01 - Restless Nights

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

01 - Restless Nights

Post by Ndreare »

Date: October 28th, Year 24
Time: Early Morning
Weather: Sky clear
Temp: About 44 degrees Fahrenheit
Current Location: Burlington, capitol of Skagit Valley


Last night's storm was especially harsh, lasting nearly 3 hours and striking several locations throughout town. The emergency work needed to respond to the issues have left everyone in town tired and a little out of sorts. But now that it is over there is a chance to sit down, grab a bite, and relax even if for only a moment.

But fate has never been kind an as the members of the Patrol come together to give updated reports to the Mayor MacPherson and the council a strange pop, followed by several seconds of a high pitched whine and then the smell of ozone washes over the Council members and the Patrol gathered with Mayor MacPherson.

As heads turn to identify the sound several of you find yourselves looking out the window. What looks like a large passenger airliner from the early to mid 21st century the smoke rising from its engines and chaotic way it moves through the air is an obvious sign the vehicle will not make it.

The crash will mean a lot of people un prepared to defend themselves with little of no chance to survive. Additionally the resources represented by the crash could help with repairs and options.

After only a moment of observation MacPherson looks around the room. “Sheriff, get your patrol ready. I can help with your fatigue before you go. But one of you will need to deal with it as it begins coming back.”

Looking at the table with food prepared for the conversation the mayor finishes. “Make sure each of you eats your fill before heading out to get geared up. We can handle a missed meal.”



Instructions

Interlude: Roll a Quick Encounter (not dangerous) and write an interlude using the roll as inspiration about your character's experience in town during the storm, and/or helping to repair and recover from the storm. When you are done take a benny.

You are going on a mission, so at the end of this scene head home, suit up in your armor and grab your gear. The wilderness of the Skagit Valley is dangerous and terrible.

Note: A note on future risk introduced in this scene. You will be heading out sleep deprived and having already been fatigued from the night's work, the relief power was used to remove that fatigue. When arcane abilities are used to remove fatigue from lack of sleep or hunger I keep the penalties rolling in perpetuity representing the limits and risks of living off ppe/isp alone.


Game Master Background and References for players to read.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Old Dak Viisi »

Dak-Viisi hated the storms. Not because he was particularly vulnerable to them, but because they represented a setback and a hardship for the people he has sworn to protect. This storm was worse than most. The winds howled and the lightning rained havoc down on the town. Dak rode the furious winds, seeking those whose homes were destroyed or who were caught in the open. He

Athletics: 1d8!!: [2] = 2
WD Athletics: 1d6!!: [4] = 4
, and dug through rubble to extricate those who couldn't escape. The Lyn-Srial are blessed with supernatural endurance, but even this was worn with the extreme exertion.
Tired but mostly successful in his endeavors, he reached for a leg of chicken just as the POP echoed through the valley. He shakes his head and sighs. "Let us not abandon the survivors to their fate. Once more to the sky!"
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Miles RAD Radoslav »

Nardal's arms ache and his throat is raw from chanting. The storm had brought down three farmhouses on the edge of town, and the effort of trying to heal the injured in the midst of the howling winds had left him exhausted by dawn.
Faith - no successes
1d8x: [3] = 3 Wild 1d6x: [1] = 1
"This is a strange place I've come to, a strange place to end my days," he muses, stretching his arms behind him with a groan. Looking up, he sees the aircraft overhead. "What a strange vessel! I wonder where it is from?" As it becomes clear that it will crash, Nardal joins the rest of the Patrol with the Mayor in time to hear of his next mission and receive the benefit of the Mayor's gift of respite. He rolls his shoulders with a creak and sets out to his small hut to gather his supplies and armor for the journey.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Rain
Posts: 32
Joined: Sun May 10, 2020 7:23 pm

Re: 01 - Restless Nights

Post by Rain »

The big storms often brought fires, and the one they just survived was no different. Rain spent most of his evening
Psionics 1d10!, Wild 1d6!: [9]+[6!, 6!, 3] = 24
, expertly shaping them away from peoples' homes and snuffing them out entirely where he had to. Where he had to. He let them burn wherever he could that no one would get hurt, notwithstanding the constant pressure from people to put them all out.

But that was just wrong. Some fires just had to burn, have to burn, for the valley to survive. For all of them to survive. Fire brings warmth and light and renewal, and he's pretty sure he heard somewhere that it's actually good for the environment. That feels true to him, no matter what his neighbors think.

He gives a slight shoulder shrug at going back out; he's used to that. He sometimes goes days, or even weeks without sleeping, when the mood strikes him. One night won't be much.
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Frustrated at once again not being able to enjoy any calm in the valley, Billy spent his day and night searching for those who had become lost or displaced in the recent storm, guiding these poor souls back to town while himself remaining comfortably at its edge.

Survival 1d8!!+2: [7]+2 = 9
Wild 1d6!!+2: [1]+2 = 3


Just when he had settled down for a relaxing smoke, the arrival of the hissing and whining of the aircraft filled him not only with a sense of dread but also one of familiarity -- he had seen these before, in a time that brought back feelings of trepidation with remarkable yet unexpected clarity.

Ain't nothin' good, he muttered as he quickly slid back into the trees, reluctantly but dutifully headed toward the unpleasant reminder of long ago.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim paused and rubs the back of his neck again an a vain attempt to relieve the headache caused by that godforsaken storm. He briefly considers popping a few more of the pills the town pharmacist refers to "something very similar to but completely unlike aspirin" but decided against it.

The guy generally seemed to know know what he was talking about but ever since that time everything took on a purple hue for almost twenty four hours Jim is determined to keep the bathtub pharmaceuticals to a minimum if he can help it.

It took all morning for the town to make good on the worst of the

Repair 1d8!!: [5] = 5
Wild 1d6!!: [8!!] = 8
but things went surprisingly well and Jim smiles briefly to himself as he walks towards city hall to let the mayor know how things are going. If things keep on the way they've been going we should be back to 100% in a few days. Or at least as 100% as things ever get around here.

Twenty minutes later Jim stands next to the mayor watching the jetliner come in for what looked to be a pretty hard landing. Did I think things were looking up? He thought to himself bitterly. One of these days I'll goddamned learn to know better!
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Survival 9
Survival 1d8!!+2: [7]+2 = 9
Wild 1d6!!+2: [5]+2 = 7
In the storm's aftermath Kaelin found herself busy rounding up survivors or helping to rescue others who'd been trapped under debris. It had certainly been a harsh one, a fierce a storm that Kaelin could recall within her twenty years or so of life. Regardless, by morning she was dead on her feet from exhaustion and eagerly looking forward to doing nothing better than getting her head down for some kip.

Alas as everyone were making their reports to the Mayor, MacPherson, an object appeared in the sky over the valley. From a glance Kaelin wasn't too sure what it was, though it looked and sounded like something mechanical. She wondered whether it was an airplane like the ones her father had told her about, though it seemed different from what her father had described. For one thing the noise was nothing like the drone of aircraft her father had said about like the Spitfire, Lancaster and others. Then again the ailing aircraft could be from after her father's time, even the head of the McGregor family had conceded that many advance things had ended up in the valley that were almost out of the Science Fiction of his day.

Regardless, it looked like they were being sent to go check it out whether it ultimately landed. Granted they were being given the chance to get a bite to eat and get their gear in order before setting out, though Kaelin still grumbled under her breath as her bed seemed more distant than ever.
Main Account: Stormwell
User avatar
Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: 01 - Restless Nights

Post by Felix »

Felix spends the night
Intimidation 1d6!+3: [3]+3 = 6
Wild 1d6!+3: [2]+3 = 5
the citizens. He barks out his orders menacingly, but it's the tone of a commander not a bully. He works together with the patrol's specialists to make sure each person has the correct orders and is where they need to be. The sheriff even gets his own hands dirty when more manpower is needed for a critical task.

By the time the threat has passed, Felix's throat is raw, his feet are sore and his muscles ache. Its the kind of pain you can enjoy. It's the reward for a hard job done well that lets you know you're still alive.

The sheriff remains as people begin returning home, or to a friends home, while the patroll heads towards the mayor's office. When he's satisfied that everyone has sorted themselves out, he makes his own way to the mayor.

With the airplane screaming down out of the sky and a job to do, Sherif Bray turns to the Patrol, "Looks like an old bird. We'll need gear to make it through fire and cut any survivors out and supplies to treat their wounds. Noise like that will attract attention, so use any space left over expecting a fight."

The sheriff heads to his own home to pack. He puts his armor on - it takes a few minutes with one arm, and holsters his pistol. Then he walks over to the wall and takes his shotgun Bessy off the rods keeping her in place against it. As prepared as he can be, Felix heads towards the door and steps outside. He hops onto his horse Nelly and heads towards town center en route to the patrol's agreed upon muster point.

"We got new arrivals needing help!" the
Sheriff Forming a Posse (Networking) - Intimidation: 19 (Success and Three Raises)
Posse Intimidation 1d6!+3: [1]+3 = 4
Wild 1d6!+3: [6!, 6!, 4]+3 = 19
A healer specialist who often works with @Nardal Longwalker hears the call and decides to help.

@Ndreare
Justice Rangers Sheriffs often organize posses to hunt supernatural predators and marauders. At the GM's discretion (at most once per session), a Justice Ranger sheriff may spend a Benny and make a Networking check to organize a Posse to hunt down a public threat (known criminal, monsters, bandit gang etc.). With a success he temporarily gains 5 mobile Militia (gear and abilities may vary by community, see Savage Foes of North America) for each of his Ranks (per Allies in Savage Worlds). With a raise, one or more are Mercenaries and Specialists (see Savage Foes of North America) or the Allies are upgraded.
I'm fine with whatever you send out with us, but I'd like at least one of them to be a healer.
, "We will have trapped injureds to care for. Don't bother if you're squeamish. They're coming in loud and hot, so expect it to be dangerous. Anyone yellow need not apply. Meet up in fifteen if you're coming and don't be late. It'll be a hard ride, so don't expect me to go easy on you either!"

Felix leaves the volunteers with the location of the muster point and rides off to meet the Patrol.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

.
Heading Out Unrested.


Date: October 28th, Year 24
Time: Noon
Weather: Overcast forming, drizzle setting in
Temp: About 45 degrees Fahrenheit, begins dropping rapidly as you begin moving into the mountains to freezing.
Current Location: Leaving Burlington, capitol of Skagit Valley
Game Master Background and References for players to read.






@Athena Misane
Player mid move and personal affairs, will be back once he/she can


@Felix found that while tired, he was always able to push through once he had a goal in mind and saving as many people as possible from that air plane before the gargoyles got to them was deffinitly a goal he coudl work with. He should have known after last night's storm that something was coming though again. It was only dumb luck for the passengers that they were so much closer to this side of the valley and not at the far end.
Felix gains +1 special Benny that may only be used for Support this benny does not reset at end of quarter until used.


Gathering up as many men as possible he got ready for getting thigs done. Taking a roll call of the men and a role call of their skills was an essential step.

To Get These Men You Must: Name them and include two family/personal details for each.

Two Names...
The tough, common folk of Rifts Earth.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Survival d4
Pace: 6; Parry: 4; Toughness: 6 (1)
Hindrances: Illiterate, Quirk
Edges: Improvisational Fighter
Gear: [*]
[*]Heavy clothing (+1 Armor)
[*]Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6).
[*]12 extra rounds
[*]Medium Improvised Weapon (Range 2/4/8, Damage Str+d6).


Two Names...
Low-brow rough-and-ready types armed with scavenged gear.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge
d4, Gambling d4, Fighting d6, Healing d4, Intimidation
d4, Notice d4, Persuasion d4, Shooting d6,
Stealth d4, Survival d4, Taunt d4
Pace: 6; Parry: 5; Toughness: 9 (4)
Edges: Improvisational Fighter, Soldier
Gear:
  • Piecemeal Salvaged Armor (+4 Armor)
  • AK 47 Rifle (Range 24/48/96, Damage 2d8+1, RoF 3, AP 2, Shots 30, 3RB)
  • Spiked bat (Str+d6, AP 1), 2 extra rifle magazines.

Doc - Tanya Renolds
Raised in the city and new to this area, one thing Doc has going for her is she knows how to help people.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Academics d8+2, Athletics d4, Common Knowledge d6, Healing d10+2, Notice d8+2, Persuasion d6, Science d10+2, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (1)
Hindrances: Cautious (Minor), Monophobia (Major), Obese (Minor)
Edges: Alertness, Healer, Scholar, Scholar
Gear: [*]
[*]Heavy clothing (+1 Armor)
[*]Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6). [Unskilled with this weapon]
[*]12 extra rounds
[*]Medium Improvised Weapon (Range 2/4/8, Damage Str+d6). [Unskilled with this weapon]



@Billy Shag knew the people would need help and that the rest of the patrol would need his help finding the people lost or caught outside of the city when the storm came in. Finding them was easy, most people just did not know enough about wordsmanship to hide their tracks.

As he sees the aircraft descending Billy easily follows the arc of the falling craft he considers which peek it would most likely land at. Heading to the place on the road east of the city where he knew he would meet the others. Billy knows where the craft landed and the Patrol would need help finding it.
Billy gains +1 special Benny that may only be used for Survival this benny does not reset at end of quarter until used.


As @Dak-Viisi takes advantage of his flight to aid in the rescue he shows his value to the community. His talents once again helping him to fit into the human community as they see through his alien nature to the hero within.
Dak gains +1 special Benny that may only be used for Athletics this benny does not reset at end of quarter until used.


@Jim Cannon the old soldier's efforts after the storm paid off. The routine of fixing things ringing in his heart as he progresses. Most of the materials needed where available in supply, and the few that were not could easily be improvised.
Jim gains +1 special Benny that may only be used for Repair this benny does not reset at end of quarter until used.


@Kaelin The work of gathering up people was hard work. Fortunatly knowing Billy was on the other side of the city doing the same work in the hill let Kaelin forcus her energies on the fields west and north of the city. In the end her efforts paid off as many older people could be given instructions to get them to aid the younger and she was able to get many out of the cold.
Kaelin gains +1 special Benny that may only be used for Survival this benny does not reset at end of quarter until used.


@Nardal Longwalker's efforts to aid the city were frustrated by his own physical limits. The day had already been a full day of hard work and the additional strain of the storms timing was enough to strain him.
Nardal gains +1 special Benny that may only be used for Faith this benny does not reset at end of quarter until used.


@Rain's talents where a natural fit for dealing with the complications of the cold. Be it putting out the fires that forms, or moving them to a place more fitting where they could be more easily used to warm the displaced.

Rain loved having the opportunity to let some things burn now and then. So the need to keep people warm was the perfect excuse for his talents to be put to use.
Rain gains +1 special Benny that may only be used for Psionics this benny does not reset at end of quarter until used.



As the Patrol heads out they meet up with Billy Shag less than a mile from the city, the warrior hermit somehow knowing his help would be needed. As they consult with one another and try to determine which way would be the best way to go, and get their plans laid out Felix begins assigning responsibilities. The whole process happening with the ease of work long accustomed to.

The plane looked to have crashed near Sorenson Fork only about 10 or 15 miles from town. However there is no straight line to the location and hard decisions will need to be made about where and when to cross the Skagit river.

The first seven miles or so should be easy and done by 10 AM, but that last five miles is likely to take most of the working part of the day and require walking many times the miles a straight line would suggest.


INSTRUCTIONS:

You will be traveling through some dangerous terrain and trying to get up to the mountains before the survivors are all killed by one of the animals, demons, or monsters that live in the wilds. This will be restless and no power point recovery will be possible here.

Once you leave the river the travel is too dangerous and the threats are to high for the characters to relax. No power point recovery will happen after leaving the safety of the river.

Everyone please make a Vigor roll versus the cold at +0. Failure you suffer a fatigue, Critical failure you suffer 2 fatigue.
  • If you have Full Environmental Armor you will not need to roll but your battery will be in use.
  • If you have TW armor this will use 10 PPE or ISP, but you will not need to roll.
HORROR FACTOR: -4 This is a tough area and filled with all kind of trouble monsters that enjoy life in the woods. All Journey rolls are made at -4.
  • Upper valley, 2-5 miles off of river or delta: -4
  • Spring and Autumn: +0



NAVIGATION
(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).

Athena d6
Billy d8+2
Dak d6
Felix d6
Jim d8+2
Kaelin d8+2
Nardal d6
Rain d4-2

„ 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.

Athena d8
Billy d8
Dak d6+2
Felix d8
Jim d8
Kaelin d8
Nardal d4+2
Rain d8

„ 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.

Athena d6
Billy d8
Dak d8
Felix d6
Jim d8
Kaelin d6
Nardal d6
Rain d4

„ 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.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim rolls his shoulders for what is probably the fiftieth time trying to relive that

Vigor for old people 1d8!!-1: [4]-1 = 3
Wild 1d6!!-1: [2]-1 = 1

Spending a Benny
Vigor for old people 1d8!!-1: [2]-1 = 1
Wild 1d6!!-1: [8!!]-1 = 7

he got these days every time he found himself out in the cold and damp. I am NOT too old for this shit dammit. He thinks to himself fiercely. The day I let these kids outlast me is the day they put me in the ground.

With a mental effort he shakes off the cold and

Support Roll +2 for Woodsman, -4 Horror Factor
Survival 1d8!!-2: [2]-2 = 0
Wild 1d6!!-2: [5]-2 = 3

Spending a Benny

Survival 1d8!!-2: [3]-2 = 1
Wild 1d6!!-2: [15!!]-2 = 13

on helping keep that walking shag carpet from getting them lost. He was still getting used to the fact that Sasquatch were real but he had to admit the giant pile of hair knows its way around a forest.
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Rolls (Cold: 5,Scout: 7)
Vigor 1d6!!: [4] = 4
Wild 1d6!!: [5] = 5

Stealth 1d10!!-2: [7]-2 = 5
Wild 1d6!!-2: [9!!]-2 = 7
One of the advantages of growing up in the Valley was that one got used to the weather, certainly the cold didn't effect Kaelin much. Sure she felt the chill, but she was prepared for it and knew little tips taught to her by her father to help keep warm.

The other advantage of having grown up in the Valley was that she was familiar with the terrain and knew what tracks to avoid and other signs of danger to watch out for. Scouting ahead she was able to keep the party on a relatively safe path, though not entirely safe but Kaelin hoped that she could steer the party clear of any dangers.
Main Account: Stormwell
User avatar
Felix
Posts: 9
Joined: Thu Sep 23, 2021 8:42 pm

Re: 01 - Restless Nights

Post by Felix »

Vigor 1d8!: [1] = 1
Wild 1d6!: [6!, 3] = 9
Nelly Vigor 1d8!: [5] = 5
Roger/Annie/Rork/Skorn/Tanya Vigor 5d6!: [3, 4, 2, 6!, 2, 3] = 20

Felix: Success
Nelly: Success
Roger: Fatigue
Annie: Success
Rork: Fatigue
Skorn: Success
Tanya: Fatigue

Supporting the Scout: Success and a Raise (+2)
Scene -4, Menacing +2, Skagit Sheriff +1.
Intimidation 1d6!-1: [3]-1 = 2 +2 Support to Scouting
Wild 1d6!-1: [6!, 4]-1 = 9


The biting cold doesn't have much of an effect on the Sheriff, but Felix is used to riding hard in rough conditions. He keeps in constant contact with Athena scouting ahead, and he keeps the Patrol moving forwards along her route. To do that, Felix has to bark orders at the posse, half of whom are shivering badly, to keep them moving in a tight formation within the Patrol.

Some of the Patrol seem off of their game, so he has words for them too. All in all, it looks like its going pretty well so far, all things considered. The sheriff has hope that the Patroll will even make it in time to rescue some folks.

Allied Extras Tracker
Healthy: Nelly (Horse), Annie, Skorn
Fatigued: Roger, Rork, Tanya
Exhausted:
Incapacitated:
Deceased:

Roger Williams, Annie Williams
The Williams' are two relative newcomers to Skagit. Just like the folks the Patrol is heading out to rescue now, the Williams' were once rescued by the Patrol. Roger and Annie each have a big heart and when they heard others like themselves were in danger they immediately volunteered to help.
Unable to have children of their own, Annie helps teach the local children while Roger helps keep their families fed. They're valuable members of the community already.

The tough, common folk of Rifts Earth.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Survival d4
Pace: 6; Parry: 4; Toughness: 6 (1)
Hindrances: Illiterate, Quirk
Edges: Improvisational Fighter
Gear:
  • Heavy clothing (+1 Armor)
  • Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6).
  • 12 extra rounds
  • Medium Improvised Weapon (Range 2/4/8, Damage Str+d6).
Deputy Rork, Skorn the Drunk
Deputy Rork was quick to recognize Felix as the sheriff. He served the previous Sheriff and continues to help Felix as the new Sheriff. He has a wife and seven kids who run the family farm relying on him to come home every day.
Skorn is a drunk. There's no one in Skagit he cares about. Only the bottle. The bottle never leaves him. Gargoyles and monsters will take your family, one by one, but you can always brew more drink...
Skorn runs a rather successful still. He sells the excess to the local watering holes and the healers. He has no one to occupy his time, so he's used it all to slowly increase the quality and output of his still. It'd be a shame if he died without telling anyone where he has his operation hidden. (Old habits die hard.)

Low-brow rough-and-ready types armed with scavenged gear.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge
d4, Gambling d4, Fighting d6, Healing d4, Intimidation
d4, Notice d4, Persuasion d4, Shooting d6,
Stealth d4, Survival d4, Taunt d4
Pace: 6; Parry: 5; Toughness: 9 (4)
Edges: Improvisational Fighter, Soldier
Gear:
  • Piecemeal Salvaged Armor (+4 Armor)
  • AK 47 Rifle (Range 24/48/96, Damage 2d8+1, RoF 3, AP 2, Shots 30, 3RB)
  • Spiked bat (Str+d6, AP 1), 2 extra rifle magazines.

Doc - Tanya Renolds
Raised in the city and new to this area, one thing Doc has going for her is she knows how to help people.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Academics d8+2, Athletics d4, Common Knowledge d6, Healing d10+2, Notice d8+2, Persuasion d6, Science d10+2, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (1)
Hindrances: Cautious (Minor), Monophobia (Major), Obese (Minor)
Edges: Alertness, Healer, Scholar, Scholar
Gear:
  • Heavy clothing (+1 Armor)
  • Ancient Revolver (Range 8/16/24, Damage 2d6+1, Shots 6). [Unskilled with this weapon]
  • 12 extra rounds
  • Medium Improvised Weapon (Range 2/4/8, Damage Str+d6). [Unskilled with this weapon]
User avatar
Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Old Dak Viisi »

Dak is no stranger to the cold. The air is even chillier at altitude, but when aloft, he is
Vigor: 1d8!!: [3] = 3
WD Vigor: 1d6!!: [9!!] = 9
with the environment. And when he's aloft, there is little that escapes his notice, even in the darkness. He scans far and wide from his elevated vantage point,

Notice: 1d6!!-2: [15!!]-2 = 13
WD Notice: 1d6!!-2: [2]-2 = 0
that would rely on cover of night for their nefarious purposes.
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

The Hill-William cinches his fur a little tighter then gets his bearings once again and attempts to read the best route to the crash site. Making sure companions are warm and fed is his priority since everyone is already tired.


Vigor 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7

Net Survival 1d8!!: [4] = 4
Net Wild 1d6!!: [8!!] = 8


Last edited by Billy Shag on Sun Oct 31, 2021 11:57 am, edited 2 times in total.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Miles RAD Radoslav »

Nardal walks quietly in the center of the group,
Vigor 1d6: [6] = 6 , Ace on Vigor 1d6x: [5] = 5 , Wild 1d6: [4] = 4 , both -5 - Success (amazingly)
. My people were not built for this, he thinks a bit sourly to himself. Shifting his vision to observe heat, he
Support Notice 1d4: [4] = 4 Wild 1d6x: [3] = 3 both -2 net (+2 for Fennodi Vision, -4 for Journey penalty) Failure - no Support
. Although he withstands the cold surprisingly well, it distracts him; his normal alert attention to his surroundings is a bit muted. He hefts his pack and stumps along with his Nymbu staff, muttering imprecations against the cold weather.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Interlude:
Repair 1d8!!+2: [7]+2 = 9 , 1d6!!+2: [5]+2 = 7

As it always does, the storm caused trouble with the town's generator. It didn't fail, but a few fuses blew. The kinds she hadn't figured out how to make replacements for yet. The kind she was always running low of. But she was very good at stripping things for every good part she could, so she always managed to stay beyond that critical point. She also disabled the circuits that always blew as the storm started. It was to some outlying homes and they would expect it. They used wood burning stoves for heat and stored their food in the bone cold cellar, so it would mean lighting some candles for them. No harm done.

That ounce of prevention had saved her hours of scrounging for yet more fuses, or worse, bypassing them. Bypassing fuses is why that link to some of the outer homesteads was so weak. It did nothing to prevent her going around, tarping roofs, boarding up broken windows, reinforcing the pavilion before it fell, or simply just fixing things all over town. By the time she sat down with the mayor and sheriff to eat, she was bone tired and stumbling. She numbly ate her fill and it helped. But she was still tired. But she'd experienced this many times in the army. Every soldier had. Looking over at Jim, she shrugged with a smile in that knowing way soldiers do. "Let's do this old man."

Vigor 1d8!!: [5] = 5 , 1d6!!: [7!!] = 7
Notice 1d8!!-4: [4]-4 = 0 , 1d6!!-4: [5]-4 = 1
Spend Benny
1d8!!-4: [5]-4 = 1 , 1d6!!: [1] = 1 -4


Athena was used to hardship and the cold, but tonight she couldn't keep an eye on things like normal. Whether it was the terrain, her stumbling along clumsily, or simply the sheer exhaustion she felt from having been working on repairing things all night, the pilot was simply not at her best tonight. She briefly is sorry they didn't try to just fly out there, but given the visibility and the fact it was a remote area, she knew better.
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Rain
Posts: 32
Joined: Sun May 10, 2020 7:23 pm

Re: 01 - Restless Nights

Post by Rain »

Rain's
Psionics 1d10!, Wild 1d6! to Support himself (per GM), Vigor 1d6!, Wild 1d6!: [4]+[6!, 1]+[2]+[6!, 3] = 22
That's a 7 on Psionics as a free roll to support himself with elemental manipulation, per GM on Discord, for a +1 and then a 9 on Vigor for a total of 10 to fend off the cold
as they move out. He's very used to this sort of thing, and does not appear bothered by the cold at all.

As they walk, he keeps his eyes up and
Notice 1d8!, Wild 1d6!: [6]+[6!, 5] = 17 that's an 11, then we subtract 4 for the horror factor, so we get a 7 and a +1 to support the lookout
to whomever is keeping the lookout.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

1d4 and 1d4: [2]+[4] = 6 Edit = Only 2 gargoyles
1d6!! or 1d6!!: [7!!]+[2] = 9 notice


Cannon and Billy were familiar with the not only the idea of survival, but the area around the lower Skagit river was one they knew like the back of their hands.

The rest of the team work well together as lookouts making sure the progress is safe an no ambushes catch them off guard.
Athena’s misery prevented her from noticing what stood out easily to the others as they caught a glimpse of the gargoyles. The worst of all fates, it seems a gargoyles and a gurgoyle have set up at the top of the mountain, laughing as they fly around with the white sheet metal ripped from airplane beneath them. The creatures appear to enjoy the slow dismembering of the jet from around the humans inside the vehicle.

With team members assigned to scouting they could have potentially distracted the gargoyles. But not sending out scouts has its price.

The monsters at high up the mountain and as they dive in and out of site it becomes obvious where the plane must have crashed on the side could be no more than half a mile from the fork. Unfortunately the gargoyles are have a lot of fun tormenting the people stuck in the plane.

Combined with the fact that Athena and Rork where already showing signs of hypothermia things need to happen.

Instructions

@Dak-Viisi , make a stealth -2 = If you fail versus a 7 then you are spotted!
@Everyone else make a Stealth +4. = If you fail versus a 7 then you are spotted!

If no one is spotted then you have an opportunity to make a plan for approach. If any of you are spotted the gargoyles will start flying towards you while staying about 500 yards in the air and caring the air plane pieces.

Reference Map link
https://www.google.com/maps/d/u/0/edit? ... 27729&z=16

Heros are the Star, the crash is the plane, the red monsters are the Gargoyles. They are about 500 yards away and 600 yards up, having fun as they fly up and down, into and out of line of sight.
Quick shot of map.png
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Rain
Posts: 32
Joined: Sun May 10, 2020 7:23 pm

Re: 01 - Restless Nights

Post by Rain »

Stealth 9
Stealth 1d4!, Wild 1d6!: [3]+[1] = 4 +4 modifier per GM instructions
Benny Stealth 1d4!, Wild 1d6!: [2]+[5] = 7
Rain crouches low, his coat pulled about him, and strides quietly to cover. He tracks the flight of the gargoyles, ready to let loose.
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Miles RAD Radoslav »

Nardol spots the creatures tormenting any survivors on the plane and sighs. What prompts such creatures to such evil? he muses to himself. Could they be redeemed? He
Stealth 1d6x+4: [4] = 4 Wild 1d6x+4: [5] = 5 Best is 9
a convenient shrub to watch. Years of experience in the West taught him to hide behind much smaller things than this!
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Old Dak Viisi »

Despite his outspread wings and his distinctive appearance, whether by trick of the fading light or a simple twist of fate, Dak is able to
Stealth: 1d8!!-2: [12!!]-2 = 10
WD Stealth: 1d6!!-2: [4]-2 = 2
, perhaps mistaken for a star. When the opportunity presents itself, he dips below the horizon, weaving in and out of the treetops. Gargoyles are an affront to nature, and brutality against innocents is abhorrent to him. He prepares for the imminent battle, pausing only to radio to his comrades. "I have not been spotted, but I will reveal myself soon. Let us make ready and leave no evil heart beating."
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Stealth 13
Stealth 1d10!!+6: [7]+6 = 13
Wild 1d6!!+6: [4]+6 = 10
Kaelin had learnt a great deal from her father, skills to help survive out in the wild and how to pass unseen and unheard. It was the latter she demonstrated so well, moving as she did practically like a ghost. Upon sighting the creatures, she hunkered down with her father's old rifle, taking a moment to give the lens of it's scope a quick clean before peering down the sights. The creatures had wings and danced about the sky with them, making for difficult targets at best. Though Kaelin reckoned could off a well-aimed shot to at least bring the creatures crashing down to earth.
Main Account: Stormwell
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Billy slides through the wood and finds a good tree for cover and concealment. Bet those bastards aren't gonna land. And for their sake, they'd best not, he mutters to himself while readying his rifle.


Stealth 1d8!!+6: [4]+6 = 10
Wild 1d6!!+6: [10!!]+6 = 16
Last edited by Billy Shag on Tue Nov 23, 2021 6:01 pm, edited 1 time in total.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Having been through SERE, plus having grown up hunting in these very woods, Athena
Stealth 9 1d6!!+4: [3]+4 = 7 , 1d6!!+4: [5]+4 = 9
while pulling her rifle into a ready position. Thinking to herself, she considers the foe. 'Flying monsters, enjoying taunting the survivors. Definitely a problem. If we can hit a joint, maybe we can bring them down.' She flips the weapon from safe to semi-automatic. She would need accuracy, not to waste bullets on spray and pray like some untrained hick. Not that she didn't enjoy letting loose, but bullets are a finite resource. As she does, she sends up instinctive prayers to anyone listening, as she prepares for combat.
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim moved

+4 situational modifier and +2 due to Woodsman
Stealth 1d8!!+6: [12!!]+6 = 18
Wild 1d6!!+6: [3]+6 = 9
through the trees taking full advantage of the ample cover and the damp foliage on the ground to mask the sound of his movements. Drawing on decades of combat ops he took note of the threat of the creatures flying in the distance while also keeping an eye out for a good place to set up a sniper nest. With just a little luck I can put both down before they even know we're here he thought to himself with grim satisfaction.
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

Date: October 28th, Year 24
Time: About 1 PM
Weather: Overcast, heavy drizzle -2 Vision and Range >150’
Temp: About 45 degrees Fahrenheit, begins dropping rapidly as you begin moving into the mountains to freezing.
Current Location: Leaving Burlington, capital of Skagit Valley



Managing to stay out of sight the Patrol finds works their way up the hill using trees as cover to get as close as they can to the clearing. As they make their way in weapon ready they find even coming close the sub-demons have not noticed them.

As you get close enough to see the crash, you can see that some of the passengers have tried to escape the burning craft, only have found stone hands to have come from the ground and seized them in place! The burning of the plain seems to somehow be limited to the rear of the jet for now. The aluminum deformed, melting into a useless shape. Whatever set the tail aflame could not have been the jet itself, as the fuel is stored in the wings, not the tail.

Only half a dozen passenger bodies can be seen half eaten or torn apart around the plane as the demons seem to be prolonging the misery.

You are acting on a Surprise Round.

The following players have The Drop!
- Billy Shag (16, will have the Drop)
- Jim (18, will have the Drop)
- Kaelin (13, will have the Drop)

Gurgoyle - Parry: 6, Toughness: 24 (12)
WC Gargoyle - Parry: 6, Toughness: 30 (12)

If you do not like your starting position you may select the icon, then it will let you drag it.
This is Turn One you may move your token where ever you want within the tree lines as you guys made your steal rolls.
The measurement tool works on the map, just use the escape key when done.
Athena Misane = Brown ATV
Billy Shag = Green Hiker
Dak-Viisi = Silver Eagle
Fire Marshal Rain = Red Flame
Jim Cannon = Green Hunter
Kaelin McGregor = Brown Hiker
Nardal Longwalker = Red Hospital Shield
Sheriff Felix Bray = Blue Star

Gargoyle = Dark Green Monster = 17" in the air
Gurgoyle = Light Green Monster

Airplane = Green Airplane

Clearing Size = About 1,000 ‘ north to south, about 800’ east to west

Legend.png
Legend.png (23.81 KiB) Viewed 12233 times
https://www.google.com/maps/d/u/0/edit? ... 33679&z=18
Crash site.png

  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Old Dak Viisi »

Dak's blood boils at the sight of the mangled bodies and the torment being inflicted by the hideous demons.
Adept Boost Strength: 1d8!!: [3] = 3
WD Boost Strength: 1d6!!: [2] = 2
Benny Boost Strength with Elan: 1d8!!+2: [4]+2 = 6 - +1 die type
Benny WD Boost: 1d6!!+2: [1]+2 = 3
and he tightens his grip on his spear. True to his vow, he aims to be first into combat. His

Shooting Gurgoyle: 1d8!!: [1] = 1
WD Shooting: 1d6!!: [13!!] = 13
though, and the shimmering holy bolt

Shooting damage with raise AP 12: 6d6!!: [10!!, 5, 2, 1, 5, 11!!] = 34 - I think it's dead
the gurgoyle's chest. The gargoyle is more on his level. A mid-air

Fighting Gargoyle: 1d8!!: [7] = 7
WD Fighting Gargoyle: 1d6!!: [2] = 2
ends with a vicious strike from Dak-Viisi's holy spear,

Fighting damage AP 12: 4d6!!+1d10!!: [2, 5, 2, 3]+[1] = 13
Benny damage Fighting Gargoyle AP 12 - forgot Champion: 1d10!!+4d6!!+2: [4]+[5, 2, 8!!, 1]+2 = 22 + 4 for Holy Attacks weakness = 26, 2 wounds
the evil beast. "Battle is joined, vermin!"
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

Special circumstances but still a hit with two wounds
Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [6]+[1] = 7
One More Try Vigor 1d10!! or Wild 1d6!!: [4]+[3] = 7


The gurgoyle hits the ground apparently killed from the blow. But as the blow lands on the Gargoyle, it spins in the air wounded from the blow the gargoyles attention turns on the flying warrior.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Miles RAD Radoslav »

Seeing Dak engage, Nardol
Persuasion roll for Support - d8x: [6] = 6 extra skill die for Work the Room d8x: [7] = 7 Wild d6x: [2] = 2
. "That's the way to do it. Strike down that evil. I have faith in you!" Hearing the voice of encouragement from his comrade merely
+1 to Dak's next Fighting roll
Dak's determination to strike down the foul creature.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Billy squares his shoulders to the tree for balance and aim and those nearby can hear him rumble some lyrics in his sultry baritone.

(EDIT - totally forgot the bonuses for the Drop here so +2 to the first shot and damage...aaaand +2 to the reroll for Elan... I will still spend the benny tho')


Free Action Adept/Boost Trait (Shooting) 1PP
Psionics 1d12!!: [10] = 10
Wild 1d6!!: [5] = 5

Shooting test to Distract at -2 MAP
Shooting 1d12!!-2: [20!!]-2 = 18
Wild 1d6!!-2: [13!!]-2 = 11

Shooting test to make vulnerable at -2 MAP
Shooting 1d12!!-2: [5]-2 = 3
Wild 1d6!!-2: [5]-2 = 3

Benny reroll vulnerable
Shooting 1d12!!-2: [16!!]-2 = 14
Wild 1d6!!-2: [3]-2 = 1


The first shot hits the creature unerringly in the left wing, causing the beast to tumble a bit in space before regaining its composure, while the second shot hits it squarely in the forehead, leaving it a bit flustered.


Damage1 2d10!!+1d6!!+2: [13!!, 1]+[4]+2 = 20
Damage2 2d10!!+1d6!!+2: [19!!, 6]+[3]+2 = 30
both AP 4


'Course I prefer the Aileeah Colgan version but I ain't got the pipes for that.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Shooting 6, Damage 9, AP 4
Shooting 1d10!!+2: [4]+2 = 6
Wild 1d6!!+2: [4]+2 = 6

Damage 2d10+6!!: [2, 1]+6 = 9
Spying a better vantage point to engage the creatures from, Kaelin hurried over to the spot and readied her rifle. It looked as though others were about to attack, so Kaelin fired off a hastily aimed shot which seemed to strike true. However, how certain she was of scoring a hit she wasn't as sure whether it had any effect on the creature.
Main Account: Stormwell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »


I am not even rolling against those numbers, it would seem unfair.



The gun fire from @Billy Shag and @Kaelin bounce off the Gargoyle's thick hide, but the efforts succeed as the already wounded creature begins flailing defensively the creature blinded from the onslaught around him.

He is shaken, Vulnerable and Distracted.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

All we need is one pin, Rodney...
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Notice: 1d8!!: [6] = 6 , 1d6!!: [4] = 4


Athena moves up with the rest and when the first shots ring out, opting instead for weight of fire over accuracy, she breathes out a prayer to let her shots hit true and deep, and then lets loose with her rifle at the gargoyle. Her form seems to fade into the trees, even as she fades back into the trees and behind cover after her she shoots.
Psionics 4 - Smite (+2 dmg, +AP 6, Shroud), Shooting 6 (13, AP 8, MD), 6 (18, AP 8, MD), 13 (17, AP 8, MD), Shroud on Athena (-1 to be hit, +1 to stealth)
Psionics: 1d8!!: [4] = 4 , 1d6!!: [3] = 3 (-2 MAP, +2 Major Psionic)
  • Smite 2 + AP 6 (3) + Shroud (1) -2 (Self Only) + MD (2) = 6 ISP + 4 ISP (+2 to roll)
    Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Shooting 1d8!!: [10!!] = 10 , 1d8!!: [10!!] = 10 , 1d8!!: [17!!] = 17 , 1d6!!: [4] = 4 (-2 MAP, -2 Autofire, -0 (Short Range))
  • AK47 (7.62mm) (Range 24/48/96, Damage 2d8+1, ROF 3, AP 2, Shots 20/30)
    2d8+1: [6, 4]+1 = 11 +2 = 13, AP 8, MD
    2d8!!+3: [1, 14!!]+3 = 18 , AP 8, MD
    2d8!!+3+1d6!!: [3, 6]+3+[5] = 17 , AP 8, MD
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Rain
Posts: 32
Joined: Sun May 10, 2020 7:23 pm

Re: 01 - Restless Nights

Post by Rain »

Rain watches from his hiding spot, waiting for anything to come close enough that he can light it on fire.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

As the patrol begins to unleash its volley of attacks on the two sub-demons they find they are able to take the smaller wingless one out nearly instantly. But the larger winged creature seems to have a strength unexpected as it resists the attacks of the heroes.

@Sheriff Felix feeding of the gurgoyles death distracts him as he grows nauseous. Something was unright with the demon as he falls unconscious.
The player needs a break so we have his permission to move on without him. We will reserve his spot in the game should he return.


Left shaken and vulnerable the gargoyle is obviously not much of a match for the heroes. The volley from Athena rolls of the wounded creatures and a fear begins filling its eyes at the realization their are so many armed warriors capable of harming it.

As the Gargoyle rages you hear a deep rumble as two lines form at the crash and begin racing through the ground towards the Patrol closest to the Gargoyle!



Act before the Bad Guys
Dak Initiative 1d54: [51] = 51
Jim Cannon (Quick) 1d54: [50] = 50
Billy Shag 1d54: [31] = 31
Athena Misane 1d54: [40] = 40
Kaelin (Quick) 1d54: [39] = 39

Bad Guys
Gargoyle Mage 1d54: [28] = 28
Distracted + Vulnerable + Shaken + 1 Wound
Parry: 6 Toughness (Gargoyle): 30 (12)

Act After The Bad Guys
Fire Marshal Rain 1d54: [18] = 18 I am not really sure here, you may be on Hold from your post. If so you may go.
Nardal Longwalker 1d54: [11] = 11
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Old Dak Viisi »

Dak continues to press his advantage against this gargoyle. His spirit spear
Fighting: 1d8!!!+2: [6] = 6
WD Fighting: 1d6!!+2: [2]+2 = 4
, yielding another

Damage with champion and holy: 1d10!!+4d6!!+6: [9]+[11!!, 4, 5, 2]+6 = 37 AP 12 = 4 wounds
against the hulk. "It's past time you met your fate, whelp! I will send you to judgment!"
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

soak again
Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [5]+[3] = 8 2nd gm Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [1]+[3] = 4 3rd gm Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [5]+[1] = 6 4th gm Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [2]+[1] = 3 5th gm Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [3]+[5] = 8 last gm Benny to Soak 2 wounds Vigor 1d10!! or Wild 1d6!!: [9]+[4] = 13


The gargoyle unable to resist the attacks falls to the ground landing with a heavy thud.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

While waiting to see what the new arrivals will do, Billy sets his sights on getting to the crash site and helping any other survivors. He moves swiftly toward the wreckage and any signs of life in need of his aid.


Speed with Hurry and Quickness (4 ISP)
Psionics 1d12!!: [6] = 6
Wild 1d6!!: [2] = 2

Pace at 14, run plus additional action move this round (if I have the distance measured correctly - if not he gets there ASAP)
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

"Now wot?" Kaelin asks a moment or two after the gargoyle had crashed to the earth and she'd half-risen from where she had been crouching with her rifle. She waited to see what the group was going to do next whilst she kept an eye on whatever it was which was now approaching them. It was too early to tell whether it was hostile or not, but generally growing up in the Valley it was presumed to be the former in most cases.
Main Account: Stormwell
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Notice [roll]1d8!![/roll], [roll]1d6!![/roll]


With the enemy down, Athena makes for the downed plane. She intends to utilize her training in rescue and her familiarity with aircraft in general to find a way into the jet without
Repair [roll]1d8!!+2[/roll], [roll]1d6!!+2[/roll]
. An errant thought crosses her mind, thinking of how she will be able to scavenge a massive amount of parts off the craft. She'll have to use the helicopter to move them after removal, but its a massive find for their situation. Hopefully not too many area dead. She also checks out fellow members of the Patrol, looking for wounded and is slightly demoralized that the new Sheriff seems to have collapsed. "Sheriff okay?" in her own thoughts, Athena ponders the situation. 'I'm worried about moral if the town looses yet another hero.'
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

Combat is Concluded

ALL BENNIES RESET


As the Gargoyle crashes to the ground and the team begins assessing what threats remain the two burrowing creatures emerge from the ground forming into humanoid shapes the giant creatures appear to be made of rolling chunks of granite and stone. The material obviously very resilient to any sort of simple attack. Both of them begin slowly turning their heads in a circle as what must be an assessment of the enemies around them.
No Fear check required this time

Since you all chose not to just attack and start shooting they are not attacking and have no reason to be hostile.

To save time I am not going to have you roll. I assume as least one of you would pass.

The elementals now free of the gargoyle's control will not attack. They may return to home, decide to explore or maybe even visit the elementals already in the area. The creatures are not naturally evil, and likely see the heroes and even the humans as little more than animals in the area not worth interacting with.


Eventually after about half a minute the two creatures sit down staring at one another rumbling, snapping, and popping with strange noises in what may be some sort of communication.

The people previously trapped in the plane begin trying to escape the burning vehicle looking out shocked and obviously still afraid. As Athena moves to the plane she sees that somehow against all odds what looks like dozens of men, women and children are alive. However not all the survivors are in perfect shape. There are injured and wounded both in the aircraft and outside on the ground. The tortured are not even the worst of it, as Athena looking in the vehicle can see that many are trapped in their seats, or in the isles some grievously injured to a point where without immediate care they will die.

Your task:
Organize and save the survivors Dramatic Task!

Chose a skill to roll and consult the following table. Then write an interlude of how you are helping to save them over the following hour or so.
  • Athena gets +1 for already heading into the plane.
  • The Healing skill is rolled at +4!
  • Using the Healing power through an Arcane skill requires 10 power points or the power points of the modifiers narrated (whichever is higher). But quadruples the number of people saved for your roll.
Roll:
  • Critical Failure: You get in the way or cause something to go really bad. Reduce the total number of people saved by the group by 10%.
  • Failure: You are able to save 1 person, but the effort took the full hour.
  • Success & Raise: You are able to help save 2 people for each Success and Raise to a maximum 8 with 3 raises (or 32 if an arcane skill is used with the healing power).
Significantly Injured: When all is said and done about 60% of the people have significant injuries. This is reduced by 1% for every power point spent on the healing power.
Note: I will use the NPC generator to get a name and then add a related injury for each survivor.
Inured 1d4*20 percent: [3]*20 = 60
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

After dispatching the other group of gargoyles, Billy races over from the other plane crash on the other side of the mountain and looks strangely relieved when he finally sees his companions assisting the survivors. He does a quick double-take behind him, shrugs, and joins Athena in the fuselage of the aircraft.

Nodding @Athena Misane Billy drops his pack just outside the craft and announces,I will attempt to heal as many of the critically wounded as I can. I have two healing kits in my pack -- feel free to use them as they will assist your efforts

As the sasquatch tends to the wounded, you hear him singing again in that warm baritone,

"You'll be okay
You'll be okay
The sun will rise
To better days

And change will come
It's on it's way
Just close your eyes
And let it rain

'Cause you're never alone
I will always be there
You just carry on
You will understand"




Billy is still -2 MAP from Quickness

Healing Power (10PP) Psionics 1d12!!+1: [10]+1 = 11
Wild 1d6!!+1: [3]+1 = 4

Spends a Benny for 5 ISP

2nd Activation Healing (10PP) Psionics 1d12!!+1: [3]+1 = 4
Wild 1d6!!+1: [2]+1 = 3

Spends another benny to reroll 2nd roll

Psionics 1d12!!+1: [4]+1 = 5
Wild 1d6!!+1: [5]+1 = 6

Adding +2 post-roll for Elan makes a raise on the 2nd roll, also.

Beginning with who seems to him to be the most critically wounded (cursory evaluation), 2 successes with raises (so 4 successes for this purpose?)

Last edited by Billy Shag on Tue Jan 18, 2022 6:56 pm, edited 2 times in total.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Old Dak Viisi »

Dak-Viisi almost instinctively knows these elementals are not there of their own accord. Seeing that they have opted not to take hostile action, he simply ignores them, instead focusing on the injured innocents in the wrecked aircraft. The people aboard are almost numb to seeing strange, otherworldly creatures now, but the Lyn-Srial is clearly quite different from the gargoyles that were bedeviling them. Soon, their fear is replaced with healing as the spirit warrior moves through the twisted wreck attending to whomever he can aid. The spirits are with him, as

Faith - Healing: 1d8!!: [6] = 6
WD Faith: 1d6!!: [5] = 5
Benny Faith with Elan: 1d8!!+2: [15!!]+2 = 17
Benny WD Faith: 1d6!!+2: [14!!]+2 = 16
by the strange bird-man.
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Healing 15
Healing 1d6!!+4: [11!!]+4 = 15
Wild 1d6!!+4: [2]+4 = 6
Kaelin warily eyes the elementals until it becomes clear that they weren't going to attack the group, though satisfied she slung her rifle over her shoulder and headed over to the fuselage of the aircraft to lend a hand. Her father had taught her some first aid, battlefield triage as he'd put it, and it was this skill she put to good use. She busied herself with bandaging wounds or tying splints round injured limbs.
Main Account: Stormwell
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Athena can't help with first aid, or the supernatural healing some are doing, but she is a trained first responder and begins carefully getting people out of their entrapment. She always acts with the oversight of Kaelin. She may not be able to heal, but few are more suited to cutting people out than her.

Repair (to get people out of being trapped) 1d8!!+2: [4]+2 = 6 , 1d6!!+2: [3]+2 = 5
Benny for reroll
1d8!!+2: [3]+2 = 5 , 1d6!!+2: [4]+2 = 6
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Miles RAD Radoslav »

Seeing the injured, Nardol immediately moves towards the plane. So many hurt - I must do all in my power to lend aid, he thinks. Saddened by the burns and injuries all around him, he moves from person to person, providing simple first aid where that suffices, but also tapping into his mental abilities to heal more serious wounds.
Psionics 1d8: [6] = 6 Wild 1d6: [2] = 2 10 PP spent
. He cannot move as swiftly as he would wish, and lacks the strength to drag the injured from the crashed plane, but he is still able to heal eight of the injured enough to move them from the site. His powers drained and his energy low, he moves from psionic healing to patching people up by conventional means, hoping to save as many as he can. "It seems I might be getting too old for this," he mutters angrily. "The blessings of Gaia can only carry me so far, I suppose."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim unloads his rifle with the practiced ease of a lifetime in the military. Setting the weapon aside he heads into the plane to

Athletics 1d8!!: [4] = 4
Wild Die 1d6!!: [4] = 4

Spending a bennie for a reroll

Athletics 1d8!!: [5] = 5
Wild Die 1d6!!: [4] = 4
Heading into the plane's fuselage Jim works his way back looking for anyone in need of help getting out of the plane.

Coming across a middle aged woman struggling weakly to remove her seat belt. As far as he could tell she didn't seem to badly injured but she was probably in shock and the way the seat's were crumpled she wasn't getting out on her own.

It takes Jim several minutes to pull the seat back in front of the lady far enough to get at her seat belt. Making short work of her seat belt he picks the woman up gently carrying her from the plane and setting her down in a clear space where some of the others were treating the wounded.

Turning he heads back into the plane to look for more survivors. By this time it looks like most of the passengers have either made their own way out of the plane, have been helped out by one of the others or they weren't ever going to leave. Seeing movement at the rear of the plane moves to the back to check it out. As he gets closer he sees a young girl crying and holding her leg which seems to be stuck under another buckled seat. Jim can see that the leg is most likely broken which is going to make getting her free just that much more difficult.

"Don't worry kid we'll have you out of here and fixed up good as new before you can blink." Getting the kid's leg free without doing more damage was even tougher than he thought it would be. Dammit what I wouldn't give for a proper crowbar right now. he thought as he slowly loosened the bolts holding the seat the floor. He wasn't sure how long it was before he got the seat loose and pulled the little girl free but he just hoped it wasn't too long.

Standing up with the child in his arms Jim is shocked by the thickness of the smoke hitting him in the face. Ducking low he makes his way out of the plane for the last time. Fortunately, by the time he gets the girl over to the medics it looks like everyone that was getting out is out. Christ, I'm getting too old for this crap. I hope we got everyone out of there in time.

Taking a deep breath and giving his head a shake Jim picks up his rifle and reloads it. To no one in particular he announces, "going to check the parameter to make sure there aren't any more of those ugly bastards lurking around. I'll stay in contact."
Last edited by Jim Cannon on Tue Feb 15, 2022 10:05 am, edited 1 time in total.
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

Billy Shag
As a note for reference in a quick encounter or dramatic task you still only roll once even if you normally have multiple actions.
This time it was heroic and bennies were spent so we are going with it. But in the future you should know this.

For your reference: https://www.pegforum.com/forum/savage-w ... encounters


Responding to the burning jet liner was natural for the heroes of the Patrol. As They set into motion. The skills and talents of the heroes perfectly syncronizing to the needs of the passengers.

While Reign used her powers to redirect the heat of the flame into areas where lives would not be at risk. Waves of healing power washes over the passengers. Those still needing mundane aid receive the medical treatments needed and freed from their entrapment in the vehicle.

The passengers having been pulled free escape from the plane. It takes some effort to keep them from scrambling and endangering themselves more.

There are too many for shelter to be available to all of them. But this is not the first time the members of this Patrol have had to deal with refugees and training on this situation has told them exactly what is needed. Now it is a matter of putting that knowledge and training to work.

The evacuation ramps can work as both flotation devices once the teams reaches the river and as shelter while here in the woods. If they could be gotten without damage they would be very valuable. But there are many other resources as well the community needs that can be harvested from the airplane if done right.

INSTRUCTIONS
Your task is simple, obtain what can be salvaged from the airliner and provide shelter so the passengers can make it through the night and begin the return home in the morning.

Salvage: Roll Electronics or Repair. Because of Horror Factor and Cold this roll and all support rolls are made at -4. This can be supported by Athletics or Common Knowledge.
The vast majority of the spoils from this will go to the community. Hwowever the players share for this will be the equivalent of ~2,000 each, for Each success and raise.

Shelter for the night: Roll Repair or Survival. Because of Horror Factor and Cold this roll and all support rolls are made at -4. Support is limited to no more than +2 per individual, however there is no limit to maximum support from Player Characters. You need 5 success, each token not achieved means the refugees suffer a fatigue, or a hero may chose to taken both a Wound and a Fatigue.
This can be supported in whatever manner makes sense narratively.


THE REFUGGEES WANT TO HELP: Putting the refugees to help and narrating how you use them will provide +3 in support. This stacks with other supports.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Initially receiving some frightened glances from the few surviving passengers to see past his armor to the shaggy face underneath, Billy stays out of personal space while reassuring them that they are OK and to help carry supplies from the plane to the soon-to-be makeshift shelters for the night. Billy uses his voice to soothe as his appearance doesn't seem to be helping.

Billy gets to work finding materials, both natural and manufactured. Making shelters is something he has done all his life so he sets forth to try and be as useful as he can.

Survival 1d8!!+2: [2]+2 = 4
Wild 1d6!!+2: [3]+2 = 5
Last edited by Billy Shag on Sun Feb 13, 2022 1:36 pm, edited 1 time in total.
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 01 - Restless Nights

Post by Miles RAD Radoslav »

Seeing Billy go to work, Nardol moves to
Survival 1d6!!: [2] = 2 Wild 1d6!!: [3] = 3
, shivering with the cold. Perhaps some of the salvage might include some thermal underwear, he grumbles, rummaging through the brush for usable branches for shelters.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: 01 - Restless Nights

Post by Kaelin »

Survival 8
Survival 1d8!!+1: [1]+1 = 2
Wild 1d8!!+1: [7]+1 = 8
With the night drawing in and realising just how long it would take to return back to relative civilisation, Kaelin puts her survival skills to use to help set up some basic shelter. She picks out some of the more able-bodied plane passengers and puts them to work, showing them what she needed them to do and talking through various steps as and when needed. Seemingly as they were given something that they could do and focus their immediate attention on, the passengers proved to be rather adapt under Kaelin's guidance and before long they had some pretty serviceable shelters set up for people.
Main Account: Stormwell
User avatar
Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim sees that most of the party is involved with setting up an encampment so he gathers some of the more able bodied and sets about

-4 for Horror Factor and +3 from Refugee support

Repair 1d8!!-1: [6]-1 = 5
Wild 1d6!!-1: [4]-1 = 3
that might be of use for the community.

It takes several hours of backbreaking work but in the end they manage to successfully disconnect the evacuation ramps, several of the undamaged panels of sheet metal from the plane's fuselage and some turbine fans from one of the less damaged engines. Wiping the sweat off his forehead with the back of his hand Jim considers how much there is left to do. Still a lot of stuff we can get off this plane. We might need consider sending a work crew back up here later to finish the job. I wonder how Athena is getting along?

Jim claps the nearest of "his" work crew on the back and gives a crooked grin. "When we get ready to pull out we'll rig these panels up as sledges to haul the wounded and any other supplies we can salvage back down to town."
Last edited by Jim Cannon on Wed Feb 16, 2022 9:44 am, edited 1 time in total.
Ancient wisdom from the Golden Age: Don't Panic.

User avatar
Old Dak Viisi
Posts: 16
Joined: Fri Sep 17, 2021 8:27 pm

Re: 01 - Restless Nights

Post by Old Dak Viisi »

While Dak could endure such elements for an extended period of time, the people on this broken aircraft are in no such state. He sets about
Survival: 1d6!!-4: [14!!]-4 = 10
WD Survival: 1d6!!-4: [5]-4 = 1 +3 for passenger assist = 3 tokens
, fires, and tending as best he can to whatever minor injuries are left. Over the initial shock of seeing both a sasquatch and a strange bird-faced four-armed angel, several of the passengers join in lending what assistance they can, whether carrying firewood or just bracing shelter walls while they are secured. One in particular, a tall young woman named Kirsty Candelaria, takes a liking to the strange angelic being and makes herself into Dak's shadow. "I always knew angels were real, and here you are!" She is quick to assist in whatever task he sets himself to. Sensing her affinity for him, he makes a point to encourage her on multiple occasions. "Your dedication to your fellow beings is admirable. The spirits take notice, and so do I."
The activity helps focus the passengers on survival rather than the trauma they've just experienced.
Dak-Viisi
Dak-Viisi
Pace: 6; Flying Pace: 12; Parry: 6
Toughness: 15 (6)
Pertinent Edges: Alertness, Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Current Status Post
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Repair 1d8!!+1: [4]+1 = 5 , 1d6!!+1: [2]+1 = 3
Used Benny from Rob's last announcement: Repair 1d8!!+1: [11!!]+1 = 12 , 1d6!!+1: [1]+1 = 2
Mods: -4 (HF), +3 (Survivors help), +2 Mr. Fix-It = +1


Athena sets to work salvaging things to help the refugees, especially medical supplies and blankets and the like, but the bulk of her time is spent in the in the depths of the plane, pulling electronics, wiring, and mechanical components she can't easily fabricate. She also focuses on trying to salvage and contain the jet fuel. She may have to add some additives to bring it down to what her chopper needed, but the need for more fuel for the chopper was obvious. She had a pretty large tank of it, but it isn't like she can just order more, and her experiments in making more hadn't borne much fruit. Whatever fuel that survived was going to allow her to keep the bird in the air longer, and the electronics would serve as the backbone to repair systems within the town. If she can get the radio out and working, and possibly repurpose some of the parts, she could set up real communications relays in the valley.
She grabbed a few of the folks who said they had experience with airplanes or electronics. One was a retired airframe mechanic. The old man, Ray, and his adult daughter, Terri, had been travelling to scatter Ray's wife's ashes in the mountains. The irony of their situation was not lost on them. "Flying is the statistically safest way to travel these days, she said." Ray grumbles as he helps strip wire from the wreckage with a multi-tool given to him by Athena.
Terri, a chemistry professor, simply smirks at her elderly father. "Well yeah, but the likelihood of our plane crashing and then being ripped apart by monsters out of a horror novel is not one I'd have taken into account when I said that Dad." It was clear she was using humor to deflect from the absolute horror of their situation, focusing on tasks at hand rather than the dread and despair she feels. The woman didn't understand what the reason for the drastic measures to salvage items, but she could take instruction and help others understand, so she was doing that and looking after her father.
Athena smiles a bit at the joke. "Trust me, there's a lot weirder out there. Sooner we grab all this, sooner we can get out of the region. And more immediately, get some sleep so we can head back to town in the morning."
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Michael Callahan
Posts: 18
Joined: Thu Feb 17, 2022 9:02 pm

Re: 01 - Restless Nights

Post by Michael Callahan »

That was a crazy racket! I have to be some kind of idiot to run out into the woods on a dark and stormy night to look for an earthquake. That's not how it works, Michael!
Still, out into a dark and stormy night he goes, armed only with a hunting rifle and a useless flashlight he had since abandoned. He had no time to wonder at his strange ability to see in the dark, because by the light of the flaming wreck of an airplane, his new dark vision wasn't needed. He sees wounded people and a group that appears to be helping them. Only way to find out. He slings the hunting rifle over his back, hoping not to appear as a threat. He comes out from behind a tree into the light and the makeshift camp. "What happened here? I mean, I know it's a plane crash, but I mean, you...what...never mind. What are we doing?" Realizing that some of them are scrapping the plane, he sets about with whatever he can find to

Science with scene penalty: 1d8!!-2: [2]-2 = 0
WD Science: 1d6!!-2: [2]-2 = 0
Benny Science with Elan: 1d8!!: [3] = 3
WD Benny Science: 1d6!!: [4] = 4
. He smiles awkwardly at @Athena Misane. "Hi, you're Michael Callahan. What's my name?" He winces. "No. I'm Michael. Sorry. I...uh, so what are we doing here? And did anyone call the squad or the FAA? I can't get a signal out here. Verizon is giving me fits. This is kind of tampering with a crash investigation, isn't it?"
Michael Callahan
Michael Callahan
Pace: 6; Parry: 5
Toughness: 12 (5)
Pertinent Edges: Alertness, Brave, Strong Willed, Iron Will, Concentration, Elan, Monster Slayer
Current Status Post
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Michael Callahan wrote: Sat Feb 26, 2022 12:43 pm He smiles awkwardly at @Athena Misane. "Hi, you're Michael Callahan. What's my name?" He winces. "No. I'm Michael. Sorry. I...uh, so what are we doing here? And did anyone call the squad or the FAA? I can't get a signal out here. Verizon is giving me fits. This is kind of tampering with a crash investigation, isn't it?"
Athena shakes her head. “You must be new. We’re with the Sherriff’s office. We’re part of the Patrol. FAA isn’t coming and why is a long story best not discussed right now.” She makes sure he’s getting the right things. “I’m Athena. We’ll talk later. Save as much as we can and then we’re heading down to the camp with everyone.”
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Michael Callahan
Posts: 18
Joined: Thu Feb 17, 2022 9:02 pm

Re: 01 - Restless Nights

Post by Michael Callahan »

Michael's face scrunches up a little. "Sheriff's office...nice uniform. You all forget your badges at home?" He pauses at a difficult piece of scrap, looking over some of the other members of the Patrol. "I don't see any rocket launchers. Guess you guys didn't bring this down. But if you're with the sheriff's office, I'm the prime minister of England." He throws a panel of the fuselage onto the salvage pile before stopping in his tracks. His eyes deadlock onto @Billy Shag. "SASQUATCH! I KNEW YOU WERE REAL!" He drops everything and runs over to history's all time world hide and seek champion. "How many of you are there? I mean other than you. Do you breed? How long do your kind live? How old are you? Crap! Do you even speak English?"
Michael Callahan
Michael Callahan
Pace: 6; Parry: 5
Toughness: 12 (5)
Pertinent Edges: Alertness, Brave, Strong Willed, Iron Will, Concentration, Elan, Monster Slayer
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Restless Nights

Post by Ndreare »

As the team begins building shelters each taking on different rolls. Billy and Nardal begin working in the fashion they know gather supplies from the woods around them as they build the needed shelter. While Kaelin, Jim and Dak set about using the passengers themselves, encouraging the downtrodden passengers with purpose as they work.

Between the work being performed and the combined score of people working shelter was made sufficient to protect everyone from the miserable wet slush that began to fall.

Seeing the others had things in hand Athena and Michael began gathering some of the materials that would be needed. Perhaps the plane could be returned to later. But for now they gathered as much as they could.

Some of the passenger where wise enough to begin going through their luggage. Layering their clothes as much as possible the warning of the freezing cold weather was enough no one wanted to freeze slowing to death.

NOTE
Note:
Shelter the Passengers = 6 Tokens
This means you will be able to get somewhat rested and the passengers will not have fatigue.


Salvage what can be salvaged = 4 tokens
The team will have about 8,000 credits worth of materials and supplies.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Billy doesn't get too close to any passenger, preferring to remain just out of the firelight and do what he does best, sing. He chooses calming tunes and words of restful travel, enjoyment and sunnier days. If approached or there are more outbursts, he will try to speak 1 - 1 with the disgruntled or anxious passenger(s), calming them.



Performance 1d6!!+1: [2]+1 = 3
Wild 1d6!!+1: [5]+1 = 6

Persuasion 1d8!!+1: [6]+1 = 7
Wild 1d6!!+1: [5]+1 = 6




Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Athena Misane
Posts: 21
Joined: Sun Sep 19, 2021 8:47 pm

Re: 01 - Restless Nights

Post by Athena Misane »

Michael Callahan wrote: Sun Mar 06, 2022 9:11 pm Michael's face scrunches up a little. "Sheriff's office...nice uniform. You all forget your badges at home?" He pauses at a difficult piece of scrap, looking over some of the other members of the Patrol. "I don't see any rocket launchers. Guess you guys didn't bring this down. But if you're with the sheriff's office, I'm the prime minister of England."
Athena snaps back at the man. "It's called disaster response asshole. You don't go getting dressed in your Sunday best when a plane goes down. Get a grip. Besides it's the end of the freaking world, you didn't see the monsters we just killed that were trying to rip this plane apart. But like I said, this can wait. Help or get out of the way."
Athena Misane, Fire Service Pilot and Combat Veteran
Parry: 5, Toughness: Dinosaur Leather Long Coat Only: 10(2) or Dinosaur Leather and Ceramic Vest Personal Armor and Long Coat: 17(7) Base: 7
Powers and Benny/Wound/ISP tracking
User avatar
Billy Shag
Diamond Patron
Diamond Patron
Posts: 25
Joined: Wed Sep 15, 2021 9:31 pm

Re: 01 - Restless Nights

Post by Billy Shag »

Interrupting his soothing tones during a bridge, Billy vamps a few chords while he speaks, Like the lady said, we've got a purpose here so if yer asking me on a date it's going to have to wait 'til later, toots. Yer gonna see far worse than me and sooner than you'd like.

Oh, and to answer all of your other questions. Uh...four.

Michael Callahan wrote: Sun Mar 06, 2022 9:11 pm He throws a panel of the fuselage onto the salvage pile before stopping in his tracks. His eyes deadlock onto @Billy Shag. "SASQUATCH! I KNEW YOU WERE REAL!" He drops everything and runs over to history's all time world hide and seek champion. "How many of you are there? I mean other than you. Do you breed? How long do your kind live? How old are you? Crap! Do you even speak English?"
Billy Shag

Pace: 6; Parry: 8 (+3 w/shield); Toughness: 16 (5); Size: Normal (2)
Relevant Edges: Adept (Boost Trait, Smite), Block, Brawler, Chi, Elan, Justice Ranger
ISP: 4/20
Wounds: 0
Fatigue: 0

Bennies: 5/3
User avatar
Michael Callahan
Posts: 18
Joined: Thu Feb 17, 2022 9:02 pm

Re: 01 - Restless Nights

Post by Michael Callahan »

Michael blanches a little, being totally unprepared for the snap response from @Athena Misane. "Monsters? End of the world...it's just a plane." His eyes scan the darkness until the bodies of the gargoyles are illuminated by leaping flames. "What the flock of seagulls...is this a movie?! No...too realistic." He glances back to @Billy Shag. "I've read books that aren't this far fetched."
With little more protest, he gets back to work.
Michael Callahan
Michael Callahan
Pace: 6; Parry: 5
Toughness: 12 (5)
Pertinent Edges: Alertness, Brave, Strong Willed, Iron Will, Concentration, Elan, Monster Slayer
Current Status Post
User avatar
Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Re: 01 - Restless Nights

Post by Jim Cannon »

Jim's eyes narrow as he starts to move in the newcomer's direction but then stops when it looks like he's going to fall in line and help with the evacuation rather than cause more problems. A brief smile lights his eyes has be thought about the right proper ass chewing he missed out on giving. Shoot, I haven't gotten to chew out a recruit properly in years. Oh well, there'll be opportunity to go full on Drill Sergeant sooner or later by the looks of him.
Ancient wisdom from the Golden Age: Don't Panic.

Post Reply

Return to “Adventures”