Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Adventures of the Legion's 32nd Special Exploratory Team.
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Pursuit
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Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

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
Dazzle, Squidge, White Castle, and Goswin gather at the appointed time. They are met by Judge Atalana Iasus (the human Psi-Warrior) who says, "Hell of a thing, you're doing. If it were up to me, we'd burn this 'Clavicle' place to the ground, but that's the inconvenient thing about freedom. It ain't up to me. Now, when you get into the Dark Woods, avoid the Forest Wardens if you can. You'll know 'em when you see em: they're big plant people, and they are very, very aggressive. They're not evil, though, so try not to kill them if you can avoid it. They're mostly just scared. It's gonna take you a good two weeks to hoof it to where you're headed, at least, so I hope you packed some decent boots."

She gives you a wave and you set off on your way, trudging on foot Southward through the vast Magic Zone.

Anyone who wishes may attempt a Survival roll at no penalty or a Common Knowledge or Academics roll at -2.
If Your Roll is Successful
You know that if you stray too far to the west of your intended path, you will find yourselves crossing into the territory of the True Federation of Magic, and if you stray too far to the east, you will find yourselves in the Dinosaur Swamp. Of course, you could choose to go in one of those directions on purpose if you'd like.
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Goswin Aigner
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

"Thank you for the warning, but
(Scene -2, Woodsman +2, NG-S2 Compass/Inertial Mapper +1 if applicable)
Survival 1d6!+1: [5]+1 = 6
Wild 1d6!+1: [1]+1 = 2
and know my way around pretty well. I'll make sure to keep us as far from trouble as possible! I haven't met these Forest Wardens yet, but we will try to avoid them during the mission,"
Goswin answers the Judge when she's finished speaking.

Goswin turns to the team and says, "Alright guys, I think we should probably follow the Judge's advice with regards to the Forest Wardens. Also, we'll come pretty close to the Federation on one side and the Dinosaur Swamp on the other on the way to our destination. Unless we have a reason to go either way, it might be best to steer clear and keep an eye out for these Forest Guardians. Hopefully we can avoid angering one group while trying to pacify the other."
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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

The Judge grunts at Goswin, and you get the sense that she’s pleased you have a competent guide in the group. ”I’ll leave you all to it, then.”

Your first day passes rather uneventfully, as does the next, and the next.

Everyone please make Spirit rolls to fight off boredom. Following your Spirit roll, make a Notice roll (at -2 if you fail the Spirit roll or at -6 if you critical fail the Spirit roll). Any bonuses from Edges like Danger Sense will apply to your Notice roll.
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Dazzle
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Dazzle »

Survival 4
+1 navigation
Survival 1d4!!-1: [3]-1 = 2
Wild 1d6!!-1: [5]-1 = 4
Spirit 4
Spirit 1d8!!: [4] = 4
Wild 1d6!!: [2] = 2
Notice 4
Notice 1d6!!+2: [2]+2 = 4
Wild 1d6!!+2: [1]+2 = 3
Road to Clavicle
Morning
Day 1
Round 0

In tank top and shorts for the nice day, Dazzle tossed her gear into Princess as the judge spoke. Then she climbed into the Glitter Grrl!!! armor and did her systems checks. Everything was proper, so she perused her playlists. “Road trip! Let’s start with some Rihanna.”

https://youtu.be/up7pvPqNkuU

***
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: 7; Toughness: 40 (25 MDC)/11 (5)
Bennies: 3/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 98/100; 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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Goswin Aigner
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

Goswin does his best to keep his teammates occupied. Its quickly becoming a long, boring trip. To help
Spirit 1d10!: [7] = 7
Wild 1d6!: [6!, 5] = 11
, Goswin points out any interesting plants and wildlife they pass and tells a story if he has one. It's somewhat helpful. The information is interesting in a scholastic manner but far from exciting.

It also doesn't help that Goswin's
(+2 Mask, Situational: Danger Sense + or - 2)
Notice 1d6!+2: [5]+2 = 7
Wild 2 1d6+2: [2]+2 = 4
Benny 1 (+2 Elan)
Notice 2 1d6!+4: [4]+4 = 8
Wild 3 1d6!+4: [6!, 4]+4 = 14
completely on every shadow, bush, nook and cranny the team has to pass. The magic zone can be beautiful, but that beauty can hide true terrors. Goswin doesn't let himself become complacent as the humdrum journey seems to drag on and on.

Athletics 1d6!: [6!, 6!, 5] = 17
Wild 4 1d6!: [1] = 1
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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Pursuit
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

Go West, Young Man. And Young Woman.
After several hours, you notice yourselves walking into a ley line. It's a big one, and it must stretch for miles and miles. You can't see your way out of it, either; your vision is tinged light blue as far as you can see in any direction.

As you walk, Goswin begins to feel a severe disturbance in the air around him. Something on the primordial level begins tugging on his connection with the element, hard, and practically drags his attention to the west. For her part, Dazzle notices disturbances in the air currents on her sensors, also leading towards the west. Squidge and White Castle appear none the wiser.

A branch snaps, and a massive, armored elf appears perhaps 120 feet (20") away from you, to the west. The armor she wears is a deep green and scaled like a dragon, with claws and spikes sticking out at every which angle. She takes a long, deliberate sniff of the air and growls deep in her throat like an animal. "You're too late. It's ours, so best to turn back now." As she speaks, she brings around what appears to be a mini-gun anti-armor cannon and squares it at the group. "Or better yet, maybe we turn you back, huh?"

Appearing as if ghosts in a line spreading out from the gigantic elf are five other humanoids, all in a variety of armors and carrying various personal arms. The face of one of them is hooded and shadowed, and the hooded one is very obviously wearing combat mage armor.

Violence!

This battle will be done via Theater of the Mind. The bad guys all start on hold for this surprise round, though Goswin beat their best athletics roll (by 1!) and so may go first if he chooses to. Following whatever Goswin does, bad guys will post, and then Dazzle may take a turn.

Squidge and White Castle did not make notice rolls for the surprise round and so will not act this turn (though please do still feel free to post some RP as you get ambushed).

Action Cards still get drawn in case anyone gets a Joker. Because I now have too many of these games going to keep track of decks of cards, I'm going to start using a non-shuffled virtual "deck" like Rob does.

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

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).

Dazzle: 1d56: [10] = 10
Goswin: 1d56: [20] = 20
Big Scary Elf: 1d56: [15] = 15
Hooded Baddie: 1d56: [10] = 10
Cannon Fodder: 1d56: [26] = 26
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Goswin Aigner
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

Goswin narrows his eyes at the newcomers. He has been prepared for trouble this entire time, so he reacts as soon as they turn their weapons against his friends. Goswin slams his staff into the ground while pulling in an immense amount of natural energies. Once it's primed, he releases the power and a blinding nova of
Aegis of the Elements: 4
(Barrier -2 PP; Hardened -1 PP; Stalwart Walls -2 PP + Extra Effort -1 PP = -6 PP)
26(12) MDC Hardness Barrier
Note to @Pursuit: If necessary, I will drop whatever additional modifiers needed to grant the entire team cover.
(-2 MAP)
(Fusion Synergy) Focus 1d12!-2: [5]-2 = 3
Wild 1d6!-2: [4]-2 = 2
Fusion Synergy Reroll
(Free Reroll) Focus 1d12!-2: [5]-2 = 3
Wild 2 1d6!-2: [4]-2 = 2
(If allowed, I will take the below benny back. I did not realize I got absolutely nothing out of a raise.)
Benny 1 (Elan +2)
Focus 1d12!: [10] = 10
1d6!: [5] = 5


Elemental Armor: 8
(Protection -1PP, Additional Recipients -4 PP, Toughness -1 PP, Greater Protection -3 PP = -9 PP)
Everyone gains +10 MDC Toughness.
(-2 MAP)
(Fusion Synergy) Focus 2 1d12!-2: [6]-2 = 4
Wild 4 1d6!-2: [6!, 4]-2 = 8
from Goswin in all directions.

Once their vision clears, the team will see a crackling barrier of lightning between themselves and the enemy. Each of them is likewise protected by electricity that seems to lash out at anything nearby other than themselves and each other. The enemy may have sought weak targets to ambush, but what they found was far from it.

"One warning. Throw down your weapons and keep your hands where we can see them," Goswin warns the enemy, "We do not want to harm you, but
Persuasion (if I can get away with it as a free action): 10
Only if Free Action: Persuasion 1d10!: [4] = 4
Wild 5 1d6!: [2] = 2
Charismatic Persuasion 1d10!: [5] = 5
Wild 6 1d6!: [5] = 5
Benny 1
Persuasion 1d10!+2: [8]+2 = 10
Wild 7 1d6!+2: [4]+2 = 6

Just not going to spend a benny after discusing in Discord.
."

Aegis of the Elements (Barrier): A 5"x1" straight barrier of crackling lightning stands between the team and the enemy. It has 26(12) MDC Hardness. (5/5 Rounds)

Elemental Armor (Protection): Goswin and his allies have each gained 10 MDC Toughness as a second skin of writhing electricity protects them. (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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

The hooded humanoid raises a hand and says something in a guttural tongue. Goswin immediately feels his spell attacked, and must try to maintain it!

@Goswin Aigner, make an opposed arcane skill roll. Your target number to beat is 13.
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Goswin Aigner
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

Goswin feels the enemy attacking his wall of lightning and
Opposed Arcane (Focus): 13
(+2 Extra Effort; -3 PP)
1d12!: [11] = 11
1d6!: [3] = 3
. For every strand of torn power and twisted structure, Goswin pushes more power into the wall and repairs the damage while reinforcing it with more energy.
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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Dazzle
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Dazzle »

Road to Clavicle
Morning
Day 1
Round 1
Athletics 5
Athletics 1d4!!: [3] = 3
Wild Wild 1d6!!: [5] = 5
Dazzle frowned and turned her music down a bit as she studied her sensors. She couldn’t tell what those disturbances in the air currents were. Maybe the ley line was affecting her sensors. They could do that, especially during a ley line storm.

And then the threat appeared in the form of an elf in power armor, and her companions. They seemed intent on a fight.

Goswin threw up a protective lightning barrier between the team and the hostels, and one of them assaulted it with magic, but they hadn’t attacked them personally yet. Dazzle maneuvered Princess backward, away from the team to get them out of her blast zone. The enemy would still be well within range.

“We aren’t looking for a fight, so we can all just cool off,” Dazzle said over her PA system even as she levelled her boom gun at the elf, who looked like the biggest threat. “Let’s talk.” That magic user might be trouble, too, sitting inside a ley line.

Action: Aim maneuver
Action: Persuasion
Persuasion 7
+1 Glitter Grrrl!!!
Persuasion 1d8!!+1: [6]+1 = 7
Wild 1d6!!+1: [2]+1 = 3
Charismatic free reroll to try for the raise
Persuasion 1d8!!+1: [3]+1 = 4
Wild 1d6!!+1: [5]+1 = 6
***
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: 7; Toughness: 40 (25 MDC)/11 (5)
Bennies: 3/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 98/100; 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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Pursuit
Game Master
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Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

Note: GM post in process.
Temeraire
Posts: 8
Joined: Mon Aug 16, 2021 1:36 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Temeraire »

Starting Out
Unless the group is being stealthy, Temeraire usually flies over head, sometimes landing to look at things of interest.
Survival = 9
1d4!!-2: [3]-2 = 1
1d6!!-2: [11!!]-2 = 9


What we need is a little excitement...

spirit = 3
1d6!!: [3] = 3
1d6!!: [2] = 2


Notice=3
1d6: [5] = 5
1d6: [1] = 1


His mind wandered a bit as they travelled.
At meal times he reverted to his elf form. In that form, he wears Juicer Combat Plate Heavy Armor, somewhat damaged, with vibro-vambraces and some grenades attached to his belt. He eats, but far to little to support even an elf, let alone a dragon
Temeraire, Royal Frilled Dragon Hatchling

Personality: Curious, Loyal, Outsider (major, Dragon), Overconfident, Vengeful (minor), Territorial, Enemies

Full sheet


Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Parry: 7; Toughness: 26 (6 M.D.C.); Size: Medium (3)
Strain: 6/6; Wounds: 3

2x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.),
3x Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1),
3x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4),
Plasma Grenade (Range 5/10/20, Damage 3d12, ROF 1),
Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C. +1 Parry)
Gear: Communicator




Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Flying Pace: 12; Parry: 6; Toughness: 51 (28 M.D.C.); Size: Large (7, Size mod +2)
Strain: 6/6; Wounds: 4

Bite (Range Melee, Reach 1, Damage Str+3d4, AP 7, M.D.C.),
Claws (Range Melee, Damage Str+3d4, AP 11, M.D.C.),
Toxic Breath (Range Cone or 18" MBT, Damage ),
Tail Lash (Range Melee, Ignores Scale penalties, can be Evaded, Damage Str+d8, M.D.C.),




Arcane Background: Magic (Rifts® TLPG)
PPE: 20
Powers:
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power),
Healing (Savage Worlds: Adventure Edition p162; Innate Power),
Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect),
Stun (Savage Worlds: Adventure Edition p168-169),
Teleport (Savage Worlds: Adventure Edition p169-170)
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 20
Powers:
Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2),
Divine Wind (Havoc; Savage Worlds: Adventure Edition p162; Powerful breath Trappings),
Mind Link (Savage Worlds: Adventure Edition p164-165),
Speak Language (Savage Worlds: Adventure Edition p168)




Edges: Adept (), Dragon Grows Larger, Improved Level Headed, Major Psionic, New Powers (Teleport, Sloth/Speed)

Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
Fear (-2)*: Hatchlings are terrifying and cause Fear checks to all who see their dragon form. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects).
Toxic Breath*†: Can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18" distant. Those without EBA must check Vigor at (-2 with a raise) or be Incapacitated for 1d4 minutes; double with Critical Failure.
Resistant to Fire and Cold†: –4 damage from all heat and cold based attacks.
Extended Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his 3x Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of his own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon form is dropped when transforming into humanoid form.
Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Dragons are immune to hunger/thirst and the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; each injury as an additional Wound.

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Pursuit
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

"Ram!" The big elf calls, and you all feel the ground begin to quake. Bursting from the trees is a spiny nightmare the size of a triceratops, and it lets out an earsplitting howl as it crashes headfirst into Goswin's barrier!

Everyone make a fear check at -2.

The giant terror makes no headway (pun intended) as it smashes repeatedly into the barrier.

Frustrated, the elf charges, too, lashing out with a wicked-looking longsword. She connects once, doing no noticeable damage, and on the second swing,
Oh, man! Crit fail on her attack roll.
and the elf curses repeatedly.

The remaining soldiers all open up with laser rifles, but they have similarly no impact on the barrier.

Action!

You all owe Goswin a drink, I think, because he single handedly held back the entire enemy force with one spell. You get a Benny for that, Goswin, because dang.

Okay! Here go Action Cards: I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.

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).

Dazzle: 1d56: [10] = 10
Goswin: 1d56: [35] = 35 ; Goswin spent a Benny on a new card: 1d56: [42] = 42
Squidge: 1d56: [46] = 46
White Castle: 1d56: [11] = 11
Temeraire: 1d56: [2] = 2 Imp. LH: 1d56: [14] = 14 , and 1d56: [23] = 23
Big Scary Elf: 1d56: [40] = 40
Hooded Baddie: 1d56: [47] = 47
Spiny Ravager: 1d56: [3] = 3
Cannon Fodder: 1d56: [5] = 5

EVERYONE POST YOUR FEAR CHECKS ONLY. Once I have everyone's fear checks, I will do the bad guys' post, and then it will be your turns in any order you choose.
User avatar
Goswin Aigner
Posts: 62
Joined: Fri Aug 09, 2019 10:00 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

Goswin recoils at the sight of the hideous monstrosity that charges out of the woods like a bat out of hell, and he even jumps back a step when it slams angrily into his barrier. He quickly
Fear 1d10!-2: [4]-2 = 2
Wild 1d6!-2: [2]-2 = 0
Benny 1 (Elan +2)
Fear 2: 1d10!: [7] = 7
Wild 2 1d6!: [4] = 4
after the first impact. This new beast might be terrible and strong, but Goswin is powerful and knows he can hold the line.
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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Temeraire
Posts: 8
Joined: Mon Aug 16, 2021 1:36 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Temeraire »

Temeraire starts to swoop down when the ... thing charges out of the woods. Despite the

Spirit 1d6!-2: [2]-2 = 0
Wild 1d6!-2: [2]-2 = 0
OOC somehow my first rolls, which I made it, got broken, so I had to reroll. and naturally failed

Bennie 1d6!-2: [5]-2 = 3
Wild 1d6!-2: [4]-2 = 2
Bennie2 1d6!-2: [5]-2 = 3
Wild 1d6!-2: [6!, 5]-2 = 9

he continues to close with the attackers, intent on protecting his fragile humans

Wounds: 0
Fatigue: 0
Bennies: 1
PPE: 20/20
ISP: 20/20
Temeraire, Royal Frilled Dragon Hatchling

Personality: Curious, Loyal, Outsider (major, Dragon), Overconfident, Vengeful (minor), Territorial, Enemies

Full sheet


Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Parry: 7; Toughness: 26 (6 M.D.C.); Size: Medium (3)
Strain: 6/6; Wounds: 3

2x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.),
3x Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1),
3x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4),
Plasma Grenade (Range 5/10/20, Damage 3d12, ROF 1),
Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C. +1 Parry)
Gear: Communicator




Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Flying Pace: 12; Parry: 6; Toughness: 51 (28 M.D.C.); Size: Large (7, Size mod +2)
Strain: 6/6; Wounds: 4

Bite (Range Melee, Reach 1, Damage Str+3d4, AP 7, M.D.C.),
Claws (Range Melee, Damage Str+3d4, AP 11, M.D.C.),
Toxic Breath (Range Cone or 18" MBT, Damage ),
Tail Lash (Range Melee, Ignores Scale penalties, can be Evaded, Damage Str+d8, M.D.C.),




Arcane Background: Magic (Rifts® TLPG)
PPE: 20
Powers:
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power),
Healing (Savage Worlds: Adventure Edition p162; Innate Power),
Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect),
Stun (Savage Worlds: Adventure Edition p168-169),
Teleport (Savage Worlds: Adventure Edition p169-170)
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 20
Powers:
Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2),
Divine Wind (Havoc; Savage Worlds: Adventure Edition p162; Powerful breath Trappings),
Mind Link (Savage Worlds: Adventure Edition p164-165),
Speak Language (Savage Worlds: Adventure Edition p168)




Edges: Adept (), Dragon Grows Larger, Improved Level Headed, Major Psionic, New Powers (Teleport, Sloth/Speed)

Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
Fear (-2)*: Hatchlings are terrifying and cause Fear checks to all who see their dragon form. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects).
Toxic Breath*†: Can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18" distant. Those without EBA must check Vigor at (-2 with a raise) or be Incapacitated for 1d4 minutes; double with Critical Failure.
Resistant to Fire and Cold†: –4 damage from all heat and cold based attacks.
Extended Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his 3x Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of his own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon form is dropped when transforming into humanoid form.
Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Dragons are immune to hunger/thirst and the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; each injury as an additional Wound.

User avatar
Squidge
Posts: 52
Joined: Fri Jul 12, 2019 7:16 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Squidge »

Squidge earnestly hopes these aren't the guys that we're not supposed to kill because they're not evil! Even though she'd rather not have to kill anyone at all...this isn't why we're out here!

Then the big giant monster breaks through and she shrieks in sudden terror!

Rolls: Fail fear by 2, 2 bennies spent...completely uselessly...
Fear check! 1d8!!: [4] = 4
Wild 1d6!!: [2] = 2

Ok, Benny!

1d8!! 1d6!!: [3]+[3] = 6

Oh come on dice, can we not today? Please? 1 more.

1d8!! 1d6!!: [2]+[3] = 5

Alright, I freaking give up. 1 benny left and nothing to show for it.

Fear table roll 1d20: [9] = 9 +2 for the modifier makes Shaken.
Last edited by Squidge on Wed Sep 08, 2021 3:18 pm, edited 2 times in total.
User avatar
Dazzle
Posts: 63
Joined: Sat Mar 07, 2020 2:50 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Dazzle »

Fear check 5
-2 difficulty
Spirit 1d8!!-2: [3]-2 = 1
Wild 1d6!!-2: [7!!]-2 = 5
Road to Clavicle
Morning
Day 1
Round 1

Dazzle gasped. in shock as some...creature rushed out of the forest and ran headlong into Goswin’s barrier. “What the heck is that?” the armored DJ asked as she continued her aim at the elf woman.

***

Aimed
Anchored
Toughness: 50 (Goswin’s spell)
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: 7; Toughness: 40 (25 MDC)/11 (5)
Bennies: 3/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 98/100; 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
User avatar
Pursuit
Game Master
Posts: 1139
Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

@Goswin Aigner Please roll your arcane skill to keep that barrier up. Your number to beat is 7.
User avatar
Goswin Aigner
Posts: 62
Joined: Fri Aug 09, 2019 10:00 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

Again, Goswin feels his lightning being interefered with, and once more he defends the barrier by
1d12!: [8] = 8
1d6!: [3] = 3
and repairing the damage. This attempt wasn't as full-fledged as the previous one, so it doesn't take any extra energy to reinforce the defenses.
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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
Edit Signature
User avatar
Pursuit
Game Master
Posts: 1139
Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

The hooded foe waves his arm again and assaults Goswin's barrier with eldritch force, to no effect. Clearly frustrated, he swears in a guttural tongue.

The big elf roars and attacks the barrier again, hitting hard, but her sword continues to bounce off. "You have got to be kidding me!" Turning to the hooded figure, she roars, "Why do you think you're even here?! Shut this damned wall down!"

Then Ram comes around and throws its massive bulk against the wall, shattering it in a blinding flash of light and a crack of thunder! Ram manages to keep its feet and roars in triumph!

The remaining soldiers let loose again with their laser rifles, focusing on @Goswin Aigner! The first clips him for 26 damage, AP 3, the second buries a shot in the dirt at the elementalist's feet, the third strikes for 17 damage, AP 3, and the last hits for only 8 damage, AP 3.

It is now everyone else's turn! You may post in any order you choose. Please read the Pertinent Bad Guy Stats after you decide on your actions but before you make your rolls; you're on the honor system here, people.

Of note: @Temeraire feels a deep-seated animosity towards the large elf woman and his instincts scream at him to kill her.

Some Pertinent Bad Guy Stats
  • The laser-rifle wielding soldiers' Toughness is 15(7), their Parry is 6, and they are extras (meaning they can only take one Wound)
  • The big elf's Toughness is 20(9), her Parry is 7, and all attack rolls against her suffer a -2 penalty. She is a Wild Card. If anyone approaches her in melee, ping me on discord before resolving your actions.
  • The hooded humanoid's Toughness is 14(6) and his Parry is 6. He is a Wild Card.
  • Ram's Toughness is 46(16) MD, his Parry is 10, his Size is +8, and he is most definitely a Wild Card. :)
User avatar
Squidge
Posts: 52
Joined: Fri Jul 12, 2019 7:16 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Squidge »

Squidge snaps out of her momentary terror as she realizes her friends are under attack! Soldiers seem like they're everywhere, but that giant monster is very hard to ignore...

Quickly she reached into the pouch at her side and scooped out its contents; a small black orb just big enough to sit comfortably in her hand. On one side was inscribed the symbol for 'infinity.' In another side was a small circular window. Squidge shook it and murmured, "Will we win this?"

Within the window appeared a pale object, and on the object was written, "SIGNS POINT TO YES"

She felt the fear ebb, and when she breathed in, Squidge's confidence came back in with the air. "Right," she said and focused on the enemies attacking them. "That's a prophecy worth fighting for."

As boom guns and spells went off around her, Squidge reached out with her mind. The hooded lurking figure and the intimidating-looking elf both realized something they hadn't noticed before. They both noticed that the other one seemed like they might be cooperating subtly with the targets in the barrier. Since when could the one in the hood not dispel a simple magic wall? Since when had the oversized elf been so belligerent? And had they been on their comms a moment ago, talking to someone on another frequency?

Yes. Yes they had! A setup! A betrayal!

Perceptions could be warped, and memories of what had or hadn't been seen tweaked in small ways to make them seem sinister. And really, the life of a small mercenary team was full of double-crosses...neither of them should find such a thing terribly hard to believe...

Rolls: Unshake 6, Puppet of 9 on the Hooded One and 14 on Big Elf, they are at -2 Spirit to resist due to Mind Control, 7 ISP spent
Spirit to unshake: 1d8!! 1d6!!: [6]+[1] = 7

Psionics vs Hooded One Psionics 1d10!! 1d6!!: [8]+[8!!] = 16
Psionics Reroll 1d10!! 1d6!!: [4]+[2] = 6
Psionics vs Big Elf Psionics 1d10!! 1d6!!: [13!!]+[3] = 16
Psionics Reroll 1d10!! 1d6!!: [6]+[5] = 11
Last edited by Squidge on Wed Sep 22, 2021 12:26 am, edited 4 times in total.
Temeraire
Posts: 8
Joined: Mon Aug 16, 2021 1:36 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Temeraire »

Temeraire swoops down, fixated an the evil elf. He absent-mindedly releases some

Action 1 cst Speed with Quickness modifier, Innate
1+2 PPE
1d10!: [6] = 6
1d6!: [6!, 1] = 7
Success. 3 ppe for 5 rounds of 2x Pace and -2 MAP
and the world seems to slow down around him. Flaring his frills, Temeraire

1d8!: [3] = 3
1d6!: [1] = 1

at the elf and an unfortunate soldier near her but in his anger he misses. With a roar he charges towards her and
but again misses
1d8!+2: [2]+2 = 4
1d6!+2: [1]+2 = 3

17/20 ppe
5 rounds of speed + Quickness
Temeraire, Royal Frilled Dragon Hatchling

Personality: Curious, Loyal, Outsider (major, Dragon), Overconfident, Vengeful (minor), Territorial, Enemies

Full sheet


Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Parry: 7; Toughness: 26 (6 M.D.C.); Size: Medium (3)
Strain: 6/6; Wounds: 3

2x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.),
3x Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1),
3x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4),
Plasma Grenade (Range 5/10/20, Damage 3d12, ROF 1),
Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C. +1 Parry)
Gear: Communicator




Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Flying Pace: 12; Parry: 6; Toughness: 51 (28 M.D.C.); Size: Large (7, Size mod +2)
Strain: 6/6; Wounds: 4

Bite (Range Melee, Reach 1, Damage Str+3d4, AP 7, M.D.C.),
Claws (Range Melee, Damage Str+3d4, AP 11, M.D.C.),
Toxic Breath (Range Cone or 18" MBT, Damage ),
Tail Lash (Range Melee, Ignores Scale penalties, can be Evaded, Damage Str+d8, M.D.C.),




Arcane Background: Magic (Rifts® TLPG)
PPE: 20
Powers:
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power),
Healing (Savage Worlds: Adventure Edition p162; Innate Power),
Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect),
Stun (Savage Worlds: Adventure Edition p168-169),
Teleport (Savage Worlds: Adventure Edition p169-170)
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 20
Powers:
Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2),
Divine Wind (Havoc; Savage Worlds: Adventure Edition p162; Powerful breath Trappings),
Mind Link (Savage Worlds: Adventure Edition p164-165),
Speak Language (Savage Worlds: Adventure Edition p168)




Edges: Adept (), Dragon Grows Larger, Improved Level Headed, Major Psionic, New Powers (Teleport, Sloth/Speed)

Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
Fear (-2)*: Hatchlings are terrifying and cause Fear checks to all who see their dragon form. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects).
Toxic Breath*†: Can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18" distant. Those without EBA must check Vigor at (-2 with a raise) or be Incapacitated for 1d4 minutes; double with Critical Failure.
Resistant to Fire and Cold†: –4 damage from all heat and cold based attacks.
Extended Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his 3x Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of his own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon form is dropped when transforming into humanoid form.
Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Dragons are immune to hunger/thirst and the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; each injury as an additional Wound.

User avatar
Goswin Aigner
Posts: 62
Joined: Fri Aug 09, 2019 10:00 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

The laser fire rains down on Goswin, but his lightning armor
Soaking: 5 (No Wounds Taken)
-1 Benny
Soak 1d6!: [5] = 5
Wild 1d6!: [2] = 2
which would ordinarly have wounded him. Trusting in his armor, Goswin instead focuses on the enemy spellcaster. He has learned that unlike himself, most arcane casters are unable to use their powers without speaking or chanting or whatever it is that they do. Unfortunately for the enemy caster, manipulating the air is nearly as simple as breathing for Goswin.

He focuses on the air between him and his target, feeling his way through the currents towards his enemy. When Goswin reaches his enemy, he
Void: 23
(Silence -1PP; Targeted +0 PP; Exalted Silence -1 PP = 2 PP)
The mage must roll Opposed Spirit -4 or be silenced and unable to use powers requiring a verbal component for the duration.
Focus 1d12!: [12!, 11] = 23
Wild 2 1d6!: [3] = 3
inside the caster's mouth and larynyx. It won't keep him from breathing, but he won't be speaking any time soon.

"Cat got your tongue? I've had quite enough of your meddling," Goswin taunts him, "If I were more ruthless I would suffocate you. It's not too late to stand down. We didn't ask for trouble, and no one's been hurt..."

Whatever Goswin was about to say is cut off by the unmistakablely deafening sound of @Dazzle's boom gun fire. Diplomacy was basically dead in the water at this point, anyhow, but Goswin had still wanted to try.

Elemental Armor (Protection): Goswin and his allies have each gained 10 MDC Toughness as a second skin of writhing electricity protects them. (4/5 Rounds)

Void (Silence): The enemy mage is silenced and unable to use Powers requiring a verbal component. (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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
Edit Signature
User avatar
Dazzle
Posts: 63
Joined: Sat Mar 07, 2020 2:50 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Dazzle »

Headshot at Ram 11 Raise, Damage 45 AP 25 MD; 3 Wounds
-4 Head shot, +4 Aim, +5 size, +1 boom gun
Shooting 1d10!!+6: [2]+6 = 8
Wild 1d6!!+6: [5]+6 = 11
Raise Damage +4 headshot
5d10!!+1d6!!+5: [3, 7, 7, 9, 6]+[8!!]+5 = 45
Road to Clavicle
Morning
Day 1
Round 2

Having taken the time to aim Princess while the team had unsuccessfully attempted to talk the hostile elf down, and now faced with the rampaging spiny ravager, Dazzle had lined up her shot on the massive beast’s head. The sonic boom of Princess filled the forest, though Dazzle had positioned herself far enough back to avoid catching her teammates in the blast wave of her boom gun as she fired at the ravager, striking the beast straight in the face.

***

Aimed: may ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties; or add +2 to her roll.
Dug In: Cannot move, can only fire to the front and sides (180 degrees), and attackers gain +2 to attack rolls against the power suit (stacks with Vulnerable).
Toughness: 50 (Goswin’s spell)
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: 7; Toughness: 40 (25 MDC)/11 (5)
Bennies: 3/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 97/100; 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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White Castle
Posts: 145
Joined: Sun Apr 07, 2019 10:13 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by White Castle »

Fear Check
Spirit 1d10!!-2: [4]-2 = 2
Wild 1d6!!-2: [2]-2 = 0

Benny for Reroll (6 Remaining)
Elan for +2
Spirit 1d10!!: [5] = 5
Wild 1d6!!: [4] = 4
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White Castle
Posts: 145
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Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by White Castle »

Castle figured his Arcane sniffer had gone off the charts which is why he didn't realize that both the elf and the hooded figure were casters. However when "Ram" was summoned, Castle got a whole other experince. "Wow, if it was made into a zombie, it could function as a transport." or "Maybe it would best as a large sized Rambler, certainly two ugly to be a Tudor."

His Field Computer comes out of his packs and he quickly runs a search program through his databases for a "Scary Giant Four Legged Spiney Creature" just to see if anything shows up in the databases. Right off the top of his head he can't remember seeing anything like that but then again, this is why he built the databases and downloaded others.

While awaits the results, "Come on Big Money! Big Money!"

Research 1d8!!+2: [4]+2 = 6
Wild 1d6!!+2: [3]+2 = 5
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Pursuit
Game Master
Posts: 1139
Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

Goswin's wall comes down and pandemonium erupts.

The elf woman, after diving adroitly out of the way of an oncoming dragon, glares at her hooded companion. "Incompetent!" she screams in a voice so loud you wonder how it doesn’t leave her hoarse.

"Simpleton!" the hooded figure yells back, and raises his arm as if to do something... before Goswin strikes him mute. He reaches helplessly for his throat, looking alarmed and confused.

Meanwhile, Dazzle opens up with Princess, and Ram practically flies backwards with the impact of the boom gun. It gets back up, but it's bleeding and
Poor Ram has two Wounds and is down one Benny
.

The soldiers look more than a little rattled at the crazy turn of events.

And meanwhile, White Castle learns that Ram is what is known as a Spiny Ravager. They have only shown up in the last couple of years and their origin is a mystery. New creatures appear from the rifts every day, so these ones are no great surprise. They are relatively common in the Magic Zone (as common as something so obviously alien can be) and, surprisingly, in Coalition controlled territories.

Keep Those Cards Coming!

Reminder: I will roll 1d56 for each of your initiative cards. I do not reroll duplicates; instead there are 2 extra Joker positions.

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).

Dazzle: 1d56: [3] = 3
Squidge: 1d56: [36] = 36
Castle: 1d56: [50] = 50
Goswin: 1d56: [56] = 56
Temeraire: 1d56: [21] = 21
Elf: 1d56: [26] = 26
Hood: 1d56: [25] = 25
Ram: 1d56: [55] = 55
Mooks: 1d56: [44] = 44

@Koshnek, you and Ram both pulled jokers, so it's a roll off to see who goes first! Please roll Athletics. Your number to beat is a 7. If you win, you go before all the bad guys. If not, all the bad guys will go in one turn and then the players will be up in any order. No pressure.
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Pursuit
Game Master
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Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

Improved Level Headed cards for @Temeraire: 1d56: [26] = 26
and 1d56: [32] = 32
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Goswin Aigner
Posts: 62
Joined: Fri Aug 09, 2019 10:00 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Goswin Aigner »

Goswin digs deep into his remaining energy and pulls it together. Strength of earth, breath of air. The beast hasn't had a chance to hurt anyone yet, and its wounded. If he can just keep it down a little longer, one of the others can probably stop it.

Goswin digs deeper. More earth, more air. The beast looks like its about to attack, but Goswin has more power to draw upon. Finally, just before the horrible thing can charge, Goswin squezes out the last drop of his elemental power. Bands of crackling
Primordial Binding: 9 (Raise)
Entangle -2 PP, Greater Entangle -4 PP, AoE -3 PP, Selective -1 PP: -10 PP
(Joker +2, Size +4)
Focus 1d12!+6: [5]+6 = 11
1d6!+6: [6!, 1]+6 = 13
@Pursuit the Spiny Ravager is
The victim may not move, is Distracted and Vulnerable as long as he remains Bound, and cannot make physical actions other than trying to break free.
, and if there are any enemies within an LBT of him they are likewise Bound. It/they may attempt to breal free with a roll of Athletics -4 (-6 Distracted) or Strength -6 (-8 Distracted) as an action. The status improves one level on a success and two with a raise. If anyone attempts to destroy the bindings, they have a Hardness of 12 .
with a thunderous crash, binding the creature and causing its muscles to spasm.

It doesn't stop there. The lightning arcs hungrily from the beast to the nearest enemy and bounces again until it runs out of energy. Each one is similarly bound with bands of electricity. Their muscles spasm and they struggle to control themselves.

Elemental Armor (Protection): Goswin and his allies have each gained 10 MDC Toughness as a second skin of writhing electricity protects them. (3/5 Rounds)

Void (Silence): The enemy mage is silenced and unable to use Powers requiring a verbal component. (4/5 Rounds)

Primordial Binding (Entangle): The Spiny Ravager, and possibly some of its allies, are
The victim may not move, is Distracted and Vulnerable as long as he remains Bound, and cannot make physical actions other than trying to break free.
. It/they may attempt to break free with a roll of Athletics -4 (-6 Distracted) or Strength -6 (-8 Distracted) as an action. The status improves one level on a success and two with a raise. If anyone attempts to destroy the bindings, they have a Hardness of 12 .
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.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Pursuit
Game Master
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Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Pursuit »

The massive, spiny monstrosity roars its displeasure and
Sometimes it's nice to have a d12+8 Str and a +2 from a Joker. :)
Goswin's entanglement like so much cheap glass. The lightly armored mercenary similarly caught up is less able, and he remains frozen where he stands.

Turning on her now silent mage ally, the big elf woman charges in, spittle flying from her mouth as she screams an incoherent battle cry! The mage reaches for a weapon, but he is too slow; the elf is on him before his hand makes it halfway to his belt, her large sword slashing in a deadly arc. The mage manages to keep his feet longer than you might expect, but on the third strike of her sword, he crumples lifelessly to the ground. She stands over the body, blood dripping from her sword and fire flowing through her veins.

The remaining three mercenaries break then and begin fleeing into the woods for all they are worth. Each is still within 10-15 inches or so, but they are running flat out to get away from you all.

The rest of the team may now post in any order!
Temeraire
Posts: 8
Joined: Mon Aug 16, 2021 1:36 pm

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Temeraire »

Mixed into Temeraire's battle roar are a few
Action 1
Deflection, Innate, target self
1d10!: [1] = 1
1d6!: [6!, 5] = 11

11 is a raise, so -4 to be hit. Plus backlash. Is it the standard of fatigue plus I lose speed? If so, Bennie
1d10!: [9] = 9
1d6!: [2] = 2
no backlash on a 1, so spending of the bennie

as he flies towards the fleeing elf and swipes twice at her with his

Action 2
1d8!: [3] = 3
1d6!: [4] = 4

Action3
1d8!: [1] = 1
1d6!: [1] = 1
At a table, I would not have spent a Bennie on the first roll, counting on the second. So I guess that's it, I can Bennie a fumble
Note that Speed with Quickness equals no map.
. Unfortunately, he fails to connect


2 Bennie
15/20 ppe
20/20 isp
Speed+Quickness 3 rounds left
Deflection -4 to be hit, 4 rounds left
Temeraire, Royal Frilled Dragon Hatchling

Personality: Curious, Loyal, Outsider (major, Dragon), Overconfident, Vengeful (minor), Territorial, Enemies

Full sheet


Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Parry: 7; Toughness: 26 (6 M.D.C.); Size: Medium (3)
Strain: 6/6; Wounds: 3

2x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.),
3x Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1),
3x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4),
Plasma Grenade (Range 5/10/20, Damage 3d12, ROF 1),
Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C. +1 Parry)
Gear: Communicator




Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12+4, Vigor d10

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Intimidation d4, Language (Dragonese/ Elven) d8, Language (English) d4, Notice d6, Occult d4, Persuasion d4, Psionics d10, Spellcasting d10, Stealth d6
Pace: 6; Flying Pace: 12; Parry: 6; Toughness: 51 (28 M.D.C.); Size: Large (7, Size mod +2)
Strain: 6/6; Wounds: 4

Bite (Range Melee, Reach 1, Damage Str+3d4, AP 7, M.D.C.),
Claws (Range Melee, Damage Str+3d4, AP 11, M.D.C.),
Toxic Breath (Range Cone or 18" MBT, Damage ),
Tail Lash (Range Melee, Ignores Scale penalties, can be Evaded, Damage Str+d8, M.D.C.),




Arcane Background: Magic (Rifts® TLPG)
PPE: 20
Powers:
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power),
Healing (Savage Worlds: Adventure Edition p162; Innate Power),
Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect),
Stun (Savage Worlds: Adventure Edition p168-169),
Teleport (Savage Worlds: Adventure Edition p169-170)
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 20
Powers:
Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2),
Divine Wind (Havoc; Savage Worlds: Adventure Edition p162; Powerful breath Trappings),
Mind Link (Savage Worlds: Adventure Edition p164-165),
Speak Language (Savage Worlds: Adventure Edition p168)




Edges: Adept (), Dragon Grows Larger, Improved Level Headed, Major Psionic, New Powers (Teleport, Sloth/Speed)

Expanded Awareness: Dragons have the detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
Fear (-2)*: Hatchlings are terrifying and cause Fear checks to all who see their dragon form. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects).
Toxic Breath*†: Can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18" distant. Those without EBA must check Vigor at (-2 with a raise) or be Incapacitated for 1d4 minutes; double with Critical Failure.
Resistant to Fire and Cold†: –4 damage from all heat and cold based attacks.
Extended Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his 3x Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of his own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon form is dropped when transforming into humanoid form.
Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. Dragons are immune to hunger/thirst and the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; each injury as an additional Wound.

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White Castle
Posts: 145
Joined: Sun Apr 07, 2019 10:13 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by White Castle »

Castle is fascinated by Ram and though the elf and hooded figure are there as well, Castle's full attention is on the monstrosity before him
Monster Slayer Edge
Occult (Scholar) d12+2
Occult 1d12!!+2: [3]+2 = 5
"What exactly are you big fella?"

Castle paces around the outskirts of the while avoiding the battle just to look closer at Ram.
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Dazzle
Posts: 63
Joined: Sat Mar 07, 2020 2:50 am

Re: Chapter 9: Blue Team to Clavicle (Dazzle, Squidge, White Castle, Goswin)

Post by Dazzle »

Boom Gun at Ram 8 Raise; Damage 41 AP 25 MD
+1 boom gun
Shooting 1d10!!+1: [7]+1 = 8
Wild 1d6!!+1: [5]+1 = 6
Damage 5d10!!+5: [4, 2, 9, 2, 18!!]+5 = 40
Raise 1d6!!: [1] = 1
Road to Clavicle
Morning
Day 1
Round 3

Dazzle could tell the big beastie was severely wounded, but it was still up and moving, and was still big enough to stomp on one of her friends, like Castle over there who just stood there gawking at it. Princess vibrated a bit as her boom gun cycled another round into the cannon, and Dazzle took aim at the spiny monster again and let fly another round from the boom gun at the monster.

***

Dug In: Cannot move, can only fire to the front and sides (180 degrees), and attackers gain +2 to attack rolls against the power suit (stacks with Vulnerable).
Toughness: 50 (Goswin’s spell)
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: 7; Toughness: 40 (25 MDC)/11 (5)
Bennies: 4/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 96/100; 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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