Chapter 7: To Kill a Nightingale

Adventures in Russia
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

A Murder of Demons
The group valiantly slices and dices their way through the swarms of demonic birds and creatures swooping down upon them but more and more keep coming they overwhelm even the most dexterous fighters. They peck, bit, and claw yet the front line fighters manage to avoid the worst of their blows. However, being surrounded brings on dread as a flap of wing and high pitch screech erupts from the ruins.

The Nightingale has descended!
Fear
Fear checks at -2 before acting
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Par
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

F1d10!!Ld1d6!!H-2


Par sees the demon lord coming in and finds himself filled with fear. Pushing himself it takes all his hope and faith to call out, the grounds around him corrupted resisting. But he does not give up. This abomination does not belong here, his voice, his heart, and his power must be silenced. His deep prayer reaches out as a bush falls over the demon.

Silence, Exalted Silence, Hinder, Glows, Fatiguing



Silence, Exalted Silence, Hinder, Glows, Fatiguing
Forgot I had fatigue, so resist versus 8 at -4

L1d10!!Ld1d6!!H+1HH

L1d10!!Ld1d6!!H+1HH


L1d10!!Ld1d6!!H+1HH
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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steelbrok
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

As the Nightingale takes the field behind his Minions, the stoic cyborgs sighs,

p1d8!!-2
Ldd1d6!!-2
himself for this new threat
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Palach
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Despite the frightful appearance of the demon thief, Palach is
pF1d8!!-2
dp1d6!!-2
.

There are too many monsters between he and the nightingale. He will have to thin them out. So he proceeds to do just that. His silver vambraces are coated in a holy light given by @Par, lending just that little extra lethality against the enemies arrayed against them. He starts with two of the swarms surrounding @Stephen,

FHH1d12!!+2
dFHH1d6!!+2
dH1d10!!+2d12!!+8
first, then taking a second even more

FHLF1d12!!+2
dFHLF1d6!!+2
dLFH1d10!!+2d12!!+1d6!!+8
at the one on Stephen's left. Both swarms fall sizzling to the ground. He doesn't break pace, instead moving inside the crumbled wall to the left. He takes up a
immediately 3:00 adjacent to the golem
next to the golem, practically inviting the demons to charge him.

He calls out to the Nightingale in his standard unexcited tone. "Ty mozhesh' sdat'sya seychas ili sdat'sya posle togo, kak ya podrezhu tebe kryl'ya."
You can surrender now or you can surrender after I have clipped your wings.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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steelbrok
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Stands

1st strike in case on of them gets past the others:
FH00201d6002100210023
Ldd1d6!!
Damage 1d12!!+1d8!!+1d8!!+2 Plus presumed Raise bonus 1d6!!
MD, AP16
Oh yeah, plus the Holy Smite benefit!
, Vlad poised as the battle erupts again.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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steelbrok
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Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

As the battle progresses, Steelbrok uses the old grey matter.

This Nightingale needs needs these magical types to do their mojo, best the steel stalwart keeps the lesser things off them.
He moves to protect the spellslingers, alert for any chance to

FH1d6!!+3
Ldd1d6!!+3
any demon that drops its guard for a moment
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Jose Kerske
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Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Fear Check 10-2=8
OOC Comments
Boost Spirit +4
Spell d12, SM +2
1d12+2!!
WD d6
1d6!!
Spirit 1d12
F1d12!!
WD
1d6!!
Jose Covered in blood and gore, continue blunt the enemies attack and make way for the teams assault,
Clawing and Biting the demons that attacked his friends, Str d12( rising to d12+4 in man-monster form) + Boost+4 Brawler+4
(Damage claw 2d4 Martial Art +1die, Brawler +1die, Bruiser +1die, Advance martial artist +1die=2d12)
AP= Agility=12
Fighting 1d8+3

1d8+3: success
1d8+3!!
Wild Dice 1d6
WD1d6!!

Damage R Claw Str+2d12
RC Strength 2d12!! Strength d12+12 1d12+12
= 34 Damage

1d8+3: success and 3 raise
1d8+3!!
Wild Dice 1d6
WD 1d6!!

Damage L Claw Str+2d12
LC 2d12 2d12! Strength d12+12 1d12+12
41 Damage
1d6!!
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe

-2 Modifier, +2 Brave
Spirit 1d8!!
Wild Die 1d6!!
at the sight of the creature they have traveled so far to destroy. Not wanting to take chances he quickly commands all of his elemental friends to bind the creature tightly. The elementals seem unconcerned with the waves of fear as


Single Target, Greater Entangle, Range x 3 8 PP, Rolls to break free are at -4, Hardness is 10

Elemental 1: 1d8!! Failed 1PP (28 PP remaining)
Elemental 2: 1d8!! Success 8 PP (21 PP remaining)
Elemental 3: 1d8!! Success 8 PP (21 PP remaining)
Elemental 4: 1d8!! Success 8 PP (21 PP remaining)


ensnaring and binding the Nightingale in place.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Home to Roost
The swarms form a cloud of demonic birds around the heroes engulfing them and blocking out most of the surroundings. Palach swings furiously to keep them at bay but many still break through descending upon Stephen (10 AP 8) and the earth elements at the front of the formation (14 AP 8). Palach finally fights his way through the waves toward Stephen who seems ok despite being completely swarmed.

Par uses his magic to silence the nightingale, although the creature has yet to make a sound, it remains silent (success). The remaining two earth elementals try to tangle up the great bird beast, Binding and Entangling the creature. Meanwhile Jose pounces forward ripping through the seemingly endless cloud of demon birds.

Two demon hounds lope back toward their master and begin gnawing at the vines hold it down. They quickly rip away the bonds (Hardness 5) and the Nightingale is free. Unable to speak it takes to the air, suddenly the sky goes dark as another Nightingale appears in the above! It swoops down and sweeps a claw at Palach (make a Smarts roll at -2, target is 8 -2 = 10).

Finally, a pack of hounds rip another one of Radcliffe's element servants to rubble.

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Stephen
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Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

Banish 7
pLL1d10!!1d6!!

Benny

pLL1d10!!1d6!!
Stephen pauses and begins to cast a spell of undoing. He traces ancient sigils of warding in the air with his fingers and speaks the words.
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Palach
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach tries to react as the Nightingale's doppelganger swoops to attack, but the
1d8!!-2
d1d6!!-2
1d8!!-2
d1d6!!-2
. He swipes fruitlessly at the air to try to drive off his airborne assailant. Thankfully, he is able to

1d12!!
d1d6!!
the worst of the bird's blow.
Seeing the odds stacked against his allies, Palach picks up the pace. He takes faster, less methodical, almost wilder strikes. The result nets only

FH1d12!!+2
dFH1d6!!+2
FHL1d12!!+2
dFHL1d6!!+2
pFH21d12!!
pdFH21d6!!
pFHL21d12!!
pdFHL21d6!!
that land, but they land with

d11d10!!+2d12!!+8
d2H1d10!!+2d12!!+1d6!!+8. The last two surrounding his friend @Stephen fall, screaming, to the ground. He then moves immediately
9:00 position
, hoping to draw as many of them into melee combat with his shining silver vambraces as he can.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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Par
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par looks watches as the demon lords over the battle field then draws up deep within. Focusing he summons a Spirit of Light. The giant Sepherath easily larger than the demon draws its blade and begins to assault the creature.


Deadly Illusion roll Smarts to resist versus a 15
Illusion, Deadly Illusion (+3), Sound (+1), Psionic +2 to roll (+4), Strong -2 to resistance rolls (+2)

LL13ddLLL(+3)d(+1)p+2LL(+4)-2LL(+2)p1d10!!Ld1d6!!H+2HHLL

Roll 11 Psionics +2, Resistance -2 = Needs a 15 to resist. On a raise he takes a wound
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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steelbrok
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

- as in First Strike
FH1d6!!+3
Ldd1d6!!+3
Probably a hit if anything ventured too close
d1d12!!+1d8!!+1d8!!+2 AP16, MD
, Steelbrok sees if any opponent is foolish enough to attack him
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Then he moves to protect his arcane comrades, allowing them to concentrate on the Nasty, Naughty Nightmare of a Nightingale

"Take

FH1d6!!+3
Ldd1d6!!+3
, foul fiend" and watches with

Damage 1d12!!+1d8!!+1d8!!+1d6!!+2
AP16, MD plus the arcane boosts so nicely handed out
as his cunning stroke slices into demon flesh.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose moves westward trying to take out as many as possible to help Stephen who seems to have been cut off.

Jose Covered in blood and gore, continue blunt the enemies attack and make way for the teams assault,
Clawing and Biting the demons that attacked his friends, Str d12( rising to d12+4 in man-monster form) + Boost+4 Brawler+4
(Damage claw 2d4 Martial Art +1die, Brawler +1die, Bruiser +1die, Advance martial artist +1die=2d12)
AP= Agility=12
Fighting 1d8+3
1d8+3!!

Wild Dice 1d6
WD
1d6!!
Damage R Claw Str+2d12
RC Strength 2d12!!Strength d12+12 1d12+12
= 27 Damage
Extra Dice 1d6 1d6!!

L Claw1d8+3: success and 3 raise
1d8+3!!

Wild Dice 1d6
WD 1d6!!

Damage R Claw Str+2d12
RC Strength 2d12!! 2d12!! Strength d12+12 1d12+12
= 45 Damage
Extra Dice 1d6 1d6!!
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »


Note: Using standard telekinetic trappings as allowed under the Master Psionic edge.

Base 1, Elemental Fury (+2), Exalted Manipulation (+2), Selective (+1), +2 to Psionics Roll (+4) = 10 ISP

Psionics 1d10!!+2
Wild Die 1d6!!+2

Spending Last $%^&$%#! Bennie

Psionics 1d10!!+2
Wild Die 1d6!!+2



This is a free action

Psionics 1d10!!
Wild Die 1d6!!


Radecliffe unleashes the full force of his psychic abilities in an attempt to hinder and harass the demonic creatures arrayed against them while at the same time maintaining his concentration in order to spare friends and allies from the brunt of the storm.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

A-maze-ing

Stephen's wards glow with supernatural powers driving back the demons. One of the hounds vanishings from sight while another swarm of demonic birds seems to vaporize. The rest fight against the power of the wards, maintaining a tenuous grip on this dimension. Above them the Nightingale (illusion) swoops toward Par, sensing he is a threat (Deadly Illusion: Roll Smarts -2 vs a 7). The second shadowy figure, still airborne swoops away deeper into the ruins disappearing into an old crumbling tower.
To be clear
The Nightingale (real) has disappeared into the ruins. The illusion remains fighting.
Radecliffe's commands the elemental forces to harry the demons arrayed against them. Winds whip, trees writhe and grab, and the earth shakes throwing them all a kilter. A gust of wind pushes the doppelganger aside temporarily disrupting the illusion - allowing Radecliffe to see it for what it really is. Smoke and mirrors.

Palach wades into the fray with his silver blades flashing, the demons - momentarily distracted by Stephen's magic - take the blows are with two of them fall to the group cut into vicious pieces.

Par summons a massive seraph to fight alongside the group but the target is not there, only its illusory self. Instead the Seraph send another demon back to its plane of damnation.

The Nightingale (illusion) is in the skies and out of reach of Steelbrok's sword so instead he too cuts down some of the swarms surrounding the group. From the other flank Jose is all tooth and claw as he gleefully shreds demons around him.

Seeing the onslaught two hounds move around the corner and wait for the group to come to them so they can pounce!

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Jose Kerske
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Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Queen of Diamonds
Smart 1d4 -2+3
1d4+1!!
WD 1d6
1d6!!

Jose sees that most of the enemies close to him can be handled the two straight north are at a distance , I have speed on the light saber.
Jose Grabs the light saber in one hand and activates the speed component.
Spell d12 success and a raise Speed 12 running becomes a
free action,
1d12!!
WD d6
1d6!!

Jose body appears to somehow blur then disappears as he launches to the two north and doing some amazing parkour off walls and trees along the way. If anyone has ever scared a pet cat there jumping and speed is amazing.
Attacks
AP= Agility=12
Fighting 1d8+3 success and a raise
1d8+3!!

Wild Dice 1d6
WD 1d6!!

Damage R Claw Str+2d12
RC 2d12!!
Strength 1d12+12!!
= Damage
Extra Damage
1d600210021
total damage 61

L Claw1d8+3: success
1d8+3!!

Wild Dice 1d6
WD 1d6!!

Damage R Claw Str+2d12
RC Strength 2d12!!
Strength 1d120021200210021
= Damage 26
Last edited by Jose Kerske on Thu Jun 09, 2022 9:05 am, edited 9 times in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Par
Posts: 106
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

1d10!!Ld1d6!!H-2HH

Edit: Per GM, forgot Arcane protection


Par find himself under the demons gaze and is shaken trying to figure out how it got so far from his illusion. When the creature hits him he is knocked to the ground and injured.

Looking around he does the best to clear his head.

H1d10!!1d6!!H-1


Coming to himself Par mentally command the Seriph to attack the demon now attacking himself. Looking for the other demons.
No rolls, the one attacking me is an illusion. Just cinematic statements for going on hold.
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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steelbrok
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Steelbrok turns on the Hellhound to their left and advances, keeping Vlad

1st Strike in case it attacks first:
FH1d6!!+3
Ldd1d6!!+3
Assuming that's a raise damage would be:
1d12!!+1d8!!+1d8!!+1d6!!+2 MD, AP16, Reach2

Advances steadily on the Hellhound and

FH1d6!!+3
Ldd1d6!!+3
d1d12!!+1d8!!+1d8!!+1d6!!+2 MD, AP16, Reach 2
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Palach
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

With all immediate threats dispatched, Palach wastes no time following after the Nightingale, heading deeper into the ruin at a full break. "We go now. Faster." As he goes, he

1d4!!+4
d1d6!!+4
, making full use of his "armor's" 360-degree awareness.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radecliffe points at the false Nightingale shouting, "That one is a fake! It is an illusion meant to distract us!" With no other enemies around Radecliffe follows after Palach at a discrete distance shifting his spear to his off hand and jerking a sawed off shotgun from his belt. Knowing its service is nearly complete anyway he releases the lone surviving elemental allowing it to return home.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Nesting Dolls
Radecliffe points out the fake Nightingale as the others make quick work of the remaining hounds. Suddenly the snarl of tooth and claw vanishes and an eerie silence descends over the ruins. Demon birds circle silently above but don't engage. Instead a deep "caw" echos through the hallways. The Nightingale has its voice back and is calling to the group.
Into the Ruins
The Nightingale is hiding within the ruins. It's kind of like a funhouse that isn't fun as demons prowl the ruins and the Nightingale occasionally pops out, or sends an illusion to draw your attention. This is a Scheme Pyramid, let me know if you need the rules, to move through.

Everyone picks a card and describes the opposition (more demons, crumbling walls, darkness, etc. and the suit determines the skill you roll. Each face card is an encounter with the Nightingale, maybe an Illusion (smarts), or an Intimidation (spirit), or some other way it tries to mess with you as you advance to its nest.
Spades Agility skill
Hearts Spirit skill
Diamonds Smarts Skill
Clubs Complication, any skill but at -2
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Stoic
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Re: Chapter 7: To Kill a Nightingale

Post by Stoic »

L1d10!!-21d6!!-2
GM Bennies 9/9
Wild Card Bennies ?
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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Diamonds Smarts Skill d10
OOC Comments
1d10
1d10!!
WC d6

1d6!!

spending a benny elan+2
1d10
1d10+2!!
WC d6
1d6
1d6!!

spending a benny elan+2,+1 for trait roll =8
1d10
1d10!!
WC d6
1d6
1d6!!
spending a benny elan+2,+1 for trait roll 10+3=13
1d10
1d10+2!!
WC d6
1d6
1d6!!
(finally made a decent roll) Going after one, he hopes that he will over come him seems to be struggling at first . he uses his psi power to use Arcane Protection for all 1+8 ISP -4 for spell caster
Last edited by Jose Kerske on Sat Jun 18, 2022 10:22 am, edited 5 times in total.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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steelbrok
Posts: 234
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

All around their seem to be things suddenly happening. If the Steel Soldier had any hairs on the back of his neck, he was pretty sure they'd be standing tall. Some sort of horrific giant bird

1d6!!+4
Ldd1d6!!+4
to swoop down on him. However the cerebral cyborg's sensors easily see that this is some sort of illusion (I mean, seriously. no microwave radar reflection!?)
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Par
Posts: 106
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

As Par begins looking for the real Nightingale he moves out with the team. As he moves a powerful feeling of isolation and being watched begins to come over him. Each time he looks and sees another team members they are in cloudy and difficult to see, as if not really here with him. The earth and walls around him distorting and leaving him disoriented.

As Par tries to clear his head it is all he can do to recenter himself falling into a sort of walking meditation he thinks his relationship to the earth, to the sky, to the dimensions around him. He is one with the universe and belongs in this creation. It is these abominations that do not belong.


FHFH1d10!!Ld1d6!!
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »


Persuasion 1d4!!
Wild Die1d6!!

Spending a group bennie

Persuasion 1d4!!
Wild Die 1d6!!

Spending a second group bennie

Persuasion 1d4!!
Wild Die 1d6!!


Radecliffe somehow manages to fast talk his way past a lesser demon mostly by spouting enough nonsensical arguments it left the creature utterly confounded just long enough for Radecliffe to make a getaway. It takes Radecliffe several minutes but he is eventually confident he has given the creature the slip. Unfortunately he just can't shake the feeling he used up way to much luck in the encounter which will probably come back to bite him in the butt before this is all over.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Palach
Posts: 105
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Re: Chapter 7: To Kill a Nightingale

Post by Palach »

9 Spades:

Palach has no fear of the dark, nor trepidation about moving through the ruins. His "armor's" sensor suite is borderline prescient. He even has forewarning of the pit trap dug out immediately around a blind corner. With a

HL1d6!!
dHL1d6!!
and light feet, Palach leaps to the safe side and calls back to his compatriots. "Is hole here. Jump over." He points a flashlight beacon at the cleverly hidden trap, ensuring those behind him notice before moving forward.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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Venatus Vinco
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Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Hall of Mirrors
Passing into the ruins the group can hear the Nightingale singing. Suddenly it appears in front of them, as they blast away they quickly realize it is another illusion! The illusionary assaults, and games, and other cruel pranks intensify as the Nightingale toys with its prey.

Round two of the Pyramid: viewtopic.php?p=80780#p80780

All rolls are at -2 but you can team up
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Par
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Re: Chapter 7: To Kill a Nightingale

Post by Par »

Par finds the compounding of tasks are exhausting him in a way he is unused to. As he moves through, he finds he is spending more and more effort avoiding unneeded conflicts. There is simply to many for the team to brute force their way through. The small breaths he gets as he moves are taken up by checking on the others.

Each time he wastes energy fighting the thing, it seems it is simply another illusion as they pass through this psychic hall of mirrors. Par considered himself the Master of Illusion, but he sees now that while talented he had a long way to go before he could be considered a master.
Advanced to 4 of Diamonds
1d10!!Ld1d6!!H+2FLd-2F
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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steelbrok
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

The swirl of images continues as the Steel stalwart steps forward, Vera readied for use, Vlad at his side ready to be drawn. With his sensors tuning in he moves carefully through the maelstrom of

taking on the 10 of Clubs
Notice (1d6+4, -2 for Club, -2 for the round) 1d6!!
Ldd1d6!!
. His sensors work absolutely fine piercing the illusions swirling around the 1st SET (honestly, this magic isn't that powerful really, is it?).
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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steelbrok
Posts: 234
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Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Finally, a solid sighting of the Nightingale after all this time.
Relieved to actually see their foe, Steelbrok doesn't hesitate! He charges off to the

1d12



p1d4!!-1
Ldd1d6!!-1
on his comrades to follow him.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

9 of Clubs -2
8 Success and raise
Fighting d8, +2 Improved Martial art,+1 when striking
1d8+3 1d8+3!! -2=8
WD 1d6 1d6!!

Jose moves forward slashing and hacking , this is what he does best.
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Addressing Diamonds

Palach's advanced senses, coupled with his magic goggles, begin to
-2+4LL1d4!!+2
d1d6!!+2
even as convincing as they are. Still, some catch him by surprise, pushing his calculations to the test. Some of the illusions, despite his senses, still draw an attack or two from him, but largely, he is able to discern what he's looking at (or not, as the case may be).
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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Radecliffe
Diamond Patron
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Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »

Radcliffe follows after the others staying alert for the opportunity to offer assistance should the need arise. He looks curiously at Steelbrok as he goes running off chasing something that evidently only he could see. Hoping to conserve his remaining strength for the final battle Radcliffe tugs a sawed off shotgun loaded with silver buckshot, keeping it at the ready. He knows the demon is out there toying with them, just waiting to make its move. When it does, Radecliffe thinks grimly, we have to make sure it's his last move for all eternity.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Looks around puzzled as the Nightingale simply vanishes, sees all of his comrades are heading in the other direction. Did no one respond when he called "Follow me"? Work to be done on
must take some Command edges to get everyone charging in the wrong direction!
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Realising that the foe he had charged had vanished, run away no doubt!
He strolls to rejoin his companions who have finished dealing with the the lesser threats while the chic cyborg was chasing away the main threat
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Venatus Vinco
Bronze Patron
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

Hall of Mirrors
It is not easy to track the Nightingale through its lair. The beast appears, disappears, and then suddenly emerges again from another direction. To further to problems its shrieks tear everything apart. Walls crumble, roofs collapse, and heroes wither under the intense sonic assault. Anything caught in its path perishes.

After a few close calls the heroes eventually manage to corner the beast and silence its cries, thanks to quick work by Par. However, it is not easy to subdue. Donning the stolen rings of the elder transform the demon into a being of great power forcing the group to fight like they never have before!

Quick Encounter
Any skill at -4 as you show down with a supernatural demon wielding phenomenal cosmic power. The end goal is to restrain it with the magic shackles, removes its head, and recover the rings. One success per person required. Failure means you recovered the rings but the beast is not truly dead and will seek its revenge for eternity.
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Palach
Posts: 105
Joined: Mon Jul 06, 2020 4:02 pm

Re: Chapter 7: To Kill a Nightingale

Post by Palach »

Palach, it seems, was purpose-built for this task. He powers through the maze of destruction and ruin and rubble, resolute to the end goal. His "armor's" sensors call out falling structures almost before they tumble. Any remaining foes who assault them are seen on their approach and dispatched with cold efficiency.
At last, they come face to face with their prey. Before it can render its deadly shriek, the wood man @Par manages to ensorcel its mouth shut. The Nightingale, though, doesn't go quietly into the good night.
As the creature shifts its form, Palach shouts with uncharacteristic fervor. "YA tvoy Palach, i ya prishel ispolnit' tvoy prigovor, d'yavol! Borites', yesli khotite. YA budu naslazhdat'sya etim yeshche bol'she!"
I am your executioner and I have come to carry out your sentence, fiend! Struggle if you wish. I will enjoy it all the more!
He charges straight for the demon in an attempt to put it on its heels, hoping to draw its attention. If it takes out its fury on Palach, his associates will be free to spring their trap. Palach succeeds in drawing the Nightingale's attention and
FH1d12!!-4
dFH1d6!!-4
, even managing to score some well-timed stinging blows to ensure its focus is on him and not his friends.
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
Current Status Post
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

Right, thinks the Steel Swordsman, don't care what shape you are, this time you go down!


Vlad or Vera, Vlad or Vera Hmm..

Gives Vera an affectionate pat, "Don't let me down, baby", then opens

ROF 3 plus Rapid Fire and Improved Rapid Fire so
H11d8!!
H21d8!!
H31d8!!
H41d8!!
H51d8!!
Ldd1d6!!
-4 to all of the above so: Spend a Benny and make use of that Elan edge
H61d8!!
H71d8!!
H81d8!!
H91d8!!
H101d8!!
Ldd1d6!!
-4 to all of the above then +2 from Elan for a net -2
sending a stream of rail gun fire into the fowl pest, not dealing 1 shot kills but a constant barrage of hurt.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Stephen
Posts: 21
Joined: Wed Jul 28, 2021 8:11 pm

Re: Chapter 7: To Kill a Nightingale

Post by Stephen »

Spellcasting 11
pLL1d10!!-41d6!!-4
Stephen gamely rushes along with his more physically adept companions. Seeing the Nightengale get lit up, Stephen begins to chant the ancient words and a mystic chain rises of it's own accord, tightly wrapping around the shape shifting devil.
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Radecliffe
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Re: Chapter 7: To Kill a Nightingale

Post by Radecliffe »


Psionics 1d10!!+2 - 4
Wild Die 1d6!!+2 - 4

Spending benny
Psionics 1d10!!-2 +2 Elan
Wild Die 1d6!!-2 + 2 Elan

Spending Benny 2
Psionics 1d10!! with Elan
Wild Die 1d6!! with Elan





Following along Radecliffe summons every erg of power remaining too him calling out to the powers in the earth. Within moments earth elementals begin rising from the earth grasping and restraining the Nightingale while Stephen worked to bind the creature with the mystic chain.

"Hurry up! They can't hold him for long! It's now or never!" Radecliffe barks the strain of the summons distorting his voice.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 7: To Kill a Nightingale

Post by steelbrok »

The cyborg stands straight, bows his head,
"God bless you Ma'am"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Chapter 7: To Kill a Nightingale

Post by Jose Kerske »

Jose goes in swinging
Fighting d8, +2 Improved Martial art,+1 when striking -4
1d8+3
1d8+3!! aced 1d8!! 1d8!! =12-4=8 Success and a Raise
WD 1d6
1d6!!

Swords slash and he goes no stop bobbing and weaving, in and out timing the strikes when the attention of the Demon is distracted by the others. Keeping in mind that the head must come Off!
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 7: To Kill a Nightingale

Post by Venatus Vinco »

There's No Place Like Home

The air sizzles with ozone and magic as a battle royale erupts in the ruins of an ancient pre-Rifts city. Palach and Steelbrok keep the beast off balanace with a vicious onslaught of blade work and weapons fire. As the Nightingale fends off the blows mystic chains, and even the very earth itself reach up to hold it. The Nightengale uses its magic power to break the bonds, dissipating them with the force of will but the delay is long enouugh for Par to attach a different restraint around it's two legs!.

The magically forged manacles restrain the bird in this dimension but it can still act with fury. Fortunately, Jose cuts through the chaos, sword out, and decapitates the demon with the axe head stolen from a frost giant. Suddenly where there was great noise and din there was silence...

The body of the Nightgale desiccated and turned to ash, leaving behind only its seven stolen rings. Perhaps if it had found the final two there would have been no stopping it. Scooping them up Par, Stephen, and Radcliffe can feel their immense power, and the allure that comes with it.

Their victory is short live as a dimensional rift begins to form and demons stream forth and the great, giant hand of the demon lord Chort reaches out to make one final grasp at power. Without even time to consider the consequence of their actions Par and Stephen use the rings to open teleport the team back to North America. Blinking out of existing just as the giant hand of Chort reaches their position - seizing air instead of the heroes.

Suddenly the countryside changes as the group stands on a hill, the ruined builds replaced by wild forests. Only a rustic castle breaks the sky line. After being far from home, the group has finally found refuge.
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