02 - Going Home is All it Takes

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Ndreare
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02 - Going Home is All it Takes

Post by Ndreare »

Please Wait

1d54: [51] = 51 = Ace of Hearts



As the team begins building shelters each taking on different rolls. Billy and Nardal begin working in the fashion they know gather supplies from the woods around them as they build the needed shelter. While Kaelin, Jim and Dak set about using the passengers themselves, encouraging the downtrodden passengers with purpose as they work.

Between the work being performed and the combined score of people working shelter was made sufficient to protect everyone from the miserable wet slush that began to fall.

Seeing the others had things in hand Athena and Michael began gathering some of the materials that would be needed. Perhaps the plane could be returned to later. But for now they gathered as much as they could.

Some of the passenger where wise enough to begin going through their luggage. Layering their clothes as much as possible the warning of the freezing cold weather was enough no one wanted to freeze slowing to death.

Note:
Shelter the Passengers = 6 Tokens
This means you will be able to get somewhat rested and the passengers will not have fatigue.


Salvage what can be salvaged = 4 tokens
The team will have about 8,000 credits worth of materials and supplies.


Organizing the people into watch and rest cycles allows the people to get the minimum rest they will need for the journey. The instant food available in the cabin was a disappointment. Mostly sugary drinks and the food enough for a single meal for each passenger left little extra.

Settling down for the night the heroes find that most of the passengers simply stare lifeless at the fires providing warmth. A few outburst come out, usually met with calming words from the Patrol or others.

Approaching the patrol some of the people who helped with the work decided to take some initiative. Ray approaches and asks. “We have to trust you all. Nothing here feels real, like some sort of cold induced hallucination.”

Then Kristy finishes the question Ray was taking too long to get to. “How far is it to town? Will there be more demons... Err O guess monsters, or whatever those where?” Every head within the shelter turns as silence falls. Apparently this was a question everyone wanted the answer to.

INFORMATION & INSTRUCTION
This is a role play bit as you chose how much to explain and what potential dangers exist in what the people on this plane would have expected to b a 20 minute drive.
There will be an interruption in the RP, but I would like some posts in there first.



Even the sleep you can get here is not restful. Over the night you only gain Two Hours of “Rest” for the purposes of Power Point recovery.

Getting here only took about 10 hours total for your Patrol, but you are all healthy and were well prepared. The return could take longer.
The first five miles to get out of the mountain will be very dangerous and could take 4 hours or so.
Once you get to the Skagit crossing will be difficult and may take a little planning.
However once on the other side the remaining 7 miles should be easy, and you could expect a group this size to move about 2 mph.
  • 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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Miles RAD Radoslav
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Re: 02 - Going Home is All it Takes

Post by Miles RAD Radoslav »

"Hallucination? Well, it's certainly plenty cold, but I don't see anyone munching on peyote here. That is the right cactus that gives you humans visions, yes?" Nardol chuckles. "As for demons, or monsters, I suppose demons are as demons do. Some humans look at me and see a monster. Judging by your flying machine, you must have come through a Rift. What is your homeworld?" Nardol is curious about these humans, who don't seem familiar with the world around them, and also wants to know if there's a stable Rift nearby that might produce more dangers.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
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10 /10
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Bennies: 3
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Ndreare
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Re: 02 - Going Home is All it Takes

Post by Ndreare »

Kristy responds to @Nardal Longwalker's question. "World? We are from earth. I mean you are all speaking english right, so this has to be earth."

It is obvious from the faces of not only Kristy, but the others as well. They are still confused and having trouble accepting the change. "I mean, so this is like that show Manifest? We just slipped through time somehow." Her mind catching the idea of what is being said, faster than her spirit is willing to accept.
  • 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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Old Dak Viisi
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Re: 02 - Going Home is All it Takes

Post by Old Dak Viisi »

Dak addresses Kristy's concerns. "The journey will take most of the day, I would assume. With any lingering injuries, and simply the sheer number of you - and each of you lacking wings, it seems -" He stretches his wings into the air trying to elicit a laugh. "- there is little to do to negotiate the terrain except walk. And it is not smooth and even land." He stands up tall, hoping to assuage her other fears. "Demons we may encounter. But you are not alone. This patrol is as competent a group of defenders as you may find in this world." He then shakes his spirit spear at the air. "And I have a particular affinity for destruction of the demonic."
Dak-Viisi
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Michael Callahan
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Re: 02 - Going Home is All it Takes

Post by Michael Callahan »

Michael listens with rapt attention as the vaguely angelic creature speaks to Kristy. He mutters under his breath. "Not how I thought angels would look, but there are some accounts of them having many heads or thousands of eyes. Four arms and a beak...okay." He starts to process that he isn't where he was yesterday before speaking up to the rest of the patrol. "This is earth because I recognize this forest. I've been here for a couple weeks. What are you talking about, slipping in time? Other than a random group of militia members and...an angel, a demon, a sasquatch..." He stares a minute at @Nardal Longwalker. "An alien?" He sighs. "I must have gotten some funny mushrooms in that soup."
Michael Callahan
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Athena Misane
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Re: 02 - Going Home is All it Takes

Post by Athena Misane »

"It's earth, but it isn't. What day and year was it when you got on the plane? That will tell us the most. People come into the place from all kinds of times and places. Some of us have been here years, others more recent. Some folks drive in, sometimes a house will just appear somewhere. It's bizarre. We've seen all sorts of monsters, and folks who look strange but aren't monsters. Way I differentiate is simple: If they want to talk and coexist, they are folks. If they want to steal, kill, maim, or eat you, they are bandits and monsters. Helps explain, for example, Cactus folk like @Nardal Longwalker here, or the bird folk like @Dak-Viisi. We're all part of the Skagit Valley Patrol, organized by the Mayor MacPherson and Sherrif Bray. I'm Athena, by the way, Athena Misane. Technically I'm with the Fire Service, but like most folks I wear a bunch of hats, including being the town's fix it gal."

She glances over at Michael. "Sorry for the snap at you earlier, too much time in the army and being out here away from folk. That and the situation frays at the niceties. We'd just put down the flying monster and its two flightless brothers. Thankfully those living earth mounds didn't attack. Not sure how you put down something made of dirt and stone."

She is cleaning her AK as she speaks. It is mostly in pieces right now, but she is well versed in its care. It is well on its way to being assembled again. Her hands move with the practice of a soldier and the care and skill of a technician or armorer. She is wearing it with a hide long coat, sweater, jeans and hiking boots. Her vest seems like an odd mix of a standard combat armored vest, combined with a hide vest. Her jacket has her army rank on the shoulder, but also patches for the Fire Service and one she'd made for the Skagit Valley Patrol.
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
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Ndreare
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Re: 02 - Going Home is All it Takes

Post by Ndreare »

Both Kristy and Ray seems to understand, as Ray answers first. "Its June 30, 2023... I mean it was, err or should be June 30th 2023. We were on the morning flight and just left SeaTac at six." Trying to sort out the tense of things obviously confusing him a little bit.

Looking at @Michael Callahan they then realize. "But you were not on the plane and you showed up here also? We did not see anything like a glowing light or a video game portal. Did you see anything?"
It is up to you, most people simply end up here without any signs of change, 'zoning' or other rift behavior.
  • 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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Billy Shag
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Re: 02 - Going Home is All it Takes

Post by Billy Shag »

2023? If you say so, I guess. This -- (gesturing in all directions) Never made it to 2023, well... how you would know it anyway. Yet parts of 2023 made it here. If that's confusing, it's meant to be. Not sure I understand it myself.

Leastways, y'all are here now and from what we've seen things that come here, stay here except for the things we decide don't get that privilege. If there is safety to be had, you're in the right place for it. I know this is a tough situation for all of you but try to keep your head about you in the here and now. It could make all the difference.

The Sheriff is about but not present so I might as well start inventory and roll for everyone. Those of you who have skills of value, don't be afraid to speak up. Foraging, food prep, mechanical, military, first aid or medical. Y'all might be needed more than you're needy. Anything found or possessions you brought with you that might be helpful -- now's the time.
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: 5/3
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Michael Callahan
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Re: 02 - Going Home is All it Takes

Post by Michael Callahan »

Michael holds up his hands towards @Athena Misane, clearly hoping to let some water pass under the bridge over a stressful situation. "I eat my mouth into my foot sometimes around people. I guess...no...I foot in my put..." He shakes his head. "My mind moves faster than my mouth. Sorry." Visibly flustered, he tries a deep breath. "I don't talk to people much. Not really well anyway."
With a puzzle ahead of him, though, he seems to dial in his speech just a little more when responding to Kristy and Ray. "2023? No. April 2018. I've been in a cabin out here two weeks ago. No Evil Dead portals. No light shows. Just a really crazy thunderstorm and then..." He gestures back towards the plane. "Here I am. So...when are we?"
Turning to @Billy Shag, he pipes up. "I can do some things. I have some books, I know some things about weird monsters. But recently, I found out I can..." His face twists a little, conflicted about saying what he eventually blurts out. "I think I know how to do magic. Like, magic magic." He braces for the inevitable ridicule, forgetting briefly that he's talking to a sasquatch who's standing next to a weird alien who's also a few feet away from a four-armed angel bird man.
Michael Callahan
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Re: 02 - Going Home is All it Takes

Post by Kaelin »

"Yeah, this world is very much real." Kaelin stated. "I were born and raised in it."

"All sorts end up here." She continued. "Heck, me old man went ashore on D Day 'fore he wound up here."

"He also still toasts King George the Sixth."
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Athena Misane
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Re: 02 - Going Home is All it Takes

Post by Athena Misane »

(Rolls held)
Michael Callahan wrote:Visibly flustered, he tries a deep breath. "I don't talk to people much. Not really well anyway."
"Ah, mouth goes slower than your brain. Fair enough. Just think twice about what you say and you'll do fine. Your mouth obviously can't keep up with your train of thought." She seems willing to let the matter drop.
Michael Callahan wrote:"2023? No. April 2018. I've been in a cabin out here two weeks ago. No Evil Dead portals. No light shows. Just a really crazy thunderstorm and then..." He gestures back towards the plane. "Here I am. So...when are we?"
"So it should be around 2001 or 2002 for me and Jim," she points him out. "We went to bed one night and all ended up here, my whole family and I. Including our whole homestead and the garage for my helicopter. Pretty sure the season was wrong too. Around here we just call it Year 3. It's the middle of October. I have the date at home. Easier that way. Welcome to Skaggit Valley. And being confused by it is normal, like Billy said."
Michael Callahan wrote:"I can do some things. I have some books, I know some things about weird monsters. But recently, I found out I can..." His face twists a little, conflicted about saying what he eventually blurts out. "I think I know how to do magic. Like, magic magic."
Athena nods. "Hey, the ancestors starting answering some of my prayers after we came here, so its not the most outrageous thing. I can call on greater knowledge and training from the ancestor spirits, though I just have to think about it, not go through elaborate ceremonies. My aunt has to pray aloud, but she is also a lot more skilled at creating things. She's the one who did all the leatherwork I wear. It's tougher than ballistic cloth."
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
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Jim Cannon
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Re: 02 - Going Home is All it Takes

Post by Jim Cannon »

Jim sits down across from @Athena Misane and lays out a poncho to start field striping the Barret. Cocking an eye at @Michael Callahan he chuckles. "So you're from the future, eh? Well at least as from me and Athena's perspective anyway."

The weapon comes apart with routine precision, the parts laid in their proper order. Looking back at Michael he talks to him though his words are for everyone. "Like she told you we got dumped here from a few decades earlier. You'll meet people from all over the 20th century in this valley.
Course now we're all from the past though what year it is right now seem all that important one way or another."


Jim is silent for a few moments has he works on scrubbing some carbon off the bolt assembly. Then he continues quietly though his voice carries. "No one leaves this valley. That's something everyone here is going to need to wrap their heads around if you're going to survive here."
Ancient wisdom from the Golden Age: Don't Panic.

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Michael Callahan
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Re: 02 - Going Home is All it Takes

Post by Michael Callahan »

Michael's face drops deadpan at @Jim Cannon's flat statement. "Wait. What do you mean 'no one leaves this valley'? Time travel I get. You can't get to other cities? She has a hecklepocter." He points at @Athena Misane. "This plane came from outside the valley." He shakes his head. "No. Hecklep...fah. The angel can't fly out?" He points at @Dak-Viisi, then scratches at the back of his head, once again overwhelmed by his new reality.
Michael Callahan
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Jim Cannon
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Re: 02 - Going Home is All it Takes

Post by Jim Cannon »

Jim sighs and scrubs at his stubble with the palm of his hand. Jeez this kid is more tightly wound than the inside of a golf ball. If he's not careful he's going to blow a blood vessel or something.

Keeping his voice calm Jim answers @Michael Callahan's questions as best he can. "First, Dak is a fine fellow but he's no angel. In this time period the Earth is evidently chock full of aliens. They call em D-Bees because they mostly come from other dimensions rather than outer space. Second, like I said people like you and these folk just arrive from other places and/or times but it's a one way trip."

Jim sighs again and resumes the ritual of cleaning his weapon. The act helping to order his thoughts, "Don't ask me to explain it because it's not my area but the fact there's some kind of barrier all around this valley. Anybody that tries to go through it just gets turned around and comes right back out at some other point. You can't go through it, you can't go under it and you can't go over it. I'm sorry, I truly am but that's the way it is."
Ancient wisdom from the Golden Age: Don't Panic.

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Athena Misane
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Re: 02 - Going Home is All it Takes

Post by Athena Misane »

Athena nods. "It's bizarre. You fly through the barrier, instruments go crazy, and then you're elsewhere in the valley. Had a few close calls with fuel. Working on my own custom concoction of air fuel, but that's part of why I want to get back to town and then get back here and haul off the fuel. It's hard to come by."
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
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Re: 02 - Going Home is All it Takes

Post by Michael Callahan »

Michael nods at both @Jim Cannon and @Athena Misane. "Okay. I get it." He glances over the faces of the other members of the patrol, taking an extra long beat to look at @Nardal Longwalker, @Billy Shag, and @Dak-Viisi. "So what kind of...magical rituals have you tried? Are there any super powers?" He pulls out a notebook and a pencil. "How large is the area we're confined to? How many people are here?" His demeanor has changed from information overload to problem solver. "Everything we're talking about defies reality. So normal understanding of reality is out the din...ah, window. This can be solved." He jams the notebook back into his satchel. He points at Billy. "I've been looking for you for months. Everyone said you didn't exist, yet here I am standing in front of you. Fate? Coincidence? Whatever. I found you."
He looks around at his new home. "It's a good thing I'm here. Tell me the town has a library."
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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Billy Shag
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Re: 02 - Going Home is All it Takes

Post by Billy Shag »

Michael Callahan wrote: Tue Mar 15, 2022 5:51 pm He points at Billy. "I've been looking for you for months. Everyone said you didn't exist, yet here I am standing in front of you. Fate? Coincidence? Whatever. I found you."
He looks around at his new home. "It's a good thing I'm here. Tell me the town has a library."
Then congrats I guess, though I'm not too sure I was doing much hiding. Kinda hard to have performances without showing up places, ifyaknowhatImean.
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
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Re: 02 - Going Home is All it Takes

Post by Ndreare »

The morning begins earlier than expected when just before 0500 the two elementals decide to move. The rumbling as they passed into the ground was loud enough that even those on earlier watches were awakened.

The drudgery as the people begin waking is thick, made worse by the constant freezing drizzle coming down. As some of the rescued passengers seems reluctant to leave the shelter of the plane while it was still raining. Pleas of “Let’s wait for the rain to stop.” “Can’t we just rest a little longer.” come in varying forms. Some more reasonable, some simply hostile.

Getting the people organized for the dangerous trip back to Mount Vernon will take some effort. But it is a task the Patrol is up to, though it takes much longer than wanted (no rolls needed).

As they begin heading back the trip has its potential dangers, but an alert team can stay on top of it. The sky refuses to clear, as you begin the short trek back. The constant drizzle soon begins sparking as if ready to turn into a full dimensional storm, but never quite breaking fully out. The lands shifting, as you scout ahead, you frustratingly find yourself coming up behind the refuge train. Minor dimensional effects begin affecting the travelers, while not dangerous, the effects are a sustained nuisance.

Instructions
Amazing RP everyone who participated please take a benny (that will carry into next Q if unused).

Recovery = Do to the storm, weather and conditions. You only obtained 1 hour of rest for the purposes of recovering power points. Recover 1 hours worth of power points.

Simplified trip back.
You all know the basic way back from here. So this is mostly a lookout task.
There are a lot of dangers in the wilderness as you travel back, the sun never breaks through the heavy clouds and the terrain seems to be shifting, as the storm brews

There are demons and sub demons in these woods.
Everyone roll Notice -2 (for lighting) or other skill -4 if you can justify it as helping with Lookout. If the team gains 6 tokens they will avoid the demons.
Critical Failure = The team encounters something dangerous, other rolls will not matter.
Failure = No tokens achieved, as you travel you do not notice any dangers/help avoid any dangers.
Success = Great, you notice something dangerous and help avoid the dangers. You gain 1 token
Raise = Amazing, you not only noticed dangers and help avoid them. You gain 2 tokens
Multiple raises only gain two tokens.
  • 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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Kaelin
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Re: 02 - Going Home is All it Takes

Post by Kaelin »

Notice 18
Notice 1d8!!: [18!!] = 18
Wild 1d6!!: [3] = 3
Kaelin found the reluctance and bickering of some of the passengers grating, though she could understand that they'd suddenly found themselves in an alien world with unknown threats and dangers. The same had happened to her father who had found himself suddenly flung forwards through time and to an entirely different continent with no idea as to the fate of his squad mates, his loved ones or even the country of his birth. Sure he'd settled down and started a new life and a family, but there were times some nights when the drink got the better of him and he mourned for his life of old.

Still, the Patrol had a job to do in the form of getting the airplane passengers safety back to town. Well versed in the dangers of the Valley, Kaelin volunteered to scout ahead, reporting back what she spied and doing her best to steer the group round potential hazards.
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Jim Cannon
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Re: 02 - Going Home is All it Takes

Post by Jim Cannon »

For the trek home Jim prefers to keep his sniper rifle slung across his back. If trouble starts he knows his Desert Eagle will be of a lot more use. With long practice Jim stalks through the foliage

Notice -2 (lighting) +2 Danger Sense
Notice 1d8!!: [7] = 7
Wild 1d6!!: [5] = 5

constantly moving on the lookout for any threats.

As they moved down the mountain Jim found he has to split his attention between watching for threats and making sure none of their charges wander off as he sees them slip and slide down the trail.

Christ! It will be a miracle if we get them all down the mountain in one piece. It's a miracle we get any of these people down at all when they come crashing into the valley totally unprepared for what's waiting for them. Shaking his head Jim returns his attention to scanning for any potential danger.
Ancient wisdom from the Golden Age: Don't Panic.

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Ndreare
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Re: 02 - Going Home is All it Takes

Post by Ndreare »

3 or 6 tokens gained.


As @Jim Cannon and @Kaelin travel they both identify signs of about a score of brodkil sub-demons in the area. Kaelin can tell the demons must be freshly trapped as there is no sign of them having the cybernetic enhancements that normally increase their mass. The bad side is that means they are likely roaming around invisible. The best bet is to stay aware and avoid conflict. If they come across a couple dozen brodkil the Patrol may escape fine, but the passengers would not fair nearly so well.
  • 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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Old Dak Viisi
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Re: 02 - Going Home is All it Takes

Post by Old Dak Viisi »

Dak takes up his normal role, flying high enough above the patrol that he has an unobstructed view of the whole path ahead. Suddenly, turbulence aloft causes him to tumble. In a flash, a tiny tear in reality opens up and swallows the Lyn-Srial whole, leaving nothing behind.
Dak-Viisi
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Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
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Michael Callahan
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Re: 02 - Going Home is All it Takes

Post by Michael Callahan »

Michael stalks through the woods, peering into the darkness. Unfortunately, his exuberance for exploring a new place and a new time causes him to
Notice: 1d8!!: [1] = 1
WD Notice: 1d6!!: [1] = 1
which he tumbles down into, making an awful ruckus in the process. "Ouch! Watch out for that step!"
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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Billy Shag
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Re: 02 - Going Home is All it Takes

Post by Billy Shag »


Notice 1d8!!: [7] = 7
Wild 1d6!!: [5] = 5

at -2 basic success not counting night vision goggles (GM call)
1 token


Billy is slightly disgruntled at the weather but anything is better than being cooped up inside. Even so, he understands the discomfort at being out of one's element and does his best to keep spirits up during the journey.
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: 5/3
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Athena Misane
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Re: 02 - Going Home is All it Takes

Post by Athena Misane »

Athena sticks close to the rear of the group,
Notice 1d8!!: [2] = 2 , 1d6!!: [16!!] = 16 -2= 14 (3 tokens)
. Her rifle is slung over her shoulder, but she is practiced at bringing it to bear quickly. As someone complains about the rain again, she pipes up with a cautionary tale. "Hey be glad its water. I remember one time I got stuck in a sandstorm. Grounded our helicopters, for obvious reasons. But man, you have never felt discomfort until you've had to sleep with sand in every crack. And I do mean every crack. Water is annoying, but sand is worse. At the end of all this, we'll get you in front of a fire and get you dried out. I was still getting sand out of my clothes and the equipment weeks later after those storms. Like being at the beach, but without the water or fun."
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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Miles RAD Radoslav
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Re: 02 - Going Home is All it Takes

Post by Miles RAD Radoslav »

Nardol sighs. I miss the desert, he thinks, watching rain drip from the end of his leather cowboy hat. He stays close to the rear of the march, keeping an eye out for any passengers who might need help during the journey. Most seem to have accepted him as an ally, but a few still shy away from his alien appearance. A small boy approaches and asks, "Are you a monster dog?" as his mother looks on nervously.

"What do you think, little one?"

"I have a monster dog. His name is Jorge." The boy holds up a small stuffed monster on a key ring. "All he says is Jorge."

"Hello, Jorge. It is a pleasure to make your acquaintance." Nardol shakes the tiny tentacle on the monster. "Alas, I am not as splendid a creature as Jorge, but I am happy to meet you and your monster dog." He watches the boy run back to his mother, then
Notice 10 1d4: [1] = 1 Wild 1d6: [6] = 6 + 1d6: [4] = 4
. I will keep you and Jorge safe.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Re: 02 - Going Home is All it Takes

Post by Ndreare »

6 of 6 tokens gained.


As @Jim Cannon and @Kaelin travel they both identify signs of about a score of brodkil sub-demons in the area. Kaelin can tell the demons must be freshly trapped as there is no sign of them having the cybernetic enhancements that normally increase their mass. The bad side is that means they are likely roaming around invisible. The best bet is to stay aware and avoid conflict. If they come across a couple dozen brodkil the Patrol may escape fine, but the passengers would not fair nearly so well.

@Dak-Viisi’s sudden disappearance in the storm only serves to remind the others of the dangers of dimensional storms found within the zone. As @Billy Shag and @Athena Misane do their best to keep and eye out and distract away and demons that may have been alerted. Nardal’s talents as a mystic allow him to both remain aware of potential risk guiding the refugees away as well as enjoy some conversation with the fascinated children.

@Michael Callahan’s distraction is loud enough the team soon becomes convinced any sub demons that had not noticed them before definitely noticed them now.

The group having evaded the sub demons make it safely to the river. Time to get across and get the refugees across safely as well. But how to get the refugees to the other side of the river?


Instructions: Work out a plan for getting the refugees across the 500' river safely and share it.
It will again take 6 tokens to cross the river safely, from there getting home should be easy and safe.
  • 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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Jim Cannon
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Re: 02 - Going Home is All it Takes

Post by Jim Cannon »

Jim eyes the running water and pushes the feeling of trepidation out of his mind. Turning to the group he lets the others know where they stand. "Ok, everybody. All we have to do is get across this river and is a easy walk to town the rest of the way. Everyone take five while the Patrol makes the necessary preparations to get across the river. Just remember stay together and do not wander off on your own."

Once the Patrol has moved off to the the side Jim offers his take. "If we can fell some trees in short order we have enough pieces of fuselage to make some halfway decent rafts. Anyone pack a chain saw? Because failing that the only way I can think of to get everyone across the river is to build a rope bridge. If everyone still has their climbing kit in their packs we should have plenty of rope."
Ancient wisdom from the Golden Age: Don't Panic.

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Billy Shag
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Re: 02 - Going Home is All it Takes

Post by Billy Shag »

@Jim Cannon Well, why not both? We could build rafts and use a rope system to pull them across the river
so they don't drift too far downstream. I can handle the treecutting, anyhow, well and I have a rope and a hook for y'all to get us started.


Billy strides toward the treeline reprising his "cut you down" song.


Survival 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [10!!]+2 = 12

Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
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Kaelin
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Re: 02 - Going Home is All it Takes

Post by Kaelin »

Kaelin strolls over to the bank of the river and squats down to watch the flowing water, seemingly lost in thought as the Patrol discussed ways of getting folk across. She then stood and stretched, her arms and hands reaching high over her head as she did so before she wandered back over to the group. Speaking in her Scottish accent, she stated. "Questions."

"River deep hereabouts or can it be forded close by?" Asked Kaelin before she followed up with her second question. "Wot do we reckon as tae 'ow fast the current?"

"Any sort o' bridge or rope means somebody gonna have tae get across first, I mean does anyone fancy themselves a good swimmer?"
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Billy Shag
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Re: 02 - Going Home is All it Takes

Post by Billy Shag »

@Kaelin I can do it - been across this river before, as I'm sure a couple of you could but I'm a little more resistant to the cold - no one seems to know why. A big toothy grin crosses his face as Billy goes back to sorting the right size trees for the rafts.

Thing is, if I were a group of creatures looking for a time to cause trouble, I'd do it right about the time the prey were most occupied, so there's 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: 4/20
Wounds: 0
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Miles RAD Radoslav
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Re: 02 - Going Home is All it Takes

Post by Miles RAD Radoslav »

Cold. Why does it always have to be cold. Nardol grumbles to himself. The terrain is unfamiliar, but he
Survival 1d6!: [5] = 5 Wild 1d6!: [1] = 1
. "Billy, these trees here should be most suitable for watercraft. Keep us all dry and out of this ridiculous water."
Rad
Character Name: Miles "RAD" Radoslav
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ISP:
10 /10
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Michael Callahan
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Re: 02 - Going Home is All it Takes

Post by Michael Callahan »

Michael balks as @Kaelin inquires about good swimmers. "I don't even pog daddle..." He shakes his head vigorously, both signaling "no" and his dislike of water. And also probably that he spoke wrong. "Pog dad...FRICK!" He gives up on words, instead pantomiming dog paddling. "Rafts or boats." He pulls a hatchet from his pack. "I can help chop."
Chopping branches
Survival: 1d6!!: [2] = 2
WD Survival: 1d6!!: [4] = 4
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Athena Misane
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Re: 02 - Going Home is All it Takes

Post by Athena Misane »

Athena hears the plan and has nothing better to offer. She unslings her pack and begins to remove the fire axe lashed to the side, replacing it with her rifle. She'd have to rely on her knife or pistol for protection if it came to it. "I'll help with the cutting too. Mine isn't as good as Billy's glowy blade, but it will do the job." She looks at @Michael Callahan's hatchet and hands him her hunting knife, seemingly made from bone, leather, and a claw or tooth. It is massive - easily a foot long pommel to tip of the blade. "Save your hatchet, use that and trim down the smaller branches from the trees Billy and I bring down. It will work faster. I need that back though, my auntie made it and no way am I explaining to her why its gone."

As she works,

Descriptively using Boost Trait and Smite - 3d6: [4, 1, 4] = 9
Psionics 1d8!!: [2] = 2 , 1d6!!: [3] = 3
Spend a Benny
Psionics 1d8!!: [12!!] = 12 , 1d6!!: [4] = 4
. She will burn through her ISP quickly like that, but its worth it to cut down the trees faster.
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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Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Re: 02 - Going Home is All it Takes

Post by Jim Cannon »

A slight grin creases his face as he intones "I love it when a plan comes together. While you young folk work on the trees I'll find a good overwatch site. The more noise we make the more likely something is going to find us. I'd like it a whole lot better if we see them before they see us."

Hefting his sniper rifle Jim finds the

Stealth 1d8!!+2: [5]+2 = 7
Wild Die 1d6!!+2: [4]+2 = 6
for a sniper's nest where he can keep an eye on as much of the area as possible. The spot isn't a good as he'd like but it should do for the amount of time it should take to get the survivors across the river. Settling in he arranges his rifle for quick use and keeps his head on a swivel using every trick from his military service.
Ancient wisdom from the Golden Age: Don't Panic.

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Ndreare
Savage Siri
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Re: 02 - Going Home is All it Takes

Post by Ndreare »


5 of 6 tokens acquired.
Losses 2d6 from 5 or 6 tokens gained: [1, 6] = 7

7 souls lost



Crossing the river was normally a very dangerous thing and many people could die. However this time it was an expected task and the heroes of the Patrol. Many of the supplies needed for a faster crossing gathered from the crash site.

As Jim begins arranging the people to help and coordinate with Billy Shag for felling some trees and the others things start preparing.

The whole team soon begins working as one unit. Michael and Nardol trimming the branches off the trees so they can fit better. Moving as a whole, teamwork makes it all happen smoothly.

As the raft begins crossing back and forth over the river all seems to be going well. Each trip raises the confidence of the team a little more as they go. The first five crossings go well, with no real issue.

Then as the last barge is prepared and the team moves the last of the refugees across the river a cluster of trees and branches coming down river hit the barge knocking it, sending a dozen passengers overboard. The heroes on the barge do all they can to save as many as possible, however once making it to the north side of the river they find seven passengers still missing.


Continued here: viewtopic.php?f=378&t=6964
  • 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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