 5
Wild: 1d6!!: [2] = 2

Both heroic and brave, though technically the second one is an edge. :D
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

Turanil shrugs. "Swift violence is the right choice. To victory!" He begins
Athletics: 1d6!!: [2] = 2
WD Athletics: 1d6!!: [2] = 2
Benny Athletics: 1d6!!: [5] = 5
WD Benny Athletics: 1d6!!: [5] = 5
after his comrades.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Catching Up

You rush through the undergrowth at breakneck speed, abandoning all pretense of stealth. Fortunately, your team is sure footed, and no one is injured by your blind rush through unfamiliar terrain, though there were some close calls,

You come upon a steep-sided ravine and a half dozen Xombies, most of them human but with an elf and a psi-stalker mixed in. The creatures appear to be milling about listlessly when a voice calls from a nearby cave, and you can tell at a glance that there are not nearly enough Xombies down there to account for all the footprints you saw.

"Wait? What was that?!" A teenage boy sticks his head out of the cave, sees the team, and yelps. "Holy crap! Get 'em, you dolts! Get 'em!"

Think Fast

The six Xombies turn on you as one and charge, bellowing as they go. With so few of them and so many of you, the outcome of this fight is practically predetermined. Right?

But you recall that the people currently trapped as Xombies may still be redeemed, if they survive. So the quandary becomes: how much risk will you take in order to subdue these supernatural horrors without using deadly force?

This will be run as a dangerous quick encounter (see page 135 of SWADE) with the added twist that if you choose to use non-lethal force in subduing the Xombies, you must make your roll at -4.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

Turanil holds up his hand. "Violence is not the answer here. Not for these poor souls. I can restrain them." A few spoken words in his musical tongue and a grasping gesture, and suddenly the earth below the xombies springs up,
Non-lethal Spellcasting: 1d10!!-3: [9]-3 = 6
WD Spellcasting: 1d6!!-3: [4]-3 = 1
at the legs or torso, halting their charge. The shifting earth below causes a part of the ravine to crumble beneath him. Despite sustaining a thump on the side of the head, he manages to maintain his enchantment.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

OOC Comments
Rounds 4 x 4 isp for +2 to psionics = 16 isp(!)

1d8!!-2 1d6!!-2: [11!!]-2+[4]-2 = 11
Jones concentrates, tapping into his inner reserves. The Xombies that aren't encased in earth by the elf are suddenly lifted a few feet off the ground, their legs helplessly flailing as they still try to approach in spite of the fact that they are levitating.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Billy quickly draws his six-shooter to take a shot at the young man. Unfortunately, the xombies start rushing forward before he gets the shot off. Shifting his aim he starts
Shooting: 1d8!-2: [6]-2 = 4
Wild: 1d6!-2: [6!, 2]-2 = 6 (Elan makes this an 8)

Reroll: Elan +2
Shooting: 1d8!: [1] = 1
Wild: 1d6!: [5] = 5
out from under the attackers. When the ground starts crumbling he scrambles back a few feet but is unable to keep his footing and tumbles a little way down the slope.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Psionics 15
1d8! 1d6!: [4]+[6!, 6!, 6!, 1] = 23 : 19-4 = 15
Turanil wrote: Fri Aug 13, 2021 9:03 pm Turanil holds up his hand. "Violence is not the answer here. Not for these poor souls. I can restrain them."
Sis is too far into her trigger pull to stop it, but she jerks her arm upward enough to send the blast soaring over the head of the nearest Xombie.

No Violence!?! Damn you people know how to make a simple thing difficult..." Of course, now that she stops to think about it, she recalls something about how not only can these "xombies" be saved somehow, but saving them actually thwarts some creature named "Nyxla"'s plans.

So, instead of blowing out these Xombies brains out (like any sane person facing zombies would do), she uses explosions triggered by mixing her Null energy with raw psychic energy to keep the Xombies away from the rest of team and off balance while the others subdue them.
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Fighting 1d10!!-4 / 1d6!!-4: [19!!]-4+[3]-4 = 14

Seeing Xombies causes Hedge to quicken his pace. He charges toward them, shield first, pushing, prodding, and bashing the poor souls into clumps so the others can quickly detain them.

Using his shield like a riot control officer he successfully bunches the Xombies into groups.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

The OK Corral

In a dazzling display of proficiency and restraint, the heroes of the 32nd manage to corral and restrain the creatures without killing any of them. Tessaric withdraws a thick rope made of odd-looking, shimmering braided cord and makes quick work of knotting the creatures in a bunch. After binding them all together, he takes one end of the rope in both hands and his eyes begin to glow.

"I can hold them here, friends," he says. "Perhaps you should see who that is in the cave over there." He indicates with a nod of his head towards the cave, where Captain Shinsanea is already heading. "The captain means well," he says more quietly, "but she has a temper where Xombies are concerned. It is a personal matter for her. You might want to get over there quick or you might find yourselves with a corpse instead of a prisoner."

Beware the Wrath of… Alec?

You arrive at the cave in time to see the captain kneeing a teenage boy in the gut. He drops to his hands and knees, sputtering and coughing, and starts crawling towards you. The cave floor is wet in places, and the youth drags himself through the dirty water to get away from the raging Psi-Warrior. "Oh, gods! Please! Please get her off me! I'll tell you anything, man, just get her away from me!"

What would you like to do?
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

While the dark parts of Hedge's psyche would like nothing more than to join the Captain in punishing the foolish boy his honor and pity move him otherwise.

Using his shield, Hedge teleports himself between the boy and the Captain.

"Cool it Captain! The boy will get what's coming to him at Refuge we're warriors not executioners."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

”Thank you! Thank you,sir! She’s crazy!” the youth says, cowering behind Hedge.

The captain shows her teeth to Hedge and takes another half step towards him before halting. Wordlessly, she storms off towards Tessaric and the Xombies, leaving you all alone with the teenager.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Emotional sync 12
1d8! 1d6!: [8!, 4]+[4] = 16 = 12 TN for spirit resist
-1 isp new total 18
Taunt 8/9/10
1d10! 1d6!: [4]+[6!, 2] = 12 = 8 + 1/2 with success/raise on E.S.
Sis, who had entered the cave with revolver at the ready, lifts the revolver and rests it casually on her shoulder. Other hand on her hip she looks pitifully down at the apparent necromancer.

"This is one of the followers of that Nyxla that has everyone at Psyscape quaking in their boots?" Sis says. "I mean, how bad can she be if sniveling little twerps like this one are her rank and file? I just dont see what's got everyone panties in a bunch"

New recruits always feel like they've got something to prove Sis thinks to herself. Rile em up, and they'll do so stupid stuff just to prove how great they and theirs are. Even say stuff they shouldn't tell the enemy
Last edited by Sis on Fri Aug 27, 2021 8:54 pm, edited 1 time in total.
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

Turanil sees the situation is well in hand. He peers down at the boy begging for mercy. "Now this is a wonder. A mere child, barely out of his swaddling, playing at being a warrior...yet still using mortal husks in place of his own might. Tell me, whelp. How came you to this power, and why are you here?"
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

Jones simply stands there, giving the kid a thousand yard stare. He stays alert, in case something else is lurking nearby.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Billy watches the exchange between Hedge and Shinsanea and quietly grins. Once she leaves Billy relaxes a bit and starts practicing his quick draw. For some reason the gun always ends up pointed at the kid even if Billy is facing an entirely different direction.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

The boy stammers, "I...I'm just the lookout, man! I fell down the hill and twisted my leg up, so they left me here to keep watch. That's it! I swear it! I didn't plan it or anything!"

The youth cowers.

Does anyone want to ask him anything? Or what do you do with him?
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Billy looks over the kids head, off into the distance. (Think 100 yard stare.) "Well, if you are just the lookout I think it is reasonable to say you failed. Most of the time that would be reason enough to kill you." Billy shifts his gaze directly to the kid. "However, if you tell us everything you do know then there may be a reason to spare you. Start with how many others are in the area. Then tell us where they are headed and what they will do when they get there."

The entire time Billy's hand hovers just over his pistol, fingers slowly moving back and forth.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

”Yeah, man! Easy. Easy. There’s seven of us, well six of us if you don’t count me. They’re taking two score sacrifices to the ritual. It’s in an old church near here. That’s it, man! That’s all I know.”

Anyone who so wishes may make a Notice roll at -2.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

Notice 3
Notice 1d8!!-2 WD 1d6!!-2: [5]-2+[1]-2 = 2
"Take us to this church. Are there any passwords or anything like that we need to know about? If we get ambushed, I'm taking you out first."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Notice 1d6!! / 1d6!!: [1]+[3] = 4

Holding back the Captain, and biting down his anger at the notion of more sacrifices makes Hedge less aware of his surroundings. He barely fights off the urge to go galloping immediately toward the church.

"You will lead us there and restrain the Xombies. As we go you will tell us every detail." Hedge lowers his voice and all his tightly bound up rage cones out in a quiet threat, "Notice how I am not asking."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

Despite the boy's apparent earnest surrender, Turanil
Notice: 1d6!!-2: [5]-2 = 3 +2 for Magic Optic System, -1 for Fatigue = 4
WD Notice: 1d6!!-2: [4]-2 = 2
that the youth is not being completely forthcoming. He peers into the boy's face, his own countenance softening. "Come now, child. We have already spared you from violent retribution. If we were intent on your harm, we would have not bothered restraining our comrade and your minions. Are you certain you've told us everything we should know?" Turanil's encouragement is

Persuasion: 1d4!!+1: [5!!]+1 = 6
WD Persuasion: 1d6!!+1: [9!!]+1 = 10
despite the adversarial introduction.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Notice: 1d8!-2: [7]-2 = 5
Wild: 1d6!-2: [4]-2 = 2
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

notice=5
+2 from altars racial trait, -2 scene
Notice 1d6!: [4] = 4
Wild 1d6!: [5] = 5
Healing 12
Healing +2 from Healer edge
2d6!+2: [6!, 4, 4]+2 = 16 = 10+2 = 12
Sis holsters her Revolver, not seriously worried about anthying the scrawny teen could do.

I wonder if that ankle really is... and even as she thinks it, that same supernatural flood of information fills her mind. This time, she is able to focus on it; filter it. With each of his heart beats, She can sense the flood white blood cells to the injured ankle, and the swelling it causes.
Turanil wrote: Sun Sep 05, 2021 8:55 pm "Come now, child. We have already spared you from violent retribution. If we were intent on your harm, we would have not bothered restraining our comrade and your minions. Are you certain you've told us everything we should know?"
Sis Rolls her eyes at the elf's sweet tone.

She squats down by the prone boy. "That ankle's not too bad. You should be able to walk on it with a bit of help" She pauses for a moment, then stands back up and places a boot on the necromancers injured foot. "Truth is, we don't need you to be able to walk to tell us where to go. We know we don't have a lot of time, but it will only take me a couple of seconds to make sure this causes you agony for weeks to come. Now, I'll only ask this once: What aren't you telling us?" She shifts her weight, putting enough pressure on the foot to create just a bit of uncomfortable pain.

intimidation 4
Modifiers: untrained -2, Taunt bonus +2, Empathy casting +1
Intimidation 1d4+1: [3]+1 = 4
Wild 1d6+1: [2]+1 = 3
Ruthless
In case this ends up hurting our cause, I'm pointing out that this is me leaning into Sis's "Ruthless" minor hinderance
Last edited by Sis on Fri Sep 10, 2021 8:26 pm, edited 5 times in total.
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Anyone who makes their Notice roll can tell that the kid is holding something back. You may use persuasion or intimidation to get more info out of him. Sis will get a +2 circumstance bonus due to her earlier taunt results.

He is visibly shaken by his interactions with the team, and he is especially sensitive to @Sis and her taunts.

"Okay, okay, okay. I can take you there. But it will be slow going. That's why they left me behind, right? Because I was slowing them down."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Sis is able to verify (via a roll on Discord) that the kid’s ankle is definitely in bad shape. He’s not lying about that.

Do you take him with you?
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Sighing deeply Hedge knows he will regret what he is about to do, yet he ignores the dark voice inside of him telling him the injured prisoner is less likely to escape. Helping the captives requires speed, and perhaps this youth will be swayed by kindness - however unlikely.

"Sloth is not an option when lives are at risk."

Taking a knee the cyberknight grabs the injured ankle and runs his hand over the affected area focusing on the boy's breathing, then listening for the flow of energy through his body sending instructions to his brain to
Psionics (Healing) 1d8!! /1d6!!: [14!!]/[15!!] = 0.93
.

"Lead the way. I will not harm you but my companions do not adhere to the same code. Leading us astray is ill advised."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

The kid blinks rapidly in surprise and tests out his ankle, and then he stumbles towards the perceived safety of Hedge's proximity (and away from everyone else's, especially Sis, of whom he is clearly terrified). "That... hey, that feels better, man. Thank you. I'm, ah, Alec. Um. I'm a little new at this, you know? I'm not supposed to say, but you guys can protect me, right?" Without waiting for an answer, he continues, speaking so fast it's hard to keep up. "Her name is Vasra. Our leader, I mean. Like, the leader, leader, of all of Nyxla's followers. She's heading this harvest personally. So we should probably go that way" he points back the way you came, "because if we go that way," he points deeper into the woods, where you presume the prisoners have been led, "we're definitely all going to die."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Pursuit wrote: Wed Sep 22, 2021 6:44 am "because if we go that way," he points deeper into the woods, where you presume the prisoners have been led, "we're definitely all going to die."
Hedge blinks hard at the thought of a lead Harvester then steels his gaze at the point.

"We all die. It's just a matter of when and in service of what."

He points into the woods, "Time to be better."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

Turanil shrugs at @Hedge. "Speak for yourself. I plan to live forever." His eyes drift back to Alec. "In victory, not cowardice." He does one last scan of the area, then moves in behind the teen. "Lead on, child."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

Jones grins darkly. "If we die, we die. You're suddenly concerned about other people?"

He gestures with the pulse rifle as if to say "get moving".
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

"Just remember," Sis adds "One wrong move, and..."

Sis holds up her revolver in one hand while simultaneously feigning an exploding head with the other hand. Then she winks.

As they start forward, keeping the revolver trained on the kid, Sis falls back to talk with Hedge.

"If this really is the leader of all of Nyxla's followers... Maybe we can save MORE lives by making sure we take our time and actually stop HER rather than rushing forward and possibly losing her, or getting killed." Sis shakes her head. "20 lives today vs possibly hundreds of lives in the future... It's a terrible choice either way. But something tells me the kids not bluffing. At least, he doesn't think he is."

OOC Comments
Sis is changing her vote from rush forward to stealth, if that still matters
Sis - Nega Psychic
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Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Sis wrote: Wed Sep 22, 2021 9:47 am "Just remember," Sis adds "One wrong move, and..."

Sis holds up her revolver in one hand while simultaneously feigning an exploding head with the other hand. Then she winks.
As the group heads deeper into the woods Billy leans towards Sis. "I thought explodin' heads was my job. It is fun so I guess I can share." He then winks at Sis, unsure if she can even see it, and goes back to scanning the trees for threats.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

A puddle forms at Alec’s feet and a stain spreads across the front of his pants. He swallows hard.

”Oh. Oh, gods. You people are serious.” Looking from face to face, he says, ”Okay. Okay, but we’re all going to die. You get that, right?”

Still, he leads you on into the woods.

”Um,” the kid continues, voice quavering, ”they sometimes leave ‘Bread Crumbs’ along the trail when they’re out like this. Xombies, you know? So they’ll have plenty of warning if someone tries to come up behind them. I don’t think any of them have ever actually read Hansel and Gretel, but someone came up with the name at some point and it just stuck. We’re going to have to be, like, really, really quiet, okay?”

Quick and Dangerous, Just Like I Like It

The rest of this scene will be resolved by a dangerous quick encounter (see SWADE p.135). Describe how your character helps the group make it through the woods to the location of the ritual.

It’s difficult to get past the various Xombies the Harvesters have left behind as bread crumbs without abandoning the main trail, which makes this a moderately difficult task, so your rolls are made at -2.

Failure means you stumble across a Xombie and need to fight it off (which accounts for the Wound you receive). Critical failure means you stumble across multiple Xombies, so have a good narrative in mind!

A success means you make it, but that you’re a bit worse for the wear. Maybe you fall and twist something, just like our friend Alec, or maybe you met a Xombie and manage to fend it off without a true injury but get beat up for your trouble. Hey, no one said being a hero was easy!

Once everyone has posted, we’ll move on and see what happens when you try to mess with a Harvest…
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

Turanil is at home in the woods. Still, every advantage available is used. He mutters a few words, focusing his power on his allies. In a moment, their images
Spellcasting: 1d10!!-2: [11!!]-2 = 9
WD Spellcasting: 1d6!!-2: [4]-2 = 2
PPE: 3d6: [1, 4, 5] = 10
. He whispers to his associates. "They will be hard-pressed to see us, but silence is your own burden."
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Notice 5
Notice 1d6!!+2 / 1d6!!+2: [3]+2+[5]+2 = 12
Benny Notice 1d6!!+2 / 1d6!!+2: [5]+2+[4]+2 = 13 - forgot the +2 already had a success.
Creeping through the forests Hedge does his best to keep a look out for trouble, sliding his odd spectacles down over his eyes to scan the treeline. The intense focus and concentration takes a mental strain on the Cyberknight's already fragile psyche. His eye twitches and he starts blinking more and more to keep focus. By the end of the journey his head is swimming and his vision is slightly out of focus.

He gives his head a shake to try and clear the cobwebs.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Stoic »

OOC Comments

Stealth 1d8!!-2 1d6!!-2: [6]-2+[11!!]-2 = 13
GM Bennies 9/9
Wild Card Bennies ?
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Battle 5
2d6!!: [1, 3] = 4
bennie
2d6!!: [5, 4] = 9
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Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Turanil wrote: Wed Sep 22, 2021 2:42 pm Turanil is at home in the woods. Still, every advantage available is used. He mutters a few words, focusing his power on his allies. In a moment, their images
Spellcasting: 1d10!!-2: [11!!]-2 = 9
WD Spellcasting: 1d6!!-2: [4]-2 = 2
PPE: 3d6: [1, 4, 5] = 10
. He whispers to his associates. "They will be hard-pressed to see us, but silence is your own burden."
Sis rolls her eyes, not even checking with the others to confirm that the spell didnt take for her.

Well, now that I am the only one they can see, I'll hang toward the back with the prisoner. Honestly, it will help us stay together if there is one person everyone can see anyway. Fan out, and stay in eyesight of me. If you stumble across anything use the call of the Mourning Dove" Sis imitates the sound for everyone," We will all converge and attack on my mark. We may not be able to stop them from knowing we are coming, but we can deny them intel if we strike fast and hard."

The plan worked for the most part, but on one particular encounter, a second Xombie snuck up beside Sis while the others were preparing to attack the bread crumb they noticed. They creature tackled her right as she gave the signal. She and the Xombie tumbled down a hill, after which she dispatched it shortly with a shot between the eyes. While nothing was seriously injured, the tumble down the hill left her with quite a few purpling blotches on her arms and legs.

Sis takes a level of bumps and bruises
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Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

You find your way to the site of the ritual, leaving only one body in your wake, its former soul forever consigned to torment in the hellish dimension Nyxla calls home.

The building is a ruined megachurch built of Mega Damage Capacity materials, the last remaining structure from a city swallowed by the forest. Six Xombies stand guard outside.

As soon as you come within sight of the church, something in your soul begins screaming at you to run away. Make a Fear check at −4. The results of your check will apply to your first round of combat, which will be coming shortly. Once everyone has made their check, I’ll post a combat map and deal out action cards.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Jones »

Fear Check 8
Spirit 1d12!! 1d6!!: [10]+[3] = 13 -2 (Brave Edge)
Jones anticipates the horrors coming ahead and steels his will. Upon arriving he is glad to have done so, tucking away the horrors into a corner of his mind for future nightmare material.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Turanil »

Turanil gazes at the structure. A curiosity wells up in him about what once was there and what resides there now. The curiosity is soon replaced, however, by an
Spirit vs Fear: 1d10!!-4: [6]-4 = 2
WD Spirit: 1d6!!-4: [5]-4 = 1
Benny WD Spirit: 1d10!!-4: [6]-4 = 2
Benny WD Spirit: 1d6!!-4: [5]-4 = 1
2nd Benny Spirit: 1d10!!-4: [7]-4 = 3
2nd WD Benny: 1d6!!-4: [5]-4 = 1
Fear: 1d20+4: [13]+4 = 17
Run: 1d6: [2] = 2
that chills him to his core. "Fly, you fools!"
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Just a note, @Turanil will do that fleeing on his first turn of the combat.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Fear Check 5, success
Fear (Spirit) 1d10!!: [9] = 9 - 4 = 5
Fear (Wild) 1d6!!: [4] = 4
Hedge narrows his gaze toward the old ruin, the fear clawing at his psyche. He has felt this presence before, this time will end differently.
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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Fear Roll - Fail - Adrenaline Surge!
Mods: -4 situational +2 Brave
1d10 1d6: [2]+[4] = 6
Bennie To Reroll
1d10!! 1d6!!: [3]+[3] = 6

Fear Table Roll (+4 Situational, -2 Brave)
1d20+2: [1]+2 = 3
As Sis approaches the Megachurch, she feels the dark power of whatever dwells within. In a flash, she is taken back to her conflict with the Fiend. She freezes as she recalls the sound her ribs made when cracking, the flash of pain down her spine that made her think she had lost the use of her legs. For 1, 2, 3 seconds the others walk past her.

Then she shakes her head. Damnit, I'm not going to be THAT person. Time to get back in the saddle. Channeling her anger and fear into pure determination to beat the living daylights out of something, she pumps some energy into her revolver and charges forward.

Adrenaline Surge - The Hero Acts as if she had a Joker this action!
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Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Falderol Grelemis »

Billy looks over
Fear check: -4 scene, +2 Guts
Spirit: 1d10!-2: [9]-2 = 7
Wild: 1d6!-2: [5]-2 = 3
and surrounding area. He nods, "Not a bad place over all. The neighbors are not so great. What do you say we help them 'move out'?" With that he loosens his hog leg and beat stick gets ready for some fun.
Full Sheet
Parry: 7
Toughness: 9(3)
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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Everyone, please go to the game on Roll20 and set up your tokens where you want them. Once you're ready to proceed, let me know on Discord and we'll get this party started.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Pursuit »

Let's Get the Action Started!

By way of reminder, I will roll 1d56 for each of your initiative cards. I do not reroll duplicates; instead there are 2 extra Joker cards.

Quick rerolls 16 or less

53, 54, 55, 56 are considered Jokers

Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).

Hedge 1d56, Sis 1d56, Billy 1d56, Jones 1d56, Turanil 1d56, Xombies 1d56, Harvester 1d56: [37]+[51]+[28]+[22]+[4]+[36]+[9] = 187

Unless anyone wants to spend a Benny for a new card, @Sis and @Hedge are up! Once they post, the bad guys will post, and then the rest of the team will be able to go.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Sis
Posts: 54
Joined: Mon Mar 16, 2020 10:00 am

Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Sis »

Free Action Smite 11, Raise
Bonuses: +2 from adrenaline surge, -1 Fatigue
+1 ISP for +2 AP
1d8 1d6: [2]+[6] = 8
Forgot explosion: 1d6!: [4] = 4
10+1 = 11 - Raise
+4 damage and +2 AP on attacks for 5 turns

-1ISP
Action 1, shooting Book Guy 4 - 11 Damage 2 AP
Bonuses: +2 Adrenaline Surge, -2 Multi-action, -1 Fatigue
1d8 1d6: [5]+[5] = 10
4 = hit?

Damage
Bonus:+4 from Smite
3d6+4: [1, 4, 2]+4 = 11
Action 2, Taunting Book Guy - 4 (Distracted and Provoked if fails)
Bonuses: +2 Adrenaline Surge, -2 Multi-action, -1 fatigue Free Reroll from Humiliate
1d10 1d6: [1]+[2] = 3
Free Reroll 1d10 1d6: [5]+[4] = 9
Sis is spurred on by the adrenaline flooding her veins. Before the others have a chance to act, she has her Revolver out, firing Null energy encased blasts off at the one non-xombie individual on the field.

Whether the shot lands or not, she barks out a laugh.

"This is their guard? They would have been better off leaving the wounded kid to guard the front door. Leave this one to me. Its better if you handle the Xombies anyway. I can't guarantee I'd hold back..."

Provoked for Reference
If Provoked, character is at -2 to affect any other target besides the one who provoked her. This stacks with Distracted and lasts until a Joker is drawn
Sis will automatically try to dispel anything the book guy does if it isnt aimed at her (which is -8 anyway)
Dispel 1 if needed - 5
1d10 1d6: [5]+[2] = 7
Dispel 2 if needed - 5
1d10 1d6: [1]+[5] = 6
Dispel 3 if needed - 4
1d10 1d6: [3]+[4] = 7
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

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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Vargan Orok
Posts: 80
Joined: Mon May 27, 2019 7:04 pm

Re: Chapter 9: Gold Team to Refuge (Hedge, Sis, Billy, Jones and Some Guy)

Post by Vargan Orok »

Hedge tries to center himself for a moment before leaping into battle, charging forward with his shield raised and psi-sword poised to strike. However, he is too rattled and instead he ignores any danger to himself and charges headlong toward the suspected controller. His mind races with so many thoughts of loss, disappointment, and insecurity as he tries to stay focused on the battle (Distracted from crit fail on psionics. Benny me!).

Deflection (Innate), crit fail, Distracted
Psionics 1d8!! /1d6!!: [1]/[1] = 1
Undeterred he presses forward to his goal and yells at his target.

"Yield!"

Not waiting for a reply he
Fighting 1d10!!-2 / 1d6!!-2: [6]-2+[7!!]-2 = 9
to emphasize his point (5 to hit).

Hedge's Parry is 11. Toughness is 20 (10). He has Counterattack.
Base 7, Large Polymer Shield +3 Parry, +1 from Enchantment.
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Vargan Orok (Ranger)
Bennies 3/3, Conviction 2/2
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