Lay of the Land: Blood Debts

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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Lay of the Land: Blood Debts

Post by Freemage »

After the river-barge attack, the Jokers have a few days of uneventful surveying the team comes across a small town, near the far edge of their survey territory--really, more like a collection of buildings at a crossroads, consisting of a few businesses catering to the surrounding farms and ranches, which cover a pretty wide spread around this small hub; most of the shopkeepers probably live above their own stores, though a few have apparently prospered enough to build separate homes nearby.

The community is the odd amalgam of rustic and high-tech that populates much of the New West, of course--woodframe structures, but there's a solar-powered pump feeding water from a well into a large cistern. Occasionally a resident with cybernetics can be seen, mostly just replacement limbs, probably as a consequence of some accident on their ranch. From what you can see, the town is human-dominant, but some of the more common varieties of D-Bee (particularly Fennodi and Quick-Flex) can be seen wandering through the town as well.

As the Gunwolf and the Creeper come into view, the civilians take note, but don't seem particularly concerned. If anything, they seem more interested in a heated discussion taking place out in front of one of the shops--a dry goods store, complete with two old men playing checkers on a barrel on the front porch, and a matronly shopkeeper, who is speaking calmly with a visibly irate young man--late teens or early twenties.

The Gunwolf's sensors can pick up their voices long before you reach town.

Matronly Woman: "--head on home, take a little time, then get back out there. You're young, and there's lots of gals--"

Young Man: "Don't say it! She didn't just leave town. She's ~missing~, and none of you seem to understand that or give a damn!"

Woman: "Now you settle down, Oscar. If Angie were missing, don't you think her family would say something about it? Angus Cartwright was in here this morning, and said Angie had written and is on her way to Chi-Town."

Old Man Playing Checkers: *Cackling* "Some guys just can't accept it when a gal says no!"

The young man looks torn between dashing off in frustration and taking a swing at the old man.
Growler, Herra and Henry, because special senses destroy mystery
Growler can smell the scent of psychic energy--it practically suffuses the town, faint but all around. It's hard to get a fix on for the Dogboy, because it's like trying to track a skunk in a town that's been sprayed.

Herra can sense the same, and also see that there's a faint aura surrounding the checkers players and the shopkeeper, but not the young man. It's psionic--they're being controlled.

Henry: Even the worst mystic can tell what a vampiric thrall's aura looks like. Yeah, all three of 'em, and maybe about a quarter to a third of the other townsfolk you can see here.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

The normally chatty Mystic is uncharacteristically quiet. "Vampires." he whispers over the comms.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Peta Chante
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Re: Lay of the Land: Blood Debts

Post by Peta Chante »

Surveying is no chore for Herra, she quickly leaps to the Astral realm to visually cover vast swaths of territory and passes on anything of note to the team for further review. When the town comes into ranges of her senses her face screws up into a frown and she resists the urge to immediately call forth her psi-blade.

Instead she grits her teeth and nods at Henry's warning, "I know little of these creatures, but something powerful has this town in its grip."

(Assuming SnackHappy shared the conversation details)

"It is likely the missing girl is in danger. We should act swiftly."
Survival (for general knowledge on vamps) 3
Survival [dice:2ac5gcgs]50682:0[/dice:2ac5gcgs]
Wild [dice:2ac5gcgs]50682:1[/dice:2ac5gcgs]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Lay of the Land: Blood Debts

Post by Echo »

Echo listens to the others and thinks of what she has. "I have a cross in my jacket. But vampires are tough enemies to keep dead once you have them down.
"I don't really know a lot about them. Any of you dealt with them before?"



OOC Comments
Survival/K Arcana are both d4, [dice:1z7e9a1m]50685:0[/dice:1z7e9a1m]
Wild [dice:1z7e9a1m]50685:1[/dice:1z7e9a1m]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Lay of the Land: Blood Debts

Post by Sara Turner »

Survival 2
Survival [dice:1g2li2dx]50722:0[/dice:1g2li2dx]
Wild [dice:1g2li2dx]50722:1[/dice:1g2li2dx]
K. Arcana 4
K. Arcana [dice:1g2li2dx]50722:2[/dice:1g2li2dx]
Wild [dice:1g2li2dx]50722:3[/dice:1g2li2dx]
Village
Afternoon
Round 0

“I know a little bit about vampires,” Sara spoke up. “Read about them anyway. Never met one. Holy symbols will keep them at bay. Should have a wooden cross in your survival pack. It comes standard. They don’t like wood and silver, they hate water and sunlight. Only two things will make them stay dead, though. One is water. Basically melts them like that old witch in the stories. The other is when you have them down, you need to cut off their head and then burn the head and body separately. Otherwise they can pretty much come back from anything, even sunlight. Though you can keep them down with a wood or silver stake through the heart. But if the stake gets removed, they’ll be back.”
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Lay of the Land: Blood Debts

Post by Chok'lat »

The brodkil snorts. "What if Chok'lat just keeps beating them with swords? That work too?" He checks the chambers on his weapons, then glances absently at the Shield of Faith in his off-hand. "Maybe Chok'lat'll smack 'em with this?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Posts: 112
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry looks at the brodkil, squinting for a moment. huh... "There's only one way to find out." he tells the brodkil.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Lay of the Land: Blood Debts

Post by Echo »

Sara Turner wrote: Tue Mar 26, 2019 4:04 am “I know a little bit about vampires,” Sara spoke up. “Read about them anyway. Never met one. Holy symbols will keep them at bay. Should have a wooden cross in your survival pack. It comes standard. They don’t like wood and silver, they hate water and sunlight. Only two things will make them stay dead, though. One is water. Basically melts them like that old witch in the stories. The other is when you have them down, you need to cut off their head and then burn the head and body separately. Otherwise they can pretty much come back from anything, even sunlight. Though you can keep them down with a wood or silver stake through the heart. But if the stake gets removed, they’ll be back.”
"So will the water actually kill them? If so I can do amazing things with water. Sunlight I can also do, but I worry about blinding everyone."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Henry_Price
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Lay of the Land: Blood Debts

Post by Henry_Price »

"Water?" his hand touches the grip of his pistol. "What about ice?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Growler
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Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Lay of the Land: Blood Debts

Post by Growler »

Survival 9
Survival (+2 due Woodsman)
  • Survival: [dice:2k6qfd5x]50912:0[/dice:2k6qfd5x]
    Wild: [dice:2k6qfd5x]50912:1[/dice:2k6qfd5x]
    Result: 9 - Success with Raise.
"Henry, I believe it has to be running water. This would make the ice ineffectual. Holy water, silver and Holy Symbols are also effective against them. It seems like the vampires have been in this village for long enough for their scent to suffuse the whole thing with their psychic sense. Pack Leader SnackHappy, what are your orders?"
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Lay of the Land: Blood Debts

Post by Peta Chante »

The vampires were impress foes, although she knows little about them she recalls that they were mortal enemies of her former owners, the Splugorth. In this case it sounds like a case of "the enemy of my enemy being my enemy too" .

Sighing she considers the notion of faith, an act of the mind and will. She may not be able to manipulate sunlight or water but she could inspire faith and, hopefully, damage the creatures.

"Perhaps we should take advantage of the daylight hours before night falls and the creatures become active. Should we offer to help the boy find his lost love?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Henry_Price
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Lay of the Land: Blood Debts

Post by Henry_Price »

"Holy, huh?" He nods, a sly grin on his face. "I should be good then, I got a surprise up my sleeve... Hey, can you believe those Coalition dweebs never heard of 'That's so Raven'?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Lay of the Land: Blood Debts

Post by Sara Turner »

Village
Afternoon
Round 0

“Why don’t we talk to the young man and try and find this girl?” Sara asked. “If it is needed, I can work up a device to give someone’s weapon water or sunlight abilities to damage the vampires. Or silver.”
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry nods at Sara's words. "Not a bad idea. We should probably try and do it before dark if possible, eh?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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SnackHappy
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Re: Lay of the Land: Blood Debts

Post by SnackHappy »

Sharing the conversation with the rest of the group and listening to them as they all chime in with their bits and pieces of the story each one told. He smiled both in the confidence he had of the jokers and his confidence in Sasha. Knowing full well that threats like vampires were things she was designed to face. The silver in her blades would serve him well. After some contemplation he chimes in "Yes we should help these people. Lets offer assistance to the boy. I agree we need to address this in the light as best we can. Growler are you capable of finding its lair?"
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Peta Chante
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Re: Lay of the Land: Blood Debts

Post by Peta Chante »

With agreement that they should proceed to help Hertra strides into town like she owns every buckling on the street. She looks at each person with a steely gaze, actually assessing each one with her psychic sight to see who is enthralled and who is not. Rather than approach the boy directly she waits to see who else may be free of enchantment - although that does not guarantee they are allies.

After her walk-through Herra gives a report of how many innocent thrills they are dealing with, "We will need a way to remove them from any battle without causing them permanent harm."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

Herra reports that the town is, well, crawling with thralls. Dozens, maybe scores--roughly 2/3s of the population seems to be under the baleful Vampiric influence, all without creating much of a disturbance to the day-to-day life of the town. She also notes that this is true of folks coming in from the surrounding countryside, too. Those who arrive in groups (presumably all coming from the same ranch or farm) are either all thralled or all free of influence--a clear pattern emerges of entire households being claimed in batches.

Despite this, the townsfolk themselves act largely as you'd expect--they note the arrival of the strangers, but not with dismay or alarm, simple displaying the normal curiosity Sasha's appearance usually provokes. A few of the old-timers obviously find the Creeper's low-slung body a source of amusement, but even that passes. There is one key difference that she can make out, though--townsfolk who are thralled talk less than the others, even with each other--they respond to greetings, or speak as needed for business, but don't actually have conversations without prompting.

Meanwhile Oscar, the young man, manages to restrain himself from launching at the old coots with a visible effort, and storms off. A few buildings down, he gets on a small electric wagon, clearly designed for supply runs to town, and drives off, heading into the surrounding ranch country.

The cart is actually slightly faster than the Creeper or Sasha, but Henry and Echo can go high to keep an eye on him, and the rest of the crew is able to follow them. A few miles out of the small cluster of buildings, he pulls over into a small ranch; it looks like it's had been carved out of a larger one--like he either bought or inherited a partial patch of the larger property, small enough to be maintained by a single person. He runs inside, and is just coming out with an older model Wilk's laser rifle in hand as the Creeper and Sasha pull up. He stops and stands, blinking in surprise.

OOC Comments
I'm assuming the diplomatic approach, here, and with Echo's Persuasion, it's pretty much a gimme. There's info that would've taken a Raise to get, but again, Echo's Charisma means a Raise is automatic if you don't critfail, and a critfail here would be boring, so you get the bonus intel, too.

After speaking with him for a brief period, you manage to get him calmed down enough to tell you what's going on. Oscar Cunningham is upset about the sudden disappearance of Angie Cartwright. Her family insists that she just went off to Chi-Town to make something of herself, but Oscar doesn't buy it--in large part because he and Angie had been secretly engaged. The Cartwrights are one of the wealthier families in town, while Oscar's... isn't. In order to make it easier for the family to accept him, he had worked for a couple of years, building enough of a stake to purchase the plot of land he now owns, and get it up to function. At the time of Angie's disappearance two weeks ago, they'd been planning on making a formal announcement to Angus Cartwright about the engagement that very Sunday after church.

When he first heard the Chi-Town story, he even went to the closest port (more of a waystation along the river, really), and asked around at the docks--no one there had seen anyone matching Angie's description.

In addition, he's noticed folks have been acting 'off', as he puts it, for a few months, now. "Most times, they seem okay, but every once in awhile they'll say somethin' strange, or they don't react right." He lists several acquaintances and friends whose behavior is askew--losing interest in lifelong hobbies, for instance, or suddenly slacking off on responsibilities.

Some more pointed questioning turns up that things started to go strange "about the time Rev. Krieger brought in Deacon Olivera. He seems like an okay sort, but he's also got a couple of workers he brought with him--who, frankly, look more like a couple of tramps. They attend mass, but most folks sit a bit away from them, 'cause they just look a bit wrong in the head, you know?"

He doesn't know the names of the tramps, but he's quite clear (assuming a bit of careful prodding) that he's seen all three of the new arrivals during the day, and outside to boot. Still, those seem to be the only recent permanent additions to the area--they get travelers, of course, but those tend to stop off for a night and move on.

He's able to provide directions to the church, if folks want to follow that lead. He also offers to let you stay at his place at night, if you want.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ozzati
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Re: Lay of the Land: Blood Debts

Post by Ozzati »

Talk of Vampires and Thralls and such just has Ozzati shaking his head. 'The only thing SuperNatural around here is me and the stones."

At the mention of stones the various pebbles, rocks, stones, and even boulders near Ozzati rise and begin spinning around him. Lifting a hand to scratch his blue head, Ozzati's hand moving through the stones provides him with a bracer of sort made of stone.

"Now if we are suggesting that there is some Super Tech evilry going on, I can get behind that. Did someone say Bloodsuckers. Ewthat is gross and unrealistic."

Ozzati is about to continue on with his instructional diatribe, when he catches the looks from the others of the 7th. Ozzati clams up and just stands back away from everyone. Listening.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry nods sympathetically. "If you ask me, it's all just a bunch of superstitious mumbo jumbo. Now if you'll pardon me, I'm going to turn into a bird and see if I can have a conversation with an ancient God."

Henry melts down into his Raven form and takes off. He circles around a bit, looking for the highest tree around. Once it's located he perches at the top and prays to Raven to offer him guidance.
Communion 18
Communion 10 p.p.e.
Question is "What happened to Angie Cartwright?"
Mysticism [dice:yo9x1ixx]51433:0[/dice:yo9x1ixx]
Wild Die [dice:yo9x1ixx]51433:1[/dice:yo9x1ixx]
Benny
Mysticism [dice:yo9x1ixx]51433:2[/dice:yo9x1ixx]
Ace
[dice:yo9x1ixx]51433:4[/dice:yo9x1ixx]
Wild Die [dice:yo9x1ixx]51433:3[/dice:yo9x1ixx]
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Echo
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Re: Lay of the Land: Blood Debts

Post by Echo »

Echo listens to the boys explanation and thinks on it. "Hey Jacob, can one vampire actually affect this many people? Or are we dealing with a full coven?" This has echo thinking, things could go real south from here. "I want to help the kid, but I do not want to kill a bunch of innocent villagers or even worse if this missing girls has been changed we would have to take care of that as well.

"What do you think our next steps should be?"
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Freemage
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Re: Lay of the Land: Blood Debts

Post by Freemage »

The voice of Raven is clear and ruthless in Henry's head. The girl was slain by those who prey upon this town, for she woke as they fed, and fought; she lies buried beneath her father's stoop, placed in the soil by his own enslaved hands.

Meanwhile, Jacob considers Echo's question, and realizes it's not something well-known. It's certainly very rare for Wild Vampires to have so many thralls at all--normally, they just feed to the point of exsanguination and turn their prey, or alternately leave their bodies drained and move on. They only rarely thrall even one or two mortals, even when there's a whole pack of the vampires themselves.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry returns and when they get some time away from Oscar (and Henry is certain he is out of ear shot) he tells the rest of the group the grim truth. "The girl is dead. A llot of the town is enslaved to these blood suckers She's buried under the father's porch. We need to find the source and exterminate it. I don't know whether or not we should tell Oscar, he might act when we need subterfuge."
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Peta Chante
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Re: Lay of the Land: Blood Debts

Post by Peta Chante »

Enraged at the death of the girl, Herra steels her resolved to deal with this issue. She also agrees with Echo, killing innocent people enthralled against their will is a non-starter, "We must find a way to safely isolate the towns people so they cannot be used as pawns against us. Is there a large scale spell or perhaps non-lethal gas that can be employed over a wide area?"

As for Ozzati Herra rolls her eyes, "Call it what you will but what we are facing is very real, I can sense it's evil permeating everything."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Lay of the Land: Blood Debts

Post by Sara Turner »

Village
Afternoon
Round 0

Sarah considered Herra’s request. “I might be able to rig up a device that could put them to sleep,” she said. “But the field of effect wouldn’t be that big, roughly ten feet in radius. I doubt we could get everyone, and it wouldn’t keep them down long, though maybe long enough to tie them up, I suppose. We could use the church. It should be safe from vampires.”
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry frowns. "Sounds complicated, a lot of moving parts. Does anyone know if it's like in the vids, where you kill the head Dracula and the rest of them go back to normal?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

"Who can believe anything you see in the vids. They are all made up."

"We are close to Chi-Town we could have some ravenous form Psi-Hounds. Out nabbing citizens."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Lay of the Land: Blood Debts

Post by Peta Chante »

Ignoring the obviously insane man who joined them, Herra muses about mind control - something she has a little experience with. "If their control works in similar ways to my own then we can break the mental link by destroying or disrupting the vampire who controls them. However, it appears the people are controlled by many different vampires, I doubt there is one master vampire who links them all together."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Henry_Price
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Posts: 112
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

"Is it true that they can only come out at night? If so, maybe we can find the Masters when it gets dark."
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

"Am I the only one who has experienced the monsters of the CS? Seriously, you think this situation is not man-made?"

Ozzati goes quiet as he looses interest in the topic, once again.

"Earth and Stone. Those are the truely ageless things in this world."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Peta Chante
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Posts: 246
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Re: Lay of the Land: Blood Debts

Post by Peta Chante »

The idea of innocent townspeople getting caught in the crossfire in what looks like an omnipresent evil does not sit well with Herra. Their presence will definitely complicate matters, "I may also be able to paralyze them in large groups. It will complicate matters but non-lethal force against thralls is a must. However, for the moment, daylight lingers. Some more searching is in order, if what we know of vampires is true it seems strange their arrival coincides with the arrival of religious figures.

"The church may be important in our task, let us go and ensure it is not already corrupted."

She casts an annoyed glance at Oz, "We must stop the evil Coalition genetically modified blood suckers before it is too late."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Growler
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Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Lay of the Land: Blood Debts

Post by Growler »

Tracking 15
Tracking (+2 due Scent)
  • Tracking: [dice:146jnsoz]51634:0[/dice:146jnsoz]
    • Ace: [dice:146jnsoz]51634:6[/dice:146jnsoz]
    Wild: [dice:146jnsoz]51634:1[/dice:146jnsoz]
    Result: 15 - Success with Raise(s)
Notice 7
Notice (+2 due Scent)
  • Tracking: [dice:146jnsoz]51634:2[/dice:146jnsoz]
    Wild: [dice:146jnsoz]51634:3[/dice:146jnsoz]
    Result: 7 - Success
Knowledge Arcana 7
Knowledge: [dice:146jnsoz]51634:4[/dice:146jnsoz]
Ace: [dice:146jnsoz]51634:7[/dice:146jnsoz]
Wild: [dice:146jnsoz]51634:5[/dice:146jnsoz]
Result: 7 - Success
Common Knowledge 10
Smarts: [dice:146jnsoz]51634:8[/dice:146jnsoz]
Wild: [dice:146jnsoz]51634:9[/dice:146jnsoz]
  • Ace: [dice:146jnsoz]51634:10[/dice:146jnsoz]
Result: 10 - Success with Raise.
Ozzati wrote: Sat Apr 06, 2019 2:18 pm "Am I the only one who has experienced the monsters of the CS? Seriously, you think this situation is not man-made?"

Ozzati goes quiet as he looses interest in the topic, once again.

"Earth and Stone. Those are the truely ageless things in this world."
"YOU are the only one who has experienced the monsters of the CS?!? I was made by them in a laboratory to hunt all sorts of arcane users and monsters, pup. You reek of being a magic user. Plus you have yet to prove yourself. I trust even Chok'lat over there more than I do you. He may have his weaknesses, but I know he is fighting to be a good pack member."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
Henry_Price
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Clairvoyance 22
Clairvoyance
Psionics [dice:paqetl6z]51674:0[/dice:paqetl6z]
Ace
[dice:paqetl6z]51674:2[/dice:paqetl6z]
Ace
[dice:paqetl6z]51674:3[/dice:paqetl6z]
Wild Die [dice:paqetl6z]51674:1[/dice:paqetl6z]
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
User avatar
Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Lay of the Land: Blood Debts

Post by Peta Chante »

Clairvoyance 5
Psionics [dice:aalo7qfr]51676:0[/dice:aalo7qfr]
Wild [dice:aalo7qfr]51676:1[/dice:aalo7qfr]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

Looking at the situation, Ozzati is about to take the advice he heard once about being "Silent as the Grave, Before You End Up in One", when he looks down in his hands. There are several dozen quartz prisms of mostly the same size.

"My previous comments aside, we can discuss my personal beliefs later, would some flood lightss be useful here?"

"Possibly mounting them on Sasha. If you feel that would be of some help, then I will begin working on them while the daylight hours investigation is under way."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Echo
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Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Lay of the Land: Blood Debts

Post by Echo »

Echo looks at the insane man standing next to her and ranting while everyone is talking. "I do not know much about the videos and have less experience with vampires. I think even if I use my ability to remotely view things, my lack of knowledge would do little good for finding them. But if they are vulnerable to sunlight and silver I can create those effects."

Waiting was the hardest part, so Echo splits into two identical women wearing the same gear, before both ripple into hawks. "We will scout, for clues." Then the two birds take flight and begin scouting.

If Scouting can reveal anything, Notice 21
Notice [dice:1sx0tvyk]51690:0[/dice:1sx0tvyk]
Wild [dice:1sx0tvyk]51690:1[/dice:1sx0tvyk]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

Time: 4:30 PM, about an hour and a half before sunset.

As you follow the directions to the church, you pass through more ranches and farmlands. Many of them show signs of minor neglect--animals allowed to roam further than they should, or fields only partially plowed. Eventually, you see an old wood-frame church.

As your vehicles approach the building, an older man, strong in frame, and wearing simple clothing, steps out of the front doors, looking up expectantly at you. He matches the description you were given of Rev. Krieger, the longtime pastor for the area.
Growler/Herra/Henry Notice Success
Krieger's aura makes it very clear he's under vampiric thrall. You also realize that the man himself is not a caster, but Henry can see that, underneath the thralldom, he is definitely a man of faith.
Scouting ahead
There's no immediately visible line of sight inside the building. There are lots of tall, narrow windows, but they have the shutters drawn on the outside.

Clairvoyance will yield a bit more information. The interior is well-lit by electric lights and candles. Throughout the room in the pews are about 16 young women, dressed casually in work clothing. In addition, 8 old men, wearing old, battered armor are hanging around the alcoves to the side, tending to cleaning up and other chores. All of these folks look... hurried, like they just took their current positions a little earlier.

The church has several rows of pews, then a pair of symmetrical stairs leading up to a pulpit. Two additional figures stand at the base of the stairs, one on either side. These men look... wrong. Like hobos, with scraggly hair and stained clothing. They are most likely the tramps you were told about. Also, to Herra's eyes, they're clearly Vampires, and... something else. There's an addition to their aura beyond the base vampirism, and it's not a pleasant one.

Behind the pulpit, there's a pair of double doors that lead into the rear of the church, presumably the parish housing. However, moving the clairvoyance point through the doors leads only to darkness. You see no sign of Deacon Olivera, who was described to you as well.
Friendly approach
If you approach asking to talk, he invites you all in, but asks that you leave any of the 'bigger weapons' outside in the vehicles, as "This is a house of peace." He'll balk at inviting in anyone carrying a two-handed weapon of any sort, or any plasma weaponry. No issue with armor. Friendly approach means that anyone going up the steps to the entrance of the church has left such weaponry in the vehicle, or with people who are staying outside.
Busting In
If you refuse to discard weapons, or just approach while holding them, he will attempt to duck inside. Anyone wanting to prevent this must beat him on an Agility roll to take whatever action you want to go with. Note: Simple persuasion will NOT get him to let you approach with 'barred' weapons without reacting--he clearly is operating under orders, here.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: Lay of the Land: Blood Debts

Post by Peta Chante »

Status: Improved Level Headed, Danger Sense, Greater Deflection -6

"Very well, Herra says at the invitation to enter without big guns. She drops her TK Rifle in the back of the Crawler and enters the church and activates her armor and skull (1 ISP per hour each). She brushes past the reverend, and activates her intuitive combat (greater deflection). Once inside she ignores those working inside the church and heads for the locked doors with darkness behind them.

Her eyes settle on the two tramps and she realizes that they are vampires...which is likely that the so called Deacon is behind the doors.

"You have done enough. Be still."

Greater Deflection 11, raise (-6 to hit)
Psionics [dice:2nzlxzqp]51697:3[/dice:2nzlxzqp]
Wild [dice:2nzlxzqp]51697:4[/dice:2nzlxzqp]
Ace [dice:2nzlxzqp]51697:5[/dice:2nzlxzqp]
Exalted Slumber 14
Psionics [dice:2nzlxzqp]51697:0[/dice:2nzlxzqp]
Wild [dice:2nzlxzqp]51697:1[/dice:2nzlxzqp]
Ace [dice:2nzlxzqp]51697:2[/dice:2nzlxzqp]

Major Psi: +2
Mentalist +2

Armor -1
Helmet -1
Deflection -4
Greater Slumber -4
Major Psi -4
Total: 14
Helmet
Improved Level Headed
+2 Fighting
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

OOC Comments

The map. Note that you should ignore the placement of the Deacon. You can't see him at this point with Clairvoyance. But when Herra's scanning the joint from inside the Creeper, everyone else is pretty much exactly where they are shown.
HolyTerrorBase.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Lay of the Land: Blood Debts

Post by Echo »

Seeing the church is too well shuttered for her avian form to identify anything from the outside Echo and Splinter land with the group and wait for Hera's orders. Over the team com systems she says. "I cannot see inside the building. I have no idea what we are into here."

She then follows Hera in. When Hera puts the pastor to sleep Echo is caught off guard. She did not feel in danger yet. "Wait, what was that for?" Fully on guard now Echo and Splinter look for any threats reacting to the pastors collapse.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Henry_Price
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Posts: 112
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Exalted Dispel 9
Exalted Dispel in the Reverend
Mysticism [dice:2ejnxwtj]51704:0[/dice:2ejnxwtj]
Wild Die [dice:2ejnxwtj]51704:1[/dice:2ejnxwtj]
As Henry follows the Reverend in he quickly speaks a spell of undoing, centered directly on the thrall.
"I can see that you're a good man Reverend. Get your flock out of here, the day of reckoning has come."
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

Ozzati was riding in the Creeper fiddling with a filament and then the lens for the floodlight. Taking one of the many cicuit boards integrated into his armor out, there is a pop and smell of ozone and the board goes "dead" as it loses power. The board is only "dead" for a minute or two before Ozzati has it positioned within the large number 10 can he found at Oscar's. He tacks the board to the wall of the can and positions the bulb then adds the qurtz prism lense.

Conent with the design, he looks up as the Creeper stops and sees Herra, Henry, and Echo move towards the church. Something happens with the paster and the three of them move inside the church. Ozzati does some quick numbers and is grateful that he did not attempt the homemade Plasma Grenades. Those would have left little of the church standing upright.

Pearly Gates _
Eternal Light (Mega Light), Novice, 0 mod, Sunlight Trapping

[*] Techno-Wizardry [dice:1cijstv5]51707:0[/dice:1cijstv5]
[*] Wild [dice:1cijstv5]51707:1[/dice:1cijstv5]

15 PPE (10 Ozzati, 5 raise)
+5 AP, M&M Table [17]
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
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SnackHappy
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Posts: 191
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Re: Lay of the Land: Blood Debts

Post by SnackHappy »

In the cockpit of Sasha he notices the hurried look in Herra's eyes having traveled with her the longest of his comrades. Quickly he grabs the his combat hammer and his hellfire rifle and races down and towards the church trying to follow right behind her mumbling on the way. "Well shit. I guess these guys didn't get Herra anti slavery memo. Looks like this is going to be rough."

As he catches up to her and the group. "I am sure it goes without saying but lets try to not kill the civilians, or at least keep it to a minimum."
Knowledge battle - 14
Knowledge: Battle [dice:2oivr3mk]51724:0[/dice:2oivr3mk]
Wild: [dice:2oivr3mk]51724:1[/dice:2oivr3mk]
Ace: [dice:2oivr3mk]51724:2[/dice:2oivr3mk]
Benny for EE: [dice:2oivr3mk]51724:3[/dice:2oivr3mk]
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

Ozzati remembered the short dossiers he read on the team. Seems that Snackhappy is the team lead but the squad fluxes between infield leaders. Herra seems to have taken point on this one. The team seems to be following Herra's lead. Better do the same. Questions come later, I guess.

Ozzati gets the Creeper set into position, in front of the doors. Pointing the Floodlight, now laser beam. down towards the double doors, over top of everyone else's heads. Comfortable with the position of the Floodlight, Ozzati hops down of the Creeper and begins his pre-fight rituals.

In song and verse that sound like the wind blowing between stone pillars and across flat water washed rocks.
"Ages come and go and time speeds on"
Where he was facing with his back to the church, Ozzati stomps twice and turns quickly. A cloud of dust swirls at his feet.
"Stone becomes my strength and armor"
Ozzati's armor becomes more rigid with cracks being sealed by rock and mortar. The armor thickens several inches in Granite and Obsidian slabs.
"Let us be the salvation and justice"
Ozzati's right hand clicks into place on his right hip. A stone cased holster protrudes from his hip and thigh. A moment later he pulls forth his hand, forearm, and TW Revolver - all encasedin stone. His left hand begins filling the cylinder with diamond flechette rounds.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Lay of the Land: Blood Debts

Post by Sara Turner »

Gadgeteer time 14 minutes to build a Barrier device
[dice:12abs5l2]51757:0[/dice:12abs5l2]
Village/Church
Afternoon/4:30 PM
Round 0

As the psychics and scouts took their time surveying the church, Sara headed back to the Creeper. She pulled out a tool kit and some parts and started to fit a gadget together. By the time they got to the church she had it assembled and tucked it into a pocket of her long coat.

The reverend was waiting for them at the church. He asked them not to bring large weapons inside the house of worship. Sara looked at her rifle and reluctantly put it into the Creeper. She left her Coalition pistol and her impact hammer hanging at her hip and kept her coat somewhat closed to keep the grenades inside hidden. She really needed to get some stun grenades for times like this.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

Initiative
Jacob Tactician (3): 5H, JH, 7S
Vets Tactician (2): 10H, 9H

Herra (3): 10C, 8D, RJ
Jacob (3, Q): QH, AC, 6C
Echo/Splinter: KH
Henry: 7D, JH
Growler (QuickRaise): 6S, 2S, 10S
Sara: 9C

Carlos/Vamps/Thralls: 8H

Ozzati: 5S
Chok'lat: 3S

Northern Vampire Resist Greater Slumber [dice:l9fbnuhv]51836:0[/dice:l9fbnuhv]
Wild Vampire Wild Spirit [dice:l9fbnuhv]51836:1[/dice:l9fbnuhv]
(Extra -1 for fatigue not included, but also irrelevant, he failed.)
Northern Veteran Resist Greater Slumber [dice:l9fbnuhv]51836:2[/dice:l9fbnuhv]
Front Northern Thrall A Resist Greater Slumber [dice:l9fbnuhv]51836:3[/dice:l9fbnuhv] ACE [dice:l9fbnuhv]51836:5[/dice:l9fbnuhv]
Front Northern Thrall B Resist Greater Slumber [dice:l9fbnuhv]51836:4[/dice:l9fbnuhv]

Note: Chok'lat doesn't actually suffer any penalties on holy ground (just from holy attacks), he does feel uncomfortable in a church at this point. So, if Christian ends up not able to participate in the combat, I'm leaving an out for Coco to hang back on 'overwatch duty'. Of course, Christian, if you manage to post in the bottom half of the round, that'll be cool, too.
Henry suppresses the Thrall effect on Reverend Krieger, who stands dumbfounded for a moment as Herra boldly strides into the room beyond.

Inside, she sees everything she'd spotted while scanning ahead of time. Striking quickly, she reaches out and paralyzes the Vampire at the northernmost steps to sleep, along with two of the three thralls closest to that wretched creature--one of the young women in the pews, and one of the old men in the northern alcoves both drop. Impressively, another of the women manages to resist the psychic assault.

At the same time, with a spray of splintered wood, shattered glass and warped metal, Echo and Splinter, in their griffon forms, come flying in through two of the windows to the south. Shafts of light from the sun, already low in the sky (though not anywhere near the horizon yet) come streaming in through the windows. One of the sunbeams falls squarely on the paralyzed Vampire--who experiences no reaction whatsoever--no smoke, no sparks, no flame!

Echo also notes something else unusual about the vampires, as the one falls and the other starts to move--underneath their laborers' outfits, they are wearing some sort of stiff leather vests. Finally, she and Splinter can see that the old men are all standing next to various containers with lids half-open, with stashed laser rifles inside, just waiting to be picked up.

As the other Jokers come up behind Herra, Chok'lat hesitates, ever so slightly--the normally brash Brodkil feeling the pressure of his demonic nature as he gets close to sacred ground.

Ozzati, still unsure about all of this, lingers back at the truck, though he's dutifully outfitted himself.
OOC Comments
Jacob and Sara are up. Echo and splinter used their turn Matter Controlling a new entrance in the side of the joint, but you can pick where you want them to fly to, Rob. Just say what squares they end up in.

VV: Since Herra got a Joker, and you didn't factor that into your roll, you may take an additional action this turn at no penalty (but also no bonus, since the Joker eats the MAP). Based on your description of her just walking in, I moved her the full 6" from where she would've needed to be standing to not get hit by Henry's Exalted Dispel (which was a pre-combat casting, since that's what set everything off, basically).

After that, the thralls and conscious vampire get to go, then it'll be the remaining Jokers' turns.

And yes, since Herra got a Joker, everyone takes a benny.

Thrall Stats:
Civilians (unarmed defenders): Parry: 4; Toughness: 5
Veterans: Parry: 6; Toughness: 11 (5)
The Current Map
HolyTerrorRound1.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Growler
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Re: Lay of the Land: Blood Debts

Post by Growler »

Pre-Entry Quickness 11
Psionics (+2 due spending 4 extra ISP)
  • Psionics: [dice:1045o5ni]51839:0[/dice:1045o5ni]
    Wild: [dice:1045o5ni]51839:1[/dice:1045o5ni]
    • Extra Effort: [dice:1045o5ni]51839:2[/dice:1045o5ni] (Elan)
    Result: 11 - Success with Raise(s). 9 ISP.
    • This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
    • Costs +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power
Drawing upon his mental powers, Growler moves like a blur into the church. Seeing the women he was going to deal with isolated by Sara, Growler runs to the nearest man and attacks him to subdue him
Turn 1
Fighting at +4(+2 due High Tech Neural Mace, +2 due Wild Attack)
  • Fighting: [dice:1045o5ni]51839:3[/dice:1045o5ni]
    Wild: [dice:1045o5ni]51839:4[/dice:1045o5ni]
    • Ace: [dice:1045o5ni]51839:5[/dice:1045o5ni]
    Result: 13 - Hit with Raise.
    • Damage: [dice:1045o5ni]51839:6[/dice:1045o5ni] + [dice:1045o5ni]51839:7[/dice:1045o5ni] +2 (Wild Attack)= 11 Non-Lethal Damage Plus roll Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
If that man is at least Shaken, Growler moves to the next closest and attacks him. If he is unaffected, Growler attacks him again. Either opponent is for non-lethal damage.
Turn 2
Fighting at +4(+2 due High Tech Neural Mace, +2 due Wild Attack)
  • Fighting: [dice:1045o5ni]51839:8[/dice:1045o5ni]
    Wild: [dice:1045o5ni]51839:9[/dice:1045o5ni]
    Result: BOTCH!!!
    • Technical Difficulties: [dice:1045o5ni]51839:10[/dice:1045o5ni]
      • Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.
WIP
Last edited by Growler on Wed Apr 10, 2019 8:55 am, edited 7 times in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Echo
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Re: Lay of the Land: Blood Debts

Post by Echo »

Busting in Echo and Splinter sweep to a hover like motion while landing in the Church too small for flight. As their feet touch down the power wrapped around them cancels leaving two identical women in medical armor standing in the sanctuary.

Meanwhile simultaneously the wooden planks blown free by their entrance suddenly spin int the air as new vines and roots grow from them reaching out and growing into a wall of planks and vines on the south end of the building. The two barriers placed to keep the civilians from getting in the middle of the battle.

Spotting the men with the laser weapons Echo warns out loud. "The elders have buckets with laser weapons!, I will try and slow them down on the south." She hopes the others will hear and understand.
Updated Map after Echo Moves and Creates Barrier
HolyTerrorRound1.jpg
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Peta Chante
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Re: Lay of the Land: Blood Debts

Post by Peta Chante »

As the sunlight falls on the paralyzed vampire Herra frowns. That shouldn't have happened, either something is amiss of the rumors around the Legion are true and Henry is the worst mystic ever. Intensifying he gaze she gasps at the nature of the curse upon the creatures, it is powerful magic indeed.
Greater Detect Arcana Result
Both Vampires have some sort of absurdly powerful effect upon them--specifically, it feels almost like a divine curse, but... You know that whole host of vulnerabilites Vampires come with? Silver, sunlight, water and holy? Yeah... those aren't here. They are still vulnerable to wood, though. Pity about those armor vests....
(You may now all throw things at the GM.)
And yes, it is a ~divine~ curse.
Sure in her convictions she relays the information, "Only wood will harm them. Stake the fallen one." Turning her attention quickly to the other she frowns, "Stay where you are."
Greater Slumber 11
Psionics [dice:11567g21]51850:0[/dice:11567g21]
Wild [dice:11567g21]51850:1[/dice:11567g21]
Mentalist +2
Extra Effort [dice:11567g21]51850:2[/dice:11567g21]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

OOC Comments
Resist Slumber [dice:cf074n4v]51853:0[/dice:cf074n4v]
Wild Spirit [dice:cf074n4v]51853:1[/dice:cf074n4v] ACE [dice:cf074n4v]51853:2[/dice:cf074n4v]
Extra Effort [dice:cf074n4v]51853:3[/dice:cf074n4v]

Resist Slumber (Civ) [dice:cf074n4v]51853:4[/dice:cf074n4v] Fail
Resist Slumber (Civ) [dice:cf074n4v]51853:5[/dice:cf074n4v] ACE [dice:cf074n4v]51853:6[/dice:cf074n4v] ACE [dice:cf074n4v]51853:7[/dice:cf074n4v]
Resist Slumber (Vet) [dice:cf074n4v]51853:8[/dice:cf074n4v]
The second vampire makes a monumental effort to resist Herra's psychic grip, but to no avail. In addition, once again she gets one of the two women in the front pew, and the other old men, as well.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Sara Turner
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Re: Lay of the Land: Blood Debts

Post by Sara Turner »

Village/Church
Afternoon/4:30 PM
Round 1

Sara walked into the church, standing beside Hera. Echo and Splinter had sealed off the south aisle. There were only women and old men here (Sara doesn’t see the laser rifles and no one has said anything about them).

“You have the vamps?” she asked Hera. “I’ll protect the women.”

Sara pulled out the cube she had recently created. She tossed it into the center of the aisle between the pews. It whirled to life and projected a screen of force around the women in the pews.
Barrier 6
26 points
Psionics [dice:58eb9qa1]51874:0[/dice:58eb9qa1]
Wild [dice:58eb9qa1]51874:1[/dice:58eb9qa1]
Benny for Extra Effort [dice:58eb9qa1]51874:2[/dice:58eb9qa1]
Attachments
HolyTerrorRound1.jpg
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

OOC Comments
Agility [dice:3ee4nyhy]51894:0[/dice:3ee4nyhy]
Wild Die [dice:3ee4nyhy]51894:1[/dice:3ee4nyhy]
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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SnackHappy
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Re: Lay of the Land: Blood Debts

Post by SnackHappy »

Moving up as fast as his legs will carry him he moves to the nearest thralls attempting to knock them out. One with the cestus and the other with the combat hammer. All the while mumbling to himself. "Herra's entrance was cool. I shoulda played some music on Sasha. Maybe I shoulda stayed in Sasha."
Fighting
Hammer Fighting: [dice:2vtcl9od]52023:0[/dice:2vtcl9od]
Wild: [dice:2vtcl9od]52023:1[/dice:2vtcl9od]
Damage: [dice:2vtcl9od]52023:4[/dice:2vtcl9od] + [dice:2vtcl9od]52023:5[/dice:2vtcl9od]

Cestus Fighting: [dice:2vtcl9od]52023:2[/dice:2vtcl9od]
Wild: [dice:2vtcl9od]52023:3[/dice:2vtcl9od]
Damage: [dice:2vtcl9od]52023:6[/dice:2vtcl9od] AP 4
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

WIP
Good lord, get ready for lotsa rollin'....

V3 Unshake [dice:2m4s0iz7]52032:0[/dice:2m4s0iz7] Fail: still shaken, no action this round.

Veterans (old men)
V1: Open door, move forward to shoot Herra w/Rifle (-2 MAP for opening door)
Shooting [dice:2m4s0iz7]52032:28[/dice:2m4s0iz7] Hit, Damage [dice:2m4s0iz7]52032:29[/dice:2m4s0iz7] ACE [dice:2m4s0iz7]52032:30[/dice:2m4s0iz7] ACE [dice:2m4s0iz7]52032:31[/dice:2m4s0iz7]
24 AP 2 vs. 12 (7) = 14 Damage = 3 Wounds

VOID: Shooting roll missed due to Greater Deflection.

V5: Tries to open door, fails.
V6-V8: Draw Vibro-Knives, Attempt to cut open wooden barrier (-2MAP), Wild Attacking (+2 Hit/Dmg), Parry 2/Tgh 12
V6: Fighting [dice:2m4s0iz7]52032:1[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:18[/dice:2m4s0iz7]+[dice:2m4s0iz7]52032:19[/dice:2m4s0iz7]
V7: Fighting [dice:2m4s0iz7]52032:2[/dice:2m4s0iz7] Miss
V8: Fighting [dice:2m4s0iz7]52032:3[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:20[/dice:2m4s0iz7]+[dice:2m4s0iz7]52032:21[/dice:2m4s0iz7]

Civilians (young women; W7 & W15 Slumbered)
Draw Vibro-Knives from purses, move to Barrier and attempt to cut their way through. (-2 MAP, Wild Attack +2 Hit/Damage), Parry 2, Tgh 10
W1: Fighting [dice:2m4s0iz7]52032:4[/dice:2m4s0iz7]
W2: Fighting [dice:2m4s0iz7]52032:5[/dice:2m4s0iz7]
W3: Fighting [dice:2m4s0iz7]52032:6[/dice:2m4s0iz7]
W4: Fighting [dice:2m4s0iz7]52032:7[/dice:2m4s0iz7]
W5: Fighting [dice:2m4s0iz7]52032:8[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:22[/dice:2m4s0iz7] Breach!
W6: Fighting [dice:2m4s0iz7]52032:9[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:23[/dice:2m4s0iz7]
W8: Fighting [dice:2m4s0iz7]52032:10[/dice:2m4s0iz7]
W9: Fighting [dice:2m4s0iz7]52032:11[/dice:2m4s0iz7]
W10: Fighting [dice:2m4s0iz7]52032:12[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:24[/dice:2m4s0iz7] Breach!
W11: Fighting [dice:2m4s0iz7]52032:13[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:25[/dice:2m4s0iz7] Breach!
W12: Fighting [dice:2m4s0iz7]52032:14[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:26[/dice:2m4s0iz7]
W13: Fighting [dice:2m4s0iz7]52032:15[/dice:2m4s0iz7]
W14: Fighting [dice:2m4s0iz7]52032:16[/dice:2m4s0iz7]
W16: Fighting [dice:2m4s0iz7]52032:17[/dice:2m4s0iz7] Hit [dice:2m4s0iz7]52032:27[/dice:2m4s0iz7]

Thralls are done.

"Deacon" Carlos
Deflection
Psionics [dice:2m4s0iz7]52032:32[/dice:2m4s0iz7]
Wild Psi [dice:2m4s0iz7]52032:33[/dice:2m4s0iz7] Success, Darkness/Shroud = -2 Melee attacks, -3 Ranged attacks
Smite Psi-Blade, Shard Pistol
Psionics [dice:2m4s0iz7]52032:34[/dice:2m4s0iz7]
Wild Psi [dice:2m4s0iz7]52032:35[/dice:2m4s0iz7] ACE [dice:2m4s0iz7]52032:38[/dice:2m4s0iz7] Raise, +4 Damage, Electrical AP 2
Speed
Psionics [dice:2m4s0iz7]52032:36[/dice:2m4s0iz7]
Wild Psi [dice:2m4s0iz7]52032:37[/dice:2m4s0iz7] ACE [dice:2m4s0iz7]52032:39[/dice:2m4s0iz7] Raise, Pace = 24, Agility d10, Free Action to Run
Opens door.
Agility to prevent Henry Interrupt:
Agility [dice:2m4s0iz7]52032:40[/dice:2m4s0iz7]
Wild Agility [dice:2m4s0iz7]52032:41[/dice:2m4s0iz7]
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

As the Jokers' initial onslaught takes effect, the room explodes into action.

Even as their vampiric masters fall, the thralls burst into a frenzy of activity. The one in the southwest tower finds himself pinned in by the barrier blocking his doorway, and howls in frustration. The others on the southern side, who had all been reaching for stowed rifles, discover themselves blocked by a wooden barrier, and instead draw vibro-daggers, slashing ineffectively at Echo and Splinter's wall.

Similarly, the women all flip open their prayer books--which, it is now clear, contained cut-outs in their pages, concealing pistols and knives; the women draw the latter out and begin hacking away at the wall Sara used to cage them. Three manage to pierce the wall, moving out to close with Growler (1) and Sara (2), but the rest flail with no more effect than the men to the south.

Along the north wall, one man is rocked by Growler's attack, and is unable to strike back, and another is brought low by Jacob's cestus. The one furthest along the alcove had been felled already by Herra. The final one, however, opens the door to the northwest and bursts out. Finding himself too close to Jacob to effectively use his rifle against the Grackletooth, he instead levels it at Herra, squeezing off a quick double-tap; the shot is clearly about to strike her head, but then zips off at an oblique angle at the last second, turned aside by the Mind Melter's psychic prowess!

As the Thralls make their assault, the doors behind the pulpit fly open, revealing figure shrouded in darkness and electrical sparks, as if he were some sort of living stormcloud. His armor is that of a cyber-knight, but decorated with images of death and corruption; in his left hand, he carries a shard pistol that appears to have been heavily modified, while in his right, he wields a psi-blade crackling with electrical energy.

Doubtless, he has plans in store, but he pauses and stumbles momentarily, giving Henry an opening!
Instructions
So, he crit-failed the Agility roll to not get interrupted by Henry.

So the sequence is:
Henry Tries to Save the Day!
Carlos then takes his actions!
After that, Ozzati can go.

Enemy Stats
Thrall Stats:
Civilians (unarmed defenders): Parry: 4; Toughness: 5
Veterans: Parry: 6; Toughness: 11 (5)

Deacon Carlos:
Parry: 7 (-2 to be hit by technological attacks, -2 Deflection, -1 Shroud to Range attacks); Toughness: 18 (8)
Updated Map:
HolyTerrorRound1.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

OOC Comments
Greater dispel centered on deacon
Mysticism [dice:9bugugtf]52036:1[/dice:9bugugtf]
Wild Die [dice:9bugugtf]52036:0[/dice:9bugugtf]
Extra Effort
[dice:9bugugtf]52036:2[/dice:9bugugtf]
Henry spots the shadowy form and whispers a prayer to Raven. A burst of anti magic energy appears, centered on the deacon.
Last edited by Henry_Price on Fri Apr 12, 2019 1:03 pm, edited 1 time in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

OOC Comments
Armor shuts down, Shard Pistol shuts down.

Rolling to resist ED (Difficulty 8 due to 'different schools):
Speed
Psionics [dice:2891mrmq]52037:0[/dice:2891mrmq]
Wild psi [dice:2891mrmq]52037:1[/dice:2891mrmq]
Smite
Psionics [dice:2891mrmq]52037:2[/dice:2891mrmq]
Wild psi [dice:2891mrmq]52037:3[/dice:2891mrmq] Ace [dice:2891mrmq]52037:10[/dice:2891mrmq]
Quickness
Psionics [dice:2891mrmq]52037:4[/dice:2891mrmq]
Wild psi [dice:2891mrmq]52037:5[/dice:2891mrmq]
Deflection
Psionics [dice:2891mrmq]52037:6[/dice:2891mrmq]
Wild psi [dice:2891mrmq]52037:7[/dice:2891mrmq] Ace [dice:2891mrmq]52037:12[/dice:2891mrmq]
Psi-Sword
Psionics [dice:2891mrmq]52037:8[/dice:2891mrmq]
Wild psi [dice:2891mrmq]52037:9[/dice:2891mrmq] Ace [dice:2891mrmq]52037:13[/dice:2891mrmq]


GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

OOC Comments
Deacon Carlos (after armor shut-down):
Parry: 7 (-2 to be hit by technological attacks, -2 Deflection, -1 Shroud to Range attacks); Toughness: 13 (4)

QTurn 1:
Move down steps, through room and outside to Henry. Imp. Frenzy with the Psi-Sword (Henry Parry 4/Tough 17 (11)):
Fighting [dice:s76ifuge]52038:0[/dice:s76ifuge] Raise Damage: [dice:s76ifuge]52038:3[/dice:s76ifuge] + [dice:s76ifuge]52038:4[/dice:s76ifuge] ACE [dice:s76ifuge]52038:6[/dice:s76ifuge]
Imp. Frenzy [dice:s76ifuge]52038:1[/dice:s76ifuge] Hit Damage: [dice:s76ifuge]52038:5[/dice:s76ifuge]
Wild Fighting [dice:s76ifuge]52038:2[/dice:s76ifuge]

First hit: 21 AP 8 = 12 = 3 Wounds
Second hit: 20 AP 8 = 11 = 2 Wounds
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Henry_Price
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Re: Lay of the Land: Blood Debts

Post by Henry_Price »

OOC Comments
Soak
Vigor [dice:1cf7a5cm]52040:0[/dice:1cf7a5cm]
Wild Die [dice:1cf7a5cm]52040:1[/dice:1cf7a5cm]
Benny to reroll
Vigor [dice:1cf7a5cm]52040:2[/dice:1cf7a5cm]
Wild Die [dice:1cf7a5cm]52040:3[/dice:1cf7a5cm]

Incapacitated
Vigor [dice:1cf7a5cm]52040:4[/dice:1cf7a5cm]
Wild Die [dice:1cf7a5cm]52040:5[/dice:1cf7a5cm]
Extra Effort
[dice:1cf7a5cm]52040:6[/dice:1cf7a5cm]
Injury Table [dice:1cf7a5cm]52040:7[/dice:1cf7a5cm]
Guts [dice:1cf7a5cm]52040:8[/dice:1cf7a5cm]
Last edited by Henry_Price on Fri Apr 12, 2019 2:29 pm, edited 4 times in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

OOC Comments
Q2 Turn
Move to F14, Imp. Frenzy on SnackHappy, Wild Attack for +2 Hit/Damge (Jacob Parry 8, Toughness 20 (9)
Fighting [dice:15e12dg6]52044:0[/dice:15e12dg6] Extra Effort Benny [dice:15e12dg6]52044:3[/dice:15e12dg6]
Imp. Frenzy [dice:15e12dg6]52044:1[/dice:15e12dg6]
Wild Fighting [dice:15e12dg6]52044:2[/dice:15e12dg6]
Two Hits, no Raises:
Damage 1: [dice:15e12dg6]52044:4[/dice:15e12dg6] TRIPLE FUCKING ACE [dice:15e12dg6]52044:6[/dice:15e12dg6] = 34 AP 8 = 5 Wounds
Damage 2: [dice:15e12dg6]52044:5[/dice:15e12dg6] = 11 AP 8 = Shaken
Carlos howls in rage as he feels his armor get shut down, and has to drain his psychic reserves to bolster his active manifestations. With blinding speed, the Fallen CyberKnight streaks all the way around the north end of the church, coming back out to strike twice at Henry, viciously dropping the Mystic in retaliation. Then, moving at the speed of darkness, he whirls around and ducks back inside, striking twice at Jacob, attempting to bring down the massive Grackletooth, as well!
Instructions
So....
That happened.

5 Wounds in one shot to SnackHappy.
Ozzati is now up.

GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

Greater Armor, Critical Failure, Glitch _
PPE 5 [15/20]
[*] Techno-Wizardry [dice:1vah0a55]52047:0[/dice:1vah0a55]
[*] Wild [dice:1vah0a55]52047:1[/dice:1vah0a55]
Critical Failure
[*] Technical Difficulties [dice:1vah0a55]52047:6[/dice:1vah0a55]
Greater Speed, Failure _
PPE 2 [13/20]
[*] Techno-Wizardry [dice:1vah0a55]52047:2[/dice:1vah0a55]
[*] Wild [dice:1vah0a55]52047:3[/dice:1vah0a55]
Failure
Greater Smite, Success _
PPE 4 [9/20]
[*] Techno-Wizardry [dice:1vah0a55]52047:4[/dice:1vah0a55]
[*] Wild [dice:1vah0a55]52047:5[/dice:1vah0a55]
+4 damage, plasma/Light rapping
Must have been the excitement or too many devices operating at once. His Greater Armor activation glitches and will not come on line. The dust lightly swirls around his feet but he gets noother effect. But the shelled ammunition, he gets some sparkle and shine from. Knowing he won't be able to get any effective shots off outside, he moves towards the church having grabbed his plasma-beam flood light off the side of the crawler.

He is certain that he did not see what saw. Even with his exalted darksight and farsight, he was one hundred percent sure that darkness he saw was only a passing shadow, with how fast it moved. But he was ready should any real danger show its face.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
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SnackHappy
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Re: Lay of the Land: Blood Debts

Post by SnackHappy »

Taking the hit Jacob looks at the fallen cyberknight and grins.
OOC Comments
Vigor: [dice:z5j60o8b]52054:0[/dice:z5j60o8b]
Wild: [dice:z5j60o8b]52054:1[/dice:z5j60o8b]
Ace: [dice:z5j60o8b]52054:4[/dice:z5j60o8b]

Benny to reroll.
Vigor: [dice:z5j60o8b]52054:2[/dice:z5j60o8b] Ace: [dice:z5j60o8b]52054:5[/dice:z5j60o8b] 2nd Ace: [dice:z5j60o8b]52054:7[/dice:z5j60o8b]
Wild: [dice:z5j60o8b]52054:3[/dice:z5j60o8b] Ace: [dice:z5j60o8b]52054:6[/dice:z5j60o8b]
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

OOC Comments
Tactician Cards:
Jacob Tactician (3): 5H, 7S
Vets Tactician (2): 10H, 9H

Initiative:
Herra (3): 5H, JS, QC

Carlos (QRaise), Thralls: JH

Jacob (3, Q): 5S, 2H, 10S
Growler (QuickRaise): 3C, 10C
Echo/Splinter: 8C
Sara: 7S
Ozzati: 7C
Henry: 5C
Chok'lat: 3H

As Ozzati prepares himself to deal with whatever the hell just happened, Chok'lat screams in rage and anguish as Henry is struck down. "Peanut!" The huge Brodkil runs over to Henry, hoisting him in two hands, while two more keeps his rifle leveled at the church's entrance. Not even pausing, he carries Henry back towards the relative safety of the Creeper. The big galoot turns to the group's newcomer. "You got anything fix him? You use it!" Ozzati may not believe in demons, but he can certainly see that Chok'lat is a very large, very irrational pile of muscle and machinery. Maybe best to do as he says.... A healing gizmo shouldn't be too difficult to whip up, after all.

Inside the church, Herra sees a window of opportunity to strike, as the Deacon is apparently momentarily flummoxed by SnackHappy's ability to take a thunderbolt to the face and just smirk about it. Still, it's clear he means to try again, and again, if need be.
Opposition Stats


Civilians (unarmed defenders): Parry: 4; Toughness: 5
Veterans: Parry: 6; Toughness: 11 (5)
Carlos: Wild Attack Parry: 5 (-2 to be hit by technological attacks, -2 Deflection, -1 Shroud to Range attacks); Toughness: 13 (4)

HolyTerrorRound2.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Joined: Fri May 12, 2017 7:13 pm

Re: Lay of the Land: Blood Debts

Post by Peta Chante »

Mind Control 15
Psionics [dice:5oaeu1cg]52073:0[/dice:5oaeu1cg]
Wild [dice:5oaeu1cg]52073:1[/dice:5oaeu1cg]
Benny
Psionics [dice:5oaeu1cg]52073:2[/dice:5oaeu1cg]
Wild [dice:5oaeu1cg]52073:3[/dice:5oaeu1cg]

Benny
Psionics [dice:5oaeu1cg]52073:4[/dice:5oaeu1cg]
Wild [dice:5oaeu1cg]52073:5[/dice:5oaeu1cg]
Elan +2
Great Psi: +2
Mentalist +2
With the Despolier causing havoc Herra feels like this has gone on long enough, glaring at him with her eyes aglow with power.

"Desist!"

Her command is loud, but it rumbles through everyone's mind magnifying it inside their own skulls. She continues to stand in the midst of everything unconcerned with the thralls, laser fire, or other commotion commanding the team to stop wasting time with the thralls.

"Ignore the puny villagers and stake the vampires, their control will be lost."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

OOC Comments
Resist MC [dice:3d92t7af]52074:0[/dice:3d92t7af]
Wild Resist MC [dice:3d92t7af]52074:2[/dice:3d92t7af]
Extra Effort Benny [dice:3d92t7af]52074:1[/dice:3d92t7af]

Looks at the numbers. Screw it--you guys earned this one.
The next few moments are filled with the sounds of Thralls ineffectually swinging vibro-knives; at most, the Jokers experience a few minor cuts and scrapes on their armor, but the lack of coordinating oversight means the puppets just can't get their act together enough to pose a serious threat, or even a potential tragedy.

And then Echo and Splinter provide people with stakes, and there's some grim and bloody work ahead, and then it's all over. As soon as the vampires have been ashed (which takes a few minutes, as you need to pull off their armored vests, first) the thralls are released from their hold--and immediately, most of them collapse in a mixture of exhaustion and horror. As one would expect, the Vampiric reign over this community has not been a kindly one.

You also manage to restrain and disarm Carlos Olivera, the Despoiler Knight. His armor and Shard Pistol are the obvious items of note; Ozzati can see the Shard pistol not only has an extra PPE reserve, but also an additional effect attached to the weapon beyond the normal enervation power--it can strike victims blind.

You find two additional curiosities. First, each of the invaders was wearing a silver pendant on their necks, under their armor. Close examination by Henry and Herra quickly determines that yes, this is the source of the baleful effect that kept the Vampires from suffering from sunlight exposure, among other things.

The second is a leather-bound journal.
From the Journal of Carlos Olivera (all in Spanish):


[Five months ago]
I have been honored with a great mission; I lay down the matter here to record my duty to the Masters:
Centuries ago, a godling gave his native tribal followers a silver mine rich in ore, with the proviso they never share it with or even reveal its location to the invading Europeans (ie, the 'white man').
When the invaders did ultimately learn of the silver mine's existence, the godling flooded the mine to keep anyone from extracting it, and then used his body to make a land mass that sealed the bay the mine was situated on, ensuring that the mine would remain flooded for all time.
Fast-forward to about six months ago. Coalition researchers discover the mine's legend, and identify the location as being in Free Quebec. They work out a deal with that nation, wherein they would do the dirty work of mining the silver, in exchange for a portion of the ore going to Quebec.
At first, the Coalition was blocked by the flooding, but they brought in better equipment, and large engineering squadrons, and managed to pump it out and keep it from flooding again. However, this woke the Godling, an entity by the name of Nanna Bijou. Angry that the modern descendants of the 'whiteman' who'd so angered him in the first place, Nanna Bijou fought with them.
Normally, a godling would have destroyed the miners, and that would've been the end of it. But as we have seen along the Rio Grande, the Coalition's approach to any problem is to send enough materiel and men to bury it in wreckage and corpses. They followed this same strategy, and Nanna Bijou fell.
However, as his blood mingled with the waters of the bay, and sunk into the silver-laden soil, he called a curse upon the mine and its contents. "Let any who carry my stolen gift be denied the touch of other silver, the light of the sun, and the grace of Heaven, and let the waters they touch turn to ash."
The Coalition apparently ignores such things, and extracted a great amount of the metal, sending it to a weapons facility in the newly founded CS Minnesota. In the first round of testing, however, they discovered that any weapon forged of this metal made it completely worthless against the Masters.
They packaged up a sample and sent it to another facility for further testing, but the convoy carrying that sample was attacked by bandits and raided; the accursed silver then made its way through many hands. Eventually, the Masters learned of its existence, even as far away as they are in their Kingdoms from this place. They have sent myself, along with two Lesser Masters, to find it and acquire it. It may all be a legend, but I have found hints that it actually exists.
[Four Months Ago]
I have located the man who claims to have the silver, and arranged for its purchase. Of course, once we have it, I will let Sed and Hambre drink him dry. We mustn't let word get out before we've had a chance to test it. If it truly cannot harm the Masters, then we can forge weapons of it, and offer them for sale to the thrice-damned Hunters--and then the Masters can laugh as those weapons fail them.
[One Week Later]
Well, that was disappointing. While the man had the silver, the size of the delivery was far smaller than I'd been led to believe. Apparently, the Coalition only shipped a small sample for testing; the rest has been sealed away in someplace called the Black Vault. It is strange to kill a man in righteous anger, when you'd been planning on murdering him in simple betrayal. Still, this should be enough for a small assortment of weapons, and since we will reclaim them from the Hunters as they die, the plan can proceed. I still need to test them, of course.
[One Week Later]
Such success! Yes, the silver will not harm the Masters, but there is more, much more. Sed discovered, due to a sudden rainfall, that simply carrying the silver in any quantity caused the water to turn to ash as it splashed over him, utterly unharmed (though the ashen cloud that arose around him was thick enough to choke a man, had I not had my armor sealed).
Further experiments are needed, clearly--this may be a much greater resource than some mere ruse.
[One Week Later]
Testing is complete. First, we tested it against sunlight, and Hambre was able to stand beneath the noonday sun as if it were naught but the moon. Then, we used a sample of normal silver, drawing it across the palm of Sed's hand; the blade cut, but it healed as if the weapon had been made of iron. Last night, we managed the final test--the three of us entered the sacred ground of a church, and overcame the preacher who runs it. In the very House of God, we have thralled him. All that is needed is a small medallion of the silver, and all of these things are as ineffective as a child's slap. Beyond those made for Sed, Hambre and myself, there is enough silver in the box for about thirty more medallions.
I have conceived a new plan. I have made arrangements for the remaining silver to be delivered to the Masters in their Kingdoms, on the morrow. But with this newfound protection, two mere 'wild' Masters will be sufficient, I believe, to found a new outpost, far from the Kingdoms, which we can use to serve them better, and prepare for the final migration north. When they come, the Masters will find a home prepared for them, here.
The preacher's records of his flock will prove useful. The man keeps copious notes about everyone in the area--I know which homes to target first, to better control the town. We will not begin mass conversions, just yet; I want to enthrall as much of the population as possible.
We begin tomorrow--the Reverend Krieger will be introducing me to his congregation as his new Deacon; Sed and Hambre will be explained as itinerant laborers. Such wonders we will perform here!

After this, there is simply a record of which families have been enthralled. It notes that on two occasions, one of the occupants of the home awoke during the process, and had to be killed. Otherwise, the plan has been an obvious success until the Jokers' arrival on the scene.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Lay of the Land: Blood Debts

Post by Echo »

As things calm down a little bit Echo takes a moment to go see what she can do for Henry. using the rod she purchased from Refuge she focuses on Henry and drain it of nearly half the power stored in the devise.

Henry is Fully restored
Spirit d10, Amulet +1d spirit +2 spirit, Healer Edge +2 = d12+4, wounds -3 = d12+1
Spirit [dice:4er6zfez]52077:0[/dice:4er6zfez]
Wild [dice:4er6zfez]52077:1[/dice:4er6zfez]
Raise gains +2 wounds

Spirit d10, Amulet +1d spirit +2 spirit, Healer Edge +2 = d12+4, wounds -2 = d12+2
Spirit [dice:4er6zfez]52077:2[/dice:4er6zfez]
Wild [dice:4er6zfez]52077:3[/dice:4er6zfez]

uses 6 of 10 PPE
Splinter already helping the others, Once Henry is seen to, Echo returns to the scene to see how she can help and what is needed of her.


Those that did not collapse will require some small assurances and some major counseling. Echo wishes to read the book, but at the same time she also wishes to help the towns folk. Over the com system she says to Jacob. "Commander, these people need more help than we can give. Can you radio Refuge and let them know what is going on?"

As things calm to a moment it is appropriate Echo does her best to translate the journal to the others.

OOC Comments
@SnackHappy
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Lay of the Land: Blood Debts

Post by Ndreare »

Once she finishes reading the journal Echo looks real panicked. "We need to find this box and stop its delivery along with any information of this getting out. Imagine what a legion of vampires like this could do. The 30 made from this would allow them to find and raid whatever this Black Vault is and make thousands more."

OOC Comments
not sure if we can find the remaining material or not. If not we need to start searching for clues on where it was sent to and from where so we can track it down


PS: Left is RFT so i do not get a double post count after reading the letter
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Ozzati
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Re: Lay of the Land: Blood Debts

Post by Ozzati »

Freemage wrote: Sat Apr 13, 2019 5:41 am
As Ozzati prepares himself to deal with whatever the hell just happened, Chok'lat screams in rage and anguish as Henry is struck down. "Peanut!" The huge Brodkil runs over to Henry, hoisting him in two hands, while two more keeps his rifle leveled at the church's entrance. Not even pausing, he carries Henry back towards the relative safety of the Creeper. The big galoot turns to the group's newcomer. "You got anything fix him? You use it!" Ozzati may not believe in demons, but he can certainly see that Chok'lat is a very large, very irrational pile of muscle and machinery. Maybe best to do as he says.... A healing gizmo shouldn't be too difficult to whip up, after all.
Ozzati put away his revolver and began examining Henry. Not entirely certain what had layed the Mystic out. Ozzati laughed to himself,Chok'lat reminded him of the Fell Orcs of the Burning Legion on his homeworld of Azeroth.

Fiddling with gadgets and compnents, he is ready to assemble a resusitator to heal Henry when Echo shows up and heals Henry. One more win for slow and cautious. Such is the way of Stone.

"Deacon"s shard pistol does interest Ozzati quite a bit. Looking it over and the armor, Ozzati points to the items, "See a scientific explanation. Scary boy here had himself some fanzy gizmos that gave him an edge. Disarmed and disabled, he is nothing."

Walking around to the south side of the church, Ozzati begins taking measurements for replacement supports and the windows. Ossana said to make sure things were in as good as or better shape when we leave. Reconstruction and restoration. One of these days, people will stop being scared and telling stories and I can get in on some of the action. Vampires. Bah Whatever.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
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Freemage
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Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

Unfortunately, you're a bit outside easy radio range to Castle Refuge, but there are relay options--these are generally secure, but might take a day or two to actually get back to HQ. Still, it's the best option you've got if you want the Council to be aware of the silver issue swiftly.

The townsfolk are DEFINITELY in bad shape. Two dead, and scores traumatized. Reverend Krieger, to his credit, immediately takes to counseling his flock, sending messages to all the farms to assure them that no one is alone in this, and going out to check on as many personally as he can. Of course, given how things went down, he's likely doing this as his own form of self-therapy.

Waking your captive (once he's been stripped of most of his 'toys', as Ozzati refers to them, and bound so that he can't easily bring his Psi-Sword to bear), you manage to confirm the contents of the Journal. He fights strongly against Herra's domination, though she manages to force him to give a few additional answers, including the precise location of the mine, which he was able to determine, along with a name (Puño Sutil, obviously a pseudonym) of the El Oculta 'dupe' who was the initial courier of the silver (he literally was told that it was going to be delivered to help the Vampire Hunters of Mexico). However, as you probe with deeper questions, particularly about his "Masters", his face contorts, he makes a gagging sound, and falls over--his mouth foaming and acrid smoke coming from under the blindfold--his eyes have been burned out from the inside.

A post-mortem reveals that the implant was much smaller than a standard cortex bomb, and ingeniously designed, simultaneously releasing a heavy dose of a potent neuro-toxic venom into his system at the same time that it surged with enough plasma to cook his brain-meat thoroughly. Unlike a typical cortex grenade, it also likely had no strain upon the wearer, making it exceptionally effective for a psychically active operative. Whoever these feinds are, they do not mess around.
Decisions, decisions
You mainly have to decide what to do about the town. You can just leave them to their own devices, stick around for a bit to try to help the worst of the traumatized folks, or even (if you're feeling bold and generous) offer to raise the two months-dead victims (Angie Cartwright was within the last month, so is ONLY a -6; Paul Cohen was two months ago, and thus would be at a -8)!

Counseling, to be effective, will require three days as you help different people sort through their issues. (Having a Mind Melter helps, here, or it'd be a month or two, easily).

Raising the Dead could be done in conjunction; otherwise, assume one day for both attempts.

Naturally, I'm willing to entertain other suggestions as well. "Follow the Silver", while an understandable desire, just doesn't seem very plausible unless you have a really big ace up your sleeve.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Lay of the Land: Blood Debts

Post by Echo »

The death of the fallen knight bother Echo. His masters where truly terrible beings and she needed to study and learn more about them.

After assessing what they can do to help Echo looks around but knows the trauma of these towns folk is too much for one small team to help with. Even then staying a few days will not be enough. Proposing to the others. "I think with radio communication from here being so questionable our best bet would be to send Splinter back to Refuge. She can fly there provide a full report and return in significantly less time than we could ever get there.

"If Castle Refuge has a way to send help they can. But the kind of help this town will need will take months to provide and require a trained Psychiatrist to provide it."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

Ozzati busies himself around town doing general repairs and which includes work on restoring the southern side of the church. He avoids talking to the "scared" townsfolk as much as possible, as they strike him as weird.

After Carlos's brain liquifies, Ozzati raves about the cool tech. He acknowledges that Carlos had psychic ability, cuz otherwise he would not have been able to power his toys. And the neural cortex bomb was shear genius. Ozzati unless busy with repairs will find his way into investigating Carlos's body and specifically his head as much as possible. Looking for the waythe bomb was inserted and implanted.

As to the signal relays, Ozzati offers to amp up a survey sgnal frequency to get the teams intel back to Refuge quicker.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Lay of the Land: Blood Debts

Post by Peta Chante »

Raising the Dead 7
Psionics [dice:3tvii2c2]52185:0[/dice:3tvii2c2]
Wild [dice:3tvii2c2]52185:1[/dice:3tvii2c2]
Extra Effort [dice:3tvii2c2]52185:2[/dice:3tvii2c2]
Major Psi +2
After dealing with the Deacon and his cronies Herra agrees that word about the accursed silver should be sent back to Castle Refuge immediately. As others prepare she takes time to rest and recover her mental reserves for something else.

Seeking out the young man they first encountered Herra takes him to the body of his fallen bethrothed.

"I know it is difficult to see her like this, instead imagine her at her most alive. A moment of joy or of love or some other image you have of her at her best."

As the boy imagines his love, Herra places one hand on his shoulder and another on the body.

"Tell me her name," Herra asks, probing the boys mind for the image of life and love.

"Angie," he whispers. A single tear streaming down his cheek. Seeing the memory as if it were her own, Herra floods it into the inactive mind laying on the table in front of them.

"Angie," she calls. "Remember life, remember love."

As the memory flows from one mind to another Herra empowers it with her own will starting a bio-feedback loop in Angie's mind, like jumpstarting her nervous system.

The strain of power two people's bodies is enough to nearly kill Herra but she pours out her will and repeats the images over and over.

Suddenly, Angie gasps for breath and sits bolt upright staring right into the arms of her lost love. As the two share an embrace, Herra steps away exhausted.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Lay of the Land: Blood Debts

Post by Sara Turner »

Village/Church
Afternoon
Round 0

Some of the women managed to break out of Sara’s barrier and two of them rush Sara, but before they can attack, the Jokers manage to end the reign of the strange, resistant vampires. The two newly-freed women gasp and collapse, and Sara catches them in her arms as they sob.

“It will be alright,” Sara tried to reassure them. “We are here to help.”

Sara helped with the repairs on the church. On a lunch break, she sat outside the local watering hole, a glass of ice water in her hand, doing a creditable job of ‘faking it’, as she didn’t need to eat or drink. People in town still thought she was human. She didn’t want to alarm them otherwise.

Sara watched as Herra lead the dead girl Angie and her young fiance back to town. She looked on the girl with a bit of envy. Oh, to be alive again, to actually enjoy the taste of a cold ice water after a hard morning’s labor, to enjoy a meal, or holding the hand of one you loved again. Sara looked down at the glass in her hand. With a bit of frustration she tossed it out to soak into the ground and got up.

“Know how lucky you are,” Sara murmured to Angie as they passed, heading back to work.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
Henry_Price
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry comes to with a jolt, his hand grabbing toward where the wound was. After realizing that he's not in the middle of a fight for his life, he calms down a bit, and gets up to stretch his legs. He watches curiously as Herra brings the girl back to life. "Where was she, under the porch?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

The young woman's father, Angus, nods to Henry, even as he lets the young lovers go off on their own. "Yeah, those... fiends forced me to bury her there so she wouldn't be found. I think they enjoyed making me keep her close, but in an undecent burial. I... I can't thank all of you enough." He grows thoughtful. "Be totally honest; I would've never approved that boy for my girl. Even with his small plot of land, they'll have a rough time of it in lean years. But I understand that it was him making a ruckus over her disappearance that got you folks involved. Guess I needed a reminder of the value of persistence. Thank you, all."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

Freemage wrote: Fri Apr 19, 2019 7:34 am The young woman's father, Angus, nods to Henry, even as he lets the young lovers go off on their own. "Yeah, those... fiends forced me to bury her there so she wouldn't be found. I think they enjoyed making me keep her close, but in an undecent burial. I... I can't thank all of you enough." He grows thoughtful. "Be totally honest; I would've never approved that boy for my girl. Even with his small plot of land, they'll have a rough time of it in lean years. But I understand that it was him making a ruckus over her disappearance that got you folks involved. Guess I needed a reminder of the value of persistence. Thank you, all."
"It doesn't hurt to listen. Trick is knwng when to act."

Walking away from Angus, "That Deacon fella and his 'boys' were a real strang lot. Certainly needed more sun. Most likely Vitamin D deficient."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Lay of the Land: Blood Debts

Post by Freemage »

Angus blinks at the departing Ozzati, and leans over to Henry, murmuring. "Er... your friend okay there? I mean, he does know what all that was about, right?"
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Henry_Price
Bronze Patron
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry winks and whispers "He's been hit in the head a lot."
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Blood Debts

Post by Ozzati »

Henry_Price wrote: Sat Apr 20, 2019 8:06 am Henry winks and whispers "He's been hit in the head a lot."
Ozzati turns around abruptly and walks back to @Henry_Price and Agnus. Pulling his helmet from his face, he waves it in front of Henry's face. "You think I wear this for looks or the aesthetic appeal?"

Leaning down into Henry's face, "Listen bird-brain, I have been hit more than enough times in the head. It kind of happens when people are unappreciative and decide that stoning is the best way to show their displeasure."

Turning his head ever so slightly, the reflection of the sun glints off of scar tissue, crystalized scar tissue. Ozzati has cuts of varying shapes, sizes, and length all over his head.

Standing up, Ozzati puts his helmet back on and heads back to resume clean up and rebuilding.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Lay of the Land: Blood Debts

Post by Echo »

Echo tried not to laugh at Henry's comment. While funny, it was not right to tease the mentally ill man. But when Ozzati confirmed his frequent head injuries she had no choice but to excuse herself, duck her head, and flee the scene. The humor to much to be restrained.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
User avatar
Henry_Price
Bronze Patron
Bronze Patron
Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Lay of the Land: Blood Debts

Post by Henry_Price »

Henry gives Angus a knowing wink as if to say "See?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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