Adventure 3 The Search for Fandran

Adventures of the 3rd SET, The Losers
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Corrigon
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Adventure 3 The Search for Fandran

Post by Corrigon » Mon Oct 15, 2018 4:20 am

Several days have passed in Mid-summer as Freya has been working on repairing the TW sensor system in the Quarry. As she works, she is able to tell that it feeds the information somewhere else. This signal can be tracked but will require fine calibration once operational.

There were other defences on the sensor, but these, she reports, were burned out a while ago. She thinks something else tried to access the data stored there, but that has been erased.

Ajan’s team have set up a temporary ramp to cover the hole where the now destroyed demon body lay. This way nobody has to travel via Dragon. The elevator is still not functioning.

With Mica gone, Vivian is able to pitch in and help set up Penny’s ATV to be ready to track the signal back to its source. As she does so, she learns that something in the minerals in the quarry or the location amplifies any signal.
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As Freya has almost finished the repairs, your team are at the quarry, ready to begin tracing the signal.
Though Heracles, Kidemonas and Sula can’t see it, right on the edge of their perception, you can feel the nearby leyline begin to flare as if something were drawing upon its power.

In the distance, you can hear several loud sharp cracks and low rumbles, before the Legion communicators suddenly burst to life a few seconds later, though heavy with static interference.

“Governor Wise, this ….. Sergeant Vasquez. …nexus has open. We have a serious incursion incoming … a rift….
…. the Shifter is attempting to shut the rift as we speak, all available forces are converging on the rift.
We have the demons pinned back for now, but they ... don’t appear to be making much of a push. A large horde of flying demons exited the rift and are currently inbound towards your location. …. Repeat, we are not able to assist without allowing a demon incursion to overrun….


Mother f…. I can see a giant eye through the rift."

At this point, the transmission suddenly ceases.
OOC Comments
One round of prep, then a quick combat
Any actions taken for defence will be taken into account in the next post.
Let me know where you are
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GM bennies 6/8

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Vivian Parker
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Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Thu Oct 18, 2018 11:09 pm

Garnet Town/North cave
Afternoon
Round 0

Vivian lounged lazily atop the generator as Freya worked. “So do you think there’s going to be some phat loot at the end of this rainbow, or is it just going to be something that wants to eat my face or make me have alien babies?” she asked. “Fair warning: I really don’t want to have alien babies.”

When the radio crackled to life with the warning from the ley line, Vivian sat up quickly. “Okay, I’m really sorry for complaining I was bored!” she said, grabbing up her rifle. “Might want to get to cover quick if they’re coming in high.”

Vivian jumped down into the space between the generator and the lift and tried to blend into the shadows.
Stealth 10
Stealth 1d10+4 = 10: 6
Wild 1d6+4 = 5: 1
***
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 2/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Heracles
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Re: Adventure 3 The Search for Fandran

Post by Heracles » Thu Oct 18, 2018 11:57 pm

Heracles let out a grunt when he heard the news. A tight, fierce grin slowly spread over his mouth. "Finally. A battle against evil once more. He pulled the chain longsword off of his back and started it up. He then concentrated and pulled some of the nearby shadows, including his own, on to his body. It seemed to make him less distinct, harder to pinpoint. Of course, the only problem was that he didn't have a magic weapon yet. He said a silent prayer to his father and some of the other gods to bless him with a magic weapon soon.

Deflection 7
Psionics die 1d10 = 7: 7, Wild die 1d6 = 4: 4.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 1

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Flesh Wound (Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Wounds:

Currently playing in: 3rd Set The Losers

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Savant
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Re: Adventure 3 The Search for Fandran

Post by Savant » Fri Oct 19, 2018 10:25 pm

OOC Comments
Split the Seconds:
First action: Draw rifle and mount Kidemonas if he is willing, or running up the ramp if not.

Second action: Clairvoyance
Clairvoyance 1d12 = 5: 5
Wild Psionics 1d6 = 4: 4
Point summoned above the quarry, which should give them the ability to know which direction the nasties will be coming from.

Also, with the adrenaline drop of going into combat-mode, Uncanny Reflexes kicks in.
Savant laughs at Vivian's banter. "Fortunately, cross-breeding is actually fairly rare, even among the biomancers of the Spulgorth. Face-eating is far more likely." She's about to expound on this when the radio-burst cuts her off.

Savant gives a loud "Whoop!" at the final bit, and then calls to Kidemonas. As her M.O.M. unit kicks her adrenaline system into high gear, she starts moving swiftly. "Ladies! If you can, get to the vehicle--it is likely the most heavily armored location available!" Apparently, she does not count herself among the 'ladies' designation, as she is very clearly NOT heading for the truck.

"Great dragon friend, shall we join forces once again?" If Kid is willing, she will leap upon his back and draw her vibrosword, She also sends her awareness up out of the pit, scanning to see where the demons are located. "That way, my friend! Get me close enough to engage them!"
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.

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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Sat Oct 20, 2018 7:51 am

OOC Comments
Of course he does not mind people riding on him. What is the point in being the biggest dragon ever if people cannot go for rides.

Casting Boost Fighting on Self for Preparation
Spellcasting 1d6+1 = 4: 3
Wild 1d6+1 = 3: 2
Kidemonas hears the com and looks to the other. "We have to help, climb on!" Once everyone is mounted Kid takes a mighty leap into the air and begins flying to the rescue of the Townsfolk.
GM Question

Are we included Quick Combat narrative here or later?
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

Current Status
PPE: 18/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 0
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 reroll Quick Combat
    -2 rerolls again in Quick Combat
    -2 soak wounds in Quick Combat
ACTIVE EFFECTS
  • Boost Fighting d8


.
GM Quick Reference

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Sula
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Re: Adventure 3 The Search for Fandran

Post by Sula » Mon Oct 22, 2018 7:10 pm

She heads over to climb on Kidemonas's back. "I should be able to stop more from coming in if I'm near the Nexus."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 7/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Mon Oct 29, 2018 4:15 pm

As Kidemonas rises into the air, with several of the squad on his back, intent on heroically and possibly vaingloriously going to rescue the town or the people. However, any thoughts of a glorious charge to save the town are dashed almost instantly.
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The horde of flying demons Sgt Vasquez's transmission warned you about are not heading toward Garnet Town, but are making a direct beeline straight for your location.

In the dim distance, you can hear more cracks and the whirl of what sounds like rail gun fire, with occasionally flashes of light. Fighting is going on by the nexus, but any help from that quarter will not be arriving soon.

The demonic weapons they are carrying glint in the daylight ready for your blood!
OOC Comments
We are running a mix of the quick combat rules with a challenge rolled into one

You can choose to either engage in combat or in the secondary challenge

As White Hoof is with you, could one of you post for him

Quick Combat rules: You are fighting some a large swarm of flying demons heading straight at you and they outnumber you. Quick Combat scene modifier is a total of -3 for sheer numbers, but mitigated for some cover at the quarry. Pick your favorite combat skill, add in the modifier. The modifier can be mitigated by your own skills, equipment, and edges. (HJ staff bonus, cybernetics bonuses, marksmanship, etc.)

Special Edges: Danger Sense, Sixth Sense, Quick, Level Headed, and Improved Level Headed each give +1 to your roll.

The group needs a total of 9 successes in a round to escape unscathed. For every success you come up short, I will roll and assign a wound to a random character. Soaking is permitted as normal once wounds are assigned.

Because of the numbers of demons coming at you, round 1 is to survive the initial onslaught before they enact the second stage of their plan as hopefully they will not

Damage is not being tracked here for the enemy. It's a straight number of successes task, so don't bother with damage rolls. Resources, however, will be tracked.
A critical failure means you were not able to help the group succeed. In fact, your bungling cost them one success! and you receive one wound (can be soaked as per normal) due to being overwhelmed by the demons
On a failure, you use up 3d6 power points spent or charges from your weapon, as appropriate.
Success, you did a good job, maybe not a legendary victory, but you did what was required to save the day. You spent 2d6 ammo or power points.
Success with raise, your contribution is legendary. You spent 1d6 ammo or power points. Take a benny and narrate your awesomeness!
No matter what you roll, please leave something for everyone else to do.

Challenge
Freya needs to complete her work on the sensor
she has Techno-Wizardry (Smarts) d10 +2 for machine maestro against TN4 - she still needs 4 successes to complete repairs in time.
However, recent experiences have left her shell shocked when it comes to combat and a marauding horde of demons is not going to help her any.

TN 6 is needed to keep her focused in the battle, otherwise she suffers -2 for a failure. A critical failure is -4 to her roll

Each raise will add +2 to her roll
GM bennies 6/8

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Heracles
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Re: Adventure 3 The Search for Fandran

Post by Heracles » Mon Oct 29, 2018 10:03 pm

Heracles let out a joyous roar as he saw a battle of evil creatures to be slain LITERALLY FLYING right towards him. "YES! COME! MEET YOUR DOOM WHEN YOU FACE THE MIGHTY HERACLES AND HIS POWERFUL FRIENDS!" A fierce grin lit up his face as he brandished his chain long sword, and he let loose the fury inside of him, as well as his psionic power bolstering his fighting capability. He leaped forward towards the demons-things, swinging his weapon this way and that.

He was a whirlwind of death - not able to defeat the horde by himself, but definitely making sure none got near to Freya. He even had a little bit of hopping in the air, killing a demon and leaping off of it to skewer another one, and made it to an impressive six in number before riding a barely-alive one to the ground. Covered in gore, breathing heavily, wounded and tired - but still grinning fiercely and hacking at the corpses and ones trying to get away from him..

Fighting 16 or 17
Quick Combat
-3 for scene. +1 Quick, +1 Split the Seconds (maybe +1 for Berserk/Losing It?).
Fighting die 1d10 = 10: 10, Ace 1d10 = 7: 7, Wild die 1d6 = 6: 6 Ace 1d6 = 3: 3.
Power Points spent
1d6 = 2: 2.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 1

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Flesh Wound (Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Wounds:

Currently playing in: 3rd Set The Losers

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Penny Wise
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Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Mon Oct 29, 2018 11:56 pm

Penny opts to let the more combat-capable members of the team take on the army of demons - instead, she positions her ATV in between them and Freya, then leaps out.

She's gone into commander-mode, eyes focused on Freya, giving off what some might call presence; pushing herself to be the kind of person that demands attention.

Once Freya's focused, Penny kneels, next to the device. "Freya? You've got this. Tell me what I can do to help."
OOC Comments
Notice: 1d8 = 4: 4
Wild Die: 1d6 = 1: 1

Diplomacy: 1d6 = 2: 2
Benny to Boost: 1d6 = 3: 3
Wild Die: 1d6 = 3: 3
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Tue Oct 30, 2018 8:06 am

Quick Combat 4, 1 success
Boost Fighting not included in Quick Combat

Fighting 1d6-4 = 0: 4
Wild 1d6-4 = -3: 1
  • Benny to Reroll
    Fighting 1d6-4 = -2: 2
    Wild Die 1d6-4 = -2: 2
    • Benny to Reroll
      Fighting 1d6-4 = -3: 1
      Wild Die 1d6-4 = 2: 6 Ace 1d6+2 = 4: 2
Seeing the hoard of demons come Kidemonas instantly starts Fighting, however as the battle begin he send gout after gout of flame on the demons before realizing they are nearly immune. Once it is told to him he resigns himself to flying the others around, taking bites and claws as needed to aid, but generally supporting his friends by flying where and when they need him to.

His magic enhancing his fighting prowess is enough that when he does have opportunities they are used correctly, yet still the battle is more than he could have handled on his own. It is times like this that Kidemonas appreciates his friends who in their old age have learned the arts of battle.
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

Current Status
PPE: 18/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 0
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 reroll Quick Combat
    -2 rerolls again in Quick Combat
    -2 soak wounds in Quick Combat
ACTIVE EFFECTS
  • Boost Fighting d8


.
GM Quick Reference

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Savant
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Re: Adventure 3 The Search for Fandran

Post by Savant » Tue Oct 30, 2018 2:24 pm

Fighting 16, 4 successes
Rolling Fighting for Quick Combat
Modifiers: Scene -3, Quick +1, Losing It +2
Fighting 1d12 = 12: 12 ACE 1d12+12 = 16: 4
Wild Fighting 1d6 = 5: 5
As one would expect, Savant joins in battle with the demonic horde, slashing her vibro-blade with grand efficiency. If Heracles is carnage incarnate, then she is a ballerina of battle, spinning, ducking and whirling with grace and poise, striking and withdrawing, her blade consistently piercing the enemy who seems least aware of the danger she poses. No boisterous battle-cry from her, no challenge to the horde; instead, as she enters the thickest part of the demons, her radar-senses almost overwhelmed by their numbers, she says only a single, softly spoken word, an almost gentle smile on her lips: "Exquisite."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.

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Vivian Parker
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Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Wed Oct 31, 2018 2:42 am

K. Computers 6
+2 Field Computer
K. Computers 1d8+2 = 6: 4
Wild 1d6+2 = 5: 3
Garnet Town/Quarry
Afternoon
Round 0

Vivian fired off some shots from her rifle. The she drew her vibro-sword and ion pistol. Her cybernetics hummed as she moved, darting across the quarry to Freya.

“You got this, babe,” Viv said, holstering her weapons. She yanked out her field computer and slapped it down on the sensor device. “I don’t know all about your fancy techno-wizardy, but I do know sensors. If that’s what it is, it needs a computer to process the information. Focus now.”

Vivian found what looked like a port and plugged in. Her screen started scrolling.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 2/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Sula
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Re: Adventure 3 The Search for Fandran

Post by Sula » Wed Oct 31, 2018 12:19 pm

Once realizing she can't get to the Nexus and that they are coming for them, she looks at the thing Freya is working on then back at the horde and rushes toward Freya and cups her hands around her staff. She waits for them to get within range (16) before she prays.

"Eir let not our foes find us. Let the monsters who would do us harm be thwarted. Let the darkness reclaim all of them that we might be saved!" - (Banish the Horde)

Tendrils of darkness swirl around the them for moment as Eir's power washes over them and pushes out toward the (demons?).


OOC Large Burst Template around them of Enemies, aiding Freya's concentration
Mysticism 1d10+1 = 5: 4
Wild Die 1d6+1 = 6: 5

Trapping - The target is momentarily shrouded in tendrils of darkness. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 7/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

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Freemage
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Re: Adventure 3 The Search for Fandran

Post by Freemage » Sun Nov 04, 2018 2:41 pm

OOC Comments
White Hoof Combat: 1d10-3 = 7: 10
Wild Shooting 1d6-3 = -2: 1
Success! Ammo: 2d6 = 10: 4, 6

TW Modifiers: d10+2 base, +4 from assistance:
Freya Techno-Wizardry 1d10+6 = 7: 1
Wild TW 1d6+6 = 8: 2
Reroll Benny:
TW 1d12+6 = 12: 6
Wild TW 1d6+6 = 10: 4
12 total, 3 successes.

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Thu Nov 08, 2018 5:08 pm

As the Demon horde swarmed over the area, Kidemonas was to be the unbreakable rock meeting the irresistible force of the Demon Horde. Considering his size, he was able to block the swarm from hurtling down towards the group still on the ground, any blows struck merely scraping along his scales.

For Heracles and Savant, it was open season on the back of the dragon; several of the demons that came within range were unable to avoid the unerring accuracy of their deadly blades. If they were competing, right now they were equal and revelling in the battle.

White Hoof opened up with his railgun, forcing many of the demons away from the sensor system.

A small group broke free and swooped down towards the sensor, but Sula unleashed her mystical might upon them.
There was a scream from those demons as they found themselves being physically forced out of this dimension. They may still be alive, but it was undoubtedly not a pleasant trip.

Vivian is unable to connect directly with the device, but is able to speed up the connection for the device. When the data is ready to be transmitted, this should be quicker.

Freya flinches and squeeks as the dismembered body of one of the demons either Savant or Heracles cut down lands nearby squishing on the rocky floor. Penny is able to keep her on task and Freya

"I'm almost done fixing this thing. Just keep them off me and we can get the data we need. How did they know what we were up to?"


Up in the sky, the swarm encircled the quarry, penning you in from all sides. No matter what way you look there does not appear to be an easy exit. In concert, the Demons begin beating their wings. The sound of wings is deafening, almost as if it was being used as a weapon and it makes it more difficult to concentrate.

Then, they attack enmass from all sides. No clever tactics, just overwhelming you all at once.

OOC Comments
Two part Quick combat mixed with a challenge

We are running a mix of the quick combat rules with a challenge rolled into one

You can choose to either engage in combat or in the secondary challenge

As White Hoof is with you, could one of you post for him

Quick Combat rules: You are fighting some a large swarm of flying demons heading straight at you and they outnumber you. Quick Combat scene modifier is a total of -4 for sheer numbers and for the noise, but mitigated for some cover at the quarry. Pick your favorite combat skill, add in the modifier. The modifier can be mitigated by your own skills, equipment, and edges. (HJ staff bonus, cybernetics bonuses, marksmanship, etc.)

Special Edges: Danger Sense, Sixth Sense, Quick, Level Headed, and Improved Level Headed each give +1 to your roll.


You are surrounded (feels a little like the Alamo or Roarke’s Drift at the moment) and now they can attack from any direction

Requires 12 successes in a round to escape unscathed. For every success you come up short, I will roll and assign a wound to a random character. Soaking is permitted as normal once wounds are assigned.

Because of the numbers of demons coming at you, round 2 is to survive their attacks

Damage is not being tracked here for the enemy. It's a straight number of successes task, so don't bother with damage rolls. Resources, however, will be tracked.
A critical failure means you were not able to help the group succeed. In fact, your bungling cost them one success! and you receive one wound (can be soaked as per normal) due to being overwhelmed by the demons
On a failure, you use up 3d6 power points spent or charges from your weapon, as appropriate.
Success, you did a good job, maybe not a legendary victory, but you did what was required to save the day. You spent 2d6 ammo or power points.
Success with raise, your contribution is legendary. You spent 1d6 ammo or power points. Take a benny and narrate your awesomeness!
No matter what you roll, please leave something for everyone else to do.

A successful notice roll -2 or Knowledge battle roll will spot that they are not overly interested in Kidemonas and the whirling dervishes of death on his back, merely trying to keep them penned in up high as more of the demons try to swarm into the quarry itself.

Challenge
Freya needs to complete her work on the sensor
she has Techno-Wizardry (Smarts) d10 +2 for machine maestro against TN4 - she still needs 1 success to complete repairs in time.

As the sensor repairs are almost complete (1 success remaining), Freya can complete the repairs this turn with a simple
Same bonuses as before to keep her stable

If you decide to risk it, Freya can begin the process for the sensor as well and Use the sensor to triangulate Fandran’s base
Again, this requires 5 successes against a TN of 4.
Any bonuses not used for completing repairs can be used here
Freya can roll at -2 MAP penalty

Because the information is being fed into Penny’s ATV, somebody else with knowledge electronics can carry out the sensor scan, but will have to continue doing this action next turn.
GM bennies 6/8

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Heracles
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Re: Adventure 3 The Search for Fandran

Post by Heracles » Sat Nov 10, 2018 1:21 pm

Quick Combat, 2 successes
Modifiers: -4 Scene. +1 each for Berserk, Quick, Split the Seconds.
Fighting die 1d10 = 7: 7, Wild die 1d6 = 1: 1.
Extra Effort: 1d6 = 3: 3.
Heracles had fought in wars before. He had decimated large swaths of an army by himself. He had bested mighty beasts and giants, slain all of Hera's evil creations and overcome all the obstacles in his way. Or so the legends stated. Right now, in the far back corner of his mind, a spark of rationality wondered idly if the fight end before his heart gave out. The frenetic unrelenting pace of the battle and the seemingly limitless number of foes to defeat made him wonder....but not worry.

"TODAY IS A GOOD DAY TO DIE! COME ON THEN, DEMONIC FILTH! DO YOUR WORST!"

Even as the battle fury consumed him, some small semblance of him kept him from leaving an opening to Freya and the device. That was his sole purpose - to kill the enemy, prevent them from moving forward to his allies. His sword swung this way and that, he moved to and fro as well, doing his best to stem the tide. He just hoped it was enough.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 1

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Flesh Wound (Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Wounds:

Currently playing in: 3rd Set The Losers

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Vivian Parker
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Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Mon Nov 12, 2018 3:27 am

OOC Comments
Challenge: Computers 11; Success
+2 field computer
K. Computers 1d8+2 = 4: 2
Wild 1d6+2 = 5: 3
Benny to EE + Elan 1d6+7 = 11: 4
Garnet Town/Quarry
Afternoon
Round 2

“Damn it!” Vivian cursed, ducking a diving demon as she typed on her computer. “Hurry, Freya! You can do this!” Viv continued working to improve the data transfer between the sensor and the ATV once the device was fixed.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 2/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Savant
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Re: Adventure 3 The Search for Fandran

Post by Savant » Mon Nov 12, 2018 4:28 pm

Fighting 14, 3 successes
Notice 1d4+2 = 4: 2
Wild Notice 1d6+2 = 4: 2

Scene -4, Quick +1, Losing It +2
Fighting 1d12-1 = 1: 2
Wild Fighting 1d6-1 = 2: 3
Benny to Reroll
Fighting 1d12-1 = 8: 9
Wild Fighting 1d6-1 = 5: 6 Ace 1d6+5 = 11: 6 Ace 1d6+11 = 14: 3
Double-Raise = +1 Benny, no net change.
Savant pauses in her slaughter of the demons. "They seek to separate us from our allies in the pit. Friend Kidemonas, please fly as low as you can for a moment; I think I want to be closer to the heart of things." And with that declaration, she waits for a moment, then leaps from his back, a spinning pinwheel of death as she passes through the swarming demons. Landing at the edge of the circle being cleared periodically by Sula, she takes up a defensive pose, and smiles at the demons, her eyeless face dripping in sweat.

"Come to me. I am your Fate."
White Hoof Fighting 2
White Hoof Shooting 1d10-4 = 2: 6
Wild Shooting 1d6-4 = -2: 2

Simple Failure
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.

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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Tue Nov 13, 2018 9:32 am

Fighting 5, 1 success
Fighting d6, Scene -4, Danger Sense +1


Fighting 1d6-3 = -1: 2
Wild Die 1d6-3 = 0: 3

Benny to Reroll
Fighting 1d6-3 = 1: 4
Wild Die 1d6-3 = -1: 2

Benny to Reroll
Fighting 1d6-3 = 1: 4
Wild Die 1d6-3 = 3: 6 Ace 1d6+3 = 5: 2
Notice 10
Notice 1d6 = 3: 3
Wild 1d6 = 6: 6 ace 1d6+6 = 10: 4
Knowing that the work being down is more important than the battle itself Kidemonas protects Freya as much as possible as the demons rage. Using his own body as her defense the lashes out with tooth and claw only at the best opportunities instead staying back and on guard.


Working as desperately as she can Freya tries to stay on task. But as one of the demons splashes down in a bloody heap next her, the blood and violence has never been something she was used to.

TW 7, Success
TW 1d10+2 = 5: 3
Wild 1d6+2 = 7: 5


Challenge
Freya needs to complete her work on the sensor
she has Techno-Wizardry (Smarts) d10 +2 for machine maestro against TN4 - she still needs 1 success to complete repairs in time.

As the sensor repairs are almost complete (1 success remaining), Freya can complete the repairs this turn with a simple
Same bonuses as before to keep her stable

If you decide to risk it, Freya can begin the process for the sensor as well and Use the sensor to triangulate Fandran’s base
Again, this requires 5 successes against a TN of 4.
Any bonuses not used for completing repairs can be used here
Freya can roll at -2 MAP penalty
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

Current Status
PPE: 18/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 0
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 reroll Quick Combat
    -2 rerolls again in Quick Combat
    -2 soak wounds in Quick Combat
ACTIVE EFFECTS
  • Boost Fighting d8


.
GM Quick Reference

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Sula
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Re: Adventure 3 The Search for Fandran

Post by Sula » Tue Nov 13, 2018 6:51 pm

Sula can't help with the electronics as much as she would like to. So instead she continues to focus on pushing the blasted beasts away from them to give her more time to focus. They need to find Fandran. Whoever is directing the demons is trying to stop it and it's pissing her off. "By Eir's Ire begone!"
Mysticism 5
Mysticism 1d10-3 = 5: 8(minus 4 from fight, plus 1 from staff)
Wild Die 1d6-3 = 2: 5
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 7/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

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Penny Wise
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Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Wed Nov 14, 2018 9:49 pm

Penny served as coordinator, passing things that Vivian and Freya needed and keeping them appraised and encouraged.
OOC Comments
Persuasion: 1d6 = 4: 4
Wild Die: 1d6 = 4: 4
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Tue Nov 20, 2018 5:26 am

OOC Comments
7 successes, so 5 successes short

1 Kidemonas
2 Savant
3 Heracles
4 White Hoof
5 Vivian
6 Penny
7 Freya
8 Sula

1d8 = 8: 8 Sula
1d8 = 4: 4 White Hoof
1d8 = 1: 1 Kidemonas
1d8 = 6: 6 Penny
1d8 = 1: 1 Kidemonas

Sula, White Hoof and Penny all need to soak one wound
Kidemonas needs to soak two separate wounds

The attacks by the Demons threaten to overwhelm the squad as they are near constant for the next several minutes.

The demons swarm around the mighty Kidemonas, keeping him up high. Whilst he is able to bat several of them away with his tremendous claws, several blades are able to find their mark.

Heracles continued to call out the demons to face him and plenty were willing to oblige to kill this arrogant blowhard who thought himself equal to a demon and crazy enough to enjoy the situation. To their dismay and utter surprise, Heracles was by far their equal, managing to protect Kidemonas' back, though covering it in demon blood

Savant dropped down, bouncing from demon to demon, cutting several of them down along the way, but barely making a dent in their numbers.

The demons were able to make their way past the aerial defenders. White Hoof attempted to keep them away, but they pushed past him like he was not there.

With one last push, Freya whoops with joy for a brief second as the sensor lights up
Again, Penny is able to keep her focused on what she needed to do.
"Eureka! she cried just before ducking down as one of the demons swung an ichor covered blade at her. She successfully ducks. but the blade strikes the top of the sensor

The second Freya had the sensor up and running, Vivian was straight on it, beginning the triangulation process as the sensor sends its data back to its source.



Sula's magic lights the way as she continues to send the Demons back to the Hell from which they spawned. She can feel Eir's grace flowing through her
OOC Comments
For the next round, have a +1 bonus to your mysticism rolls as Eir's favour is with you.
Unfortunately, her magic isn't enough to keep them all at bay, as a demon blade cuts into her arm as it swoops past.

The demons have forced their way pas the defenders. Right now, you need to hold out long enough to protect the sensor and escape as they are all over the quarry now.

OOC Comments
Final round of this challenge

Two part Quick combat mixed with a challenge

We are running a mix of the quick combat rules with a challenge rolled into one

You can choose to either engage in combat or in the secondary challenge

As White Hoof is with you, could one of you post for him

Quick Combat rules: You are fighting some a large swarm of flying demons heading straight at you and they outnumber you. Quick Combat scene modifier is a total of -4 for sheer numbers and for the noise, but mitigated for some cover at the quarry. Pick your favorite combat skill, add in the modifier. The modifier can be mitigated by your own skills, equipment, and edges. (HJ staff bonus, cybernetics bonuses, marksmanship, etc.)

Special Edges: Danger Sense, Sixth Sense, Quick, Level Headed, and Improved Level Headed each give +1 to your roll.


You are surrounded (feels a little like the Alamo or Roarke’s Drift at the moment) and now they can attack from any direction

Requires 10 successes in a round to escape unscathed. For every success you come up short, I will roll and assign a wound to a random character. Soaking is permitted as normal once wounds are assigned.

Because of the numbers of demons coming at you, round 3 is to survive their attacks long enough to get the data and escape.

Damage is not being tracked here for the enemy. It's a straight number of successes task, so don't bother with damage rolls. Resources, however, will be tracked.
A critical failure means you were not able to help the group succeed. In fact, your bungling cost them one success! and you receive one wound (can be soaked as per normal) due to being overwhelmed by the demons
On a failure, you use up 3d6 power points spent or charges from your weapon, as appropriate.
Success, you did a good job, maybe not a legendary victory, but you did what was required to save the day. You spent 2d6 ammo or power points.
Success with raise, your contribution is legendary. You spent 1d6 ammo or power points. Take a benny and narrate your awesomeness!
No matter what you roll, please leave something for everyone else to do.

A successful Notice -6 or knowledge/battle -2 roll will spot something (this will be PM'ed).

Challenge

As the sensor repairs are complete, Vivian can continue the process to triangulate the process.

Freya can assist the triangulation process or can create a barrier which will add successes to the defensive combat above.
Same bonuses as before to keep her stable
GM bennies 6/8

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Penny Wise
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Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Wed Nov 21, 2018 3:55 am

"Hfffff - " Penny winces as the demons swarm down, flinging magic and swords this way and that. She manages to forestall some damage but not all, as one of their attacks makes it through her adventurer's armor before she's able to gun it down with her uncontrolled bursts.

She grits her teeth through the wound, sighting and firing with her rifle, doing what she can to keep them at bay.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Sula
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Joined: Mon Jan 15, 2018 9:43 pm

Re: Adventure 3 The Search for Fandran

Post by Sula » Sat Nov 24, 2018 11:02 pm

Vigor 5 Notice 13 Mysticism 12
Vigor 1d6 = 5: 5
Wild Die 1d6 = 3: 3

Notice 1d4+2 = 6: 4
Wild Die 1d6+2 = 8: 6

Wild Die Ace 1d6 = 6: 6
Wild Die Second Ace 1d6+14 = 19: 5

Minus 6 from Notice total brings it to 13.

Last Round PPE spent 3d6 = 12: 6, 3, 3

Mysticism 1d10+3 = 7: 4+1 from Staff, +1 from Danger Sense, + from Eir's Favor
Wild Die 1d6+3 = 9: 6

Wild Die Ace 1d6+9 = 12: 3

PPE from this round 2d6 = 11: 6, 5
Feeling the love from her Goddess, she continued to pray and work to get rid of the demons, defending her friends. This was Eir's mission given to her, after all. Of course the Goddess would watch over them and protect them as much as she could as they worked to find Fandran.

As she prays her brow furrows and she calls out. "They could be doing much worse to us. They are holding back. And they seem to be holding back even more as they get closer to Vivian and Freya. Or maybe it's the device itself. I'm not sure."
Last edited by Sula on Thu Dec 06, 2018 7:55 pm, edited 13 times in total.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 7/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

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Savant
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Re: Adventure 3 The Search for Fandran

Post by Savant » Mon Nov 26, 2018 12:19 pm

Savant Notice 1, Fighting 13
Notice 1d4+4 = 7: 3
Wild Notice 1d6+4 = 6: 2
Missed the -6 modifier, so net roll of 1.

Scene Modifier -4; Lost It +2; Total d12-2

Fighting 1d12-2 = 2: 4
Wild Fighting 1d6-2 = -1: 1
Benny to ReRoll 1d12-2 = 10: 12 Ace 1d12+10 = 13: 3
Wild Reroll 1d6-2 = 1: 3
Forgot +1 from Quick, still a 14.
Double-Raise; no net change in bennies
Now on the ground, in with the thickest of the demons attempting desperately to get at Freya and her machine, Savant gleefully glides through the horde, pirouetting and back-flipping, always striking from the angle they least suspect. As often as she can, she gets close enough before striking to murmur into their ears, "My name is Savant. When you get home, tell your friends who sent you." The blade-strike that follows is invariably precise, even artful, as it slides between bone to tear into the demon's innards.

White Hoof Notice 4/2, Shooting 8
White Hoof
Notice 1d6+2 = 4: 2
Wild Notice 1d6+2 = 8: 6 Ace 1d6+8 = 10: 2
Includes Optics Package bonus. For non-visual, got an 8.
So, 4 for visual, 2 for non-visual.

Shooting 1d10-4 = -2: 2
Wild Shooting 1d6-4 = 2: 6 Ace 1d6+2 = 6: 4
Actually an 8; I didn't realize WH has a RDS, which would eat up 2 points of penalty.
White Hoof finally figures out a means to get his railguns to chew through the enemy; their bodies begin to fall like hailstones as the cyber-minotaur gives a gleeful howl of victory.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.

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Heracles
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Posts: 328
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Adventure 3 The Search for Fandran

Post by Heracles » Mon Nov 26, 2018 5:50 pm

Quick Combat 1 success; Notice no success
Modifiers: -4 Scene. +1 each for Berserk, Quick, Split the Seconds.
Fighting die 1d10 = 4: 4, Wild die 1d6 = 5: 5.

Notice check (-6 scene, +2 Heightened Senses, +2 if olfactory is a concern)
Notice die 1d8 = 5: 5, Wild die 1d6 = 4: 4.
Heracles did not tire. He did not falter. He did not waver. He did not feel pain. The berserking rage and fury was upon him and he was deeply lost in it, though he kept enough mental awareness to occasionally keep an eye out for his allies and the environment around him. It would not due to miss a step, lose his footing and fall ignominiously to his death.

He kept at what he considered 'his job' - dealing death to demons, battling the team's foes, keeping others safe! He made sure to stand, and try to stay, between the swarms and those working on the non-combat task. It was important, though to him their lives were more important and the main reason he wanted to spare harm to them. His roaring sword in hand, he kept trying - but was slowly being pushed away just from sheer numbers.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 1

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Flesh Wound (Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Wounds:

Currently playing in: 3rd Set The Losers

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Vivian Parker
Posts: 50
Joined: Thu Jul 12, 2018 1:47 am

Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Tue Nov 27, 2018 2:24 am

Notice -2
-6 Difficulty
Notice 1d8-6 = -3: 3
Wild 1d6-6 = -2: 4
K. Computers 23
-4 difficulty
K. Computers 1d8-4 = 4: 8
Ace 1d8+4 = 11: 7
Wild 1d6-4 = -2: 2
Benny for Extra Effort Elan 1d6+13 = 19: 6
Ace 1d6+19 = 23: 4
Garnet Town/Quarry
Afternoon
Round 2

“C’mon, c’mon…” Vivian muttered. She ducked a demon blade and kicked out at another to drive it back as she worked her computer. She was in the zone now, her fingers flying over the keys, eking a little more processing speed, working the data a little faster to get the location. “Almost got it, guys!”
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 2/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Penny Wise
Posts: 162
Joined: Tue Feb 28, 2017 8:39 pm

Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Thu Nov 29, 2018 1:16 am

"You got this, Freya. We've got your back." Despite her wound, she squeezed off a few ion blasts from her rifle, triple-tapping demons that got close enough for the middling-at-best markswoman to hit.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Kidemonas
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Posts: 478
Joined: Fri Dec 09, 2016 2:09 pm

Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Tue Dec 04, 2018 7:56 am

OOC Comments
Vigor to Soak 1st
Vigor 1d12 = 5: 5
Wild 1d6 = 4: 4

Vigor to Soak 2nd
Vigor 1d12 = 5: 5
Wild 1d6 = 2: 2
Kidemonas hates demons, the stupid creatures are swarming in thick and he is starting to feel miserable. To make it all the worse, most of them seemed to be highly resistant to his breath, which also was not fair. Roaring and fighting Kidemonas gives it all hes got to ensure the work site is maintained as safely as possible.

2 successes (8)
Scene -4, Danger Sense +1
Fighting 1d6-3 = -2: 1
Wild 1d6-3 = 3: 6 Ace 1d6+3 = 8: 5
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

Current Status
PPE: 18/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 0
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 reroll Quick Combat
    -2 rerolls again in Quick Combat
    -2 soak wounds in Quick Combat
ACTIVE EFFECTS
  • Boost Fighting d8


.
GM Quick Reference

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Penny Wise
Posts: 162
Joined: Tue Feb 28, 2017 8:39 pm

Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Thu Dec 06, 2018 7:46 pm

OOC Comments
Shooting Roll for Penny:

Spending Benny for boost:
Shooting: 1d6 = 1: 1
Benny Die: 1d6 = 1: 1
Wild Die: 1d6 = 4: 4
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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