01 - Restless Nights

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4294
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

01 - Restless Nights

Post by Ndreare »

Date: October 28th, Year 24
Time: Early Morning
Weather: Sky clear
Temp: About 44 degrees Fahrenheit
Current Location: Burlington, capitol of Skagit Valley


Last night's storm was especially harsh, lasting nearly 3 hours and striking several locations throughout town. The emergency work needed to respond to the issues have left everyone in town tired and a little out of sorts. But now that it is over there is a chance to sit down, grab a bite, and relax even if for only a moment.

But fate has never been kind an as the members of the Patrol come together to give updated reports to the Mayor MacPherson and the council a strange pop, followed by several seconds of a high pitched whine and then the smell of ozone washes over the Council members and the Patrol gathered with Mayor MacPherson.

As heads turn to identify the sound several of you find yourselves looking out the window. What looks like a large passenger airliner from the early to mid 21st century the smoke rising from its engines and chaotic way it moves through the air is an obvious sign the vehicle will not make it.

The crash will mean a lot of people un prepared to defend themselves with little of no chance to survive. Additionally the resources represented by the crash could help with repairs and options.

After only a moment of observation MacPherson looks around the room. “Sheriff, get your patrol ready. I can help with your fatigue before you go. But one of you will need to deal with it as it begins coming back.”

Looking at the table with food prepared for the conversation the mayor finishes. “Make sure each of you eats your fill before heading out to get geared up. We can handle a missed meal.”



Instructions

Interlude: Roll a Quick Encounter (not dangerous) and write an interlude using the roll as inspiration about your character's experience in town during the storm, and/or helping to repair and recover from the storm. When you are done take a benny.

You are going on a mission, so at the end of this scene head home, suit up in your armor and grab your gear. The wilderness of the Skagit Valley is dangerous and terrible.

Note: A note on future risk introduced in this scene. You will be heading out sleep deprived and having already been fatigued from the night's work, the relief power was used to remove that fatigue. When arcane abilities are used to remove fatigue from lack of sleep or hunger I keep the penalties rolling in perpetuity representing the limits and risks of living off ppe/isp alone.


Game Master Background and References for players to read.
  • 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
Dak-Viisi
Posts: 11
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Dak-Viisi »

Dak-Viisi hated the storms. Not because he was particularly vulnerable to them, but because they represented a setback and a hardship for the people he has sworn to protect. This storm was worse than most. The winds howled and the lightning rained havoc down on the town. Dak rode the furious winds, seeking those whose homes were destroyed or who were caught in the open. He

Athletics: 1d8!!: [2] = 2
WD Athletics: 1d6!!: [4] = 4
, and dug through rubble to extricate those who couldn't escape. The Lyn-Srial are blessed with supernatural endurance, but even this was worn with the extreme exertion.
Tired but mostly successful in his endeavors, he reached for a leg of chicken just as the POP echoed through the valley. He shakes his head and sighs. "Let us not abandon the survivors to their fate. Once more to the sky!"
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Nardal Longwalker
Posts: 232
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Nardal Longwalker »

Nardal's arms ache and his throat is raw from chanting. The storm had brought down three farmhouses on the edge of town, and the effort of trying to heal the injured in the midst of the howling winds had left him exhausted by dawn.
Faith - no successes
1d8x: [3] = 3 Wild 1d6x: [1] = 1
"This is a strange place I've come to, a strange place to end my days," he muses, stretching his arms behind him with a groan. Looking up, he sees the aircraft overhead. "What a strange vessel! I wonder where it is from?" As it becomes clear that it will crash, Nardal joins the rest of the Patrol with the Mayor in time to hear of his next mission and receive the benefit of the Mayor's gift of respite. He rolls his shoulders with a creak and sets out to his small hut to gather his supplies and armor for the journey.
Nardol Longwalker
Character Name: Nardol Longwalker
Parry:3, Toughness: 10/4
ISP:
20 /20
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Rain
Posts: 25
Joined: Sun May 10, 2020 7:23 pm

Re: 01 - Restless Nights

Post by Rain »

The big storms often brought fires, and the one they just survived was no different. Rain spent most of his evening
Psionics 1d10!, Wild 1d6!: [9]+[6!, 6!, 3] = 24
, expertly shaping them away from peoples' homes and snuffing them out entirely where he had to. Where he had to. He let them burn wherever he could that no one would get hurt, notwithstanding the constant pressure from people to put them all out.

But that was just wrong. Some fires just had to burn, have to burn, for the valley to survive. For all of them to survive. Fire brings warmth and light and renewal, and he's pretty sure he heard somewhere that it's actually good for the environment. That feels true to him, no matter what his neighbors think.

He gives a slight shoulder shrug at going back out; he's used to that. He sometimes goes days, or even weeks without sleeping, when the mood strikes him. One night won't be much.
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 11
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Frustrated at once again not being able to enjoy any calm in the valley, Billy spent his day and night searching for those who had become lost or displaced in the recent storm, guiding these poor souls back to town while himself remaining comfortably at its edge.

Survival 1d8!!+2: [7]+2 = 9
Wild 1d6!!+2: [1]+2 = 3


Just when he had settled down for a relaxing smoke, the arrival of the hissing and whining of the aircraft filled him not only with a sense of dread but also one of familiarity -- he had seen these before, in a time that brought back feelings of trepidation with remarkable yet unexpected clarity.

Ain't nothin' good, he muttered as he quickly slid back into the trees, reluctantly but dutifully headed toward the unpleasant reminder of long ago.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 19/20
Wounds: 0
Fatigue: 0

Bennies: 3/3
User avatar
Jim Cannon
Posts: 13
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim paused and rubs the back of his neck again an a vain attempt to relieve the headache caused by that godforsaken storm. He briefly considers popping a few more of the pills the town pharmacist refers to "something very similar to but completely unlike aspirin" but decided against it.

The guy generally seemed to know know what he was talking about but ever since that time everything took on a purple hue for almost twenty four hours Jim is determined to keep the bathtub pharmaceuticals to a minimum if he can help it.

It took all morning for the town to make good on the worst of the

Repair 1d8!!: [5] = 5
Wild 1d6!!: [8!!] = 8
but things went surprisingly well and Jim smiles briefly to himself as he walks towards city hall to let the mayor know how things are going. If things keep on the way they've been going we should be back to 100% in a few days. Or at least as 100% as things ever get around here.

Twenty minutes later Jim stands next to the mayor watching the jetliner come in for what looked to be a pretty hard landing. Did I think things were looking up? He thought to himself bitterly. One of these days I'll goddamned learn to know better!
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Kaelin
Posts: 126
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Survival 9
Survival 1d8!!+2: [7]+2 = 9
Wild 1d6!!+2: [5]+2 = 7
In the storm's aftermath Kaelin found herself busy rounding up survivors or helping to rescue others who'd been trapped under debris. It had certainly been a harsh one, a fierce a storm that Kaelin could recall within her twenty years or so of life. Regardless, by morning she was dead on her feet from exhaustion and eagerly looking forward to doing nothing better than getting her head down for some kip.

Alas as everyone were making their reports to the Mayor, MacPherson, an object appeared in the sky over the valley. From a glance Kaelin wasn't too sure what it was, though it looked and sounded like something mechanical. She wondered whether it was an airplane like the ones her father had told her about, though it seemed different from what her father had described. For one thing the noise was nothing like the drone of aircraft her father had said about like the Spitfire, Lancaster and others. Then again the ailing aircraft could be from after her father's time, even the head of the McGregor family had conceded that many advance things had ended up in the valley that were almost out of the Science Fiction of his day.

Regardless, it looked like they were being sent to go check it out whether it ultimately landed. Granted they were being given the chance to get a bite to eat and get their gear in order before setting out, though Kaelin still grumbled under her breath as her bed seemed more distant than ever.
Main Account: Stormwell
User avatar
Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: 01 - Restless Nights

Post by Felix »

Felix spends the night
Intimidation 1d6!+3: [3]+3 = 6
Wild 1d6!+3: [2]+3 = 5
the citizens. He barks out his orders menacingly, but it's the tone of a commander not a bully. He works together with the patrol's specialists to make sure each person has the correct orders and is where they need to be. The sheriff even gets his own hands dirty when more manpower is needed for a critical task.

By the time the threat has passed, Felix's throat is raw, his feet are sore and his muscles ache. Its the kind of pain you can enjoy. It's the reward for a hard job done well that lets you know you're still alive.

The sheriff remains as people begin returning home, or to a friends home, while the patroll heads towards the mayor's office. When he's satisfied that everyone has sorted themselves out, he makes his own way to the mayor.

With the airplane screaming down out of the sky and a job to do, Sherif Bray turns to the Patrol, "Looks like an old bird. We'll need gear to make it through fire and cut any survivors out and supplies to treat their wounds. Noise like that will attract attention, so use any space left over expecting a fight."

The sheriff heads to his own home to pack. He puts his armor on - it takes a few minutes with one arm, and holsters his pistol. Then he walks over to the wall and takes his shotgun Bessy off the rods keeping her in place against it. As prepared as he can be, Felix heads towards the door and steps outside. He hops onto his horse Nelly and heads towards town center en route to the patrol's agreed upon muster point.

"We got new arrivals needing help!" the
Sheriff Forming a Posse (Networking) - Intimidation: 19 (Success and Three Raises)
Posse Intimidation 1d6!+3: [1]+3 = 4
Wild 1d6!+3: [6!, 6!, 4]+3 = 19
A healer specialist who often works with @Nardal Longwalker hears the call and decides to help.

@Ndreare
Justice Rangers Sheriffs often organize posses to hunt supernatural predators and marauders. At the GM's discretion (at most once per session), a Justice Ranger sheriff may spend a Benny and make a Networking check to organize a Posse to hunt down a public threat (known criminal, monsters, bandit gang etc.). With a success he temporarily gains 5 mobile Militia (gear and abilities may vary by community, see Savage Foes of North America) for each of his Ranks (per Allies in Savage Worlds). With a raise, one or more are Mercenaries and Specialists (see Savage Foes of North America) or the Allies are upgraded.
I'm fine with whatever you send out with us, but I'd like at least one of them to be a healer.
, "We will have trapped injureds to care for. Don't bother if you're squeamish. They're coming in loud and hot, so expect it to be dangerous. Anyone yellow need not apply. Meet up in fifteen if you're coming and don't be late. It'll be a hard ride, so don't expect me to go easy on you either!"

Felix leaves the volunteers with the location of the muster point and rides off to meet the Patrol.
User avatar
Ndreare
Savage Siri
Posts: 4294
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

.
Heading Out Unrested.


Date: October 28th, Year 24
Time: Noon
Weather: Overcast forming, drizzle setting in
Temp: About 45 degrees Fahrenheit, begins dropping rapidly as you begin moving into the mountains to freezing.
Current Location: Leaving Burlington, capitol of Skagit Valley
Game Master Background and References for players to read.






@Athena Misane
Player mid move and personal affairs, will be back once he/she can


@Felix found that while tired, he was always able to push through once he had a goal in mind and saving as many people as possible from that air plane before the gargoyles got to them was deffinitly a goal he coudl work with. He should have known after last night's storm that something was coming though again. It was only dumb luck for the passengers that they were so much closer to this side of the valley and not at the far end.
Felix gains +1 special Benny that may only be used for Support this benny does not reset at end of quarter until used.


Gathering up as many men as possible he got ready for getting thigs done. Taking a roll call of the men and a role call of their skills was an essential step.

To Get These Men You Must: Name them and include two family/personal details for each.

Two Names...
The tough, common folk of Rifts Earth.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Survival d4
Pace: 6; Parry: 4; Toughness: 6 (1)
Hindrances: Illiterate, Quirk
Edges: Improvisational Fighter
Gear: [*]
[*]Heavy clothing (+1 Armor)
[*]Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6).
[*]12 extra rounds
[*]Medium Improvised Weapon (Range 2/4/8, Damage Str+d6).


Two Names...
Low-brow rough-and-ready types armed with scavenged gear.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge
d4, Gambling d4, Fighting d6, Healing d4, Intimidation
d4, Notice d4, Persuasion d4, Shooting d6,
Stealth d4, Survival d4, Taunt d4
Pace: 6; Parry: 5; Toughness: 9 (4)
Edges: Improvisational Fighter, Soldier
Gear:
  • Piecemeal Salvaged Armor (+4 Armor)
  • AK 47 Rifle (Range 24/48/96, Damage 2d8+1, RoF 3, AP 2, Shots 30, 3RB)
  • Spiked bat (Str+d6, AP 1), 2 extra rifle magazines.

Doc - Tanya Renolds
Raised in the city and new to this area, one thing Doc has going for her is she knows how to help people.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Academics d8+2, Athletics d4, Common Knowledge d6, Healing d10+2, Notice d8+2, Persuasion d6, Science d10+2, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (1)
Hindrances: Cautious (Minor), Monophobia (Major), Obese (Minor)
Edges: Alertness, Healer, Scholar, Scholar
Gear: [*]
[*]Heavy clothing (+1 Armor)
[*]Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6). [Unskilled with this weapon]
[*]12 extra rounds
[*]Medium Improvised Weapon (Range 2/4/8, Damage Str+d6). [Unskilled with this weapon]



@Billy Shag knew the people would need help and that the rest of the patrol would need his help finding the people lost or caught outside of the city when the storm came in. Finding them was easy, most people just did not know enough about wordsmanship to hide their tracks.

As he sees the aircraft descending Billy easily follows the arc of the falling craft he considers which peek it would most likely land at. Heading to the place on the road east of the city where he knew he would meet the others. Billy knows where the craft landed and the Patrol would need help finding it.
Billy gains +1 special Benny that may only be used for Survival this benny does not reset at end of quarter until used.


As @Dak-Viisi takes advantage of his flight to aid in the rescue he shows his value to the community. His talents once again helping him to fit into the human community as they see through his alien nature to the hero within.
Dak gains +1 special Benny that may only be used for Athletics this benny does not reset at end of quarter until used.


@Jim Cannon the old soldier's efforts after the storm paid off. The routine of fixing things ringing in his heart as he progresses. Most of the materials needed where available in supply, and the few that were not could easily be improvised.
Jim gains +1 special Benny that may only be used for Repair this benny does not reset at end of quarter until used.


@Kaelin The work of gathering up people was hard work. Fortunatly knowing Billy was on the other side of the city doing the same work in the hill let Kaelin forcus her energies on the fields west and north of the city. In the end her efforts paid off as many older people could be given instructions to get them to aid the younger and she was able to get many out of the cold.
Kaelin gains +1 special Benny that may only be used for Survival this benny does not reset at end of quarter until used.


@Nardal Longwalker's efforts to aid the city were frustrated by his own physical limits. The day had already been a full day of hard work and the additional strain of the storms timing was enough to strain him.
Nardal gains +1 special Benny that may only be used for Faith this benny does not reset at end of quarter until used.


@Rain's talents where a natural fit for dealing with the complications of the cold. Be it putting out the fires that forms, or moving them to a place more fitting where they could be more easily used to warm the displaced.

Rain loved having the opportunity to let some things burn now and then. So the need to keep people warm was the perfect excuse for his talents to be put to use.
Rain gains +1 special Benny that may only be used for Psionics this benny does not reset at end of quarter until used.



As the Patrol heads out they meet up with Billy Shag less than a mile from the city, the warrior hermit somehow knowing his help would be needed. As they consult with one another and try to determine which way would be the best way to go, and get their plans laid out Felix begins assigning responsibilities. The whole process happening with the ease of work long accustomed to.

The plane looked to have crashed near Sorenson Fork only about 10 or 15 miles from town. However there is no straight line to the location and hard decisions will need to be made about where and when to cross the Skagit river.

The first seven miles or so should be easy and done by 10 AM, but that last five miles is likely to take most of the working part of the day and require walking many times the miles a straight line would suggest.


INSTRUCTIONS:

You will be traveling through some dangerous terrain and trying to get up to the mountains before the survivors are all killed by one of the animals, demons, or monsters that live in the wilds. This will be restless and no power point recovery will be possible here.

Once you leave the river the travel is too dangerous and the threats are to high for the characters to relax. No power point recovery will happen after leaving the safety of the river.

Everyone please make a Vigor roll versus the cold at +0. Failure you suffer a fatigue, Critical failure you suffer 2 fatigue.
  • If you have Full Environmental Armor you will not need to roll but your battery will be in use.
  • If you have TW armor this will use 10 PPE or ISP, but you will not need to roll.
HORROR FACTOR: -4 This is a tough area and filled with all kind of trouble monsters that enjoy life in the woods. All Journey rolls are made at -4.
  • Upper valley, 2-5 miles off of river or delta: -4
  • Spring and Autumn: +0



NAVIGATION
(Made first, a critical action): Each day of travel the Navigator makes a Survival check to guide the party. This critical task informs the following Quick Encounter checks (see Turn Order & Critical Actions under Quick Encounters in Savage Worlds).

Athena d6
Billy d8+2
Dak d6
Felix d6
Jim d8+2
Kaelin d8+2
Nardal d6
Rain d4-2

„ Success: The party is headed in the right direction, no extra effect.
„ Raise: The following Lookout, Pilot, and Scout rolls are all made at a +1 bonus.
„ Failure: The party wastes time traveling in circles or doubling back, making no meaningful headway.
„ Critical Failure: The group heads in the wrong direction and becomes lost. The Navigator must make a successful Survival roll at a −2 penalty to reorient the party at a subsequent date (checked once per day of Travel as usual, only if they realize they are lost—GM’s discretion).


LOOKOUT
(Required): The Lookout makes a Notice roll each day of travel to spot threats to the journeying party.

Athena d8
Billy d8
Dak d6+2
Felix d8
Jim d8
Kaelin d8
Nardal d4+2
Rain d8

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

SCOUT
(Optional): The person responsible for making Stealth checks to reconnoiter the path ahead of a traveling party.

Athena d6
Billy d8
Dak d8
Felix d6
Jim d8
Kaelin d6
Nardal d6
Rain d4

„ Success: The party is forewarned of what lies ahead. Draw for Encounters as normal.
„ Raise: the party may draw two encounter cards from the Action Deck and choose the result (see Encounters under Travel in Savage Worlds).
„ Failure: The GM draws two encounter cards from the Action Deck and chooses the result (see Encounters under Travel in Savage Worlds).
„ Critical Failure: The GM rolls on the Trouble table, complicated by a roll of If Things Weren't Bad Enough and The Plot Thickens per the Rifts® Game Master's Handbook.
  • 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
Jim Cannon
Posts: 13
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim rolls his shoulders for what is probably the fiftieth time trying to relive that

Vigor for old people 1d8!!-1: [4]-1 = 3
Wild 1d6!!-1: [2]-1 = 1

Spending a Benny
Vigor for old people 1d8!!-1: [2]-1 = 1
Wild 1d6!!-1: [8!!]-1 = 7

he got these days every time he found himself out in the cold and damp. I am NOT too old for this shit dammit. He thinks to himself fiercely. The day I let these kids outlast me is the day they put me in the ground.

With a mental effort he shakes off the cold and

Support Roll +2 for Woodsman, -4 Horror Factor
Survival 1d8!!-2: [2]-2 = 0
Wild 1d6!!-2: [5]-2 = 3

Spending a Benny

Survival 1d8!!-2: [3]-2 = 1
Wild 1d6!!-2: [15!!]-2 = 13

on helping keep that walking shag carpet from getting them lost. He was still getting used to the fact that Sasquatch were real but he had to admit the giant pile of hair knows its way around a forest.
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Kaelin
Posts: 126
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Rolls (Cold: 5,Scout: 7)
Vigor 1d6!!: [4] = 4
Wild 1d6!!: [5] = 5

Stealth 1d10!!-2: [7]-2 = 5
Wild 1d6!!-2: [9!!]-2 = 7
One of the advantages of growing up in the Valley was that one got used to the weather, certainly the cold didn't effect Kaelin much. Sure she felt the chill, but she was prepared for it and knew little tips taught to her by her father to help keep warm.

The other advantage of having grown up in the Valley was that she was familiar with the terrain and knew what tracks to avoid and other signs of danger to watch out for. Scouting ahead she was able to keep the party on a relatively safe path, though not entirely safe but Kaelin hoped that she could steer the party clear of any dangers.
Main Account: Stormwell
User avatar
Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: 01 - Restless Nights

Post by Felix »

Vigor 1d8!: [1] = 1
Wild 1d6!: [6!, 3] = 9
Nelly Vigor 1d8!: [5] = 5
Roger/Annie/Rork/Skorn/Tanya Vigor 5d6!: [3, 4, 2, 6!, 2, 3] = 20

Felix: Success
Nelly: Success
Roger: Fatigue
Annie: Success
Rork: Fatigue
Skorn: Success
Tanya: Fatigue

Supporting the Scout: Success and a Raise (+2)
Scene -4, Menacing +2, Skagit Sheriff +1.
Intimidation 1d6!-1: [3]-1 = 2 +2 Support to Scouting
Wild 1d6!-1: [6!, 4]-1 = 9


The biting cold doesn't have much of an effect on the Sheriff, but Felix is used to riding hard in rough conditions. He keeps in constant contact with Athena scouting ahead, and he keeps the Patrol moving forwards along her route. To do that, Felix has to bark orders at the posse, half of whom are shivering badly, to keep them moving in a tight formation within the Patrol.

Some of the Patrol seem off of their game, so he has words for them too. All in all, it looks like its going pretty well so far, all things considered. The sheriff has hope that the Patroll will even make it in time to rescue some folks.

Allied Extras Tracker
Healthy: Nelly (Horse), Annie, Skorn
Fatigued: Roger, Rork, Tanya
Exhausted:
Incapacitated:
Deceased:

Roger Williams, Annie Williams
The Williams' are two relative newcomers to Skagit. Just like the folks the Patrol is heading out to rescue now, the Williams' were once rescued by the Patrol. Roger and Annie each have a big heart and when they heard others like themselves were in danger they immediately volunteered to help.
Unable to have children of their own, Annie helps teach the local children while Roger helps keep their families fed. They're valuable members of the community already.

The tough, common folk of Rifts Earth.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Survival d4
Pace: 6; Parry: 4; Toughness: 6 (1)
Hindrances: Illiterate, Quirk
Edges: Improvisational Fighter
Gear:
  • Heavy clothing (+1 Armor)
  • Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6).
  • 12 extra rounds
  • Medium Improvised Weapon (Range 2/4/8, Damage Str+d6).
Deputy Rork, Skorn the Drunk
Deputy Rork was quick to recognize Felix as the sheriff. He served the previous Sheriff and continues to help Felix as the new Sheriff. He has a wife and seven kids who run the family farm relying on him to come home every day.
Skorn is a drunk. There's no one in Skagit he cares about. Only the bottle. The bottle never leaves him. Gargoyles and monsters will take your family, one by one, but you can always brew more drink...
Skorn runs a rather successful still. He sells the excess to the local watering holes and the healers. He has no one to occupy his time, so he's used it all to slowly increase the quality and output of his still. It'd be a shame if he died without telling anyone where he has his operation hidden. (Old habits die hard.)

Low-brow rough-and-ready types armed with scavenged gear.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge
d4, Gambling d4, Fighting d6, Healing d4, Intimidation
d4, Notice d4, Persuasion d4, Shooting d6,
Stealth d4, Survival d4, Taunt d4
Pace: 6; Parry: 5; Toughness: 9 (4)
Edges: Improvisational Fighter, Soldier
Gear:
  • Piecemeal Salvaged Armor (+4 Armor)
  • AK 47 Rifle (Range 24/48/96, Damage 2d8+1, RoF 3, AP 2, Shots 30, 3RB)
  • Spiked bat (Str+d6, AP 1), 2 extra rifle magazines.

Doc - Tanya Renolds
Raised in the city and new to this area, one thing Doc has going for her is she knows how to help people.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Academics d8+2, Athletics d4, Common Knowledge d6, Healing d10+2, Notice d8+2, Persuasion d6, Science d10+2, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (1)
Hindrances: Cautious (Minor), Monophobia (Major), Obese (Minor)
Edges: Alertness, Healer, Scholar, Scholar
Gear:
  • Heavy clothing (+1 Armor)
  • Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6). [Unskilled with this weapon]
  • 12 extra rounds
  • Medium Improvised Weapon (Range 2/4/8, Damage Str+d6). [Unskilled with this weapon]
User avatar
Dak-Viisi
Posts: 11
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Dak-Viisi »

Dak is no stranger to the cold. The air is even chillier at altitude, but when aloft, he is
Vigor: 1d8!!: [3] = 3
WD Vigor: 1d6!!: [9!!] = 9
with the environment. And when he's aloft, there is little that escapes his notice, even in the darkness. He scans far and wide from his elevated vantage point,

Notice: 1d6!!-2: [15!!]-2 = 13
WD Notice: 1d6!!-2: [2]-2 = 0
that would rely on cover of night for their nefarious purposes.
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 11
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

The Hill-William cinches his fur a little tighter then gets his bearings once again and attempts to read the best route to the crash site. Making sure companions are warm and fed is his priority since everyone is already tired.


Vigor 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7

Net Survival 1d8!!: [4] = 4
Net Wild 1d6!!: [8!!] = 8


Last edited by Billy Shag on Sun Oct 31, 2021 11:57 am, edited 2 times in total.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 19/20
Wounds: 0
Fatigue: 0

Bennies: 3/3
User avatar
Nardal Longwalker
Posts: 232
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Nardal Longwalker »

Nardal walks quietly in the center of the group,
Vigor 1d6: [6] = 6 , Ace on Vigor 1d6x: [5] = 5 , Wild 1d6: [4] = 4 , both -5 - Success (amazingly)
. My people were not built for this, he thinks a bit sourly to himself. Shifting his vision to observe heat, he
Support Notice 1d4: [4] = 4 Wild 1d6x: [3] = 3 both -2 net (+2 for Fennodi Vision, -4 for Journey penalty) Failure - no Support
. Although he withstands the cold surprisingly well, it distracts him; his normal alert attention to his surroundings is a bit muted. He hefts his pack and stumps along with his Nymbu staff, muttering imprecations against the cold weather.
Nardol Longwalker
Character Name: Nardol Longwalker
Parry:3, Toughness: 10/4
ISP:
20 /20
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Athena Misane
Posts: 6
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Interlude:
Repair 1d8!!+2: [7]+2 = 9 , 1d6!!+2: [5]+2 = 7

As it always does, the storm caused trouble with the town's generator. It didn't fail, but a few fuses blew. The kinds she hadn't figured out how to make replacements for yet. The kind she was always running low of. But she was very good at stripping things for every good part she could, so she always managed to stay beyond that critical point. She also disabled the circuits that always blew as the storm started. It was to some outlying homes and they would expect it. They used wood burning stoves for heat and stored their food in the bone cold cellar, so it would mean lighting some candles for them. No harm done.

That ounce of prevention had saved her hours of scrounging for yet more fuses, or worse, bypassing them. Bypassing fuses is why that link to some of the outer homesteads was so weak. It did nothing to prevent her going around, tarping roofs, boarding up broken windows, reinforcing the pavilion before it fell, or simply just fixing things all over town. By the time she sat down with the mayor and sheriff to eat, she was bone tired and stumbling. She numbly ate her fill and it helped. But she was still tired. But she'd experienced this many times in the army. Every soldier had. Looking over at Jim, she shrugged with a smile in that knowing way soldiers do. "Let's do this old man."

Vigor 1d8!!: [5] = 5 , 1d6!!: [7!!] = 7
Notice 1d8!!-4: [4]-4 = 0 , 1d6!!-4: [5]-4 = 1
Spend Benny
1d8!!-4: [5]-4 = 1 , 1d6!!: [1] = 1 -4


Athena was used to hardship and the cold, but tonight she couldn't keep an eye on things like normal. Whether it was the terrain, her stumbling along clumsily, or simply the sheer exhaustion she felt from having been working on repairing things all night, the pilot was simply not at her best tonight. She briefly is sorry they didn't try to just fly out there, but given the visibility and the fact it was a remote area, she knew better.
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Rain
Posts: 25
Joined: Sun May 10, 2020 7:23 pm

Re: 01 - Restless Nights

Post by Rain »

Rain's
Psionics 1d10!, Wild 1d6! to Support himself (per GM), Vigor 1d6!, Wild 1d6!: [4]+[6!, 1]+[2]+[6!, 3] = 22
That's a 7 on Psionics as a free roll to support himself with elemental manipulation, per GM on Discord, for a +1 and then a 9 on Vigor for a total of 10 to fend off the cold
as they move out. He's very used to this sort of thing, and does not appear bothered by the cold at all.

As they walk, he keeps his eyes up and
Notice 1d8!, Wild 1d6!: [6]+[6!, 5] = 17 that's an 11, then we subtract 4 for the horror factor, so we get a 7 and a +1 to support the lookout
to whomever is keeping the lookout.
User avatar
Ndreare
Savage Siri
Posts: 4294
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

1d4 and 1d4: [2]+[4] = 6 Edit = Only 2 gargoyles
1d6!! or 1d6!!: [7!!]+[2] = 9 notice


Cannon and Billy were familiar with the not only the idea of survival, but the area around the lower Skagit river was one they knew like the back of their hands.

The rest of the team work well together as lookouts making sure the progress is safe an no ambushes catch them off guard.
Athena’s misery prevented her from noticing what stood out easily to the others as they caught a glimpse of the gargoyles. The worst of all fates, it seems a gargoyles and a gurgoyle have set up at the top of the mountain, laughing as they fly around with the white sheet metal ripped from airplane beneath them. The creatures appear to enjoy the slow dismembering of the jet from around the humans inside the vehicle.

With team members assigned to scouting they could have potentially distracted the gargoyles. But not sending out scouts has its price.

The monsters at high up the mountain and as they dive in and out of site it becomes obvious where the plane must have crashed on the side could be no more than half a mile from the fork. Unfortunately the gargoyles are have a lot of fun tormenting the people stuck in the plane.

Combined with the fact that Athena and Rork where already showing signs of hypothermia things need to happen.

Instructions

@Dak-Viisi , make a stealth -2 = If you fail versus a 7 then you are spotted!
@Everyone else make a Stealth +4. = If you fail versus a 7 then you are spotted!

If no one is spotted then you have an opportunity to make a plan for approach. If any of you are spotted the gargoyles will start flying towards you while staying about 500 yards in the air and caring the air plane pieces.

Reference Map link
https://www.google.com/maps/d/u/0/edit? ... 27729&z=16

Heros are the Star, the crash is the plane, the red monsters are the Gargoyles. They are about 500 yards away and 600 yards up, having fun as they fly up and down, into and out of line of sight.
Quick shot of map.png
  • 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
Rain
Posts: 25
Joined: Sun May 10, 2020 7:23 pm

Re: 01 - Restless Nights

Post by Rain »

Stealth 9
Stealth 1d4!, Wild 1d6!: [3]+[1] = 4 +4 modifier per GM instructions
Benny Stealth 1d4!, Wild 1d6!: [2]+[5] = 7
Rain crouches low, his coat pulled about him, and strides quietly to cover. He tracks the flight of the gargoyles, ready to let loose.
User avatar
Nardal Longwalker
Posts: 232
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Nardal Longwalker »

Nardol spots the creatures tormenting any survivors on the plane and sighs. What prompts such creatures to such evil? he muses to himself. Could they be redeemed? He
Stealth 1d6x+4: [4] = 4 Wild 1d6x+4: [5] = 5 Best is 9
a convenient shrub to watch. Years of experience in the West taught him to hide behind much smaller things than this!
Nardol Longwalker
Character Name: Nardol Longwalker
Parry:3, Toughness: 10/4
ISP:
20 /20
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Dak-Viisi
Posts: 11
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Dak-Viisi »

Despite his outspread wings and his distinctive appearance, whether by trick of the fading light or a simple twist of fate, Dak is able to
Stealth: 1d8!!-2: [12!!]-2 = 10
WD Stealth: 1d6!!-2: [4]-2 = 2
, perhaps mistaken for a star. When the opportunity presents itself, he dips below the horizon, weaving in and out of the treetops. Gargoyles are an affront to nature, and brutality against innocents is abhorrent to him. He prepares for the imminent battle, pausing only to radio to his comrades. "I have not been spotted, but I will reveal myself soon. Let us make ready and leave no evil heart beating."
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Kaelin
Posts: 126
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Stealth 13
Stealth 1d10!!+6: [7]+6 = 13
Wild 1d6!!+6: [4]+6 = 10
Kaelin had learnt a great deal from her father, skills to help survive out in the wild and how to pass unseen and unheard. It was the latter she demonstrated so well, moving as she did practically like a ghost. Upon sighting the creatures, she hunkered down with her father's old rifle, taking a moment to give the lens of it's scope a quick clean before peering down the sights. The creatures had wings and danced about the sky with them, making for difficult targets at best. Though Kaelin reckoned could off a well-aimed shot to at least bring the creatures crashing down to earth.
Main Account: Stormwell
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 11
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Billy slides through the wood and finds a good tree for cover and concealment. Bet those bastards aren't gonna land. And for their sake, they'd best not, he mutters to himself while readying his rifle.


Stealth 1d8!!+6: [4]+6 = 10
Wild 1d6!!+6: [10!!]+6 = 16
Last edited by Billy Shag on Tue Nov 23, 2021 6:01 pm, edited 1 time in total.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 19/20
Wounds: 0
Fatigue: 0

Bennies: 3/3
User avatar
Athena Misane
Posts: 6
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Having been through SERE, plus having grown up hunting in these very woods, Athena
Stealth 9 1d6!!+4: [3]+4 = 7 , 1d6!!+4: [5]+4 = 9
while pulling her rifle into a ready position. Thinking to herself, she considers the foe. 'Flying monsters, enjoying taunting the survivors. Definitely a problem. If we can hit a joint, maybe we can bring them down.' She flips the weapon from safe to semi-automatic. She would need accuracy, not to waste bullets on spray and pray like some untrained hick. Not that she didn't enjoy letting loose, but bullets are a finite resource. As she does, she sends up instinctive prayers to anyone listening, as she prepares for combat.
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Jim Cannon
Posts: 13
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim moved

+4 situational modifier and +2 due to Woodsman
Stealth 1d8!!+6: [12!!]+6 = 18
Wild 1d6!!+6: [3]+6 = 9
through the trees taking full advantage of the ample cover and the damp foliage on the ground to mask the sound of his movements. Drawing on decades of combat ops he took note of the threat of the creatures flying in the distance while also keeping an eye out for a good place to set up a sniper nest. With just a little luck I can put both down before they even know we're here he thought to himself with grim satisfaction.
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Ndreare
Savage Siri
Posts: 4294
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

Date: October 28th, Year 24
Time: About 1 PM
Weather: Overcast, heavy drizzle -2 Vision and Range >150’
Temp: About 45 degrees Fahrenheit, begins dropping rapidly as you begin moving into the mountains to freezing.
Current Location: Leaving Burlington, capital of Skagit Valley



Managing to stay out of sight the Patrol finds works their way up the hill using trees as cover to get as close as they can to the clearing. As they make their way in weapon ready they find even coming close the sub-demons have not noticed them.

As you get close enough to see the crash, you can see that some of the passengers have tried to escape the burning craft, only have found stone hands to have come from the ground and seized them in place! The burning of the plain seems to somehow be limited to the rear of the jet for now. The aluminum deformed, melting into a useless shape. Whatever set the tail aflame could not have been the jet itself, as the fuel is stored in the wings, not the tail.

Only half a dozen passenger bodies can be seen half eaten or torn apart around the plane as the demons seem to be prolonging the misery.

You are acting on a Surprise Round.

The following players have The Drop!
- Billy Shag (16, will have the Drop)
- Jim (18, will have the Drop)
- Kaelin (13, will have the Drop)

Gurgoyle - Parry: 6, Toughness: 24 (12)
WC Gargoyle - Parry: 6, Toughness: 30 (12)

If you do not like your starting position you may select the icon, then it will let you drag it.
This is Turn One you may move your token where ever you want within the tree lines as you guys made your steal rolls.
The measurement tool works on the map, just use the escape key when done.
Athena Misane = Brown ATV
Billy Shag = Green Hiker
Dak-Viisi = Silver Eagle
Fire Marshal Rain = Red Flame
Jim Cannon = Green Hunter
Kaelin McGregor = Brown Hiker
Nardal Longwalker = Red Hospital Shield
Sheriff Felix Bray = Blue Star

Gargoyle = Dark Green Monster = 17" in the air
Gurgoyle = Light Green Monster

Airplane = Green Airplane

Clearing Size = About 1,000 ‘ north to south, about 800’ east to west

Legend.png
Legend.png (23.81 KiB) Viewed 270 times
https://www.google.com/maps/d/u/0/edit? ... 33679&z=18
Crash site.png

  • 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
Dak-Viisi
Posts: 11
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Dak-Viisi »

Dak's blood boils at the sight of the mangled bodies and the torment being inflicted by the hideous demons.
Adept Boost Strength: 1d8!!: [3] = 3
WD Boost Strength: 1d6!!: [2] = 2
Benny Boost Strength with Elan: 1d8!!+2: [4]+2 = 6 - +1 die type
Benny WD Boost: 1d6!!+2: [1]+2 = 3
and he tightens his grip on his spear. True to his vow, he aims to be first into combat. His

Shooting Gurgoyle: 1d8!!: [1] = 1
WD Shooting: 1d6!!: [13!!] = 13
though, and the shimmering holy bolt

Shooting damage with raise AP 12: 6d6!!: [10!!, 5, 2, 1, 5, 11!!] = 34 - I think it's dead
the gurgoyle's chest. The gargoyle is more on his level. A mid-air

Fighting Gargoyle: 1d8!!: [7] = 7
WD Fighting Gargoyle: 1d6!!: [2] = 2
ends with a vicious strike from Dak-Viisi's holy spear,

Fighting damage AP 12: 4d6!!+1d10!!: [2, 5, 2, 3]+[1] = 13
Benny damage Fighting Gargoyle AP 12 - forgot Champion: 1d10!!+4d6!!+2: [4]+[5, 2, 8!!, 1]+2 = 22 + 4 for Holy Attacks weakness = 26, 2 wounds
the evil beast. "Battle is joined, vermin!"
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4294
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

Special circumstances but still a hit with two wounds
Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [6]+[1] = 7
One More Try Vigor 1d10!! or Wild 1d6!!: [4]+[3] = 7


The gurgoyle hits the ground apparently killed from the blow. But as the blow lands on the Gargoyle, it spins in the air wounded from the blow the gargoyles attention turns on the flying warrior.
  • 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
Nardal Longwalker
Posts: 232
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Nardal Longwalker »

Seeing Dak engage, Nardol
Persuasion roll for Support - d8x: [6] = 6 extra skill die for Work the Room d8x: [7] = 7 Wild d6x: [2] = 2
. "That's the way to do it. Strike down that evil. I have faith in you!" Hearing the voice of encouragement from his comrade merely
+1 to Dak's next Fighting roll
Dak's determination to strike down the foul creature.
Nardol Longwalker
Character Name: Nardol Longwalker
Parry:3, Toughness: 10/4
ISP:
20 /20
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 11
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Billy squares his shoulders to the tree for balance and aim and those nearby can hear him rumble some lyrics in his sultry baritone.

(EDIT - totally forgot the bonuses for the Drop here so +2 to the first shot and damage...aaaand +2 to the reroll for Elan... I will still spend the benny tho')


Free Action Adept/Boost Trait (Shooting) 1PP
Psionics 1d12!!: [10] = 10
Wild 1d6!!: [5] = 5

Shooting test to Distract at -2 MAP
Shooting 1d12!!-2: [20!!]-2 = 18
Wild 1d6!!-2: [13!!]-2 = 11

Shooting test to make vulnerable at -2 MAP
Shooting 1d12!!-2: [5]-2 = 3
Wild 1d6!!-2: [5]-2 = 3

Benny reroll vulnerable
Shooting 1d12!!-2: [16!!]-2 = 14
Wild 1d6!!-2: [3]-2 = 1


The first shot hits the creature unerringly in the left wing, causing the beast to tumble a bit in space before regaining its composure, while the second shot hits it squarely in the forehead, leaving it a bit flustered.


Damage1 2d10!!+1d6!!+2: [13!!, 1]+[4]+2 = 20
Damage2 2d10!!+1d6!!+2: [19!!, 6]+[3]+2 = 30
both AP 4


'Course I prefer the Aileeah Colgan version but I ain't got the pipes for that.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 19/20
Wounds: 0
Fatigue: 0

Bennies: 3/3
User avatar
Kaelin
Posts: 126
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Shooting 6, Damage 9, AP 4
Shooting 1d10!!+2: [4]+2 = 6
Wild 1d6!!+2: [4]+2 = 6

Damage 2d10+6!!: [2, 1]+6 = 9
Spying a better vantage point to engage the creatures from, Kaelin hurried over to the spot and readied her rifle. It looked as though others were about to attack, so Kaelin fired off a hastily aimed shot which seemed to strike true. However, how certain she was of scoring a hit she wasn't as sure whether it had any effect on the creature.
Main Account: Stormwell
User avatar
Ndreare
Savage Siri
Posts: 4294
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »


I am not even rolling against those numbers, it would seem unfair.



The gun fire from @Billy Shag and @Kaelin bounce off the Gargoyle's thick hide, but the efforts succeed as the already wounded creature begins flailing defensively the creature blinded from the onslaught around him.

He is shaken, Vulnerable and Distracted.
  • 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
Billy Shag
Diamond Patron
Diamond Patron
Posts: 11
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

All we need is one pin, Rodney...
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 19/20
Wounds: 0
Fatigue: 0

Bennies: 3/3
User avatar
Athena Misane
Posts: 6
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Notice: 1d8!!: [6] = 6 , 1d6!!: [4] = 4


Athena moves up with the rest and when the first shots ring out, opting instead for weight of fire over accuracy, she breathes out a prayer to let her shots hit true and deep, and then lets loose with her rifle at the gargoyle. Her form seems to fade into the trees, even as she fades back into the trees and behind cover after her she shoots.
Psionics 4 - Smite (+2 dmg, +AP 6, Shroud), Shooting 6 (13, AP 8, MD), 6 (18, AP 8, MD), 13 (17, AP 8, MD), Shroud on Athena (-1 to be hit, +1 to stealth)
Psionics: 1d8!!: [4] = 4 , 1d6!!: [3] = 3 (-2 MAP, +2 Major Psionic)
  • Smite 2 + AP 6 (3) + Shroud (1) -2 (Self Only) + MD (2) = 6 ISP + 4 ISP (+2 to roll)
    Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Shooting 1d8!!: [10!!] = 10 , 1d8!!: [10!!] = 10 , 1d8!!: [17!!] = 17 , 1d6!!: [4] = 4 (-2 MAP, -2 Autofire, -0 (Short Range))
  • AK47 (7.62mm) (Range 24/48/96, Damage 2d8+1, ROF 3, AP 2, Shots 20/30)
    2d8+1: [6, 4]+1 = 11 +2 = 13, AP 8, MD
    2d8!!+3: [1, 14!!]+3 = 18 , AP 8, MD
    2d8!!+3+1d6!!: [3, 6]+3+[5] = 17 , AP 8, MD
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
Post Reply

Return to “Adventures”