Missing! Blood on the Water

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price »

OOC Comments
Exalted Dispel [dice:3uue3cjs]42593:0[/dice:3uue3cjs]
Wild Die [dice:3uue3cjs]42593:1[/dice:3uue3cjs]
After shifting back into human form, Henry politely asks Echo to step aside. When she does, he walks over to the book and waves his hands in front of it as he whispers the mystic words. The air in front of the book takes on an odd quality for a few moments, but nothing happens.
Last edited by Henry_Price on Wed Sep 26, 2018 2:40 pm, edited 1 time in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons »

Fox motions to the stash of grenades, "Those will work well here." Fox pats the mounted Greande Launcher on SAMAS.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Missing! Blood on the Water

Post by Freemage »

Attempts to destroy the book are made, with little to show for it. At best, Henry's efforts at dispelling the protections on the book manage to shut down whatever strangeness allows Echo to read it, for a few minutes, but even then the tome remains impervious to their weapons and spells.

Of course, the attempts to observe the effects of such efforts to determine if you're even on the right track are also being hampered by the damned sarcophagus. It hinders magical vision and Henry's attempts at divination with the spirit realm.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Posts: 218
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Re: Missing! Blood on the Water

Post by Echo »

Echo looks to the others, "Do we destroy the sarcophagus or take it out in tact?

"I find it does not feel as evil as the book. But such awareness does not work in its presence. So it may be Pandora's Box and we would not know."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Henry_Price
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Posts: 112
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Re: Missing! Blood on the Water

Post by Henry_Price »

Henry shrugs. "How the hell would we even get it out of here without blowing a hole..." He looks around at the group and realizes that many of them could do just that. "Whatever we do, be careful. I got a really bad feeling about what might happen if we open it up...
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Peta Chante
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Posts: 246
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Re: Missing! Blood on the Water

Post by Peta Chante »

Puppet 8
Psionics [dice:b73cm510]42602:0[/dice:b73cm510]
Wild [dice:b73cm510]42602:1[/dice:b73cm510]

Extra Effort: [dice:b73cm510]42602:2[/dice:b73cm510]
Mentalist +2
With the vile necromancer on the ropes, Herra steps out from behind cover. Her eyes glow brightly with psionic energy as her mind reaches into the dark, depravity, of the necromancer's thoughts.

The others can take him down if he fails to comply, but for now she looks to make him do the dirty work.

"Open the sarcophagus."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Missing! Blood on the Water

Post by Freemage »

OOC Comments
Spirit [dice:2qkrv7ta]42605:0[/dice:2qkrv7ta]
Wild Spirit [dice:2qkrv7ta]42605:1[/dice:2qkrv7ta]
Also adding 2 because of the fact that he don't wanna follow that particular instruction, by a lot.
Extra Effort [dice:2qkrv7ta]42605:2[/dice:2qkrv7ta]
Running Total [dice:2qkrv7ta]42605:3[/dice:2qkrv7ta]
I don't even know anymore [dice:2qkrv7ta]42605:4[/dice:2qkrv7ta]
Xavier manages to resist Herra's command. Maybe there was something extra there because he knew it was a bad idea; maybe he's just used to resisting mental domination. Maybe it's just how things go sometimes.

Anyway, Chok'lat and Calyx then carved out his spleen and roasted it.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Missing! Blood on the Water

Post by Chok'lat »

Chok'lat plays a card
"Get a Clue" adventure card is played
The brodkil steps forward as the necromancer resists Herra's attempts to dominate him. The last sneer on his face is replaced with shock as the sub-demon jams a vibrosword into the man's skull. "Sorry. Didn't look like he was gonna obey."
Chok'lat takes a look at the box, then the book. "Chok'lat saw something like this once. Bet somethin' in the book says somethin' about somethin' in the box." He shrugs. "Or Chok'lat could smash the box for fun."
He then begins probing around through the dropped gear, noting a few shiny things. He mumbles to himself (loudly) as he snags two of the chain longswords. "Chok'lat is a better fighter than everybody. These are fun." He continues, picking up the modified JA-11, still mumbling. "Ooh, Chok'lat shoot stuff far away with this one." He kicks past some of the bodies (and the armor they're wearing), eventually stopping at the NG-LG6. His mouth falls open. "This is pretty. Chok'lat will take this one too. Don't got nothing like this one."
Even with four arms, Chok'lat looks like a kid in a candy store, (albeit a massive, hideous, four-armed kid) grabbing any weapons he can hold. He stops short as Fox is collecting the grenades. "Hey...why you takin' all the grenades? Chok'lat got a new gun too. Uses those things. Maybe you share?" A couple newly acquired vibroswords fall to the ground at his feet as a spare hand starts rummaging through Fox's hands (a little more forcefully than you'd expect from a friend). The more Fox resists, the more agitated Chok'lat becomes. "FINE. Chok'lat don't need those stupid things to kill lots of stuff. Chok'lat got lots of arms and lots of guns. Chok'lat'll get grenades somewhere else. Don't need 'em."
Looks like the demon isn't completely redeemed yet.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Growler
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Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Missing! Blood on the Water

Post by Growler »

Looking up, WAY up at Chok'lat, Growler does not seem the least bit intimidated.

"No. You MAY get one, if Packleader Snackhappy says so. You WILL NOT just take whatever you want. You must learn to follow the chain of command!"
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Missing! Blood on the Water

Post by Chok'lat »

Chok'lat's cyber-eyes narrow at the dog boy. "Chain of command is the chain commander beats you with until you figure out he's in command. You ain't got a chain. Chok'lat just got two." He head-bobs down towards the two chainswords he just picked up. "You don't need none of this anyway. You got the fancy bow and fancy armor, and you can do stuff with your brain. Chok'lat only got his four hands. And a shotgun. And a sword for each hand. And two new rifles. And the shield the angel forgot to take. And this harness Chok'lat took off a Dead Boy." His face twists into a very dissatisfied frown. "Chok'lat barely got anything."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Posts: 112
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Re: Missing! Blood on the Water

Post by Henry_Price »

Henry watches the pair argue, and makes a point to step back far enough to not be in danger, but close enough to get a good view. He pulls a few peanuts out of his pocket and munches on them as he watches the events unfold.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Missing! Blood on the Water

Post by Freemage »

As the Dogboy and the Brodkil put on a show for the Raven, Echo gets to work on the book. It's... uneasy reading, even skimming through it. References to the mystical properties of various viscera, pain and torture, and of course, death itself, are throughout the book.

Finally, though, she manages to find what she's looking for. It's actually two sections--the first is a generic 'how to prepare a big obsidian sarcophagus' that apparently gets referenced in multiple other sections of the book. The important bit, though, is here:
Occlusion RItual, for the insurance of privacy. Place the Casket of Eternal Night, as mentioned elsewhere in this Tome, upon a line of power, or connected to some other source of might. Into the prepared vessel, place one who has an innate talent for the arts of concealment and obscurement. As you perform the rituals over the chest, do as much as you can to bring forth the primal fears of the one so entombed. As his instincts take over, he shall draw upon the energies, and in so doing activate the Occlusion Effect; once he perishes within the box, the effect shall be permanently sealed in place, so long as the sarcophagus remains unopened.
Then, in another Hand A warning: The death suffered by the sacrifice is traumatic, and in every occasion noted, the psyche becomes a bound entity within the box. If it is opened, the spirit shall be freed, to some unknown effect--some have simply dissipated, others taken possession of the opener, and still others manifested physically and attacked. There is even one record of a case where the released psyche rewarded the opener, though there were no details of how this manifested.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Missing! Blood on the Water

Post by Freemage »

Opening

The lid of the box is heavy--heavier than it should be, even. But you manage to feel it give under your efforts, and then the crease becomes a crack, and the box is open....

Darkness. A vast, swirling Oblivion surrounds you. And in it, there's only one other thing--an exultant, triumphant presence. "Free! Free! I'm--no, no wait!" As fast as the darkness washed over you, the presence goes from triumphant to despairing. "No! NO! I can't--not yet! I need to be out, to get OUT! Please, please..." The voice starts to fade, the weight of it easing off of your mind.

"Take me with you! Or at least, some part of me! I can't end here, not here...." As the last, pathetic psychic cry reaches your mind through the darkness, you feel... a sliver, or a shard, perhaps, of the speaker... trying to meld with you, become one with you. It is not strong enough to force the issue... but you realize, you could LET it happen, if you so choose....

The Choice
Every character still on the boat, or within 100 yards, gets to make a choice.

If you refuse the shard, the dying presence lashes out at you in one final burst of fury. Make a Fear Check at -4 (and this is a 'creature Fear check', meaning that if you fail, your roll on the Fear Table is at +4). Naturally, if you are Fearless, you can just shrug this off.

If you accept the shard, letting it merge with your psyche, please roll a d6 and a d8. Once everyone has declared either Refuse or Accept and made their rolls, I'll tell you the final outcome here.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: Missing! Blood on the Water

Post by Peta Chante »

Fate
[dice:3espnyef]42787:0[/dice:3espnyef]
[dice:3espnyef]42787:1[/dice:3espnyef]
Sentience?

The notion that something may have been trapped in the box against its will does not sit well with Herra. Despite its fearful nature, she can't help but wonder if this being has been enslaved by a necromancer. Although it is equally likely this is a nefarious thing, she cannot help but wonder. Taking the risk to save something from oblivion, she accepts the shard - ready to use her own significant mental power to banish it if need be.

"I accept."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Missing! Blood on the Water

Post by Echo »

Worries of how horrible it is to be trapped Echo tries to help the escaping creature. "I can make you a body." The words spoken she cites off a sliver of herself as she sometimes does for Splinter, but this time without awareness or sentience in it.

"Come, this is a empty body for you."

Complex Request
Spirit just in case Ican help it with a living biomass body shaped as a healthy human.
Spirit [dice:3nz9gpto]42788:0[/dice:3nz9gpto]
Wild [dice:3nz9gpto]42788:1[/dice:3nz9gpto]

ECHO WILL NOT WILLINGLY SHARE HER BODY. I know it means likely missing out on a roll, but Echo has to much value for her self control and would be terrified to let something else control her again.

Otherwise
[dice:3nz9gpto]42788:2[/dice:3nz9gpto]
[dice:3nz9gpto]42788:3[/dice:3nz9gpto]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons »

Fox was glad to have the captives off and when the Jokers were done with the derelict, he would personally check on each captive. Dark magic, necromancy as they were called on Rifts Earth. REmined him a lot like the Dark Side of the Force that were spoken of in hushed toons and had less evidence to verify it.

With the last of the captives off the derelict, Fox got word of the large black box in the lower deck. He offered to cut a hole in the floor above, large enough to lift the box out. If anyone seemed interest in the actual moving of the box, no one really said.

Fox is on the deck above when the lid is cracked open and he feels the cry for help and a desire not to fade away. To him it sounds like himself and his ten thousand brethren all trying to find a means to be relevant.

"Come. WE can become relevant together."

Suitability
[dice:2cajixbt]42789:0[/dice:2cajixbt]
[dice:2cajixbt]42789:1[/dice:2cajixbt]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Chok'lat
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Joined: Fri May 04, 2018 4:41 pm

Re: Missing! Blood on the Water

Post by Chok'lat »

Chok'lat helps with the lifting of the lid. The resulting outcry of desperation strikes one of the corners of his soul that has been touched by the Light. Heedless of the obvious danger, and probably without knowing that he's actively doing something, he opens himself up to the shard. "Chok'lat is a big damn hero now. Chok'lat will help."
Let It In
[dice:1i24txbt]42792:0[/dice:1i24txbt]
[dice:1i24txbt]42792:1[/dice:1i24txbt]
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Calyx
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Re: Missing! Blood on the Water

Post by Calyx »

Calyx watched the brodkil with a wary eye. He didn't like how greedy the sub-demon was. It was gonna cause a problem at some point if not now. Luckily, the current situation didn't escalate and Chok'lat become sulky. Calyx let the others move the lid - it looked really heavy. But he was eager to see what was inside, for sure! This might be like some of those crazy archaeological finds back in the day! "Oooh! Think we'll get to see a mummy??"

He leaned over the open sarcophagus. "Wha? Darkness? Is this a jok-" He didn't get any farther than that as the stuff expanded outward and started....talking? It was very weird and trying to get inside him. "HeyHeyHey! Have t'buy me dinner first! Barely enough room in here for ONE!" He tried to push back against the thing...but he was curious...and he didn't want to be the cause of some being no longer existing so long as it wasn't an evil entity trying to take him over and make him do bad things.

Acceptance
[dice:3d3aiq20]42817:3[/dice:3d3aiq20], [dice:3d3aiq20]42817:4[/dice:3d3aiq20].
Ignore
Fear check at -4
Spirit die [dice:3d3aiq20]42817:0[/dice:3d3aiq20], Wild die [dice:3d3aiq20]42817:1[/dice:3d3aiq20].

Fright Table at +4
[dice:3d3aiq20]42817:2[/dice:3d3aiq20].
Last edited by Calyx on Sat Sep 29, 2018 6:37 pm, edited 1 time in total.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Growler
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Re: Missing! Blood on the Water

Post by Growler »

Rolls
Growler lets it in, and gains 1 Bennie for Next Season

[dice:27jc4b2x]42828:0[/dice:27jc4b2x]
[dice:27jc4b2x]42828:1[/dice:27jc4b2x]
"You have been through much. I will save what of you that I can."

"Chok'lat, I am taking the Experimental NG-LG6 Laser Rifle and the 6 Plasma Grenades. For the rest, talk to Packmaster Snackhappy and the others. If you have a problem with that, we can discuss this privately later."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price »

Henry agonizes for the brief moment that the entity washes over him. Ultimately his curiosity is too much, and he decides to let it merge with him. Raven is a death god anyways, he thinks, what could possibly go wrong?
Acceptance
OOC Comments
[dice:nknt85as]42846:0[/dice:nknt85as]
[dice:nknt85as]42846:1[/dice:nknt85as]
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy »

Panting from running down to the bottom of the boat. "Hey what did you guys find?! Why do they make these damn boats so big? I miss Sasha."

His eyes widen as he sees the group opening the sarcophagus. "Are you guys sure we should..Holy crap what the hell? Get out of my head!" he shouts shaking off whatever thought it could get inside.
"Hey Chok'lat, I am sure you can pony up the rifle to Growler!"
OOC Comments
Immune to fear
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
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