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)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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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: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
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 3/3
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.
Flying-Demons-06.jpg
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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: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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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)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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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 3/3
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: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
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 3/3
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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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 3/3
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Heracles
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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: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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 » 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)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Penny Wise
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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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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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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Penny Wise
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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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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Wed Dec 12, 2018 5:48 am

Freya 1d10-3 = 5: 8
GM bennies 6/8

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Wed Dec 12, 2018 3:01 pm

WIP
OOC Comments
9 successes so only 1 wound suffered
Both Sula and Penny forgot to apply the penalty

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

1d8 = 3: 3 Vivian - 1 wound to soak
Turn 4/chase 1
White Hoof is finally able to sight his weapons and opens up, blowing a few demons out of the sky and making others give him a wide berth.

Vivien is able to complete the sensor sweep in record time. The sensors track across a map installed in Penny’s sensors, settling on a location to the South East of Garnet Town. Such is the accuracy of your interpreting the data being sent, you are sure you can find the location you need within 20 or so metres.
OOC Comments
Considering you blitzed the roll, you have found the exact location you need
Kidemonas remains a bulwark, attracting a lot of attention from the demons, but proving nimble and strong enough that they are unable to properly use their numbers against you.

Savant continues to prove to be a bane to the demons, nimbly slicing her way through the ranks of those who dared to attack those on the ground

Heracles on top of Kidemonas aids the dragon in keeping the skies from becoming

Penny opens fire with her rifle; there are a multitude of targets to choose from, but she is unable score a substantial hit on any of them.
OOC Comments
you forgot to include scene penalty
Sula notices the demons not attacking certain targets and continues her onslaught against the attacking force, feeling the will and power of Eir flow through her like never before.
OOC Comments
the +1 modifier continues to apply

With the sensor repaired, Freya is able to quickly switch tactics as she hurriedly assembles a small device which throws up a forcefield near most of the squad.


One of the demons screams something at the other demons and they suddenly renew their efforts. Freya's forcefield buys those down
OOC Comments
If you speak Demogogian
Kill the others, bring me the women, feast on the dragon
Vivian –
OOC Comments
make a Knowledge/computers roll (no penalty)
A group of demons swoops down and strikes at the sensor, their blades slicing the devices into several pieces
Freya shrieks as the blades swing near her head and begins running for the ATV as fast as her legs will take her.


At this point, you have a choice; you can either continue duking it out with the horde of demons or attempt to escape them which will initiate a chase.
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 » Fri Dec 14, 2018 12:28 am

Soak 8
Vigor 1d10 = 8: 8
Wild 1d6 = 4: 4
K. Computers 5
K. Computers 1d8 = 4: 4
Wild 1d6 = 5: 5
Garnet Town/Quarry
Afternoon
Round 2

“Got it! I know where it is!” Vivian called out. Too late, she missed the swinging sword of one of the flying demons. He caught her across the chest. She grunted, the wind knocked out of her, but luckily her armor absorbed most of the blow and she rolled with it, then came back up to her feet. Freya was already booking it toward the truck.

Vivian quickly shoved her computer into the pocket of her coat and raced after the techno-wizard. “Southeast of town!” Vivian called to the others.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Penny Wise
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Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Fri Dec 14, 2018 1:20 pm

"Southeast it is! Everyone, move out!" Penny made off for the ATV as well, sticking close to Freya out of concern for her safety.

OOC Comments
Notice: 1d8 = 4: 4
Wild Die: 1d6 = 6: 6
Ace Wild Die: 1d6 = 5: 5
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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Savant
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Re: Adventure 3 The Search for Fandran

Post by Savant » Mon Dec 17, 2018 3:13 am

OOC Comments
Spend one round doing nothing to Get It Together. Hopefully Kid picks her up to carry her to safety.... Honestly, she should probably get attacked once by one of the nasties as she's coming down out of the Berserk state. At least she keeps her normal Parry.

GIT Modifiers: Base -2, Edge +2, Racial -2
Getting It Together 1d8-2 = -1: 1
Wild Smarts 1d6-2 = 1: 3
Extra Effort Bennie (2/3 left): 1d6+1 = 7: 6 Ace 1d6+7 = 12: 5
Double-Raise: Time to Get It Together = 1d6 = 2: 2 Rounds
When Penny gives the order to withdraw, Savant snarls as she has to fight to rein in the bloodlust. Almost shaking from the force of will it takes to bring herself back under control, she murmurs, "Had I eyes, I would weep, to be drawn from such a perfect moment." To the others, of course, it looks like she just stopped dead in her tracks in the middle of the raging storm of demons....
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Vivian Parker
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Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Mon Dec 17, 2018 4:30 am

Garnet Town/Quarry
Afternoon
Round 2

Vivian frowned slightly. What had that blip on the sensors been? Someone else was on the network. Odd.

Then Vivian ran into Savant’s back with and oomph!

“Hey! Keep moving!” she told the painted up Altaran, giving her a push. “You looking to get minced?” She ducked another demon’s attack.

Once in the truck, Vivian looked over to Penny. Was she in charge? “I’m not sure if this is anything,” she said. “I don’t know you guys well enough. But I think someone else may have been piggybacking on our signal there.”
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Mon Dec 17, 2018 4:32 pm

Kidemonas says over the radio in a voice loud enough to almost squelch the mic on its own. "Everyone get on, we follow Penny." Then allowing those who can to climb on and grabbing Savant who appears locked in her head he takes wing heading out as directed.

"What are we pursuing?" He asks unsure of what exactly they found on the machine Southeast of where they were.
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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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Sula
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Re: Adventure 3 The Search for Fandran

Post by Sula » Tue Dec 18, 2018 4:51 pm

She started to run but like Vivian she noticed the Oracle not moving and turned to help trying to pull where Vivian pushed. "Savant, Come on! We need to go! Uh, Kidemonas we may need your superior strength here!"

As she pulled she contemplated Vivian's words. "I don't think anyone piggy-backing off of the signal you created is a good thing. I really hope we get there first!"
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 3/3
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 » Wed Dec 19, 2018 6:20 am

As the Losers beat feet from the Quarry towards the location Vivian was able determined from the sensor, the demons are not letting you go easily, chasing after you.




In an effort to simplify things and make them a little more intuitive for our format, this chase is going to work differently than the examples in SWD. As detailed more fully below, everyone will post a reply with with appropriate rolls (keep reading to see what those are). Then, based on those rolls (not Edges like Quick or Level Headed), I will deal initiative cards to each vehicle (gunners, passengers and co-pilots do not get separate initiative cards) and flyer, as well as to the bad guys. If your vehicle or flyer’s initiative card is higher than the bad guys’, you extend your lead on them. If the bad guys’ initiative card is higher than yours, they will gain ground on you. If they catch you they will attack, and they are mean.

This is how it will work:
The Setup:
The SET has gathered in their vehicles or, for those who can fly, taken to the skies. The bad guys are behind you and closing the gap. They start out 15” (50 yards) behind you.

The Rolls:
whomever is behind the wheel of Penny's ATV will each include a Driving roll in their post. Though the forest is difficult terrain due to the number and closeness of trees, the ATV has the All-Terrain feature, allowing them to ignore penalties for difficult terrain. If somebody would like to make a cooperative Driving roll they can do so, and every success and raise on his roll will add a +1 to the driver's roll.

Kidemonas will include both an Agility roll and, if he wants to, a Strength roll as well as he is just too big to stay close for him, so his wings and tail will get constantly tangled in the trees, causing his Agility rolls to be made at -2. However, he is a dragon and mighty and so may use his awesome strength to just knock down the trees. Every success and raise on his Strength roll negates one point of penalties on his Agility roll. If he goes above the canopy, a group of demons will peel off

Everyone may make ranged attacks against your pursuers (assuming you have a way to make such an attack, either by spell or by weapon). Keep in mind that anyone who makes a Driving or Piloting roll as detailed above will incur a multi-action penalty to all of their rolls if they choose to also make a ranged attack (unless your character has an edge or some other way to negate said penalty, such as Combat Ace).

As stated above, your pursuers start at 15 inches (30 yards) away from you, so use that range for any attacks you make in round one. Bad guys have Toughness 12(2), so use that to determine if you Incapacitate any of them.

The Cards:

Every flyer and vehicle will automatically get one initiative card to start with. For every success and raise on their Driving, Piloting or Agility roll, they will get one additional card.

The bad guys will also get a card to start and an additional card for every success and raise on their Agility roll, just like the players. The difference is that for every one of the shadow creatures you manage to Incapacitate, the shadow legion will suffer a -1 to its roll.

How to Win:

The players win if either (i) all of the player characters get to 75” (150 yards) away from the bad guys, or (ii) the player characters survive for 5 rounds.
And that’s it! Remember to include any Wound or Fatigue penalties in your rolls if you are carrying any penalties from your battle with the Demons. If you have any questions at all before we start, feel free to ask before posting. Otherwise, you are all free to post in any order. Have fun!


initiative
Savant 1d54 = 22: 22
Heracles 1d54 = 3: 3
Kidemonas 1d54 = 3: 3
Penny 1d54 = 47: 47
White Hoof 1d54 = 33: 33
Vivian 1d54 = 35: 35
Sula 1d54 = 44: 44
GM bennies 6/8

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Savant
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Re: Adventure 3 The Search for Fandran

Post by Savant » Wed Dec 19, 2018 9:58 am

OOC Comments
No rolls. This round, Savant is taking some basic actions that don't use rolls.

This round and next, she will be at -2 to all rolls due to Getting It Together.
Savant snaps out of her fugue state as Kidemonas flies ahead of the swarm. She looks around, unsettled and rattled. "I do wish we were under better cover. Nothing for it, I suppose. Thank you for taking me along, my friend; set me upon your back, and I will make preparations."

Once she is settled upon the dragon's back, Savant draws forth her laser rifle,
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Vivian Parker
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Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Fri Dec 21, 2018 4:56 am

Shooting 19; Raise
Shooting 1d12 = 12: 12
Wild 1d6 = 3: 3
Ace 1d12+12 = 19: 7
Damage 20
4d6 = 18: 6, 3, 5, 4
Ace 1d6+18 = 20: 2

Garnet Town/Chase
Afternoon
Round 1

As everyone got into the ATV, Vivian popped a hatch and stood up with her rifle, flipping the selector to laser mode since the demons were farther back than they had been in the quarry. It always amazed her, a year ago she had never held a rifle, barely knew which end was which. Now she knew exactly what to do. She tapped the skillport behind her ear, making sure her shooting chip was firmly in place before sighting at the demons.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Heracles
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Location: 3rd Set "The Losers"

Re: Adventure 3 The Search for Fandran

Post by Heracles » Fri Dec 21, 2018 6:05 pm

Heracles was still very angry! He was on the dragon's back so aside from jumping off (a risky proposition at the height they were at most of the flight) he had little choice when the dragon followed Penny's orders to flee the scene. "What? NO! No, stupid dragon! Don't flee them! We can still take them! Raaaaaawwwr!"

But the demons were only too happy to pursue them! So Heracles put aside his melee weapons and pulled out his rifle instead. He grinned and gleefully began pulling the trigger repeatedly in rapid succession as he let out another roar, "DIE EVIL!"

But the demons did not oblige as his shots bounced off their evil hides.

Rolls
Still Berserk (which doesn't help my shooting, but with Sublime Chaos doesn't penalize at least).
Shooting at demons twice with Split the Seconds using Wilk’s 447 Laser Rifle.
#1 (Semi-Auto so +1 to hit/dmg): Shooting die 1d6 = 5: 5, Wild die 1d6 = 4: 4.
#2 (Semi-Auto so +1 to hit/dmg): Shooting die 1d6 = 2: 2, Wild die 1d6 = 6: 6, Ace 1d6 = 6: 6.

Damage #1: 3d6 = 10: 5, 1, 4 = Crap.
Damage #2: 4d6 = 8: 1, 1, 5, 1 = Complete Crap. Wow.
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: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers

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Penny Wise
Posts: 169
Joined: Tue Feb 28, 2017 8:39 pm

Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Sat Dec 22, 2018 1:56 am

Penny's eyes darted between the sensor suite and the road, making sure she had her eyes set on avoiding obstacles. The pain in her arm was difficult to ignore, however...
OOC Comments
Spending a benny to add to the roll.

Drive Roll: 1d6-1 = 5: 6
Ace Drive Roll: 1d6-1 = 1: 2
Benny Die: 1d6-1 = 5: 6
Ace Benny Die: 1d6-1 = 5: 6
Double Ace Benny Die: 1d6-1 = 4: 5
Wild Die: 1d6 = 5: 5

A 25 total - 8 base plus the double-exploding benny die. Holy crap, that might be the luckiest Drive roll in history.
EDIT: I did even better because wound penalties don't apply to ace dies or benny dies, so final roll is a 29.

Notice: 1d8-1 = 6: 7
Wild Die: 1d6 = 6: 6
Last edited by Penny Wise on Sun Dec 23, 2018 1:46 pm, edited 2 times in total.
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
Posts: 85
Joined: Mon Jan 15, 2018 9:43 pm

Re: Adventure 3 The Search for Fandran

Post by Sula » Sat Dec 22, 2018 5:51 pm

Sula had been too focused on the demons. She belatedly realized that Penny was hurt. "By Eir, I am sorry! Let me help." She carefully moved so she could touch her horn to Penny's arm and it began to glow as she did so.
Mysticism 11 + Auto Raise on Sux
Mysticism 1d10+4 = 12: 8 Auto Raise on sux
Wild Die 1d6+3 = 7: 4

Oh forgot to include the negative for her wound on the Mysticism roll. So it's actually an 11 instead of 12 but still Penny's good.
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 3/3
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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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Mon Dec 31, 2018 8:18 pm

Kidemonas tries his best to stay close to his team mates. Unable to dodge and weave as well as smaller prey animals instead his powerful body demolishing the trees as he moves through them. As his riders fire upon and even destroy the demons he wishes he was not fleeing, but instead fighting.

Agility 5, success
Strength Roll to offset Agility Penalty
Strength 1d12+7 = 15: 8
Wild 1d6+7 = 9: 2

Agility 1d6 = 5: 5
Wild 1d6 = 5: 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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Thu Jan 03, 2019 3:42 pm

Kidemonas crashes through the woodland, knocking over tree after tree as he goes, but the demon swarm surges ahead of him, they don't seem that interested in him, despite Heracles' attempts

However, a small group of demons peels off and aims straight at Kidemonas, Savant and Heracles. They seem to be intent on picking off the stragglers and possibly some revenge.
OOC Comments
Considering everything else is so far ahead of you, Heracles, Savant and Kidemonas can engage in their own quick combat as a group

6 successes are required to defeat this group, but will require a soak roll from each of you.
If you manage 8 successes, then the soak roll is not required as you butcher the demons.

Ahead, Penny weaves her way through the trees like a woman possessed; to the outside observer, her driving would appear to be insane as she weaves through tight spots and under fallen trees, finding new ways to leave the demons trailing in the distance behind her. Vivian opens fire from the rear of the ATV, picking off the one demon who had even vaguely managed to keep up as Sula shows her compassionate nature healing their wounded leader/driver.

OOC Comments
Okay, considering Penny's wild and crazy success, coupled with a good shot from Vivian, basically, you are about 70 inches (140 yards) ahead and leaving them in the distance. One more round should see you escape.
GM bennies 6/8

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Savant
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Re: Adventure 3 The Search for Fandran

Post by Savant » Sat Jan 05, 2019 2:17 pm

OOC Comments
Starting conditions:
18/20 ISP
3/3 Bennies

Quick Combat:
Fighting 1d12-2 = 5: 7
Wild Fighting 1d6-2 = 2: 4
Extra Effort Benny 1d6+5 = 7: 2
Well, that was pointless. Knew I should've taken Elan instead of Counterattack.

2/3 Bennies
Savant is still discombobulated from the effects of coming off her battle-fugue, and it shows. Not that their pursuers escape unscathed; she injures and fends off a great many of them. But a few get in at her, one doing so fairly painfully, leaving a gash on her arm.
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Heracles
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Location: 3rd Set "The Losers"

Re: Adventure 3 The Search for Fandran

Post by Heracles » Sun Jan 06, 2019 10:47 am

Heracles rode upon the dragon's back, shooting at the flying demons until they deigned to come closer. Then he switched out his weapon and met them with a mighty roar. He swung his chain longsword and began to try and chop up and bash away as many of the demon creatures as he could. Unbidden, a song erupted from him in rhythmic time to his swings. "Heracles the Mighty! Brave and courageous! Demonkind beware! He will be victorious!"

Quick Combat 10, 2 Successes
Quick Combat (Modifiers: -2 scene; +1 each Berserk, Quick, Off the Handle)
Fighting die 1d10 = 1: 1, Wild die 1d6 = 4: 4.
Extra Effort: 1d6 = 3: 3 (+2 from Elan).
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: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers

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Penny Wise
Posts: 169
Joined: Tue Feb 28, 2017 8:39 pm

Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Tue Jan 08, 2019 3:09 am

Penny is stunned to have actually succeeded despite the demons on her tail, but she doesn't look a gift other-dimensional horse in its mega-damage mouth - she sticks to driving, and attempts to keep the ATV on track...
OOC Comments
Penny spends another benny, determined not to flub this. It's a benny to add an additional 1d6.

Driving: 1d6-1 = 2: 3
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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Vivian Parker
Posts: 65
Joined: Thu Jul 12, 2018 1:47 am

Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Tue Jan 08, 2019 3:43 am

Shooting 8
-2 unstable platform, +2 aim
Shooting 1d12 = 8: 8
Wild 1d6 = 2: 2

Garnet Town/Chase
Afternoon
Round 2

“Keep it going!” Vivian called to Penny. She looked back at the dragon and winced. “They’re going after the others!” She sighted down her rifle again, trying to help out Kidemenos without hitting Heracles and Savant, squeezing the trigger with careful shots as the chips in her brain processed and directed her muscles.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Sula
Posts: 85
Joined: Mon Jan 15, 2018 9:43 pm

Re: Adventure 3 The Search for Fandran

Post by Sula » Wed Jan 09, 2019 3:53 pm

Having Healed Penny, she looks around to see what else there is to be done only to find that the demons are far behind them. Well, she can still reach them with her Holy Fire (Blast). She pokes her head out the window, looking back through her flying hair, squinting to see her targets and make sure she aims for not hitting her friends. With her hand holding tight to her staff she offers a prayer for further aid. "By your might, let them free!"
Mysticism 4
Mysticism +1 For Staff, +1 for Danger Sense, +1 (I think for the additional from the super high success earlier), -4 for range, -2 for being in a bumpy moving car for a total of -3 1d10-3 = 4: 7
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 3/3
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,

User avatar
Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Thu Jan 10, 2019 1:51 pm

Quick combat 10, 2 successes
-2 Scene
Fighting 1d6-2 = 2: 4
Wild 1d6-2 = 4: 6 ace 1d6+4 = 6: 2 Extra Effort 1d6+6 = 10: 4
Kidemonas keep flying and under direction from Savant kills as many demons as possible. While resistant to the flames of his breath, they are not nearly as resistant to the claws he was gifted with at birth.
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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Sun Jan 13, 2019 12:16 pm

The demons hurl themselves at the stragglers; Heracles, Kidemonas and Savant are able to heroically fight off the demons, but they find themselves forced away from the chase and to the north.
OOC Comments
5 successes
so one wound apiece for Savant, Heracles and Kidemonas to soak

The large horde of demons between the ATV and the others prevents Sula and Vivian from being able to assist them, but Vivian's shooting and Sula's banishing spell keep the demons at bay as Penny is able to disappear from their sight line.
OOC Comments
Sula and Vivian's attacks are able to penalise the demons enough that Penny is able to pull away.
Parking up and hiding, they and those with Kidemonas see the demons fly above the forest canopy and hover there for a moment, seemingly intent on arguing. After a few minutes, they split into two groups, one heading north and the other south. Neither group goes in the direction of town or the nexus.

As they move away from your locations, suddenly your radios bark back into life.

"Come in Governor?" the frantic voice of Lieutenant Nunez can be heard, "do you copy?"
GM bennies 6/8

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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 » Wed Jan 16, 2019 8:45 pm

Sula picks up the radio so Penny can have a moment to breathe after that frantic driving. "This is Sula, we seem to be alright for the moment. Our group got split by the demons so I'm not sure how bad the others are but I can see them and they are alive. How bad is it on your end?"
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 3/3
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,

User avatar
Vivian Parker
Posts: 65
Joined: Thu Jul 12, 2018 1:47 am

Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Fri Jan 18, 2019 2:37 am

Garnet Town/Chase
Afternoon
Round 2

Vivian stood up in the sliding door in the roof of the Mountaineer and watched the demons through her gun sights as Sula talked on the radio. This was bad. They’d been separated from the others, but at least they had lost the demons pursuing them. But now they were breaking off, but not heading toward town or the nexus.

“Where are they going?” Viv mused. “And what did they want?” She glanced over at Sula, hoping the town was okay.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Heracles
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Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Adventure 3 The Search for Fandran

Post by Heracles » Sun Jan 20, 2019 11:22 am

Heracles let out a roar at the demons as they began to retreat and fly away from him. "FLEE, COWARDS!" He let out a quiet growl. "fine. whatever."

He then slowly felt the adrenaline, combat instincts and berserk rage drain out of him as the fight ended and there were no more foes. He slowly slumped into a seated and slack position on the young dragon's back. It would take him a few minutes to snap out of his fugue state as he sat there, not talking, not moving, not even blinking that much.

Rolls
Soak roll vs 1 wound
  • Vigor die 1d10 = 6: 6, Wild die 1d6 = 6: 6, Ace 1d6 = 2: 2 = 8.
Get It Together
  • doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.
  • only suffers a -1 to Trait rolls during his Coming Back period.
  • Smarts die 1d10 = 1: 1, Wild die 1d6 = 6: 6, Ace 1d6 = 5: 5 = 11.
  • Time: 1d6 = 4: 4 = 4 minutes.
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: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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 » Sun Jan 20, 2019 3:28 pm

Savant manages to shake off her doldrums enough to get on her comm. "This is Savant. Heracles and I are going to need a few more minutes to recover, but otherwise are mostly well. I took a slight gash, but nothing our unicorn can't fix. Kidemonas was able to get us clear of the swarm on this side, so yes, we can help wherever it is needed."
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Penny Wise
Posts: 169
Joined: Tue Feb 28, 2017 8:39 pm

Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Sun Jan 20, 2019 5:32 pm

Penny gets the ATV in position and keeps her eyes on the sensors, her rifle at her side. Upon hearing the radio crackle to life, she lets Sula speak, then chimes in. "What she said; how bad is it out there? Uh, I suppose this is me formally requesting a situational report, or a 'sitrep,' so: what's the sitrep?"
OOC Comments
Notice: 1d8 = 7: 7
Wild Die: 1d6 = 6: 6
Wild Ace Die: 1d6 = 6: 6
Wild DOUBLE Ace Die: 1d6 = 2: 2
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 » Wed Jan 23, 2019 11:26 am

With all the adrenaline going through his system Kidemonas forgot why they where moving away from the demons. But once he sees the demons fleeing from him he turns to pursue for a moment before getting control of himself. Over the radio he hears Savant report and decides to ask for himself. "I have chased off the demons, but where are we headed now?"


GM Q?
@Corrigon
Not soaking the wound. Instead I would like to take advantage of instant regeneration and assume the wound heals fully as we are out of combat.

Any Objection?
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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Sat Jan 26, 2019 1:20 pm

Sula wrote:
Wed Jan 16, 2019 8:45 pm
Sula picks up the radio so Penny can have a moment to breathe after that frantic driving. "This is Sula, we seem to be alright for the moment. Our group got split by the demons so I'm not sure how bad the others are but I can see them and they are alive. How bad is it on your end?"
Penny Wise wrote:
Sun Jan 20, 2019 5:32 pm
"What she said; how bad is it out there? Uh, I suppose this is me formally requesting a situational report, or a 'sitrep,' so: what's the sitrep?"
There is a pause before Lieutenant Nunez responds

"We managed to close the rift, but a lot of the demons scattered. Currently, we have the nexus locked down
"but we took casualties. Right now, we can hold on, but we can't provide any assistance in case the rift opens again or they attack the town."
OOC Comments
Penny is able to sense a little strain in his voice, Nunez may be struggling.
The group has no problem regrouping allowing time for the time to discuss their next move.

Kidemonas' hide was slashed open by the demons but by focusing his draconic powers, he forces his regenerative abilities to close up his wounds, though it does leave him a little tired. He certainly won't be able to do that again soon.

It has now been 30 minutes since the battle at the quarry began and five minutes since the demons split up.

What are you doing now?
GM bennies 6/8

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Vivian Parker
Posts: 65
Joined: Thu Jul 12, 2018 1:47 am

Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Sun Jan 27, 2019 4:21 am

Notice 4
Notice 1d8 = 1: 1
Wild 1d6 = 4: 4
Garnet Town/Chase
Afternoon
Round 0

“We should run by town, make sure everyone there is okay,” Vivian said. “Do we have a visual on where the demons went, which way?” Since it was clear, Vivian climbed out of the top hatch of the Mountaineer to look around.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Mon Jan 28, 2019 8:46 am

Notice 9 to sense Nunez's strain
Notice 1d6 = 4: 4
Wild 1d6 = 6: 6 Ace 1d6+6 = 9: 3
Kidemonas nods in the direction of Nunez giving the report to Penny. "He is injured I think. I can try to heal him?"

As Penny and the others begin discussing where to go next Kidemonas is okay with whatever option they chose. "And I will come to make sure you are all safe."

OOC Comments
Not sure if he needs succor or healing, but Kidemonas can Succor and Sulu can provide healing.

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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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Penny Wise
Posts: 169
Joined: Tue Feb 28, 2017 8:39 pm

Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Wed Jan 30, 2019 6:40 pm

Penny is taking the time to recharge e-clips, ensure ammo stores, and run quick diagnostics. As the group regrouped, she thought, and then spoke.

"We'll check with our scouts to see which way the demons went, and see if we can triangular where they're heading next. And I definitely think we need to check on Nunez. I'd rather he not bleed to death, if he's hurt, and if he needs reinforcements we'll know what kind are best once we see what kind of casualties they took."
OOC Comments
Notice: 1d8 = 4: 4
Wild Die: 1d6 = 2: 2
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
Posts: 85
Joined: Mon Jan 15, 2018 9:43 pm

Re: Adventure 3 The Search for Fandran

Post by Sula » Thu Jan 31, 2019 2:31 pm

"The demons went north and south. Um, I know we want to take care of people, but what if we lose the signal? Fandran is in trouble, too. And Eir really wants me to save him." The teen fidgets looking torn and worried. "He said they can hold on."
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 3/3
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 » Thu Jan 31, 2019 2:44 pm

Once they are all together, Savant weighs in again, clearly looking back in fighting shape. "We have five possible concerns--two different demon swarms heading north and south, the Nexus, the town itself, and the signal. Unfortunately, all of these lie at different compass points from our current location. Nunez says they have the Nexus locked down for now; I believe we may need to trust him on his assessment of the situation. If he is truly in danger of bleeding out, then he said that knowing this, and believing it to be more important that we attempt to deal with the matter at hand. I suggest we not gainsay him. Chasing either demon horde, while potentially... fun--" here, she gives a rather disturbing smile. "--would be pointless, since we don't know if either group is actually doing anything other than general marauding, meaning that we cannot really choose between them. Indeed, they may actively be trying to lure us away. And finally, to the town itself... I believe that if we fall back to the town, we will end up fighting a long-term defensive battle that we cannot truly win without some sort of offensive action. And I believe the signal Vivian has pinpointed earlier leads us to the most likely location for such action to be useful."

She considers. "That said, we know the Coalition must have some forces present in the area, even if they are not horribly close. Giving them a friendly heads-up via a general-frequency broadcast about the demons that emerged from a now-closed Rift, along with general information about the swarms' headings, might be a way to minimize the damage the swarms themselves do. I believe the Coalition is fond of the phrase, 'target-rich environment'. But of course, that would mean encouraging Coalition activity in the area, which may be a long-term detriment to us--so I leave that decision with you, commander Pennywise. I simply wished to bring the option to your attention."
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Penny Wise
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Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Mon Feb 04, 2019 1:50 am

"Let's leave the Coalition out of this. Any excuse they'd have to flatten the area with bombs is not one I want to give them. And if they manage to wipe each other out... well, I don't necessarily want that, of course. But." She nodded. "So, okay. Let's chase the signal."

With that, she got out the holographic map from the inside of her ATV, and set to help find out where the signal was coming from.

OOC Comments
Notice: 1d8 = 8: 8
Ace Notice: 1d8 = 6: 6
Wild Die: 1d6 = 1: 1
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 » Thu Feb 07, 2019 1:49 pm

With the demons currently out of sight, the decision is made to head to the location of the signal.

Considering the terrain, a direct route will take you close to Garnet Town and is quicker, but lacks cover.

A more circuitous route will take longer through the forest, but benefits from being under cover and enable you to stay out of site.

White Hoof bids you finish your mission, whilst he goes to reinforce the rift in case of further trouble.
OOC Comments
basically, you choose your method of getting there
If you want to move quickly, you can get to the location with 45 minutes

If you wish to move slower, it will take approximate two hours, but will require a group stealth roll; one person to lead with assistance from the remainder of the team.

TN 12

You will arrive at the location of the signal without incident, but each has consequences not immediately known to you.

You arrive at the source of the signal in the middle of the day to a beautiful glade. The sunshine sneaks through the leaf canopy bathing the area in a peaceful glow.
OOC Comments
Anyone who has experienced Sula's vision will recognise it instantly.

Anybody wishing to commit violence in the glade must make a spirit roll at -4 and even then will still suffer -2 penalty.
oleksiy-golovchenko-forestfoggy-v001.jpg
The sound of bird song can be heard throughout the glade, though none can be seen; except for one sat on a rock that you swear is looking right at you.
_103196177_gettyimages-938422410.jpg
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 » Fri Feb 08, 2019 12:58 am

Stealth roll, if it turns out to be needed 8
Stealth 1d10+4 = 8: 4
Wild 1d6+4 = 5: 1
Garnet Town/Glade
Afternoon
Round 0

Vivian eyed the glad as the team drove into it. “Huh. Nice and peaceful,” she mused. She didn’t see untrammeled nature like this in the Burbs. It was actually a bit unnerving, being out in nature. “What’s that creepy bird looking at?” Viv asked, eying the crow.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Sat Feb 09, 2019 11:15 am

Kidemonas does not know which way is better so he waits for their feedback on it, but truly he knows he is one of the sneakiest dragons ever and was looking forward to showing the others his skills. "I can move more silently that a mouse. So I would be more than willing to go whichever way you decide we need Penny.

"But if this is important work I think flying would be the better path so we can get their quicker. I think I can carry the vehicles over any obstructions if needed saving even more time."
Waiting for her answer Kidemonas is ready to be on his way.

"If we have to sneak, I will just make myself look human so it is easier to remain out of sight."


Stealth 3 failure, if the group decides on that route I will use a benny
In the unlikely chance stealth is needed Kidemonas will do the sneaking thing the best he can while in human form.

Stealth 1d4 = 1: 1
Wild Die 1d6 = 3: 3
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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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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 Feb 09, 2019 7:16 pm

Sula would vote for speed over stealth but she would go along with attempted stealth if that is what the group decided. And she definitely wouldn't try to lead the stealth of the group.
Stealth 10 if needed so I believe she adds 2 to the lead roll
Stealth 1d4 = 4: 4
Wild Die 1d6 = 6: 6

Ace Stealth 1d4 = 1: 1
Ace Wild Die 1d6 = 4: 4
In any case, when they arrive she looks around. "This is it. This is one of the places from my vision. We are on the right track."

She looks at the 'creepy' bird after Viv asks about it. "Are you friend or foe?" It could be related to whoever piggy-backed on the signal. Maybe she should have considered that before she talked about her vision. Oh well, too late now.
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 3/3
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 » Sat Feb 09, 2019 7:22 pm

OOC Comments
Support Stealth if needed 1d4-2 = 1: 3
Wild Stealth 1d6-2 = 0: 2

Humorous side-note: If Savant tried to commit violence in the glade, she'd have to make a Spirit roll at -8, and then would be at -6 to her attacks. She does not like it here, Sam I Am.
Savant, of course, is all about speed over stealth, but she, too, will defer to Penny's order if it goes that way. This is not to say she's actually any good at it, however.

Upon arrival at the glade, she is discomfited by the peaceful aura, finding it unsettling, hunkering low as she hears the birdsong. Then Vivian points out the 'creepy bird', and she presses herself flat on Kidemonas' back, attempting to hide as best she can from that baleful, unholy gaze.
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:
    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).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Kidemonas
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Posts: 489
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Sun Feb 10, 2019 9:37 am

Arriving at the glade Kidemonas spots the bird and is ready to burn it to dust for Savant, but something he does not understand holds him back. When Sulu begins talking to the thing he warns her with his softest whisper. "Be careful, it is likely one of the avanti spies Savant speaks of."
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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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Corrigon
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Re: Adventure 3 The Search for Fandran

Post by Corrigon » Sun Feb 10, 2019 1:07 pm

GM Mini post

The raven turns to fully regard your team and if you didn't know birds could not smile, then you could swear it was smirking at Savant.
raven_crop.jpg
After a few seconds, it takes flight, flying a circular route around your team before coming down to perch on Sula's shoulder. It gives a loud caw that reverberates through you.

For Sula only
OOC Comments
Whilst the others only hear a loud caw, Sula hears it speak

"Welcome Sister maiden of Eir, I am Marnot" it introduces itself, nodding its head in deference to Sula, "you seek the warrior priest Fandran, favoured of Wayland and Brokk. The entrance to his forge lies closeby, but the exact location is hidden from my sight. Entering inside will be dangerous, but to do so will require the efforts of your ..." it looks at them, giving Savant a baneful glare, "servants."
GM bennies 6/8

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

Re: Adventure 3 The Search for Fandran

Post by Penny Wise » Sun Feb 10, 2019 7:10 pm

Everyone seems to be opting for speed over stealth, and Penny has to admit that keeping quiet isn't her speciality, so she opts for speed.

Once in the glade, she visibly relaxes, a lifetime's worth of hunched shoulders and alertness from the Pecos Empire through the 'burbs of Chi-Town seeming to bleed out of her. She's still alert and still full of questions, but she is peaceful about it.

"The avanti have spies that are ravens? Huh..." She examines the bird, not fully sure what to make of it.
OOC Comments
Notice: 1d8 = 2: 2
Wild Die: 1d6 = 2: 2
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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Re: Adventure 3 The Search for Fandran

Post by Sula » Sun Feb 10, 2019 10:49 pm

There is a moment after the caw that Sula presses her lips together. Now is not an appropriate time to laugh. When she does speak her voice is respectful. It is, after all, a raven. "Hello Marnot. It is a pleasure to meet you. We will face the danger gladly and with stout hearts."


She looks to the others, "Marnot tells me that Fandran's forge is near but is not certain of the exact location."

She looks back at the bird. "Do you know who it is that has taken him?"
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 3/3
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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Vivian Parker
Posts: 65
Joined: Thu Jul 12, 2018 1:47 am

Re: Adventure 3 The Search for Fandran

Post by Vivian Parker » Wed Feb 13, 2019 12:51 am

Garnet Town/Glade
Afternoon
Round 0

Vivian gave the unicorn woman a look. “Wait, you can talk to the bird?” she asked. “Maybe Savant isn’t as crazy as she sounds. Let’s see if the sensors can pick anything up, maybe narrow and follow that signal some more.”
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Danger Sense
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:
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

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Kidemonas
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Re: Adventure 3 The Search for Fandran

Post by Kidemonas » Thu Feb 14, 2019 3:14 pm

Kidemonas looks at the bird suspiciously. If there was ever evidence of Savant's words it is here and now in front of him. A bird thing that somehow can speak to some while being unheard by others nearby is obviously a trick of magic.

Concentrating Kidemonas draws on his power of Dragon Sight to see what he can learn of this creature and the glade around him. but as he concentrates he realizes the glade must have done something foul to his magic and the bird is likely involved.


Dragon Sight
Spellcasting 1d6+1
Spellcasting 1d6 = 2: 2
Wild 1d6 = 2: 2

Dragon Sight: By concentrating kidemonas can see arcane energy and the auras of those around him. (Detect Arcana: PPE 2, Range LoS, Duration: 3/1)
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)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


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

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
    +1 4th Q 2018 Posting rate
    -1 Extra Effort in Quick Combat

ACTIVE EFFECTS
  • none
Adventure Cards
  • 2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
    52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    36 Power Surge Immediately recover all spent Power Points.
.
GM Quick Reference

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