04 - The City of Tijuana

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Ndreare
Savage Siri
Posts: 4105
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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04 - The City of Tijuana

Post by Ndreare »

Finishing up their resupply the champions have all they need before they head off south against the advice of the many residents of Hope.

The champions move towards Tijuana they find the environment change quickly from the dry sparse desert they had been in, to slightly more forested area. The trees however all seem petrified, grey from the sun, but nearly as hard as stone.

Patrols of roaming monstrosities can be seen moving to uniformly to be random, they somehow create a blanket of excellent surveillance.

The 20 miles that could easily be covered in a matter of minutes using the advanced flight options available to the champions instead takes the full of the day as the heroes are forced to destroy several of them and avoid others. But something is wrong, after encountering the first monster they could not evade, they found that somehow, though it had no opportunity to call out for help, other patrols started swarming in on the area they were in.

No, this is not good at all, they were being blocked by one monstrous demon after another and had nowhere to go unless they turned back and fled, so the team was forced to use stealth. Somewhere in the ambushes, maybe the third, or perhaps the fourth, they had lost Dred. One minute he was there and the next he was simply missing. The decision to move on without him was hard, but with the stakes at play such decisions needed to be made.

As they moved in the Legionnaires finally catch sight of the city in the distance. The eerie sight of the city would chill the bones of any lesser group. No lights throughout the whole city, such that as the red of the sun disappears with the coming on night the city becomes imperceptible to the eye just as a flight of what must be demons was seen headed in their direction.

But Stealth was not an option as the heroes moved in trying to stay out of sight, Sir William finds himself wide in the open as one of the demons passes overhead. The demon roars, then explodes into a hundreds of fiery motes that fall to the ground, then as each one touches the earth a the bones of inspects, animals, people, and plants animate pulling up from the earth each absorbing the light and life around them as they move, even coming in proximity of you, allows you to feel your life force being pulled on. Sir William finds he is surrounded by what must be one scores of the creatures focusing their initial attack on him, before realizing the others are there and attacking them as well.



Dangerous Quick Encounter!
You are fighting a demonic swarms, as they slose within inches of you, you find they begin drinking your soul and devouring your life essence.
Make an appropriate skill roll for the combat at -2 with the following results. If you have power points then 2d6 are drained away.
[i[If you use an arcane ability, or are shooting then spend an additional 3d6 power points or ammunition whichever is appropriate to the skill you roll.[/i]
  • Critical Failure = You are easily overcome early in the battle only taking out less than a dozen of the undead. Take 1d4 wounds.
  • Failure = You manage to take a couple of the groups 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 eliminate a few swarms of the creature. 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 the swarms.

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
Sir William Mahan
Posts: 225
Joined: Tue Aug 08, 2017 5:36 pm

Re: 04 - The City of Tijuana

Post by Sir William Mahan »

FIghting 7
1d12!: [9] = 9 Wild 1d6!: [3] = 3 -2 Power Point Drain 2d6: [4, 1] = 5
As the swarm descends, Sir William manifests his psi-swords and whirls into the Eddying Fall Leaves technique, an all out attack that seems to strike in every direction at once. The swarm falls against his whirling blades, but the effort required for the advanced technique is exhausting after the long march. Panting slightly, he turns to see what has befallen the rest of his team. "Legionnaires! Check in and report status!" he barks into his radio.
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: 3
  • 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
Sigurd
Posts: 15
Joined: Sat Aug 22, 2020 6:01 pm

Re: 04 - The City of Tijuana

Post by Sigurd »

Seeing @Sir William Mahan swarmed by the enemy, Sigurd says into the radio "come friend save some honor for the rest of us."

Turning to @Shelia he calls out "come lets drive then enemy before us. Let them flee before our might."

He stops for a brief second to center himself and summon his sword and shield. As his thoughts center time appears to stop. Moving a blur to fast to track he moves forward into the swarms and carves a swath of destruction before him.
The warrior's way 1d10!+4: [8]+4 = 12 Wild 1d6!: [5] = 5

After centuries of serving Sigurd, the mantle did not need to be directed. It knew what to do and how to protect Sigurd the best. As Sigurd moved torrents of fire, channeled by gusts of air would slam into any that opposed Sigurd from the sides or behind. The very earth around him would quake and move to block attacks and hurl the undead back from him.
Mantle focus 1d12!+2: [8]+2 = 10 mantle wild 1d6!: [5] = 5


Reaching the cyber knight Sigurd calls out "come brother, together nothing can stand before us." Then he charged once more into the fray, slaughtering the enemy two or three at a time. Any time Arogi's Bane would touch the enemy their flesh would burn with the contact. Nothing stood before him for long.

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: 20
Joined: Tue May 05, 2020 9:07 pm

Re: 04 - The City of Tijuana

Post by Shelia »

Has it been hours, or just a few minutes?
Fighting 13
Fighting at -2, skill at 1d12+2 wild d10. 1d12! 1d10!: [2]+[5] = 7 2nd Benny for a reroll with elan: 1d12! 1d10!: [11]+[1] = 12
Inside her Power Armor, Shelia's skin was drenched in sweat. Her arms felt beyond tired. She was fending of what must of been then thirtieth pair of demon hell spawn. Their maws dripped with black ichor, and claws scratched tirelessly at her Naruni made power armor. There are so many...Dred is gone... Her thoughts drifted to those she had lost. Saul... Mac... My daughter... Despite the loss in her life she was not alone. @Sir William Mahan and @Sigurd were with her!

She gasped crying out to her allies, "Form a circle! Back to back, don't let them separate us or get in behind!" She almost faltered dropping to one knee as the demon's poured over her, but then a soft crackle came over the radio, female and surprising. "Mom? Don't give up, I need you to survive mom."

I won't baby! Her Mech Knight Power armor spun from out underneath the demon pile its wings extended and jets flaming. Her Energy blade and psi blade fully extended crisscrossing a path of demonic limb and head as she leaped to her allies sides. The champion spirit inside her came to life as the belief that her life was worth living was renewed! Perhaps she would never regain her cyberknight abilities fully, perhaps the order would never forgive her actions during the Seige of Tolkien. Here and now, this was the closest she would ever come to being the cyber knight of old. Sheathed in her Naruni Mech Knight power armor the white light of her spirit forged itself into the blades she wielded, both energy and psionic, and those demon's finally knew her wroth!

2 Bennies 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
User avatar
Ndreare
Savage Siri
Posts: 4105
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 - The City of Tijuana

Post by Ndreare »

Maggie and Steven take 1 Fatigue and expend 2d6 Power Points and 3d6 Ammunition respectively as if a normal success was rolled.
Sir William takes 1 Fatigue (normal success)
Siguard and Company takes 0 Fatigue or Wound (raise)
Sheila takes 0 Fatigue or Wounds (raise)


As Sir William prepares he finds the onslaught cutting in occasionally getting a small strike on him. But nothing that could stop the skill Knight. sliding into Fall Leaves as second nature, he is able to move from form to form without hindrance.

Sigurd and Igora’s Mantel fight with the legendary skills long used against demons of the Abyss. And while these demons are fueled by another rage, he has fought enough soul drinkers and succubi to know how to defend himself.

Sheila likewise performs amazingly, though not a true Cyber-Knight her skills still remain and her martial process combined with the protection and offensive power of the MechaKnight power armor leave her a force to be reckoned with.

Sheila’s natural calls for circling to defend each other works, but Steven and Maggie somehow separated are unable to fall into the circle, leaving them on the outside.

Once the scene is cleared the Legendary Heroes again find they need to retreat from sight. The continued path in will be dangerous and they know that they will not be able to make it to the center if they must fight for every mile. The demon inside must be banished from this world and to perform that task they must be able to get there....



INSTRUCTIONS: We are going to have one last quick encounter before finding your way into the center of the city. The undead and demons are still hunting you as you hide or sneak in. This single roll will represent about 8 hours of travel into the city, and numerous skirmishes on the journey in. So to enable this we will have one roll with a huge penalty, spend bennies or EP however you would like, next will be the opening scene, then the chamber.

DANGEROUS QUICK ENCOUNTER: Roll for a last Dangerous Quick Encounter, using Stealth at -4, if you have Arcane Resistance, Banish, Conceal Arcana, Healing or Relief you may instead roll your Power Skill -2.


Merry Christmass, please take 1 Conviction as a Christmass present.
Include a good interlude in your narative and you may have your choice of a Benny or a second Conviction.

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
Sir William Mahan
Posts: 225
Joined: Tue Aug 08, 2017 5:36 pm

Re: 04 - The City of Tijuana

Post by Sir William Mahan »

Psionics 5
1d10!: [6] = 6 Wild Die 1d6!: [1] = 1 -1 for Fatigue Benny 1d10!: [8] = 8 1d6!: [1] = 1
Sir William musters his squad and addresses them quietly. "Clearly Death has accumulated a substantial force, and we cannot reach it by frontal assault. We must employ stealth and subterfuge to reach the center of the city. We must move together, as one." As he speaks, he recalls his Cyber Knight training...

"But should we not always fight with honor, Lady Heron?" young Bill asked of their tactics instructor.

"Where does honor lie, my students? I think you too often seek glory. Honor lies in protecting the innocent, in defending justice, and in making this ruined world safer for those who cannot fight for themselves. Sometimes, that means standing as an example of courage and facing down impossible odds to inspire others. Sometimes, it means acting in such secrecy that no one will ever know what you accomplished."

"But sneaking around... that seems wrong somehow."

"Stealth is sometimes needed. Look here." Lady Heron pointed to the sand table where she had arrayed a number of figures representing various forces. "In this battle, cultists are conducting a ritual to open a portal and summon a greater demon. They are protected by significant armored units and mages. Defeating these forces in detail is possible with the forces at your disposal, but it might take enough time to allow the cultists to complete their ritual. But a small force, moving in stealth here," she gestured to a narrow ravine, "could reach the ritual and disrupt it."

"Wouldn't that force be surrounded by the enemy?" asked Eleanor.

"It would indeed. And they would have small chance of escape. This is the hardest lesson of battle. Sometimes, to achieve the greatest good, losses are unavoidable. Each of you, if you take the oath of Cyber Knight, may have to make a decision like this. You may have to sacrifice your allies, your troops... or yourselves. I hope you never have to face such a choice, but if you do, remember this. You have chosen to wear the armor, and this choice came with it. That, students, is honor."

Sir William stood, and gestured to the city. "OK, team. Let's go to work."
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: 3
  • 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: 130
Joined: Tue Apr 23, 2019 8:50 am

Re: 04 - The City of Tijuana

Post by Maggie »

Maggie stealth: 1d10!, Wild 1d6!: [1]+[1] = 2 = Crit fail
Roll for wounds: 1d4: [2] = 2 = 2 Wounds
Soak: Vigor 1d10!, Wild 1d6!: [1]+[2] = 3 = Fail
Reroll Soak: Vigor 1d10!, Wild 1d6!: [8]+[3] = 11 +2 for Elan, -1 for Fatigue = Soaked 2 wounds

Steven stealth: 1d8!, Wild 1d6!: [2]+[6!, 2] = 10 = Failure


Maggie approaches the city in ghost form, keeping as silent as a night breeze.

Until she stumbles right through a passing creature, that is. She loses her concentration for a moment and doesn't see one of the myriad creatures emerging from the shadows and just keeps on walking. The creature lets out a bellow and begins weaving a magical attack, catching Maggie full in the chest.

"Maggie!" Steven yells, torpedoing any chance at stealth he might have had, and begins firing his mini rail gun, which attracts more attention than it dissuades. Within moments, the pair are surrounded and forced to fight their way out.

At least we're diverting the creatures from everyone else Maggie thinks, her body aching through her armor.
Fatigued and Hurt
Maggie and Steven are both Fatigued. Maggie soaked both her wounds. Steven took one wound, but he can ignore up to 2 points of wound penalties.
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: 15
Joined: Sat Aug 22, 2020 6:01 pm

Re: 04 - The City of Tijuana

Post by Sigurd »

Sigurd took a moment to analyze the type of undead that were patrolling the area then began to tell the party about their weaknesses and how to defeat them. (everyone is +1). No sooner than he is done and he see @Maggie get into caught in the open and into a nasty firefight. He hopes his communication on the undead did not distract her.
Mantle Occult 1d12!: [2] = 2 Mantle Wild 1d6!: [6!, 2] = 8 Sigurd Occult (Monster Slayer Edge) 1d12!: [1] = 1 Wild 1d6!: [4] = 4 Benny Occult 1d12!!: [3] = 3 Benny Wild 1d6!!: [1] = 1 Another benny 1d12!!: [7] = 7 Another wild 1d6!!: [4] = 4 Bumps and bruises 1d10!!: [7] = 7


The wind was cold as it blew across the frozen plain. Jarean leaned in and whispered "this is a terrible day to die, brother. But if we die then let them sign of our deeds with honor and glory."
Sigurd responded "aye, brother. Lets go."
Sigurd and Jarean were young but they had proven themselves many times in battle. But still the fear reached deep today. They were alone and stumbled across a warren of undead. Now they were surrounded. They did not hear the attack when it came. Several wights can at them fast, driven by a vampire. They scrambled to bring their power to bear but they were not as quick as Master Thold. And it cost them. They had taken several hits by the time they defeated the wights.
As they caught their breathe for a second they scanned hard for the vampire. He had to be close. Suddenly without warning he came out of the night. Sigurd barely got out of the way in time. Turning to scan for the vampire again he said "that was close, brother. We must fight together if we are to survive the night."
When he did get a response he turned and saw Jarean clamping his hand on his neck. Blood run from the wound freely. Jarean looked at Sigurd and tried to respond but blood frothed from his lips. His knees weakened and he dropped to ground. Sigurd rushed forward and grabbed his brother before he would hit the ground. "no brother, not like this." Sigurd knew what would happen next, he knew what must be done. But he could not do it. He did not have the strength to finish the fight with the vampire and then stop his brother from turning.
"Child, I am sorry for your lose. I could not come sooner but I am here now."
Sigurd Jumped to his feet and spun a round. Who had said that? There was no one here. "who are you. Come and let me see you so that I will know my enemy."
"I am not your enemy. I will protect you and you will come to be my greatest warrior. You will serve me where I can not go and I will teach you all the ways of the monsters that plague your world. You will be a guardian against the dark. You will stand were no mortal can survive and with my aid you will prevail."
"Who are you?" Sigurd railed at the night
"You know me as the White Staff."
Sigurd dropped to his knees. A god was speaking to him. An actual god. Somehow Sigurd knew that was true. There was no deception in this one. "I will serve" was all Sigurd could manage before his tongue went too dry to talk.
"It is done."
Suddenly the vampire rushed in again. Before Sigurd could react a large sword with glowing blue runes appeared in his had. Instinctively he swung the sword. The sword moved so fast he would never have believed it if he had not seen it. But did he see it for the blade was just a blur. The vampire stopped and his head rolled off his shoulders and across the frozen ground.

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: 20
Joined: Tue May 05, 2020 9:07 pm

Re: 04 - The City of Tijuana

Post by Shelia »

Calamity was perhaps in some minor circles known as Death’s demonic right hand. Not a bruising figure, or one of exceptional strength. Calamity was more akin to a worm that fed off ones deepest fears turning them to reality before their very eyes. Its human form was of a young child whose visage changed depending who it was interacting with. A child long forgotten to some, a child who died a tragic death to others, and even a small few saw the unrealized child of the dreams.

Sheila’s back was against a dusty brick wall. She had long lost her power armor to the hordes of demons that rained down upon the heroes. At some point a searing wave of undead had separated her from Sigaurd despite’s the warriors timely advice on how to defeat this new foe. Her brow was slick with sweat as in her respite her thoughts turned to her lost loves and equally lost child. Dread and Mike I’ll probably new see... But Angela... Come on Sheila, you have to see this through. From her hand extended her blazing will a blade of deep blue crackling blue energy. Determination settled on her face and her red hair whipped behind her as she turned the corner to face whatever foes were coming for her.

”Momma?”

A small child no more than eight, more precisely a girl with red hair and the unmistakable eyes of her father voiced a second time a question her ears burned to hear, ”Momma?”

Unable to resist the moment Sheila’s sword faded as did her will to continue passed this moment. Her feet carried her the thirty yards faster than they had ever moved. And her arms embraced her young daughter while her eyes teared and voice cracked, “Oh my darling... I... Am so sorry... My darling.” Shelia sank burying her head into the child's nape and held her close.

”Momma, I am so glad you came. Its time to leave.” The child’s eyes flashed red unseen by Sheila. But Sigurd’s last word of advice, a cautionary tale of Calamity rang forth in the fallen knights ears.

Sheilia wiped her eyes and drew back looking at her child, “Yes... We need to get out of here. I have been warned this is a place where Calamity will strike...”

Her daughter, a good ten years younger than she had any right to be smiled up at her mom in an unnatural way, like a snake unhinging its jaw. “YES, I AM HEAR!”

A burst of dark black energy exploded from the child knocking Sheila into crumbled building collapsing the rest of it on the troubled knight.

“Your daughter is already dead Knight. Dead in the murder ball juicer pits, her heart exploded just like her fathers.”

No...

The dark magics of the creature swirled arroumd Sheilia cutting her soul deep with 1000 cuts of despair.

“I said... NO!” Deep with in, her last spark of hope, her last shred of the dream of a better life flared bright connecting with her psychic energies forming an impenetrable barrier of sheer will protecting her from the arcane onslaught of the master demon. Moments later she heared a howl of frustration and then the street was clear.

Regaining her feet she breathed for what seemed the first time in many minutes and activated her radio, ”Siguard, this is Shelia what is your position?”
Psionics 11, 2 bennies left
Psionics arcane protection, 1d12! 1d6!: [3]+[1] = 4 benny for reroll 1d12! 1d6!: [8]+[1] = 9 +1 sigaurd, +2 elan
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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Ndreare
Savage Siri
Posts: 4105
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 - The City of Tijuana

Post by Ndreare »

The journey into the city was a strain, taking the heroes through some of the most dangerous of possible treks as they traveled. @Sir William Mahan was able to rely on the excellent and exemplary training provided by Lady Heron to keep his mind on the task and resist the temptation to destroy every undead that crossed his path.

@Maggie and Steven when last seen where injured, and exhausted, the need to separate themselves from the others based on the noise Steven would make, preventing them from rejoining the team as the heart of the city is found.
@Pursuit has mentioned he needs to step back from the games for a while so he will not be in the scene. However he is welcomed to join if desired, even if only to fire off a few rail gun shots.


@Sigurd and @Igora's Mantle find their centuries of travel has prepared them well for this mission and the subtle journey into the heart of the city. The two combining their power in a way that makes it easy for the others to see they have worked together for longer than most men have lived.

@Shelia finds herself assaulted mentally more than physically as she moves into the city. The trauma to her psyche something shaping her in potentially permanent ways. Is it true her own daughter would be here included among the dead, would she have to battle her, was it a hallucinations, a prophecy or a very real experience she had on the way in?


The heroes have reached the giant pyramid at the center of the city, the evil being within can easily be felt even by those without supernatural awareness. It is time to go in and try to stop this creature. Many legends came with them for this journey, but not all of them made it. @Krysesia, @Dred, @Maggie and @Steven all missing in action. But the mission still stands. It is even possible to destroy a demon lord with so few people alive? Who it to say...

INSTRUCTIONS

Each of you receives a Conviction for the interlude, you all have either the number of bennies you had in December, or reset to 3, whichever is higher.

You have 1 minute to prepare before going in.

Include in your post what you do, what power you activate, and how you help each other before we roll.

I will post a new scene for the actual chamber room.

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
Sir William Mahan
Posts: 225
Joined: Tue Aug 08, 2017 5:36 pm

Re: 04 - The City of Tijuana

Post by Sir William Mahan »

Sir William addresses the three survivors. "It seems that it is down to us. Sheila - I know your strength in battle, and I know your heart. You are ready to face whatever is inside. Sigurd - I do not know you well, but I believe you are here for a reason. I believe we all are. This Demon Lord must fall, and it falls to us to ensure it does."

Persuasion Roll to Support Fear Checks
1d6!: [2] = 2 Wild 1d6!: [1] = 1
Sir William turns to the pyramid, a grim set to his face. "Let us finish this."
Psionics 5
1d10!: [5] = 5 Wild 1d6!: [4] = 4
A flickering blue glow appears around Sir William, and he strides into the pyramid.
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: 3
  • 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
Sigurd
Posts: 15
Joined: Sat Aug 22, 2020 6:01 pm

Re: 04 - The City of Tijuana

Post by Sigurd »

Sigurd responded to Shelia "Shelia, I am still here. I am in the main courtyard on the north side of the ziggurat. It has been an honor to fight with you this day."

He took a moment and rekeyed his mic "Sir Mahan there is a letter in my backpack for you. When this is over and I have claimed my reward please read the it."

Sigurd then centered his mind and let the calm take him. Thoughts and images began to filter through his mind. He could tell they were from the mantle. They help to center him and to provide him the resolve he needed for what was to come. He felt the power of the mantel settle over him
Protection 1d12: [3] = 3 Mantle bennie 1d12: [4] = 4


Once his feels the Mantle's power settle in place he raises his sword and shield, calls upon the power of the chosen
Greater Speed/quickness 1d12: [5] = 5
. Then cries out "For Awnshere. Your evil dies today Arogi." and charges into the pyramid.

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



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