Paz-Durkh Aftermath: Storm of Good Cheer

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Freemage
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Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

As the defenders cheer at the retreat by the bandits, a sudden, sharp breeze, heavy with the scent of ozone, comes through the mountain air. Dark clouds form over the mountaintops, backlit by lightning arcing between the thunderheads. Few seem to notice, though, in the buoyancy of the victory. The cheering mounts, and the dwarves begin singing several songs of victory and one that sounds like "Gold, gold, gold, gold" for forty-seven verses. Meanwhile, the Legionnaires also start hollering and shouting happily.

Then Zakkael heals the first of the injured soldiers... and a brilliant light engulfs the Lyn-Srial, emanating outward from him and across the battlefield, washing over the injured and unconscious.

And when the incapacitated dwarves and Legionnaires start to get up and join in the singing, seemingly unharmed (the dead stay dead, but the merely injured are completely refreshed and restored to health), everyone becomes that much more boisterous. And when the bandits scattered unconscious and bleeding across the terrain surrounding the settlement begin to wake up, and join in the merry-making, well, then the party REALLY gets started....

And in the back of his mind, as Roath looks up and sees the rainless clouds, and sees the euphoric revelry, he knows... Ley Line Storm.

Hassun, Zakkael and Herra feel the euphoria more deeply than most, the three psychics riding the wave of overwhelming good vibes and finding it hard to focus on anything other than celebrating. Some of the Legionnaires who were closest to Zakkael, instead of singing war-chants or bawdy lyrics, break into a four-part harmonic psalm.
OOC Comments
So, first off, Hassun, Zakkael and Herra all get a level of Fatigue, for being psychics in a Ley Line Storm. Remember that that adds an additional -1 to any modifiers identified later in this post.

Next, everyone can roll Smarts -2 to realize that this feeling of good-will, euphoria and glee is probably not natural, and maybe you should shoo away the bandits before it wears off. Roath, because of his Ley Line sensitivity and recognition for what's happening, can make the roll at no penalty.

Anyone who makes the Smarts roll can attempt Persuasion (at a flat roll) or Intimidation (at -2) to try and disperse the bandits. There's 3 Tokens' worth of bandits among the revelers; every success or raise on a dispersal attempt gets one Token to agree to amiably head back down the mountain and out of the storyline.

Getting the Dwarves and Legionnaires to do anything sensible, like take cover in the mine, is much like herding cats that have been mainlining catnip for several hours. The roll is the same as above, but at an additional -2, because they're in such good humor that they keep trying to sneak back out to join the ones who haven't been led inside yet. There's 4 Tokens' worth of Dwarves, and 4 Tokens worth of Legionnaires; you have to declare which group you're focusing on before rolling.

And yes, that means that, functionally, the total casualties taken by your side are nil for the actual fight. There might be a handful of unlucky bastards who won't be coming home, but anyone who wasn't dead at the end of the fight is now fully refreshed (barring the aforementioned Fatigue levels for psychics).

Oh, and any PC who fails the Smarts roll is treated as a Token unto themselves for being herded inside. Wild Cards are just that much more difficult to direct.
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: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Echo »

Smarts Roll 3 failure
Smarts [dice]0[/dice] -2 for difficulty = 3
Smarts Wild [dice]1[/dice]
Not realizing what was happening Echo instead slips into the euphoria of the storm. Soon she begins relaxing around the towns people and putting on a bit of a show reenacting memorable events from the battle in the form of a play with only two cast members, herself and her splinter, in a family friendly way.
She seems to be happy and content, not realizing anything is amiss.
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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Erin Tarn
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Erin Tarn »


Smarts 4 Success
Thank goodness I was not at a negative....made it. Post coming later today....
[dice]0[/dice]
[dice]1[/dice]
Persuasion 9 Success and a Raise
Anyone who makes the Smarts roll can attempt Persuasion (at a flat roll) or Intimidation (at -2) to try and disperse the bandits. There's 3 Tokens' worth of bandits among the revelers; every success or raise on a dispersal attempt gets one Token to agree to amiably head back down the mountain and out of the storyline.

P [dice]2[/dice]
Wild [dice]3[/dice], Ace [dice]4[/dice]
  • Roath grunts and aches as he pushes himself up from his resting place.

    "Damn it Snacks we aren't done yet. Arte! Ley Line Storm! The feeling of euphoria that you feel is false, we are in danger! Snacks get up! Warn people... Arte!"

    Roath, tired and still covered with blood all across his armor and cloak makes his way towards the bandits that are nearby to persuade them to leave by encouraging them with both words and the flaming sword in his hand!

    If need be Roath will use his Fear Spell - Frightful tendrils of Darkness can assist in dispersing them. (Hold off on that unless needed later). Mostly the old man is invigorated by what's coming and his realization that no seems to see it coming.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
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Zakkael
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael feels the wave of joy and gladness rush over him. It wasn't nearly as exhilarating as being in Heaven in the presence of the Light, but there were elements of similarity. He smiles, singing psalms of victory and thanksgiving with his brethren.
Smarts
Smarts at -1 for fatigue, -2 for euphoria penalty
[dice]0[/dice]

Benny for extra effort with Elan
[dice]2[/dice]

Total result: 9

Wild die Smarts
[dice]1[/dice]
In a flash of divine inspiration, he realizes the joy is empty, a false exuberance brought on by the imminent ley line storm. Still overcome with fatigue, he turns to see familiar faces have joined in the revelry, but he knows those faces from having been on the other side of the battle. Donning the Breastplate of Righteousness, he begins urging the now healed bandits to retreat.
"Your joy is false! You who have brought this town much sadness with your violence and destruction are not welcome here. Judgment is upon you! Leave now, or surely I say unto you, Heaven will open up, and its wrath will be revealed! Woe unto you if you heed not the words of the Angel of Justice! BEGONE!"
Intimidation
Faith to activate Armor with Holy Presence, -1 fatigue, +1 staff bonus
[dice]3[/dice]

Ace Faith
[dice]7[/dice]

Wild die Faith
[dice]4[/dice]

Intimidation, -1 for fatigue, -2 for euphoria, +2 for Holy Presence, net -1
[dice]5[/dice]

Benny for extra effort with Elan
[dice]8[/dice]

Wild die Intimidation
[dice]6[/dice]
The force of Zakkael's conviction and the certainty with which he speaks of Heaven's judgment shake several of the bandits from their bliss enough to turn around and leave the town.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Hassun
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Hassun »

Smarts Roll 7 Success
OOC Comments
Smarts [dice]0[/dice] Exploded [dice]2[/dice]
Wild Die [dice]1[/dice]
Total:7
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Freemage
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

Roath and Zakkael manage to get the mountainside cleared of bandits, at least; they wander off, singing and cheering as if they were the winners of the fight; many of them even left their weapons behind, scattered on the ground. They do take their hoverbikes and horses, when possible, and many of them double-up when one has a wrecked mount (honestly, a few of those riding double look like they might be getting a bit closer once they get clear of the place...).

Echo is caught up in the euphoria; perhaps her unique nature made it harder to resist. Hassun is still blissful and unfocused, but he does at least realize that things are potentially dangerous, at least.
OOC Comments
Getting Legionnaires/dwarves under cover works exactly like driving off Bandits, if people want to make that attempt. Echo and any other PCs who fails the Smarts roll count as a Token of their own. Declare whether you're clearing Dwarves, Legionnaires or fellow PCs. Obviously, Roath and Zakk already took their rolls, and Echo won't be making one.
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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Scyleia
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Scyleia »

Smarts Roll: 5 Success
OOC Comments
Smarts 1d8-2: [dice]0[/dice]
Smarts 1d6-2: [dice]1[/dice]
keeping herself away from the merriment, Scyleia busies herself with the arduous chores of getting ready for the next battle, whenever and wherever that may be. Her first step is to gather as many drained e-clips as possible and start the process of getting them charged. She then makes her rounds and inspects the fortifications, reinforcing them as needed. and finally cleaning up herself and her gear.

Persuasion Roll: 2 Failure
OOC Comments
Flat 1d4: [dice]2[/dice]
hero 1d6: [dice]3[/dice]
Sensing that things seem a bit too jovial, Scyleia attempts to break up some of the celebrating. Largely being ignored, she goes back to her preparations.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Peta Chante
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Peta Chante »

Smarts 3
Smarts [dice]0[/dice]
Wild [dice]1[/dice]
As the storm rises so does Herr'a mood. The victory is won and the resounding hymns from Zakkael echo deep in her chest. Joining in she revels with the group. For the first time, perhaps ever, she feels elated and happy. Fuzzy memories of life before slavery on her home world flood into her mind as she sings loudly and boisterously. Tears stream down her face as she dance and hoots with the miners and whoever else joins in. Swaying and moving to the rhythm of the music, she is oblivious to any potential dangers.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by SnackHappy »

OOC Comments
Smarts [dice]0[/dice]
Wild [dice]1[/dice]
Blissfully unaware Jacob does the robot, in his robot. He also begins playing tunes over the loudspeaker.
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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Artemeisia
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Artemeisia »

Resist being happy: Smarts [dice]0[/dice] Wild [dice]1[/dice] + Extra Effort [dice]2[/dice] Total: 2 FAIL.

Identify ley line storm: Smarts [dice]3[/dice] Wild [dice]4[/dice] SUCCESS (barely)

Herd cats (dwarves): -2 cat penalty and +2 strong willed cancel. Intimidation [dice]5[/dice] Wild [dice]6[/dice] FAIL - not needed.

Arte does one thing. She points to the sky and says, "Ley line storm."

And then she dances. She doesn't know Korean, but her training in ancient Japan coincided with one of the island nations many attempts to invade the peninsula. Significantly taller and stronger than everyone, she came and went as she pleased. She witnessed some of the Korean culture, briefly, and she was fascinated with the Geommu. As a two sword dance, she thought it was spectacular. So, after seeing it once, decades ago, she decides to recreate here. Except I read of twin ceremonial short swords, she dances with her twin chainswords.

Turned on.
Artemeisia Harpe Discipula
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Freemage
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

Apex of the Storm

The noise of the revelry continues to grow, the very air surrounding the mountain seeming to throb with energy. The party lasts for nearly an hour, during which time Zakkael and Roath manage to clear the mountainside of bandits, and SnackHappy manages to teach The Robot to a score of dwarves. Artemeisia's sword-dance is a thing of grace and beauty, which will probably be remembered by the potential suitors among the Legion's rank-and-file later on. By the end of the hour, the volume is at a fever-pitch, almost as if each new noise made is being held in the air... until it BREAKS. From the thunderheads above, a massive, roiling dark cloud comes pouring down, across the mine entrance and then down the mountainside. Everyone still outside is knocked over, drenched from head to toe, and stunned by the oppressive thunderclaps all around you, lasting for several long minutes.

Worse, as the back end of the cloud passes, blue-white lightning trails behind, like some sort of energized jellyfish, splashing across the landscape, and seeming to hone in on wielders of arcane power unnerringly. Several of your number, still dazed by the storm, are struck by the bolts of eldritch energy. Echo is affected most of all--her usual form literally blasted away, leaving the living spell in its base state. It would seem that the party is over....
OOC Comments
First off, everyone is Prone and Shaken by the passing thunderhead. SnackHappy needs to roll Piloting, or he'll tip over and take XZX Damage from the fall.

Lightning hits anyone with PPE or wielding a TW item. Damage is listed below. And yes, the 'dispel' effect that kicks in on any disguising/concealing effects means that Echo takes it on the chin, I'm afraid. Echo and Zakkael also suffer from not having Full Environmental Protection; the lightning bypasses their armor, as it's basically a big blast of eldritch plasma.

Artemeisia (Tough: 13) [dice]0[/dice] 8--no damage
Roath (Tough: 16) [dice]1[/dice] 9--no damage
Zakkael (Tough: 5) [dice]2[/dice] 4--no damage
Scyleia (Tough: 19) [dice]3[/dice] 9--no damage
Echo (Tough: 4) [dice]4[/dice] Damage Ace [dice]5[/dice] 19--15 Damage = 3 Wounds

Remember that you just got Shaken by the thundercloud, so if the damage is enough to Shake you again, you take a Wound.

After all this fresh hell is done with, you get ONE ROUND before the Next Thing hits. Remember to roll to unshake before taking any actions. Psychics are still suffering from Fatigue, and Psionics specifically suffers a -2 Penalty when cast in during the storm. OTOH, anyone using PPE-based powers (Zakkael's Mysticism, Roath's Magic, or Arte's Tattoos, if for some weird reason she wants to go there) should roll a Special Effect d6 with their casting roll; this can cause dramatic alterations to your spells, so make sure to check this table before writing your post:

1-2: Negation--your magic does nothing
3: Surge: Duration is normal, all other numerical effects (including range) are doubled. Spells must use maximum effect possible.
4: Diminished: Duration is normal, but all other numerical effects (including range) are halved.
5: Wild: Go to your IF's Power List, roll a die (listed below) and start counting--if a power uses a "/" like Boost/Lower Trait, count each separately. Also roll 1d4--even is the regular form of the power, odd is the Mega-Power. Burn the appropriate amount of PPE for the spell (if, by some chance, you don't have enough, then you completely deplete your store of PPE and the spell still fizzles):
Zakkael: 1d41
Roath: 1d44
Artemeisia: We'll talk. :P
6: Explosion: Spell fizzles, PPE spent, and you must make a Vigor roll. On a success, you are Shaken, on a failure, you suffer a Wound.

As a final note, Roath and Zakkael cannot tap the Ley Line for PPE while the storm is going on.

Once that single round is over with, we'll get to the Next Thing.
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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SnackHappy
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by SnackHappy »

OOC Comments
Piloting[dice]0[/dice]
Wild[dice]1[/dice]
Spirit to unshake[dice]2[/dice]
Wild[dice]3[/dice]
"Guys it's like a giant slip'n'slide! Oh crap, Echo you all right"
Jacob plays a bit in the mud and rain until he realizes his friends might be getting hurt. At which point he will try to carry his friends to the safety of the mine.
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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Echo
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Echo »

Soak 10, Success and Raise, Soaked 2 Wouds
Vigor Roll [dice]0[/dice]
Vigor Wild Roll [dice]1[/dice]
  • Used 1 EP and 1 Patreon Auto Ace
    Vigor Roll [dice]2[/dice]+6 Auto Ace
    Vigor Wild Roll [dice]3[/dice]
Staggering from the physical blows Echo loses stability. Trying to pull itself together enough to flee it races for cover.
Her reply to Snackhappy comes through broken by the distortion of the storm. “Definitely not okay, I need help.” The voice sounds strange over the radio, fluctuations in pitch as if many people were talking all at once. Their own danger, combined with knowing their friends are in danger is enough to sending a surge through the team bringing them back to their senses.
Rally
I use Rally, removing shaken status from allies.
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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Scyleia
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Scyleia »

Shake of shaken: Total 6
OOC Comments
Spirit 1d6+2: [dice]0[/dice]
Hero 1d6+2: [dice]1[/dice]
Scyleia regains her footing and appears very disoriented in the storm. Knowing that Echo is in need of immediate assistance, she makes her way through the crowd, sensing her way to find Echo.

Notice to find Echo: Total 5 or 9 (depending on how this ability is ruled)
OOC Comments
Not sure if my natural senses would be able to make out specific individuals for this action... so below are rolls for both options:
Using blind hindrance:
Notice 1d6+2 (-2 for storm, -6 blind, total -6): [dice]2[/dice] blow up: [dice]6[/dice]
Notice 1d6-66: [dice]3[/dice] blow up: [dice]7[/dice]

Using natural senses (but storm fouled):
Notice 1d6+2 (-2 storm fouled for a flat 1d6): [dice]4[/dice] Blow up: [dice]8[/dice]
Hero 1d6: [dice]5[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Freemage
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Posts: 1927
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

Echo's condition serves to snap everyone else out of their shock, shaking off the effects of the thunder-wave. Scyleia manages to find the deformed Echo's wracked body, and assist SnackHappy in picking the injured shapeshifter up to move to the mine for safety.
OOC Comments
No one is Shaken, now, except for Echo, who is being carried by Snackhappy. There's actually no rain or such, now that the rolling thunder wave passed, so Scyleia's radarsense is unhindered. As such, she was easily able to locate Echo--until Echo is able to reform, it stands out a bit.
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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Zakkael
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael feels the lightning course through his body. Momentarily dazed by the blast, he is otherwise unharmed. Looking to his friends, he sees Scyleia and SnackHappy carrying the raw form of Echo towards shelter. Taking a glance around for others in need of assistance and finding everyone to be relatively uninjured, he follows that group. Muttering prayers of protection, he does his best to shield them on their way to the cover of the mine. Taking flight, he glides above the three of them, hoping to take the brunt of any subsequent strikes.
Light of Heaven, shine favorably upon your faithful servant. Protect me as I protect those you have sent me to guide and guard. Let not this wrath fall upon those in my charge. But if it be the will of the Light, then let it fall upon me.
"Hurry, my friends! Take shelter anywhere you can! I consult with Heaven to see this horror pass us by with no further distress. Get to cover!"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Hassun
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Hassun »

Spirit 4
OOC Comments
Spirit [dice]0[/dice]
Wild Die [dice]1[/dice]
Hassun slowly gets to his feet shaking his head and muttering "the rabbit that slips from the eagle's talons must watch where it lands".

Scanning the ground in between the mine he quickly starts heading towards the entrance while trying to help any straggling party members/
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Erin Tarn
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Erin Tarn »


Roath
In Full EBA.


  • Cursing at himself the old Line Walker takes the electrical blast fairly well. Thanks to his armor. Only just Shaken it passes as fast as it comes*. Picking himself up off the mud soaked ground he groans as his back hurts. Rushing towards the caves Roath reflects, should I be herding others too? With a limp he decides to get into the cave first, put on his life jacket first metaphorically speaking. Then see what he can do to help.

    Holding the Roxcryth's Greater Flaming Sword in his left hand he refrains from activating it yet. Right handed he pulls out the energy pistol he has, and has never bothered to fire, since "purchasing" it.
* thank you Echo
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Peta Chante
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Peta Chante »

Crashing fro her euphoria, Herra hits the ground with a thud. Lightning arcs and dances all around them but thankful avoids her. The whole scene quickly went from joyous celebration to natural disaster. Rising on Echo's revelry she shakes her head and looks to others as they scramble to the mine entrance. Not one to leave a companion behind, Herra makes her way to Echo.

"Are you injured? I can attempt to heal you, but perhaps we should get under cover first. Can you make it to the mine?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Artemeisia
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Artemeisia »

OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
Well, this could have gone better. Ley line storms are unpredictable and dangerous. Artemeisia thinks watching the fallout from the storm. She maybe watches a moment to long before realizing she is unharmed and others are in bad shape. Shaking off the rain from her coat, she goes about helping as much as possible before regrouping with the 7th.

"It might be necessary to recuperate. I am fine, so I will keep helping these people as needed. Anyone who needs rest, do so. I would rather have us as healthy before the NEXT THING." :D
Artemeisia Harpe Discipula
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Freemage
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

Paz-Durkh: Reclamation


As most of you have recovered from the effects of the thunderhead's passing (though Echo is still scorched from its encounter with the eldritch lightning, and has not yet managed to regain a humanoid form), everyone has their attention drawn to a pulsing, crackling vertical line of energy that appears in the cliff wall above the mine entrance; the line rapidly spreads and splits, becoming a 50' tall Rift. Beyond the Rift is a city of crystal and silver, nestled in clouds far more pleasant than the ones still overhead in this world. And standing in the revealed gap are a small cohort of terrible, beautiful beings. Their leader steps forward, as the others behind him take up flanking positions. Each is armed with a sword; the leader's has no hilt, but instead a second blade, which his bleeding hand grips tightly. The leader's voice rings out in a thunderous bellow, as he levels the blade in Zakkael's direction.

"Zakkael! Return what you have stolen, or face Simikiel in combat! No longer will your affront be ignored! If you retain enough honor to duel me alone, my cohort will spare your comrades, but any who interfere, they shall find themselves sharing your fate!"
simikiel.jpg
simikiel.jpg (44.24 KiB) Viewed 14799 times
What do you do?
OOC Comments
This is an 'intent' thing--anyone who wants to side with Zakkael may do so, though I will be adding extra (and Extra) allies for Simikiel to the combat. Alternately, this could be a one-on-one midair duel between two celestial-type beings... in the middle of a still-going-on Ley Line Storm, because of course it is.

Oh, anyone who gets a Knowledge (Arcana) roll recognizes Simikiel as the Angel of Vengeance. Yeah, that's a literal double-edged sword he's gripping, there. Simikiel's a bit on the uptight side of things.
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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Zakkael
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael pulls up, stopping his advance before the mine entrance. He banks right, turning wide circles in the air, slowly gaining altitude to level with the creature. His eyes never stray from the empty face of his former comrade.

"You know full well I've stolen nothing, Simikiel! You went too far. Vengeance belongs to the Light, and the Light did not set you loose to bleed the innocent for the crimes of the guilty. That price has long been paid, or were you so bloodthirsty that you didn't notice the tearing of the Veil?"

Staring into the eyes of a creature with none, Zakkael continues. "Your thirst for vengeance exceeds even your charge. The judgment against you was not without an opportunity for atonement. The mercy of the Light is ever boundless, but so long have your wings soaked in the blood of cold revenge that you've forgotten. Even you, who can pass to and fro through the gates with barely a notice. You who can enter the court as you please, you have forgotten the warm mercy of the Light. That is your failing."

Zakkael's voice becomes firmer, mustering all authority within him. "This gift was given to me by Michael himself. You had your chance. You will not counter the wishes of Heaven, and my task is not done. Plead your case to the broken Triad. I daresay even the Fallen One will not take your side. But if it is your wish to meet oblivion, then I shall carry out the ultimate punishment due for your crimes."

Zakkael's hands tighten their grip on the staff in his right hand, and the shield in his left. Banking wider, he gathers some distance from the faceless angel. "Today, you face the bitter wrath of the Angel of Justice! You have chosen to forgo repentance and atonement. So let the verdict be written in Heaven, and your name stricken from the rolls!"

He turns to face Simikiel and spurs himself forward, staff outstretched, heading straight for the Angel of Vengeance. "GUILTY."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Freemage
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

"So be it." And Simikiel rushes forward to meet Zakkael.
OOC Comments
Love Zakkael's speech, there. For agreeing to fight solo in order to ensure the safety of others, take a Benny. On the downside, both will have Spellcasting hindered by the chaos of the Storm, and Zakkael additionally suffers the -1 Fatigue for being a Psychic.

I'll have the full set-up posted tonight. Unless Zakk is planning on using the structures as cover, I take it it seems reasonable to have this be an airborne battle, no real terrain to speak of? If so, we can assume Theater of the Mind is in play--Simikiel flies a bit faster than Zakk, but he is very much a close-quarters fighter, so really, they're going to get in each other's faces and then go at it til someone yields (voluntarily or otherwise).

Oh, give me a Knowledge (Arcana) roll; with a success/raises, I'll tip you off about some of Simikiel's specific powers that Zakk knows about that might not be immediately obvious.
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: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Echo »

Notice Crit Fail, Spirit to unshake Fail
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]

Spirit to unshake.
Echo Spirit Roll: [dice]2[/dice]
Spirit Wild Die: [dice]3[/dice]


Spirit to resume humanoid form. No relevent as she did not unshake
Echo Spirit Roll: [dice]4[/dice]
Spirit Wild Die: [dice]5[/dice]
Echo scans around,finding itself having trouble reacquiring a new form or thinking clearly. Splashing around amorphously she hums in a choir of voices "Thank you for the help, being struck my lightning always hurts very bad, but having it disrupt me in such a way is much worse."

Seeing Zakkael engage the fallen angel Echo begins feeling frustrated as she is struggling to regain herself and failing.
Echo Spirit roll to resist wound from Dispel 14 success
I forgot earlier Echo has a Hindrance that means she must make a Spirit roll to avoid taking a wound from Dispel.

Spirit to resist wound from dispel
Echo Spirit Roll: [dice]6[/dice]
  • Aced: [dice]8[/dice]
    • Ace Aced: [dice]9[/dice]
Spirit Wild Die: [dice]7[/dice]
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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Zakkael
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael steels himself to the battle at hand. Blessed be the Light, who trains my hands for war, and my fingers for battle. The Light of Heaven is my fortress, my high tower and my deliverer, my shield, in whom I trust. Quicken me to the bitter task and let the will of the Light be done through me on this earth.
Knowledge
Knowledge: Arcana, -1 for psychic fatigue
[dice]0[/dice]

Ace knowledge roll plus prior net result
[dice]2[/dice]

2nd Ace knowledge plus prior result
[dice]3[/dice]

Wild die knowledge
[dice]1[/dice]
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Freemage
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

Zakkael knows that it is not Simikiel's battle prowess that his foes come to rue. It is that he is relentless, an unstoppable force, unshakable in his resolve. Most notably, injuries only seem to drive him harder; he is at his most dangerous when he is on the edge of defeat. The Doubled Blade is the weapon he was created with, and it is as a part of him. It injures him grievously (in a manner which will not heal until his goal is accomplished), but he can use both ends as part of a single, deadly attack.

He has been known to pursue his quarry across dimensions before; tracking them down on any single world is almost a foregone conclusion.
OOC Comments
Yeah, Zakkael knows this asshole, alright. I'll give you the breakdown for non-dice-based stuff.

"Unstoppable force": He's almost more like a horror-movie villain than a celestial warrior. He just keeps coming, and coming, and coming. He's got Fearless, of course. Also immune to poison/disease, and never sleeps. Slow regeneration, Combat Reflexes and Hardy. He's even got a limited Arcane Resistance, specifically against Banish. Oh, and Harder to Kill. And finally, a special: Driven By Pain: For him, Wound Penalties actually count as a bonus to Agility, Strength, and to Skills that are tied to those two Traits. So "Three Wounds" is a dangerous place to leave him at. He's still Incapacitated after that, though.

He's got a bunch of Professional Edges that basically make him the world's most potent bounty hunter, and skills to match. In addition to some combat-related powers (notably Fear, Armor and Smite, with Mega-versions), he's got a bunch that assist in tracking down targets. Probably not much use here and now, but hey, if he becomes a recurring villain.... Icing on the cake, darkness pretty much is irrelevant to him.

The Doubled Blade is a particularly nasty Trademark Weapon. He actually starts the fight with a Wound that will not heal until he's achieved his reason for drawing it (in this case, recovering the Shield), or is rendered Incapacitated. So, yay for that (of course, remember Driven by Pain). In addition, the weapon allows for 2 attacks--one with the primary blade (more raw damage) and one with the secondary (higher AP). It's 2 Fighting Rolls and 1 Wild Die for the attack sequence.

Set-up post to come.
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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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

As the sky titans move to strike one another, Zakkael manages to eke out a slight advantage (or perhaps Heaven truly has favored him this day).
OOC Comments
Initiative for this round:
Zakkael:
8H.png
8H.png (624 Bytes) Viewed 14770 times
Simikiel:
5H.png
5H.png (577 Bytes) Viewed 14770 times
So, Zakkael goes first. Hooray!

Let's say they start a distance of 12" apart.
Either of them using Faith/Mysticism must roll a d6 on the chart (reposted here) to determine the Storm's effect on the spell. Psionics is not affected by the table, but all Psionics rolls are at a -2 penalty (this stacks with the Fatigue penalty).
Zakkael is suffering a single level of Fatigue which cannot be removed until he is out of the storm.
PPE is not available to replenish from the Ley Line.
Storm Magic Table:
  • 1–2 Negation: PPE is spent, but nothing happens as the storm consumes the effect.
  • 3 Surge: The range is doubled, and so is any damage or other (numerical) effect. Duration, however, remains the same. The magic is somewhat uncontrollable, however, so the caster can only use the maximum possible effect.
  • 4 Diminish: The range is halved, and so is any damage or other (numerical) effect. Duration remains unaffected.
  • 5 Wild: The caster uses a complete different spell or power than intended, as selected by the Game Master. This could even be a power the caster normally cannot use. If this comes up, roll 1d56, and I'll tell you what happens.
  • 6 Explosive: The caster is automatically Shaken and must make a Vigor check to avoid a wound as the magic erupts in her face. The intended effect does not happen, but the PPE is still spent
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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Zakkael
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael summons the Spear of Judgment, aiming at the very core of Simikiel's essence.
Faith
Spending Adventure Card: Boom! Headshot!
Onslaught 6d6 bolt, -1 due to fatigue, +1 staff bonus, called headshot
[dice]0[/dice]

Wild die Onslaught
[dice]1[/dice]

Benny - extra effort with Elan, adding prior result
[dice]3[/dice]

LLS effect on magic
[dice]2[/dice]

Damage from Soul Blast headshot, doubled
[dice]4[/dice]

One ace damage die plus prior result
[dice]5[/dice]
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Freemage
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Posts: 1927
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

OOC Comments
Incapacitation Hard To Kill [dice]0[/dice]
Wild Incapacitation [dice]1[/dice]

Injury [dice]2[/dice] Ugly Hindrance from scarring
The Angel's Dream-catcher-like halo SHATTERS under the augmented might of Zakkael's Judgement Spear. Simikiel shudders, staggers, and collapses to the ground. The strange, hollow head is now covered by a laticework of horrific scarring.

The assembled Host look at one another, nonplussed, and then one of them steps forward. "Congratulations, Shield-bearer. None shall deny your claim from this day forward. If you will permit?" He gestures to the Shield, and if allowed to examine it, passes a hand over the damage from the fall back in Little Pocahontas. "Please, consider this recompensation for the trouble. We shall take Simikiel back to the Celestial City, now.

The broken, battered body of Simikiel twitches at that. "No... you won't... I would rather--" And as he speaks, the Rift PULSES, and suddenly the view beyond alters; where once there was a gleaming city, now there is a barren wasteland, dotted with blackened tree-husks under a crimson sky lined with thin, indigo clouds. "--Fall." The light becomes twisted, and he is pulled towards the Rift so swiftly that it rips first the feathers, then the flesh itself from his wings, leaving only the bone structure behind. As he passes through the Rift at a dizzying speed, the Dual Blade is ripped from his hand, bouncing back into this world at Zakkael's feet. And as soon as Simikiel is through, the Rift pulses again, and is back to the Celestial City.

This time, the Host seems truly distraught. "Ah... Well. It seems you have earned yourself a new duty, as well, Zakkael. Where you deem Justice demands, you now must administer Vengeance. You do not have to wield the Blade, but you should bear it as a sign of the office."

Without another word, the Host turns and passes through the Gate, returning to the City. It closes, and the oppressive air of the Storm finally breaks, as the clouds disperse, revealing a glorious sunset to the west.
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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Zakkael
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael alights where the body of Simikiel fell. Watching as Simikiel's final choice plays out, he stares at the bleak landscape that pulls in the existence of what was the Angel of Vengeance. Shaking his head as the choice is made, he speaks. "He has chosen...poorly."

He looks up as the host of Heaven lays a new task on his shoulders. He bows his head. "I shall obey as the Light commands. All glory and honor belong to the Light alone. Amen." He glances up again at the City he loved. A smile crosses his face as he basks in the light of paradise. The host of Heaven departs, and he remains.

He looks down at the blade his former friend carried and used to brutal effect for millennia. "Thanks be to the Light, who delivered my enemy into my hands. Vengeance does not strike lightly, but woe be to those who earn the wrath of the Light of Heaven." He reaches out with the Hand of the Seraphim, grasping the blade with his mind. He takes an extended look at the stain of blood and muses. "Such a bitter price." He does his best to secure the blade to his belt in lieu of a suitable sheath. Turning to the mine entrance, he speaks. "Come, friends. Let us see to the last of our hurts and that of the townsfolk. We will break bread together this evening, mourn the lost, and thank the Light for our victory, costly though it may be."

He wonders to himself, as he goes about healing any remaining wounds or offering rest to the weary. Why would he choose to Fall? When mercy is so freely given, why choose your own destruction? Was he so dedicated to vengeance that he could not see beyond his own task to decide his fate? Such a shame. He will find no comfort in his eternal choice.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Echo »

Notice 19, success and 3 raises
Notice: [dice]0[/dice]
Notice Aced: [dice]2[/dice]
Notice Wild: [dice]1[/dice]
As the storm finally breaks and having seen the potential battle turn into a smite. Echo is finally able to recover herself after a couple minutes of recovery and feeding off of the ley line she restores her missing strength and a little extra as she returns to her preferred form and looks around.
Without additional words to say, having already thanks her friends for their help and being obviously embarrassed by the little experience she begins setting to work aiding in whatever way she can.
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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Freemage
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Joined: Thu May 11, 2017 7:09 am

Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Freemage »

OOC Comments
Bring Him Back [dice]0[/dice]
Extra Effort [dice]1[/dice]
Ace Effort [dice]2[/dice]

Total: 12
Paz-Durkh: Epilogue

A night of somber celebration follows Zakkael's victory over Simikiel. Nothing energetic--everyone is burned out of that impulse by the previous unnatural euphoria.

Watches are maintained. A half-dozen bandits are captured by the dwarves overnight. Apparently, they'd been sent into the mine through a back tunnel. It wasn't large enough to use to raid the supply of geodes, but the men were dressed as Legionnaires, apparently they were going to infiltrate the ranks and plant explosives on the defensive wall overnight, and then set them off during the next morning's raid--of course, that plan has been completely disrupted, the saboteurs didn't even know the main force had already fled in total retreat. The prisoners ultimately end up getting taken back to Castle Refuge to see if they can be redeemed, or at least used in a prisoner exchange the next time the Legion and the 1st Apocalyptic Cavalry end up at cross-purposes.

Throughout the day, everyone maintains sharp watch, just in case the bandits return, but there is no further trouble. At sunset, the caravan from the Legion shows up, and they fill four trucks with the geodes. Karl Thrunder, the leader of the dwarves, approaches you, addressing Artemeisia directly.

"We thank you, warriors, for you stalwart defense of our home and our mine. We are aware that this was an assignment for you, but we have informed the Legion that we wish to express our thanks directly to your group." He gestures, and the dwarves bring forward a geode for each of you. "Please, put these to whatever use you might be able to get for them."

The corporal who had led the caravan comes over and salutes. "Chief Ossana said you should ride back with us, to provide security and receive your next assignment."

The ride back is very peaceful, and you arrive at Castle Refuge at sunrise. Montcrief takes care of the delivery, and congratulates you on your success, as he reads the mission report. "Alright. Go and get showered up, and sleep for a few hours; Chief Wilde will see you at noon in the briefing room. The good news is, the ventilation has been fixed."

And so, refreshed (mostly), you find yourselves filing back into the same briefing room, the air quite comfortable, as promised. Ossana and Montcrief are already there, and as you sit down, she takes a moment surveying you all before nodding.

"Excellent work, people. You're all officially big damn heroes, now. Oh, except in Little Pocahontas." She takes a moment to pull out a sheet of paper, corners ripped as if it was pulled down after being nailed to a wall. She reads aloud. "Wanted: Information leading to the identification, capture and conviction of the murderers of Henry "Hellfire" Harrison, beloved friend and father, and his loyal lieutenant, Lucas Griswold. Inquire at the Little Pocahontas sheriff's office. 10,000 credits for identification, 100,000 each for capture or confirmed kill." She pauses.

"Furthermore, we have received a report that the sunnofabitch didn't even have the decency to stay dead. Apparently the town nearly bankrupted itself to obtain the services of someone who could bring him back from the grave. He's set himself up there as Lord Mayor Hellfire, now, because I guess the one who brought him back was a D-Bee, so he's on the outs with the 1st now, so at least that's something. Also, I suspect he knew Lucas--that was the robot armor jock, apparently--was as loyal as the poster suggests, since his lieutenant was NOT brought back from the dead." She tosses the wanted poster on the table; in the center space, there's several question marks, and a pair of rough sketches that probably are Artemeisia and Hassun; not good enough for a solid identification by some passerby, but it suggests that Hellfire, at least, would probably recognize you both. She snorts. "I hear they're building a statue to the new Lord Mayor. Sergeant Tubbins went out when we got word about this, they were holding a three-day celebration in honor of his successful resurrection. Tubbins noticed that a disturbing proportion of the children in that town have green eyes, same as Harrison. People started asking questions, so Tubbins got the hell out of there. In short, folks, you are all to stay well clear of Little Poke for the time being, until we get this situation resolved. Understood?"

"Now, on to happier matters. You all have a few days off, and your next pay receipt will have the combat bonus applied to your accounts. After that, you're getting a milk run. Goodwill tour of the region sort of thing. I'll have the details in the next briefing; in the meantime, enjoy the R&R." And with that, she walks out. Montcrief hangs back. "Any questions?"
OOC Comments
So, take another week's salary, per the payscale post. In addition, everyone gets 2500 credits hazard pay.

Finally the geodes from the dwarves can be sold for an additional 2500 credits, OR, they can be used directly by a Techno-Wizard to reduce the material cost of a TW Conversion or Upgrade by 5,000 credits.

You also should all add Wanted (Minor): Little Pocahontas to your sheets, and Hassun and Artemeisia should add Enemy (Minor): Henry "Hellfire" Harrison. Finally, Zakkael gets Enemy (Major): Simikiel, Fallen Angel of Vengeance.

New storyline post should be up sometime Monday.
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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Zakkael
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Posts: 186
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Location: Castle Refuge

Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael accepts the geode from the dwarves. "I thank you for this, though it is entirely unnecessary. Still, I accept this and call a one hundred-fold return to you and yours for your generosity. I assure you, this will be put to good purpose." Bowing, he takes his leave and boards the caravan back to Castle Refuge.

Upon his return, Zakkael stores the geode in his locker, wrapped in some rags. He seeks out some leather workers who might be free to design and craft a fitting sheath for both the primary and secondary blades of the sword of Vengeance. While awaiting the finished product, he tours the outskirts, looking to fulfill another of his vows. Finding a soup kitchen, he spends some time there, addressing new arrivals to Castle Refuge, offering comfort, healing, and helping to serve meals. Finished with a day of service, he seeks out and finds an administrator for the outreach. "My means are meager, but I would like to offer some monetary assistance to offset the cost of some food for the kitchen." He offers a credstick of 2000 credits to the administrator. Taking his leave, he returns to the castle.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Artemeisia
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Artemeisia »

OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
"We thank you, warriors, for you stalwart defense of our home and our mine. We are aware that this was an assignment for you, but we have informed the Legion that we wish to express our thanks directly to your group." He gestures, and the dwarves bring forward a geode for each of you. "Please, put these to whatever use you might be able to get for them."
"Sir Thunder, it is our honor, whether an assignment or not. I speak personally that this was an experience as a large scale battle commander that was particularly rewarding. Thank you for the opportunity," Artemesia says with a nod. "Thank for the gifts, they will be a keepsake."

Artemeisia eats up all the thanks from the dwarves and other defenders. She considers the experience at length, putting it in terms of strategy and swordsmanship.

Back at base Artemeisia relaxes by practicing and studying. She doesn't focus all her energy on swordsmanship or sharp shooting, she spends a portion of it studying battle strategy.
Artemeisia Harpe Discipula
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Peta Chante
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Peta Chante »

Accepting the geode and thanks graciously Herra sighs as they begin the drive back. Operating the ATV is her least favourite part of this assignment. Surely there is someone better suited than her. When they finally arrive back at the castle she happily let's the motorpool staff take the beast from her.

The story of Harry Hellfire makes her frown, although he takes small solace in the permanent death of the robot pilot. Her frown deepens when they are ordered to stay away. She dislikes having unfinished business. In her mind going in to put that abomination down for good should be a top priority.
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Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Echo »

On the drive back to the Castle Echo cannot stop thinking that something feels undone. Looking at the others she asks. "Does it feel strange to any of you the way things resolved with Simikiel? He gave the impression of being very powerful but his defeat was near instant."
Looking to Zakkael she asks. "Are the battles of angels normally so short?"

OOC Comments
I am sure characters have no clue about such awesomeness as "Adventure Cards"
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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Zakkael
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Zakkael »

Zakkael turns to Echo. "Simikiel is powerful. He ranks as one of Gabriel's chief lieutenants, as demonstrated by the host of angels who came with him. His defeat would not have been so complete and so swift had his mission not been unjust. His was a personal vendetta for a perceived slight. There is no sanction from Heaven for such matters."

He pauses a moment. "The battles of angels are not often that short. I remember the tale of Michael himself coming down to assist another angel against the demonic Prince of Persia, a formidable foe for even a legion. Twenty one days had that angel struggled before Michael was able to turn the tide. Imagine the spectacle then, had our battle waged even half as long!"

Zakkael laughs, and continues. "No, that battle was as decisive as that of the giant of Gath and the shepherd boy. Full of bravado and threats, but in the end, the lesser of us carries the day, and that for the blessing of the Light of Heaven. The Light had chosen the bearer of the Shield, and no personal gripe can shift the will of the Light. Even on my own, the full measure of my power could not have struck such a blow. The Light gives me strength and prepares my hands for war."

The smile slowly leaves his face. "I question the permanence of Simikiel's fate. He has chosen to Fall. I should not be surprised if the Fallen One has some nefarious use for him, and sees him reconstituted. Truly, the battle shall be great, if the day comes where we must face each other again." Zakkael falls silent, a look of consternation on his face.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Re: Paz-Durkh Aftermath: Storm of Good Cheer

Post by Echo »

Echo nods in understanding as Zakkael explains his theory thinking perhaps she agrees. As the drive is a long one she decides she will spend much of it discussing religious matters with Zakkael.
It is strange to her that he is obviously a little insane, but his words she finds very persuasive and she would like to know more.
Her desire for purpose and understanding combined with her natural empathy find it very attractive that some one or something is orchestrating things and helping in the fight against the evils and darkness on this world and so many others.
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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