Gotta Have Soul: Outset

Adventures and antics of the Joker's Jokers.
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Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Gotta Have Soul: Outset

Post by Freemage » Tue Jun 11, 2019 12:10 am

And so a month comes to a close, with the team freshly equipped, rested, and as bolstered from the loss of Echo as can be reasonably expected. The violet-hued Montcrief informs you all that it's once again time to meet in the briefing room. As you file in, it's hard to miss the fact that the boisterous Chok'lat is not among you. Montcrief, already there, explains. "The Brodkil is conducting a special assignment, which I am afraid is classified for now. I know this leaves you short-handed, but I'm afraid it can't be helped. The six of you will have to do for now; Mr. Price is still working with the refugees you brought back, to help them get set up, and may very well be retiring from active duty, permanently."

Current Roster
Jacob, Herra, Growler, Ozzati, Roy, Sara.

Ossana comes in, whiskey glass in hand and stogie stub smoking in her mouth as she puffs on it. Montcrief deftly slips a blank manila folder under the offending cheroot stub just before a heap of ash plummets from the tip. "Good to have you back. Good news is, your next job's a bit closer to home--just the far side of the river. Bad news is, we've had word of increased Coalition patrols in that neighborhood. Whether you engage or not is left to your discretion, but keep in mind that a high body-count might just lead to more folks poking around."

She calls up the map, and she really wasn't kidding about how close your patrol zone is. Just to the south of old Branson, Missouri, it looks like you'll be running around a zone about 10 miles square--mountainous terrain, of course, but nothing the Creeper and Sasha can't handle. "Now, you're just getting this as filler duty--we expect to have a standard unit of rank Legionnaires out there in a bit over a week, at which point you can come home and we'll hopefully have you on a more significant detail, and maybe even flesh out the squad a bit--we're expecting a new batch of recruits once the Senior Wing Adjutant Deployment Exams are done with. In the meantime, see if you can figure out what the Coalition's up to, and in general keep the peace. You can get there however you prefer--normally, we'd just send you via that crazy woman's boat again, but if you want to play with your new toy, go ahead--it'll be about the same travel-time either way. Dismissed."

With that, she turns and heads out, as usual leaving Montcrief behind to address any questions you might have.

OOC Comments
This is mostly a filler/set-up post. Feel free to roleplay here or in the Briefing Room for a bit, as you wish. I'll be kicking stuff off later this week with proper adventure, excitement and baked beans!

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Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Wed Jun 12, 2019 12:37 am

Briefing Room
Morning
Round 0

Sara walked into the briefing room where she had been summoned with the others. Not much had happened in the last month. She still hadn’t managed to get in touch with her sister to let her know that Caleb and Kim were at Castle Refuge -- well, not exactly. Kim was out west somewhere on a team. Caleb was often out on his own missions. She hadn’t found him yet, either, to tell him his wife was back from the dead -- or that she was, even more literally.

“So we’re babysitting,” Sara mused when told their next assignment. Not a hard job, depending on how uppity the Coalition forces wanted to get.

***

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


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

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Herra
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Bronze Patron
Posts: 207
Joined: Fri May 12, 2017 7:13 pm

Re: Gotta Have Soul: Outset

Post by Herra » Thu Jun 13, 2019 4:59 pm

"We will discover their intentions," Herra assures Osana with all certainty. As their commander leaves the mind melter nods at Sara's assessment, "It seems we are filling time. However, the Coalition is not stupid. If they have forces so close to Castle Refuge they are seeking something, someone, or preparing an assault. Regardless of their intentions, we will be ready to meet them."

"Shall we take the boat?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Posts: 174
Joined: Fri May 26, 2017 8:20 am

Re: Gotta Have Soul: Outset

Post by SnackHappy » Sun Jun 16, 2019 7:22 pm

Jacob was already in the briefing room this time well before being called in. Going over each person's file again and again. As each person comes into the briefing room he gives them each a somber look. His attitude was a bit somber and the constant work and visits to the shrink did not seem to have returned his mood to normal.

Once the briefing is over and Montcrief and Ossuna leave Jacob looks to the group "We will take the creeper. I have looked it over and it is in top shape. Be ready to go in 30."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers

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Ozzati
Posts: 49
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Sun Jun 16, 2019 9:29 pm

Ozzati has been quiet. His silence fills the briefing room and he still says nothing. His time until now has been consumed with building his recharger.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

User avatar
Roy
Posts: 31
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Mon Jun 17, 2019 10:21 pm

Roy looks over the team. No point in stirring up trouble with his words when people are hurting, quiet is your ally.

When the order is given Roy nods. "Yes sir. He says the drawl making the simple phrase sound like a sentence.
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

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Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage » Thu Jun 20, 2019 8:59 pm

So, the team drives to the Rift-cave in an uneventful 2-day trip, and sure enough, there's a small group of Legionnaires posted there, behind the illusory cliff-face but outside the chamber with the rift proper. The vault door is open--apparently, the idea is that if the Rift ever opens up on its own, they can shut the vault quickly, while if attackers come from outside, they can retreat into the vault and close the door behind them, using that to hold out for a time while signaling Castle Refuge for assistance.

They salute smartly as you arrive, and with only brief iD checks let you pass inside. Activating the Rift is fairly trivial for Oz, now that he's attuned to it, and the shimmering light of an open portal appears inside the archway, showing the ruins of Branson, Missouri, beyond.

Moving through, and letting the Rift collapse once you're sure there's no immediate hostiles in the area, you're able to do an initial patrol of the ruins themselves, just to make sure there are no enemies of any sort hanging around. The only thing you find, though, is an old blind woman with (to Growler and Herra's senses) a mild magical aura. She has a small peddler's cart, fitted with a motorbike on the front, sitting next to her, and tilts her head as the Creeper and Sasha come around a collapsed building.

"Wares for sale, wares for sale." While the woman herself radiates faint magic, the wares do not--they appear to be a mish-mash of camping gear, survival rations, some staple foods, miscellaneous tools and the like.

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Ozzati
Posts: 49
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Thu Jun 20, 2019 10:49 pm

Ozzati is quick to dismount from the Creeper and appraoch the peddler woman. Curious about the wares that such a person would have, he does approach her with caution.

"Lady you do seem to be way out in the middle of no where. Why?"

Ozzati stops short of her but in easy viewing distance of her wares.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

User avatar
Roy
Posts: 31
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Fri Jun 21, 2019 7:11 am

GM Info
Activate Exalted Detect Arcana (Free action, cost 2 PPE, auto raise effect)

At they ley line he would have filled up to 105 PPE, how many hours have passed?


.


The strange sense of magic on the lady stimulate Roy's always over flowing curiosity. Enhancing with awareness with only a thought and the smallest dab of energy from the well he filled within himself at the castle. Suddenly everything became clear as can be to his mind. "Hello miss, nice set up you have here." Looking over the goods he nods at a few items, even purchasing one via trade if it seems of particular worth. "Just a fair warning, we heard the Dead boys are poking in these parts, might want ta be alert."
Ozzati wrote:
Thu Jun 20, 2019 10:49 pm
Ozzati is quick to dismount from the Creeper and appraoch the peddler woman. Curious about the wares that such a person would have, he does approach her with caution.

"Lady you do seem to be way out in the middle of no where. Why?"

Ozzati stops short of her but in easy viewing distance of her wares.
Also interested in the answer Roy waits and listens for a response. His rich southern accent filling a lull. "We are a bit from everything."
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

User avatar
Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage » Fri Jun 21, 2019 11:13 pm

The old woman chuckles at Ozzati. "Oh, I just go where I think my goods will be needed. You never know, do you? You know, I've got some chocolate bars here that might appeal to you."

Then she turns her head slightly to apparently address Roy in turn. "Now, now, there's naught there for me to worry about. I've heard about them, but our paths never seem to cross."

User avatar
Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Tue Jun 25, 2019 2:49 am

Ruins of Branson
Morning
Round 0

Sara was surprised to find a peddler woman in the middle of the ruins of the city where no one would likely be. The woman mentioned chocolate, and Sara sighed. Oh, how she missed chocolate! And sex. She paused. She’d never tried sex with her new body. Still, the chocolate wouldn’t really work either.

Sara leaned out the window of the Creeper. “So you know about the Coalition poking around. Can you tell us where they might be?”

***

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


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

User avatar
Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage » Tue Jun 25, 2019 10:32 pm

The old woman smiles warmly at Sara. "Oh, I'm sure they're around these parts someplace. I try not to meddle in their affairs. Especially since they're usually so well-equipped. Hardly anything on an old woman's cart they would find interesting, really."

User avatar
Ozzati
Posts: 49
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Wed Jun 26, 2019 5:35 am

Ozzati a little miffed but none the less reassured that the old lady knows what she is doing, looks back to @Herra and @SnackHappy, "Any harm in looking at what she has?"

Ozzati carefully covers up the Altaran Forearm blasters that he has been trying to integrate into his armor. The charger works but he can only recharge his equipped squid gear. Oz makes a visible shudder at the thought of squids and tentacles.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

User avatar
Roy
Posts: 31
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Wed Jun 26, 2019 7:34 am

"Well, I ain't one to be pushing. Just needed to be sure you knew." Roy says as he finishes up his trade. Buying a few nick knacks off the lady could always be useful. Heck, you never know he may turn some of them into the real thing. Looks like her gift helps her avoid them, so that is goo enough. Hopefully that gift will send her somewhere safer that out here.
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

User avatar
Ozzati
Posts: 49
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Wed Jun 26, 2019 8:04 am

Roy wrote:
Wed Jun 26, 2019 7:34 am
"Well, I ain't one to be pushing. Just needed to be sure you knew." Roy says as he finishes up his trade. Buying a few nick knacks off the lady could always be useful. Heck, you never know he may turn some of them into the real thing. Looks like her gift helps her avoid them, so that is goo enough. Hopefully that gift will send her somewhere safer that out here.
Oz nods to Roy, "Excuse me ma'am. No intention of being rude. Just a bit cautious is all."

@Freemage "You have anything in carved stone."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

User avatar
Herra
Bronze Patron
Bronze Patron
Posts: 207
Joined: Fri May 12, 2017 7:13 pm

Re: Gotta Have Soul: Outset

Post by Herra » Thu Jun 27, 2019 3:52 pm

Ozzati wrote:
Wed Jun 26, 2019 5:35 am
Ozzati a little miffed but none the less reassured that the old lady knows what she is doing, looks back to @Herra and @SnackHappy, "Any harm in looking at what she has?"
Herra shrugs, "Checking her wares seems a good way to win hearts and minds." With that the Mind Melter approaches the lady and begins to look over her items, using both her own senses and her mind's eye.

Detect Arcana (free action) 5, Empathy (Spirit) 10
Psionics 1d10 = 1: 1
Wild 1d6 = 5: 5

Empathy
Spirit 1d8 = 7: 7
Wild 1d6 = 6: 6
Ace 1d6 = 4: 4

Allows psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
After looking over the goods Herra nabs a small trinket and offers to barter for it, "Do you also broker in information for credits or trade?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature

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SnackHappy
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Bronze Patron
Posts: 174
Joined: Fri May 26, 2017 8:20 am

Re: Gotta Have Soul: Outset

Post by SnackHappy » Fri Jun 28, 2019 6:53 pm

"I do like chocolate. Did she say she has chocolate?" Jacob stops Sasha and climbs down. Walking over to the woman he looks to see what chocolates she has grabbing a couple of each. "I'll take these."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers

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Growler
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Diamond Patron
Posts: 145
Joined: Fri Aug 18, 2017 7:42 am

Re: Gotta Have Soul: Outset

Post by Growler » Sat Jun 29, 2019 12:08 am

Toys Bought/Upgraded
Ring of Precognition
  • Veteran Enchanted Item (Base 10k Credit Ring, 30k Upgrades. Total 40k. 4d6 Days + 6d12 Hours. No Roll Needed.)
    • m: +1 Notice
      m: +1 Notice
      M: Danger Sense
    Adding 1 Stealth Die to TW Cloak of Stealth (10k. 2d6 Days. No Roll Needed)
    • M: +1 Die Stealth
    Tinkering Improvements to Growler's Modified NG-EX10 “Gladius” Light Exoskeleton Battle Armor (5 Minor Tinkering Addons... 25k. 20d6 Hours. No Roll Needed.)
    • m Woodlands Stealth Mode
      m Urban Stealth Mode
      m +1 Pace
      m +1 Pace
      m +1 Toughness
Total Spent... 75k modified by Markups.
Trying to Sniff the woman discretely
Detect Arcana (+2 due Scent, +2 due Ring of Precognition)
  • Notice: 1d8+4 = 5: 1
    Wild: 1d6+4 = 5: 1
    Result: 5 - Critical Failure. Good thing Enchanted Items don't suffer from Technical Difficulties.
"No chocolate for me. One of the things that Lone Star kept from our canine background, or just let slip through was an intolerance to Chocolate. It is poisonous to me."

"I don't trust this, Pack Leader SnackHappy. Something doesn't smell right about this."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
ISP: 4 / 30

Active Powers:
Quickness with Jazz

Bennies: 3/3
[list]Base Amount
[ooc]Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage » Sat Jun 29, 2019 9:19 pm

The old woman produces a small carved stone chess piece and hands it to Ozzati. The piece appears to be made from obsidian. "Is this to your liking, Dearie?"

She then provides Roy with the small trinkets he requests, and smiles as he pays the modest sum.

Facing Herra, she chuckles. "Oh, I am no information-broker, but if you ask something I can answer, I will, happily."

She chuckles at Jacob's enthusiasm. "Oh, always nice to see a young man with a healthy appetite." She pats his arm with another chuckle as he tucks away the sweets.

During all of this, she doesn't seem to notice Growler's heightened scrutiny, which reveals nothing else about her.

Once any other purchases have been made, she nods, thanks you all and heads off. It is only several hours later that you find a small bag, matching many of those that were on her cart, containing several paper sacks, folded into brick-like shapes. Inside each brick, you find... salt. It's easily a dozen packages of perfectly normal table salt, without so much as a single trace of arcane energy to be found.

User avatar
Ozzati
Posts: 49
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Sat Jun 29, 2019 9:47 pm

Oz's Chess Piece.jpg
Freemage wrote:
Sat Jun 29, 2019 9:19 pm
The old woman produces a small carved stone chess piece and hands it to Ozzati. The piece appears to be made from obsidian. "Is this to your liking, Dearie?"
Oz laughs and admires the craftsmanship. "A fine piece indeed." Oz pays the peddlar woman and is admiring the piece still when she departs. He doesn't see her go.

Pocketing the chess piece he looks in on the discovery of the salt.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

User avatar
Roy
Posts: 31
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Fri Jul 05, 2019 12:59 pm

Roy is ready to move on, nodding at the lady as she heads off. "Safe travels mam." Then returning to the mission at hand he says. "So what's our plan here, watch merchants or do some scouting?"
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

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Herra
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Posts: 207
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Re: Gotta Have Soul: Outset

Post by Herra » Sat Jul 13, 2019 8:51 am

Herra nods to Roy, "Yes, I believe it is time to return to the mission at hand."

"If we have particular places of interest I can move ahead and investigate. Otherwise, perhaps Growler and I should take the point?"

She looks to Jacob for confirmation, "The Creeper and Sasha move slowly enough that with a bit of a head start we can stay far enough ahead to provide warning."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage » Sat Jul 13, 2019 2:23 pm

Proceeding with the instructions in your mission file, you begin a randomized search of the area, seeing if there's any sign of either the Coalition troops or whatever might have drawn their interest to the area. The latter is found first--a small settlement, utterly devastated by some sort of large, clawed creatures, judging by the marks on the walls of the few ramshackle homes left standing. There's not a lot of information to be had, but Growler and Herra are able to tease out some details about the attacks:

1: The attack was about two weeks ago; there were definitely no survivors among the 2 dozen or so (mostly human) settlers living here.
2: Then, maybe a week thereafter, a Coalition patrol of significant size came through, as well. Their trail does somewhat hinder efforts to investigate the initial attack, as will be seen.
3: There were probably four creatures involved in the initial attack. They were massive, bipedal, and clawed on both hands and (bare) feet.
4: In a few places, settlers apparently attempted to flee, but were chased down, and either killed, or captured and brought back to be killed in the settlement.
5: The residents apparently only had small arms to defend themselves with, and these were definitely inadequate to the task.
6: The creatures apparently ate the villagers raw, tossing bits aside as well. The CS troops then gathered the 'bits' from around the settlement and pulled them into a funeral pyre and burned them.
7: Although you see the tracks showing the creatures' arrival, they left no tracks leading out of town other than the aforementioned pursuit-and-retrieval loops--after a moment, you realize that this is because the Coalition troops apparently managed to pick up the trail and followed it, instead--and in the process, their own tracks (boot prints, mostly, though there's also a Spider-Skull Walker AND a transport vehicle of some sort in their ranks) obscured the ones they were following. Still, that leaves you a pretty clean trail to track.
8: After a few miles, the tracks come to a small gully; judging by how the Coalition troops' tracks fan out on the far side of the river, it's obvious that they lost the creatures' trail there, and attempted to find them by spreading out and going up and down river. From what you can tell, they were unable to actually locate the creatures' trails again, however, and so moved out in a classic search pattern, clearly just hoping to find their quarries' trail anew.
Decisions, decisions
There's two primary options here:
1: Follow the CS troops. This is the easy one--no tracking rolls required, because, well, it's a spider-skull walker and a transport rumbling through the woods, along with a few dozen troops and Skelebots. You'd have to be Blind to have to make a roll, and even then, there'd be a bonus. As it is, you're also moving faster than they are, since they are attempting to locate a cold trail.
This would require a simple Stealth roll by Herra and Growler, in order to not make too much noise once you realize you're coming up on their location; this roll is at +2 for reasons, and things.

2: Try to locate the creatures' trail, yourselves. This is probably a bit more difficult, given that you're not sure where they are or what they look like, but you guys have surprised me, before, so I'm not gonna rule it out. Post your plan here,and I'll figure out the rolls needed.

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Herra
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Re: Gotta Have Soul: Outset

Post by Herra » Sat Jul 13, 2019 4:02 pm

Seeing the fate of the townsfolk and the massive Coalition presence in the area Herra is concerned about whatever may be prowling about. Not concerned for herself of course, but for any other hapless fools the beasts may come across. She even has a small tinge of concern for the CS troops doing their jobs. A small tinge.

Given the Coalition are taking care of a standard search pattern it makes sense to do something non-standard and try and beat the Dead Heads to the punch. Looking to the group she suggests they identify where to look and they she can give a clairvoyant sweep of those sectors to maximize their chances of success, "Given the Coalition is working a grid, can we determine some more unlikely or unsearched areas to focus on? I can view them remotely to try and narrow the lead these creatures have on us."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Ozzati
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Re: Gotta Have Soul: Outset

Post by Ozzati » Sat Jul 13, 2019 4:41 pm

At the village Ozzati does a little walking around the perimeter of the village, "Anyone notice any signs of someone making it away from the village?"

Not waiting for a response, "How did the CS know what was going on out here? And what to respond with? Has the CS been playing with Rifts and Rift Tech?"
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Freemage
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Posts: 1675
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Re: Gotta Have Soul: Outset

Post by Freemage » Sat Jul 13, 2019 9:10 pm

They actually find a possible answer to one of Ozzati's questions, actually--in one of the homes (now missing a door, and most of the wall that it was set into), one of the settlers apparently had a radio. It's been smashed, and the blood-spatter certainly suggests the operator was still sitting in front of it when they were struck dead. There's no better way to get the CS to come, in force, than a general radio announcement of, "Demons killing humans at these co-ordinates!"

And it does seem like, even so, the CS took nearly a week to get forces down here after the attack. Maybe the rumors that their forces are still rebuilding after Tolkeen are true....

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Ozzati
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Re: Gotta Have Soul: Outset

Post by Ozzati » Sat Jul 13, 2019 10:03 pm

Freemage wrote:
Sat Jul 13, 2019 9:10 pm
They actually find a possible answer to one of Ozzati's questions, actually--in one of the homes (now missing a door, and most of the wall that it was set into), one of the settlers apparently had a radio. It's been smashed, and the blood-spatter certainly suggests the operator was still sitting in front of it when they were struck dead. There's no better way to get the CS to come, in force, than a general radio announcement of, "Demons killing humans at these co-ordinates!"

And it does seem like, even so, the CS took nearly a week to get forces down here after the attack. Maybe the rumors that their forces are still rebuilding after Tolkeen are true....
Oz does a preliminary check of the radio to see what if anything could be salvaged. Also checking the area around the radio. "How woud someone know the frequency to contact the CS, is that something that is common knowledge down here?"

"Maybe they had a business card somewhere, that reads "You got demon problems. Call the CS. Your local exterminators."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Growler
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Re: Gotta Have Soul: Outset

Post by Growler » Sun Jul 14, 2019 1:29 pm

"If we want to find the creatures, maybe my nose will do better than either the Dogboys used by the Coalition on this trip, or whatever technology they are using with or instead of the Dogboys. Either way, I think we should go after the creatures... or Shifter, perhaps..."
Knowledge Arcana, if needed, to Identify whatever creature it is, by smell
Knowledge: 1d4 = 3: 3
Wild: 1d6 = 3: 3
Result: 3 - Probable Fail
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
ISP: 4 / 30

Active Powers:
Quickness with Jazz

Bennies: 3/3
[list]Base Amount
[ooc]Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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Roy
Posts: 31
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Re: Gotta Have Soul: Outset

Post by Roy » Mon Jul 15, 2019 3:07 pm

Roy looks around the small settlement, bile fighting to come up. "This ain't right. i don't care if we have to work with those CS folks, or even leave a trail to help them. These people need avenged."

Scanning around the settlement with his arcane sight active he struggles to find a clue or sign of what these creatures where. Looking straight at Hera he asks. "Can you use remote viewing or clairvoyance? Maybe that will help once Growler gives us a general direction?"

After saying his bit he steps away from the settlement a bit to catch some fresh air. This is bad, real bad. Roy knows the deal, but he never liked it, and situations like this left him feeling like he could have done more and failed.
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

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Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Tue Jul 16, 2019 1:06 am

Ruins of Branson
Morning
Round 0

Sara looked around the slaughtered village. Since she had no biology anymore, she didn’t feel the nausea and disgust she likely should have, but rather was calmly detached. To Ozzati’s question, she answered, “They wouldn’t need a specific frequency to contact the Coalition,” she told him. “A general broadcast would work. The Coalition would have scanners monitoring all frequencies anyway, just for security purposes. Including ours. It isn’t a difficulty.”

Sara studied the radio as well as the discussion turned to how to find the beasts.

“I agree that avoiding a possible confrontation with the Coalition is a good idea. I might be able to build a device to allow me to connect to the local gestalt consciousness of the area. It would be aware of the vile presence of these unnatural beasts and be able to direct me to it,” she said.
OOC Comments
New quarter, offering to jury-rig a Divination/Communion device to find the beasts.
***
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

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SnackHappy
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Re: Gotta Have Soul: Outset

Post by SnackHappy » Tue Jul 16, 2019 9:09 pm

Jacob silently observes the scene. Patiently he watches the crew find information and each in turn tell their portion of the situation to him as he tries to piece it together as they make their way following the coaltion to the small gully. "Perhaps whatever these are can fly. I think beating the Coalition to this would be best. Let's hear some ideas on how we will find them. If we get to the monsters that did this first we will want to make quick work of them before the coalition find the trail."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers

User avatar
Ozzati
Posts: 49
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Fri Jul 19, 2019 8:45 pm

Oz eyes @Sara Turner, "You need help with that there device of yours?"

Ozzati stops short as he finds himself talking a lot like @Roy. That guy is contagious.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

User avatar
Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Sat Jul 20, 2019 1:21 am

Time for Gadgeteer 18 minutes
1d20 = 18: 18
Gadgeteer; that's a raise, so it only takes 9 minutes to build
I don't believe Gadgeteer requires a build roll, but I'll roll Repair to see if Mr. Fixit can halve the build time.
Repair 1d8+2 = 8: 6
Wild 1d6+2 = 6: 4
Ruins of Branson
Morning
Round 0

“Just give me time,” Sara told Ozzy, pulling out her tools and gear and moving back to a workbench in the Creeper. She started to make a circlet ringed with octiron wiring and octarine jewels to allow her to tap into the Overmind of the region.

***

Divination Device
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

User avatar
Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Mon Jul 22, 2019 11:55 pm

Communion 14; 2 Raises
Psionics 1d12 = 5: 5
Extra Effort 1d6+5 = 11: 6
Ace 1d6+11 = 14: 3
Wild 1d6 = 3: 3
Ruins of Branson
Morning
Round 0

Sara settled the wire crown on her head and attached the electrodes to her false skin. She felt the connections burrow in to interface with her neural net as she opened her mind up to the local Overmind.

Where is the beast that terrorizes this land? she thought. We wish to stop it before it hurts others.

***

Divination Device
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 30/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 3/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

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Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage » Wed Jul 24, 2019 11:12 pm

]Sara's Divination provides direction, in the form of a dark, malevolent glow in the sky, allowing for Herra's scrying to be targeted efficiently. As a result, they're able to pick up the trail a few miles south, large tracks lumbering through the brush and scrub of the foothills.
Success on Survival or Tracking
You realize that the tracks are coming from the direction the CS troops were roughly heading, suggesting that the beasts either encountered and defeated them, or managed to evade them, entirely.
Tracking Raise
Judging by bloodstains and tattered bits of cloth left along the trail, you suspect that they did, in fact, encounter the CS troops someplace further back.
You follow the trail, and just about nightfall, you discover that the tracks lead to a natural limestone cave. Interestingly, just outside the cavern, the tracks change, becoming human-sized and boot-clad--which explains how such massive beasts were able to enter such a snug cavern entrance.

Herra scries into the cavern, immediately realizing she needs darkvision to actually see inside the unlit cavern. As the group has several routes to such enhancement, this is readily done, and once she can see inside the cavern, her remote vision spies four humans sitting around the cavern, in the dark, gnawing on bones that also appear human in origin.

Considering for a moment, she drops her Clairvoyance, then re-invokes it, this time making sure to channel her aura awareness, as well. The figures in the cave still appear human, but their auras are dark and malevolent, swirling with infernal energy. Furthermore, there's something else there--other energies swirling within their auras, struggling and agonized.
OOC Comments
Hope the above is all clear, at least to what you can learn readily. Herra is, right now, down ISP equal to two castings of Clairvoyance, the second time with two senses in play (Sight and Sixth Sense). Otherwise, you're all at full. The scry of the cavern indicates that the tunnel entrance is just large enough for a Size 2 figure to squeeze through tightly, or a human to pass fairly easily, though they will need to be able to see in the dark.

By and large, you've got two obvious options--enter the cavern sans Sasha and the Creeper, and try to catch them unawares, or lay in wait and try an ambush outside. Other, less obvious options might occur to you, of course.

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Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Thu Jul 25, 2019 3:55 am

Cave
Nightfall
Round 0

“So what are they?” Sarah asked after receiving Herra’s report. “Obviously not human. If we go inside, they might not be able to turn into the monsters,” she mused. “I’m going to need light, though.” She couldn’t build another device to grant her the ability to see in the dark. She started gathering up her rifle and other weapons. “We might need to know weaknesses.”

***

Divination Device
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 3/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

User avatar
Herra
Bronze Patron
Bronze Patron
Posts: 207
Joined: Fri May 12, 2017 7:13 pm

Re: Gotta Have Soul: Outset

Post by Herra » Thu Jul 25, 2019 1:13 pm

Having seen what she can remotely, Herra decides she needs a closer look to determine what the creatures truly are. She relays what she did learn to the group to see if anyone has heard of these creatures before.
Survival to identify monsters (crit fail)
Survival 1d8 = 1: 1
Wild 1d6 = 1: 1
"Perhaps we can send a scouting party to determine more information and draw them out where Sasha and the Creeper can assist with dispatching them. I, of course, will go into the dark."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature

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Roy
Posts: 31
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Thu Jul 25, 2019 1:57 pm

Exalted Detect Arcana Auto Raise, no roll required, costs 2 power point, also looks at the other team members while power is active
Power Points: 4 = 2
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: See Title Above.
This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
„„What kind of magic is at work.
„„Currently active powers.
„„General type of supernatural creature (vampire, werewolf, dragon, etc).
„„Any enchantments present on an item.
„„How much PPE or ISP a target possesses.
„„Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.

Roy looks over the evidence gathered so far. Examining the area for any arcane evidence. Looking at Growler. "How do you figure this is going to shake out? Werewolves, some sort of Avatar, or perhaps some doppelgangers? I imagine you can smell just right what it is."

A situation like this is not all as good as possible. Some shape changers can chose from more than one form, and shrinking ot fit in the cave does not necessarily mean the cave is safe.
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

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Growler
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Posts: 145
Joined: Fri Aug 18, 2017 7:42 am

Re: Gotta Have Soul: Outset

Post by Growler » Mon Jul 29, 2019 1:49 am

Tracking 17
Tracking (+2 due Scent, +2 due Woodsman)
  • Tracking: 1d8+4 = 12: 8
    • Ace: 1d8+12 = 17: 5
    Wild: 1d6+4 = 10: 6
    • Ace: 1d6+10 = 15: 5
    Result: 17 - Success with 2 Raises
"They encountered the Coalition soldiers earlier and fought them. As to their weaknesses, Holy and Silver are our best bets from what Herra said about them. As for identifying them by smell, I haven't been able to identify them yet, and may need to be in their presence to do so."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
ISP: 4 / 30

Active Powers:
Quickness with Jazz

Bennies: 3/3
[list]Base Amount
[ooc]Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Mon Jul 29, 2019 4:11 am

Cave
Nightfall
Round 0

“I can put out some smites, if needed,” Sara offered. At least give everyone a chance to hurt these things.

***

Divination Device
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 3/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

User avatar
Roy
Posts: 31
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Mon Jul 29, 2019 1:03 pm

"Hum, a small bit of tinkering and I think I can do silver. But holy is really the province of priest." Getting to work as fast as he can Roy begins trying to find the right enchantments in one of his bags. Perhaps some thing just right. After digging for a moment he pulls out some special acorn shaped tickets he happened to have just purchased from the merchant on the way here. Working to enchantment as they change color eventually becoming silver.

When he is done he has small handful of the acorns. Each imbued with enough energy to explode with each of the silver thorns to rip through even heavy armor.

Silver Acorns charged with Blast spell 18 PPE worth
Roll 1d20 = 18: 18

Spellcasting 1d12 = 10: 10
Wild 1d6 = 2: 2
BLAST
BLAST
Rank: Seasoned
Power Points: 2–6
Range: 24/48/96
Duration: Instant
Trappings: Balls of fire, ice, light, darkness,
colored bolts, swarm of insects.
Blast is an area effect power that can put down
many opponents at once. The caster first picks
where he wants to center the blast, then makes
the appropriate skill roll. Normal ranged attack
modifiers apply.
The area of effect is a Medium Burst Template. If
the roll is failed, the blast deviates as a launched
projectile.
Targets within the blast suffer 2d6 damage. Blast
counts as a Heavy Weapon.
►► Additional Effects: For double the Power
Points, the blast does 3d6 damage, or the size
is increased to a Large Burst Template. For triple
the points, it does both.
BLAST–GREATER BLAST
BLAST–GREATER BLAST
Power Points: +4
Range: 36/72/144
Duration: Instant
By adding +4 Power Points to the casting
cost of blast, the damage dice are increased
from d6 to d10. Greater blast i nflicts M ega
Damage like the base power.
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

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Growler
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Posts: 145
Joined: Fri Aug 18, 2017 7:42 am

Re: Gotta Have Soul: Outset

Post by Growler » Tue Jul 30, 2019 2:15 am

"No need to worry about me damaging them. The enchanted bow I found months ago smells like it has been blessed and would be considered Holy to those venerable to such."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
ISP: 4 / 30

Active Powers:
Quickness with Jazz

Bennies: 3/3
[list]Base Amount
[ooc]Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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SnackHappy
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Posts: 174
Joined: Fri May 26, 2017 8:20 am

Re: Gotta Have Soul: Outset

Post by SnackHappy » Wed Jul 31, 2019 8:41 pm

OOC Comments
Overconfident, emboldened by his new friend's overconfidence.
"Well boys and girls, how bad could it be? It's not like we are climbing into a Xitictix hive am I right? Besides I can test this new baby out." Holding up his dragon rod they found in the cave he smiles his big toothy grin. "I was fiddiling around with it the other day and I turned myself into a tiger. I look nothing like a tiger. It was kind of amazing. I am pretty sure the dragon rod wants to go down in the cave. I can feel it. And if it doesn't work...well the hammer is silver."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers

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Herra
Bronze Patron
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Posts: 207
Joined: Fri May 12, 2017 7:13 pm

Re: Gotta Have Soul: Outset

Post by Herra » Thu Aug 01, 2019 6:11 pm

"Very well," Herra ascents to SnackHappy's decision. "Growler and I will take the lead."

She doesn't actually ask the dog boy's permission but presumes he will want to be out in front putting his skills to the test.

Powering up her Moon Tribe armor the Mind Melter pulls the raptor skull down over her face, giving her a fearsome animal appearance.

"Into the dark."

Activating the armor's darksight power.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature

User avatar
Sara Turner
Posts: 82
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Fri Aug 02, 2019 2:25 am

Cave
Nightfall
Round 0

Sara nodded as a consensus was reached. She grabbed up her NEMA Liberator and impact hammer and clipped her CS-20 to her hip, hanging a bunch of grenades from the pockets in her long coat.

“Ready when you are.”

***


Divination Device
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 3/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

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Freemage
Savage Senior
Posts: 1675
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage » Fri Aug 02, 2019 7:05 am

Rolling for the party
Roy 1d8 = 1: 1
Wild K: Arc 1d6 = 2: 2

Sara 1d6 = 6: 6 1d6+6 = 9: 3
Wild K: Arc 1d6 = 2: 2

Ozz 1d8 = 3: 3
Wild K: Arc 1d6 = 1: 1

Growler 1d4 = 4: 4 1d4+4 = 8: 4 1d4+8 = 9: 1
Wild K: Arc 1d6 = 2: 2

Herra EDA 1d10 = 5: 5
Wild Psionics 1d6 = 5: 5

Two Fails, one Success, two Raises, so will include pertinent info below.

ETA: Weight Checks: 1000 + 100*(1d6-1
1d6-1 = 5: 6
1d6-1 = 1: 2
1d6-1 = 1: 2
1d6-1 = 4: 5
Initiative Stuff
K: Battle for Jacob: 1d6 = 3: 3
Wild K:B 1d6 = 6: 6 ACE 1d6+6 = 9: 3
Raise = 2 Leadership Cards.

Strategist: 3S; 6H

Growler (Q): 7S
Herra (ILH): 5H, 6D, 7C
Jacob (Q, ILH): 2C, 6C, 9C
Ozz: KD
Roy: 8C
Sara: 4D

Soul Catcher Demons: 2H
Maneuvering through the tunnels is awkward at points, especially for Jacob, but as you near the cavern, the tunnel widens to nearly 20', though occasionally you have to step around a stalagmite or duck beneath a stalactite. The forms that come into view are NOT the ones Herra saw earlier, though their auras definitely match--now they are hulking, brutish forms, roughly fifteen feet tall (maybe taller, but they slouch a bit).

The fiends have canine-like heads, with a permanent overbite that shows off their vicious teeth; their arms support rows of fin-like bone protusions, and their skin is waxy. Possibly most distressing, though, are the faces that seem to move over their torsos and arms; human-ish, but contorted in agony, mouths twisted into silent screams. Each of the four bears a long whip-like weapon made of linked bones and tipped by the skull of some sort of horned demonic creature.
Jacob, Ozzati
Gee, these things are ugly. You probably want to kill them.
Herra, Roy
Yup, those are demons. In addition, you can see a few extra details with your psychic senses--first, they have activated some sort of immunity to flames of any sort, and a partial resistance to cold, as well. Second, they have surprisingly low levels of ISP and PPE for demons--a mere 5 points of each. Finally, those faces? Yeah, those are human souls, bound into the demons' physical forms.
Sara, Growler, Roy
Sara heard about these things from one of the towns she passed through before joining with the Legion; Growler actually saw one captive in Lone Star, and also overheard the lab techs talking about it; Roy just perceives most of this info through his arcane sight, though he'd not heard of these things before this. You all know the same general info:
1: These creatures are called Soul Catchers; as the name implies, they have the ability to steal souls with a touch, and can consume them to gain supernatural powers, including adding ISP or PPE.
2: They are NOT vulnerable to silver, though Holy weapons will still work just fine. However, they DO have a curious vulnerability to salt. If one is surrounded by a circle of salt, they cannot break it (nor can their powers pass the line); if they ingest salt, it acts as a deadly poison for them. Salt-Trapped Powers gain the usual Vulnerability advantages, including preventing regeneration (yes, they regenerate).
3: The souls they trap CAN be released, but it isn't easy--it requires one of three methods:
A: Negotiation--unfortunately, even threatening the demon with destruction or torture will not force them to release a soul involuntarily; you have to offer it something, and it usually demands a despicable deed in exchange.
B: Exorcism--once trapped in a ring of salt, successfully casting Banish on a Soul-Catcher will cause it to release one or more souls; a successful Banish the Horde will free all the bound souls at once.
C: Resurrection--again, this requires first capturing the demon in a ring of salt, then casting Resurrection on the specific soul you want to restore--this is the only method that works if the soul has been held for more than 12 hours.
Big Uglies
Soulcatcher.jpg
Soulcatcher.jpg (113.26 KiB) Viewed 2503 times
Battle Map
SoulBattle1.jpg
Instructions
For those of you not immune to Fear, on your first action, please roll a Fear check at -2. Herra and Roy are at -4, because they can see the tormented souls (sometimes not knowing is better).

Otherwise, you all go first. No surprise-round, since there's no way Jacob wasn't audible at the front of the group, but you did win Initiative for Round 1. And yes, they are all four Wild Cards.

Soul Catchers:
Parry: 15; Toughness: 29 (14); Size +6
Large: +2 to hit if you are not Large (so, all of you)


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Roy
Posts: 31
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Re: Gotta Have Soul: Outset

Post by Roy » Tue Aug 06, 2019 8:31 am

Fear, 3 bennies to pass
Fear 1d10-4 = -1: 3
Wild 1d6-4 = 0: 4
  • Benny to reroll
    Fear 1d10-4 = -3: 1
    Wild 1d6-4 = 1: 5
    • Benny to reroll
      Fear 1d10-4 = 0: 4
      Wild 1d6-4 = -2: 2
      • Benny to reroll
        Fear 1d10-4 = 4: 8
        Wild 1d6-4 = -1: 3
Seeing the demons and identifying what they are Roy thinks as fast as he can trying to find a way to save the souls before fully devoured. Over the radio he says. "We need to surround these things in salt, it will render them powerless and let us save the souls they trapped. Don't try fire or cold attacks." He really needed to give more information, but that was all he could get out in the initial moments and he reached into his vest pocket and twisted the spring on his watch the word slowed.
Once his perception of the world was sped up Roy reached into his bag pulling out the color changing sands of destiny and throwing it at the demon. His voice and inflection changes, no longer the southern voice of a country man instead something otherworldly. "Feeble." The words empowered the sand letting it know his desire as it splashed against the demon. Then in a follow up action likewise smooth he pulls a black orb out with his other hand and holds it up between his own eye and viewing the demon through it, the orb suddenly flashed out of existence as a new one formed around the demon.
Once the demon is captured Roy moves fast to behind the cover provided by the stones. This is no place to b out in the open and a demon like that could tear him apart by accident.

OOC Comments
30 PPE at start of turn
Exalted Quickness -8 PPE
Exalted Quickness 1d12 = 6: 6
Wild Die 1d6 = 2: 2

Turn 2
Exalted Drain Strength -0PPE
Exalted Drain Strength 1d12 = 12: 12 Ace 1d12+12 = 20: 8
Wild Die 1d6 = 6: 6 Ace 1d6+6 = 7: 1
-4 Die types to strength

Exalted Entangle -2 PPE
Exalted Entangle 1d12 = 2: 2
Wild Die 1d6 = 2: 2
  • Spend 1 EP for Benny to reroll
    Exalted Entangle 1d12 = 2: 2
    Wild 1d6 = 6: 6 Ace 1d6+6 = 8: 2
Greater Entangle
Power Points: +2 (4 for one target in this case)
Range: Smarts × 2
Duration: Special
Trappings: See Title Above.
Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.
Final 20 PPE
Resources & effects
PPE: 9/40
Wounds: 1
Bennies: 1

Exalted Quickness turn 3/3
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.
Q3 2019 Adventure Cards Used

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Growler
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Re: Gotta Have Soul: Outset

Post by Growler » Tue Aug 06, 2019 11:03 pm

Fear 11
Spirit +4 (+4 due ARES, +2 due Boon, -2 due Scene)
  • Spirit: 1d8+4 = 11: 7
    Wild: 1d6+4 = 9: 5
    Result: 11 - No Effect
Turn 1
Quickness on himself, and Shooting SnackHappy's Demon with his Holy Bow
  • Quickness (-2 due MaP, +2 due Spending 4 Extra ISP with Major Psionics)
    • Psionics: 1d10 = 2: 2
      Wild: 1d6 = 2: 2
      • Extra Effort: 1d6+2 = 5: 3
      Result: 7 - Success. 7 ISP.
      • This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second.
        On a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power due to the Trapping.
    Shooting (+1 due Bow, +2 due Large Demon, -2 due MaP, -4 due Called Shot (Head), +2 due Cancelled Called Shot Penalty (HJ with Assassin)… so -1)
    • Shooting: 1d12-1 = 3: 4
      Wild: 1d6-1 = 0: 1
      • Extra Effort: 1d6+2 = 7: 5
      Result: 10 - Success with Raise.
      • Damage: 2d10 = 8: 2, 6 AP4 + 1d6 = 3: 3 (Raise) + 1d6 = 1: 1 (Head Shot) + 1d6 = 3: 3 (Giant Slayer) + 4 (Holy) = 19 AP4
        • Bennie Re-roll: 2d10 = 18: 8, 10 + 3d6+4 = 19: 4, 6, 5 + 1d10 = 8: 8 (Ace) + 1d6 = 5: 5 (Ace) AP4 = 50AP4 - 6 Wounds.
Turn 2
Put Away Bow, Pull out salt ( 1d6 = 1: 1 Turns), and QUICKLY (1 round) make a salt line to protect those in the passageway (4 Squares? Growler has an OBSCENE pace of 15 currently, Agility at -6 (-2 for Difficulty, -4 for MaP, Agility to d12 due Quickness Trapping)) before moving behind the line
  • Agility: 1d12-6 = 5: 11
    Wild: 1d6-6 = -5: 1
    Result: 5 - Success.
    I need to weaken the Soul Catcher Demon in front of Pack Leader SnackHappy if he is to survive this.

    Taking a bead on the head of the Soul Catcher Demon in front of Snackhappy, he releases the glowing Holy arrow at the demon... seemingly catching it in the throat as it rears up a bit.

    I may bave killed that demon. I can't take the risk of doing that to another one. Time to protect the others with a salt line.

    With that, Growler puts away his bow and gets out his bag of salt... luckily it was easily to get at in his pocket. Moving so fast he looks mostly like a blur, Growler quickly lays down a protective line of salt in front of those still in the passage, before going behind the line himself.
    Last edited by Growler on Thu Aug 15, 2019 3:14 pm, edited 11 times in total.
    Growler
    Main Character: Merlaggon
    Alternate Character: Hans Greuber
    Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
    ISP: 4 / 30

    Active Powers:
    Quickness with Jazz

    Bennies: 3/3
    [list]Base Amount
    [ooc]Skills
    [list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
    [*]Survival: 1d8 (+2 With Woodsman)
    [*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
    [*]Stealth 1d10 (+2 in Wilderness or Urban)
    [*]Fighting: 1d12
    [*]Shooting: 1d12
    [*]Knowledge (Arcana): 1d4
    [*]Psionics: 1d8
    [*]Intimidation: 1d6
    [*]Taunt: 1d6[/list]

    Abilities
    [list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
    [*]Slow Regeneration (Natural Healing Roll Each Day)
    [*]+4 vs. Fear, Mind Control, and Magic
    [*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

    http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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    Sara Turner
    Posts: 82
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    Re: Gotta Have Soul: Outset

    Post by Sara Turner » Wed Aug 07, 2019 2:26 am

    Fear 8
    -2 difficulty; +2 Brave
    Spirit 1d8-2 = 0: 2
    Wild 1d6-2 = 1: 3
    Extra Effort 1d6+3 = 8: 5
    Exalted Telekinesis 9; Raise on activation. Targeting the nearest demon not Entangled by Oz and slamming them into the ceiling and holding there. He gets an opposed Spirit roll (or Strength if he can grab something)
    Psionics 1d12 = 2: 2
    Wild 1d6 = 6: 6
    Ace 1d6+6 = 7: 1
    Extra Effort 1d6+7 = 9: 2
    Damage 11
    1d12+2 = 10: 8 + 1d6 = 1: 1
    Cave
    Nightfall
    Round 0

    Sara saw the demons and shuddered, fighting back her own fear. She’d seen them before in the hell dimensions she’d traveled through with Tara, before her sister had built her body.

    “We can’t kill them without condemning the souls,” Sara murmured. “And no fire or cold? Just great.” That is what was loaded in her Nema rifle. But she could change that. First, though, they needed to free the souls, and Sara hadn’t bought any salt off the old woman. “I don’t think there’s anything I can do against these until you free the souls. I will try and keep them off of everyone.”

    Sara concentrated, calling up her telekinesis and grabbing a demon, shoving it to the ceiling. “Draw the salt circle and I’ll put it inside!”

    ***

    Exalted Telekinesis (3r): Strength d12+2 1000 lbs
    Divination Device
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 30/40; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21/21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    Creeper stats
    The Creeper
    Size 6
    Acc/TS: 3/11
    Toughness: 35 (17)
    Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
    Vehicle Mod Slots Remaining: 7
    Crew: 2+6
    Handling: +1
    Amphibious: half speed
    All-Terrain: difficult terrain only costs 1.5x movement
    Targeting System: +2 Shooting with vehicle weapons
    Sensors: +2 Notice for pilot or co-pilot
    Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
    Leaping: 4” vertical, 8” horizontal
    Driving: +1 Die Type
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 35/35; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
    • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

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    Venatus Vinco
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    Re: Gotta Have Soul: Outset

    Post by Venatus Vinco » Wed Aug 07, 2019 9:02 am

    Fear Check 7, success
    Spirit 1d8 = 5: 5
    Wild 1d6 = 6: 6
    Ace 1d6 = 5: 5
    Total: 11-4=7
    Psionics 15 (greater slumber)
    Major Psi +2
    Mentalist +2
    Psionics 1d10 = 8: 8
    Wild 1d6 = 6: 6
    Ace 1d6 = 5: 5
    Signature
    Didn't have a signature but wanted the 1 EP for using OOC tags!

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    Freemage
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    Joined: Thu May 11, 2017 7:09 am

    Re: Gotta Have Soul: Outset

    Post by Freemage » Wed Aug 07, 2019 9:28 pm

    OOC Comments
    Glubsnor Resist Feeble 1d12 = 9: 9
    Wild Spirit 1d6 = 4: 4
    Raise on Drain Strength, -4 DT Strength, Net Strength d12+2

    Glubsnor Resist Entangle 1d12 = 6: 6
    Wild Agility 1d6 = 3: 3
    Extra Effort Benny w/Elan: 1d6+8 = 10: 2
    Resist Entangle, Bennies at 1/2

    Glubsnor Resist TK Grapple 1d12 = 11: 11
    Wild Spirit 1d6 = 4: 4
    Resisted

    Scarful resist Greater Slumber 1d12 = 3: 3
    Wild Spirit 1d6 = 5: 5
    Extra Effort Elan 1d6+8 = 14: 6 ACE 1d6+14 = 18: 4
    W/ -4 for Slumber Raise, 10.

    Duroth resist Greater Slumber 1d12 = 7: 7
    Wild Spirit 1d6 = 6: 6 ACE 1d6 = 1: 1
    Extra Effort Elan 1d6+9 = 10: 1
    W/ -4 for Slumber Raise, 6

    Effects running tally:
    Glubsnor d12+2 Strength; Bennies 1/2
    Scarful Bennies 1/2
    Duroth Bennies 1/2

    The demons prove to be difficult foes; though one is clearly staggered by Roy's Strength Drain, it resists his efforts at containment, and at Sara's subsequent attempt to grapple him telekinetically. Meanwhile, two others manage to fend off Herra's psychic assault with considerable effort.

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    SnackHappy
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    Re: Gotta Have Soul: Outset

    Post by SnackHappy » Fri Aug 09, 2019 5:08 pm

    OOC Comments
    Fearless, Overconfident
    Running to the closest one and swinging once with the cestus and once with the hammer.
    Running: 1d4 = 3: 3

    Fighting with Hammer: 1d8 = 8: 8 Ace: 1d8+8 = 11: 3 Benny for EE: 1d6+11 = 16: 5
    Wild: 1d6 = 5: 5
    Hit: 1d8 = 4: 4 + 1d10 = 10: 10 + 3d6 = 7: 2, 3, 2
    Rolling Ace: 1d10+21 = 27: 6
    Damage 27 AP4


    Fighting with Cestus: 1d8 = 1: 1
    Wild: 1d6 = 6: 6 Ace: 1d6+6 = 8: 2
    Jacob shakes his head at the new guys comments, "Salt!? Are you spicing up your dinner? Clearly there is no match for a good weapon!" Jacob runs over to the nearest demon. He swings the cestus causing the demon to be caught just off guard and smacks him with the hammer. Though smacking with the force of the hammer and the blast with it the demon barely looks shaken. Jacob glances back to the Roy. "Did you say salt?"
    Character Summary
    Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
    Active effects: None
    Parry: 6 (8 w/Cestus)
    Toughness: 20(9)/35(17) in Sasha
    Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
    Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
    Equipment of Note:
    Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
    Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

    Currently playing in: 7th Set Joker's Jokers

    User avatar
    Ozzati
    Posts: 49
    Joined: Tue Apr 02, 2019 10:29 pm

    Re: Gotta Have Soul: Outset

    Post by Ozzati » Mon Aug 12, 2019 5:12 pm

    Fear Check, 2 Failed
    Scene Modifier -2
    [*] Spirit (1d6) 1d6 = 1: 1
    [*] Wild (1d6) 1d6 = 4: 4
    Shaken (5) _
    Scene Modifier +2
    Fright Table (1d20) 1d20 = 3: 3
    Not one to believe things until he sees them, Ozzati is horrified by what he does see.

    Even being shaken, he manages to say, "Someone has got to stop projecting their nightmares into my reality."

    Spirit to Unshake 9 _
    [*] Spirit (1d6) 1d6 = 3: 3
    [*] Wild (1d6) 1d6 = 6: 6
    [*] Aced! Wild (1d6+6) 1d6+6 = 9: 3
    Ozzati
    Quick Stat _
    Novice Trimadore Techno-Wizard
    Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
    Wounds: None || Fatigue: None
    Combat Edges:
    Relevant Edges:
    Bennies: 3/3
    Weapons
    Weapons On Hand _
    • TK Revolver
    Powers
    Gizmoed Powers _
    [*]

    User avatar
    Freemage
    Savage Senior
    Posts: 1675
    Joined: Thu May 11, 2017 7:09 am

    Re: Gotta Have Soul: Outset

    Post by Freemage » Sat Aug 17, 2019 8:46 am

    OOC Comments
    Glubsnor hit for six wounds
    Glubsnor Soak w/Elan 1d12+6 = 15: 9
    Wild Soak w/Elan 1d6+6 = 9: 3
    3 Wounds Soaked, now at 3 Holy Wounds.

    Actions:
    Fellix: Moves to Jacob, attacks
    Fighting 1d12+2 = 11: 9
    Frenzy Fighting 1d12+2 = 11: 9
    Wild Fighting 1d6+2 = 5: 3
    +1 from Gang-up makes them both 12, so 2 Raises
    Damage (vs. 20(9) Toughness): 1d12+6 = 14: 8 1d8 = 4: 4 1d6 = 6: 6 ACE 1d6 = 5: 5 = 25 AP 2 (1 Wound)
    Damage (vs. 20(9) Toughness): 1d12+6 = 15: 9 1d8 = 5: 5 1d6 = 2: 2 = 22 AP 2 (1 Wound)

    Glubsnor: Attacks Jacob (-3 due to Wounds)
    Unshake: 1d12-1 = 1: 2
    Wild Spirit 1d6-1 = 2: 3
    GM Bennie to Unshake
    Fighting 1d12-1 = 4: 5
    Frenzy Fighting 1d12-1 = 1: 2
    Wild Fighting 1d6-1 = 0: 1
    +1 from Gang-up makes it a 5 and a 2, still 2 Misses

    Scarful: Consumes soul to gain ISP, spend 6 to cast EDA at +2 to roll, MAP -2
    Exalted Detect Arcana 1d12+2 = 7: 5
    Wild Psionics 1d6+2 = 4: 2
    Success, so he knows who has spells up, at least, and that Jacob's stick is very, very powerful

    Duroth: Consumes soul to gain PPE, spend 11 to cast Mega-Blast (Fire/AP Trapping) behind salt-line; -2 MAP, -6 Cover
    Mega-Blast 1d12-6 = -4: 2
    Wild Spellcasting 1d6-6 = -2: 4
    GM Benny to Extra Effort w/Elan: 1d6 = 5: 5
    Damage Growler: 3d10 = 17: 5, 3, 9, 17 AP 2 = Shaken
    Damage Herra: 3d10 = 23: 6, 9, 8, 23 AP 2 = 3 Wounds
    Damage Roy: 3d10 = 18: 8, 8, 2, 18 AP 2 = 1 Wound
    Damage Ozzati: 3d10 = 9: 1, 4, 4, 9 AP 2 = No Damage
    Damage Sara: 3d10 = 20: 3, 10, 7 ACE 1d10 = 8: 8, 28 AP 2 = 3 Wounds

    Salt Tracker:
    All at full except for Growler, who has used 4/8 on drawing a line

    Bennies, Souls, ISP, PPE
    Fellix: 2, 8, 5, 5
    Glubsnor: 1, 7, 5, 5
    Scarful: 1, 7, 44, 5
    Duroth: 1, 7, 5, 40
    GM: 4/6 Bennies
    Growler's bow-shot does not slay the demon, but Glubsnor is clearly in a vast amount of pain. Roaring in a blind rage, it lashes out furiously at Jacob, who deftly blocks the blows; sadly, the same cannot be said for the two vicious strikes that come from Fellix, who moves over to the low step and strikes the Grackletooth from higher ground twice, both blows ringing Jacob's head soundly.

    Meanwhile, the other two move around to try to engage the party before they can fully be sealed in. As they move, both do... something. Herra can see the full effect of it--one of the souls they each have bound up goes dormant, the expression now a fixed rictus of pain instead of moving about over the torso. One, to the rear, gains a massive surge of PPE, while the forerunner similarly gains a rush of ISP, both now easily possessing enough energy for battle.

    The forerunner, Scarful, uses his stolen psychic energy to gather intel on the opposition--almost instantly, he points to Jacob and lets out a gutteral roar. "Brothers! Rune Weapon!"

    Meanwhile, the last of the vile quartet, Duroth, uses his own magical energies and, with a triumphant howl, manages to shoot a fiery explosion through the tiny gap created by the uneven cavern wall from the line of salt Growler laid down. Ozzati escapes the blast unharmed, and Growler manages to only be battered by the flames. The others, though, feel considerable pain as the infernal hellfire washes over them. Duroth chuckles darkly. "You should have put it in a circle, mongrel."

    Still, there is one interesting thing that comes of all this--the hellfire explosion stops at the line of salt just as if there were an invisible wall there.
    Instructions and Intiative
    Soak rolls!
    Jacob was hit twice, for one Wound each--so that's two possible Soak rolls; if the second Wound is unsoaked, then he'll be Shaken at the start of this round.
    Ozzati needs to add a roll to UnShake to his prior post; if he fails that, he needs to try again this round
    Growler was Shaken by the flames and needs to unshake
    Roy took one hit for one Wound; if he fails/declines to Soak, then he'll need to unshake this round
    Sara and Herra both took one hit for 3 Wounds, and will need to Soak; if any Wounds remain, they start the round Shaken.

    Strategist: 3S; 6H

    Growler (Q): 3D, 10H
    Herra (ILH): JH, 8D, 4C
    Jacob (Q, ILH): AC, 2D, 8C
    Ozz: KC
    Roy: 4H
    Sara: QC

    Soul Catcher Demons: 9H

    So it's most of the team, then the Soul Catchers, then Roy. Still no Jokers.
    Battle Map
    SoulBattle2.jpg

    User avatar
    Herra
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    Bronze Patron
    Posts: 207
    Joined: Fri May 12, 2017 7:13 pm

    Re: Gotta Have Soul: Outset

    Post by Herra » Sun Aug 18, 2019 1:30 pm

    Soaked 1 wound
    Elan adds +2
    Vigor 1d6+2 = 7: 5
    Wild 1d6+2 = 7: 5
    Unshake
    Spirit 1d8-2 = -1: 1
    Wild 1d6-2 = 3: 5
    Healing (free action), 8 two wounds healed, free immediate roll to unshake 10, success
    Psionics 1d10-2 = -1: 1
    Wild 1d6-2 = 4: 6
    Ace 1d6 = 2: 2

    Adrenaline Surge
    Spirit 1d8 = 3: 3
    Wild 1d6 = 2: 2

    EE 1d6+2 = 7: 5

    Bah, benny for EE with elan
    Shooting and Psionics, 29 MD
    Draw TK rifle (action)
    activate weapon (free action)
    greater smite (action)
    Shooting d6 (-4 from MaP, +2 from marksman, +2 from rifle, +2 for size)

    Psionics 1d10 = 2: 2
    Wild 1d6 = 4: 4

    Shooting 1d6+2 = 8: 6
    Wild 1d6+2 = 3: 1

    Chosen Trapping: Salt

    Damage (with smite and raise) 4d6+4 = 15: 3, 1, 2, 5

    Benny
    4d6+4 = 20: 1, 6, 4, 5
    Ace 1d6 = 3: 3
    +2 (forgot greater smite)
    +4 salt
    Herra stands as still as a stone, her face set like a statue, as hellfire washes over her entire body. He flesh burns and her hair smolders as the unnatural heat consumes her. Yet, as soon as the wave passes her body begins to heal heal. The blisters on her skin disappear, her hair regrows, and her face remains impassive.

    She finally shows emotion upon seeing the souls drained of their life force to empower the demons. Without thinking she unhooks her TK Rifle and, using telekinesis to draw some of the nearby salt into the barrel creating a wicked salt rock shot gun.

    "Push them together so we can contain them or souls will be lost."

    Squeezing the trigger she opens fire to blast one of them back and give the team room to encircle them with salt.
    Character Information
    Herra, Psychic Warrior
    30/30 I.S.P.
    1/3 Bennies
    Edit Signature

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Sun Aug 18, 2019 3:02 pm

    Roy Wounded -1
    Soak
    Vigor 1d6 = 5: 5
    Wild 1d6 = 1: 1
    As the blast comes Roy holds his breath bringing his arm up to protect his face as he pushes himself further into the rock he was hiding behind. "Hot damn, my magic is rolling off these fellers!" The pain of the burns washing over him was distracting Roy and he was staring to wonder if field work was really his cup of tea.

    Using Cutting in Line
    Cutting In Line
    Draw 3 initiative cards and keep the highest.
    viewtopic.php?f=58&t=4067&p=55460#p55460
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

    User avatar
    Sara Turner
    Posts: 82
    Joined: Sat Oct 20, 2018 2:46 am

    Re: Gotta Have Soul: Outset

    Post by Sara Turner » Sun Aug 18, 2019 5:22 pm

    Soak 6; soaks 1 wound
    Vigor 1d10 = 6: 6
    Wild 1d6 = 1: 1
    Unshake 9; Raise
    +2 Construct
    Spirit 1d8 = 7: 7
    Wild 1d6 = 5: 5
    Greater Smite Salt 5; Success +4
    Psionics 1d12 = 4: 4
    Wild 1d6 = 5: 5
    Shooting # - never mind the shooting roll. The MAP will make the Smite nonviable, and so shooting won't be worth anything. I forgot about MAP
    Shooting 1d8 = 8: 8
    Wild 1d6 = 1: 1
    Cave
    Nightfall
    Round 0

    Sara through up her arms as the hellfire engulfed her. She screamed in agony as she felt her synthskin burn and melt. Her systems immediately shut down her pain receptors as she sagged against the cavern wall, trying to reorient herself after the blast.

    Sara focused on her Liberator rifle. It was amazing what the mind could do. She focused on the particle beam emitter, changing the focusing crystal into sodium. Then she took aim at one of the demons attacking Jacob.
    OOC Comments
    Sara will move up to the salt line and Aim maneuver at F

    ***

    Aim +2 (1r)
    2 Wounds (no penalty/Nerves of Steel and Construct
    Exalted Telekinesis (2r): Strength d12+2 1000 lbs
    Divination Device
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 26/40; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21/21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 0/4
    Adventure Card
    Creeper stats
    The Creeper
    Size 6
    Acc/TS: 3/11
    Toughness: 35 (17)
    Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
    Vehicle Mod Slots Remaining: 7
    Crew: 2+6
    Handling: +1
    Amphibious: half speed
    All-Terrain: difficult terrain only costs 1.5x movement
    Targeting System: +2 Shooting with vehicle weapons
    Sensors: +2 Notice for pilot or co-pilot
    Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
    Leaping: 4” vertical, 8” horizontal
    Driving: +1 Die Type
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 35/35; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
    • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

    User avatar
    Ozzati
    Posts: 49
    Joined: Tue Apr 02, 2019 10:29 pm

    Re: Gotta Have Soul: Outset

    Post by Ozzati » Tue Aug 20, 2019 1:39 pm

    Ozzati notices that the balefire stops at the Salt and marvels, then does some simple calculations.

    "Bless you peddlar woman."

    Realizing that his current loadout would not be enough, he begins tinkering with his Stone Aegis (Greater Armor). The tower shield appears on his command. Six feet in physical reality but it protects his form. Ozzati takes a cake of salt and begins recasting his power while laying in intricate lines of salt along the crevaces and creases of the shield.

    Greater Armor, Rock Salt Trapping _
    5 PPE (15 remaining)
    [*] Techno-Wizardry (1d10) 1d10 = 8: 8
    [*] Wild (1d6) 1d6 = 5: 5
    Ozzati
    Quick Stat _
    Novice Trimadore Techno-Wizard
    Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
    Wounds: None || Fatigue: None
    Combat Edges:
    Relevant Edges:
    Bennies: 3/3
    Weapons
    Weapons On Hand _
    • TK Revolver
    Powers
    Gizmoed Powers _
    [*]

    User avatar
    SnackHappy
    Bronze Patron
    Bronze Patron
    Posts: 174
    Joined: Fri May 26, 2017 8:20 am

    Re: Gotta Have Soul: Outset

    Post by SnackHappy » Tue Aug 20, 2019 9:03 pm

    OOC Comments
    Spirit to Unshake: 1d8 = 6: 6
    Spirit to Resist Soul Rape: 1d8-2 = 2: 4
    Benny for EE: 1d6 = 2: 2

    Greater Entangle at the two adjacent from Dragon rod.
    Shooting: 1d12+2 = 13: 11
    Wild: 1d6+2 = 5: 3
    Benny for EE: 1d6 = 4: 4
    Total: 17
    The strike felt strange...otherworldly as if part of it promised sweet release from the horrors of the world if one would just give in. Then just before giving in he caught a glimpse of death and spirits screaming and he snapped. "Aww.. Hell no! You demon bastards can go straight back where you came from!"
    Stepping back he slightly he points the Dragon rod in the demons direction and as if responding to his thoughts a large globe of viscus fluid materializes out the end spraying towards them. Smacking them and quickly spreading around them sticking them to the ground and in place.
    Character Summary
    Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
    Active effects: None
    Parry: 6 (8 w/Cestus)
    Toughness: 20(9)/35(17) in Sasha
    Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
    Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
    Equipment of Note:
    Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
    Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

    Currently playing in: 7th Set Joker's Jokers

    User avatar
    Freemage
    Savage Senior
    Posts: 1675
    Joined: Thu May 11, 2017 7:09 am

    Re: Gotta Have Soul: Outset

    Post by Freemage » Tue Aug 20, 2019 9:52 pm

    OOC Comments
    Fellix Resist Entangle 1d12 = 10: 10
    Wild Agility 1d6 = 2: 2
    Extra Effort/Elan 1d6+12 = 16: 4
    Fellix Entangled: Can take NO actions based on Agility or Strength other than trying to break free.

    Glubsnor Resist Entangle 1d12-3 = 8: 11
    Wild Agility 1d6-3 = -1: 2
    Glubsnor Entangled. Can take NO actions based on Agility or Strength other than trying to break free, and his attempts to do so are at -4.
    Jacob wields the amazing tool for the first time in a real combat situation, to astounding effect. Fellix, having a slightly better position, is still quite firmly bound. Glubsnor, still off-balance from his grievous injuries, fares much worse, and is almost completely immobilized.

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Wed Aug 21, 2019 7:17 am

    OOC Comments
    Recover from Shaken d10, Joker +2, Wounds -1
    Spirit 1d10+1 = 11: 10 Ace does not matter, no need to keep rolling
    Wild 1d6+1 = 6: 5
    OOC Comments
    Turn 01
    Inject Self with IRMSS 1d8+2 = 7: 5
    Dig in bag for Salt 1 of 1d6 = 6: 6

    Turn 02
    Dig in bag for Salt 2 or 6

    20 PPE to start
    Exalted Drain Spellcasting on demon who just attacked us -0 PPE
    Spellcasting 1d12 = 2: 2
    Wild Die 1d6 = 1: 1
    • Use Benny just got from joker for reroll
      Spellcasting 1d12 = 12: 12 Ace 1d12+12 = 22: 10
      Wild 1d6 = 2: 2

    Yes I realize I should have taken a MAP and also destroyed his Psionic skill, but too late. :(


    Reaching in his one of his bags Roy pulls out a small IRMSS, enchanted with Techno Wizardry enhancements the thing seems to glow as he injects himself with it. Then digging through the bag Roy works to get the salt out and ready for capturing one of these monsters. Perhaps a chance to save those souls. However as time feels like it is dragging for him, even inside his accelerated bubble he decides another sprinkle of th sands of fate on the demon who attacked them would help. Destroying the creatures command over magic.
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

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    Freemage
    Savage Senior
    Posts: 1675
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    Re: Gotta Have Soul: Outset

    Post by Freemage » Fri Aug 23, 2019 11:00 pm

    OOC Comments
    Bennies, Souls, ISP, PPE
    Fellix: 1, 8, 5, 5
    Glubsnor (3 Wounds): 1, 7, 5, 5
    Scarful: 1, 7, 44, 5
    Duroth: 1, 7, 5, 40
    GM: 4/6 Bennies

    Fellix Unshake 1d12 = 11: 11
    Wild Spirit 1d6 = 2: 2

    Fellix consumes Soul for PPE, attempts to Break Free, and to attack Jacob; suffers a -4 MAP.
    Fellix Free 1d12+2 = 11: 9
    Wild Strength 1d6+2 = 6: 4

    Fighting 1d12-2 = 6: 8
    Frenzy 1d12-2 = 3: 5
    Wild Fighting 1d6-2 = 2: 4

    Glubsnor attempts to free himself; base Strength d12+6, -4 from Feeble, -3 from wounds, -4 from Greater Entangle
    Glubsnor Free 1d12-5 = 2: 7
    Wild Strength 1d6-5 = 0: 5

    Scarful attempts to use Mind Control on Growler, spends 10 ISP to roll at +2
    Scarful Mind Control 1d12+4 = 8: 4
    Wild Psionics 1d6+4 = 6: 2
    GM Bennie for Extra Effort w/Elan 1d6+10 = 13: 3

    Duroth Resist Drain Spellcasting 1d12 = 5: 5
    Wild Spirit 1d6 = 2: 2
    Failed with a Raise to Roy; -4 DT to spellcasting, leaving his base at d8
    Duroth casts Mega-Blast with Fire/AP again, LBT, -6 Cover
    Duroth Spellcasting 1d8-6 = -3: 3
    Wild Spellcasting 1d6-4 = -3: 1
    Fail, spell fizzles

    Bennies, Souls, ISP, PPE
    Fellix: 1, 7, 5, 55
    Glubsnor (3 Wounds, Str d12+2): 1, 7, 5, 5
    Scarful: 1, 7, 34, 5
    Duroth (Spellcasting d8): 1, 7, 5, 40
    GM: 3/6 Bennies
    The fiends, finding themselves hemmed in, try to cope with the situation. Fellix, howling in rage, manages to burst free from its bonds, but is unable to connect with Jacob; it does, however, take a moment to absorb one of the souls it has stolen, and as with Duroth, its aura surges with PPE.

    Glubsnor, on the other hand, is too badly injured, and too tightly bound, to so much as twitch, struggling ineffectually against Jacob's bonds.

    Roy's spell decimates Duroth's ability to wield PPE, causing the fiend's magic to fail miserably; the spell is not merely unable to pierce the small window of space afforded by the wall's curvature--it fizzles entirely. The demon snarls ineffectively at Roy.

    Only Scarful seems to come up with a potentially effective tactic. Speaking to Growler in a surprisingly cloying voice, it calls out. "Leave your salt behind and come across the barrier into the cave." The voice drills into Growler's brain, urging the Dog-Boy to do as he's told.
    Instructions (Timing is IMPORTANT)
    The timing on sequences is important here:

    To start, Growler gets the initial resistance roll against the Mind Control effect. He needs to get a 13 to shake it off; on a 9 or less the demon gets a Raise, on a 5 or less, it's a double-raise (only important for Duration).

    Now, IF Growler fails that roll, THEN Herra, Jacob, Ozz and Sara all get to go (see the Iintiative block below). In theory, Dispel could be applied then if necessary, with Scarful resisting the attempt per normal (note, it's Psionic, so magical attempts to Dispel will be at -2).

    THEN Growler will act--if, at that point, he is still under Mind Control, he gets a second attempt to resist the command because it is fairly suicidal as instructions go. That said, however, he will need to roll a Raise against a second Psionics roll by Scarful to break free entirely; if he only succeeds, he stands still and does nothing this round.

    If Growler is ever not Mind Controlled, then everyone but Roy can go freely, and then the Demons, then Roy.

    Last round's map is still valid.
    Initiative
    Reminder: Everyone got a bennie last round due to Roy's Joker.

    Round 3 Initiative (Reshuffle due to Roy getting the Joker):

    Strategist: 3S; 6H

    Herra (ILH): AD, 3H, 4D
    Jacob (Q, ILH): 8S, 10H, KD
    Ozz: JD
    Sara: AC
    Growler (Q): 3D, 9S

    Soul Catcher Demons: 8C

    Roy: 3C

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    Growler
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    Re: Gotta Have Soul: Outset

    Post by Growler » Mon Aug 26, 2019 8:01 am

    Roll vs. Mind Control
    Spirit (+4 due ARES, TN: 13)
    • Spirit: 1d8+4 = 8: 4
      Wild: 1d6+4 = 6: 2
      • Bennie Reroll: 1d8+6 = 11: 5
        Wild: 1d6+6 = 9: 3
        • Bennie Re-Reroll: 1d8+6 = 9: 3
          Wild: 1d6+6 = 11: 5
          • Bennie Re-Re-Reroll: 1d8+6 = 13: 7
            Wild: 1d6+6 = 8: 2
      Result: 13 - Success. Mind Control thrown off
    I was literally MADE to take out mages and magical creatures. It would have been crazy of them to not consider the threat of mind control when they threw me together.
    Agility 5
    Turn 1 Drawing Line
    • Agility (-> d12 due Quickness Trapping, -2 due Difficulty)
      • Agility: 1d12-2 = 5: 7
        Wild: 1d6-2 = 3: 5
        Result: 5 - Success.
    Turn 2 Drawing Line
    • Agility (-> d12 due Quickness Trapping, -2 due Difficulty)
      • Agility: 1d12-2 = 10: 12
        • Ace: 1d12+10 = 18: 8
        Wild: 1d6-2 = 2: 4
        Result: 18 - Success with Raise(s)
    With a low growl from beep in his throat, races towards Scarfuland Durath, and swiftly draws a circle of salt around them, taking care to not let them get a parting swing at him until he has hemmed the two Demons in and then retreats back behind the salt line.
    Last edited by Growler on Thu Aug 29, 2019 11:55 am, edited 4 times in total.
    Growler
    Main Character: Merlaggon
    Alternate Character: Hans Greuber
    Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
    ISP: 4 / 30

    Active Powers:
    Quickness with Jazz

    Bennies: 3/3
    [list]Base Amount
    [ooc]Skills
    [list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
    [*]Survival: 1d8 (+2 With Woodsman)
    [*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
    [*]Stealth 1d10 (+2 in Wilderness or Urban)
    [*]Fighting: 1d12
    [*]Shooting: 1d12
    [*]Knowledge (Arcana): 1d4
    [*]Psionics: 1d8
    [*]Intimidation: 1d6
    [*]Taunt: 1d6[/list]

    Abilities
    [list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
    [*]Slow Regeneration (Natural Healing Roll Each Day)
    [*]+4 vs. Fear, Mind Control, and Magic
    [*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

    http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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    Sara Turner
    Posts: 82
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    Re: Gotta Have Soul: Outset

    Post by Sara Turner » Wed Aug 28, 2019 2:29 am

    Shooting Scarful 9; Raise
    +2 Aim
    Shooting 1d8+2 = 4: 2
    Wild 1d6+2 = 8: 6
    Ace 1d6+8 = 9: 1
    Particle Beam Damage 16 MD, AP 6
    +4 Greater Smite, +4 Salt vulnerability
    2d8+12 = 16: 1, 3
    Cave
    Nightfall
    Round 0
    OOC Comments
    Sara should be standing at the red line now. She moved up last turn.
    Having taken the time to aim carefully, Sara unloaded a shot from her rifle, the energy a bright orange as it passed through the sodium crystal conversion matrix to blast into one of the demons.

    ***

    Greater Smite Salt +4 (2r)
    2 Wounds (no penalty/Nerves of Steel and Construct
    Exalted Telekinesis (1r): Strength d12+2 1000 lbs
    Divination Device
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 26/40; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 20/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21/21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    Creeper stats
    The Creeper
    Size 6
    Acc/TS: 3/11
    Toughness: 35 (17)
    Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
    Vehicle Mod Slots Remaining: 7
    Crew: 2+6
    Handling: +1
    Amphibious: half speed
    All-Terrain: difficult terrain only costs 1.5x movement
    Targeting System: +2 Shooting with vehicle weapons
    Sensors: +2 Notice for pilot or co-pilot
    Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
    Leaping: 4” vertical, 8” horizontal
    Driving: +1 Die Type
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 35/35; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
    • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

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    Ozzati
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    Re: Gotta Have Soul: Outset

    Post by Ozzati » Wed Sep 04, 2019 9:46 am

    Oz, happy with his armor, turns his attention to his gloves. "Guys give me a minute to re-spec my equipment. Then we will all tnagle with whoever's hallucinations these are."

    Greater Smite, Rock Salt Trapping
    4 PPE (11 remaining)
    [*] Techno-Wizardry (1d10) 1d10 = 9: 9
    [*] Wild (1d6) 1d6 = 2: 2
    Ozzati
    Quick Stat _
    Novice Trimadore Techno-Wizard
    Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
    Wounds: None || Fatigue: None
    Combat Edges:
    Relevant Edges:
    Bennies: 3/3
    Weapons
    Weapons On Hand _
    • TK Revolver
    Powers
    Gizmoed Powers _
    [*]

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    Herra
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    Re: Gotta Have Soul: Outset

    Post by Herra » Wed Sep 04, 2019 10:12 am

    Sensing a mental attack targeted toward Growler, Herra laughs derisively at Scarful and calls out to him.

    "Your mind is too small to try that. You cannot even do it without using the souls of others. You are weak and powerless."

    She laughs against but her eyes are cold and locked directly on the demon.
    Taunt 13
    Taunt 1d8 = 8: 8
    Ace 1d8 = 5: 5
    Wild 1d6 = 4: 4
    Character Information
    Herra, Psychic Warrior
    30/30 I.S.P.
    1/3 Bennies
    Edit Signature

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    SnackHappy
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    Posts: 174
    Joined: Fri May 26, 2017 8:20 am

    Re: Gotta Have Soul: Outset

    Post by SnackHappy » Wed Sep 04, 2019 9:20 pm

    OOC Comments
    Greater Entangle at from Dragon rod.
    Shooting: 1d12+2 = 7: 5
    Wild: 1d6+2 = 3: 1
    Benny for EE: 1d6 = 4: 4
    Seeing the trap work so well against one of them and not having salt readily available he decides shooting the other one again is probably in his best interest. Hitting the demon he watches as the glue begins to envelop him. Smiling he readies himself in case they begin to squirm their way out of it all.
    Character Summary
    Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
    Active effects: None
    Parry: 6 (8 w/Cestus)
    Toughness: 20(9)/35(17) in Sasha
    Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
    Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
    Equipment of Note:
    Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
    Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

    Currently playing in: 7th Set Joker's Jokers

    User avatar
    Freemage
    Savage Senior
    Posts: 1675
    Joined: Thu May 11, 2017 7:09 am

    Re: Gotta Have Soul: Outset

    Post by Freemage » Fri Sep 06, 2019 9:13 pm

    Rolls
    Bennies, Souls, ISP, PPE
    Fellix: 1, 7, 5, 55
    Glubsnor (3 Wounds, Str d12+2): 1, 7, 5, 5
    Scarful: 1, 7, 34, 5
    Duroth (Spellcasting d8): 1, 7, 5, 40
    GM: 3/6 Bennies

    Glubsnor consumes soul, gains 50 ISP

    Scarful Resist Taunt 1d10 = 4: 4
    Wild Smarts 1d6 = 2: 2
    Shaken, and Herra's next action against him is at +2

    Fellix Resist Entangle [TN 11] 1d12 = 8: 8
    Wild Agility 1d6 = 4: 4
    Extra Effort Bennie w/ Elan 1d6+10 = 12: 2

    Scarful Unshake 1d12 = 5: 5
    Wild Spirit 1d6 = 3: 3

    Fellix:
    Whip attack Jacob (Wild Attack: +2/+2)
    Frenzy Claw Attack with off-hand (Wild Attack)
    MAP -2, Wild Attack +2, Off-hand (Claw only) -2
    Fellix Bone Whip 1d12+2 = 14: 12 ACE 1d12+14 = 20: 6
    Wild Fighting 1d6+2 = 7: 5
    Raise Damage: 1d12+6 = 14: 8 + 1d8 = 7: 7 + 1d6 = 5: 5
    = 26 MD vs. Toughness 20(9) = 1 Wound + Grapple

    Fellix Claw 1d12 = 3: 3
    Fellix Frenzy 1d12 = 2: 2
    Wild Fighting 1d6 = 4: 4
    Pathetic Miss

    Bennies, Souls, ISP, PPE
    Fellix: 1, 7, 5, 55
    Glubsnor (3 Wounds, Str d12+2): 1, 7, 5, 5
    Scarful: 0, 7, 34, 5
    Duroth (Spellcasting d8): 1, 7, 5, 40
    GM: 3/6 Bennies
    The two southern demons just howl in rage, hurling themselves bodily against the walls of their invisible prison; it's clear that Growler has done his work there very well.

    Glubsnor consumes a soul, his aura flooding with psychic energy.

    Fellix, on the other hand, still has one last trick up his sleeve. Swinging the bone-whip at Jacob, wrapping all around him, then the horned skull at the end striking Jacob in the face, binding him tight. The demon attempts to follow up with a swing with it's empty claw, but both blows go wide. Still, Jacob is ensnared, which will make it difficult to entrap the last of the demons in salt.

    Instructions
    Roy's up.

    Jacob is currently held by the bone-whip (It works like a Grapple, and he's fully snagged--when we get to next round, Jacob can either try to break free (opposed Strength rolls--good luck) or attempt to take some other action, but that action will be at -4).

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Mon Sep 09, 2019 12:52 pm

    Seeing the boss get wrapped up and trapped Roy thinks the only sure way to get him out will be with a lot of magic. Preparing himself Roy focuses on the powers enchanted into his cloak as suddenly the world collapses around him. Then upon arriving Next to @SnackHappy Roy wastes no time grabbing his soldier and pulling them both back to safety behind the salt wall. Before over the radio he says. "You okay, boss, Give me second I got another bag of salt in here." Then the wave hits him, Roy was drawing to much power in such rapid succession as a wave of nausea rolls over him. (Shaken from 1 on casting.)

    Notice fail, first Teleport success with raise, second teleport Shaken w/success
    1.0 Reactivate Exalted Detect Arcana w/Raise (realized this would be 4th round)
    • No roll, auto raise, costs 2 PPE
    1.1 Notice on Whip (-2 MAP)
    • Notice 1d8-2 = 1: 3
      Wild 1d6-2 = 0: 2
    1.2 Dig in Bag for Salt 3/6
    • no roll
    1.3 Teleport to Jacob 3 PPE -2 = 1 PPE (-2 MAP)
    • Spellcasting d12+1, MAP -2
      Spellcasting 1d12-1 = 8: 9
      Wild 1d6-1 = 0: 1
    2.1 Dig in Bag for Salt 4/6
    • no roll
    2.2 Greater Teleport with Jacob away from Grapple 5 PPE -0 = 5 PPE
    • Spellcasting d12+1
      Spellcasting 1d12+1 = 2: 1
      Wild 1d6+1 = 5: 4
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

    User avatar
    Freemage
    Savage Senior
    Posts: 1675
    Joined: Thu May 11, 2017 7:09 am

    Re: Gotta Have Soul: Outset

    Post by Freemage » Mon Sep 09, 2019 10:05 pm

    Roy, unable to discern any weaknesses in the whip's manufacture, changes tactics and manages to slip in and out of space-time so swiftly that the demon has no chance to react, other than to howl in rage as the whip goes slack and clatters against the cave floor, and Jacob is safely set behind the salt-line.

    Disoriented, the demons are a bit thrown off-balance and unable to rally a strike before the majority of the group is ready to attack again.
    Initiative and Instructions

    Strategist: 3S; 6H

    Roy: BJ
    Herra (ILH): QS, 9D, QD
    Jacob (Q, ILH): 9H, 3S, KD
    Sara: KC

    Soul Catcher Demons: JS

    Growler (Q): 6S
    Ozz: 7S

    So, the party is up again. Everyone gets a Benny, thanks to Roy's Joker, and Roy gets +2 to his actions this round.

    Roy, Herra, Jacob and Sara are up.

    Ozz and Growler will go after the Demons, if there's any still active at that point. I positioned Growler on the map as best I could, given his movement and the decision to encircle two demons in one round.
    Battle Map
    SoulBattle3.jpg

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    Sara Turner
    Posts: 82
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    Re: Gotta Have Soul: Outset

    Post by Sara Turner » Tue Sep 10, 2019 4:06 am

    Telekinesis 12
    +2 Mentalist
    Psionics 1d12+2 = 7: 5
    Wild 1d6+2 = 4: 2
    Benny for EE 1d6+7 = 12: 5
    Cave
    Nightfall
    Round 0

    “You know, that’s a good idea,” Sara said with a smile as Jacob was teleported free of the demon’s whip. Using her telekinesis, Sara started to wrap the whip around Fellix himself.

    ***

    Greater Smite Salt +4 (1r)
    2 Wounds (no penalty/Nerves of Steel and Construct
    Exalted Telekinesis (-1r): Strength d12+2 1000 lbs
    Divination Device
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 25/40; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 20/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21/21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    Creeper stats
    The Creeper
    Size 6
    Acc/TS: 3/11
    Toughness: 35 (17)
    Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
    Vehicle Mod Slots Remaining: 7
    Crew: 2+6
    Handling: +1
    Amphibious: half speed
    All-Terrain: difficult terrain only costs 1.5x movement
    Targeting System: +2 Shooting with vehicle weapons
    Sensors: +2 Notice for pilot or co-pilot
    Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
    Leaping: 4” vertical, 8” horizontal
    Driving: +1 Die Type
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 35/35; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
    • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Tue Sep 10, 2019 7:32 am

    Looking out at Growler and how fast he was moving Roy had an idea that may be helpful. "Everyone, we gonna need yer salt out now. Growler's plan worked." Then in a Blink as reality collapsed in on itself Roy was standing next to Growler. "Time to go Hombre." A second folding of space time left Growler and Roy standing next to each other on the safe, relatively speaking, side of the salt.

    Teleport, Teleport, Give Salt to Growler
    1.1 Dig in Bag for Salt 5/6
    1.2 Teleport to Growler 3 PPE -0 = 3 PPE
    • Spellcasting 1d12+3 = 6: 3
      Wild Die 1d6+3 = 4: 1
    2.1 Dig in Bag for Salt 6/6
    • no roll
    2.2 Greater Teleport with Growler back to Safety 5 PPE -0 = 0 PPE (-2 MAP)
    • Spellcasting 1d12+1 = 13: 12 Ace 1d12+13 = 21: 8
      Wild 1d6+1 = 3: 2
    2.3 Give Salt bag to Growler
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

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    SnackHappy
    Bronze Patron
    Bronze Patron
    Posts: 174
    Joined: Fri May 26, 2017 8:20 am

    Re: Gotta Have Soul: Outset

    Post by SnackHappy » Tue Sep 10, 2019 9:21 pm

    OOC Comments
    Reaching for Salt:
    Number of actions. 1d6 = 4: 4
    After being wrapped up by the demon then teleported Jacob could hardly tell which way was up. "Give a guy some warning before you go changing reality around him!"
    Trying to shake it off he begins digging through pockets. "I know I put this damn salt somewhere."
    Character Summary
    Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
    Active effects: None
    Parry: 6 (8 w/Cestus)
    Toughness: 20(9)/35(17) in Sasha
    Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
    Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
    Equipment of Note:
    Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
    Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

    Currently playing in: 7th Set Joker's Jokers

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    Herra
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    Re: Gotta Have Soul: Outset

    Post by Herra » Sat Sep 14, 2019 8:00 am

    With no salt to contribute to the cause, Herra instead tries to hold the last of the demon's at bay. Having effectively gotten into Glubsnor's head, Herra goes in for real this time attempting to stop him from consuming any more souls.

    "Cease what you are doing Glubsnor!"
    Puppet 11
    Psionics 1d10+6 = 8: 2
    Wild 1d6+6 = 11: 5
    Major Psi +2
    Mentalist +2
    Successful Taunt previous round +2
    Character Information
    Herra, Psychic Warrior
    30/30 I.S.P.
    1/3 Bennies
    Edit Signature

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    Roy
    Posts: 31
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    Re: Gotta Have Soul: Outset

    Post by Roy » Wed Sep 18, 2019 7:44 am

    SnackHappy wrote:
    Tue Sep 10, 2019 9:21 pm
    OOC Comments
    Reaching for Salt:
    Number of actions. Original post: 1d6 = 4: 4
    After being wrapped up by the demon then teleported Jacob could hardly tell which way was up. "Give a guy some warning before you go changing reality around him!"
    Trying to shake it off he begins digging through pockets. "I know I put this damn salt somewhere."
    "Sorry bout that Haas, I was concerned that your life was in danger and reckoned better ta apologize then wish yer were still around for one more beer."
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

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    Freemage
    Savage Senior
    Posts: 1675
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    Re: Gotta Have Soul: Outset

    Post by Freemage » Wed Sep 25, 2019 7:31 pm

    OOC Comments
    Round Start
    Bennies, Souls, ISP, PPE
    Fellix: 1, 7, 5, 55
    Glubsnor (3 Wounds, Str d12+2, Entangled -4 to break free, Mind Controlled): 1, 7, 55, 5
    Scarful: 0, 7, 34, 5
    Duroth (Spellcasting d8): 1, 7, 5, 40
    GM: 3/6 Bennies

    Glubsnor Resist Puppet 1d12-3 = -1: 2
    Wild Spirit 1d6-3 = 1: 4

    Glubsnor attempts to break free physically, before attempting to flee. (MAP -2 will apply to all rolls)
    Break Out 1d12-5 = 1: 6
    Wild Strength 1d6-5 = 0: 5
    -1 with MAP
    Benny to reroll, Elan applies
    Break 1d12-5 = 3: 8
    Wild Strength 1d6-5 = -4: 1
    Fails
    GM Benny to reroll w/elan
    Break 1d12-5 = 2: 7
    Wild Strength 1d6-5 = -1: 4
    One last GM Benny effort
    Break 1d12-5 = -3: 2
    Wild Strength 1d6-5 = -2: 3
    Yeah, we're done here--He's snared, still, so NO ESCAPE.

    Fellix Mind Controls Jacob, then moves to the south (-2 MAP)
    Spellcasting 1d12+2 = 14: 12 ACE 1d12+14 = 22: 8
    Wild Spellcasting 1d6+2 = 5: 3
    (-10 PPE)

    Override Jacob's Good Nature 1d12+2 = 11: 9
    Spellcasting 1d6+2 = 7: 5
    Benny to Extra Effort w/ Elan 1d6+13 = 18: 5

    Bennies, Souls, ISP, PPE
    Fellix: 0, 7, 5, 45
    Glubsnor (3 Wounds, Str d12+2, Entangled -4 to break free, Mind Controlled): 1, 7, 55, 5
    Scarful: 0, 7, 34, 5
    Duroth (Spellcasting d8): 1, 7, 5, 40
    GM: 1/6 Bennies
    Glubsnor succumbs to Herra's psychic might. The fiend attempts to find a way around the command--resorting one more time to using physical might to break free instead of his original intent of using psychic prowess to attack those behind the barrier telekinetically. This might've worked, if Glubsnor wasn't beaten to within an inch of discorporating back to Hades and firmly glued to the cavern floor. As it is, however, it just squirms pathetically and ineffectually.

    Fellix manages to snap his whip back from Sara's control before she can ensnare the demon with it. The demon starts heading towards the rear of the caverns, to the south, but as it goes, Fellix makes one final attempt to sow havoc among the Jokers. Eyes glowing with malice, the demon turns as it runs and looks straight at Jacob. "You, beat the dogboy there to death with your hammer."

    Instructions and Map--TIMING IS IMPORTANT AGAIN

    Okay, so:

    Immediately, Jacob needs to make a Spirit roll. If he gets a 22, he's good. If he gets less than that, he's Mind Controlled for some duration of time.

    After that happens, Growler and Ozzati go. Timing is key, here.

    Assuming that Jacob fails the initial Spirit roll, if Growler attempts to move away from him, Jacob will need to make an immediate second resistance roll to ignore the 'kill your ally' command (TN 18 to stand still; TN 22 to break free entirely). If that fails as well, then Jacob will attempt to cave in Growler's head with the hammer. If Growler isn't shaken at the end of that, then he can continue to move.

    However, if Ozz has some means of disrupting the control before Growler goes, or otherwise can do something to prevent the command from being workable, then Growler can move freely.
    SoulBattle4.jpg

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    SnackHappy
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    Re: Gotta Have Soul: Outset

    Post by SnackHappy » Thu Sep 26, 2019 6:31 am

    OOC Comments
    Spirit 1d8 = 1: 1
    Wild 1d6 = 6: 6 Ace: 1d6 = 2: 2

    Benny to reroll
    Spirit: 1d8+2 = 4: 2
    Wild: 1d6+2 = 4: 2

    Resist the urge to smack Growler
    Spirit 1d8 = 5: 5
    Wild 1d6 = 1: 1
    As the demon enter's his mind Jacob screams out. Gripping his hammer he swings at the air where Growler was as he disappears.
    Character Summary
    Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
    Active effects: None
    Parry: 6 (8 w/Cestus)
    Toughness: 20(9)/35(17) in Sasha
    Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
    Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
    Equipment of Note:
    Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
    Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

    Currently playing in: 7th Set Joker's Jokers

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    Growler
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    Re: Gotta Have Soul: Outset

    Post by Growler » Thu Sep 26, 2019 3:05 pm

    Rolls and Costs
    Spending 2 ISP to Maintain his Quickness.
    Turn 1
    • Teleporting over to S18 (10 spaces away) with a salt bag in each hand (+2 due Spending 4 additional ISP, -1 due Maintaining Quickness)
      • Psionics: 1d10-1 = 4: 5
        Wild: 1d6-1 = 5: 6
        • Ace: 1d6+5 = 6: 1
        Result: 6 - Success. 8 PPE. Growler appears in S18, with no attack from SnackHappy.
    Turn 2
    • Make a Salt Circle around the Demon, Fellix
      • Agility: 1d12 = 5: 5-2
        Wild: 1d6 = 5: 5-2
        • Extra Effort: 1d6+2 = 7: 5 (Elan)
        Result: 10 - Success with Raise.
    Seeing the effect of the Demon's magic on Pack Leader SnackHappy, Growler concentrated and teleported by Fellix. Using the salt he was given, Growler quickly lays a circle of salt around the Demon, trapping it where it stands.

    I hope that this is enough to free the PackLeader from the Demon's control.
    Last edited by Growler on Sat Sep 28, 2019 10:01 am, edited 3 times in total.
    Growler
    Main Character: Merlaggon
    Alternate Character: Hans Greuber
    Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
    ISP: 4 / 30

    Active Powers:
    Quickness with Jazz

    Bennies: 3/3
    [list]Base Amount
    [ooc]Skills
    [list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
    [*]Survival: 1d8 (+2 With Woodsman)
    [*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
    [*]Stealth 1d10 (+2 in Wilderness or Urban)
    [*]Fighting: 1d12
    [*]Shooting: 1d12
    [*]Knowledge (Arcana): 1d4
    [*]Psionics: 1d8
    [*]Intimidation: 1d6
    [*]Taunt: 1d6[/list]

    Abilities
    [list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
    [*]Slow Regeneration (Natural Healing Roll Each Day)
    [*]+4 vs. Fear, Mind Control, and Magic
    [*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

    http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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    Sara Turner
    Posts: 82
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    Re: Gotta Have Soul: Outset

    Post by Sara Turner » Fri Sep 27, 2019 3:10 am

    Telekinesis 11 opposed by Jacob's Spirit
    Psionics 1d12 = 11: 11
    Wild 1d6 = 3: 3
    Cave
    Nightfall
    Round 0

    “Shit!” Sara exclaimed as Jacob seemed to go feral and swing his hammer at Growler. The big grackletooth was standing right next to her! Sara didn’t have a shot at the retreating demon, and since she wasn’t sure she could trust Jacob not to attack her next, she turned her telekinesis on the grackletooth, trying to lift him into the air against the ceiling until whatever came over him ended.

    ***

    Greater Smite Salt +4 (-1r)
    2 Wounds (no penalty/Nerves of Steel and Construct
    Exalted Telekinesis (-2r): Strength d12+2 1000 lbs
    Divination Device
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 23/40; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 20/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21/21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    Creeper stats
    The Creeper
    Size 6
    Acc/TS: 3/11
    Toughness: 35 (17)
    Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
    Vehicle Mod Slots Remaining: 7
    Crew: 2+6
    Handling: +1
    Amphibious: half speed
    All-Terrain: difficult terrain only costs 1.5x movement
    Targeting System: +2 Shooting with vehicle weapons
    Sensors: +2 Notice for pilot or co-pilot
    Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
    Leaping: 4” vertical, 8” horizontal
    Driving: +1 Die Type
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 35/35; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
    • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Fri Sep 27, 2019 8:11 am

    As Roy sees the magic seize Jacob's mind, his own starts racing. This is not good at all, thinking as fast as he can, he tries to come up with a sure fire way of freeing SnackHappy, but unfortunately he does not know if his own arcane skills are the match of such powerful demons. If only he had prepared for this. Then an idea comes to him. Not only are the demons affected by salt, so too is their magic.
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

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    Herra
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    Bronze Patron
    Posts: 207
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    Re: Gotta Have Soul: Outset

    Post by Herra » Sun Sep 29, 2019 10:54 am

    Herra attempts to release Glubsnor's captive souls while the others deal with the rampaging Grackletooth. With the demon under her mental sway, she tries the easy way first: "Release the captive souls!"
    Character Information
    Herra, Psychic Warrior
    30/30 I.S.P.
    1/3 Bennies
    Edit Signature

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    Freemage
    Savage Senior
    Posts: 1675
    Joined: Thu May 11, 2017 7:09 am

    Re: Gotta Have Soul: Outset

    Post by Freemage » Tue Oct 01, 2019 9:25 am

    With Fellix secured, the wrap-up for this situation is fairly simple. Herra clears Jacob's head before he can catch up to Growler; another circle of salt is placed around the bound and battered Glubsnor. And then the discussion commences on how best to address the needed magics to free the souls imprisoned by the demons.

    Just as you reach the conclusion that most of you will need to stay guard while sending someone back to Castle Refuge, a squeaking sound echoes through the tunnels you entered by. A moment later, emerging from the tunnel is... the old woman, pushing her cart along with surprising vigor. "Well done, well done, my dears. I can take care of the next bit, I think."

    She begins making circuits around each of the bound demons, murmuring an atonal sing-song tune of no language any of you recognize. As she completes each pass, the demon she is currently walking around gives a howl of rage as several souls are ripped free, floating off and disappearing into the ether. It takes two or three circuits for each demon before she is through, but then she nods, clearly drained by the effort. "There we go. Now, you lot could stick around here and finish the job, but now that their souls have been returned to them, I suspect those silly men who dress up like skeletons will be re-energized and follow the trail here, looking for payback. Probably best if you're not around for that part of things--once that lot starts shooting, they tend to be a bit indiscriminate about targets, I've found. So I suggest you just run along before they get here. I'll make sure they have enough clues to be able to use the salt against these fiends, and that should give them enough to go back and make their report."

    With that, she starts to head not out, but further into the tunnels. When someone suggests that you accompany her, she shakes her head. "Oh, heavens no. We all have our roles to play, and yours is back at your Castle. I have business down here that needs tending to."
    Gamestuff
    Yeah, Exalted Detect shows that this is Greater Banish in play. AB: Faith in origin. There's no clue, however, indicating how she got that damned peddler's cart down the tunnels.

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Tue Oct 01, 2019 10:00 am

    Roy watches the lady work, studying it as closely as possible. "Now this is why i travel" he says. his love and passion for learning of all kind has always been what drove him in life, and watching the strange exercise of alien power is fascinating. Looking over Jacob and seeing the effects cleared he nods.

    When the work is all done he looks at the old Lady. "Don't expect we coulda done much o' that without yer help mam. Thank ya kindly. if ya ever need help let us know. It is what we like to do."

    OOC Comments
    Obviously he is again using exalted Detect Arcana to watch all she is doing with a raise. He is a scholar of magic after all.
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

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    Ozzati
    Posts: 49
    Joined: Tue Apr 02, 2019 10:29 pm

    Re: Gotta Have Soul: Outset

    Post by Ozzati » Tue Oct 01, 2019 1:15 pm

    Ozzati suggests that they can take the cavern portal back. He just needs a few minutes to get the way set.
    Ozzati
    Quick Stat _
    Novice Trimadore Techno-Wizard
    Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
    Wounds: None || Fatigue: None
    Combat Edges:
    Relevant Edges:
    Bennies: 3/3
    Weapons
    Weapons On Hand _
    • TK Revolver
    Powers
    Gizmoed Powers _
    [*]

    User avatar
    Herra
    Bronze Patron
    Bronze Patron
    Posts: 207
    Joined: Fri May 12, 2017 7:13 pm

    Re: Gotta Have Soul: Outset

    Post by Herra » Wed Oct 02, 2019 1:38 pm

    The woman's timely arrival makes Herra suspicious, but her experience of the elders of the Moon Hunter Tribe also gives her a great respect for wise old mystic women. "Surely you could have just asked for our help. There was never a question if we would not prevail."

    Confident they can easily handle the CS when the arrive, Herra goes along with the others but with a derisive scoff.

    "Very well. Let the Coalition have their monsters to blame. The Castle awaits."
    Character Information
    Herra, Psychic Warrior
    30/30 I.S.P.
    1/3 Bennies
    Edit Signature

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    Growler
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    Diamond Patron
    Posts: 145
    Joined: Fri Aug 18, 2017 7:42 am

    Re: Gotta Have Soul: Outset

    Post by Growler » Wed Oct 02, 2019 3:49 pm

    Sniff, Sniff 19
    Detect Arcana (Notice, +2 due Scent)
    • Notice: 1d10+2 = 7: 5
      Wild: 1d6+2 = 8: 6
      • Ace: 1d6+8 = 14: 6
        • Re-Ace: 1d6+14 = 19: 5
      Result: 19 - Success with 3 Raises
    Opening up the faceplate of his helmet, Growler takes a blatant deep nose full of the old lady and her actions before closing it again.

    ""I still don't trust her. What is her motivation for helping us, and what is in it for her?
    Growler
    Main Character: Merlaggon
    Alternate Character: Hans Greuber
    Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
    ISP: 4 / 30

    Active Powers:
    Quickness with Jazz

    Bennies: 3/3
    [list]Base Amount
    [ooc]Skills
    [list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
    [*]Survival: 1d8 (+2 With Woodsman)
    [*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
    [*]Stealth 1d10 (+2 in Wilderness or Urban)
    [*]Fighting: 1d12
    [*]Shooting: 1d12
    [*]Knowledge (Arcana): 1d4
    [*]Psionics: 1d8
    [*]Intimidation: 1d6
    [*]Taunt: 1d6[/list]

    Abilities
    [list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
    [*]Slow Regeneration (Natural Healing Roll Each Day)
    [*]+4 vs. Fear, Mind Control, and Magic
    [*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

    http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

    User avatar
    Sara Turner
    Posts: 82
    Joined: Sat Oct 20, 2018 2:46 am

    Re: Gotta Have Soul: Outset

    Post by Sara Turner » Fri Oct 04, 2019 12:43 am

    Cave
    Nightfall
    Round 0

    Sara paused as they turned to leave. “So...we’re just going to leave the demons?” she asked. “Why don’t we just finish them off? They’re trapped. Fish in a barrel. We leave them here, maybe something happens to disturb the salt rings, or the Coalition screws up and just becomes more souls for them to feed on.”

    Sara winced as she moved. She needed to be repaired.

    ***
    Divination Device
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 23/40; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 20/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21/21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. USED: DIVINATION DEVICE
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    Creeper stats
    The Creeper
    Size 6
    Acc/TS: 3/11
    Toughness: 35 (17)
    Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
    Vehicle Mod Slots Remaining: 7
    Crew: 2+6
    Handling: +1
    Amphibious: half speed
    All-Terrain: difficult terrain only costs 1.5x movement
    Targeting System: +2 Shooting with vehicle weapons
    Sensors: +2 Notice for pilot or co-pilot
    Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
    Leaping: 4” vertical, 8” horizontal
    Driving: +1 Die Type
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 35/35; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
    • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

    User avatar
    Freemage
    Savage Senior
    Posts: 1675
    Joined: Thu May 11, 2017 7:09 am

    Re: Gotta Have Soul: Outset

    Post by Freemage » Sat Oct 12, 2019 7:44 pm

    "Of course, you could do that, dearie, but the Deadboys are coming fairly quickly, and if they don't have to stop to deal with the demons, then they might just be able to track down you lot. Still, it's certainly your decision," the old woman's voice echoes down the tunnel into which she moved.

    Attempts to track the old woman, however, will fail--she is just GONE, leaving you with the need to decide what to do, and not a lot of time to do it in.
    Instructions
    You guys have a choice:

    Let's You And Him Fight:
    You can get out of the tunnels right now, leave the demons behind as the woman suggested, and be long gone by the time the CS troops finish up here.

    It's Hard Being A Hero:
    Nope, not gonna risk it. You destroy the demons before leaving. This not only takes a little bit of time (they are wild cards, some still with bennies, after all), but also means there's nothing distracting the CS from trying to follow you after they get here. On the upside, you all get a Benny for taking the hard road.
    On the downside, I'll need the following rolls, at -6: Driving from whoever is running the Creeper, and Piloting from Jacob. This is you guys trying to evade the CS troops. If either of you fail, it's going to be a Quick Combat--the Difficulty modifier will be based on your rolls, but at best it'll be -2 as they catch you in the open.

    Kill 'Em All, Let the Gods Sort It Out:
    After eliminating the demons, you guys wait in the cave and ambush the CS troops as they follow the trail down here. As this is an ambush, it'll still be a QC, but this time it would be at a bonus. I'm certain there will be no consequences to going straight-up Murder Hobo. (Hint: I'm lying; there will be consequences.)

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Sat Oct 12, 2019 9:16 pm

    Roy assesses the situation. "Shoot, well it ain't easy being a Hero. But ain't nothing right bout leaving these things for the CS boys and rusking some mistakes."

    "If y'all want yo go, its fine. But I need to see this through."
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

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    Herra
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    Bronze Patron
    Posts: 207
    Joined: Fri May 12, 2017 7:13 pm

    Re: Gotta Have Soul: Outset

    Post by Herra » Sun Oct 13, 2019 4:19 am

    Grunting her displeasure Herra stares at the blank space where the woman once stood, "Leaving these things is irresponsible. Trusting the Coalition to do anything right is even more so."

    She makes a bored, dismissive gesture, "If they track us and attack they will wish they had not. To avoid their complete destruction perhaps we can leave some delaying obstacles in their wake."
    Character Information
    Herra, Psychic Warrior
    30/30 I.S.P.
    1/3 Bennies
    Edit Signature

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Sun Oct 13, 2019 8:59 pm

    Roy nods, liking the idea of delaying them. "Is there any way to set a false trail? They were not subtle at all and my magic would get picked up by Dog Boys in an instant."
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

    User avatar
    Ozzati
    Posts: 49
    Joined: Tue Apr 02, 2019 10:29 pm

    Re: Gotta Have Soul: Outset

    Post by Ozzati » Sun Oct 13, 2019 10:24 pm

    Oz looks at the way they came in, "Delay the dead heads by blowing up the entrance we came through and exiting through another."

    Ozzatti points the opposite direction. "Maybe it is simpler than it looks. Detonate the one entrance after we have confirmed another exit. Deal with these overly active projections of someones imagination and beat a hasty retreat."
    Ozzati
    Quick Stat _
    Novice Trimadore Techno-Wizard
    Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
    Wounds: None || Fatigue: None
    Combat Edges:
    Relevant Edges:
    Bennies: 3/3
    Weapons
    Weapons On Hand _
    • TK Revolver
    Powers
    Gizmoed Powers _
    [*]

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Mon Oct 14, 2019 8:25 am

    Roy shakes his head. "I've heard a lot of unkind stories bout being trapped in a cave to want ta be on the inside if 'n you blow the entrance." The very idea of it bringing him chills. Stuck inside unsure if you could teleport out or land in a rock wall. Worse yet, to show on the outside with only a CS rail gun to open you up and finish what the stone could not.

    Having spoken his peace he sets to solving the real problem of these demons.
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

    User avatar
    Roy
    Posts: 31
    Joined: Wed May 22, 2019 5:49 am

    Re: Gotta Have Soul: Outset

    Post by Roy » Tue Oct 15, 2019 2:01 pm

    After thinking a moment Roy says. "Maybe I got a plan. Lets kill these bastards, but leave that one there here on deaths door. When the CS show up, they can kill him and we will be good to go as they waste time finishing 'em off. This might be enough to matter, and maybe they will see they interrupted us in killing them, realize we are not their enemy an not hunt us?"


    Action plan?
    use Greater Smite to make our weapon deal Salt damage on the demons, killing them off as soon as possible. Then leave with one alive. Hopefully the CS will stay to kill him and that will make it so if we lose the chase, it will be a smaller force.

    Roy only has 9 PPE, so he can really only smite 1 weapon unless he rolls high enough to reduce the PPE cost a whole lot.

    .
    Resources & effects
    PPE: 9/40
    Wounds: 1
    Bennies: 1

    Exalted Quickness turn 3/3
    Roy Andrew Wilson
    Roy Andrew Wilson
    Player Name: Rob Towell
    Google Handle: Ndreare
    Rank: Veteran Experience: 47 Advances Left: 0
    Race: Human
    Iconic Framework: Ley Line Walker
    Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
    Charisma: +0 Parry: 4 Toughness: 14 (7)

    Skills
    • Fighting (Ag) d4
    • Healing (Sm) d4
    • K/Arcana (Sm) d8
    • K/History (Sm) d4
    • Notice (Sm) d8
    • Persuasion (Sp) d4
    • Repair (Sm) d6
    • Spellcasting (Sm) d12
    • Stealth (Ag) d4
    • Streetwise (Sm) d4

    Edges & Abilities
    • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
    • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
    • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
    • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
    • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
    • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
    • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
    • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
    • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
    • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
    • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

    Hindrances
    • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
    • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
    • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Code of Honor: Character keeps his word and acts like a gentleman.
    • Quirk: Obsessed with stuff, specifically anything arcane.
    • Big Mouth: Unable to keep a secret, blabs at the worst time.
    Q3 2019 Adventure Cards Used

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    Ozzati
    Posts: 49
    Joined: Tue Apr 02, 2019 10:29 pm

    Re: Gotta Have Soul: Outset

    Post by Ozzati » Tue Oct 15, 2019 3:33 pm

    Ndreare wrote:
    Tue Oct 15, 2019 2:01 pm
    Action plan?
    use Greater Smite to make our weapon deal Salt damage on the demons, killing them off as soon as possible. Then leave with one alive. Hopefully the CS will stay to kill him and that will make it so if we lose the chase, it will be a smaller force.

    Roy only has 9 PPE, so he can really only smite 1 weapon unless he rolls high enough to reduce the PPE cost a whole lot.
    FYI. Ozzati can Greater Smite as well and has 11 PPE available. The other concern for Oz is @Sara Turner's present condition and needing to remedy her current malady.
    Ozzati
    Quick Stat _
    Novice Trimadore Techno-Wizard
    Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
    Wounds: None || Fatigue: None
    Combat Edges:
    Relevant Edges:
    Bennies: 3/3
    Weapons
    Weapons On Hand _
    • TK Revolver
    Powers
    Gizmoed Powers _
    [*]

    User avatar
    Growler
    Diamond Patron
    Diamond Patron
    Posts: 145
    Joined: Fri Aug 18, 2017 7:42 am

    Re: Gotta Have Soul: Outset

    Post by Growler » Wed Oct 16, 2019 3:02 am

    "I say we kill these Demons before the Coalition gets here, and take our chances with the Coalition. I don't trust them to properly and competently take care of these Demons... or not to get some bright idea to try to capture them for study. I can also set up a false trail for them to follow... to give you more time to leave. I can then evade them and meet up with you."
    Growler
    Main Character: Merlaggon
    Alternate Character: Hans Greuber
    Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
    ISP: 4 / 30

    Active Powers:
    Quickness with Jazz

    Bennies: 3/3
    [list]Base Amount
    [ooc]Skills
    [list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
    [*]Survival: 1d8 (+2 With Woodsman)
    [*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
    [*]Stealth 1d10 (+2 in Wilderness or Urban)
    [*]Fighting: 1d12
    [*]Shooting: 1d12
    [*]Knowledge (Arcana): 1d4
    [*]Psionics: 1d8
    [*]Intimidation: 1d6
    [*]Taunt: 1d6[/list]

    Abilities
    [list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
    [*]Slow Regeneration (Natural Healing Roll Each Day)
    [*]+4 vs. Fear, Mind Control, and Magic
    [*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

    http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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    SnackHappy
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    Posts: 174
    Joined: Fri May 26, 2017 8:20 am

    Re: Gotta Have Soul: Outset

    Post by SnackHappy » Wed Oct 16, 2019 9:03 pm

    "Well guys. I concur with Growler. Lets finish them off. We will not be blowing the entrance. We have assets we need to make sure gets back to Castle Refuge. A couple of you finish up here. We will get the vehicles fired up to get on the move. With any luck we can get out of here before they show up."
    Upon finishing giving instructions he heads up and fires up Sahsa and prepping for them to beat feat.
    Piloting 9
    Piloting: 1d12-2 = 9: 11
    Wild: 1d6-2 = 4: 6 Ace: 1d6+4 = 5: 1
    Character Summary
    Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
    Active effects: None
    Parry: 6 (8 w/Cestus)
    Toughness: 20(9)/35(17) in Sasha
    Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
    Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
    Equipment of Note:
    Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
    Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

    Currently playing in: 7th Set Joker's Jokers

    User avatar
    Ozzati
    Posts: 49
    Joined: Tue Apr 02, 2019 10:29 pm

    Re: Gotta Have Soul: Outset

    Post by Ozzati » Wed Oct 16, 2019 9:19 pm

    "Can we at least rig the entrance to blow after the CS enter in? Radio controlled frequency detonations?" Ozzati asks @SnackHappy on the way upto the vehicles.
    Ozzati
    Quick Stat _
    Novice Trimadore Techno-Wizard
    Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
    Wounds: None || Fatigue: None
    Combat Edges:
    Relevant Edges:
    Bennies: 3/3
    Weapons
    Weapons On Hand _
    • TK Revolver
    Powers
    Gizmoed Powers _
    [*]

    User avatar
    Sara Turner
    Posts: 82
    Joined: Sat Oct 20, 2018 2:46 am

    Re: Gotta Have Soul: Outset

    Post by Sara Turner » Wed Oct 16, 2019 10:48 pm

    Cave
    Nightfall
    Round 0

    “I agree. Kill the demons. No reason to risk it. We’ll deal with the Coalition if they’re foolish enough to come after us. We took care of their mess, after all. Maybe they’ll listen to reason.”

    Sara limped after Jacob back to the Creeper.
    Actions?
    If powers are an option on evading the CS, Sara can build a Boost Driving device and use telemechanics to Support Driverbot. Otherwise she’ll take position on the big gun in preparation for the fight.
    ***
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 23/40; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 20/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21/21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 4/4
    Adventure Card
    Creeper stats
    The Creeper
    Size 6
    Acc/TS: 3/11
    Toughness: 35 (17)
    Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
    Vehicle Mod Slots Remaining: 7
    Crew: 2+6
    Handling: +1
    Amphibious: half speed
    All-Terrain: difficult terrain only costs 1.5x movement
    Targeting System: +2 Shooting with vehicle weapons
    Sensors: +2 Notice for pilot or co-pilot
    Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
    Leaping: 4” vertical, 8” horizontal
    Driving: +1 Die Type
    Character Tracker
    Sara Turner Character Sheet
    Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
    ISP: 35/35; PPE: 4/5
    • Powers: Smite, Telekinesis, Telepathy/Telemechanics
    Rifle Ammo: 30/30
    • Reloads: 2 x 30 shots
    • Freeze: 20/20
      • Reloads: 2 x 20 shots
    • Burn: 20/20
      • Reloads: 2 x 20 shots
    Pistol Ammo: 21
    • Reloads: 2 x 21 shots
    Frag Grenades x18
    Brave: +2 Fear tests
    Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
    • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
    Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
    Major Psionic
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Ley line doubles these bonuses.
    Mentalist: +2 on opposed Psionics rolls
    Mr. Fixit: Halve Repair times with a Raise.
    Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
    Nerves of Steel (+Construct): Ignore 2 Wound modifiers
    Powered: 1 PPE/h to remain active.
    Bennies: 1/4
    Adventure Card
    • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
    • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


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

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    Growler
    Diamond Patron
    Diamond Patron
    Posts: 145
    Joined: Fri Aug 18, 2017 7:42 am

    Re: Gotta Have Soul: Outset

    Post by Growler » Wed Oct 16, 2019 11:29 pm

    While he waits for the final decision to be made, Growler comes up to Roy and puts his hand on his arm, letting his healing energy flow into his wounded packmate.
    Psionic Healing 9
    Psionics (-1 due Wound, +2 due Extra ISP)
    • Psionics: 1d10+1 = 9: 8
      Wild: 1d6+1 = 5: 4
      Result: 9 - Success with Raise. Up to 2 Wounds Healed. 7 ISP
    Growler
    Main Character: Merlaggon
    Alternate Character: Hans Greuber
    Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
    ISP: 4 / 30

    Active Powers:
    Quickness with Jazz

    Bennies: 3/3
    [list]Base Amount
    [ooc]Skills
    [list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
    [*]Survival: 1d8 (+2 With Woodsman)
    [*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
    [*]Stealth 1d10 (+2 in Wilderness or Urban)
    [*]Fighting: 1d12
    [*]Shooting: 1d12
    [*]Knowledge (Arcana): 1d4
    [*]Psionics: 1d8
    [*]Intimidation: 1d6
    [*]Taunt: 1d6[/list]

    Abilities
    [list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
    [*]Slow Regeneration (Natural Healing Roll Each Day)
    [*]+4 vs. Fear, Mind Control, and Magic
    [*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

    http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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