03 - New Hope, The City of Peace

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Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

03 - New Hope, The City of Peace

Post by Ndreare »

Frontline City.jpg


As the heroes move south it is late in the day as twilight begins to fall that they catch sight of the lights of a city the against the clouds in the sky. The illumination making it obvious there is something well sized up there. But how could a large city exist isolated without any farm fields or smaller feeder cities to support it.

The remainder of the journey takes about an hour for most of the heroes unable to keep up with the hover bikes and power armor that were able to scout the city.

The large city thrusts out of the ocean only a few hundred yards from the shore 60’ to a large flat plain with scores of men standing and working on it. Dozens of buildings stand on it improvised from conex containers, sheet metal, and other materials around the city the occasional sprawl of a few dozen men can be seen hanging out around their own vehicles on the beach or in boats working riding out to the city. No one seems to notice the heroes as they approach the strange looking city.

The occasional flight of power armored soldiers can be seen patrolling the area as the cities workers do whatever tasks they have at hand. As people approach a strange ritual is required of each "BEING MALE FEMALE NEUTRAL OR BOTH", being asked to remove head gear briefly as the attentive guards watch on. The strange diligence in performing this ritual in contrast to the casual way people are coming and going.


The City is made of an old transport ship that crashed on the beach shortly after the oceans rose. But from the looks f it, has not moved in centuries.





Card One 1d54 Card Two: Threat Level 1d54 Card Three: Subtle or Overt 1d54: [9]+[40]+[44] = 93
10S
2 Diamonds
6 Diamonds



This is a place to find out where you are and ask some questions and include a persuasion roll for me.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Shelia
Posts: 19
Joined: Tue May 05, 2020 9:07 pm

Re: 03 - New Hope, The City of Peace

Post by Shelia »

Shelia had barely even acknowledged @Sigurd’s arrival. The former cyber knight was still realing from @Dred’s bombshell that her daughter was still alive. Our daughter.

On her way into the ramshackle boat city she past near @Sigurd and mumbled halfheartedly at best, “Welcome to the team.” Perhaps like Dred she needed time to figure out what was between them. The best way to do that was to focus on pumping some people for information.

Of course she removed her helm, even if it was only for men. Her hair glimmered in the light, and her soft sad eyes took in the “city” unfiltered for the first time. Clearly knowing @Sir William Mahan was leading this team, she muttered, “If you need me hit me on the radio. I’ll be at the...” She squinted making sure she read the distant tavern sign, “Black Brewery.”

The brewery was pretty much a tent, black, held in place by long iron spikes. There was a rickety bar top, transformed from a long dark dresser that still had the IKEA sticker on it. Just enough room for six people to sit all nice and coxy. The bar tender was an Ashen face fellas called Black Barty. After about two tall pilsners full of black suds she looked at the scrawny one eyed fella to her right and the yeti on her left. “So fellas where are we? See anything dark and deadly in these parts?”
Persuation 6
Persuasion with charismatic 1d8! 1d6!: [2]+[2] = 4 free reroll 1d8! 1d6!: [2]+[2] = 4 benny reroll 1d8! 1d6!: [4]+[4] = 8
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

User avatar
Sigurd
Posts: 13
Joined: Sat Aug 22, 2020 6:01 pm

Re: 03 - New Hope, The City of Peace

Post by Sigurd »

As @Shelia passed him Sigurd replied "thanks fair maiden."

Sigurd eyed the guard briefly and determine that while he may be component he was no threat. The guard lacked warrior's persona and looked more like he was just here to make some coin. Taking off his helmet, Sigurd looked the guard right in the eyes and said "pray tell me guard what has the city on edge today that you require all males to remove their helms. I notice you do not require it of the maidens. As you so foolish to think that maidens are not as deadly?" Maybe the scorn was a little thick in his voice but Sigurd had no use for lazy or incompetent people.
Persuasion 1d8!!+1: [3]+1 = 4 Wild 1d6!!+1: [4]+1 = 5

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene




User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 - New Hope, The City of Peace

Post by Ndreare »

Shelia wrote:
Sun Sep 06, 2020 3:16 pm
After about two tall pilsners full of black suds she looked at the scrawny one eyed fella to her right and the yeti on her left. “So fellas where are we? See anything dark and deadly in these parts?”
The couple next to Shiela laugh a little with the morbid kind of laugh expected from men who know their lives will be short. "What out there isn't dark and trying to kill us. Even the seaweed farms are dangerous now with the serpents who have been haning out. So it is vampires and worms on land, or seaserpents in the water."

His friend amends. "Well at least we can fight back against the sea serpents before they kill us." Causing both to clank glasses in recognition of the small victory.

Please make a Persuasion roll for networking.

Sigurd wrote:
Sun Sep 06, 2020 3:59 pm
Taking off his helmet, Sigurd looked the guard right in the eyes and said "pray tell me guard what has the city on edge today that you require all males to remove their helms?" Maybe the scorn was a little thick in his voice but Sigurd had no use for lazy or incompetent people.


When questioned about the strange ritual the guard answers the elf is a respectful, but none deferential tone apparently unimpressed by the elves arrogance. "Vampires, we like to see faces exposed to the sun. It is easier than trying to get vampire off once they ride out to the ships." From his reaction it is obvious that no-one had asked such an obvious question before as his left eyebrow raises and many people near where the elf was boarding the ferry stared at him.

Slight whispers of where must he be from, or must be a stranger circulated a bit as people watched.

As the ferry draws close to the giant ship converted to a city a slight biting feeling comes to his shoulders along with an impression of suspicion.


Please make a Notice roll

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sigurd
Posts: 13
Joined: Sat Aug 22, 2020 6:01 pm

Re: 03 - New Hope, The City of Peace

Post by Sigurd »

Knowing that something is wrong Sigurd looks around causally assess the other passengers on the ferry.
Notice 1d12!!: [5] = 5 Wild 1d6!!: [7!!] = 7


I assume the mantel already rolled and spotted the it since it is the one telling me.

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene




User avatar
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 03 - New Hope, The City of Peace

Post by Sir William Mahan »

Persuasion
/roll d6!: [2] = 2 Wild /roll d6!: [5] = 5 +2 if they recognize a Cyber Knight
Sir William approaches the guard and doffs his helmet. "I am Sir William Mahan of the Cyber Knights, a warrior of Castle Refuge, far to the east. My companions and I are on a quest to stop a great evil. Are there troubles about?" Focused on the guard, he does not notice anything suspicious on the ferry.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 03 - New Hope, The City of Peace

Post by Maggie »

Observing the strange ritual from afar, Maggie falls back and signals to Steven that he should do the same.

“Looks like you’ll need to take off your helmet if you want to go in. We are going to need to try something.”

After carefully stowing her own gear in her dimensional pocket, Maggie spends a few minutes unhooking Steven from his armor interface and sets him gently on the ground.

“This is weird,” he comments.

“Shush, you,” she replies. “It’s weird for me, too, being back inside power armor. Especially one that’s basically your body, but it’s the best we’ve got.”

Once she’s situated, she puts Steven in his own pack, tells him to keep quiet, and approaches the city.

When asked to remove her helmet, she does so without fuss, showing off that she is not, in fact, a vampire.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 - New Hope, The City of Peace

Post by Ndreare »

The man next to Sheila nods, “We have a lot of trouble with vampires around here. They have thralls that bring them to the around or fight for them in the day time.” Shrugging he seems like everyone should know this.

Then his friend pipes up. “So where are you from, that this all seems weird? Most people come hear trying to escape the kingdoms.”
Sheila make a notice roll versus 9

= Sheila looks through the narrow window and sees something, what must be a scuffle developing at the checkpoint she just came through.

You may lend aid to those in the battle by rolling an appropriate skill. The results of your skill will work as a Support roll applying to all characters.


= The conversation is interesting enough you see no need to look out the small and narrow window



Suddenly the whole situation explodes, standing there with their helmets off as those behind them begin to doff their own helmets there is a sudden jostling as something hits the boat and a rush as people are pushed out of the way.

The guard you are speaking with yells “Ambush!” as the boat behind the one the heroes arrived on crashes into it, as soon as it does the ship is swarming with creatures that move with near supernatural speed and are close to impossible to focus on. As they leap onto the boat and towards the ship with supernatural speed trying to toss others aside.

Suddenly everything is in full swing as the two guards on duty do not even think to defend themselves, instead turning as fast as they can to slam down a large yellow lever. But alas, they are struck down too quickly, being torn in half and tossed into the ocean.







Okay, this is an ambush, these dark creatures
Make a Notice roll versus a 9 (Danger Sense provides a +2, if you have a persistent ability to presence sense the supernatural (line walkers, mind melters, and those with one with magic) this is reduced to a 5.
  • Critical Failure = You are completely unprepared, not only flat footed, but have trouble responding as fast as normal. The Dangerous Quick Encounter is at an additional -4, and you add 1 Wound to any other consequence (even success).
  • Failure = You are flat footed and suffer a -4 to the Dangerous Quick Encounter.
  • Success = You, sense something was up, when it all starts you are alert and ready. (Sigurd already passed this check)
  • Raise = You are not only ready for it, but have a chance to save one or both of the guards. A raise on your Dangerous Quick Encounter will save a guard, two raises will save both.

Dangerous Quick Encounter!
You are fighting thralls, but not normal thralls, there are 23 of them and each of these beings has been enhanced through necromancy with boost trait fighting, speed/quickness, and invisibility.
Make an appropriate skill roll for the combat at -2 with the following results. If you use an arcane ability, or shooting then spend 3d6 power points/ammunition whichever is appropriate.
  • Critical Failure = You are easily overcome early in the battle only taking out one of the warriors. Take 1d4 wounds.
  • Failure = You manage to take a couple of them down, but today is not your best day. You take 1 wound.
  • Success = You, step up to the moment and take down these enemies as if they were not even a threat. You take 1 Fatigue, which may be soaked as if it were a wound.
  • Raise = You were born for this. War is in your blood and saving lives is what you do best. You take no wounds or fatigue and kill at least half a dozen of these enchanted fools.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 03 - New Hope, The City of Peace

Post by Maggie »

Maggie, still with her (well, really Steven’s) helmet off, sees the ambush happen.

1d8!, Wild 1d6!: [4]+[3] = 7
+2 from patron item magic specs


She swears. No! Not now! I’m supposed to be done with this power armor crap!

Still, she runs at the oncoming attackers, using the armor’s incredible hydraulics to make up the distance.

She doesn’t bother with the rail gun; she’s a marksman, not a machine gunner. Instead, she sticks to what she’s familiar with and begins pummeling them with her fists.

1d8!, Wild 1d6!: [8!, 5]+[3] = 16
-2 for scene
-2 for no power armor jock
+2 for martial warrior
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

User avatar
Sigurd
Posts: 13
Joined: Sat Aug 22, 2020 6:01 pm

Re: 03 - New Hope, The City of Peace

Post by Sigurd »

As Sigurd saw the threat coming he calls out "thank you master, I knew you would send me where I am needed. Looking at his companions he calls out come lets fight gloriously. Let our veins course with the honor of mortal battle. Rushing forward he commands he draws on the power of the mantel to command the water around him to swept the enemy from the ship. as he runs he summons Arogi's bane and claymore glowing with blue runes appears in his hand. Know the mantle will not fail him he focuses all of his attention on the fight. Drawing back he swings the sword is massive arc cleaving 3 of the thralls in half.

Sigurd can feel the power flow from the mantle but he looks the water around the ship is boiling be the mantle as failed to swept the enemy from the boat. Turning he sees that he has pushed too far from his companions and the mantle has turn its power into stopping the thralls behind him from hitting Sigurd. Spinning Sigurd rushes the ones behind him and with speed and agility that belie the huge sword he makes a series of rapid thrust and chops that cut down 4 more thralls. Backing up to scan for his nest target he sense that one of the thralls managed to grab on the mantels. It does not appear very damaged and he is sure it will be ok.
Arogi's Bane 1d10!!+4: [2]+4 = 6 Wild 1d6!!+4: [3]+4 = 7 frenzy 1d10!!+4: [8]+4 = 12 Mantle's Entangle 2pp + MBT 2pp 1d12!!-2: [4]-2 = 2 Mantle's wild 1d6!!-2: [4]-2 = 2 Mantle Benny 1d12!!-2: [4]-2 = 2 benny wild 1d6!!-2: [2]-2 = 0

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene




User avatar
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 03 - New Hope, The City of Peace

Post by Sir William Mahan »

Notice 0
1d4!: [2] = 2 Wild 1d6!: [2] = 2
Sir William's eyes are closed in meditation when he hears the sudden shouts and screams. Caught unprepared, he quickly springs to his feet and charges, psi-swords whirling in each hand.
Fighting 2
1d12!: [8] = 8 1d6!: [1] = 1
Sir William stumbles as the boat rocks, and fails with a fraction of his usual grace. He manages to strike down a few thralls, but one strikes him hard from behind, stunning him and bruising his left shoulder.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Shelia
Posts: 19
Joined: Tue May 05, 2020 9:07 pm

Re: 03 - New Hope, The City of Peace

Post by Shelia »

Notice 15,
Notice: 1d8! 1d6!: [1]+[5] = 6 benny for reroll with Elan: 1d8! 1d6!: [8!, 5]+[5] = 18
Fighting 13, saved two gaurds and gave everyone a +2
Fighting with silvered vibro sword 1d12! 1d6!: [12!, 1]+[4] = 17
Shelia had sensed the Thralls well before the cry of ambush had been uttered. Some could say she sensed them as soon as they had entered the city. Still obeying the town’s rule of no helmet her red hair flowed behind her like a wavy stream of the bloodshed to come. She put a delecate finger to the man’s lips and stood from the bar. “The Thralls are here... Follow me if you want to live.”

Like all great sword men and women, her vibro sword appeared from nowhere in her left hand and crashed through the bar window with a flying summersault landing in a crouch. Already her allies were engage but she had time enough to help each one and grab the two gaurds at the yellow lever before their end was truly well met. She cocked a smile at @Sir William Mahan as she blocked a blow that was all too mortal. But dashed away before the true knight could chide her or utter a thank you. She was still uncomfortable being near one who held his oath while she broke hers.

Despite the fury of battle, and her unequalled skill her thoughts kept returning to Dred... And her daughter that was still alive. Their daughter... After so many years... I... Must... Survive.”
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 - New Hope, The City of Peace

Post by Ndreare »

The aftermath of the too fast ambush and resulting skirmish leaves corpses everywhere. As the Heroes look on, the surviving guards wave away all other boats securing the area and searching the ambushers for any clues.

Looking up at the heroes the guards who arrived near the end nod in gratitude. One of them in what looks like a customized SAMSON comes forward, his helmet opening and rolling back on its own. “Thank you, I think your team may have saved the day.”

Surveying around as the others clean up the scene and see if any clues could be found he continues. “With the increase in attacks over the last few weeks we have been trying to keep an eye out for this. Their attacks are becoming less and less subtle. Something is driving them north from Baja and whatever it is, they seem to be more and more wild or desperate in their approach.”

Then after a brief break to work out some details with his men he turns back to your team. “I will arrange vouchers for you and your men. We owe you for the well fought battle here. It is the least we can do to see you feed and house you while you are in Hope. How long do you plan to stay, what brings you here?”

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sigurd
Posts: 13
Joined: Sat Aug 22, 2020 6:01 pm

Re: 03 - New Hope, The City of Peace

Post by Sigurd »

Sigurd approaches the guard, clasping his shoulder and says "Care to your wounded and dead. Then come and meet me at the mead hall so we can drink and sign to their honor. Lets our songs reach the the great hall, so all warriors will know their name."

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene




User avatar
Shelia
Posts: 19
Joined: Tue May 05, 2020 9:07 pm

Re: 03 - New Hope, The City of Peace

Post by Shelia »

Shelia barely even heard the Samson power armor. She was near, in the shambles of a square next to a building that had been torn apart in the unexpected carnage. She was kneeling holding the head of a scrawny man in her lap. She wiped the blood of the man’s ashen face. There is so much... The man was shivering, he had been bitten, and it was only a matter of time before he was dead or worse... Shelia looked him in his one good eye, the other normally hidden by a patch now askew was dead and hollow. Softly with compassion long since forgotton she whispered trembling, “Easy... Just breath... Easy, it will be alr-“ Her voice quaked interrupting what would have surely been a lie. The same lie she had told her betrothed Mike, and her daughter... Frak... Those words, Its going to be alright were the last ones I said to Dred before we departed so long ago... A tear fell from her cheek and splashed onto the dying man’s face. Its never alright...

She had once been a formidable cyberknight before the seige of Tolkien. Shelia the Soothsayer, forgotten tales deep within the Library of the Knights even told that her tears could heal the sick and dying. If she did not have a man doomed to die cradled in her lap she would have laughed at the irony. Just your luck that I am not half the woman I was. Again, by breaking her oath she had killed another.

Her meager psi sword formed in her hand, and she brushed the brown dirty hair back off the man’s trembling ghost white face, “Rest... Help is on its way... You will be alright.” Her own hand trembled as she inched the glimmering blue blade closer to the man’s throat just above two shallow forked bite marks. Almost crying she whispered like a lover into his ear, “Close your eyes, its almost over...” Another tear hit the man’s cheek... I don’t even know your name.
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

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Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 03 - New Hope, The City of Peace

Post by Sir William Mahan »

Sir William approaches the guard in the SAMSON armor. "I am Sir William Mahan, Cyber Knight in the service of Castle Refuge, far to the east. My comrades and I are seeking a great evil believed to be in these parts. We will stay only long enough to gather supplies and intelligence before continuing our quest." He pauses, considering. "Our quest is of great urgency, but once it is fulfilled, I would speak with your leadership about Castle Refuge and whether there might be an alliance between our communities."
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 03 - New Hope, The City of Peace

Post by Maggie »

Maggie stands amidst the carnage, gasping for breath. Didn’t expect to be doing something like that in armor ever again, she thinks.

When the Samson speaks up, Maggie shoots him a smile. “Appreciated. As you can see, we’ve got a couple of suits of power armor with us that we very much do not want to leave behind. I hope that won’t be a problem? We’re happy to help contribute to the city’s defense as long as we’re here.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 - New Hope, The City of Peace

Post by Ndreare »

Technospawn wrote:
Sat Oct 03, 2020 8:51 pm
Sigurd approaches the guard, clasping his shoulder and says "Care to your wounded and dead. Then come and meet me at the mead hall so we can drink and sign to their honor. Lets our songs reach the the great hall, so all warriors will know their name."
The soldier looks over at the elf appreciation in his face, but also a tinge of exhaustion. “Maybe, we have a lot of work to do here, this is the second attack this week, but sometimes they send in follow up attacks while we work on cleaning up the last one.”

Shelia wrote:
Sat Oct 03, 2020 9:12 pm
Shelia barely even heard the Samson power armor. She was near, in the shambles of a square next to a building that had been torn apart in the unexpected carnage. She was kneeling holding the head of a scrawny man in her lap. She wiped the blood of the man’s ashen face. There is so much... The man was shivering, he had been bitten, and it was only a matter of time before he was dead or worse... Shelia looked him in his one good eye, the other normally hidden by a patch now askew was dead and hollow. Softly with compassion long since forgotton she whispered trembling, “Easy... Just breath... Easy, it will be alr-“ Her voice quaked interrupting what would have surely been a lie. The same lie she had told her betrothed Mike, and her daughter... Frak... Those words, Its going to be alright were the last ones I said to Dred before we departed so long ago... A tear fell from her cheek and splashed onto the dying man’s face. Its never alright...

She had once been a formidable cyberknight before the seige of Tolkien. Shelia the Soothsayer, forgotten tales deep within the Library of the Knights even told that her tears could heal the sick and dying. If she did not have a man doomed to die cradled in her lap she would have laughed at the irony. Just your luck that I am not half the woman I was. Again, by breaking her oath she had killed another.

Her meager psi sword formed in her hand, and she brushed the brown dirty hair back off the man’s trembling ghost white face, “Rest... Help is on its way... You will be alright.” Her own hand trembled as she inched the glimmering blue blade closer to the man’s throat just above two shallow forked bite marks. Almost crying she whispered like a lover into his ear, “Close your eyes, its almost over...” Another tear hit the man’s cheek... I don’t even know your name.
As Shelia lays the soldier down to his final rest in the least painful way possible, she notices. She looks around to see the rest of the people are moving on to their task. The area no longer a hot spot, it is obvious from the reactions that this new normal of attacks and stress has been adapted to by the people.

Sir William Mahan wrote:
Sun Oct 04, 2020 8:25 am
Sir William approaches the guard in the SAMSON armor. "I am Sir William Mahan, Cyber Knight in the service of Castle Refuge, far to the east. My comrades and I are seeking a great evil believed to be in these parts. We will stay only long enough to gather supplies and intelligence before continuing our quest." He pauses, considering. "Our quest is of great urgency, but once it is fulfilled, I would speak with your leadership about Castle Refuge and whether there might be an alliance between our communities."
The Sargent nods, acknowledging Sir William Mahan. “Looking for a great evil eh? Maybe you should try Tijuana. Something changed down there a couple months ago. The vampires, they are more organized, and now unlike before they fight each other. We went from being okay, to getting attacked a few times a week here, all from those down south. What makes it so bad is the tactics they are developing, sending in these thralls, using powerful magic to prepare them, and even sending vampires over the water at night. Vampires could never go over water on their own before, but something is giving them more abilities than they had before and it is scary.”

Sighing he looks around as his men look for clues or other elements and his face goes distant. “Truth is though, if you head down there, you will not be coming back. Me and mine, we are thinking about taking the risk to head north again. At least against the demons there our weapons work and kill them for good.”

Maggie wrote:
Sun Oct 18, 2020 12:25 pm
Maggie stands amidst the carnage, gasping for breath. Didn’t expect to be doing something like that in armor ever again, she thinks.

When the Samson speaks up, Maggie shoots him a smile. “Appreciated. As you can see, we’ve got a couple of suits of power armor with us that we very much do not want to leave behind. I hope that won’t be a problem? We’re happy to help contribute to the city’s defense as long as we’re here.”

“Much as we appreciate the help, we have families in the ship and only Enforcement power armor is allowed on board. But we are able to ensure its safety while your team resupplies.” [/b]



He then finishes giving you all the details of how to get resupplies on him and his men, as well as instructions of the general area. You are about 5 miles north of old Sandiego. Tijuana is about 20 miles south of you, a full city under vampire dominion. But there is something more there as well. While they used to be able to come and go from there, now trips to Tijuana are one way.

The people here like you guys and are willing to help out in any way possible. The Sgt speaking with you is named Sgt William Westinghouse. He and the others are considered “very friendly”.


From here you all know that the trip will require moving at a slower pace and a little stealth. Both @Sir William Mahan and @Sigurd can "feel" when he speaks of Tijuana that that is the place that you need to be. Whatever it is you where sent here for awaits you in Tijuana.



Instructions: RP, resupply, and/or ask questions here, and post that your are all headed south. As you begin south everyone needs to make a stealth roll (reemeber Steven suffers power armor penalties to stealth). Include in the second part of your narative what precations you will be taking as you head out.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Shelia
Posts: 19
Joined: Tue May 05, 2020 9:07 pm

Re: 03 - New Hope, The City of Peace

Post by Shelia »

Shelia set the man down watching people not caring that one of their own was killed by her hand. I’ve been through this before in the war. Death just becomes common place. No time to greave...

She looked at the rest of the team, popping open her PA’s face plate her read hair draped softly to the left. When she heard Tjuana was next on thier bucket list she mused, “So... A city that is in full control of the vampires? Truthfully I would rather be pinned down between a horde of Deamonix and CS commandos.” She pulled out her silvered long sword and a sachel of TW grenades. Her voice changed to iron ”But if that is where we are going lets do it, although are they going to just let us stroll in?”
Stealth 7
Stealth, -3 for PA 1d4! 1d6!: [1]+[5] = 6 Benny to reroll with elan +2, 1d4! 1d6!: [2]+[6!, 2] = 10
1 benny used
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

User avatar
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 03 - New Hope, The City of Peace

Post by Sir William Mahan »

Psionics 8
1d10!: [9] = 9 -1 Wild 1d6!: [4] = 4 -1
Out of the heat of battle, Sir William takes a moment to activate the healing power in his armor, patching up his injuries from the fight. Hearing the guard's description of Tijuana, he immediately realizes that must be the lair of Death. When the team reassembles, he calls them all together. "It seems we have found our target. Not surprisingly, the Demon Prince is heavily guarded, and we now know by what... vampires." Sir William runs down the weaknesses of vampires for the team - silver, stakes to the heart, magic, psionics, sunlight, holy water. "Vampires are formidable foes, and the ancient enemies of our order" He nods at Sheila. "They are formidable opponents, so we must approach with great caution. Dred, I fear that means you and I must leave our bikes behind. Make sure you all have supplies for several days. We march at dawn. We will move in pairs - a warrior and a mage. I will pair with Gridia." He nods gravely to the team and returns to his meditations.

Stealth 3
1d6!: [3] = 3 Wild 1d6!: [3] = 3
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 03 - New Hope, The City of Peace

Post by Maggie »

Maggie heads into the city with the others, promising Steven she won't be long. She spends her time working what pass for streets here and gathering intel on what's been happening and, she hopes, what comes next.

For his part, Steven is stuck outside. He doesn't give the guards any affirmative reason for his refusal to leave his armor behind other than vague assertions that he feels "naked without it." He joins in a couple of patrols, and generally anxiously awaits Maggie's return.

Once they head out, Maggie scouts ahead, ghosting whenever she feels the need to blend in, and generally trying to be quiet.

For his part, Steven is remarkably quiet in his power armor.

Stealth 1d10!, Wild 1d6!: [1]+[6!, 1] = 8 + 4 for ghosting = 11


Stealth 1d8!, Wild 1d6!: [3]+[2] = 5
Benny: Benny Stealth 1d8!, Wild 1d6!: [8!, 1]+[3] = 12 -1 for size of PA = 8
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

User avatar
Sigurd
Posts: 13
Joined: Sat Aug 22, 2020 6:01 pm

Re: 03 - New Hope, The City of Peace

Post by Sigurd »

Sigurd goes to the mead halls to do as he said he would do. He drinks and sings loudly into the night. He sings of comrades new and lost, of glory and honor, and of the fairer things in life. He sings so that maidens will prepare the feast for his arrival in Valhalla. Finally after longs hours of signing, he turns to @Shelia and says "come good maiden let us prepare to die in battle with honor. We must prepare our weapons and our minds."

He shops for supplies and buys a 9 yards of white cloth that he then covers in elven glyphs. The glyphs tell the story of his life, of his greatest achievements, of his greatest losses, and list the names of his brothers in arms that have fallen beside him. He folds the cloth and puts it in his pack with a written letter for @Sir William Mahan.

Waking in the morning he finds @Shelia and sets out south with her as ordered. He moved with a warrior's grace but did not feel the need to skulk about. Let his enemy know he was coming so they can run before him.
Stealth 1d4!!: [1] = 1 Wild 1d6!!: [4] = 4

Sigurd Van Duris
Rank: Legend Advances Left: 0
Race: Elf
Iconic Framework: Psi-Warrior
Edges Adept, Block, Bruiser, Chi, Command, Fervor, Hold the Line, Improved Frenzy, Improved Trademark Weapon - Arogi's Bane, Martial Warrior, Master of Arms, Master Psionic, Monster Slayer, Natural Leader, Psi-Blade, Psi-Shield, Sidekick - Igora's Mantle, Take 'Em Down
ISP=30/30
Bennies=5/3
Mantle's Bennies=1/2
9/17 boat scene with thralls cast entangle
Wounds=0/3
Mantle's Wounds=1/5
Failed quick comabt roll on boat scene




User avatar
Shelia
Posts: 19
Joined: Tue May 05, 2020 9:07 pm

Re: 03 - New Hope, The City of Peace

Post by Shelia »

Rolls reserved for stealth: 7

Shelia paused before getting into her Mech Knight Power Armor with a sling of a week’s worth of food rations over her shoulder. Her wavy red hair cause the light and she gave @Sigurd a look. Her face was etched in a mountain of determination. Her will was iron. “There will be no dying today Sigaurd. We have too much to look forward too. I have half a mind to take your letter and legend and rip them up. You’ll sing your own songs and tell ur own tale when we are done. And I... I’ll see my daughter for the first time.” After Dred had dropped the bomb shell that her daughter was still alive. Her daughter she had barely seen was now a teenager... She had to see her. I will survive.

1 Benny spent
Character Name: Shelia
Parry:9, Toughness:
ISP: 25 /25
Wounds: 0
Fatigue: 0

Bennies: 3
3 starting
Combat Edges:
Improved first strike.
Champion: +2 damage and toughness vs supernatural evil

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