North of Garnet Town

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Corrigon
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North of Garnet Town

Post by Corrigon » Mon Jul 02, 2018 3:57 pm

North of the Nexus are the deep woods, occasionally punctuated by large rocky outcroppings
GM bennies 6/8

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Mon Jul 02, 2018 4:15 pm

As Kidemonas and whomever goes with him head North, enroute you spot something in amongst the trees.

As you get closer, you see that various trees are growing in the middle of various crumbling walls, made of a mixture of stone and the occasional bit of modern (ooc MDC) material. From their size, they look to primarily have been dwellings of some kind.

The area is now completely overrun with trees now, except for what appears to be a small clearing bathed in the sunlight, filled with wooden crosses, approximately twenty or so.
OOC Comments
A successful survival roll will tell you that the trees growing in the middle of the buildings look to be the same age as the trees surrounding the area.
Raise would estimate the age of the trees as approximately fifty years old
Knowledge engineering or similar will show that the buildings were occupied no more than fifteen years ago
GM bennies 6/8

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Wed Aug 29, 2018 6:27 pm

OOC Comments
Choosing to fail the survival and engineering rolls.
Notice 3
Kidemónas Notice Roll: 1d6 = 3: 3
Notice Wild Die: 1d6 = 2: 2
Offering a ride to any willing to go Kidemonas lowers his wing to allow them to climb up and get comfortable. Obviously excited to be back on the heading for the cave he had forgotten and hearing the willingness of another to head there.

Once all are aboard he immediately takes off for the cave, landing right outside. Landing in the clearing and looking around Kidemonas is virtually twitching with the energy built up in him. He knows all the greatest of dragons have their own caves and he will be a greater dragon than them, so he definitely needs one. This is his opportunity.

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

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


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Heracles
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Re: North of Garnet Town

Post by Heracles » Wed Aug 29, 2018 9:09 pm

Notice 6
Notice +2 to the roll.
Notice die 1d8 = 2: 2, Wild die 1d6 = 4: 4.
Survival 4
Survival +2 to the roll
Survival die 1d6 = 1: 1, Wild die 1d6 = 2: 2.
Heracles frowned a bit as he watched the ground below - well, at first he was happy and content to just ride with his mouth open and tongue hanging out as the wind whipped by them. But then he spied something down below. He pointed out to it and spoke loudly in to the coms so the team might be able to hear him over the sound of the wind.

"Do you all spy down upon the ground there? Ruins, if I be not mistaken! Overgrown with trees, but still interesting and visible, looking to be quite old! Should we not check them out, perhaps after the cave inspection?"
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

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

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

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

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

Currently playing in: 3rd Set The Losers

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Savant
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Re: North of Garnet Town

Post by Savant » Wed Aug 29, 2018 9:46 pm

Notice 6, Survival 13
Notice 1d4+4 = 6: 2
Wild Notice 1d6+4 = 6: 2

Survival 1d4+2 = 5: 3
Wild Survival 1d6+2 = 8: 6
Ace running total 1d6+8 = 13: 5
.
Savant nods to Heracles as she settles down next to him, assisting any other riders with their dismount, as well, if needed.

"Yes, that must have been some half-century ago, judging by the trees. Perhaps there was some calamity back then. Certainly worth investigating."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

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

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Thu Aug 30, 2018 12:27 am

Garnet Town/North cave
Afternoon
Round 0
Notice 8
Notice 1d6 = 6: 6
Ace 1d6+6 = 8: 2
Wild 1d6 = 4: 4
Survival 4
Survival 1d4-2 = 2: 4
Ace 1d4+2 = 4: 2
Wild 1d6-2 = 3: 5
“Huh,” Vivian wondered, observing the ruins as they flew over the trees. “And is that a graveyard?” She indicated the clearing.

Kidemenos seemed to have only the cave on his mind, and pushed his way through the trees to the cave entrance after everyone had dismounted. Viv shrugged and pulled her ion pistol and vibrosword. “You haven’t been inside?” she asked the dragon. “Anything could be living in there.” She pulled down the visor of her helmet, sealing her armor, and activated night vision. “I’ll check it out, make sure it’s safe.”

Viv activated her armor’s stealth field to make her invisible to tech and crept inside.
Stealth 10; And invisible to tech per the invisibility power
Stealth 1d10+4 = 10: 6
Wild 1d6+4 = 8: 4
***
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: 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.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
Invisible to tech (3r)
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 0/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Re: North of Garnet Town

Post by White Hoof » Thu Aug 30, 2018 12:44 pm

Not one to trust dragons Hoof grunts before climbing onto his fellow 3rd SET member's back and setting up a good position with his vindicator minigun ready to rain death.

The runners code... "Watch your back, shoot straight, conserve ammo, always geek the mage first, and never, ever, cut a deal with a dragon."

These are rules that have kept Hoof alive for a long time but in this new realm, he seems to have to bend them every now and then and it's driving him crazy.

"Jest tell me whut I haft'a shoot and I'll make sure to splat them first."
OOC Comments
Notice
skill 1d6 = 1: 1
wild 1d6 = 1: 1
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Thu Aug 30, 2018 1:55 pm

Are you guys skipping ahead to the cave?
GM bennies 6/8

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RFT
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Re: North of Garnet Town

Post by RFT » Thu Aug 30, 2018 3:08 pm

Yes
deliberately left as GM account so it does not show up in count.
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Re: North of Garnet Town

Post by Corrigon » Sat Sep 01, 2018 9:05 am

OOC Comments
Sorry, had stuff written for there
Ignoring the ruins that you have seen from the air, Kidemonas continues flying north, though leaving behind anybody who wishes to investigate the ruins. After a few more miles of heavy woodland, the trees begin to thin out into a sparse grassy plain, where a few rocky outcroppings dot the landscape.

According to the map co-ordinates Darius provided, it takes a few more miles before you reach it making it approximately ten miles North of Garnet Town. There are a few signs of human/humanoid influence on the area, but primarily it looks to almost virgin territory.

Down in the ground is a ravine, which is not immediately obvious from the ground.
vogelherdcaveentrance.jpg
As you land near the cave, you can smell the damp emanating it.

OOC Comments
Knowledge arcane, notice or survival rolls for those who wish to make them please
GM bennies 6/8

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Savant
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Re: North of Garnet Town

Post by Savant » Sat Sep 01, 2018 2:18 pm

Notice 7, Survival 5
Notice 1d4+4 = 7: 3
Wild Notice 1d6+4 = 7: 3

Survival 1d4+2 = 4: 2
Wild Survival 1d6+2 = 5: 3
.
Savant immediately steps forward to the cave, drawing her sword, just in case. "Exercise caution, my friends. There could be bats."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

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

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Sula
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Re: North of Garnet Town

Post by Sula » Sat Sep 01, 2018 8:07 pm

Knowledge Arcana 3 Notice 7 Survival 7
Knowledge Arcana 1d4 = 3: 3
Wild Die KA 1d6 = 1: 1

Notice 1d4+2 = 3: 1
Wild Die No 1d6+2 = 7: 5

Survival 1d4+2 = 3: 1
Wild Die Su 1d6+2 = 7: 5
The ride on the dragon's back was relatively short. The thing about caves, they are generally rather dark unless you bring your own light. "If we didn't bring torches with us, I can make enough light for us all to see."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 30/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

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

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Mon Sep 03, 2018 6:39 am

Notice 9 (Danger Sense)
Kidemónas Notice Roll: 1d6 = 6: 6 Ace 1d6+6 = 9: 3
Notice Wild Die: 1d6 = 3: 3
Kidemónas heads into the cave ahead of the others. Looking around he tries to measure the caves size as best he can with his eyes. "It sure is a pretty cave, the entrance is very nice and look at this lighted spot." Then noticing the path worn to the caves entrance Kidemónas starts to worry, maybe someone or something else lives here. "Who made that path?" He says sounding a little disappointed. "I hope it was only animals, do you think it was animals?"
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


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Savant
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Re: North of Garnet Town

Post by Savant » Mon Sep 03, 2018 10:17 pm

Savant turn her eyeless gaze at Sula. "Light? Oh, right, yes, some of our number cannot see in the dark, so that would probably be a good idea. Very thoughtful of you."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

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

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Tue Sep 04, 2018 12:00 am

Garnet Town/North cave
Afternoon
Round 0
K. Arcana 5
K. Arcana 1d4-2 = 2: 4
Ace 1d4+2 = 5: 3
Wild 1d6-2 = 2: 4
Notice 4
Notice 1d6 = 4: 4
Wild 1d6 = 3: 3
Survival 7
Survival 1d4-2 = 0: 2
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 7: 3
“Bats don’t bother me,” Vivian said as she followed the others to the cave entrance. “Light will be good, but not too much. I want to be able to get to the side and disappear, if needed.”

***
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: 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.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
Invisible to tech (3r)
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 0/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Tue Sep 04, 2018 7:17 am

Hearing the concerns about lighting and not wanting to slow down. Kidemonas breaks a tree in half and then tears some good sized bits. Once he is done he sets the end a flame and caries one with him into the cave, while offering smaller ones to the others. "This should help."

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

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


.
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Heracles
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Re: North of Garnet Town

Post by Heracles » Tue Sep 04, 2018 7:31 pm

Heracles leaped down off of the dragon, landing in a crouch before standing back up to his full height again. He then slowly looked around. He gave the air a sniff as well, just for good measure. He wasn't being paranoid, he was just being cautious - checking for any supernatural, magic or psionic stuff in the area that wasn't them. He definitely smelled the dampness from the ravine and cave.

He glanced at Savant with just a hint of a smirk. "Are bats too close to birds for your comfort, my friend?" To Sula and Kid he shrugged, "Verily, most of us have those handheld devices that pale compared to Apollo but still suffice to bring light in to dark areas."

He glanced at the dragon. "Are we going to enter and investigate?"

Notice and Survival
General Notice check, sniffing for supernatural in the area (+4 to total) = 10.
Notice die 1d8 = 6: 6, Wild die 1d8 = 2: 2.

Survival check at the cave (+2 to total) = 6.
Survival die 1d6 = 4: 4, Wild die 1d8 = 1: 1.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

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

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

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

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

Currently playing in: 3rd Set The Losers

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Sula
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Re: North of Garnet Town

Post by Sula » Fri Sep 07, 2018 3:40 pm

Oh, right, flashlight. Those probably have a lot let risk of lighting things on fire than torches. She gently patted Kidemonas in what she hoped was a comforting manner. Do dragons take comfort the same way as other people? She wasn't sure. "It was probably animals. I highly doubt it was anything large enough to be of any concern to a mighty dragon like you."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 30/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

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

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White Hoof
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Re: North of Garnet Town

Post by White Hoof » Fri Sep 07, 2018 4:34 pm

Hoof lets out a hug and pulls out his weapons one by one giving them a quick inspection and speaks as he does

Shiny. Lets do this. Day light is a waistin'

After the final "ka-chunk" of the chromed up Minotaur cocking his multi barreled machine gun fills the air looks at the cave ready for the word to enter aiming the gun inside.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823

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Savant
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Re: North of Garnet Town

Post by Savant » Fri Sep 07, 2018 6:56 pm

Savant nods at Heracles. "I do doubt their true allegiance. Although associating with Kidemonas has assured me that not all who soar the winds are part of the Avianati, so perhaps I wrong them."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

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

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Wed Sep 12, 2018 4:59 am

As your group land and begin looking around, a few things become immediately obvious;
The area is little used. Any usage of the cave is by local fauna and if there had been human activity around here, it was slight or a long time ago.
A tiny stream of water flows out of the cave.

Heading into the back, Heracles gets the slight sniff of a now familiar scent of magic, getting stronger as they reach the back of the cave. There is moss growing on the walls, but a lack of any inhabitants, at least anything shown up by your flashlights or Savant's echo location.

The cave itself would be a tight fit for Kidemonas; he can fold his wings in and crawl inside, but there is not a massive amount of room for him. You are not sure why Darius would have recommended this cave considering its size.

As you look close, you can tell that the stream passes through the rear of the cave, the rock bulging slightly outwards.
As you check around, looking down Kidemonas can see something glinting slightly in the lights. It is hidden behind a small rock on the floor
As you investigate, lying on the floor in the floor in the dirt, you find a worn down badge. Whatever emblem used to be on there has been worn away by the years, but as whomever picks it up runs your fingers over it, you can feel the outline of two letters F and B.
GM bennies 6/8

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Sula
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Re: North of Garnet Town

Post by Sula » Wed Sep 12, 2018 7:01 pm

She frowns a little as she looks around, "This seems rather small. There's no room for Kidemonas to grow, at all."

Regardless of who originally picks up the dog tags. The moment she sees them she speaks. "Those are the ones from my vision."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 30/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

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

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Thu Sep 13, 2018 1:16 am

Garnet Town/North cave
Afternoon
Round 0

“It’s a nice cave, as far as they go, I guess,” Vivian said. “Not that I have any real experience with caves. At least it has fresh water, right? But yeah, not a lot of room for a dragon.”

Vivan picked up the badge they found, running her fingers over the worn metal and feeling the slightly raised letters F and B.

“Vision?” Viv asked Sula. “What was that about?” She took the tags to the stream and washed them clean, then shone her light on them. Maybe with the dirt gone, she could see more, or if they had some kind of forensics kit.
Notice 4
Notice 1d6 = 4: 4
Wild 1d6 = 1: 1
***
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: 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.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
Invisible to tech (3r)
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 0/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Penny Wise
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Re: North of Garnet Town

Post by Penny Wise » Sat Sep 15, 2018 2:12 pm

"These are the dog tags? Hmmm." Penny inspects them, trying to figure out what North American army - current or historical - they're from.
OOC Comments
Notice: 1d8 = 1: 1
Wild Die: 1d6 = 6: 6
Ace Wild Die: 1d6 = 5: 5

Knowledge: History 1d8 = 7: 7
Wild Die: 1d6 = 3: 3
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Heracles
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Re: North of Garnet Town

Post by Heracles » Sun Sep 16, 2018 10:56 pm

Heracles gave the air a few experimental sniffs. Something seemed...familiar. Magic. Something seemed off. He moved to the back of the cave. Something was coming from...there? His eyes narrowed. Or maybe behind there. Was there a secret room behind the wall or something? He began to examine the wall very carefully and in detail, trying to see if there was anything there.

"I smell...something. Familiar. Like the runes magic of Fandran from before. Near the back of the cave here. Do you think there is maybe more to the cave? Maybe it really goes back further bur is hidden?" He glanced at the stream. "Or maybe through the water?"

Notice 9
Notice to search cave rear wall, +2 to the total.
Notice die , Wild die = 9 total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

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

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

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

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

Currently playing in: 3rd Set The Losers

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Savant
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Re: North of Garnet Town

Post by Savant » Mon Sep 17, 2018 7:43 am

Savant frowns uncertainly at the stream. "In water, my senses would be badly occluded--I would need someone else to guide me to whatever might lie beyond."
OOC Comments
Yay! Racial drawback coming into play! At least, I'm assuming that being underwater is at least as bad as being in a storm or dust-cloud as far as her radar-sense is concerned.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

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

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Thu Sep 20, 2018 10:09 am

Kidemonas looks around the cramped cave as he crawls in. “This is too small, I will definitely need to spend a day or two digging this out.”
Seeing the end area funneling down to something curious looking Kidemonas decides to slide slightly into the astral plain intentionally avoiding the greater portion of resistance and looking on the other side of the cave walls.
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


.
GM Quick Reference

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Sula
Posts: 73
Joined: Mon Jan 15, 2018 9:43 pm

Re: North of Garnet Town

Post by Sula » Thu Sep 20, 2018 12:13 pm

When Heracles mentions smelling the magic similar to Fandran's symbols she says "They really are all connected!" Then looks at Viv, speaking quickly to explain "It was a series of flashes of different places that all seem to have to do with this possibly immortal or at least very long lived guy named Fandran who was a former sweetheart of Widow Michelson. He's in trouble in a lab somewhere and Eir really wants me to save him. I thought the flashes were all separate things because it was so completely different in each flash but I was wrong.

The first flash was Fandran in the lab in pain.
The second, A wooded clearing in darkness, possibly where he and Widow Michelson met.
The third was the quarry where we found the demon thing buried in the collapsed cavern.
The fourth was a tall lizard creature in robes glaring down at Penny like arguing or about to fight or something.
The fifth was a graveyard with gravestones made of sticks in an eerie gloom
The sixth was large heavy ornate mirror, taller than a person.
The seventh was picture of a muscular bearded man dressed in ancient apparel. Like a drawing. Like...oh what did they call them? Picture books things. *She waves her hand unable to remember the word*
The eighth was a mound of earth in the middle of a wide open grassy plain.
The ninth was wooden wall splattered with blue blood and the words "Traitor to Tolkeen" written on the wall in the blood.
The last were those dog tags."
She points at them.

"So we're not coming across them in order necessarily" Her brow furrows as she realizes that. "Maybe, they are markers showing that we are on the right track to finding him?" Her voice is hopeful.

She activates Detect Arcana to look where Heracles was looking and see if she can get a better idea of where it is. She wants to find the actual marker as quickly as possible now that they know one is there.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 30/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

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

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White Hoof
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Re: North of Garnet Town

Post by White Hoof » Fri Sep 21, 2018 6:08 pm

White hoof lets out a huff and looks annoyed.

"Why couldn't I have been sucked inta another world with no gor-am wiz. All this majic stuff makes my cranium ache."
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823

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Penny Wise
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Re: North of Garnet Town

Post by Penny Wise » Sat Sep 22, 2018 10:15 pm

"Runes could be bad. Try not to touch anything." Penny instinctively stepped a little closer to Savant. "I'll be your guide if you need it, Savant."

She looked around the cave, frowning more and more. "Everyone, be careful. Everything about this feels off. She shifted her cybernetic eye into record mode, just in case they needed to inspect what was happening later on; she also shifted it through infrared and nightvision modes, seeing if there was anything the others missed.
OOC Comments
Notice: 1d8 = 1: 1
Wild Die: 1d6 = 3: 3
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Heracles
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Re: North of Garnet Town

Post by Heracles » Sun Sep 23, 2018 11:19 am

Heracles raised an eyebrow at Sula as she basically UNLOADED verbally on the new person on the team. Like a shotgun blast of vision information! He shook his head bemusedly and his lips quirked up, "Sula, my dear...did you ever stop to think that perhaps you weren't given the VISIONS in order?" Head tilted to the side, eyes wide. "I mean, I have known some oracles in my day, and the gods were almost never straightforward in their messages, omens and visions. They were usually more like a puzzle of things that needed to be deciphered or interpreted. Flashes of insight, but not a direct message" His posture and tone basically gave the impression of 'your mileage may vary', however.

He let out a heavy sigh. "Of course, there were also those who abused their positions, twisted prophecy and vision to suit their own needs or could be paid to falsely give decrees from the gods. Sad, really."
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

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

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

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

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

Currently playing in: 3rd Set The Losers

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Savant
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Re: North of Garnet Town

Post by Savant » Sun Sep 23, 2018 4:39 pm

Savant chuckles at Heracles. "Sula is simply being efficient. It will help all of us to keep these visions in mind, I think." Then she turns to Penny. "Thank you, commander, that would be most helpful. Shall we proceed?"
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

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

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Vivian Parker
Posts: 41
Joined: Thu Jul 12, 2018 1:47 am

Re: North of Garnet Town

Post by Vivian Parker » Mon Sep 24, 2018 1:20 am

Garnet Town/North cave
Afternoon
Round 0

Vivian listened to Sula’s explanation. “Huh,” she mused. “That is all sorts of weird, but okay. So the old lady wants us to find her ex-boyfriend? Does this get us free rent?” she asked. There was magic involved here, so not much for her to do. The dogboy seemed to think there was something up at the back of the cave, so Vivian decided to give the thing a thorough look over.
Notice 2
Notice 1d6 = 1: 1
Wild 1d6 = 2: 2
Character Tracking
Invisible to tech (3r)
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 0/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Mon Sep 24, 2018 4:51 am

As the group discusses Sula's visions again, some of them set to work on what they had found so far.

Vivian and Penny looked over the dog tags together . They certainly looked to have been there for a long time, the gentle lapping of water in the cave having worn them mostly away. Certainly the insignia of FB means nothing in Penny's mind apart from a vague recollection of some sort of community programme.

Heracles follows the smell to the rear of the cave; the sense he was following definitely coming from behind the cave wall. Tapping it in a few places, initially it sounds like a normal stone cave wall, until there is a suspicious hollow thud.

Kidemonas fades from view without much warning. As the young dragon sticks his head through the cave wall, there is a distinct pop that can be heard by everyone in the air.

POP like the sound of a bubble bursting

His ears ringing, even in the Astral plane, Kidemonas is able to make out a large cavern, many times the size to which he aspires.
GM bennies 6/8

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Mon Sep 24, 2018 2:14 pm

The popping in his head is enough Kidemonas shakes his head as he steps fully into the opening and returns to the physical world. “That hurt, did you guys feel that?”

Walking into the great chamber Kidemonas takes appraisal and scans the area for anything of interest. “Now this is a good cave. I do not think I will need to open it up at all.”

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

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Wed Sep 26, 2018 3:04 am

As Kidemonas puts his head through the wall, and there is a resounding pop, the cave wall shimmers brightly for a moment before it slowly fades from view. Behind it is revealed a huge cavern, expanding quite deeply into the ground.
IisY1b8.png
Heracles is hit by a rush of the familiar scent, assaulting his nose but that almost instantly starts to wane.

Something nags at Penny about the dog tags though. She knows that she has never seen these before, but there is something about the insignia FB that nags at her; perhaps there might be something in her vast stack of notes as to why.
GM bennies 6/8

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Savant
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Re: North of Garnet Town

Post by Savant » Wed Sep 26, 2018 8:43 am

OOC Comments
Notice 1d4+4 = 7: 3
Wild Notice 1d6+4 = 8: 4

Savant smiles as the cave suddenly seems to expand to her radar-sense. "Oh, well done, friend Kidemonas. This will make a fine lair for you, indeed."

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

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

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Sula
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Re: North of Garnet Town

Post by Sula » Wed Sep 26, 2018 7:59 pm

"The goddess Eir wants me to find him. I'd imagine the Widow would be happy if I found him but it wasn't her request that sent us on that path."
She winces at the pop then blinks and steps inside the larger cavern area and starts looking around.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 30/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

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

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Thu Sep 27, 2018 3:04 pm

Savant wrote:
Wed Sep 26, 2018 8:43 am

Savant smiles as the cave suddenly seems to expand to her radar-sense. "Oh, well done, friend Kidemonas. This will make a fine lair for you, indeed."

She steps in next to the dragon, searching around to see if there are any more clues to be found within.
Preening at the compliment Kidemonas nods and with false humility to thin to be missed by anyone other than another child says. "Yes, well we dragons naturally have a relationship with magic."
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


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Heracles
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Re: North of Garnet Town

Post by Heracles » Sat Sep 29, 2018 10:12 am

Kidemonas hadn't really waited for more investigation when Heracles had found the 'hollow'-ness of the wall, isntead phasing through it. The Dogboy frowned a bit but then made a small noise and immediately began rubbing his dog-like noise as the young dragon poked through the 'wall'. "Ah! That's...familiar...." He tried to think if it was the same as the rune magic from the Widow's place or something else.

He stepped past where the wall had been previously, looking around. "Well. Before you start settling in, we should likely scour this place to make sure there are no other hidden places, no traps, no one else living here already, and so on." He looked at his companions to see if they agreed. "Yes?"

Notice 12
Notice +2 (additional +2 if olfactory counts).
Notice die 1d8 = 4: 4, Wild die 1d6 = 6: 6, Ace 1d6 = 4: 4.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

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

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

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

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

Currently playing in: 3rd Set The Losers

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Tue Oct 02, 2018 5:08 am

It doesn't take long to look after the cave and for Heracles' nose to find the sigil in the corner of the cave, buried under some rubble. If they hadn't been able to sense the fading magic, then finding it would have likely taken a lot longer, possibly days considering the size of the cavern.

The sigil looks very similar to what you had seen before, but like the others, the magic is fading from it. Another sigil is with it, that appears to have burned out.
OOC Comments
I will find some pics to put up for the sigils
Could I have knowledge arcane rolls from anybody who has them at -2 penalty for anybody other than Sula.

Will Post the beginning of the Search for Fandran later this week.
GM bennies 6/8

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Wed Oct 03, 2018 1:40 am

Garnet Town/North cave
Afternoon
Round 0

Vivian cringed as her ears popped and she looked up in shock to find the cave had suddenly become...massive!

“Okay… That wasn’t there before,” the young city rat said. “You stumble on weird stuff like this a lot?” She was used to the sewers and tunnels of the ‘Burbs, but not cave systems. This was new to her. “I can scout ahead, if you want.”
Character Tracking
Invisible to tech (3r)
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 0/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Wed Oct 03, 2018 1:40 pm

Success 7 after penalty
Knowledge Arcana 1d6-2 = 4: 6 Ace 1d6+4 = 7: 3
Wild die 1d6-2 = -1: 1
Kidemonas looks at the symbols a little curious about all Sulu is talking about. "This looks familiar, I remember Nicolas talking about this stuff."
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


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Sula
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Re: North of Garnet Town

Post by Sula » Thu Oct 04, 2018 6:47 pm

"Gah!" She covered her ears, cringing for a moment when they pop. Then she blinks at the revealed cavern. "Oh neat!" She studies the latest Runes when they are found.

Success 5
Knowledge (Arcana) 1d4 = 2: 2
Wild Die 1d6 = 5: 5
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 30/30;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

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

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Re: North of Garnet Town

Post by Heracles » Fri Oct 05, 2018 4:41 pm

Kn Arcana
Knowledge Arcana with Jack-of-all-Trades, -2 to total.
Knowledge die 1d4 = 3: 3, Wild die 1d6 = 3: 3.

Heracles sniffed his way around, trying to track down the magic that he faintly smelled. He found the sigil finally and peered at it for a long moment but then shook his head. "Seems familiar but..." Shrug. "It is still not a magic I am very familiar with, other than having seen it before."

He frowned. "I wonder if it's bad...the magic fading and burning out. I wonder if that is...was...holding something back? Or if it was just his home protection security that he has not been around to upkeep on for a while."
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

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

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

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

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

Currently playing in: 3rd Set The Losers

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Penny Wise
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Re: North of Garnet Town

Post by Penny Wise » Fri Oct 05, 2018 8:44 pm

"Heracles, would you recognize that scent if you smelled it again? It might come in handy."

Penny quietly unholstered a sidearm, not flipping off the safety just yet, but filled with a growing unease.
OOC Comments
Notice: 1d8 = 1: 1
Wild Die: 1d6 = 6: 6
Wild Ace Die: 1d6 = 6: 6
Wild Exploding Die! 1d6 = 2: 2
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Heracles
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Re: North of Garnet Town

Post by Heracles » Thu Oct 11, 2018 3:53 pm

Heracles quickly nodded to Penny and then stopped. His head tilted to the side for a moment and his eyes narrowed a bit as he looked up - as if thinking not staring at the ceiling. He slowly nodded again. "It is the same magic that we encountered at the boarding house in Garnet Town. The man the widow longs for - Fandran, the creator of the rune magic." He looked around. "So yes I am becoming familiar with the 'scent' of that type of magic - or at least HIS magic, specifically. I do not know if ALL rune magic would smell the same."
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

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

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

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

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

Currently playing in: 3rd Set The Losers

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Fri Oct 12, 2018 1:23 am

Garnet Town/North cave
Afternoon
Round 0

Vivian shook her head. “Magic,” she muttered. She still didn’t trust that shit. Growing up in the Burbs, she just had her wits. Well, and the cyber and armor the Black Market had given her. But nothing comes for free from the Black Market. But before them, it had just been her wits and skills.

“So looks like we found his lair or whatevs. So does that mean no one’s home?” She looked back into the cavern they had discovered. “Think he has anything worth stealing?” Her fingers tingled and her mouth salivated a bit at the thought. Of course, if it was all magic shit, she couldn’t do anything with it but sell it, which was fine by her.
Character Tracking
Invisible to tech (3r)
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 0/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Fri Oct 12, 2018 9:18 am

Appalled at the idea of stealing, but reasoning in his head Kidemonas says. "Steal? No we are not thieves. This cave is long abandoned and rightfully belongs to who ever takes it."
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone
  • Lucky Break Play this card to completely negate the damage from one attack.
    Sudden Death Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

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

Wounds: 0/3
Fatigue: 0/2

Bennies: 4
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
ACTIVE EFFECTS
  • None


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White Hoof
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Re: North of Garnet Town

Post by White Hoof » Fri Oct 12, 2018 8:19 pm

Vivian Parker wrote:
Fri Oct 12, 2018 1:23 am
Garnet Town/North cave
Afternoon
Round 0

Vivian shook her head. “Magic,” she muttered. She still didn’t trust that shit...
Hoof stands behind Viv and lets out a huff and shakes his head to and fro... his thick fur undulating as he does. "I'm with in there chummer"
Kidemonas wrote:
Fri Oct 12, 2018 9:18 am
Appalled at the idea of stealing, but reasoning in his head Kidemonas says. "Steal? No we are not thieves. This cave is long abandoned and rightfully belongs to who ever takes it."
You have some morals that most lack Dragon. Dragons of my realm have little qualms about just taking this from others. It is good to see that even with the apocalypses having already decimated this world, it still has some things that mine lacked.

As hoof speaks to his companions he is still looking around the cave scanning with his cybernetic with his gun at the ready in case of an ambush.

"I will admit that I have stolen things that were not my own in the past. Now that I have patronage in the legion, I do not need to do so anymore."
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823

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Savant
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Re: North of Garnet Town

Post by Savant » Fri Oct 12, 2018 9:19 pm

Savant just chuckles at the discussion of theft. "At this moment, if there is something here that we can use in our quest to find him, I suggest that we take it and use it; if later he opts to reward us with what is already in our possession, then good; if not, we can always return it to him then. If we come to him too late, then it will have been salvage, not theft."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

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

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

Re: North of Garnet Town

Post by Vivian Parker » Mon Oct 15, 2018 3:12 am

Garnet Town/North cave
Afternoon
Round 0

“Theft, salvage, whatever. Creds are creds,” Vivian said. “Let’s check it out.”

With that said, Vivian crept into the cavern to take a look around, make sure the place was clear, her form disappearing to anyone wearing armor with tech-enhanced vision.
Stealth 12, and invisible to tech
Stealth 1d10+4 = 12: 8
Wild 1d6+4 = 5: 1
Also spending 5 PP from the armor to have invisibility against tech.
Notice 7
Notice 1d8 = 7: 7
Wild 1d6 = 3: 3
Character Tracking
Invisible to tech (3r)
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 4/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 0/10 PP
Adventure Card:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Mon Oct 15, 2018 4:35 am

As the group searches around, there is little else to find in the cavern other than the two sigils. It feels very anticlimactic that they have not found any further

Freya reports she can repair the sensor but it will take a few days. What she is able to tell you is that it’s a sensor, but it feeds the information somewhere else. This signal can be tracked but will require fine calibration once operational. Damage has scrambled the security system. None of the information it collected is still there and the hard drive would require replacement.
OOC Comments
Knowledge arcana roll – using the sensor to feed back to the source is specialist TW, but feeding the information into a computer or navigation system can be done
More importantly, the discovery of a second and third set of sigils appear to be connected in someway to the sensor. She will be able to use them to help triangulate where the sensor will be broadcasting its information.

The Shifter Larre reports that opening rifts anywhere other than the Nexus is difficult. Apparently something is still inhibiting the area. Whilst it means he can't use the nexus to create a rift to help bring through supplies from Castle Refuge directly into Garnet Town, it also ensures that any rift in the area will be at the Nexus Point.


A few more visitors come through to the area, intrigued by what they have heard about the Legion's efforts in the region. However, there is nowhere for them to properly stay, with the boarding house full up from the kids and the Legion personnel


Mayor Lithari has asked if her militia could receive some training, as to be somewhat useful in a fight. Right now, they are good for checking

In the meantime, Ajan the Trimadore and his team of Engineers work with Freya to finish constructing the Command Centre and installing the new Weapons.

Mica has left a message for Penny stating that she is investigating a lead in Merctown regarding potentially finding some of her people.

OOC Comments
What upgrades are going on?
Ones that had been mentioned are improving the power supply in Garnet Town
Installing the new weapons currently being held in the town meeting hall. Once installed, they can be used, but most of the town will suffer brownouts
Constructing the garage for the vehicles

Who claimed the jester’s hat in the end?
GM bennies 6/8

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Penny Wise
Posts: 153
Joined: Tue Feb 28, 2017 8:39 pm

Re: North of Garnet Town

Post by Penny Wise » Tue Oct 16, 2018 1:15 pm

OOC Comments
If no one else claims the jester's hat, then Penny will; IIRC, doesn't it boost Taunt?

I think upgrading the power supply is a good idea; a lot of other upgrades and defenses are based on it.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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