2.2 Mid Day Blunders

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Technospawn
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2.2 Mid Day Blunders

Post by Technospawn »

New Del Rio
11th April 110 PA
Day


It is going to be a rough day. Earn a benny post an interlude of what you did during the ride downriver. Post a second interlude and you can find 2d6x1000 credits worth of gear or supplies.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Vikon Athir
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Re: 2.2 Mid Day Blunders

Post by Vikon Athir »

New Del Rio
11th April 110 PA
Mid-Day
Round 0

During the trip down the coast, Vikon sat quietly on the deck of the boat, his eyes closed as he focused. His heart element was all around him, so he kept his mystical focus on the water, smoothing anything rough, giving the boat a push from behind to help speed it on its way. A storm kicked up along the way, however, making the water choppy and reducing visibility. His attunement with the element, however, allowed them to continue on, albeit slower than they would have liked, but at least they didn’t stop. When one of the boat crew fell overboard, Vikon was essential in his rescue, saving him from the waters.

***
Character Info
Pace: 6; Parry: 6; Toughness: 13 (5)
Bennies: 4/3
PP: 15/15
Powers:, Blast, bolt, burst, damage field, deflection, detect arcana, environmental manipulation, environmental protection, protection
Variable Trappings: Water, Fire, Steam, Air
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
First Aid Kit: 3/3
Credits: 1700
Encumbrance: 42/60
Hindrances: Heroic, Loyal, Stubborn
All Thumbs (Minor): All Thumbs inflicts a −2 penalty when using mechanical or electrical devices.
Channeling: Raise on a Power reduces its Power Point cost by 1. This can take it to 0.:
Danger Sense (in nature only)
Elemental Brotherhood: Fusionists can see and uncannily converse with all elemental entities, including spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they aren't suicidal.
Gifted: Can’t use TW gear
Natural Healing: While in nature, once per day. While at a life sign source, once per hour.
Primal Conduit: May Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy.
  • Double range and duration of powers.
  • Attack powers: +2 damage
  • Defensive powers: +1 Toughness
  • Double PP regained while resting.
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Hero
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Re: 2.2 Mid Day Blunders

Post by Hero »

WIP
Interlude Themes (will be chosen from "Trek" and "Downtime" options)
Interlude I 1d4: [2] = 2 : Hearts
Downtime: The hero practices a skill. What is it?
Trek: How the party endured a trying hardship
on the journey.

Hardship: Heat/Drought

Interlude II 1d4: [3] = 3 : Diamonds
Downtime: The character studies or works on an
object of some sort. What is it?
Trek: How the group found something that
helped them along the way, such as an oasis,
minor treasure, ammo, food, friendly locals, etc.
The Sun. That's how Hero came to think of the blazing orb hanging over the boat as it made its way down the river--as a proper noun, an entity in its own right.

At first, of course, it was their salvation. The dawn brought the Sun, and that meant the Vampires had to retreat to their warrens and crypts, giving the group the ability to move downriver faster. Sure, they had to keep an eye out for bandits and minions (many of whom were also bandits), but the Tomorrow Legion's crew was nothing if not combat capable. Just the sight of Watcher, stretching his magnificent wings to launch off of the boat, was sufficient to make anyone not completely insane reconsider their life-choices up to that moment.

However, as the day wore on, the Sun revealed itself to not be a benevolent guardian, but more of an indifferent goddess, meting out suffering to all beneath her gaze. According to one of the boatmen, there had been a multi-year drought along much of the length of the river, lowering the level. As the sun rose higher in the cloudless sky, it began to beat down on the travelers with an almost palpable force.

Of course, the truly supernatural creatures--Watcher the Sphinx, Vela the Werecat--suffered not at all from the weather. And some of the Legionnaires, Hero included, wore armor that kept them cool--at the cost of being cooped up in their tin cans for over eight hours a day, with only brief breaks. Those who lacked such gear, of course, had an even worse time of it--had it not been for the magical powers of Vikon and Persephone, they would have been in considerable trouble; as it was, they wound up expending a great deal of magical energy, not only on themselves, but also (in the case of Vikon; Persephone's protection could not be extended to others) the crew, who also had to be sustained against the blanket of hot air.

And even with the worst of the individual toll so mitigated, there was another wrinkle. Low waters meant slow waters. In some of the widest places on the river, the waters were so shallow and murky that the ship had to slow to a crawl, as they threaded banks of sand and other hazards that would have been completely non-existent were the waters deep. Here, again, the elemental spellcasters were able to mitigate the effect; Vikon's natural attunement to the water let him point out to the captain where the flow was the least obstructed, and on several places where the river was simply too shallow for the boat to proceed at all, Persephone was able to shape a channel in river-muck, lasting long enough to get the ship underway again.

Still, all of them felt a curious sort of release as the sun began to go down and the air to cool. Sure, the Vampires would pose a threat, again (they could not readily cross the waters, of course, no matter how shallow, but even the "wild" vampires could hurl objects from the shore, or shoot), but in Hero's mind, they were still a better foe to face than the Sun. At least the Vampires, I can kill.
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Persephone
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Re: 2.2 Mid Day Blunders

Post by Persephone »

Unable to assist in keeping the heat at bay for the others, even her dear companion Cerbie, she focuses on keeping herself resistant and contemplates ways to help. For a while she ponders sculpting a stone awning of sorts but ultimately decides that it would be too heavy for the boat. Silly lesser humans and their weak bodies and vehicles. Cacti also do not lend themselves to awning material. After a while she gives up the idea and instead uses her sense of stone and earth to help guide the passage of the boat, indicating where the deepest areas are and deepening it in areas where they would otherwise be stuck. It is long and tiring work but Cerbie works to keep her hydrated at least and nudges her when she needs to eat. Around midday she naps for a bit, making sure Vikon is awake during that time and being sure to return the favor of keeping the boat safe to give him a siesta. Naps improve productivity after all. It is proven. Just when even she is wanting to ask if they have arrived yet the sun finally lowers itself enough to bring relief from its baleful presence.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
Gems
Powers
Cerberus
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Persephone
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Re: 2.2 Mid Day Blunders

Post by Persephone »

Cache: 9000gp
Cache Value Roll: 2d6x1000: [3, 6] = 9
Ruby Quartz 1000gp
Aquamarine 8000gp
As they reach the end of their day of journeying and begin to set up camp for the night, Persephone sets about creating their shelter for the night. She is weary from the long day even with the nap she had taken. So she misses it at first and nearly includes the rather good sized aquamarine as well as a small vein of ruby quartz into the wall structure. When she realizes what is in front of her, she plucks them out and slips them into her pouch to finish her work. Once she is done building their safe house for the night, she pulls the gems out to study and make certain that they truly are of sufficient quality for her powers. When she confirms that they are, she smiles happily as she goes about adjusting the layout of gems on her staff to include it into the pattern, smoothing the stone as if it were wet clay.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
Gems
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Cerberus
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Sarah Winters
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Re: 2.2 Mid Day Blunders

Post by Sarah Winters »

Eric always seemed to be a day behind the group, no matter how many shortcuts he took or how much extra time he devoted during the day to finding them. He traded his "protection" for shelter along the shanty towns and small villages, remaining wary of any sense he received on who might not be who they claim to be. Lucky for him, none of the places he chose to hole up for the nights were trouble spots. He eventually gave up trying to outpace his patrol and ended up chasing down a corner on a barely-serviceable raft and convincing the families on board they would be safer with someone who is able to defend them should trouble arise. The whole time he was aware of their discomfort but suspected it was no more prominent than if (either he or they) had been alone.

If it weren't for the disgusting walking much of the observable time he might have had an easier journey but after finally catching up by lazily drifting down the river, it just reaffirmed his belief that laziness can pay off.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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Sarah Winters
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Re: 2.2 Mid Day Blunders

Post by Sarah Winters »

"Maria Luisa and Jack"

The children were afraid of Eric, because of course they were. Their parents told them to stay away from Eric and the children were happy to oblige. They busied themselves with storytelling and a game that came from a small, wooden box that could easily be palmed. Eric could not see what the game was, even when spread out between the four of them, its pieces were so tiny.

During one of the several naps, Eric awoke with a slight start to see a small, ruddy face mere inches outside his visor. A young girl of about 5 or 6 wearing a slightly worn and dusty yellow dress was peering intently at (through?) its surface, apparently trying to ascertain who or what was inside. A quick glance over the girl's shoulder indicated the family was still asleep.

The girl half-whispered, "Were you sleeping, Sota?" She was poking the visor with her fingers. While Eric was seated, their eyes were almost level.

"Uhm, well, no I was just...watching everyone to make sure..."

"I know you were sleeping, Sota."

"Uh, OK I guess. What is 'Sota?'"

The girl giggled and replied, "We call you this," and she pointed to a small, white object in her hand, no bigger than a fingernail. It appeared to be a miniaturized facsimile of a playing card -- specifically, the Jack of...Clubs? Bastos. It looked to be carved out of bone by someone's hand, long ago.

"I make these. This one is for you." She handed the small item to Eric who nearly dropped it due to the relative sizes of his gloves to the card.

"I see, thank you. And what is your name, little girl?"

"I am Maria Luisa," the young one proudly exclaimed, "and I am ruler of this land!" Again giggling while straightening herself above Eric and standing on her tiptoes.

"Uhm, well, 'Your Majesty' if it pleases you, are you also ruler of the water?"

Giggling again, Maria Luisa replied, "I wasn't before but I most certainly am now!"

"And you are not afraid of me?" he asked.

"The queen of all her subjects fears no one, Sota! The others do but even they won't for long."

"I see. And what--"

"Maria Luisa! Come back here right now!" hissed her mother, who had been awakened by the young girl's raised voice.

The girl shuddered a bit at the sudden command and immediately turned away from Eric and began moving toward the stern voice while not taking her eyes from Eric, grinning devilishly the entire way.

"Hasta, Sota!" the girl beamed.

Maybe it was that he was still drowsy or maybe he was imagining things but just for a moment, Eric thought he saw something emanating from this young one. Something...

Meh, not possible, he thought. Not with the water, anyway. But still...

He was removed from his musing by the thump of the raft as it was reeled in to shore. They had arrived and it was back to work. Among the other boats he saw what looked to be a person matching one of the descriptions he was given.

Eric secured the tiny playing card in the lining above his visor. He didn't think it would be right to discard it.


Money 2d6: [6, 2] = 8

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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Hero
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Re: 2.2 Mid Day Blunders

Post by Hero »

OOC Comments
Loot Drop: 2d6: [3, 5] = 8
8,000 Cr.
Rhino-buffalo silver-and-turquoise fight trophy necklace.
During one of the brief stops along the run, at a small, walled trading post, while many of the others kept to the shade of the boat, Hero was lured by the unmistakable sounds of shouting and cheering, and the wet sound of wood smacking flesh.

He observed for a bit as a traveling "champion' took on all comers, offering a silver necklace with a turquoise pendant shaped like a rhino-buffalo. The champion was a huge brute of a man, but after watching for a few minutes, Hero was confident he could triumph, so he stepped forward, and laid his stake down on the table.

Naturally, they would not let him wear his armor or bear his shield and trident into the ring, but those were just tools, however mighty--the test of a warrior is in muscle, blood and tendon, and they were kind enough to let him use a small wooden belaying pin. While the gargantuan human was both stronger and faster than the unarmored Hero, he was no seasoned gladiator. The champion's fists would no doubt have hurt--if he could connect. And while Hero's strikes were weaker, they hit more often, and struck more effectively--light, sharp jabs that left bruises and welts all over the massive frame.

And, of course, once the first blow was landed, Hero was able to control the other fighter, goading him into reckless lunges that left vital points more accessible to Hero's skilled strikes. The crowd, too, enjoyed the theatrics, cheering and hooting as Hero would make rude gestures and lob crude insults about the man's ancestors. Blinded by rage, the champion made one mistake after another, and Hero deftly exploited each of them.

And so it came to pass that the brute fell, and Hero claimed his prize. He also helped the big man stand after a moment's rest, and held their clasped hands aloft--he saw no need to shame a fellow pit-fighter once the battle was over, especially one who fought with such ferocity and honor. Donning the necklace, he reclaimed his gear, and went back to the boat--now completely exhausted from fighting beneath the unrelenting sun, but feeling invigorated as always by having bested a worthy foe.
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