02 Arrival - A Welcome to Sunny California

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Ndreare
Savage Siri
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02 Arrival - A Welcome to Sunny California

Post by Ndreare »

Card 1d56 a card divisible by 4 is a club a 56 will be a severe ambush: [55] = 55


As the team comes through the Rifts and unexpected waves of nausea hits them. The opposite side of the rifts is misleading as the light is bent around it blocking view of the 6’ drop into the ocean. As they come through, fall, land or gracefully hover each of them realizes they are in a shallow bit of ocean about 5’ deep and at least 50 yards from the shore.

The motion in the water seems to be underwater life fleeing from the heroes as fast as possible frightened by the unexplained experience. The chill of the cold water and darkness of the night sky fill the heroes with a sense of urgency to make it to the shore.

As they come to the shore they know they need to orient themselves to the area and figure out how close to their target spot they landed.




Roll Agility as you come through to react to the sudden unexpected drop!

Sir William and Dred may roll piloting for their hover bikes
Gridia may ignore this drop based on Ley Line Walking ability
Krys may enjoy a free reroll for the not uncommon dimensional effect.
Shelia and Steven may roll piloting for her Power Armor

Narrate how you recover from the water landing and orient yourselves.

Survival roll -2 to know where you are (No default roll allowed, but support rolls are allowed without penalty).

There are small dangers, but little worth mentioning to legendary heroes. Include in your narrative a environmental danger or monstrous animal you deal with. (No roll required for this.)

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Maggie
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Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

Piloting !!1d10: [6] = 6 , Wild !!1d6: [3] = 3
to the drop as he follows @Sir William Mahan through the rift.

He moves quickly to clear the area for those who follow, including Maggie, of course, so they have somewhere to land.

Using his scanners, he checks the area for any clues as to whether they landed in the right place.
Notice !!1d10+2: [3]+2 = 5 , Wild !!1d6+2: [4]+2 = 6


Maggie Athletics !!1d8: [6] = 6 , Wild !!1d6: [6] = 6
, her rifle at the ready and her head on a swivel.

She doesn’t know a ton about navigating through the wild (she’s more of a city girl, truth be told), but she read the briefing packet and she knows what the terrain is supposed to look like.
Common Knowledge to support !!1d8: [7] = 7 , Wild !!1d6: [5] = 5
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet

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Sir William Mahan
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Re: 02 Arrival - A Welcome to Sunny California

Post by Sir William Mahan »

Sir William glides through the portal
Piloting 1d6: [6] = 6 Ace 1d6!: [2] = 2 Wild 1d6: [4] = 4
, gracefully swooping up and in a circle to assess the situation. As the rest of the team moves through, he calls out to Sheila, "Position check. Do you have a feel for where we are relative to our maps and destination?" He lets his deflection power drop but continues to scan the area carefully for possible opposition.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Shelia
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Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

Piloting: Handeling +1, Ace edge: 1d10! 1d6!: [3]+[2] = 5
Survival(at least a +2 from support) and -2 from scene: 1d8! 1d6!: [2]+[2] = 4

Why is he asking me where we we are? Perhaps due to pilot error or coliding with @Maggie’s new special armor, or maybe even due to momentary blindness caused by @Dred’s awesomeness the Naurni made Power Armor’s engines shut down and gravity took over. Unable to respond to the cybernights querry this legendary hero lost control of her power armor plummeting into the sunny water.

Prosek’s balls, I can’t see anything except Dred’s ego. Everything is dead... Dead spin... Dead stick... Instrument Panels... Nothing. That juicer’s brilliance fried everything. Frack, I am going in.

Only minutes later walking out of the water did she emerge onto the sandy beach with half a dozen large tentacles now severed wrapped around her power armor. “Maelstrom Maker... And I have no idea where we are.” Did she even belong here with these heroes? Probably not. But its too late to go home. She glanced at @Krysesia’s griffon knowing the familiar was probably a better companion than her.

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Dred
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Re: 02 Arrival - A Welcome to Sunny California

Post by Dred »

Piloting 1d6!!: [7!!] = 7
WD 1d6!!: [4] = 4

Survival roll? Dred doesn’t care where we are. Just that we are doing it.



As Dred attempts to right the hovercycle his sunglasses get knock off his face. Glancing around for them he sees he’s about to crash into Shelia. His blinding white burning eyes look directly at her a moment before his attention returns to pulling the ‘cycle out of a tailspin.

Tarn’s tits! I nearly slammed into her Naruni Power Armor. Oh crap. Liquid love kicking in! Juuuuuuice!

A barrel roll later the burning bright old juicer rockets up away from the water and spins around psychotically asking more from the ‘cycle than any sane pilot would. G forces make his face look funny and white light swirls in a circle. Grinning down at Shelia the juicer is about to say some stupid witty remark but realizes she’s not out of danger!

The fudge monkey is that! Massive squid monster? Damn it. I put her in danger.

Dred taps the auto land button and dives off the hover cycle. Plunging straight down like a boulder on white fire he crashes down into the tentacled monstrosity that is attempting to drag Shelia down.

The chain saw rips and tears. Slashing back and forth with the deadly cutter Dred looks like a toddler in the shallow end having a temper tantrum. A tantrum with a chain saw. As Shelia makes her way to shore Dred slogs up next to her and says, ”Sorry about that. Oh! Look there they are!

Reaching down to the sandy beach Dred picks up his sunglasses and covers his white eyes. A massive smile falls onto his face.

“Let’s go @Shelia, glad to be here with ya. I ever tell you about this one time Fritz, your Legion buddy, and I were both still in the CS and we got in a bar fight with some city rats...!”
Discord: Daniel (Lars)

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

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

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
  • Dred - Mega JUICER
  • Shelia - Fallen Cyber Knight PA
  • Grid - Ley Line Walker
  • Sir Mahan - Cyber Knight
  • Krysesia - Shifter
  • Maggie & Steven - Psi Operator & PA Construct

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Maggie
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Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

The fight with the sea creature, if you want to call it a fight, happens so fast that it’s practically over before Maggie realizes it’s started.

She brings her rifle to the ready position, scanning for further threats, but she’s really not very tall now that she’s not wearing a Glitter Boy suit. ”Steven, gimme a boost.”

Wordlessly, the AI-driven Jackrabbit Power Armor reaches out a hand and Maggie climbs up, standing on Steven’s shoulders.

Much better, she thinks. She looks out over the team, trusting her senses to catch danger before it catches her... but she turns intangible again, just in case.

Between the two of them, she and Steven point very large weapons in opposite directions, covering the rest of the group’s arrival.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet

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Sir William Mahan
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Re: 02 Arrival - A Welcome to Sunny California

Post by Sir William Mahan »

Seeing Dred take down the sea creature, Sir William spots a shadow beneath the waves behind him. He dips his hovercycle down, a psi-sword appearing in his left hand, and stabs down once into the water. A large mutant shark rolls belly up, vicious fangs peeling back from its lips as it bleeds from a neat hole in the back of its head.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Shelia
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Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

@Dred could not see the forlorn look on her face at the mention of Fritz. But he did seen the large Naruni PA stop mid stride for a brief second. A second time, caught off gaurd.

Over the loud speaker Shelia simply said, “Its ok... Going in like we did, there were bound to be frack ups. I doubt it will be the last on my part.” Her systems had returned but she still had no clue where they were, “I am not sure where we should be going. My navigational unit can’t be right... It says we are in Tolkien.” There was a bitterness to her voice at the mention of Tolkien. Clearly a story to be had if one had the fortitude to draw it out.

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Krysesia
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Re: 02 Arrival - A Welcome to Sunny California

Post by Krysesia »

Post WIP
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here

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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 02 Arrival - A Welcome to Sunny California

Post by Ndreare »

Getting to shore the heroes gathered telemetry and skills tell them they did indeed arrive in ancient California. However their location seems to be a couple hundred miles north of where they expected. The ley line that the team arrived on seems to be rolling gently north in an eerie and inexplicable way unfamiliar to anyone in the team other than Krysesia.

A rumble can be felt in the earth on the beach and as the heroes begin looking about they see less than 200 yards away a distortion in the air from dust being kicked up from the ground, but no sign of what could cause the rumble. Then within moments the ripples in the earth become obvious.

Something was swimming in the earth with an impossible speed as if in the water, multiple of them racing for the heroes! The heroes bracing for the approach have a choice, flee or stay and fight!



You have a choice, two possible Dangerous Encounter
  • Flee - Make an athletics, piloting, driving or other appropriate roll as you flee, climb on something or take flight. If you have flight and flee add +4.
    1. 1 or less: Your flight was drought with multiple ambushes from below as the worms come out and attack you multiple times. Take 1 wound 1d4 times (each can be soaked individually).
    2. Fail: Your flight was a success, but you take a lashing on the way. Take 1 wound (can be soaked)
    3. Success: Some bumps and bruises from the escape, but you made it to safety. Take 1 fatigue (while fatigue normally cannot be soaked, this fatigue can be soaked).
    4. Raise: Take off like a machine, you duck, dodge and weave is a manor no other can. Escape unharmed.


  • Fight - Pathetic giant worms will not be your downfall. You stand your ground and tear these things apart. Fighting from the ground roll Athletics, Fighting, Shooting, or Power skill -4 (use 3d6 power points or rounds). Fighting from the air roll Shooting, or Power skill -2.
    1. 1 or less: The battle did not go your way. One thing leads to another and soon you are on the ground needing help from the others to get you out alive. Take 1 wound 1d4 times (each can be soaked individually).
    2. Fail: Your battle was hard and dangerous, but you made it out. Take 1 wound (can be soaked)
    3. Success: Some bumps and bruises, but these worms were too predictable for you to be all that bothered by them. Take 1 fatigue (while fatigue normally cannot be soaked, this fatigue can be soaked).
    4. Raise: A moment of exhilaration comes on you, you are all over the battlefield, destroying one worm after another. You escape unharmed.
    5. 2 or more Raises: A moment of Glory, you are the lord of this battlefield, destroying one worm after another, even rescuing an ally turning a critical failure into a normal failure.
graboids.jpg

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Dred
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Re: 02 Arrival - A Welcome to Sunny California

Post by Dred »

1d12!!-4: [7]-4 = 3 Shooting from Air is only -2. So. 5 1d6!!-4: [5]-4 = 1
1d8!!: [7] = 7
3d12!!+3: [10, 4, 4]+3 = 21


Attack!

Juice flows. The world slows. Euphoric bliss. Heart pounds. Eyes burn.

As the giant worm ripples across the sand Dred, about to get onto his hover cycle, winks at Shelia and with lightning reflexes pulls his NE pistol out and opens fire on the worm.
Discord: Daniel (Lars)

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

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

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
  • Dred - Mega JUICER
  • Shelia - Fallen Cyber Knight PA
  • Grid - Ley Line Walker
  • Sir Mahan - Cyber Knight
  • Krysesia - Shifter
  • Maggie & Steven - Psi Operator & PA Construct

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Shelia
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Re: 02 Arrival - A Welcome to Sunny California

Post by Shelia »

Flying Psionic's: (Major Psionics+4ppts for +2 1d12+2! 1d6+2!: [9]+2+[4]+2 = 17
Oh I forgot -4 Psionics in PA.
Total is 7. She is now fatigued.

Ppts lost: 3d6+4: [6, 6, 1]+4 = 17

Shelia looked at @Dred knowing the juicer was going to play this graboid attack one way. Yeah Graboids... Mike used to watch all the old tremor movies. His three favorites were Tremors IX: Black Ice, Tremors XX: Valentine’s Day Off, and Tremors XIV: The Dingo. Channeling her fau cyberknight abilities she drew upon her intuitive combat and manifested her psi blade. While her PA blocked some of her spiritual connection her mind was far more formidable and broke through the planar barriers boosting her combat prowess ten fold. She could only hope @Sir William Mahan would not hold her abilities against her. Some knights she had met did not appreciate her departure from the fold and frowned when she used abilities learned in the knighthood. Why does his opinion even matter... But it does, frak it does.

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Sir William Mahan
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Re: 02 Arrival - A Welcome to Sunny California

Post by Sir William Mahan »

Fighting 11
1d12-4: [12]-4 = 8 Wild 1d6-4: [4]-4 = 0 Ace on Fighting 1d12!: [3] = 3
Sir William stops his hoverbike in midair. It seems this leadership business is... complicated when one's team includes a juicer. Rolling gracefully from the saddle, he drops to the ground, psi-blades manifesting in each hand. With no more emotion than a training session, he flows from form to form - Swift Drummer, Stooping Hawk, Picking Thornberries, and finally Setting Moon. In the path behind him are severed chunks of "graboids", a few still thrashing with the remnants of life. He turns to survey his team, checking to see if anyone was hurt.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 120
Joined: Tue Apr 23, 2019 8:50 am

Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

Maggie shooting !!1d10-2: [8]-2 = 6 , Wild !!1d6-2: [6]-2 = 4


When the ground creatures attack, Maggie activates the magical flight pack on her Infiltrator armor and takes to the sky.

As always, the suit provides an incredibly stable platform for flight, and she has no difficulty bringing her big rifle around.
!3d6: [3, 4, 5] = 12
but does get herself into a bit of trouble when she hovers too close to the ground and one of the odd tongue things gets ahold of her ankle, squeezing her hard. Fortunately,
Vigor !1d10: [7] = 7 , Wild !1d6: [2] = 2 , -1 Benny to Soak


Steven shooting !!1d12-4: [6]-4 = 2 , Wild !!1d6-4: [6]-4 = 2
Benny to reroll !!1d12-4: [11]-4 = 7 , Wild !!1d6-4: [5]-4 = 1


Steven is less fortunate than Maggie in that he cannot get off the ground and he quickly finds himself assaulted by one of the creatures. As the tunneling beast makes for Steven’s legs, Steven exerts a bit of will and activates the magical runes etched into the Jackrabbit that is now his home. He becomes imperceptibly faster - too fast for the grasping creature to hold - and spins away from it. In the same motion, he brings up his Mini Rail Gun, sending wave after wave of
3d6: [3, 3, 2] = 8
into the beasts. He’s left a little dizzy for his efforts, but he
Vigor !1d10: [2] = 2 , Wild !1d6: [6] = 6
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet

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Krysesia
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Re: 02 Arrival - A Welcome to Sunny California

Post by Krysesia »

Krysesia flies above the fray, Princessa instinctively gaining altitude as she sense the presence of the worm monsters. "Not these again..." she says in an exasperated, but not worried, tone. She begins
Spellcasting 1d12!+2, 1d6!+2: [4]+2+[4]+2 = 12
Benny for Reroll: Spellcasting 1d12!+2, 1d6!+2: [7]+2+[4]+2 = 15
Benny for Reroll: Spellcasting 1d12!, 1d6!: [9]+[1] = 10
Spellcasting 9; -2 Bennies
,
PPE Burned 3d6: [1, 5, 4] = 10
10 PPE burned
to assist in trapping and destroying the monsters, resummoning them when they are overwhelmed. She appologizes to her elementals as she brings them back. "I'm sorry my friends, it's like that time on Inculta and then again in Earth's past. These things just don't know how to die properly. Please help them along to a final rest."

As she directs them, it's obvious to anyone observing her she is used to commanding troops of all kinds, and the elementals seem to react to her direction with innate understanding.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 02 Arrival - A Welcome to Sunny California

Post by Ndreare »

As the heroes fight off the graboids they find the creatures are simply no match for the awesome offensive power wielded by them. As the summoned elementals finish off the last of the graboids chasing them into the earth as they flee the heroes find there are no threats left behind. The field is clear and they are able to see the last illuminations of the retreating ley line as it swings further out into the ocean.

With the issue resolved it is time to head south. The heroes gather up around Sir William Mahen for direction and assignments they begin working. Each assigned to the task they are most capable of as they move on. Do they move away from the shore for privacy, or do they stay out in the open for the advantages of long range perception, do they move quickly to cover ground, or do they move slowly, spending longer but with safer options.

Navigating such a journey will require familiarity with the way lands adapt and skills at moving through terrain efficiently. A watch must be set to ensure no ambushes or risks come their way as they move. Lastly if the manpower can be spared a scout could help control the potential risks from future travel. Just getting back to the originally planned landing zone will take at least a week on foot, then move into New Tijuana will be a days journey further. But in these demon filled horrific lands the risks are as high as random trips through the magic zone.




Write up what you are doing, make it interesting and roll for whichever task you are assigned to.

You have three tasks, Navigation and Lookout are required, but Scouting can really help.

The trip is through a demon infested waste with few resources and a changing landscape it has a horror factor of 4 meaning all roll will suffer a -4. Krysesia may ignore the -4 Horror Factor penalty based on her Shifter Iconic Framework, Those with Brave may ignore -2 of these penalties. .
Flyers get +2 to Navigation and Lookout.

NAVIGATOR
(Made first, a critical action): Each day of travel the Navigator makes a Survival check to guide the party. This critical task informs
the following Quick Encounter checks (see Turn Order & Critical Actions under Quick Encounters in Savage Worlds).
„„Success: The party is headed in the right direction, no extra effect.
„„Raise: The following Lookout, Pilot, and Scout rolls are all made at a +1 bonus.
„„Failure: The party wastes time traveling in circles or doubling back, making no meaningful headway.
„„Critical Failure: The group heads in the wrong direction and becomes lost. The Navigator must make a successful Survival roll at a −2 penalty to reorient the party at a subsequent date (checked once per day of Travel as usual, only if they realize they are lost—GM’s discretion).

LOOKOUT
(Required): The Lookout makes a Notice roll each day of travel to spot threats to the journeying party.
„„Success: You keep a good watch. Draw for Encounters as normal.
„„Raise: The party cannot be ambushed by a random encounter (see Surprise in Savage Worlds).
„„Failure: Failure means each member of the party must check Agility or suffer a level of Fatigue from Bumps and Bruises (or Vehicle Fatigue for those driving vehicles). In an area with a Horror Factor of −2 or –3 a Wound is suffered instead (d4 Wounds at Horror Factor –4 or worse).
„„Critical Failure: As a failure, but the Agility checks are made at a –2 penalty and always result in Wounds.

SCOUT
(Optional): The person responsible for making Stealth checks to reconnoiter the path ahead of a traveling party.
„„Success: The party is forewarned of what lies ahead. Draw for Encounters as normal.
„„Raise: the party may draw two encounter cards from the Action Deck and choose the result (see Encounters under Travel in Savage Worlds).
„„Failure: The GM draws two encounter cards from the Action Deck and chooses the result (see Encounters under Travel in Savage Worlds).
„„Critical Failure: The GM rolls on the Trouble table, complicated by a roll of If Things Weren't Bad Enough and The Plot Thickens per the Rifts® Game Master's Handbook.


Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sir William Mahan
Posts: 214
Joined: Tue Aug 08, 2017 5:36 pm

Re: 02 Arrival - A Welcome to Sunny California

Post by Sir William Mahan »

Notice 2
1d4!: [3] = 3 Wild 1d6!: [4] = 4 -4 +2 for flying
Sir William surveys his team. "Right. Time to move out. I'll take high lookout. Krysesia, you keep watch on the ground. Dred - move out ahead and scout for us. The rest of you, try to help Sheila figure out which direction to head." He guides his hoverbike into the air, following the team as they move into the wilderness, eyes peeled for any threats.
Dice rolls
1d4!-2, 1d6!-2: [1]-2+[3]-2 = 0
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 120
Joined: Tue Apr 23, 2019 8:50 am

Re: 02 Arrival - A Welcome to Sunny California

Post by Maggie »

+1 to Support Sheila’s Survival Roll
Maggie Notice to support 1d8!: [5] = 5 (+2 from flying, +2 from magic specs, -4 from scene), Wild 1d6!: [3] = 3

Steven Electronics to Support 1d10!-4: [6]-4 = 2 , Wild 1d6!-4: [4]-4 = 0

Free reroll from reliable
1d10!-4: [6]-4 = 2 , Wild 1d6!-4: [5]-4 = 1

Sir William Mahan wrote:
Tue Jun 30, 2020 12:52 pm

Sir William surveys his team. "Right. Time to move out. I'll take high lookout. Krysesia, you keep watch on the ground. Dred - move out ahead and scout for us. The rest of you, try to help Sheila figure out which direction to head." He guides his hoverbike into the air, following the team as they move into the wilderness, eyes peeled for any threats.
Maggie gives Steven a thump on the shoulder. "You heard him, big guy. I'll go high."

With a small focus of will, she channels power into the flight system on her Infiltrator armor and takes to the sky. She feels the unease practically seeping out of the ground, and she feels a little better in the air, a little higher and a little freer. From up there, she can call out landmarks and radio headings back to @Shelia.

On the ground, Steven leans into the sensors on his suit, pushing them to log or identify any of what he's seeing, but it just doesn't work. He can't shake the feeling of foreboding that Maggie seems to push through, and it still feels foreign to him. After so long spent in a practically fearless state, even identifying what he feels as fear is a relatively new exercise, and it throws him off. He shakes his head, or, rather, the head of the armor, but it's not as though that does anything. It's just an expression, really; one of the many things he's picked up from Maggie and their companions.

Unfortunately, he's just not much help today.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet

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