1.0 Caught Out in the Open

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Technospawn
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1.0 Caught Out in the Open

Post by Technospawn »

Texas Wastelands
8th April 110 PA
Late night


The trek so far had not been easy. Everyone on the team was holding up good so far and they had overcome the few obstacles they had encountered. As the sun set there was a slight excitement in the team because tomorrow they would make New Del Rio. It was getting late and after a long days travel most of the team just wanted to set camp and get some grub. climbing over the rise the looked down into the valley and could see the massive ley line. Everyone knew this was not going to be a good place to camp. So the decision to move on into the night was made quickly. Going back and around would take days so the only way passed was through the valley. The team proceeds down the slope with everyone on edge. It is not a matter of if something will happen it is a matter of when.

Dangerous Quick Encounter
As you approach the rift a massive ley line storm spins up and several rifts begin to open. The things that you can se beginning to climb out of the rifts will leave you with nightmares.
Dog boys get a fatigue from the storm and will be at -1 from that fatigue.
The valley floor is difficult terrain. Anyone running, flying, or driving will need to make a skill check. Failure will mean bumps and bruises.
Everyone describe how you fight your way clear of the storm and rifts.


To clarify, yes someone of you will be making 2 rolls. The movement roll and the DQE roll. Anyone just riding in the vehicle will not need a roll unless the driver fails, then you will roll athletics to survive the crash.
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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Hero
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Re: Caught Out in the Open

Post by Hero »

OOC Comments
Athletics 1d4!!: [3] = 3
Athletics 1d6!!: [1] = 1
Benny
Athletics 1d4!!: [2] = 2
Athletics 1d6!!: [4] = 4
Success!

To be clear, this was not a 'movement' roll (he's riding in the APV), but rather just something I threw in to represent his Arrogant Hindrance. He can't just sit inside the rolling box, he has lean out of the door and engage the enemy.

Fighting 1d12+1: [7]+1 = 8
Wild Fighting 1d6+1: [6]+1 = 7
Raise! No Damage!
Hero rides along, cheerfully engaging the rest of the group as they travel. However, he grows more silent and wary as they enter the valley.

Once the... things start coming out of the darkness at them, however, he gives an almost gleeful yell and leans out of the APV, striking at any of the hideous creatures that get within his reach with the powered tip of the energy trident. He often seems to be goading the monsters, urging them to try to come closer, and then making them pay dearly for doing so.

"Glorious!" he cries aloud in Atlantean. "It reminds me of the Fury Chariot Race of Xenothon! What a rush!" he reminisces, even as he skewers some sort of tentacled bat-thing on the trident, then cleans it off by firing the laser.
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Re: Caught Out in the Open

Post by Vela »

Vela chose to run, free of the confines of the ATV for awhile, and was glad she did. As a jaguar her senses magnified, and the night air felt like it was striking sparks off of her coat. The shadows melted away, and the sounds and smells of the desert leapt into startling clarity. She sped ahead of the noisy, distracting vehicle to explore this strange wilderness; a silent dappled scout and hunter.

When the ley line blazed to life, and the storm pressed heavy against her, Vela shifted to her 'true' form. Standing a good two heads taller than her usual human shape, and far more heavily muscled, she was ready when the creatures began to emerge.

It was a slaughter. Though it had been some time since Vela had been in a proper fight, her instincts were as sharp as her claws. With a roar of challenge, she flung herself into the fray... a wall of muscle, fur, teeth and talons that ripped into the voidspawn and tore them apart.

It was a good night. A pity there weren't any vampires yet, but a good warm up for that.

Rolls: Movement 7, Fighting 15
Athletics (Movement) 1d8!! 1d6!!: [4]+[7!!] = 11
Fighting (+1 for martial arts) 1d10!! 1d6!!: [14!!]+[3] = 17
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Persephone
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Re: Caught Out in the Open

Post by Persephone »

Persephone PPE 13, Occ 21 Cerberus Agil 6 Fight 5
PPE Cost for Telekinesis on stone 3d6: [6, 5, 2] = 13

Occult 1d10+4: [5]+4 = 9
Wild 1d6!!+4: [17!!]+4 = 21

C Agility 1d8!!: [6] = 6
Wild Die 1d6!!: [1] = 1
C Fighting 1d6!!: [5] = 5
Wild Die 1d6!!: [3] = 3
Persephone and Cerbie rode in the vehicle. The wolf naturally stuck his head out during the ride. When the ley line splintered he growled at the same time as Persephone tensed. She frowned.

She glanced around to find the biggest rock she could and with a glance scooped up a 500 lb rock and zipped it around crushing their enemies with wild abandon.

The wolf meanwhile jumped out of the vehicle to tear into them with teeth and claws. He is nowhere near as flashy and successful as Persephone herself but he makes a good accounting of tearing into them.
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)
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Re: Caught Out in the Open

Post by Watcher »

Fighting 1d8!! or Wild 1d6!!: [1]+[10!!] = 11

Watches observes curiously as the canine like monsters come from the rift. Appearing to be some strange hybrid of a Coyle and a psi-stalker the things instantly starter writhing from the psychic pain of hte storm as they flowed out. But then with resolve they pulled themselves together and began hunting.

First moving in the opposite direction where it looked as if there was some sort of fire fight, they then reoriented and turned towards the SET. As they ran for the Legion Watcher was curious what world the things where from. They looked dangerous and that was concerting, as he braced himself and waited for the attack the canine's finally came upon them. However the battle turned out to be much easier than expected as the creatures seemed to drop like paper dolls. Their strange ability to scratch and damage trees, did not pass itself along to damaging the hide of a sphinx. Each one dropped from a single blow, and sometimes even a glancing blow was enough that its comrades next to it moved away abandoning the creature for dead.

In the end when the creatures fled howling Watcher was left wondering if perhaps he should have captured one or two of them alive. Perhaps they could be bred as pets...
Jethro Tewl
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Re: Caught Out in the Open

Post by Jethro Tewl »

As they approach the ley line and the ensuing storm JT ghosts and heads in for closer intel gathering.



Occult 1d10!!: [7] = 7
Wild 1d6!!: [5] = 5
JT makes a solid attempt to identify the creatures.

Following his intel gathering,

Psionics 1d8!!: [1] = 1
Wild (Psionics) 1d6!!: [2] = 2
. In a poor disguise, he attempts to confuse and disorient the new arrivals.
Last edited by Jethro Tewl on Wed Oct 13, 2021 4:54 am, edited 1 time in total.
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Vikon Athir
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Re: Caught Out in the Open

Post by Vikon Athir »

Driving 5 Success!; Fighting 10 Raise; PP Usage 10
Driving 1d4!!-4: [9!!]-4 = 5
Wild 1d6!!-4: [7!!]-4 = 3
Focus 1d8!!: [1] = 1
Wild 1d6!!: [10!!] = 10
PP usage 3d6: [3, 2, 5] = 10
Texas Wastelands
8th April 110 PA
Late night
Round 0

Vikon finished loading the last of their supplies into the Mountaineer. He closed it up and looked to the others, only to find that they had all already loaded up into the vehicle, and the only seat left was the driver.

“Um…” Vikon blinked, staring. Was this a kind of...initiation? He was the youngest. He sighed and shrugged and climbed behind the wheel. He surveyed the controls, murmuring things to himself. “Ignition...radio...sensors…” He pressed control pedals. “Accelerator...brake...clutch…” He tried to remember the basics he had been taught. Well, here they went.

It took a couple tries before Vikon managed to get the engine to start up. Then he ground the clutch as he shifted into gear, wincing at the sound. Fortunately he didn’t have to shift gears too much, as the terrain made the going difficult, but when he did, he ground it badly again.

Soon they were on the flat of the valley, though, but the ley line storm moved in above them, and strange creatures started to emerge from the rifts. Vikon tried to keep the Mountaineer going, even as the others bailed out to fight the things. Vikon wasn’t sure that was the wisest course of action, rather than staying inside the vehicle, but he added his own abilities to the mix, and the air filled with boiling steam to hold off the rift creatures.

***
Character Info
Pace: 6; Parry: 6; Toughness: 13 (5)
Bennies: 3/3
PP: 5/15
Powers:, Blast, bolt, burst, damage field, detect arcana, environmental manipulation, environmental protection, protection
Variable Trappings: Water, Fire, Steam
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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Persephone
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Re: Caught Out in the Open

Post by Persephone »

Vikon Athir wrote: Wed Oct 13, 2021 2:58 am
Driving 5 Success!; Fighting 10 Raise; PP Usage 10
Driving 1d4!!-4: [9!!]-4 = 5
Wild 1d6!!-4: [7!!]-4 = 3
Focus 1d8!!: [1] = 1
Wild 1d6!!: [10!!] = 10
PP usage 3d6: [3, 2, 5] = 10
Texas Wastelands
8th April 110 PA
Late night
Round 0

Vikon finished loading the last of their supplies into the Mountaineer. He closed it up and looked to the others, only to find that they had all already loaded up into the vehicle, and the only seat left was the driver.

“Um…” Vikon blinked, staring. Was this a kind of...initiation? He was the youngest. He sighed and shrugged and climbed behind the wheel. He surveyed the controls, murmuring things to himself. “Ignition...radio...sensors…” He pressed control pedals. “Accelerator...brake...clutch…” He tried to remember the basics he had been taught. Well, here they went.

It took a couple tries before Vikon managed to get the engine to start up. Then he ground the clutch as he shifted into gear, wincing at the sound. Fortunately he didn’t have to shift gears too much, as the terrain made the going difficult, but when he did, he ground it badly again.

Soon they were on the flat of the valley, though, but the ley line storm moved in above them, and strange creatures started to emerge from the rifts. Vikon tried to keep the Mountaineer going, even as the others bailed out to fight the things. Vikon wasn’t sure that was the wisest course of action, rather than staying inside the vehicle, but he added his own abilities to the mix, and the air filled with boiling steam to hold off the rift creatures.

***
Character Info
Pace: 6; Parry: 6; Toughness: 13 (5)
Bennies: 3/3
PP: 5/15
Powers:, Blast, bolt, burst, damage field, detect arcana, environmental manipulation, environmental protection, protection
Variable Trappings: Water, Fire, Steam
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.
Persephone sat in the front seat next to Vikon and pointed out some of the controls to help him out with her knowledge which, while it isn't better, may not be perfectly matched to his so between them they might get it working.
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)
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Technospawn
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Re: 1.0 Caught Out in the Open

Post by Technospawn »

Texas Wastelands
9th April 110 PA
0300 hrs


The storm continued to rage violently as the party pushed through it. It took a few hours but @Vikon Athir was able to get the ATV pass the ley line and back out of the valley on the other side. As the clear the valley floor Cerbie finally comes loping back to @Persephone. He is not wounded but he is clearly fatigued by his adventure.

Stopping once they clear the valley to take an accounting of the team, that see that no one is wounded but @Jethro Tewl and cerbie battered, bruised, and very
bumps and bruises = 1 fatigue
. They climb back into the atv and settle in the back. Vikon begins driving again and the going is a little easier out of the valley. The team is tired and hungry but where is it safe to camp?


It is roughly 0300 and the team has been up for over 28 hours. New Del Rio is still 8 to 12 hours away and they lock the gate at dusk. There are the creatures spawned by the rifts, vampires, and other random stuff that could be hiding our here in the dark. So what do you?

If you push straight through you will need to make a vigor roll -2 or take a fatigue.

Modified Quick Encounter

Pick 1 action

Driving - Only 1 person can drive the atv
It is dark out so all driving or flying will be done at -4 due to illumination. This can be offset with powers, sensor systems, or enhanced vision.
* Crit Fail - You drive in circles and end up back in the valley with the ley line storm still raging. The atv is damaged and you will a dramatic task to fix it while being attacked.
* Failure - you get lost and add several hours to your trip causing everyone to have to camp out again or make another fatigue roll.
* Success - you make it to the camp or New Del Rio with only minor problems. If you went to New Del Rio it takes you 10 hours.
* Raise - you are awesome. You navigated the terrain with ease and made camp or New Del Rio with no problem. If going to New Del Rio you make it 6 hours.

Finding a camp for the night - only 1 person can do this action
Since it is dark and you are in unfamiliar territory to find a suitable camp is a survival roll at -4. This can be offset with any appropriate equipment or powers.
* Crit Fail - You stumble into a nest of vampires in a cave. You take 2 wounds as they attack you. You will have a running combat to fight you way through the nest until you can climb back out. You also burn through double ammor or PP getting out.
* Failure - you can not find a good camp and the spot you pick is quickly overrun with very large biting bugs. Everyone is forced to sleep in the ATV. Since it is so cramped you do not get any sleep and take 1 fatigue.
* Success - you find an ok camp but no water. You get some sleep but must use your own supplies.
* Raise - you are awesome. You find an hidden oasis. It is safe and you get some good sleep. There is also clean water here. Nearby is a bee hive and you can get some fresh honey. The oasis is very special and your PPE, ISP, and PP recover at double their normal rate.

Supporting the above actions
You can support one of the above actions. Support rolls are only -2.
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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Vela
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Re: 1.0 Caught Out in the Open

Post by Vela »

As the night wore on; pressed close like an old familiar cloak, Vela realized they would need to make camp. New Del Rio was too far, and while sleeping by night was dangerous, it was more dangerous by far not to take rest. She took the shape of a jaguar and loped ahead, scenting into the wind, leaping up onto embankments and outcroppings, until a whiff of water and greenery revealed itself. A sheltered spring that had worn away rock into a smooth enclosure and nurtured a little garden of reeds and shrubs along with a scraggly desert tree.

Vela prowled the tiny oasis for a moment, sniffing at the earth and air. Animals came here to drink, she decided, but mostly smaller ones. The water was not enough for the large beasts of the desert to easily drink from, and the way in was a bit constrictive for them. Prey animals would avoid the spring while they camped, and the smaller predators would as well.

It would do.

She took a drink from the brook, then broke into a leaping sprint to rejoin the ATV before they got too far off course, and guide them to this place.

Rolls to Camp for the Night: Survival 8
Survival at -2 1d8!! 1d6!!: [3]+[10!!] = 13
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Hero
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Re: 1.0 Caught Out in the Open

Post by Hero »

+2 to Driving, and a nice evening storytelling
Persuasion to Support Vikon's Driving; +3, -2 = +1 to roll
Persuasion 1d10!!+1: [8]+1 = 9
Wild Persuasion 1d6!!+1: [11!!]+1 = 12
+2 to Vikon's Driving.

Not support, since Vela doesn't need it, just using the roll for guidance for my own post:
Performance 1d8!!: [6] = 6
Wild Performance 1d6!!: [4] = 4
In the vehicle, as Vikon wrestles with the seemingly almost hostile controls of the vehicle, Hero communicates with him telepathically, offering support and encouragement. Good man. I would have loved to have someone as determined as you behind the reins in the Chariot Races; a strong will is more important than having a knack. To engage in a task outside your comfort zone--that is the mark of a truly great man. What sells the encouragement isn't necessarily the words, but the earnest sincerity behind them, pushing Vikon to levels maybe even he didn't realize he was capable of.

When Vela leads the group to the oasis, Hero claps her soundly on the back. "Oh, well done! A glorious victory over the elements! Even setting a watch will be easier, as any trouble that might seek us out will be hampered by the lone access point! Excellent!"

Once camp is set up, he regales those who want to listen with his tales of the gladiatorial arena. He, of course, features large in most of these tales, but not all--some are apparently ones he gleaned from others who fought in the pits of Atlantis. The stories, possibly embellished, contain pathos and grandeur, honor and treachery, tragedy and comedy. He's an excellent judge of his audience's tastes, and will throw in the occasional risque pun (this, in particular, is easy for him to target a specific person among the group, since he can always shift to a language only they know for joke) or explicit details of violence for those who seem inclined to enjoy such, but manages to never cross the boundaries of the more sensitive listeners. He's got a solid sense of timing, too--pausing at just the right moment to get someone to ask, "And then what happened?"
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Re: 1.0 Caught Out in the Open

Post by Jethro Tewl »

JT busies himself around the camp more or less trying to confirm their location and checking that location against information he has on
Academics 1d10!!-2: [7]-2 = 5
Wild (Academics) 1d6!!-2: [2]-2 = 0
.

Noticing Cerbie @Persephone is a bit fatigued, JT kneels down beside the large canine and places a hand on the wolf's head. JT's other hand he places
ISP Boost +2 [4 ISP]
Relief [1 ISP]
Additional Recepient [1 ISP]
Psionics 1d10+2
Psionics 1d10!!+2: [13!!]+2 = 15
Wild (Psionics) 1d6!!+2: [3]+2 = 5
24 of 30 ISP remaining
.
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Persephone
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Re: 1.0 Caught Out in the Open

Post by Persephone »

Stone Sense for best path 7
Occult 1d10!!+4: [3]+4 = 7
Wild Die 1d6!!+6: [5]+6 = 11 (Mistyped, should have been +4 so roll is actually a 9)
Also forgot the -2 for the support so it is actually a 7)
Once they get settled into the ATV, Persephone uses her Sense of the stones around them to direct Vikon along the path that is the clearest for them.

While camp is being set up Persephone moves to the edges of their area and waves her arms to sculpt the nearby rock to close off their area. She keeps it from blocking the flow of water and leaves the top open for air. But it adds a considerable layer of protection.


Stone Sculpting 11
Occult 1d10!!+4: [7]+4 = 11
Wild Die 1d6!!+4: [3]+4 = 7
When @Jethro Tewl casts Relief on Cerbie, the wolf shakes himself out then licks him gratefully. Persephone smiles. "Thank you very much!"

While the tales are being told she listens and laughs when appropriate, enjoying it thoroughly.
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
Edit Sig
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Vikon Athir
Posts: 51
Joined: Mon Nov 09, 2020 2:59 am

Re: 1.0 Caught Out in the Open

Post by Vikon Athir »

Driving 4; Success
-4 illumination, +3 support, +4 Elemental Manipulation (fire to help see)
Driving 1d4!!-1: [2]-1 = 1
Wild 1d6!!-1: [4]-1 = 3
Benny to reroll
Driving 1d4!!-1: [2]-1 = 1
Wild 1d6!!-1: [5]-1 = 4
Texas Wastelands
8th April 110 PA
Late night
Round 0

Vikon gripped the wheel and leaned forward as he wrestled the ATV through the darkness of the Texas wastelands. He conjured a small ball of fire about thirty feet in front of the Mountaineer to help him see in the dark Texas night, and hopefully ward away vampires or whatever else might be out there. It also helped him keep an eye out for Vela so he didn’t run the catwoman over as she searched for a good campsite. It wasn’t the most comfortable ride, and he took a few minor detours that likely didn’t need to be taken, ground the clutch too much, but they arrived safely at Vela’s chosen campsite eventually.

***
Character Info
Pace: 6; Parry: 6; Toughness: 13 (5)
Bennies: 2/3
PP: 5/15
Powers:, Blast, bolt, burst, damage field, detect arcana, environmental manipulation, environmental protection, protection
Variable Trappings: Water, Fire, Steam
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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Watcher
Posts: 45
Joined: Wed Nov 11, 2020 11:24 pm

Re: 1.0 Caught Out in the Open

Post by Watcher »

Watcher prepars for the dangers that could come to the camp waiting and anticipatign something, maybe vamprires, maybe not will come. "Would it not be wise for those who fatigue to sleep now, that those who do not can stand watch?" He suggest as he prepares himself to watch over the team while they get much needed rest.

Notice Support 1d6!! or Wild 1d6!!: [7!!]+[3] = 10


"Do any of us have the ability to take away the fatigue of those who cannot rest?" He asks unable to perform the feat himself.
Jethro Tewl
Posts: 20
Joined: Sat Oct 02, 2021 5:32 pm

Re: 1.0 Caught Out in the Open

Post by Jethro Tewl »

Watcher wrote: Tue Oct 26, 2021 1:58 pm Watcher prepars for the dangers that could come to the camp waiting and anticipatign something, maybe vamprires, maybe not will come. "Would it not be wise for those who fatigue to sleep now, that those who do not can stand watch?" He suggest as he prepares himself to watch over the team while they get much needed rest.

Notice Support 1d6!! or Wild 1d6!!: [7!!]+[3] = 10

"Do any of us hve the ability to take away the fatigue of those who cannot rest?" He asks unable to perform the feat himself.
JT looks up from playing with Cerbie.
"I can."

Noting his surroundings, "It shouldn't be too hard to recover after refreshing everyone."
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Watcher
Posts: 45
Joined: Wed Nov 11, 2020 11:24 pm

Re: 1.0 Caught Out in the Open

Post by Watcher »

Jethro Tewl wrote: Thu Oct 28, 2021 1:13 pm
JT looks up from playing with Cerbie.
"I can."

Noting his surroundings, "It shouldn't be too hard to recover after refreshing everyone."
"Oh, well isn't that fortuitous? When do you think you will be done?"
Jethro Tewl
Posts: 20
Joined: Sat Oct 02, 2021 5:32 pm

Re: 1.0 Caught Out in the Open

Post by Jethro Tewl »

JT sets to work

Psionics Boost +2 (4 ISP)
Relief (1 ISP) + 4 Additional Recepients (4 ISP)
Psionics 1d8!!+2: [4]+2 = 6
Wild (Psionics) 1d6!!+2: [3]+2 = 5

Relieved a level of Fatigue for @Hero , @Persephone , @Vikon Athir , @Watcher , and @Vela .
. Some it is water. For some it is food. Others are a bit winded and he sets about making them comfortable.

"This is what I would do for those enslaved by the Vampire Intelligences and Master Vampires."

"Of course I would not do it out in the open."

"It was while I was enslaved myself that I found out that I was not bound by mortal or physical rules."
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Vela
Silver Patron
Silver Patron
Posts: 172
Joined: Fri Jun 30, 2017 6:07 am

Re: 1.0 Caught Out in the Open

Post by Vela »

"It is not a kindness."

Vela dropped down from the rocks above, still in her half-human, half-jaguar state. Her eyes shone eerie green in the reflected firelight as she regarded Jethro and Watcher. Then she focused on Jethro.

"Healing the slaves of the dead. It is not kindness. You only let them suffer longer. More." Her voice was matter-of-fact, not angry or accusing. "If you could not free them, better to leave them be."
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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