14. One Does Not Simply Walk

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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

14. One Does Not Simply Walk

Post by Pursuit »

Conditions

It’s hot (90 degrees fahrenheit and up), and it rains frequently in the swamp. Even the roads are considered Difficult Ground as you move into the swamp (each inch of Difficult Ground counts as 2 for movement, Driving rolls are made at -2, unless you have a vehicle special feature to offset), as the muck is constant and pervasive. Bugs travel in swarms (seriously; I once had a swarm of mosquitos get at me in such numbers that I had blood in my clothes at the end of the day from all the tiny holes and anticoagulants their creepy little mouths left behind) and are a constant source of harassment. Dehydration is as much your enemy here as the wildlife and whatever waits for you at your ultimate destination, so I hope you remembered your canteens…

Traversing The Swamp

With your gear upgraded and an uproar in Avanzada Seca at your back, the team heads out on an arduous trek through the dinosaur swamp towards the Jungle Castle. Feel free to work in conversations about what just happened with Deezy's trial, the attempted destruction of the town, etc. into your posts.

From your consultations with Ma’arlys, you know the way is perilous, but you also have an idea of what awaits you and where you should travel. Lucky you!

Be Dramatic

This will be handled as a three-round dramatic task. Each round will work as follows:
  • I will draw Initiative and everyone will be given Action Cards as normal. You do not need to act in the order of your cards. We are doing Action Cards just in case one of you pulls a Joker or a Club (see the next bullet point).
  • If your Action Card is a Club, you have drawn a Complication and must make your roll at -2. Fun!
  • If you pull a Joker, you get to make your rolls at +2. Neat!
  • You may choose to roll one of the designated Skills (keep reading, and you’ll see what they are!) or you may Support one of your teammates by using any Skill that makes narrative sense. Support rolls add +1 to your teammate’s roll for each success and raise, up to a maximum of +4.
  • Your goal is to earn success tokens; get enough tokens, and you’ll have a pleasant enough stroll through the swamp. Don’t get enough, and there could be some nasty surprises waiting along the way!
  • You do not need to complete the tasks in any particular order.
  • Your character may roll only one Skill per round, either in an active or a support roll. If you roll Notice to help spot treacherous spots in the road in order to Support one of your teammates’ Driving rolls, for example, you cannot also roll a combat skill in the same round (though you are, of course, free to roll a combat skill the next round).
  • You can accumulate up to the following number of tokens: Driving: 10 success tokens; Survival: 10 success tokens; Combat (Fighting, Shooting or Arcane Skill): 10 success tokens.
  • The rounds last amorphous amounts of time, but generally should cover tasks that take minutes to hours to complete (though they could take longer, if you choose). For example, you could spend several hours Repairing one of the vehicles at the end of the day in order to Support a Driving roll. Or you could roll Shooting to represent your time manning one of the vehicles’ gun turrets against hostile fauna (or flora; it’s a weird swamp) while you drive. Be creative.
  • In addition to your main Skill roll, everyone must make a Vigor check each round to represent how your character is dealing with the travails of the swamp. If you have full-environmental protection armor, a resistance to heat, or some other way to handle the environment, be sure to narrate it and you may add +1 to your roll. Failure adds a level of Fatigue as your character struggles with the environmental challenges of a hot, wet, disease-ridden magical landscape.
  • Finally, Jareb should roll for his Habit each round, as he helps Gift cope with the discomfort of a trip through the swamp. If anyone else wants to jump in and help Jareb with the baby, you can work it out with Jon, put it in your narrative, and add an extra Vigor roll to your post to Support Jareb (up to a maximum of +4). If the overall roll fails, though, your character will take a level of Fatigue, too.

That’s it! Ask any questions you’ve got, and have fun!

Initiative (in no particular order):
  • Conrad: 7H
  • Norona: 10C
  • Deezy: 8H
  • Kuikku (Quick): 9S
  • Toshiro: (Quick): JS
  • Castle: 10D
  • Sierra: AD
  • Jareb (Quick): 4D, 7D
A Note: I will leave the two current threads (Legion Lucky and the Workshop) open for you guys to keep roleplaying there, if you want to. If you helped with the accounting on the amount of credits spent from the cache, go ahead and give yourself a Benny.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
Norona

Re: 14. One Does Not Simply Walk

Post by Norona »

Survival, 1 success
Complication -2 off set by Woodsman +2
Survival: [dice:1z2frun0]53717:0[/dice:1z2frun0]
Wild [dice:1z2frun0]53717:1[/dice:1z2frun0]
Vigor 7, success
Vigor [dice:1z2frun0]53717:2[/dice:1z2frun0]
Wild [dice:1z2frun0]53717:3[/dice:1z2frun0]
+1 from environmental protection power
Norona scouts the path ahead on his hovercycle while the others trundle along in their ground vehicles. A few times he pops above the tree cover and takes in the vastness of his swamp. Although it is great in size and his new calling is an honorable one he still can't help feeling somewhat trapped. Nonetheless, he owes his life to the genius loci and that is a debt that is not repaid lightly. Well out ahead of, and above, the group Norona is easily able to spot dangers and obstacles well before the vehicles drive into them. He keeps regular scan with his goggles for anything supernatural in nature while also trusting the swamp itself to show him anything out of place. As always, his movements are precise and careful but are now tempered with a sort of melancholy sadness.
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Sierra Mackenzie
Posts: 185
Joined: Sat Jan 06, 2018 7:15 pm

Re: 14. One Does Not Simply Walk

Post by Sierra Mackenzie »

Psionics 4; 1 success
Psionics [dice:1k5qvool]53795:0[/dice:1k5qvool]
Wild [dice:1k5qvool]53795:1[/dice:1k5qvool]
Vigor 10
Liquid Courage d10, FEP and heat resistance +1
Vigor [dice:1k5qvool]53795:2[/dice:1k5qvool]
Wild [dice:1k5qvool]53795:3[/dice:1k5qvool]
Dinosaur Swamp/On the road
Morning
Round 0

Sierra lounged back in the Mountaineer as well as she could as the vehicle bounced along the roads. She didn’t really have the skills to help out in the wilderness, being a city girl. She actually kind of hated it out here. And they wouldn’t let her smoke a joint inside the vehicle! Even if she promised to share! At least she had plenty of tequila and Lincoln’s moonshine along. The heat didn’t bother her, but she still sweated like a mother thanks to the humidity! Unfortunately, her body still heated up from whatever internal source powered her abilities, and she could still grown dangerous to touch, so she had to get out at time to stretch her wings and release heat.

It didn’t take long before Sierra’s talents were needed, however, as they ran into trouble. Some bandits had piled trees in the road, thinking they could get some easy pickings. Oh, how wrong they were!
Everything Burns
[dice:1k5qvool]53795:4[/dice:1k5qvool]
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over [dice:1k5qvool]53795:5[/dice:1k5qvool] rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: 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.
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White Castle
Posts: 147
Joined: Sun Apr 07, 2019 10:13 am

Re: 14. One Does Not Simply Walk

Post by White Castle »

Driving Support Roll (K/History) 8 _
Scholar +2
[*] K/History (Geography) [dice:3v2a8z79]53888:0[/dice:3v2a8z79]
[*] Wild [dice:3v2a8z79]53888:1[/dice:3v2a8z79]
Having traveresed the swamps in this area for a while, Castle feels certain that he can at least point the team in the direction of the Jungle Castle. Checking some landmarks and the shadows of the sun through the haze, Castle gives accurate starting directions.

Swamp Sweat (Vigor) 9 _
[*] Vigor [dice:3v2a8z79]53888:2[/dice:3v2a8z79]
[*] Wild [dice:3v2a8z79]53888:3[/dice:3v2a8z79]
[*] Aced! Wild [dice:3v2a8z79]53888:4[/dice:3v2a8z79]
Castle thanks the ingenuity that allowed him to design the swamp cloak he wears. He would hate to gamble on the ambient temperature as a means for his survival. Certainly a gamble outside of his certainty to win.
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Jareb
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Posts: 125
Joined: Sun Jan 07, 2018 9:26 am

Re: 14. One Does Not Simply Walk

Post by Jareb »

vigors check, driving 3 success, 12 total
Vigor swamp heat: [dice:2irzqtxr]53889:0[/dice:2irzqtxr] wild [dice:2irzqtxr]53889:1[/dice:2irzqtxr]
Vigor baby habit: [dice:2irzqtxr]53889:2[/dice:2irzqtxr] wild [dice:2irzqtxr]53889:3[/dice:2irzqtxr] benny EF [dice:2irzqtxr]53889:4[/dice:2irzqtxr]
Driving 1d4: [dice:2irzqtxr]53889:5[/dice:2irzqtxr] ace [dice:2irzqtxr]53889:7[/dice:2irzqtxr] ace [dice:2irzqtxr]53889:8[/dice:2irzqtxr] extra effort with elan [dice:2irzqtxr]53889:9[/dice:2irzqtxr]wild [dice:2irzqtxr]53889:6[/dice:2irzqtxr]
Jareb looked out at the jungle and down at the book he had hacked out of the dark web: Hacker’s Guide to Jungle Encounters. It had some good tricks and tips applicable to driving through a swamp. He wiped his brow trying to hold a bottle in Gift’s mouth while he took the wheel. The heat was oppressive and muggy. He hit the gas heading to the life hack short cut.
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
User avatar
Toshiro 'Cybermonk'
Posts: 104
Joined: Fri May 04, 2018 9:19 am

Re: 14. One Does Not Simply Walk

Post by Toshiro 'Cybermonk' »

Survival 12 - 3 Tokens
Survival [dice:1j1y7o3g]53890:0[/dice:1j1y7o3g] (+2 Woodsman, +2 HJ bonus in NA)
Wild [dice:1j1y7o3g]53890:1[/dice:1j1y7o3g]
Vigor for heat -5
Vigor [dice:1j1y7o3g]53890:2[/dice:1j1y7o3g]
wild [dice:1j1y7o3g]53890:3[/dice:1j1y7o3g]
Toshiro pulls out his driving chip and is about to pop it in when Jareb take a seat behind the wheel. Toshiro snorts at the thought of the the ancient angel attempting to drive the APC with any real skill. But not one to make a fuss of anything, Toshiro pops in his guide to wilderness survival skillchip instead and heads to the roof to keep a look out for anything concerning. The heat is intense, but Toshiro takes regular breaks in the Air conditioned interior of the APC and make sure to stay well hydrated. Though uncomfortable, the heat isn't debilitating.

About halfway through the day, Toshiro spots a set of downed trees with distinctive markings. The scratch patterns are distinctive of an adolescent allosaurus trying to deal with claws and teeth growing too fast. He pounds on the hatch of the APC to get Jarebs attention, directing him to take a route around the direction that the trees indicated the allosaurous had gone.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5 (+4 from chip and sword)[/size]
Toughness: 23(12 MDC)[/size]
Active Effects
Chips: +3DT Fighting +1DT Electronics
Sword: +2 DT Fighting, Absorption (Metal and Kinetic), +2 DT Strength [/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 1/3 [/size]
-1 for shooting reroll
+1 for commiting near suicide (being outside the vehicle)
-2 for agility rerolls


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Deezy Klatta
Silver Patron
Silver Patron
Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: 14. One Does Not Simply Walk

Post by Deezy Klatta »

Deezy is only TOO HAPPY to get a chance to try out the newly TW-ified APC. She takes her place in the driver's seat...which now has hydraulics that let it relocate the seat closer to the console so she can actually reach everything...and pours PPE into the receptors to kickstart its engine.

The beast roars, and Klatta whoops as she slams down the accelerator. Though the Mark 9 is big and ungainly, there's no arguing that it has a bit more oomph in it since Deezy's mods, as it tears its way into the swamp leaving shattered remains of trees and shrubs in its wake!

(Driving 8, Vigor 5)
Rolls
Driving (with MM "combat" bonus and Ace) [dice:10k6mj6m]53919:0[/dice:10k6mj6m] or [dice:10k6mj6m]53919:1[/dice:10k6mj6m]
Vigor [dice:10k6mj6m]53919:2[/dice:10k6mj6m] or [dice:10k6mj6m]53919:3[/dice:10k6mj6m] (environmental armor, and in a vehicle with the Environmental Protection power)

Why combat? I figured since this covers a duration of time, it was best to assume I'd be using the worst possible bonus. That said, if the GM wants me to have another +2, we can tack it on to the value I roll with no complaints from me. :)
Last edited by Deezy Klatta on Sun May 26, 2019 10:17 am, edited 2 times in total.
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
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Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: 14. One Does Not Simply Walk

Post by Kuikku »

Combat 1, Vigor pass
Fighting: [dice:9o4g8jdj]53971:0[/dice:9o4g8jdj]
Wild: [dice:9o4g8jdj]53971:1[/dice:9o4g8jdj]

Vigor: [dice:9o4g8jdj]53971:2[/dice:9o4g8jdj]
Wild: [dice:9o4g8jdj]53971:3[/dice:9o4g8jdj]
As Kuikku slogs through the swamp he is more and more grateful to Deezy for her water repulsion enchantment. It allows him to maneuver around much easier and that allows him to keep the denizens of the swamp from causing too much trouble. There are a few encounters where violence is needed but more often a simple show of force is enough to discourage anything from getting too close to the convoy.

As the day wears on he also makes frequent trips back to the vehicles to get plenty of water and the occasional rest break.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: 14. One Does Not Simply Walk

Post by Pursuit »

Conditions
The swamp is still the swamp. It’s hot, wet, and full of bugs and other critters. You guys have hit a rainy spell, and the rain comes almost constantly now, with short breaks every five or six hours.

Progress
The party makes good progress through the swamp, with some minimal hiccups along the way.

You have accumulated:
  • Driving: 5 success tokens (Note: Castle’s Support roll last round to add +2 to any Driving roll went unused, so we will let that carry over to this round. Whoever the first person is to make a Driving roll this round should add +2)
  • Survival: 4 success tokens
  • Combat: 2 success tokens

Please note: Everyone who got their post in for last round by Monday, May 27, should take a Benny for their promptness.

The dinos and other denizens of the swamp seem to be keeping their relative distance, though you can all feel the beginnings of a familiar, unpleasant presence coalescing just at the edges of your perception. Seems you are heading in the direction of the shadow beast, all right...

Driving On
Initiative for this round (in no particular order) is:
  • Jareb (Quick): 9C
  • Norona: 7S
  • Kuikku (Quick): 5H, 3S, 8D
  • Conrad: 7C
  • Toshiro: 2S
  • Deezy: Black Joker
  • Sierra: JD
  • White Castle: KD
Remember:
  • If your Action Card is a Club, you have drawn a Complication and must make your roll at -2. Fun!
  • If you pull a Joker, you get to make your rolls at +2. Neat!
  • You may choose to roll one of the designated Skills or you may Support one of your teammates by using any Skill that makes narrative sense. Support rolls add +1 to your teammate’s roll for each success and raise, up to a maximum of +4.
  • You do not need to complete the tasks in any particular order.
  • Your character may roll only one Skill per round, either in an active or a support roll. If you roll Notice to help spot treacherous spots in the road in order to Support one of your teammates’ Driving rolls, for example, you cannot also roll a combat skill in the same round (though you are, of course, free to roll a combat skill the next round).
  • You can accumulate up to the following number of tokens: Driving: 10 success tokens (you have 5); Survival: 10 success tokens (you have 4); Combat (Fighting, Shooting or Arcane Skill): 10 success tokens (you have 2).
  • The rounds last amorphous amounts of time, but generally should cover tasks that take minutes to hours to complete (though they could take longer, if you choose). For example, you could spend several hours Repairing one of the vehicles at the end of the day in order to Support a Driving roll. Or you could roll Shooting to represent your time manning one of the vehicles’ gun turrets against hostile fauna (or flora; it’s a weird swamp) while you drive. Be creative.
  • In addition to your main Skill roll, everyone must make a Vigor check each round to represent how your character is dealing with the travails of the swamp. If you have full-environmental protection armor, a resistance to heat, or some other way to handle the environment, be sure to narrate it and you may add +1 to your roll. Failure adds a level of Fatigue as your character struggles with the environmental challenges of a hot, wet, disease-ridden magical landscape.
  • Finally, Jareb should roll for his Habit each round, as he helps Gift cope with the discomfort of a trip through the swamp. If anyone else wants to jump in and help Jareb with the baby, you can work it out with Jon, put it in your narrative, and add an extra Vigor roll to your post to Support Jareb (up to a maximum of +4). If the overall roll fails, though, your character will take a level of Fatigue, too.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Sierra Mackenzie
Posts: 185
Joined: Sat Jan 06, 2018 7:15 pm

Re: 14. One Does Not Simply Walk

Post by Sierra Mackenzie »

Psionics 7
Psionics [dice:3lsrd1oy]54027:0[/dice:3lsrd1oy]
Wild [dice:3lsrd1oy]54027:1[/dice:3lsrd1oy]
Vigor 4
d10 Liquid Courage, +1 FEP
Vigor [dice:3lsrd1oy]54027:2[/dice:3lsrd1oy]
Wild [dice:3lsrd1oy]54027:3[/dice:3lsrd1oy]
Dinosaur Swamp/On the road
Morning
Round 0

Ugh. Sierra hated the rain. Though it evaporated around her as she flew, her flame wings hissing, it just made it that much more difficult. She took a few turns off watch inside the vehicle so she could just get out of her armor and air out a little.

As they passed through an opening in the jungle canopy, large pterosaurs seemed to take interest. They dive bombed down at her and Jareb who flew watch.

“Careful, Angel-boy!” Sierra called out, sending a blast of fire at the dinosaurs.

When the battle was over, Sierra dragged one of the carcasses toward the parked APV. She lit it on fire and roasted the meat. “At least we won’t go hungry,” she said, taking a swig of her moonshine.
Everything Burns
[dice:3lsrd1oy]54027:4[/dice:3lsrd1oy]
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over [dice:3lsrd1oy]54027:5[/dice:3lsrd1oy] rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: 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.
User avatar
Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: 14. One Does Not Simply Walk

Post by Kuikku »

Combat: 0, Vigor: Very Pass
Shooting: [dice:b3wxhb1b]54033:0[/dice:b3wxhb1b]
Wild: [dice:b3wxhb1b]54033:1[/dice:b3wxhb1b]

Vigor: [dice:b3wxhb1b]54033:2[/dice:b3wxhb1b]
Ace: [dice:b3wxhb1b]54033:4[/dice:b3wxhb1b]
Re-Ace: [dice:b3wxhb1b]54033:5[/dice:b3wxhb1b]
Wild: [dice:b3wxhb1b]54033:3[/dice:b3wxhb1b]
Ugh. Kuikku hated the rain. Not that it bothered him, with his water replant armor, but it would make seeing threats that much more difficult. And for those not able to fly the mud could become a problem. He then stepped into a 'puddle' that went most of the way to his knee. No, there was plenty of water and mud before. This just hides some of the normal threats

Kuikku watches the and decides to take a few pot shots trying to help. Unfortunately, he is not as skilled with a gun as he is with a blade. Fortunately, he is not so bad a shot as to endanger one of his allies.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
Norona

Re: 14. One Does Not Simply Walk

Post by Norona »

Survival 11 (2 tokens), Vigor 4 (success)
Survival [dice:1eaugho8]54110:0[/dice:1eaugho8]
Extra Effort [dice:1eaugho8]54110:4[/dice:1eaugho8]
Wild [dice:1eaugho8]54110:1[/dice:1eaugho8]

Vigor [dice:1eaugho8]54110:2[/dice:1eaugho8]
Wild [dice:1eaugho8]54110:3[/dice:1eaugho8]
Continuing his role as scout, Norona avoids conflict with the local fauna as much as possible. While he does not deter the others from defending themselves he remains passive when battling creatures who are only do what is in their nature. Instead he stays well in front of the group blazing a trail for the larger vehicles and calling back any potential conflicts before they become a problem.

Movement for the group proves difficult but Norona's connection to the swamp makes it a little easier.
Hindrances
Playing the Pacifist hindrance here by avoiding combat with denizen's of the swamp
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Jareb
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Posts: 125
Joined: Sun Jan 07, 2018 9:26 am

Re: 14. One Does Not Simply Walk

Post by Jareb »

Vigor checks... All good
Fatigue: vigor [dice:2z54vnqy]54161:0[/dice:2z54vnqy] wild [dice:2z54vnqy]54161:2[/dice:2z54vnqy] +1 armor
Habit baby [dice:2z54vnqy]54161:3[/dice:2z54vnqy] wild [dice:2z54vnqy]54161:1[/dice:2z54vnqy]
By the celestial court is it hot...

Jareb shook the moisture from his wings drenching the surrounding area. He glanced at Gift asleep with a cold compress over head. She was well hydrated and now it was time... A buzzing noise filled his ears. He had seen this long ago when he and the aspect of list had dwelt in the swamp for the better part of a decade. Giant mosquitos the kind that would put fear into the hard of a lesser mortal. Over a hundred people died last time and Jareb had not lifted a finger so enraptured he was. But this time it was different. He had a babe to protect and an old ally who he could trust.

He pointed to the many shapes blotting out the sun’s light ”Castle just like on the amazon river. Giant Misquitos!” Summoning a great host of angelic warriors Jareb flew up against the mosquitos wielding his sword and hopping @White Castle still knew what to do.

But this time Jareb had not seen something different about these mosquitos. Their red fire eyes betrayed their evil nature and masters intent. Who or what had summoned them special to slay the angel. However, Jareb’s skill with the blade of st. Catherine was unmatched all the while he clutched Gift well swaddled in his free hand. His sword was a blur of white hot fire swinging through giant two foot mosquito after mosquito. Soon the ground beneath his lofty feet was piled high with their corpses.
Fighting 8, 2 successes
Fighting [dice:2z54vnqy]54161:4[/dice:2z54vnqy] wild [dice:2z54vnqy]54161:5[/dice:2z54vnqy] Benny for extra effort [dice:2z54vnqy]54161:6[/dice:2z54vnqy] -2 comp, +2 Elan
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Toshiro 'Cybermonk'
Posts: 104
Joined: Fri May 04, 2018 9:19 am

Re: 14. One Does Not Simply Walk

Post by Toshiro 'Cybermonk' »

Vigor
Vigor[dice:3b1c6pa3]54235:0[/dice:3b1c6pa3]
Wild [dice:3b1c6pa3]54235:1[/dice:3b1c6pa3]
Driving - 13 - 3 success
(Base d8, 3DT for skill chip, to 1d12+1, +2 for Ace, and +2 from support)
Driving [dice:3b1c6pa3]54235:2[/dice:3b1c6pa3]
Wild [dice:3b1c6pa3]54235:3[/dice:3b1c6pa3]
As soon as Deezy needs a break, Toshiro jumps into the drivers seat of the Mark 9. He pops the fundamentals of vehicular operations chip into the slot in his head and takes the controls. The vehicle has a whole new feel to it since the redhead had made her upgrades. Toshiro can tell there is an energy running through the vehicle that Deezy and some of the other seem to sense intuitively, but Toshiro just can't feel it. Luckily, the techno wizard installed a number of gauges, readouts and indicators that gives Toshiro the info he needs to operate the APC, even if he doesn't have the connection to it that the others have.

Shortly after the attack by giant mosquito's the jungle. the team stumbles upon a trap set by someone or someething that doesnt want them proceeding any farther. Without any warning other than the sudden explosions that cause it, trees along the route they are travelling begin to topple in-ward. The whine of the engines peaks as Toshiro pushes the vehicle to its limits, swerving between the falling trunks. Just as the last tree hits the ground behind the APC, boulders, Toshiro notices a rustling in the canopy and looks up. He spots a native just in time to see him cut a number of vines holding a pile of boulders in place overhead. The APC's momentum carries it straight on a collision course with the falling boulders. In a desperate move to stop the vehicle, and knowing the state of the terrain they are traveling, Toshiro engages the front wheel breaks. The tires lock, causing the vehicle's rear section to lift into the air as momentum of the back end tries to flip the vehicle over its front end. With all of the weight only on the front tires, the soggy ground gives weight under the concentrated tonnage of the APC, and the vehicle digs deep into the marshy ground, slowing its speed. Mud and muck flying everywhere, the vehicles comes to a stop just feet from where the boulders landed.

Toshiro wipes the sweat from his face.

That was a close one...It'll take a while to dig this out of the mud, but at least it will still work when we are done.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5 (+4 from chip and sword)[/size]
Toughness: 23(12 MDC)[/size]
Active Effects
Chips: +3DT Fighting +1DT Electronics
Sword: +2 DT Fighting, Absorption (Metal and Kinetic), +2 DT Strength [/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 1/3 [/size]
-1 for shooting reroll
+1 for commiting near suicide (being outside the vehicle)
-2 for agility rerolls


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Deezy Klatta
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Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: 14. One Does Not Simply Walk

Post by Deezy Klatta »

While Toshiro takes over driving for a shift, Deezy heads up on top of the Mobile HQ to chill for a bit and watch it PLOW through the SWAMP like a deranged TECHBEAST. It was so soothing. Apparently, however, it also attracted a lot of attention!

From either side came things that looked kinda like alligators, but much bigger, and with extra chitin or something that marked them as some kind of dimensional creature! Deezy leapt to her feet and began spraying blasts of energy down from on high with the Omniblaster, causing eruptions of steam and superheated water wherever they landed. Hard to say if it was that, or the racket and lightshow that finally drove them off, but the predators did finally turn aside after repeated warning shots to the face.

She checked the weapon's charge and nodded to herself, satisfied.

This really was shaping up to be a great day.

Rolls: Shooting 9 (2 successes), Vigor 4
Shooting (inc +2 from Joker) [dice:2pjuoeeb]54341:0[/dice:2pjuoeeb] or [dice:2pjuoeeb]54341:1[/dice:2pjuoeeb]
Vigor (add 2 if Joker applies to this as well, not sure offhand) [dice:2pjuoeeb]54341:2[/dice:2pjuoeeb] or [dice:2pjuoeeb]54341:3[/dice:2pjuoeeb]
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Conrad
Posts: 388
Joined: Thu Nov 24, 2016 12:01 am

Re: 14. One Does Not Simply Walk

Post by Conrad »

If your Action Card is a Club, you have drawn a Complication and must make your roll at -2. Fun!

Conrad
Driving 14 3 successes
OOC Comments
[dice:1ac2p04v]54343:0[/dice:1ac2p04v] bonuses from ace and complication cancel out
[dice:1ac2p04v]54343:1[/dice:1ac2p04v] Ace [dice:1ac2p04v]54343:6[/dice:1ac2p04v] ace [dice:1ac2p04v]54343:7[/dice:1ac2p04v]
Tree comes crashing down that Conrad has to swerve to avoid due to the explosion Toshiro avoided.


Vigour [dice:1ac2p04v]54343:2[/dice:1ac2p04v]


Jameson

Norona was not the only scout in the squad. Now Jameson she was not an expert like Norona, being a forward observer again brought back memories; not all of them good but at least she felt in her element again.

Will redirect some local fauna away from the squad

"Managed to get a pack of dino meat to take some interest elsewhere. You look clear for the next few miles. Moving to the next waypoint."

Survival 7 1 success
OOC Comments
[dice:1ac2p04v]54343:3[/dice:1ac2p04v]
[dice:1ac2p04v]54343:4[/dice:1ac2p04v]
Vigour [dice:1ac2p04v]54343:5[/dice:1ac2p04v]
User avatar
White Castle
Posts: 147
Joined: Sun Apr 07, 2019 10:13 am

Re: 14. One Does Not Simply Walk

Post by White Castle »

Castle.

For a while now Castle has been getting a feeling. He has not said anything to anyone about it because, well he is the new guy. On a routine stop, Castle leaves the APC and the air conditioning, even if it is just the wind blowing in through a window.

Vigor Check 7 _
[*] Vigor (1d8) [dice:3jxupvh5]54345:0[/dice:3jxupvh5]
[*] Wild (1d6) [dice:3jxupvh5]54345:1[/dice:3jxupvh5]
Grateful once more for his swamp suit, Castle shambles off to follow the teams back trail.

Trails Leading, Tracking Support 12 _
Woodsman +2
[*] Tracking (1d6) [dice:3jxupvh5]54345:4[/dice:3jxupvh5]
[*] Wild (1d6) [dice:3jxupvh5]54345:5[/dice:3jxupvh5]
[*] Aced! Wild (1d6+6) [dice:3jxupvh5]54345:2[/dice:3jxupvh5]
Following an odd feeling, Castle is two miles back when he starts seeing the signs of what he was affraid of. Signs and markings indicate that several swamp creatures and animals are working together. An hour or so more, reveals that the team is being coralled and that there maybe more at work than just simple predators hunting.

With his personal computer, a map wrapped in oilskin, the hazy glow of the sun, and his own instincts, Castle uses the tracks and trails to determine where they started following the team, and when they began hearding the team. It does not look good. The team is still heading generally towards the Jungle Castle, but Castle is certain that they are heading in for an ambush some time soon.

Slogging back to the APC takes several hours and Castle observes more signs and markings. He cannot identify the creatures and animals right now, but he has recorded them and brings all the details back to the team.

He approaches @Jareb, "I got some disturbing news. Should probably look at the intel."

Placing his findings in reach of the angel, Castle heads off to do some clean up, upkeep, and privinitive maintenance on his suit and weapons.
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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: 14. One Does Not Simply Walk

Post by Pursuit »

Conditions

Hot. Wet. Full of muck. The swamp is the swamp. You’ve been traveling through it for days, and the landscape seems unchanging. If you’ve seen some swamp, you’ve seen it all… except that you stumble across the remnants of a building. A church, or a large house, maybe, overgrown and reclaimed by the landscape.

As you press on, you find more and more remnants of pre-Rifts civilization, absorbed by the trees and half (or more) submerged in swamp water. The terrain is more perilous than before, and the going is even slower.

Progress

You have had some challenges, and some close encounters. Sierra, Kuikku and Deezy fight to protect the team from hostilities both airborne and terrestrial, whilst Norona’s steady presence and Jameson’s adept trail reading keep the 32nd away from the worst of what the swamp has to offer. Unfortunately, even the sylvan wilderness savant and the former CS warrior cannot keep the team from all dangers.

Who could have predicted Jareb’s past would catch up to him now, of all times? Or that the natives would guard the exact path the team takes? Some tricky driving and timely breaks keep the team moving forward, but something with a purpose is out there, hovering on the edges of your consciousness… could that be what Castle has found?

The party has achieved achieved the following tokens so far:
  • Driving: All 10 tokens collected
  • Survival: 8 tokens (bonus from Castle applied to get an extra token)
  • Combat: 7 tokens

What’s This?

You see more and more remnants of buildings as you pass through the swamp. You know the Jungle Castle is near, as the water levels rise higher and higher the deeper you go, and you’ll soon be at the point of making use of your vehicles’ new amphibious functions.

The water seems unnaturally still as you pass through it, and the sounds of the swamp around you are muted. Norona can feel some malevolence warring with the living spirit of the swamp, just out of sight, a quiet struggle for dominance and survival.

Last Round!

You only have a few tokens left to earn. If you get all 10 success tokens in each skill, you will be well set up for your next encounter… whatever that is!


Initiative for this round is:
  • Jareb (Quick): 10D
  • Norona: KC
  • Kuikku (Quick): 10S
  • Conrad: JS
  • Toshiro: 7C
  • Deezy: 2S
  • Sierra: 8D
  • White Castle: 7H
Remember:
  • If your Action Card is a Club, you have drawn a Complication and must make your roll at -2. Fun!
  • If you pull a Joker, you get to make your rolls at +2. Neat!
  • You may choose to roll one of the designated Skills or you may Support one of your teammates by using any Skill that makes narrative sense. Support rolls add +1 to your teammate’s roll for each success and raise, up to a maximum of +4.
  • You do not need to complete the tasks in any particular order.
  • Your character may roll only one Skill per round, either in an active or a support roll. If you roll Notice to help spot treacherous spots in the road in order to Support one of your teammates’ Driving rolls, for example, you cannot also roll a combat skill in the same round (though you are, of course, free to roll a combat skill the next round).
  • You can accumulate up to the following number of tokens: Driving: 10 success tokens (you have 10); Survival: 10 success tokens (you have 8); Combat (Fighting, Shooting or Arcane Skill): 10 success tokens (you have 7).
  • The rounds last amorphous amounts of time, but generally should cover tasks that take minutes to hours to complete (though they could take longer, if you choose). For example, you could spend several hours Repairing one of the vehicles at the end of the day in order to Support a Driving roll. Or you could roll Shooting to represent your time manning one of the vehicles’ gun turrets against hostile fauna (or flora; it’s a weird swamp) while you drive. Be creative.
  • In addition to your main Skill roll, everyone must make a Vigor check each round to represent how your character is dealing with the travails of the swamp. If you have full-environmental protection armor, a resistance to heat, or some other way to handle the environment, be sure to narrate it and you may add +1 to your roll. Failure adds a level of Fatigue as your character struggles with the environmental challenges of a hot, wet, disease-ridden magical landscape.
  • Finally, Jareb should roll for his Habit each round, as he helps Gift cope with the discomfort of a trip through the swamp. If anyone else wants to jump in and help Jareb with the baby, you can work it out with Jon, put it in your narrative, and add an extra Vigor roll to your post to Support Jareb (up to a maximum of +4). If the overall roll fails, though, your character will take a level of Fatigue, too.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
White Castle
Posts: 147
Joined: Sun Apr 07, 2019 10:13 am

Re: 14. One Does Not Simply Walk

Post by White Castle »

Castle.

Receiving confirmation from @Norona that things are amiss in the swamp and there is likely a maleovelent presences at work. Castle decides on a different tactical approach.

Pulling a pair of canisters from a storage locker in the APC, Castle pulls off his swamp claok and hangs it to dry. Carefully he settles the two tank pack on his shoulders and begins connecting the respective hosing to ports in a second helmet in the locker. Taking off his suit's one helmet, he puts on this second one which is completely transparent and capable of sealing off from the environment utilizing the breathing tanks on the back.

Taking only a survival knife and his vibrosword, all his other non-armor related gear is stowed in the locker.

Castle checks with @Deezy Klatta to make sure the APC has a lock on his suit and himself and then heads into the swamp for a swim. Time to see what is down here.

Support Survival, Swimming 17 _
[*] Swimming (1d6) [dice:36nkseld]54361:0[/dice:36nkseld]
[*] Wild (1d6) [dice:36nkseld]54361:1[/dice:36nkseld]
[*] Aced! Wild (1d6+6) [dice:36nkseld]54361:5[/dice:36nkseld]
[*] Super Aced! Wild (1d6+12) [dice:36nkseld]54361:4[/dice:36nkseld]
Vigor 6 _
[*] Vigor (1d8) [dice:36nkseld]54361:2[/dice:36nkseld]
[*] Wild (1d6) [dice:36nkseld]54361:3[/dice:36nkseld]
Castle is gone for a while but is able to scout the best route through the water and even provide some landmarks to make navigating easier. He may have even gotten close enough to identifying other things. @Pursuit.
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Deezy Klatta
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Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: 14. One Does Not Simply Walk

Post by Deezy Klatta »

Deezy assures Castle he's good to go, and covers him with the weapon systems to make sure he doesn't get alligatored or nibbled on by anything bigger than a guppy while he's splashing around out there!

Combat 6, Vigor 4
Shootin' [dice:1ut32htk]54375:0[/dice:1ut32htk] or [dice:1ut32htk]54375:1[/dice:1ut32htk]

Vigor [dice:1ut32htk]54375:2[/dice:1ut32htk] or [dice:1ut32htk]54375:3[/dice:1ut32htk]
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Toshiro 'Cybermonk'
Posts: 104
Joined: Fri May 04, 2018 9:19 am

Re: 14. One Does Not Simply Walk

Post by Toshiro 'Cybermonk' »

Shooting - 9, +2 successes
Shooting [dice:2p33mdm5]54416:0[/dice:2p33mdm5]
Wild [dice:2p33mdm5]54416:1[/dice:2p33mdm5]

Beninie to reroll with elan
Shooting [dice:2p33mdm5]54416:2[/dice:2p33mdm5]
Wild [dice:2p33mdm5]54416:3[/dice:2p33mdm5]
Vigor 9
Vigor [dice:2p33mdm5]54416:4[/dice:2p33mdm5]
Wild [dice:2p33mdm5]54416:5[/dice:2p33mdm5]
EE [dice:2p33mdm5]54416:6[/dice:2p33mdm5]
Needing a break, Toshiro forfeits the drivers seat for a while and instead takes up gunner position on the top of the vehicle. Things are going relatively smoothly until, suddenly, Toshiro's proximity sensors start going haywire. 25... 50...75 life forms human size or larger, all converging in their direction. Toshiro pounds on the roof of the vehicle. 2 pounds, one pause, 3 quick raps, one large pound. The driver gets the message and guns it. Seeing their trap sprung prematurely, the ambushers come out of the jungle from all directions. Some are natives, shod only in loincloths and dried blood and chase the vehicle mounted on dinosaurs of all types. Others are creatures of the swamp who attack their vehicle without being driven on by a rider. Toshiro notices that a deep shadow can be seen playing across these creatures wild eyes, and the animals, though fierce, also seem to be in great pain.

They are chased for a few minutes, their pursuers relentless until finally, knowing the terrain better than the legionaries, the natives back the legion up against a thicket of trees too dense to navigate. As Toshiro takes aim with the APC's guns, he sees something moving just to the east of the attackers, who now approach the vehicle wearily. Before the rest of the team can jump into the fray, Toshiro grabs his pistol and fires at the largest target in the wriggling mass of muscle.

A roar of pain but mostly anger sounds from the mass and a bull hippopotamus, followed by its herd charges toward the ambushers, which happen to be the closest targets. Mutated from either exposure to arcane energies or radiation, these creatures, already deadly in their original form, have multiple rows of razor sharp teeth that they some how manage to vibrate as they open their maws to pull down their prey. Putrid days old flesh drips from the mouth of some of the once herbivores as they assault the ambushers turned abushees.

As they strive to fend of the assault, the team makes a getaway, preferring to save their energy for whatever they will need to do to put down the evil that infests the Jungle Castle.
Last edited by Toshiro 'Cybermonk' on Mon Jun 10, 2019 5:11 pm, edited 4 times in total.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5 (+4 from chip and sword)[/size]
Toughness: 23(12 MDC)[/size]
Active Effects
Chips: +3DT Fighting +1DT Electronics
Sword: +2 DT Fighting, Absorption (Metal and Kinetic), +2 DT Strength [/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 1/3 [/size]
-1 for shooting reroll
+1 for commiting near suicide (being outside the vehicle)
-2 for agility rerolls


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User avatar
Jareb
Diamond Patron
Diamond Patron
Posts: 125
Joined: Sun Jan 07, 2018 9:26 am

Re: 14. One Does Not Simply Walk

Post by Jareb »

Fatigue [dice:39gwzojp]54420:0[/dice:39gwzojp]Wild [dice:39gwzojp]54420:1[/dice:39gwzojp]
Habit vigor: [dice:39gwzojp]54420:2[/dice:39gwzojp] wild [dice:39gwzojp]54420:3[/dice:39gwzojp]

Celestial Deities it is hot... So... S... S...s... L... oo... W...www...

Perhaps it was the heat or the constant diaper changes Jareb seemed to be just a shadow of the 13th general itself. The nondescript swamp land containing simply the ill wishes of forces so opposed to their headway had grown irksome.
He once again grabs the steeringwheel of the groups vehicle and turns it inconceivably towards a thick mire. ”I once had a trist with a swamp snake during a particular battle between good and not. It was not far from here... I know a short cut.” As he drives Jareb cannot help but glance towards @White Castle wondering how she had turned into a man. For good or ill I womder?

Driving, [dice:39gwzojp]54420:4[/dice:39gwzojp] wild [dice:39gwzojp]54420:5[/dice:39gwzojp] extra efort with elan, [dice:39gwzojp]54420:6[/dice:39gwzojp]
Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8 (d10), Vigor d8, -2 to be hit from range via improved dodge.
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0,PPE:20/9
Combat edges:
  • Quick- redraw on 5 or less
    Elan
Command edges:
  • Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
    Natural Leader: Can share bennies with those under his command,
Active Powers and other bonuses:
[/list]
Bennies
5/3
+1 lucky
+1 high post rate
+1 good rp
-1 speaking sign language
-2 bennies for swamp
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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: 14. One Does Not Simply Walk

Post by Pursuit »

Note: Jareb’s successes at Driving will count towards the totals needed for Survival, given there was a typo in the GM post that said the team still needed Driving rolls.

With that, you have achieved all the tokens needed! Good posting, all!

Feel free to continue to post RP or follow ups here, and we’ll move you all on to the next encounter soon.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Sierra Mackenzie
Posts: 185
Joined: Sat Jan 06, 2018 7:15 pm

Re: 14. One Does Not Simply Walk

Post by Sierra Mackenzie »

Dinosaur Swamp/On the road
Morning
Round 0

Sierra lounged in the back of the APC, enjoying the air conditioning. She had stripped off her armor and lay in as little as possible, practically naked in her bra and panties. It wasn’t so much the heat that bothered the fire bug -- she was immune to that -- but the humidity. Of course, downing a fifth of Lincoln’s moonshine didn’t help, and she was nearly passed out in the back.
Everything Burns
[dice:3enjcgfv]54439:0[/dice:3enjcgfv]
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over [dice:3enjcgfv]54439:1[/dice:3enjcgfv] rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
***
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: 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.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: 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.
User avatar
Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: 14. One Does Not Simply Walk

Post by Kuikku »

Kuikku was up in the weapon cupla taking a short break from walking. On his helmet's tactical display was a map of the passage they had taken to get to this point. Having been herded by an unknown force the path was not as straight as he would have liked but at least some of that could also be attributed to the nature of moving through a swamp.

We have to be getting close now. Even with the distractions we have been making good progress. The vehicle enters a clearing and in the distance Kuikku thinks he sees the top of the rumored castle. Finally, now we can see what the real problems is and deal with it.

Taking one last look at the 'castle' Kuikku ducks back down into the vehicle. I just hope that is not some collection of trees playing tricks on me.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
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Deezy Klatta
Silver Patron
Silver Patron
Posts: 337
Joined: Mon Dec 19, 2016 12:40 pm

Re: 14. One Does Not Simply Walk

Post by Deezy Klatta »

"Hey Sierra!" Deezy called back over her shoulder. "You okay back there? We're getting close! Probably'll want to check the place out before sundown, ya know?"
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Credits: 2000
User avatar
Sierra Mackenzie
Posts: 185
Joined: Sat Jan 06, 2018 7:15 pm

Re: 14. One Does Not Simply Walk

Post by Sierra Mackenzie »

Dinosaur Swamp/On the road
Morning
Round 0

“Mmm...I gotta pee, Deez,” Sierra said, stumbling forward half naked and draping her arms around Deezy as the other redhead drove. “And I seriously have the munchies. There’s no McBurger ‘round here, is there? God, I miss McBurgers. There was one on the corner down the street from my tenement in Whykin, ya know, the one I burned down an’ killed ever’one.”

Sierra fell over and hit the floor hard and started snoring.
Everything Burns
[dice:10gadoaa]54921:0[/dice:10gadoaa]
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over [dice:10gadoaa]54921:1[/dice:10gadoaa] rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
***
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: 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.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: 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.
Locked

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