04 - Medicine Run

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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04 - Medicine Run

Post by Ndreare »

04 - Medicine Run

The plan is simple. Take advantage of the fuel recovered from the jet and deliver some medicine and supplies to Lymen and Concrete. If there is fuel left on the return trip see if you can swing into the crash site and grab any remaining supplies the heuy can carry.

As McPherson gives you the details he explains that his plan was to give you the medicine run as part of your normal patrol. But the fuel acquired gives an opportunity to recover resources.

Once you get to Lyman speak with your normal contact Garrett. When you get to Concrete speak with Wayne. These are your normal contacts on these runs. They will help arrange the distribution, tell you any local news and any important goings on. As well as give status updates for the other patrols they have recently seen.

Once you are done on the way back stop by the crash site, refuel the chopper and see how much extra fuel or resources can be had. With the chopper it should be easier and faster.

This run would normally be pretty dangerous and take a long time. But with access to the fuel this opportunity is too good to waste.


INSTRUCTIONS:
Get ready, write up a paragraph (or twenty if your name is Christian) explaining the stuff you take care of before heading out and who you love enough to say goodbye to. Overseeing the loading up of the chopper with the medical supplies for concrete.

HEAD OUT: Load up on the chopper and head out. You will be traveling, as soon as you take off wind and rain will pick up. The flight to Lyman and then to Concrete should be easy enough. But I would still like a piloting roll.

Piloting Roll: You have 3 Units of Fuel.
Critical Failure: The craft goes down with a TD. I will roll a hit location and 1d6 to see how bad it is.
Failure: You consume 2.0 Fuel units.
Success: You consume 1.0 Fuel units as expected.
Raise: You manage to luck out and consume only 0.5 units of Fuel.
  • 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
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Nardal Longwalker
Posts: 239
Joined: Tue Aug 08, 2017 5:36 pm

Re: 04 - Medicine Run

Post by Nardal Longwalker »

Nardal approaches the mayor after the mission briefing. "Mayor McPherson, I have spoken to some of the passengers, and I believe many are in shock. Like most who come through a Rift, they do not truly understand what has befallen them. If there are those here experienced in sicknesses of the mind, I ask that you send them to help."

After speaking with the mayor, Nardol seeks out Roberto. "Hello, funny man!" the boy says.

"Hello, Roberto and Jorge. I have made something for you." He holds out a crude woven dome, made from twigs and reeds. "This is a house for Jorge. A good dog should have a good place to rest."

"Thanks, Mr.... Walker, was it? Nardol nods as the boy continues. "My mama is working with a bunch of people to cook dinner. Do you want to come?"

"That sounds very nice, but I am needed elsewhere. We are bringing supplies to other villages in the area. Perhaps one day, with the right training, you might assist us."

"Cool! Thanks for the doghouse, Mr. Walker"

Nardal watches the boy run off and then heads for the Huey. He doesn't really understand the nature of the medicines he loads into the Huey, but respects their power and follows the instructions for safe storage to the letter.
Nardol Longwalker
Character Name: Nardol Longwalker
Parry:3, Toughness: 10/4
ISP:
20 /20
Wounds: 0
Fatigue: 0

Bennies: 3
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Rain
Posts: 28
Joined: Sun May 10, 2020 7:23 pm

Re: 04 - Medicine Run

Post by Rain »

Rain doesn't really have anyone to say goodbye to.

He could, he supposes, say goodbye to any number of folks around town. Most have known him for years, and he has saved many of them since the Rifts (and some of those he has saved many times). And, if he's being honest with himself, he wishes he had someone to say goodbye to. Someone he thought would be sad to lose him because he's him and not because he's useful to the town.

But the thought of approaching anyone is scarier than the thought of the chopper going down, so he keeps to himself until it is time to help @Nardal Longwalker load up the huey.

Once the team sets off, he does his best to keep an eye out for dangers in the storm and call them out to @Athena Misane.
Notice 4, +1 to Piloting Roll
Rolled on discord, 1 Benny spent
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Billy Shag
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Diamond Patron
Posts: 23
Joined: Wed Sep 15, 2021 9:31 pm

Re: 04 - Medicine Run

Post by Billy Shag »

Billy returns after several hours of work inside the tree lines at the edge of town and after he takes a moment to watch and ascertain the meaning of being transported via helicopter, reports to the Mayor.

As it seems the Sheriff isn't on patrol as much lately, I've taken the liberty of securing the perimeter a little. I've installed some demon detectors/traps which can easily be altered to be deadly if necessary. These may not hold one for long but they will alert us if something comes around. I've explained the locations and the instructions on how they should be reset to (insert NPC name) so that the locals can steer clear of them. These things are big and they have stealth but they ain't very bright. If they come here we will need a way to make their size work against them, realizing that includes folks like myself.

I'm not saying I'm better than everyone else for this job but I have some experience and you need good hands where they fit. But if you should object to my filling in for a bit, just holler.


Billy shoves some additional tools into his pockets as he speaks, then turns toward the door before pausing and looking back over his shoulder.

Oh, and I'll need a hat.



Trapmaking
Survival 1d8!!+2: [4]+2 = 6
Wild 1d6!!+2: [5]+2 = 7

hiding them
Stealth 1d8!!: [7] = 7
Wild 1d6!!: [3] = 3

{/inline]
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: 4/20
Wounds: 0
Fatigue: 0

Bennies: 4/3
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Kaelin
Posts: 134
Joined: Mon Feb 11, 2019 3:42 pm

Re: 04 - Medicine Run

Post by Kaelin »

Repair Support Roll 9
Repair 1d12!!+2: [7]+2 = 9
Wild 1d6!!+2: [5]+2 = 7
Kaelin had her family, primarily her parents, whom she lived with. Injuries had seen her father having to retire from the 'field', effectively confining him to the town whilst Kaelin took over his mechanics role with the Patrols. It was still important if mundane work, but it kept him busy even though it was clear that he wanted to be out in the wilds. Though to keep the old man happy, Kaelin had promised to recount the adventures of the team she went out with on every mission.

However, Kaelin wasn't one for long awkward goodbyes and so rose early to pack her things and grab a bite to eat for breakfast before heading out to meet up with the rest of the team. It look as though they were to travel in Athena's helicopter, a machine that Kaelin was curious about and had tried to tinker with when the former US Army pilot was distracted. She'd relished the few opportunities she had gotten to work, supervised of course, on the machine to help maintain it.
Main Account: Stormwell
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Jim Cannon
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Re: 04 - Medicine Run

Post by Jim Cannon »


Survival 1d8!!+2: [4]+2 = 6
Wild Die 1d6!!+2: [10!!]+2 = 12

Up to +2 for support roll


Jim packs light as usual for these missions even knowing he'll end up wishing he had something he didn't have later. Stopping by the records hall he checks out the maps they'll need for this mission. He spends the rest of his time going over the maps charting their course to what would hopefully be the most fuel efficient route.

Preparations completed he hoists his pack, grabs both his longarms, grunting under the weight. He didn't normally take both but he can store his spare in the chopper. He supposed he could just make due with the shotgun but he felt naked without his rifle. Nothing has the stopping power of this old Barrett and there's just too many critters in this whacked out valley that takes plenty of stopping.

With that thought Jim kicks his door shut and heads to the field where the chopper should be waiting.
Last edited by Jim Cannon on Tue Jun 21, 2022 10:02 pm, edited 1 time in total.
Ancient wisdom from the Golden Age: Don't Panic.

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Michael Callahan
Posts: 14
Joined: Thu Feb 17, 2022 9:02 pm

Re: 04 - Medicine Run

Post by Michael Callahan »

Michael spends his time wandering town to get his bearings. He takes notes, draws his own map with important places, and observes the people. Such a strange mix of people from different times and even different worlds, as evidenced by the presence of people like @Nardal Longwalker. He doesn't try to speak to anyone. The few interactions he does have are as awkward as you can imagine.
"Excuse me. Are you new here?"
"Fine, thanks. You?"
Followed by stammering, stuttered curses, and statements that more or less resemble apologies.
He does take the opportunity to follow as close to @Billy Shag as the sasquatch will allow. He notes the locations of the traps on his hand-drawn map, trying his best to ascertain the trap's function as much as the dexterity with which the world hide and seek champion manipulates the mechanisms.
As the time comes to depart, he spends some thought about an appropriate loadout of armament. Being unused to being fully armed, he agonizes over the decision, eventually electing to take his .308 rifle, his handgun, and the appropriate survival knives, hatchets, wooden stakes (there are sasquatches here. Are there vampires?!) that he can fit into his pack. "I think I'm ready."
Michael Callahan
Michael Callahan
Pace: 6; Parry: 5
Toughness: 12 (5)
Pertinent Edges: Alertness, Brave, Strong Willed, Iron Will, Concentration, Elan, Monster Slayer
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Athena Misane
Posts: 19
Joined: Sun Sep 19, 2021 8:47 pm

Re: 04 - Medicine Run

Post by Athena Misane »

Before they leave, Athena finds the others and begins organizing folks to head to her place. She finds @Rain looking mopey and distracted, and comes up behind him with an easy hand on his shoulder. "Why the long face Fire Marshal?" Her face is bright in its expression, though like the others she is ready to be done. "Keep frosty, my friend. No way we want to lose the best damn firefighter in the fire service, myself excluded." Her laugh is light and she fist bumps his shoulder lightly with the jest. "We'll need to see if any of the newcomers have any fire fighting experience we can draw on in the future."

The "air field" for the helicopter is a large field beside the Misane homestead which is a curious mix of reclaimed and natural materials. The workshop near the helicopter is obviously where Athena spends a lot of her downtime. It is large enough to house the helicopter as well as multiple vehicles. There also seems to be a sweat lodge or something like it behind the large log cabin home at the center of the homestead, as well as obvious signs of Sauk religious practices all over. Athena finds her Aunt, Demi Misane. The spinster lives here with Athena's father and mother, her siblings, and their 90 year old grandmother who is her Aunt's mentor in mysticism and the Sauk faith. Aunt Demi looks to be ancient (though she is only 50), and yet is as spry and vital as Athena herself judging by her movements. The woman hugs Athena and then brushes her hands over her knife and a few other charms. "I see my protections are intact. Good." She taps the body armor that Athena wears. "The enchantments hold then?" she asks her niece.

"Yes Auntie. Thank you for the gift and the upgrade. Would have never thought of replacing the kevlar with treated dinosaur hide. No doubt it's tougher though." She still doesn't understand what her spinster aunt did, but the effect is real and measurable. There is a hole in the outer armored layer, which then shows the dinosaur leather underneath reinforcing it.

"Good my dear. Heading back out?"

"Yes Auntie. Let father know to be ready to turn on the landing lights when I call it in, please. This should be a quick trip though."

"I will let him know. Be careful my child."

They hug and Athena heads to start pre-flight on the chopper. She helps folks load into the chopper, shows them how to secure their long arms and how to strap in and how the headsets work. In particular she drills @Michael Callahan and @Billy Shag until she is sure they are comfortable. She invites @Jim Cannon to the co-pilot's seat, and welcomes @Kaelin's help with pre-flight, noting the woman's growing skill. "You'll be a pro at this before long Kaelin. Remind me to have you help me out with the generator tomorrow. Jim, there's a board up there you can put the maps in so they don't flutter around."

With preparations complete, Athena lifts the chopper off with ease, heading for their location, flying as low as she can to avoid the more powerful crosswinds to conserve fuel.
Piloting 1d6+4: [4]+4 = 8 , 1d6+4: [4]+4 = 8
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
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Ndreare
Savage Siri
Posts: 4445
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 - Medicine Run

Post by Ndreare »

Storm rolls in
Rolling Rob's Deck 1d54: [14] = 14 = 5 of Diamonds
  • 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
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