Road to Redemption; A play in three parts (part three)

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Consumer
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Re: Road to Redemption; A play in three parts (part three)

Post by Consumer »

Road to Redemption: A play in three parts, Part Three, Act One.
Time and Weather wrote:Location: A lonely beach on the north western side, Papua New Guinea.
Date: June 8th, 3:05 PM (20 minutes have passed)
Weather: Outside: High 81°, Low 67°; Windy/Cloudy (25 mph).
Map
Mission Notes
Calvin: Tracking (Human) (Look across the beach, check for human or humaniod tracks and see if there have been anything noteworthy that wandered through the area.) No human tracks are found, but given how long ago the sighting happened, and the weather, it’s not very surprising.
Detech Ambush (Look beyond the beach and check if there is anything or anyone waiting in cover.) The area is rife with plausible ambush sites, though at the moment the team seems safe.
Land Navigation (We are here on the beach front. Looking at the map, find way to the last Lemurian sighting.) I know this is a hold over from before the clarification.
Lore D-Bees (Try and recall what Lemurians look like and what interesting living habits they might have.) Calvin has no experience with them and they’re rare enough that he hasn’t heard others speak of them in the past.
Wilderness Survival (for hiding or burying the raft.) Every survival instinct Calvin has tells him that this is a bad idea, because if a storm of any real power comes through it will likely either take the raft with it, or destroy it by chance.
Sense Magic in Use Rufus.
Sense Magic Energy Several sources, all the party.
Detect Psionics Teres.
Jason: Sensory Equipment (scanning the beach) While the equipment Jason has in his armor is good, it’s not well suited to the task at hand, nevertheless, giving it the old college try, Jason finds nothing of interest with his suits built-in sensors.
Tracking (People) (searching for signs of Lemurians or other people on the beach) If there had been people on this beach in the last week, Jason isn’t seeing any signs. Side Note: This skill can find animal tracks at ½ proficiency, and given the crit success, Jason does notice what amounts to a large runnel from the ocean to a distance on the beach, like some manner of very large heavy animal slid onto the beach for some manner of time, displacing an awful lot of sand in it’s wake. It appears to have gone back into the sea some time later.
Teres: Botany (if any plants are seen) Unsure.
Wilderness Survival What was the purpose of this skill, all the rest of your skills are properly marked except this one, in either case it is a crit fail.
Track & Trap Animals (to spot for animal traps or animal tracks) Nothing seems right.
Lore: Cattle & Animals (if animals were here what kind or what were they doing) None noticed.
Psychic Omni-Sight: No electronic bugs, no secret compartments.
Dowsing: No to all the things the power can find.
Sense Dimensional Anomaly: None sensed.
Rufus: Track blood scent. None sensed.
Recognize common/known smells The party, sea salt and ocean, plants, nothing interesting.
Recognize the scent of others Definitely know where the party is.
Sense Ley Line None in range.
Sense a Rift None in range.
Sense Magic in Use None save Rufus.
See Magic Energy. The party.
Wilderness Survival (likely places for shelter, etc., that may have been used) On the beach, none, if they were here they trekked further inland.
Track & Trap Animals (what animals have been present, when, what were they likely doing, etc.) Much like Jason, Rufus notices the runnel, where some manner of large sea based creature effectively beached itself for a time before returning to the sea.
Intelligence (analyze the area from a military perspective) Likely just a landing point, further information is likely inland.
Wilderness Survival (looking for good waterways/places to bring the dinghy as well as good places to shelter in place from the storm if need be -- and likely WILL need be) In a short range of the landing site, nothing appears very suitable, nor are there any riders easily available/going the right way.


Calvin starts off the conversation, while Jason gives orders. Teres adds her contribution to the conversation, before Rufus chimes in. Rory keeps rather quiet during the whole situation. Several powers are manifested or spells cast to aid in the search. Meanwhile pretty wicked gusts of surprisingly cold wind come in from the ocean, and given the very exposed nature of the beach, the Templar all feel it. It surprisingly makes balancing on the sand a bit uneasy, not that anyone falls over, it just seems to add to the generally careful movement of the group. The group begins to look for clues in earnest, and at first it seems rather hopeless, how could signs of someone visiting a tiny beach on a dangerous island survive the ravages of time. The general consensus of what is being searched for is signs of struggle, and the footprints of humanoids, which Lemurians are as far as anyone knows. Sadly and is one of the worst mediums to hold prints, and it is likely that, if there were people on this beach in the past, the wind and waves have washed away all signs.

But beyond hope Jason and Rufus both seem to catch on to a strange detail on the beach. A depression running perpendicular to the shore, as if some heavy creature or boat beached itself. Further investigation reveals a few thick scales left behind in the sand, likely shed in the creature’s landing/departure. They seem worn, but are thick and definitely tough. Whatever the creature was, it likely didnn’t have traditional legs, so maybe flippers, which upon closer look several irregularities can be found showing the creatures general movement back into the ocean. An educated guess seems to be that all movement leads towards the interior. Likely whatever creature it was, it acted as some manner of conveyance, kind of like the symbiotic relationship between Liam and Crosses the Undertow. Rufus’ flight over the interior is mostly obscured by the dense foliage of the jungle canopy, in the distance, Rufus sees what may be rivers, but they seem choked by water based trees, and are likely unsuitable for river travel. On the horizon, Rufus sees the lang eventually rises into mountains, which seem to edge the north-western side of the island. Slightly beyond the horizon line, Rufus thinks he might see smoke, but it would be over a dozen miles inland.

What are your intentions?


Jason Long: KLS Triarius Heavy Armor 200/200 M.D.C. (Shoulder Shield 239/300 M.D.C.)
Rufus:
Rory: High Magus Armor 37/50 M.D.C.
Teres Barton: HA-6 "Frontiersman" Body Armor 70/70 M.D.C., -3 I.S.P.
Calvin Wallace: NG-A8 50/50 M.D.
Jessie the Valkyrie: Magic Chain Mail 14/100 M.D.C.
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
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Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

Per: 1d100 < 58%: [1] = 1
JIC: 1d20: [8] = 8 | 1d100: [81] = 81
Consumer wrote: The group begins to look for clues in earnest, and at first it seems rather hopeless, how could signs of someone visiting a tiny beach on a dangerous island survive the ravages of time. The general consensus of what is being searched for is signs of struggle, and the footprints of humanoids, which Lemurians are as far as anyone knows. Sadly and is one of the worst mediums to hold prints, and it is likely that, if there were people on this beach in the past, the wind and waves have washed away all signs.

Calvin: Tracking (Human) (Look across the beach, check for human or humaniod tracks and see if there have been anything noteworthy that wandered through the area.) No human tracks are found, but given how long ago the sighting happened, and the weather, it’s not very surprising.
Detech Ambush (Look beyond the beach and check if there is anything or anyone waiting in cover.) The area is rife with plausible ambush sites, though at the moment the team seems safe.
Land Navigation (We are here on the beach front. Looking at the map, find way to the last Lemurian sighting.) I know this is a hold over from before the clarification.
Lore D-Bees (Try and recall what Lemurians look like and what interesting living habits they might have.) Calvin has no experience with them and they’re rare enough that he hasn’t heard others speak of them in the past.
Wilderness Survival (for hiding or burying the raft.) Every survival instinct Calvin has tells him that this is a bad idea, because if a storm of any real power comes through it will likely either take the raft with it, or destroy it by chance.
Sense Magic in Use Rufus.
Sense Magic Energy Several sources, all the party.
Detect Psionics Teres.


Calvin sighs deeply. What are we suppose to do here? No visible tracks in land... Alright, maybe I don't have to have all the answers. Might as well cop to it!

"Guys, I got nothing. All the tracks are gone. Good news is I'm looking out to the tree line. There are spots where things can hunker down and set up an ambush. But it looks like we're safe right now. We should pack up the raft though. Storms gonna come and take it away if we leave it here."

Calvin waits for the others to finish their investigations. Then he proceeds to step off the raft with the others. Once everyone has disembarked, he will pack up the raft expediently and put it back into the carrying case. Calvin will wait for additional information from his other team mates as he is all out of moves and ideas. Once the others have a lead, Calvin will follow suit gingerly, staying out of the way if at all possible while keeping an eye out for additional danger.
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
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Teres Barton
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Re: Road to Redemption; A play in three parts (part three)

Post by Teres Barton »

Perception: 1d100: [66] = 66 / 54%
JiC d20 | d100: 1d20: [1] = 1 | 1d100: [86] = 86

Prowl 1d100: [84] = 84 / 65%
Wilderness survival 1d100: [1] = 1 /70% (Looking for hits of people, camps and what should be avoided)
Land Navigation 1d100: [70] = 70 /74%
Botany 1d100: [15] = 15 /70% (if plants of interest are found)
Lore: Cattle & Animals 1d100: [89] = 89 /70% (if animals are located what are they and do they pose a threat to the party)
Identify Plants & Fruit 1d100: [66] = 66 /80% (plants that are useful and of value or use.)
Detect Ambush 1d100: [93] = 93 /55%
Track & Trap Animals 1d100: [85] = 85 /50 to find tracks and 1d100: [16] = 16 /60% to find traps

Calvin wrote:"Guys, I got nothing. All the tracks are gone. Good news is I'm looking out to the tree line. There are spots where things can hunker down and set up an ambush. But it looks like we're safe right now. We should pack up the raft though. Storms gonna come and take it away if we leave it here."
"With in coming bad weather the forest should have more than a few creatures in it. Most interested in avoiding weather. We should be careful." Teres adds, I can move through it and not spook most animals provided animal empathy works. with so many intelligent and magical creatures it seems to not be of use lately..

lets see who hunts and lives around in these woods. With that she heads to the tree line and activates her animal empathy. She moves into the brush careful to avoid branches or making unnatural sounds.
Last edited by Teres Barton on Mon Sep 30, 2024 6:13 pm, edited 1 time in total.
Chasing Rainbows all my Days
Where I Go I Do Not Know
I only know The Place I've been
Dreams they come And Go, Ever shall be so
Nothing's real until you See


Image

Teres Barton
HP: 19/19
SDC: 33/33
ISP: 68/88
Equipment:
OOC Comments
Armor:
Wrangler Riding Armor
M.D.C. by Location:
Helmet: 70
Arms: 32 each
Legs: 45 each
Main Body: 85
Branaghan Overcoat
M.D.C. by Location:
Helmet: 40
Arms: +8 with an overcoat
Legs: +12 with an overcoat
Main Body: +28 with an overcoat
Weapons:
Tesla Bow (Patron Item)
Range: 1,500'
Damage: 4D6 per bolt of lightning + Tesla Effect
Rate of Fire: per the skill of the archer
Payload: Unlimited
Weight: 8 lbs.
Features: Does M.D. in a mega-damage environment
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed to save vs. non-lethal toxins; effective even against environmental M.D.C. armor
Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Modified NA-LB1 Laser Bow
Range: 1000'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: Effectively unlimited, but bow string needs replacement after 500 shots; 20 shots if E-Clip is used for emergencies (port included)
Weight: 4 lbs.
Features: M.D.C. material (150 M.D.C, can only be damaged if directly targeted); can fire normal arrows as well
IP-12 Ion Pistol
Range: 500'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 shots per LE-Clip
Arrows:
Leg Quivers:
Each holds 12 arrows
• Left Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
• Right Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
Bow quiver:
4 stun, 1 smoke, 1 Flare
(in case bow gets taken from her she keeps the lethal arrows on her to prevent them from being used against her)
Quiver x2:
each Holds 24 Arrows.
• 4 Smoke Arrows
• 4 IR Flare Arrows
• 12 MD Arrows
• 4 Neural Disrupter Arrows
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Rory
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Re: Road to Redemption; A play in three parts (part three)

Post by Rory »

Perception: d100: 1d100: [69] = 69 / 21%
JiC d20 | d100: 1d20: 1d20: [6] = 6 | 1d100: 1d100: [77] = 77

Rory follows along, looking at all the interesting things.

Beaches. Seen one, seen 'em all. Still, there's a couple of unique bits to this one, including some kind of dragging tracks. Maybe I should pay attention after all.

She edges over to Rufus.

"Not a lot I can do here. Is there anything I can do to help you?"

Her fingers idly rub along the section of her armor that had been bitten by the shark, and now appeared unblemished. Unblemished or not, her fingers examined it minutely, trying to find any trace of the damage that had once been there.

"I do have a spell that can calm down a storm, at least in the nearby vicinity. Problem is that it needs a little bit more juice than I can handle. Something ta keep in mind though, yeah?"

Rory.
Status
-Current Hit Points: 47/47
-Current SDC: 25/25
-Current PPE: 165/165

Armor: High Magus armor
Helmet: 45
Arms: 15 each
Legs: 30 each
Main Body: 50/50

Weapons:
In backpack: Nuhr rune musket rifle
Range: 1,600'
Damage: 6D6 M.D.
Rate of Fire: Single shots only
Payload: 50 blasts/50
Weight: 8.5 lbs.
Features: Costs 40 P.P.E. to reload
Modifiers: P.S. <26: -3 to strike

Utility belt: Vibro-axe
Range: Close Combat
Damage: 2D6 M.D.
Payload: 1 E-Clip will last approximately 1 hour
Weight: 4 lbs
OOC Comments
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Rufus
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Re: Road to Redemption; A play in three parts (part three)

Post by Rufus »

Perception: 1d100<98: [66*] = 1
JIC: 1d20: [6] = 6 / 1d100: [1] = 1

Conditions:
- PPE: 288/313 at the start of this post
- Fly as the Eagle: 50mph, 115 minutes remaining
+1 to parry, +2 to dodge and +2 to damage on a diving attack

- Translator Fish
"This creature I whipped up in my lab will go in your ear and live there for a while… Estimated lifespan is six months… Once in there it will gently affix itself to your eardrum and collect the sounds coming into your ear, and with sympathetic psionics, it will translate the language into something you understand. On the flipside, it will attempt to translate your speech in your brain to one that it has received, though this is to a limited effect, so keep the speaking simple and you should be okay.”

Consumer wrote: Wed Sep 18, 2024 6:51 amBut beyond hope Jason and Rufus both seem to catch on to a strange detail on the beach. A depression running perpendicular to the shore, as if some heavy creature or boat beached itself. Further investigation reveals a few thick scales left behind in the sand, likely shed in the creature’s landing/departure. They seem worn, but are thick and definitely tough. Whatever the creature was, it likely didnn’t have traditional legs, so maybe flippers, which upon closer look several irregularities can be found showing the creatures general movement back into the ocean. An educated guess seems to be that all movement leads towards the interior. Likely whatever creature it was, it acted as some manner of conveyance, kind of like the symbiotic relationship between Liam and Crosses the Undertow.
Rory wrote: Wed Sep 25, 2024 8:14 pm"Not a lot I can do here. Is there anything I can do to help you?"
"Hang on, I think I got something...?" Rufus holds up a finger and shakes his head slowly. Suddenly his eyes light up as he notices the depressions in the sand. "You seeing this, friends?" He points them out to the others. "Something dragged itself onto the beach and then back into the ocean. It was huge. And heavy. And judging by those scales, some sort of reptile. Looks like it had flippers, so maybe some sort of giant sea turtle?" Too bad you're not here, Mati -- you'd be proud.

Zoology 1d100<87: [44*] = 1 (to provide an educated guess as to what it could be)

"Whatever it was, it wasn't alone. Looks like something -- or someone -- was riding it, got off, and headed into the jungle while it went back into the water." He looks into the jungle. "Which would imply that we don't have this locale all to ourselves. Let's see what's going on up top..." he says as he shoots up into the air.
Consumer wrote: Wed Sep 18, 2024 6:51 amRufus’ flight over the interior is mostly obscured by the dense foliage of the jungle canopy, in the distance, Rufus sees what may be rivers, but they seem choked by water based trees, and are likely unsuitable for river travel. On the horizon, Rufus sees the lang eventually rises into mountains, which seem to edge the north-western side of the island. Slightly beyond the horizon line, Rufus thinks he might see smoke, but it would be over a dozen miles inland.
Rufus drops back down to the beach. "Well, we're not going upriver in the raft -- there are several waterways but they're all choked with trees and tree roots. I may or may not have seen some smoke 10-15 miles inland, but I can't be sure unless I fly in for a closer look.. and to be honest I don't think we should do any exploration until after the storm passes. I suggest we get just inside the tree line enough to keep the brunt of the wind off us and I'll conjure up some shelters to keep the rain off."

Assuming the group agrees, he'll scope out a suitably large/relatively clear area to cast a Sheltering Dome or two so the group can ride out the storm.
20 PPE; 9 hours duration; large enough to accommodate 6 (8 cramped)
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Calvin_Wallace
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Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

(rolls held over)


Calvin waits for the others to finish their investigations. Then he proceeds to step off the raft with the others. Once everyone has disembarked, he will pack up the raft expediently and put it back into the carrying case. Calvin will wait for additional information from his other team mates as he is all out of moves and ideas. Once the others have a lead, Calvin will follow suit gingerly, staying out of the way if at all possible while keeping an eye out for additional danger.


Teres wrote: "With in coming bad weather the forest should have more than a few creatures in it. Most interested in avoiding weather. We should be careful." Teres adds, I can move through it and not spook most animals provided animal empathy works. with so many intelligent and magical creatures it seems to not be of use lately..

lets see who hunts and lives around in these woods. With that she heads to the tree line and activates her animal empathy. She moves into the brush careful to avoid branches or making unnatural sounds.


Calvin listens to Teres intently. While we should stay out of the weather, we should also be wary of other things wanting to do the same.

Just as quickly as she proffered her take on the situation, Calvin watches her disappear into the woods. Pondering to call out to her to be careful, Calvin decides against it. Surely she will call for help if she needs it...

Rory wrote: She edges over to Rufus.

"Not a lot I can do here. Is there anything I can do to help you?"

Her fingers idly rub along the section of her armor that had been bitten by the shark, and now appeared unblemished. Unblemished or not, her fingers examined it minutely, trying to find any trace of the damage that had once been there.

"I do have a spell that can calm down a storm, at least in the nearby vicinity. Problem is that it needs a little bit more juice than I can handle. Something ta keep in mind though, yeah?"


Calvin ponders the necessity of a weather altering magic spell. It would announce to anything magical sensitive that we are here... And with that, they might bring friends... Calvin ponders to rebut, but seeing that Rory admits she will need additional reserves to make the spell go, he decides against it. When it comes to committee, I suppose we can talk about it then. Calvin simply smiles to Rory and says: "That sounds like a good idea when we need it. Is it an invocation or a ritual and how long will it take for you to cast the spell?"
Rufus Pre Flight wrote: "Hang on, I think I got something...?" Rufus holds up a finger and shakes his head slowly. Suddenly his eyes light up as he notices the depressions in the sand. "You seeing this, friends?" He points them out to the others. "Something dragged itself onto the beach and then back into the ocean. It was huge. And heavy. And judging by those scales, some sort of reptile. Looks like it had flippers, so maybe some sort of giant sea turtle?" Too bad you're not here, Mati -- you'd be proud.

Zoology 1d100<87: [44*] = 1 (to provide an educated guess as to what it could be)

"Whatever it was, it wasn't alone. Looks like something -- or someone -- was riding it, got off, and headed into the jungle while it went back into the water." He looks into the jungle. "Which would imply that we don't have this locale all to ourselves. Let's see what's going on up top..." he says as he shoots up into the air.
Calvin turns to Rufus and says: "With Liam and Crosses, we've already seen one example of a symbiotic relationship between two species around these parts. So we're looking..."

Calvin's voice trails off as Rufus takes to the air without warning. One of these days, I'm gonna learn that spell.
Rufus Post Flight wrote: Rufus drops back down to the beach. "Well, we're not going upriver in the raft -- there are several waterways but they're all choked with trees and tree roots. I may or may not have seen some smoke 10-15 miles inland, but I can't be sure unless I fly in for a closer look.. and to be honest I don't think we should do any exploration until after the storm passes. I suggest we get just inside the tree line enough to keep the brunt of the wind off us and I'll conjure up some shelters to keep the rain off."
As Rufus finishes, Calvin finally finishes folding the raft and stuffs it back into the carrying case.

Listening to Rufus's suggestion, Calvin says: "Teres took off. Let's not make it too difficult for her to find us. Oh and I've got a tent. We should probably just make camp if we're not gonna go anywhere for awhile."

Calvin proceeds to move towards the tree line while watching Rufus take to the air once more. Calvin keeps an eye out for clearings that are big enough for the group to lie down, but still have some tree cover to ride out the rain. (Wilderness Survival: 1d100 < 43%: [43] = 43 ) Once they decide on a space to camp, Calvin throws up the tent quickly, with the bounds of a protection dome that Rufus casted.
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
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Jason Long
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Posts: 460
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
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Re: Road to Redemption; A play in three parts (part three)

Post by Jason Long »

Perception: 71% / 1d100: [21] = 21 %
JIC: 1d20: [9] = 9 / 1d100: [23] = 23

SKILLS:
((Wilderness Survival--103% / 1d100: [45] = 45 % )) determining where to best set up camp
((Prowl--87% / 1d100: [78] = 78 % )) moving quietly, following Teres
((Tracking (People)--107% / 1d100: [27] = 27 % )) if necessary, if Teres gets out of sight

Jason shares what he found with the others and listens to their ideas and reports. "I agree. Someone used a marine animal or amphibian for transport, landed here, and then headed inland. Depending on the length and severity of the storm, we probably should wait it out."

Jason helps Calvin with the boat, carrying it into the trees. He thinks back to his ASC survival training. Luckily, he was assigned to South America, about the same latitude as their current location. He tries to determine how far into the trees they should camp to avoid the worst effects of the storm. He starts to help Calvin set up a campsite.
Teres Barton wrote: Sun Sep 22, 2024 9:09 am "With in coming bad weather the forest should have more than a few creatures in it. Most interested in avoiding weather. We should be careful." Teres adds,.... With that she heads to the tree line and activates her animal empathy. She moves into the brush careful to avoid branches or making unnatural sounds.
And there she takes off again, alone Jason tells Calvin, "I'll go watch her back." He follows Teres, staying behind her, and moving slowly and stealthily.
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
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Consumer
Dimension Master
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Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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Re: Road to Redemption; A play in three parts (part three)

Post by Consumer »

Road to Redemption: A play in three parts, Part Three, Act One.
Time and Weather wrote:Location: A lonely beach on the north western side, Papua New Guinea.
Date: June 8th, 3:25 PM (20 minutes have passed)
Weather: Outside: High 81°, Low 67°; Windy/Cloudy (25 mph).
Map
Mission Notes
Teres:Prowl
Wilderness survival(Looking for hits of people, camps and what should be avoided) While none of the above is noted in the short distance traveled, Teres is pretty sure the safest place the group could camp to avoid the storm is several miles inland, letting the jungle act as a sort of buffer while getting the team on higher ground.
Land Navigation
Botany (if plants of interest are found) There are interesting plants as none of this stuff is generally known to Teres, plenty of foreign trees, ferns, and flowering plants.
Lore: Cattle & Animals (if animals are located what are they and do they pose a threat to the party) If/When she sees any unique animals, Teres has no idea what they are.
Identify Plants & Fruit (plants that are useful and of value or use.) Teres has no idea what the value of nearby plants are, nor of their medicinal abilities. She does find some small green citrus fruits though.
Detect Ambush
Track & Trap Animals (to find tracks and)
Jason: Wilderness Survival (determining where to best set up camp.) With what is likely a Typhoon incoming, the only safe place is far inland and on higher ground.
Prowl (moving quietly, following Teres)
Tracking (People) (if necessary, if Teres gets out of sight)
Rufus: Zoology (to provide an educated guess as to what it could be) A Lieoplurodon isn’t too far from what it might be.

Calvin wrote:"Guys, I got nothing. All the tracks are gone. Good news is I'm looking out to the tree line. There are spots where things can hunker down and set up an ambush. But it looks like we're safe right now. We should pack up the raft though. Storms gonna come and take it away if we leave it here."
Teres wrote:"With in coming bad weather the forest should have more than a few creatures in it. Most interested in avoiding weather. We should be careful.
Rory wrote:"Not a lot I can do here. Is there anything I can do to help you?"

"I do have a spell that can calm down a storm, at least in the nearby vicinity. Problem is that it needs a little bit more juice than I can handle. Something ta keep in mind though, yeah?"
Calvin wrote:"That sounds like a good idea when we need it. Is it an invocation or a ritual and how long will it take for you to cast the spell?"
Rufus wrote:"Hang on, I think I got something...? You seeing this, friends? Something dragged itself onto the beach and then back into the ocean. It was huge. And heavy. And judging by those scales, some sort of reptile. Looks like it had flippers, so maybe some sort of giant sea turtle?"

"Whatever it was, it wasn't alone. Looks like something -- or someone -- was riding it, got off, and headed into the jungle while it went back into the water. Which would imply that we don't have this locale all to ourselves. Let's see what's going on up top..."
Calvin wrote:"With Liam and Crosses, we've already seen one example of a symbiotic relationship between two species around these parts. So we're looking..."
Jason wrote:"I agree. Someone used a marine animal or amphibian for transport, landed here, and then headed inland. Depending on the length and severity of the storm, we probably should wait it out."
Teres and Jason Head inland to scout while Rufus flies off, leaving Rory and Calvin alone on the beach. Calvin already can tell whatever the storm coming it’s going to be nasty, and that staying near the shore is tantamount to suicide. So Calvin busies himself with packing the raft up, which goes into a handy if a bit heavy carry bag.

Meanwhile Teres and Jason make their way inland, trying to be quiet. Both Jason and Teres have dealt with Typhoons and Hurricanes in the past, and know the safest place they’re likely to find is miles inland, closer to the mountains. The scouting is slow and generally boring, But between the two they do manage to find proof that several people did travel this way sometime in the not too distant (A few months ago) past. At least confirming the theory that whoever rode the creature in, did travel inland.

Rufus’ return to the beach gives Calvin and he something to chat about.
Rufus wrote:"Well, we're not going upriver in the raft -- there are several waterways but they're all choked with trees and tree roots. I may or may not have seen some smoke 10-15 miles inland, but I can't be sure unless I fly in for a closer look.. and to be honest I don't think we should do any exploration until after the storm passes. I suggest we get just inside the tree line enough to keep the brunt of the wind off us and I'll conjure up some shelters to keep the rain off."
Calvin wrote:"Teres took off. Let's not make it too difficult for her to find us. Oh and I've got a tent. We should probably just make camp if we're not gonna go anywhere for awhile."
All the trio can really do is watch the waves slowly crash into the shore, while they wait for Jason and Teres to return.

What are your intentions?


Jason Long: KLS Triarius Heavy Armor 200/200 M.D.C. (Shoulder Shield 239/300 M.D.C.)
Rufus:
Rory: High Magus Armor 37/50 M.D.C.
Teres Barton: HA-6 "Frontiersman" Body Armor 70/70 M.D.C., -3 I.S.P.
Calvin Wallace: NG-A8 50/50 M.D.
Jessie the Valkyrie: Magic Chain Mail 14/100 M.D.C.
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
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Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

Per: 1d100 < 58%: [25] = 25
JIC: 1d20: [4] = 4 | 1d100: [61] = 61
Consumer wrote: Meanwhile Teres and Jason make their way inland, trying to be quiet. Both Jason and Teres have dealt with Typhoons and Hurricanes in the past, and know the safest place they’re likely to find is miles inland, closer to the mountains. The scouting is slow and generally boring, But between the two they do manage to find proof that several people did travel this way sometime in the not too distant (A few months ago) past. At least confirming the theory that whoever rode the creature in, did travel inland.
Wait, where are they going, are they gonna come back and find us when there is a huge storm coming this way?

Calvin ponders aloud:

"Rory, we need to get out of this. I suggest we wait for Rufus to come back, then track our trackers to the edge of the forest."

Just as Calvin finishes, Rufus descends from the skys and disclose his findings:
Rufus wrote: "Well, we're not going upriver in the raft -- there are several waterways but they're all choked with trees and tree roots. I may or may not have seen some smoke 10-15 miles inland, but I can't be sure unless I fly in for a closer look.. and to be honest I don't think we should do any exploration until after the storm passes. I suggest we get just inside the tree line enough to keep the brunt of the wind off us and I'll conjure up some shelters to keep the rain off."
Calvin turns to Rufus and says:

"Right, I'm glad we packed up the raft then. Let's follow the tracks of our two scouts at least to the tree line. I'm not scared about the rain, I'm wondering when the storm is going to hit."

(Lore: Psionics 1d100 < 33%: [33] = 33 )

Psi Druids should be able to tell when the storm is incoming. Teres didn't tell us anything about when it's going to hit, except that it is... Do we have 24 hours to find cover? Best make haste until we do.

"Folks, we can track our scouts with their prints and follow them in land for a bit. Or we can radio ahead and tell them we will make double time to catch up with them. I also don't want to broach the locals yet until we have a good idea of what and who they are about. I don't want to make camp within a mile of the beach if at all possible. We need to go as far inland as possible if we don't want to tossed around like kites."

(OOC: Supposed we encounter a really light typhoon, say a category one. That has winds between 75 to 95 mph. That's generally enough to rip roof tiles down to the bare plywood.)

Calvin waits for a response from his fellow team mates. As he waits, he contemplates a survival strategy

(Wilderness Survival: 1d100 < 43%: [8] = 8 )
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
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Re: Road to Redemption; A play in three parts (part three)

Post by Teres Barton »

Perception: 1d100: [42] = 42 / 54%
JiC d20 | d100: 1d20: [17] = 17 | 1d100: [53] = 53
Meanwhile Teres and Jason make their way inland, trying to be quiet. Both Jason and Teres have dealt with Typhoons and Hurricanes in the past, and know the safest place they’re likely to find is miles inland, closer to the mountains. The scouting is slow and generally boring, But between the two they do manage to find proof that several people did travel this way sometime in the not too distant (A few months ago) past. At least confirming the theory that whoever rode the creature in, did travel inland.
Teres seeing the terrain was largely focused on finding a safe place to camp. There were a few options and they could take any of them and be in a safe place. The idea of camping closer to beach was not her favorite. Higher ground in case the tide went too high and incase a Large wave happened were a better choice.

So you think this the way our sea creature went? It sure looks like it.” the Psi-druid asks. Safely getting a few of the citrous fruits. Here is hoping we aren't tracking a wild creature foraging on land or looking for a nest. she thinks.

So what you think? We have a better place here? Certainly better than near the beach and its tree line. Last thing I need is to get pulled in the ocean from the tide or have a big wave hit us. or do we risk going further in land and hope for an ideal spot?” she says eyeballing plants and looking at the citrus plants with her plant aura reading then looking to Jason. Whether he agrees or not she follows him back and helps them get to the camp site that is chosen.
Chasing Rainbows all my Days
Where I Go I Do Not Know
I only know The Place I've been
Dreams they come And Go, Ever shall be so
Nothing's real until you See


Image

Teres Barton
HP: 19/19
SDC: 33/33
ISP: 68/88
Equipment:
OOC Comments
Armor:
Wrangler Riding Armor
M.D.C. by Location:
Helmet: 70
Arms: 32 each
Legs: 45 each
Main Body: 85
Branaghan Overcoat
M.D.C. by Location:
Helmet: 40
Arms: +8 with an overcoat
Legs: +12 with an overcoat
Main Body: +28 with an overcoat
Weapons:
Tesla Bow (Patron Item)
Range: 1,500'
Damage: 4D6 per bolt of lightning + Tesla Effect
Rate of Fire: per the skill of the archer
Payload: Unlimited
Weight: 8 lbs.
Features: Does M.D. in a mega-damage environment
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed to save vs. non-lethal toxins; effective even against environmental M.D.C. armor
Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Modified NA-LB1 Laser Bow
Range: 1000'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: Effectively unlimited, but bow string needs replacement after 500 shots; 20 shots if E-Clip is used for emergencies (port included)
Weight: 4 lbs.
Features: M.D.C. material (150 M.D.C, can only be damaged if directly targeted); can fire normal arrows as well
IP-12 Ion Pistol
Range: 500'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 shots per LE-Clip
Arrows:
Leg Quivers:
Each holds 12 arrows
• Left Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
• Right Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
Bow quiver:
4 stun, 1 smoke, 1 Flare
(in case bow gets taken from her she keeps the lethal arrows on her to prevent them from being used against her)
Quiver x2:
each Holds 24 Arrows.
• 4 Smoke Arrows
• 4 IR Flare Arrows
• 12 MD Arrows
• 4 Neural Disrupter Arrows
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Rufus
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Re: Road to Redemption; A play in three parts (part three)

Post by Rufus »

Perception: 1d100<98: [67*] = 1
JIC: 1d20: [6] = 6 / 1d100: [86] = 86

Conditions:
- PPE: 288/313 at the start of this post
- Fly as the Eagle: 50mph, 95 minutes remaining
+1 to parry, +2 to dodge and +2 to damage on a diving attack

- Translator Fish
"This creature I whipped up in my lab will go in your ear and live there for a while… Estimated lifespan is six months… Once in there it will gently affix itself to your eardrum and collect the sounds coming into your ear, and with sympathetic psionics, it will translate the language into something you understand. On the flipside, it will attempt to translate your speech in your brain to one that it has received, though this is to a limited effect, so keep the speaking simple and you should be okay.”

Calvin_Wallace wrote: Sun Oct 06, 2024 12:21 pm
Rufus wrote: "Well, we're not going upriver in the raft -- there are several waterways but they're all choked with trees and tree roots. I may or may not have seen some smoke 10-15 miles inland, but I can't be sure unless I fly in for a closer look.. and to be honest I don't think we should do any exploration until after the storm passes. I suggest we get just inside the tree line enough to keep the brunt of the wind off us and I'll conjure up some shelters to keep the rain off."
"Right, I'm glad we packed up the raft then. Let's follow the tracks of our two scouts at least to the tree line. I'm not scared about the rain, I'm wondering when the storm is going to hit."

"Folks, we can track our scouts with their prints and follow them in land for a bit. Or we can radio ahead and tell them we will make double time to catch up with them. I also don't want to broach the locals yet until we have a good idea of what and who they are about. I don't want to make camp within a mile of the beach if at all possible. We need to go as far inland as possible if we don't want to tossed around like kites."
Rufus nods. "No argument there. Teres' restless feet have the right idea at the moment. If we can follow directly behind them we should be able to catch up eventually. But what's really worrying me is..." he looks back out to sea. I was hoping they'd have caught up with us already. To lose the boat would be bad enough, but to lose the two of them...

He shakes away the darker thoughts and pulls out his survival knife. "Alright, Jessie said she'd join us when she was done securing the boat. Let's at least leave her and Vlad some proverbial bread crumbs." He draws out a large arrow in the sand leading into the jungle the way Teres & Jason went and then activates his comlink. "Teres? Jason? Find a good spot to ride out the storm and we'll be there as soon as we can. Jessie? Vlad? We're heading off the beach and going inland. I'm leaving arrows for you two to follow; don't be too long okay?"

He looks back at Calvin and Rory. "Alright, moj prijatelj, after you. Rory, you follow him. I'll bring up the rear and mark our path."

He follows behind and carves arrows into tree trunks as they progress deeper in, frequently looking back towards the beach.

Wilderness Survival -- 1d100<92: [48*] = 1
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Calvin_Wallace
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Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

Perception: 1d100 < 73: [66] = 66
Rufus wrote: Mon Oct 07, 2024 7:07 pm
Rufus nods. "No argument there. Teres' restless feet have the right idea at the moment. If we can follow directly behind them we should be able to catch up eventually. But what's really worrying me is..." he looks back out to sea. I was hoping they'd have caught up with us already. To lose the boat would be bad enough, but to lose the two of them...

He shakes away the darker thoughts and pulls out his survival knife. "Alright, Jessie said she'd join us when she was done securing the boat. Let's at least leave her and Vlad some proverbial bread crumbs." He draws out a large arrow in the sand leading into the jungle the way Teres & Jason went and then activates his comlink. "Teres? Jason? Find a good spot to ride out the storm and we'll be there as soon as we can. Jessie? Vlad? We're heading off the beach and going inland. I'm leaving arrows for you two to follow; don't be too long okay?"

He looks back at Calvin and Rory. "Alright, moj prijatelj, after you. Rory, you follow him. I'll bring up the rear and mark our path."

He follows behind and carves arrows into tree trunks as they progress deeper in, frequently looking back towards the beach.
Making double time, Calvin examines the tracks left by his team mates as they have gone scouting while turning on Enhanced Perception (-10 ISP, 25 minutes duration, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses, e.g. Intelligence, Tracking, Physical Skills (juggling/prowl/etc)).

(Tracking: Humans 1d100 < 68%: [50] = 50 Keeping track of Jason and Teres.)
(Detect Ambush: 1d100 < 78%: [37] = 37 Keeping an eye out for possible critters and bogies.)

Unslinging his rifle and slinging the rubber raft bag so the strap goes across his body, Calvin ponders to himself I'm carrying about 80 pounds worth of kit. If I do anymore I'm probably gonna start getting clumsy.

Following the trial of Jason and Teres as best as he can, Calvin keeps one eye on the tracks before him, one eye wary of other jungle inhabitants while making sure Rory and Rufus are right behind him.
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
User avatar
Rory
Posts: 137
Joined: Sat Jul 17, 2021 3:35 am

Re: Road to Redemption; A play in three parts (part three)

Post by Rory »

Perception: d100: 1d100: [98] = 98 / 21%
JiC d20 | d100: 1d20: 1d20: [4] = 4 | 1d100: 1d100: [72] = 72

Rory looks at the sky and back out to sea.

"Dinnae 'bout how ye're thinkin', but ta my mind, gettin' a decent distance from the sea wouldn't be a bad idea."

As the others start trudging inland, she breathes a sigh of relief and follows along.

"Mebbe when we get far enough inland, I can throw up somethin minor fer protection, like Sheltering Force or summit like that. It's not a big spell, or particularly high on the power scale, but it makes a decent sorta protection from minor issues with rain an' wind."

She scratches the back of her neck as she continues.

"Not entirely sure how it deals with floodwaters, trees an' branches bein' flung through the air, or other typhoon-like phenomena, an' I'd as rather not find out, if ye take me meaning."

She trudges along, seemingly unaffected by the weight of what she's carrying.

Rory.
Status
-Current Hit Points: 47/47
-Current SDC: 25/25
-Current PPE: 165/165

Armor: High Magus armor
Helmet: 45
Arms: 15 each
Legs: 30 each
Main Body: 50/50

Weapons:
In backpack: Nuhr rune musket rifle
Range: 1,600'
Damage: 6D6 M.D.
Rate of Fire: Single shots only
Payload: 50 blasts/50
Weight: 8.5 lbs.
Features: Costs 40 P.P.E. to reload
Modifiers: P.S. <26: -3 to strike

Utility belt: Vibro-axe
Range: Close Combat
Damage: 2D6 M.D.
Payload: 1 E-Clip will last approximately 1 hour
Weight: 4 lbs
OOC Comments
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Jason Long
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Posts: 460
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
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Re: Road to Redemption; A play in three parts (part three)

Post by Jason Long »

Perception: 71% / 1d100: [67] = 67 %
JIC: 1d20: [17] = 17 / 1d100: [55] = 55

Skills:
((Navigation—91% / 1d100: [59] = 59 % )) getting a bearing on the path
((Radio: Basic--112% / 1d100: [55] = 55 % )) contacting the team
((Wilderness Survival--103% / 1d100: [26] = 26 )) finding a good place to survive the storm

Jason stops for a moment and takes a bearing on the trail, so that if they lose the trail, or it is obliterated by the storm, they will still be able to follow its course.
Teres Barton wrote: Sun Oct 06, 2024 1:31 pm “So you think this the way our sea creature went? It sure looks like it.” the Psi-druid asks. Safely getting a few of the citrous fruits. Here is hoping we aren't tracking a wild creature foraging on land or looking for a nest. she thinks.

“So what you think? We have a better place here? Certainly better than near the beach and its tree line. Last thing I need is to get pulled in the ocean from the tide or have a big wave hit us. or do we risk going further in land and hope for an ideal spot?”
Jason thinks for a moment before answering, "No, I don't think the sea creature ever entered the trees. The indications at the beach were that it came ashore and then left. It had passengers that made this trail. We made certain that this is the trail of someone from the beach. We need to find a safe place for the team to survive the storm.
Rufus wrote: Mon Oct 07, 2024 7:07 pm "Teres? Jason? Find a good spot to ride out the storm and we'll be there as soon as we can. Jessie? Vlad? We're heading off the beach and going inland. I'm leaving arrows for you two to follow; don't be too long okay?"
"On it, keep following our trail inland. The good news is that Teres and I are on the trail left by whoever came ashore. The bad is that the storm is going to be bad. From my experience, we want to be miles inland before it fully hits. We'll try to find higher ground. Jesse, in case you have to ride out the storm at sea, here's the compass bearing we are taking, following the path." Jason then read off the bearing he got to Jesse and the others. He then begins looking in earnest for the best place to survive the storm.
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
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Consumer
Dimension Master
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Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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Re: Road to Redemption; A play in three parts (part three)

Post by Consumer »

Road to Redemption: A play in three parts, Part Three, Act One.
Time and Weather wrote:Location: A lonely beach on the north western side, Papua New Guinea.
Date: June 8th, 4:25 PM (1hour have passed)
Weather: Outside: High 81°, Low 67°; Windy/Cloudy (25 mph).
Map
Mission Notes


The group on the beach talk for a minute or two, before beginning to make their way inland after Jason and Teres. The entrance to the jungle is already dark and foreboding, with the generally bright colors associated with tropical locales muted because of the diminishing light. Rufus takes a minute to radio Teres and Jason, and then Vlad and Jessie.
Rufus wrote:"Teres? Jason? Find a good spot to ride out the storm and we'll be there as soon as we can. Jessie? Vlad? We're heading off the beach and going inland. I'm leaving arrows for you two to follow; don't be too long okay?"
Vlad and Jessie do not respond to the radio message, Jason on the other hand does, with a message of his own.
Jason wrote:"On it, keep following our trail inland. The good news is that Teres and I are on the trail left by whoever came ashore. The bad is that the storm is going to be bad. From my experience, we want to be miles inland before it fully hits. We'll try to find higher ground. Jesse, in case you have to ride out the storm at sea, here's the compass bearing we are taking, following the path."
Again Jessie and Vlad do not respond. As Jason and Teres continue their slow paced scout ahead of the main party, Rufus, Calvin, and Rory begin to follow. It’s not particularly easy to find a trail, but given that Jason and Teres want to be found by the group, it seems pretty straight forward.

Like Teres noted earlier, there is a distinct lack of animals, who seem to have the good sense to find somewhere else to be, birds especially seem lacking at the moment. A solid twenty minutes later the trio from the beach comes into visual range of the scouting duo, bringin all but Jessie and Vlad together again. The only real thing on everyone’s mind though seems to be finding safe shelter for the storm, so the group continues to move forward, trying to put some distance between the shore and themselves, and maybe get somewhere nearer to high ground.

After about twenty more minutes, Jessie reappears with a raven on her shoulder. ”Boat should be safe till we need it again.” Jessie says as she falls in, towards the back of the group. At this point the group is maybe a mile inland and appears to still be in what one could guess is a floodplain, so safety from raging water is likely not to be found here at the moment.

What are your intentions?


Jason Long: KLS Triarius Heavy Armor 200/200 M.D.C. (Shoulder Shield 239/300 M.D.C.)
Rufus:
Rory: High Magus Armor 37/50 M.D.C.
Teres Barton: HA-6 "Frontiersman" Body Armor 70/70 M.D.C., -3 I.S.P.
Calvin Wallace: NG-A8 50/50 M.D.
Jessie the Valkyrie: Magic Chain Mail 14/100 M.D.C.
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
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Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

Perception: 1d100 < 58%: [49] = 49
JIC: 1d20: [12] = 12 | 1d100: [27] = 27
Consumer wrote: Like Teres noted earlier, there is a distinct lack of animals, who seem to have the good sense to find somewhere else to be, birds especially seem lacking at the moment. A solid twenty minutes later the trio from the beach comes into visual range of the scouting duo, bringin all but Jessie and Vlad together again. The only real thing on everyone’s mind though seems to be finding safe shelter for the storm, so the group continues to move forward, trying to put some distance between the shore and themselves, and maybe get somewhere nearer to high ground.

After about twenty more minutes, Jessie reappears with a raven on her shoulder. ”Boat should be safe till we need it again.” Jessie says as she falls in, towards the back of the group. At this point the group is maybe a mile inland and appears to still be in what one could guess is a floodplain, so safety from raging water is likely not to be found here at the moment.

Tony: We need to get out of the flood plain first and get to some high ground. What do you think about having those who can fly carry those who can't to the foothills. It looks to be 25-27 miles inland.
Matheis81 (GM Consumer): If you do that there is a good chance you're going to lose the trail forever.
Tony: How straight, generally, has the trail been?
Matheis81 (GM Consumer): Not particularly straight
Tony: Not enough to plot a possible destination?
Matheis81 (GM Consumer): No. You have no idea where they went
Shawn: So we have two choices, Follow the trail and possibly get killed by hurricane/Typhoon or prep the typhoon and lose the trtail?
Matheis81 (GM Consumer): To peel back the GM Layer, the storm is both a problem and a timer. If you wait you fail the mission
...

Tony: I think that was already answered. Rufus wasn't able to see the trail from the air. So, we push on as fast as we can without losing the trail.
Shawn: then I will suggest walk on the ground with fly spells active incase we need to fly over terrain more quickly.
Eric: The only thing I would caution is doing much flying in high wind speeds. Because high speed winds like to take person-sized objects and play "let's see how far I can throw this."
So realistically, o mighty GM, how much time do we have before it's "too late" to do anything?
Matheis81 (GM Consumer): Then Teres did he weather sense it was 24 hours away. That's the edge of the storm. So a little less than 23 hours
Eric: Okay, not quite as bad as I thought. I was under the impression that it was more like just a few hours away.


At least we are all here...

Once the entire group is together, Calvin takes inventory of his surroundings. A big storm is coming, we need to get out of the low lands to avoid the flooding. Then we need a spot to hide from the wind... But if we move away from the trail then it's gonna get lost. Should we follow the trail as inland as possible or should we split up and divide and conquer?

Turning to Rufus and Jason, Calvin says:

"Folks, let's slow up a second. So the plan right now is to follow the trail. Teres, the storm is coming in about 23ish hours now right? So we got time to chase this lead down, but we should allow for at least a few hours to make camp."

"Or, we can split up now and have one group find a spot and make camp and have the other tandem track this trail until it runs cold."

"Rufus, Jason, what should we do?"

Calvin waits for a response from his team mates.
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
User avatar
Rory
Posts: 137
Joined: Sat Jul 17, 2021 3:35 am

Re: Road to Redemption; A play in three parts (part three)

Post by Rory »

Perception: d100: 1d100: [72] = 72 / 21%
JiC d20 | d100: 1d20: 1d20: [14] = 14 | 1d100: 1d100: [56] = 56

Rory continues to trudge along the trail with the others until Calvin slows down and asks what they'd prefer to do. She frowns for a bit as she runs it through her mind before nodding - to herself.

"I don't know about the others, but I vote fer some of us ta continue following the trail. We've been at this fer ages, and this is our best lead so far."

She looks at Rufus and Jason.

"I can keep on truckin' along fer as long as everyone else does. Short I may be - but I can keep on going."

Returning her gaze back to Calvin, she shrugs.

"Much as I'd like ta find meself somewhere safe ta hole up, we got us a job ta do. If we move fast, we may be able to actually do it. If it comes up empty when we get ta the end, or if we get ta the point where we need ta break off immediately to reach safety before the storm hits, then we play it safe."

She turns to Teres and smiles.

" You can let us know when we're gettin' ta that point, right?"

She turns back to Calvin.

"Makes sense ta send someone or someones who can fly ta make us a camp where we'd be safe, somewhere close ta where we're headed. That makes it close ta where we'd have to break off. If we have ta break off the trail, we make fer there."

Rory.
Status
-Current Hit Points: 47/47
-Current SDC: 25/25
-Current PPE: 165/165

Armor: High Magus armor
Helmet: 45
Arms: 15 each
Legs: 30 each
Main Body: 50/50

Weapons:
In backpack: Nuhr rune musket rifle
Range: 1,600'
Damage: 6D6 M.D.
Rate of Fire: Single shots only
Payload: 50 blasts/50
Weight: 8.5 lbs.
Features: Costs 40 P.P.E. to reload
Modifiers: P.S. <26: -3 to strike

Utility belt: Vibro-axe
Range: Close Combat
Damage: 2D6 M.D.
Payload: 1 E-Clip will last approximately 1 hour
Weight: 4 lbs
OOC Comments
User avatar
Teres Barton
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Posts: 227
Joined: Wed Sep 23, 2020 12:25 am

Re: Road to Redemption; A play in three parts (part three)

Post by Teres Barton »

Perception: 1d100: [47] = 47 / 54%
JiC d20 | d100: 1d20: [7] = 7 | 1d100: [82] = 82

Land Navigation 1d100: [11] = 11 / 74%
Detect Ambush 1d100: [20] = 20 / 55%
Detect Concealment 1d100: [77] = 77 / 50%
Trap & Mine Detection 1d100: [22] = 22 / 50%

"moving inland should be a priority. that storm is going to hit in or at 24 hours or so. Even if we do build building here it would not be the best spot." she pauses, and when that storm hits the trail will be wiped out." she says to the group. It did seem wise to see where it lead. Chances are there may be shelter where they went or at least better cover than this flood plain.

If they did land here they may have left something we can use for cover she thinks. With that storm won't be a lot left on the island intact. Teres as much as she disliked certain natural settings respected them and knew the perils. Her preference to the plains and to a lesser extent Deserts gave her dislike to smaller land masses and under water. The Psi-Druid did not fully understand why. It was likely that she was attuned to a setting and personal tastes. But now was not the time for that sort thinking. she had bad weather to avoid.

"Jason, I say we follow the trail as well. Rufus, Calvin and Rory, if you can spare some armor spells it would help. It won't block all damage but should help mitigate some of it." she asks the mage.
Chasing Rainbows all my Days
Where I Go I Do Not Know
I only know The Place I've been
Dreams they come And Go, Ever shall be so
Nothing's real until you See


Image

Teres Barton
HP: 19/19
SDC: 33/33
ISP: 68/88
Equipment:
OOC Comments
Armor:
Wrangler Riding Armor
M.D.C. by Location:
Helmet: 70
Arms: 32 each
Legs: 45 each
Main Body: 85
Branaghan Overcoat
M.D.C. by Location:
Helmet: 40
Arms: +8 with an overcoat
Legs: +12 with an overcoat
Main Body: +28 with an overcoat
Weapons:
Tesla Bow (Patron Item)
Range: 1,500'
Damage: 4D6 per bolt of lightning + Tesla Effect
Rate of Fire: per the skill of the archer
Payload: Unlimited
Weight: 8 lbs.
Features: Does M.D. in a mega-damage environment
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed to save vs. non-lethal toxins; effective even against environmental M.D.C. armor
Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Modified NA-LB1 Laser Bow
Range: 1000'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: Effectively unlimited, but bow string needs replacement after 500 shots; 20 shots if E-Clip is used for emergencies (port included)
Weight: 4 lbs.
Features: M.D.C. material (150 M.D.C, can only be damaged if directly targeted); can fire normal arrows as well
IP-12 Ion Pistol
Range: 500'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 shots per LE-Clip
Arrows:
Leg Quivers:
Each holds 12 arrows
• Left Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
• Right Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
Bow quiver:
4 stun, 1 smoke, 1 Flare
(in case bow gets taken from her she keeps the lethal arrows on her to prevent them from being used against her)
Quiver x2:
each Holds 24 Arrows.
• 4 Smoke Arrows
• 4 IR Flare Arrows
• 12 MD Arrows
• 4 Neural Disrupter Arrows
User avatar
Jason Long
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Posts: 460
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
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Re: Road to Redemption; A play in three parts (part three)

Post by Jason Long »

Perception: 71% / 1d100: [32] = 32 %
JIC: 1d20: [6] = 6 / 1d100: [20] = 20

Skills:
((Tracking (People)--107% / 1d100: [88] = 88 % )) following the tracks

With Jesse joining the team, Jason listens to the team's ideas. The idea of splitting up with a tropical storm coming feels like the wrong thing to do.

"We should stay together and push on. With the storm coming, the trail will probably be harder to follow. It's not following a predictable line, so we have no idea where it leads. We need all eyes on it, so we don't lose it. Also, there is a fair chance that we will come across a safe campsite for whoever made the trail. Since they were on foot, there is a limit how far they could go in one day. " Of course, they could have superhuman endurance and night vision so they wouldn't HAVE to stop. "Let's move as hard as we can without losing the trail. "
Teres Barton wrote: Tue Oct 15, 2024 7:05 am "Jason, I say we follow the trail as well. Rufus, Calvin and Rory, if you can spare some armor spells it would help. It won't block all damage but should help mitigate some of it."
Would an armor spell stop wind damage? He looks at the spell users, "Let's discuss that as we walk, Would that work against a storm?"

Jason continues following the tracks.
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
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Rufus
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Joined: Wed May 06, 2015 8:03 pm
Location: Rifts Merctown: The Templar
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Re: Road to Redemption; A play in three parts (part three)

Post by Rufus »

Perception: 1d100<98: [70*] = 1
JIC: 1d20: [14] = 14 / 1d100: [77] = 77

Conditions:
- PPE: 288/313 at the start of this post
- Fly as the Eagle: 50mph, 35 minutes remaining
+1 to parry, +2 to dodge and +2 to damage on a diving attack

- Translator Fish
"This creature I whipped up in my lab will go in your ear and live there for a while… Estimated lifespan is six months… Once in there it will gently affix itself to your eardrum and collect the sounds coming into your ear, and with sympathetic psionics, it will translate the language into something you understand. On the flipside, it will attempt to translate your speech in your brain to one that it has received, though this is to a limited effect, so keep the speaking simple and you should be okay.”

Consumer wrote: Tue Oct 08, 2024 4:50 pmJessie reappears with a raven on her shoulder. ”Boat should be safe till we need it again.” Jessie says as she falls in, towards the back of the group. At this point the group is maybe a mile inland and appears to still be in what one could guess is a floodplain, so safety from raging water is likely not to be found here at the moment.
Rufus breathes a sigh of relief. Well at least we don't have to worry about them catching up with us now. "Glad you two found us. I was a little worried when I didn't hear back from you over the radio. I guess the arrows helped?"

Rufus keeps following Jason and Teres, floating up just high enough to keep his head above the undergrowth. Noting that the light is diminishing he pipes up. "Getting dark. I'm okay at least for the moment, but anyone having trouble? I can conjure up a lantern -- just say something."

If anyone asks, he'll cast a Lantern Light spell (4.5 hour duration) and position it over the center of the group.
Calvin_Wallace wrote: Fri Oct 11, 2024 5:19 am"Folks, let's slow up a second. So the plan right now is to follow the trail. Teres, the storm is coming in about 23ish hours now right? So we got time to chase this lead down, but we should allow for at least a few hours to make camp."

"Or, we can split up now and have one group find a spot and make camp and have the other tandem track this trail until it runs cold."

"Rufus, Jason, what should we do?"
Rory wrote: Tue Oct 15, 2024 1:32 am"I can keep on truckin' along fer as long as everyone else does. Short I may be - but I can keep on going."
Rufus grins and gives Rory a (rather furry) thumbs up. "Like my uncle kept telling me, 'it's not the size of the dog in the fight that counts, but rather the size of the fight in the dog.' You've clearly got enough fight in you for someone three times your size."
Jason Long wrote: Tue Oct 15, 2024 3:33 pm"We should stay together and push on. With the storm coming, the trail will probably be harder to follow. It's not following a predictable line, so we have no idea where it leads. We need all eyes on it, so we don't lose it. Also, there is a fair chance that we will come across a safe campsite for whoever made the trail. Since they were on foot, there is a limit how far they could go in one day. "
"Agreed," Rufus nods. "We should remain as a group. We don't know the terrain and it's starting to get dark. Besides, we get better chances of spotting a good sheltering spot if we're all together -- the more eyes we have looking at once the better." He shrugs. "That's my story and I'm sticking to it," he adds with a chuckle.
Jason Long wrote: Tue Oct 15, 2024 3:33 pm
Teres Barton wrote: Tue Oct 15, 2024 7:05 am "Jason, I say we follow the trail as well. Rufus, Calvin and Rory, if you can spare some armor spells it would help. It won't block all damage but should help mitigate some of it."
"Let's discuss that as we walk, Would that work against a storm?"
"It couldn't hurt, certainly. Provided of course we don't try throwing ourselves down a mountain like a living pinball..." Rufus can't help but laugh, even though he does feel a bit guilty doing it. "I'm pretty sure my armor spells are more potent than Dhal's, but the grimoire was rather non-specific as to how well it'd hold up against a hurricane. However..." His brow furrows as he starts thinking. "If we layered our protection like ablative armor we may have something. I cast my armor spells on everyone, then Rory casts a shelter dome over us... Ideally we'd still need to find a cave or cleft in a rock face to start with, and definitely not in a flood plain like this... but I think we can put our talents together and come out on the other side safe and sound..."

He looks over at Calvin. "You got anything up your sleeve that we can add?"
User avatar
Teres Barton
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Re: Road to Redemption; A play in three parts (part three)

Post by Teres Barton »

Rufus wrote:"I'm pretty sure my armor spells are more potent than Dhal's, but the grimoire was rather non-specific as to how well it'd hold up against a hurricane. However..."
"Hurricanes and winds toss thigs that the spell should protect us from. That and if anything is still roaming that bites us it will help." Teres adds.
Rufus wrote:"If we layered our protection like ablative armor we may have something. I cast my armor spells on everyone, then Rory casts a shelter dome over us... Ideally we'd still need to find a cave or cleft in a rock face to start with, and definitely not in a flood plain like this... but I think we can put our talents together and come out on the other side safe and sound...
"Layers are never out of fashion. " she grins, Has to be something further up the trail. she thinks.
Chasing Rainbows all my Days
Where I Go I Do Not Know
I only know The Place I've been
Dreams they come And Go, Ever shall be so
Nothing's real until you See


Image

Teres Barton
HP: 19/19
SDC: 33/33
ISP: 68/88
Equipment:
OOC Comments
Armor:
Wrangler Riding Armor
M.D.C. by Location:
Helmet: 70
Arms: 32 each
Legs: 45 each
Main Body: 85
Branaghan Overcoat
M.D.C. by Location:
Helmet: 40
Arms: +8 with an overcoat
Legs: +12 with an overcoat
Main Body: +28 with an overcoat
Weapons:
Tesla Bow (Patron Item)
Range: 1,500'
Damage: 4D6 per bolt of lightning + Tesla Effect
Rate of Fire: per the skill of the archer
Payload: Unlimited
Weight: 8 lbs.
Features: Does M.D. in a mega-damage environment
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed to save vs. non-lethal toxins; effective even against environmental M.D.C. armor
Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Modified NA-LB1 Laser Bow
Range: 1000'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: Effectively unlimited, but bow string needs replacement after 500 shots; 20 shots if E-Clip is used for emergencies (port included)
Weight: 4 lbs.
Features: M.D.C. material (150 M.D.C, can only be damaged if directly targeted); can fire normal arrows as well
IP-12 Ion Pistol
Range: 500'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 shots per LE-Clip
Arrows:
Leg Quivers:
Each holds 12 arrows
• Left Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
• Right Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
Bow quiver:
4 stun, 1 smoke, 1 Flare
(in case bow gets taken from her she keeps the lethal arrows on her to prevent them from being used against her)
Quiver x2:
each Holds 24 Arrows.
• 4 Smoke Arrows
• 4 IR Flare Arrows
• 12 MD Arrows
• 4 Neural Disrupter Arrows
User avatar
Calvin_Wallace
Posts: 149
Joined: Thu May 18, 2023 6:54 pm

Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

(rolls held over)
Rufus wrote: He looks over at Calvin. "You got anything up your sleeve that we can add?"
Calvin thinks to himself and has a eureka moment. He says:

"I can create multiple telekinetic forcefields, but they each burn down my mental energy real quick. It's more psionic power than a spell. While the power needs some support, i.e. it must be erected on solid ground, and once it's been made it cannot be moved. They stick around for about 50 minutes or so, and I can get them as bit as 50m diameter. I also have a no frills magic armor as a spell too."

"So we should keep moving! I will bring up the rear."

(Tracking: 1d100 < 63%: [22] = 22 ) Look for possible humanoid track
(Detect Ambush: 1d100 < 58%: [21] = 21 ) Look for possible bogeys jumping out
(Wilderness Survival: 1d100 < 43%: [74] = 74 ) Just a miscellaneous roll to look out for danger.

Without further ado, Calvin keep watch from the back of the convoy while following those diligently in of him.
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
User avatar
Consumer
Dimension Master
Posts: 2061
Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
Contact:

Re: Road to Redemption; A play in three parts (part three)

Post by Consumer »

Road to Redemption: A play in three parts, Part Three, Act One.
Time and Weather wrote:Location: Floodplain Jungle, north western side, Papua New Guinea.
Date: June 8th, 6:25 PM (2 hours have passed)
Weather: Outside: High 81°, Low 67°; Windy/Cloudy (25 mph).
Map
Mission Notes


The group spends several minutes discussing the next course of action, with some good ideas and some not so good ideas tossed around, but in the end the only thing the group decides that can really be done at the moment is keep following the trail, as prematurely casting a bunch of spells or manifesting mental powers, will only leave the group lacking later when they might need them.

The group continues to follow the trail, which certainly isn’t easy, given it’s a few months old at this point. Luck seems to be with the Templar though as they keep finding small clues as the group meanders around the area. It almost looks like the Lemurian’s didn’t have a set goal in their trek.

The Templar cross a mangrove choked river and move deeper inland. It’s once the team is past the river that some of the team starts getting the impression that they’re not alone. Though no one is seen, Calvin, Teres, Jason, all get the feeling that something is about to happen, which is confirmed by those who have sixth sense. This is quickly followed up with around a dozen humanoids moving in a hostile manner out of the surrounding foliage.

GM Notes: Calvin, Jason, Teres, and anyone with Sixth Sense are not surprised. Those that are surprised lose initiative, and are minus one action.

Those with Sixth Sense may perform 1 action in addition to their normal allotted actions.

Those with successful Perception Rolls (-15%), Can see that the humanoids are wearing piecemeal hide armors, and are armed with a variety of modern and primitive weapons.


Image
T= Teres
J= Jason
Ru= Rufus
R= Rory
Je= Jessie
C= Calvin
A= Antagonist


Combat Post


Jason Long: KLS Triarius Heavy Armor 200/200 M.D.C. (Shoulder Shield 239/300 M.D.C.)
Rufus:
Rory: High Magus Armor 37/50 M.D.C.
Teres Barton: HA-6 "Frontiersman" Body Armor 70/70 M.D.C., -3 I.S.P.
Calvin Wallace: NG-A8 50/50 M.D.
Jessie the Valkyrie: Magic Chain Mail 14/100 M.D.C.
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
PP Ledger
User avatar
Calvin_Wallace
Posts: 149
Joined: Thu May 18, 2023 6:54 pm

Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

Perception: 1d100 < 58%: [47] = 47
JIC: 1d100: [19] = 19 | 1d20: [2] = 2

Conditions:
Sixth Sense Active, +1 action, -2 ISP (+6 to init, +2 to parry, +3 to dodge, no surprise attack)
Perception is passes but unable to get the details of their armor and weaponry.
Impervious to Energy. Immune to lasers/ion blasts/particle beams, plasma bolts, electricity, fire, heat, radiation!
Magic created Energy and Ley line storms inflict half damage!
Fire and cold resistant (does half damage)
Regenerates 1d6 x 5MDC every minute.


Spd Rating is 70. Calvin can move 70 * 20 / 4 = 350yards per melee round
or 50 yards per melee action


Intentions:
PRIORITY #1: GET OUT OF THE KILL ZONE.
PRIORITY #2: STOP ENEMY FROM CLOSING IN ON KILL ZONE
PRIORITY #3: GET HELP TO TEAM MATES SO THEY CAN GET OUT OF KILL ZONE.

Intentions and Narrative:

Image

Calvin's sixth sense kicks in moments before an ambush is sprung on his group. Seeing that

"HYENAS! We are surrounded by hostiles!"

"Out of the kill zone now. Run towards me and I'll cover our retreat"

lemme finish this...
Rolls:

init: 1d20: [11] = 11 + 6(sixth sense) + 5(hth) = 22
Act#1 | Radio Basic: 1d100 < 68: [47] = 47 , "HYENAS! We are surrounded and they look armed.", Cast AoI (-10 PPE, 60 Melees, 50MDC) and move along the blue line (It should only take him one action to get to the X.)
Act#2 | Turn around. Cast CoA on the group on the right. (-10 PPE) Dodge only if parry fails and if attack is non-energy based.
Act#3 | Cast CoA on the group on the left. (-10 PPE) Dodge only if parry fails and if attack is non-energy based if AoI < 10 MDC
Act#4 | Crouch, unsling rifle and call to group: "Out of the kill zone NOW. Run towards me and I'll cover our retreat"
Act#5 | Throw Stun Grenade at left group 1d20+6: [14]+6 = 20 (-1 stun grenade) Effects: -10 to strike/parry/dodge
Act#6 | Throw Stun Grenade at right group 1d20+6: [11]+6 = 17 (-1 stun grenade) Effects: -10 to strike/parry/dodge
Act#7 | Reserve for dodge. If action needed, try and discern type of humanoid encroaching. If action not needed, toss smoke grenade between Rory and foes, covering her retreat| Dodge roll: 1d20+9: [1]+9 = 10 or Strike w/rifle 1d20+2: [20]+2 = 22 Dmg: 1d6*10+10: [6]*10+10 = 70
Act#8 | Reserve for dodge. If not needed, toss smoke grenade between | Dodge roll: 1d20+9: [15]+9 = 24 or Strike w/rifle 1d20+2: [6]+2 = 8 Dmg: 1d6*10+10: [5]*10+10 = 60

(Observation/Lore rolls for Action #7)
Lore Psionics: 1d100 < 33%: [77] = 77
Lore D-Bees: 1d100 < 33%: [20] = 20
Lore Demon/Monster: 1d100 < 63%: [27] = 27

Autoparry:
Act#1 | 1d20+11: [4]+11 = 15
Act#2 | 1d20+11: [20]+11 = 31
Act#3 | 1d20+11: [1]+11 = 12
Act#4 | 1d20+11: [8]+11 = 19
Act#5 | 1d20+11: [13]+11 = 24
Act#6 | 1d20+11: [7]+11 = 18
Act#7 | 1d20+11: [17]+11 = 28

Dodges:
Act#1 | 1d20+12: [10]+12 = 22
Act#2 | 1d20+12: [17]+12 = 29
Act#3 | 1d20+12: [16]+12 = 28
Act#4 | 1d20+12: [12]+12 = 24
Act#5 | 1d20+12: [9]+12 = 21
Act#6 | 1d20+12: [8]+12 = 20
Act#7 | 1d20+12: [17]+12 = 29
Last edited by Calvin_Wallace on Tue Oct 22, 2024 10:00 am, edited 5 times in total.
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
User avatar
Rufus
Diamond Level Patron
Posts: 397
Joined: Wed May 06, 2015 8:03 pm
Location: Rifts Merctown: The Templar
Contact:

Re: Road to Redemption; A play in three parts (part three)

Post by Rufus »

Perception: 1d100<98: [12*] = 1
JIC: 1d20: [10] = 10 / 1d100: [79] = 79
Initiative: LOL
APM: 7 (normally 8)

Conditions:
- PPE: 288/313 at the start of this post
- Fly as the Eagle: 50mph, 35 minutes remaining
+1 to parry, +2 to dodge and +2 to damage on a diving attack

- Translator Fish
"This creature I whipped up in my lab will go in your ear and live there for a while… Estimated lifespan is six months… Once in there it will gently affix itself to your eardrum and collect the sounds coming into your ear, and with sympathetic psionics, it will translate the language into something you understand. On the flipside, it will attempt to translate your speech in your brain to one that it has received, though this is to a limited effect, so keep the speaking simple and you should be okay.”

Consumer wrote: Wed Oct 16, 2024 8:01 amThe Templar cross a mangrove choked river and move deeper inland. It’s once the team is past the river that some of the team starts getting the impression that they’re not alone. Though no one is seen, Calvin, Teres, Jason, all get the feeling that something is about to happen, which is confirmed by those who have sixth sense. This is quickly followed up with around a dozen humanoids moving in a hostile manner out of the surrounding foliage.
Rufus is caught entirely flat-footed (or should it be flat-pawed?) as the group is ambushed. His first thought is that perhaps the situation can be de-escalated, but as things seem to go from 'confrontation' to 'attack' he realizes that's not all that likely.

I'd be less-than-friendly too, if I were in their shoes... he shakes his head slightly as he notices their piecemeal armor and weapons assortment. Assuming they wear shoes. Do they wear shoes? Never mind, that's a question for when we're not in imminent danger.
Calvin_Wallace wrote: Wed Oct 16, 2024 4:13 pm"Run towards me and I'll cover our retreat"
"Right... retreat..." he mutters as he starts casting a spell of protection on himself. He hasn't given up on the idea of talking the group's way out of this, however, even as he starts casting magical net spells and backing away. "WE MEAN NO HARM! WE DO NOT WANT TO FIGHT!" C'mon, little ear fishy, he thinks to himself. If you're gonna translate... translate good!

Can't We All Just Get Along?
1.) Cast Armor of Ithan on himself -- 90 M.D.C.; Magic fire, lightning, and cold do half damage; 9 minutes duration -- 10PPE
2.) Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 60' range; 4.5 minutes duration; dodge on a 16+ -- 7PPE
3.) Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 7PPE
4.) Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 7PPE
5.) Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 7PPE
6.) Reserved for dodging if necessary. Dodge: 1d20+7: [15]+7 = 22
7.) Reserved for dodging if necessary. Dodge: 1d20+7: [12]+7 = 19

Total PPE expended: 38

Auto-parries using Triple Bladed "Cats Claw" Hand-Guards if needed: 1d20+7: [9]+7 = 16 , 1d20+7: [1]+7 = 8 , 1d20+7: [18]+7 = 25 , 1d20+7: [11]+7 = 18 , 1d20+7: [5]+7 = 12 , 1d20+7: [9]+7 = 16 , 1d20+7: [19]+7 = 26
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Jason Long
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Re: Road to Redemption; A play in three parts (part three)

Post by Jason Long »

Perception: 71% / 1d100: [42] = 42 %
JIC: 1d20: [15] = 15 / 1d100: [38] = 38

Conditions: Babelfish- 1d100: [17] = 17 %
Initiative: 1d20+4: [7]+4 = 11

Jason stays calm as he looks around at the surrounding humanoids. Keeping his hands away from his weapons, he tells the Templar,"Everyone stay cool. We are intruders in their territory."

Jason moves in front of Teres, to put his heavier armor between the Psi-Druid and the closest humanoids. "We are not your enemies, We are looking for a safe place from the storm." , he tells the humanoids, hoping the Babelfish works this time. Jason will hold his ground until everyone behind him starts falling back. Once they do, he falls back to the others, drawing a weapon only after the locals attack. Otherwise, he keeps his hands free and parries any melee attacks with his armor's shield. Once Teres starts moving, Jason can then use dodges, always dodging back towards the others.

Actions: 6
1-6: Dodges if necessary: 1d20+7: [1]+7 = 8 , 1d20+7: [10]+7 = 17 , 1d20+7: [4]+7 = 11 , 1d20+7: [4]+7 = 11 , 1d20+7: [12]+7 = 19

Parries as necessary: 1d20+7: [14]+7 = 21 , 1d20+7: [14]+7 = 21 , 1d20+7: [12]+7 = 19 ,
Dice rolls
1d20+7: [1]+7 = 8
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
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Teres Barton
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Re: Road to Redemption; A play in three parts (part three)

Post by Teres Barton »

Perception: 1d100: [32] = 32 / 54%
JiC d20 | d100: 1d20: [19] = 19 | 1d100: [48] = 48

Seeing the current situation Teres did not plan on staying in front alone. The Psi-druid knew better than to be a target. instead of attacking she follows Jason lead and does draw until she can safely nock and release. as she moves she sees Jason step in behind her, "Thanks boss, Next pack cigars are on me. you chose the brand!" she grins under the armor as she moves to the rear of the templar formation.

Hmmm they do not seem friendly. No reason to start fight if she can avoid it right now. I need a better place to stand. Preferable back to back or in a place we can't be flanked she thinks. dodging back to a more defensible spot and sets up to cover others.


Actions: 6
+6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.

Initiative: 1d20+6: [19]+6 = 25
APM: 6
1 Dodge: 1d20+8: [5]+8 = 13
2 Dodge: 1d20+8: [8]+8 = 16
3 Dodge: 1d20+8: [19]+8 = 27
4 Dodge: 1d20+8: [3]+8 = 11
5 Dodge: 1d20+8: [20]+8 = 28
6 Dodge: 1d20+8: [3]+8 = 11

Parries if necessary:
1. 1d20+7: [17]+7 = 24 , 2. 1d20+7: [7]+7 = 14 , 3 1d20+7: [5]+7 = 12 , 4. 1d20+7: [5]+7 = 12 , 5. 1d20+7: [1]+7 = 8 , 6. 1d20+7: [8]+7 = 15
Chasing Rainbows all my Days
Where I Go I Do Not Know
I only know The Place I've been
Dreams they come And Go, Ever shall be so
Nothing's real until you See


Image

Teres Barton
HP: 19/19
SDC: 33/33
ISP: 68/88
Equipment:
OOC Comments
Armor:
Wrangler Riding Armor
M.D.C. by Location:
Helmet: 70
Arms: 32 each
Legs: 45 each
Main Body: 85
Branaghan Overcoat
M.D.C. by Location:
Helmet: 40
Arms: +8 with an overcoat
Legs: +12 with an overcoat
Main Body: +28 with an overcoat
Weapons:
Tesla Bow (Patron Item)
Range: 1,500'
Damage: 4D6 per bolt of lightning + Tesla Effect
Rate of Fire: per the skill of the archer
Payload: Unlimited
Weight: 8 lbs.
Features: Does M.D. in a mega-damage environment
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed to save vs. non-lethal toxins; effective even against environmental M.D.C. armor
Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Modified NA-LB1 Laser Bow
Range: 1000'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: Effectively unlimited, but bow string needs replacement after 500 shots; 20 shots if E-Clip is used for emergencies (port included)
Weight: 4 lbs.
Features: M.D.C. material (150 M.D.C, can only be damaged if directly targeted); can fire normal arrows as well
IP-12 Ion Pistol
Range: 500'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 shots per LE-Clip
Arrows:
Leg Quivers:
Each holds 12 arrows
• Left Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
• Right Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
Bow quiver:
4 stun, 1 smoke, 1 Flare
(in case bow gets taken from her she keeps the lethal arrows on her to prevent them from being used against her)
Quiver x2:
each Holds 24 Arrows.
• 4 Smoke Arrows
• 4 IR Flare Arrows
• 12 MD Arrows
• 4 Neural Disrupter Arrows
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Rory
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Re: Road to Redemption; A play in three parts (part three)

Post by Rory »

Perception: d100: 1d100: [90] = 90 / 21%
JiC d20 | d100: 1d20: 1d20: [3] = 3 | 1d100: 1d100: [20] = 20

Rory is completely surprised when things suddenly go mad around her.

"What the..." she exclaims.

By the time she reacts, several of the others are already in action. She casts an Armor Bizarre spell on herself, draws her vibroaxe, and starts to retreat with the others.

I could use Firequake, but it'll get everybody, not just them. Better to defend and retreat, at least until things really turn to custard.

With Calvin so close and looking like he knows what he's doing, she tries to stay close to him as he moves. If any of the attacks stray into range of her axe she'll swing for effect, otherwise she's content to dodge and retreat. The axe is more there to discourage them than to fight with.

Action#1: Surprised
Action#2: Casts Armor Bizarre (-15PPE, 75MD protection, Horror factor 11)
Action#3: Draws vibroaxe and activates it
Action#4: Move (Dodge if necessary) 1d20+2: [13]+2 = 15
Action#5: Move (Dodge if necessary) 1d20+2: [8]+2 = 10
Action#6: Move (Dodge if necessary) 1d20+2: [18]+2 = 20

Rory.
Status
-Current Hit Points: 47/47
-Current SDC: 25/25
-Current PPE: 165/165

Armor: High Magus armor
Helmet: 45
Arms: 15 each
Legs: 30 each
Main Body: 50/50

Weapons:
In backpack: Nuhr rune musket rifle
Range: 1,600'
Damage: 6D6 M.D.
Rate of Fire: Single shots only
Payload: 50 blasts/50
Weight: 8.5 lbs.
Features: Costs 40 P.P.E. to reload
Modifiers: P.S. <26: -3 to strike

Utility belt: Vibro-axe
Range: Close Combat
Damage: 2D6 M.D.
Payload: 1 E-Clip will last approximately 1 hour
Weight: 4 lbs
OOC Comments
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Consumer
Dimension Master
Posts: 2061
Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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Re: Road to Redemption; A play in three parts (part three)

Post by Consumer »

Road to Redemption: A play in three parts, Part Three, Act One.
Time and Weather wrote:Location: Floodplain Jungle, north western side, Papua New Guinea.
Date: June 8th, 6:25 PM (5 seconds has passed)
Weather: Outside: High 81°, Low 67°; Windy/Cloudy (25 mph).
Map
Mission Notes


Teres: Moving Towards Calvin.
Calvin: Cast AoI (-10 PPE, 60 Melees, 50MDC) and move.
Jessie: Turn Invisible.


The conflict has almost erupted, Teres backs away towards Calvin, but finds the rest of the group in her way, while Calvin dashes away, heading out of the ring before it can fully close, all the while speaking the words of power and waving his hands in the proscribed gestures, attempting to will a magical armor about himself only to find the spell fizzle upon completion, but he still feels the drain of the required energy. Jessie, using her natural ability to turn invisible, vanishes from sight.

Teres: Moving Towards Calvin. (Dodge Used)
Calvin: Turn around. Cast CoA on the group on the right. (-10 PPE)
A7: Charge Calvin, Stab with Vibro Knife. (Strike: 8; Damage: 1 M.D.)
A4: Charge Rory, stab with Vibro Knife (Strike: 11; Damage: 2 M.D.) (Surprised, no defense)
A2: Charge Jason; Body Flip Throw. (Strike:16) (Dodge Failed)
A8: Charge Jessie, blindly swing Vibro Blade at her. (Strike: 14; Damage: 6 M.D.)
A11: Charge Rufus, Stab with Vibro Knife. (Strike: 16; Damage: 2 M.D.) (Surprised, no defense)
Jessie: Fly up and out of reach.
A3: Move and shoot at Teres. (Strike: 21; Damage: 5 M.D.) (Dodge Failed)
A5: Move and Shoot at Rory. (Strike:Nat 20, Damage: 8 M.D.) (Surprised, no defense)
A6: Move and fire at Calvin. (Strike: 5; Damage: Immune)
A10: Charge Rufus, Body Flip/Throw: (Strike: 11) (Surprised, no defense)
A9: Move towards Calvin.
A1: Charge Teres, Body Flip/Throw. (Strike: 8) (Parried)
A12: Move forward, shoot at Jason. (Strike: 16; Damage: 4 M.D.) (Dodged)
Rufus: Action Lost due to surprise.
Rory: Action Lost due to surprise.
Jason: Moving Towards Calvin. (Dodge used Action 1 vs A2)
Image


Teres begins to weave her way through the crowd, while Calvin unperturbed spins around and speaks more words of power, to attempt to ensnare two of the islanders charging in, but like his previous spell, he finds it fizzles upon completion, still draining his reserves. One of the humanoids, a tall man with chestnut colored skin and an extreme lack of hair, launches himself forward through the foliage, slashing at the Mystic knight with a vibro-knife, its blade humming with hyper frequency waves. Calvin is able to parry the blow by knocking the aim off with a free hand. Another one charges Rory, who is still startled, scoring a light hit on her armor. One charges the more heavily armored Jason and attempts to throw him to the ground. Jason tries to dodge, but the scrum of people around him, the ground cover and what might be two left feet do him no favors, as he goes down hard. One charges where Jessie may or may not be and wildly swings his knife, but seems to miss the invisible Valkyrie. One charges Rufus, stabbing at the Kankoran Ley Line Walker, who is just as surprised as Rory, getting a light score across his armor as well. Two of the attackers move and fire on Teres and Rory respectively, both getting hit as well. One fires at Calvin, but the laser is ineffective against his mystic abilities. One moves in on Rufus and proceeds to toss the mage on his head, knocking even more discombobulated. One moves towards Calvin, who can almost feel the man licking his lips at him. Teres suddenly has to contest with one trying to knock her down, But is able to get away from the man's hands. The last one moves forwards and fires a shot at Jason, who against all odds, manages to roll away just in time.

Teres: Moving Towards Calvin. (Dodge Used)
Calvin: Cast CoA on the group on the left. (-10 PPE)
A7: Bodyflip/Throw Calvin. (Strike: Nat 1)
A4: Body Flip/Throw Rory. (Strike: 21) (Dodge Failed)
A2: Move to Restrain Jason.
A8: Move to Restrain Rory.
A11: Restrain Rufus.
Jessie: Draw Sword and Shield.
A3: Move to Block Teres, shoot. (Strike: 7; Damage: 4 M.D.) (Dodged)
A5: Help restrain Jason.
A6: Yell at the group.
A10: Help Restrain Rufus.
A9: Hold location.
A1: Body Flip/Throw Teres. (Strike: 8) Dodge.
A12: Restate the command.
Rufus: Cast Armor of Ithan on himself -- 90 M.D.C.; Magic fire, lightning, and cold do half damage; 9 minutes duration -- 10PPE (Unable to cast due to grapple)
Rory: Casts Armor Bizarre (-15PPE, 75MD protection, Horror factor 11) (Unable to cast due to grapple)
Jason: Moving Towards Calvin. (Restrained)
Image


Teres tries to find a way out, but the noose has snapped pretty tight at this point. Calvin again tries to cast Carpet of adhesion to find the spell fizzle upon completion, something about these islanders is disrupting the very magic in the air. The Islander in front of Calvin tries to throw him down, but is about as clumsy as it gets. Rory on the other hand is tossed face first into the loamy earth, while others begin to dogpile on Jason, Rory, and Rufus. Somewhere up above, Jessie draws her weapons, but is stalled by the scene below her. A second islander dog piles Jason, while one near Calvin speaks loudly. ”Surrender or your friends die!” One near Calvin just holds, realizing his gun is useless against the Mystic Knight. Another Islander tries to get Teres on the ground, but fails to catch her. ”Surrender!” Yells one near the largest concentration of bodies. Rufus, Rory, and Jason are effectively pinned, and unable to do much but struggle.

Teres: Moving Towards Calvin. (Dodge Used)
Calvin: Crouch, unsling rifle and call to group.
A7:
A4:
A2:
A8:
A11:
Jessie: Swoop in and attack A? (Strike: 25; Damage: 14 MD; Bypasses AR)
A3:
A5:
A6:
A10:
A9:
A1:
A12:
Rufus: Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 60' range; 4.5 minutes duration; dodge on a 16+ -- 7PPE
Rory: Draws vibroaxe and activates it
Jason: Moving Towards Calvin.


Teres: Moving Towards Calvin.
Calvin: Throw Stun Grenade at left group. (Strike: 20 (-1 stun grenade) Effects: -10 to strike/parry/dodge)
A7:
A4:
A2:
A8:
A11:
Jessie: Attack A? (Strike: 25; Damage: 16 M.D.; Bypasses AR)
A3:
A5:
A6:
A10:
A9:
A1:
A12:
Rufus: Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 7PPE
Rory: Move (Dodge 15) (Dodge Used Action 2 vs A4)
Jason: Moving Towards Calvin.


Teres: Moving Towards Calvin.
Calvin: Throw Stun Grenade at right group (Strike:17 (-1 stun grenade) Effects: -10 to strike/parry/dodge)
A7:
A4:
A2:
A8:
A11:
Jessie: Attack A? (Strike: 18; Damage: 19 M.D.)
A3:
A5:
A6:
A10:
A9:
A1:
A12:
Rufus: Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 7PPE
Rory: Move (Dodge if necessary) 1d20+2: [8]+2 = 10
Jason: Lost due to dodge. (Action one vs A12)


Calvin: toss smoke grenade between Rory and foes, covering her retreat.
A7:
A4:
A2:
A8:
A11:
Jessie: Attack A? (Strike: 11; Damage: 13 M.D.)
A3:
A5:
A6:
A10:
A9:
A1:
A12:
Rufus: Cast Magic Net on nearest islander (ideally group of islanders within 10' of each other) -- 7PPE
Rory: Move (Dodge if necessary) 1d20+2: [18]+2 = 20
Jason: Action lost due to Body Flip/Throw


Calvin: If not needed, toss smoke grenade between ?
A7:
A4:
A2:
A8:
A11:
A3:
A5:
A6:
A10:
A9:
A1:
A12:
Rufus: Reserved for dodging if necessary. Dodge: 22



Rufus: Lost due to Body Flip/Throw


GM Note: So there comes times in combat posts where the situation changes so much, that we have to stop and look at whether it can continue as written (Like seriously, this is not the first time I have had to do this) So what happens here is that initiatives stay the same, and you have the same remaining actions, but I will allow you to reconsider what to do now. ~Consumer

What are your intentions?


Jason Long: KLS Triarius Heavy Armor 200/200 M.D.C. (Shoulder Shield 239/300 M.D.C.)
Rufus: Medium Concealed Ley Line Walker Armor 58/60
Rory: High Magus Armor 28/50 M.D.C.
Teres Barton: HA-6 "Frontiersman" Body Armor 65/70 M.D.C., -3 I.S.P.
Calvin Wallace: -30 P.P.E., NG-A8 50/50 M.D.
Jessie the Valkyrie: Magic Chain Mail 14/100 M.D.C.
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
PP Ledger
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Calvin_Wallace
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Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

Perception: 1d100 < 66%: [87] = 87
JIC: 1d100: [75] = 75 | 1d20: [7] = 7

Current Conditions:
PPE: 166
ISP: 133
MDC: 270
6th Sense Bonuses are over

Narrative:
Consumer wrote: A second islander dog piles Jason, while one near Calvin speaks loudly. ”Surrender or your friends die!” One near Calvin just holds, realizing his gun is useless against the Mystic Knight.
Calvin thinks quickly:
You fucking vampires, like you're gonna kill off your own food supply. You're gonna drag us back and milk us dry, for weeks I bet. And then you're gonna do it again.

Calvin quickly moves to make some space between him and the psi stalkers. Tripping the one directly next to him, he throws up a smoke grenade to cover his retreat. Making a dead sprint for the tree line, he casts some psionic buffs as he runs. Once he gets to the tree line, he hides and makes himself as inconspicuous as possible.

All the while, he is deeply perturbed. I yelled HYENAS into the radio. Why didn't they listen? You can't just randomly shake hands with people and expect them to be friendly? We don't exactly live in a fucking society now, do we!



Same Init as Last round: 22
Act1: Leg Hook Trip (knock down) on A7|Strike: 1d20+8: [8]+8 = 16
Act2: Toss smoke grenade at X, which is equi-distance A6/A9/A7. Strike: 1d20+11: [4]+11 = 15 . Thick cloud of smoke that covers 20-40foot radius. (aiming to get away)
Act3: Move ↓ away from the maddening crowd. Cast Enhanced Reflexes on self (-10 ISP) (12 min, +1 attack, +3 to init, +2 to parry and dodge, +2 to PP, +15% to any skill that requires coordination or balance) Run to tree line directly south.
Act4: Move ↓ away from the maddening crowd. Cast Enhanced Perception on self (-10 ISP) (30 min, +15% to Per, +1 to strike, +2 to parry and dodge, +10% to any skill that relies on basic senses). Run to tree line directly south.
Act5: Prowl and hide amongst the woods. 1d100 < 88%: [34] = 34

Autoparries:
Act1: 1d20+11: [19]+11 = 30
Act2: 1d20+11: [12]+11 = 23
Act3: 1d20+13: [16]+13 = 29
Act4: 1d20+15: [20]+15 = 35
Act5: 1d20+15: [6]+15 = 21
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
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Rufus
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Location: Rifts Merctown: The Templar
Contact:

Re: Road to Redemption; A play in three parts (part three)

Post by Rufus »

Perception: 1d100<98: [53*] = 1
JIC: 1d20: [10] = 10 / 1d100: [59] = 59
Initiative (for what it's worth): 1d20+3: [17]+3 = 20
APM: 8

Conditions:
- PPE: 271/313 at the start of this post
- Translator Fish
"This creature I whipped up in my lab will go in your ear and live there for a while… Estimated lifespan is six months… Once in there it will gently affix itself to your eardrum and collect the sounds coming into your ear, and with sympathetic psionics, it will translate the language into something you understand. On the flipside, it will attempt to translate your speech in your brain to one that it has received, though this is to a limited effect, so keep the speaking simple and you should be okay.”


Rufus realizes the danger just a little too late as his spells fizzle and he winds up on the ground quicker than it takes to build up a good string of profanity in Wolfen. This is what we get for trying to be friendly, he grumbles silently. Better think fast cub.

He notices Calvin's actions and recognizes he's about to choose the latter in the old 'fight or flight' conundrum... and the spark of an idea forms in his mind. He's under no delusion that it's a great idea, to be sure, but right now the group has little to lose.

"GET OUTTA HERE!" Rufus barks out. "TELL 'EM TO PREP THE FIREBOMBS! JESSIE ALREADY KNOWS WHERE TO START DROPPING 'EM!"

With that, he relaxes his struggling and starts grinning smugly like the cat who ate the proverbial canary.

If Calvin's (and/or Teres') escape attempt is successful, he'll just start chuckling. "Alright, my fine young cannibals, you've got approximately 7-1/2 minutes before the rest of our crew starts raining homemade napalm down on top of where we saw your campfire and start working their way back to the beach. If you're somewhat unlucky, you'll never see it coming. If you're REALLY unlucky, Leo and Kilo will be the last things you ever DO see. And trust me -- Kilo's face is not the one you want to see as you die..." He shakes his head as he's laughing.

If neither Calvin nor Teres are able/attempting to escape,
he simply shrugs while keeping the smug grin. "Oh well... Jessie already knows to start prepping if we miss any radio check-ins. Congratulations, my fine young cannibals, you've got approximately 10 minutes before the rest of our crew starts raining homemade napalm down on top of where we saw your campfire. If you're somewhat unlucky, you'll never see it coming. If you're REALLY unlucky, Leo and Kilo will be the last things you ever DO see. And trust me -- Kilo's face is NOT the one you want to see as you die..." He shakes his head as he's laughing.


((NOTE: Links only for future reference in case Rufus needs to elaborate further on the Super Smash Brothers))


"OR..." he continues, "we can all stand down and not die painful lingering deaths today. Nobody gets firebombed, nobody gets their heads ripped off by a 12-foot-tall ogre or his 9-foot-tall buddy, and nobody winds up as shish-kebabs-on-a-stick. Your choice, of course, but the clock is ticking..."

Just on the off chance they have psychics who can read his mind, Rufus thinks as hard as he can about having witnessed Kilo and Leo in action, along with the Shemarrians wiping out the Splugorth slavers they encountered back in the dinosaur swamp, all the while keeping himself calm and grinning.

If any of the natives express disbelief, he'll only chuckle. "Yeah, it's possible I'm lying my tail off. It's conceivable that you're not mere minutes away from a rain of fire that'll burn at least half the island before the storm can put it out. But let me ask you this -- can you afford to be WRONG here?"

Invoke Trust/Intimidate (to bluff/convince the natives to stand down and release them): MGP Purchase: Critical Success
Hey, can't blame me for trying right?

Translation (do they understand said bluff?): 1d100<50: [63] = 0
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Teres Barton
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Posts: 227
Joined: Wed Sep 23, 2020 12:25 am

Re: Road to Redemption; A play in three parts (part three)

Post by Teres Barton »

Perception: 1d100: [59] = 59 / 54%
JiC d20 | d100: 1d20: [13] = 13 | 1d100: [30] = 30
Babel fish: 1d100: [2] = 2 / 50%
Hmm Combat and the chaos it brings. the Psi-Druid thinks as she considers her options and dodging to get out the line combat to figure out what these freaks want seems wisest. With that she picks a direction and and readies a two stun arrows arrow to deter followers. Stunning them if she had to.

"Surender? I doubt our goals are will interfere with yours. right now there is a typhoon in coming. Do you want to waste time with prisoners or get to safety? Release us all and we can go separate ways." she replies.

If things go sour she evades a leap frog over foes the former soldier attempts to escape to get to a better vantage and avoid getting burned. That bald one reminded her of Psi-stalkers, The idea of them being here made sense, but there was no way to know or time to find out yet. Fizzling spells also seemed familiar but with no time to ask curiosity could wait.

Action
1. Evade/escape): 1d20+5: [10]+5 = 15
if needed: Sense of Balance 1d100: [84] = 84 / 62%\ Back Flip 1d100: [49] = 49 / 78%
2. Evade/escape): 1d20+5: [20]+5 = 25
if needed: Sense of Balance 1d100: [82] = 82 / 62%\ Back Flip 1d100: [14] = 14 / 78%
3. Evade/escape): 1d20+5: [3]+5 = 8
if needed: Sense of Balance 1d100: [76] = 76 / 62%\ Back Flip 1d100: [84] = 84 / 78%
4 .Evade/escape): 1d20+5: [3]+5 = 8
if needed: Sense of Balance 1d100: [58] = 58 / 62%\ Back Flip 1d100: [50] = 50 / 78%
5. Evade/escape): 1d20+5: [8]+5 = 13
if needed: Sense of Balance 1d100: [93] = 93 / 62%\ Back Flip 1d100: [2] = 2 / 78%
Chasing Rainbows all my Days
Where I Go I Do Not Know
I only know The Place I've been
Dreams they come And Go, Ever shall be so
Nothing's real until you See


Image

Teres Barton
HP: 19/19
SDC: 33/33
ISP: 68/88
Equipment:
OOC Comments
Armor:
Wrangler Riding Armor
M.D.C. by Location:
Helmet: 70
Arms: 32 each
Legs: 45 each
Main Body: 85
Branaghan Overcoat
M.D.C. by Location:
Helmet: 40
Arms: +8 with an overcoat
Legs: +12 with an overcoat
Main Body: +28 with an overcoat
Weapons:
Tesla Bow (Patron Item)
Range: 1,500'
Damage: 4D6 per bolt of lightning + Tesla Effect
Rate of Fire: per the skill of the archer
Payload: Unlimited
Weight: 8 lbs.
Features: Does M.D. in a mega-damage environment
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed to save vs. non-lethal toxins; effective even against environmental M.D.C. armor
Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Modified NA-LB1 Laser Bow
Range: 1000'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: Effectively unlimited, but bow string needs replacement after 500 shots; 20 shots if E-Clip is used for emergencies (port included)
Weight: 4 lbs.
Features: M.D.C. material (150 M.D.C, can only be damaged if directly targeted); can fire normal arrows as well
IP-12 Ion Pistol
Range: 500'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 shots per LE-Clip
Arrows:
Leg Quivers:
Each holds 12 arrows
• Left Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
• Right Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
Bow quiver:
4 stun, 1 smoke, 1 Flare
(in case bow gets taken from her she keeps the lethal arrows on her to prevent them from being used against her)
Quiver x2:
each Holds 24 Arrows.
• 4 Smoke Arrows
• 4 IR Flare Arrows
• 12 MD Arrows
• 4 Neural Disrupter Arrows
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Rory
Posts: 137
Joined: Sat Jul 17, 2021 3:35 am

Re: Road to Redemption; A play in three parts (part three)

Post by Rory »

Perception: d100: 1d100: [19] = 19 / 21%
JiC d20 | d100: 1d20: 1d20: [11] = 11 | 1d100: 1d100: [32] = 32

Rory gets flipped and slammed to the ground, then grappled by at least one of the attackers.

"Get yer hands off me, ye bunch o'..." she manages to get out before she hits the ground hard.

Her spell had failed as she got interrupted. She knows better than to try and cast again while in hand to hand combat.

"Sa it's wrastlin' ye be wantin', then?" she grunts out as she tries to stand, using her strength to lift the people holding her down.

Of course, if I manage to do this, I have no idea what the heck to do next. I don't think running away is an option, and there's no way to get out a decent area of effect spell. Maybe I can bluff them?

Rory.
Status
-Current Hit Points: 47/47
-Current SDC: 25/25
-Current PPE: 165/165

Armor: High Magus armor
Helmet: 45
Arms: 15 each
Legs: 30 each
Main Body: 50/50

Weapons:
In backpack: Nuhr rune musket rifle
Range: 1,600'
Damage: 6D6 M.D.
Rate of Fire: Single shots only
Payload: 50 blasts/50
Weight: 8.5 lbs.
Features: Costs 40 P.P.E. to reload
Modifiers: P.S. <26: -3 to strike

Utility belt: Vibro-axe
Range: Close Combat
Damage: 2D6 M.D.
Payload: 1 E-Clip will last approximately 1 hour
Weight: 4 lbs
OOC Comments
User avatar
Consumer
Dimension Master
Posts: 2061
Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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Re: Road to Redemption; A play in three parts (part three)

Post by Consumer »

Road to Redemption: A play in three parts, Part Three, Act One.
Time and Weather wrote:Location: Floodplain Jungle, north western side, Papua New Guinea.
Date: June 8th, 11:25 PM (5 hours has passed)
Weather: Outside: High 81°, Low 67°; Windy/Cloudy (45 mph).
Map
Mission Notes


The situation has gone very tense for the Templar, with over half of the team effectively subdued by the Islander’s ambush. Calvin, Teres, and Jessie being the only ones who are not currently pinned face first into the soft loamy earth. Calvin and Teres make a decision separately, to flee. While Calvin tries to trip the man in front of him, Teres just goes evasive and starts running. It is a minute or two later when the outcome of their flight is realized.

As they run, Rufus give an angry and impassioned lie about what the group is going to do to them, but this seems to not have translated well, as they proceed to truss the three captured Templar up with leather cordage. From a hidden vantage point, Calvin and Teres watch the Islanders tie their friends up, and carry them north. Following cautiously, they find the Islanders have mounts in the form of hard headed herbivorous dinosaurs, They watch as the Rufus, Rory, and Jason are tossed onto the mounts and the dozen Islanders ride off further north.

It’s around here where Calvin, Teres, and Jessie gather together in one spot. ”Well that’ll make it easier to follow, but they are definitely going to outpace us.” Jessie says. With nothing really to change what the group needs to do, the trio heads off after the Islanders.

Several hours pass as the group moves through the woods. One benefit of the incoming storm is that most of the wildlife is finding somewhere else to be. As the group follows the trail left by the mounts, a voice softly calls out to the trio. ”Teres… Jessie… is that you?” Calls a familiar deep bass voice. From the nearby woods emerges four figures, two of them are known to Teres and Jessie, it’s Leo and Murdoc, while the other two with them are strangers. One is weaning very light gear and seems right at home in the jungle, while the other is hulking and wearing what seems to be a terrifying shark like bio-armor.

”What are you guys doing out here?” Murdoc asks.

Meanwhile the captured Templar, now sore from their rough handling, arrive where one can only assume is the Islander’s home. A couple of huts in front of a large cave a bit up in the hills. The trio are pulled from the mounts and dragged into the cave, which to the more civilized Templar becomes strangely clear, it’s a buried car park. It seems the bulk of the village is built inside the cave, and that there may be as many as fifty of the Islanders living here. The prisoners are taken to the lower level, where they are stripped of their possessions. Rory and Rufus then get to experience the terrifying and painful experience of being drained of their power, with several small cuts. Before they are tossed into a Cage with three other people, who look a lot worse for wear.

GM Notes: Rufus and Rory need to make two saves, 1 vs Horror Factor, and 1 vs Insanity.

What are your intentions?


Jason Long: KLS Triarius Heavy Armor 200/200 M.D.C. (Shoulder Shield 239/300 M.D.C.)
Rufus: -10 S.D.C., All PPE Drained, Medium Concealed Ley Line Walker Armor 58/60
Rory: -10 S.D.C., All PPE Drained, High Magus Armor 28/50 M.D.C.
Teres Barton: HA-6 "Frontiersman" Body Armor 65/70 M.D.C., -3 I.S.P.
Calvin Wallace: -30 P.P.E., NG-A8 50/50 M.D.
Jessie the Valkyrie: Magic Chain Mail 14/100 M.D.C.
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
PP Ledger
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Calvin_Wallace
Posts: 149
Joined: Thu May 18, 2023 6:54 pm

Re: Road to Redemption; A play in three parts (part three)

Post by Calvin_Wallace »

Perception: 1d100 < 66: [96] = 96
JIC: 1d100: [29] = 29 | 1d20: [17] = 17
Consumer wrote: The situation has gone very tense for the Templar, with over half of the team effectively subdued by the Islander’s ambush. Calvin, Teres, and Jessie being the only ones who are not currently pinned face first into the soft loamy earth. Calvin and Teres make a decision separately, to flee. While Calvin tries to trip the man in front of him, Teres just goes evasive and starts running. It is a minute or two later when the outcome of their flight is realized.
Rufus wrote: If Calvin's (and/or Teres') escape attempt is successful, he'll just start chuckling. "Alright, my fine young cannibals, you've got approximately 7-1/2 minutes before the rest of our crew starts raining homemade napalm down on top of where we saw your campfire and start working their way back to the beach. If you're somewhat unlucky, you'll never see it coming. If you're REALLY unlucky, Leo and Kilo will be the last things you ever DO see. And trust me -- Kilo's face is not the one you want to see as you die..." He shakes his head as he's laughing.

"OR..." he continues, "we can all stand down and not die painful lingering deaths today. Nobody gets firebombed, nobody gets their heads ripped off by a 12-foot-tall ogre or his 9-foot-tall buddy, and nobody winds up as shish-kebabs-on-a-stick. Your choice, of course, but the clock is ticking..."

Just on the off chance they have psychics who can read his mind, Rufus thinks as hard as he can about having witnessed Kilo and Leo in action, along with the Shemarrians wiping out the Splugorth slavers they encountered back in the dinosaur swamp, all the while keeping himself calm and grinning.

If any of the natives express disbelief, he'll only chuckle. "Yeah, it's possible I'm lying my tail off. It's conceivable that you're not mere minutes away from a rain of fire that'll burn at least half the island before the storm can put it out. But let me ask you this -- can you afford to be WRONG here?"

Invoke Trust/Intimidate (to bluff/convince the natives to stand down and release them): MGP Purchase: Critical Success
Translation (do they understand said bluff?): 1d100<50: [63] = 0


Calvin wished he was so brave. The sight of six psistalkers on top of his three cohorts sent a shudder through his spine. Man, leyline walker. If he's drained the second they get back to base, I guess he'll get topped back up in 12 hours, and then they'll do it again. Ditto with Rory. I wonder what they are going to do with Jason. He doesn't have magic. Are they just gonna eat him?

Pushing aside the dreadful thoughts, Calvin eyes the Islanders and decides to observe a bit longer before planning a counter.
Consumer wrote: As they run, Rufus give an angry and impassioned lie about what the group is going to do to them, but this seems to not have translated well, as they proceed to truss the three captured Templar up with leather cordage. From a hidden vantage point, Calvin and Teres watch the Islanders tie their friends up, and carry them north. Following cautiously, they find the Islanders have mounts in the form of hard headed herbivorous dinosaurs, They watch as the Rufus, Rory, and Jason are tossed onto the mounts and the dozen Islanders ride off further north.
Calvin counts the 12 and takes a good, hard gander at the dinosaurs. What the fuck are they?.

(Lore: Demon/Monster 1d100 < 68%: [4] = 4 )
This roll here is to ascertain the origin of the riding animals and if they were supernatural. If they were not supernatural, Cal will determine the nature of the riding animals from his Lore: DB roll below

(Lore: Psychic 1d100 < 38%: [38] = 38 )
Go into past studies of Psychics and see if Calvin remembers anything about Psi-stalkers having psi-nullifier or negapsychic powers. Then go through the the possible ways he can identify psi nullifiers or negapsychics from the rest of the psi stalkers.

(Lore: DB 1d100 <38%: [8] = 8 )
This roll is to ascertain the type of riding animals the psistalkers were riding, if they are just riding mounts or can they fight, what are their behaviors, what do they feed on, so on and so forth


Pondering about Nega-psychics, Calvin remembers that this particular brand of psychic are closed to the supernatural, but he has to ponder a little longer to ramifications of that. Would "See Aura" and other psionics review a blank state? Do I have to cast a spell, wouldn't that give away my location. Psionics work around nega-psychics, or is it psi-nullifiers, I never really remember... What would psi-nullifier do if you cast psionics around it versus a nega-psychic?

What to do. What to do. What to do...
Consumer wrote: It’s around here where Calvin, Teres, and Jessie gather together in one spot. ”Well that’ll make it easier to follow, but they are definitely going to outpace us.” Jessie says. With nothing really to change what the group needs to do, the trio heads off after the Islanders.

Several hours pass as the group moves through the woods. One benefit of the incoming storm is that most of the wildlife is finding somewhere else to be. As the group follows the trail left by the mounts, a voice softly calls out to the trio. ”Teres… Jessie… is that you?” Calls a familiar deep bass voice. From the nearby woods emerges four figures, two of them are known to Teres and Jessie, it’s Leo and Murdoc, while the other two with them are strangers. One is weaning very light gear and seems right at home in the jungle, while the other is hulking and wearing what seems to be a terrifying shark like bio-armor.

”What are you guys doing out here?” Murdoc asks.
Calvin turns to Jesse and Teres:
"You guys know these folks?"

Pausing momentarily, Calvin introduces himself and says:
"Hi, I'm Calvin. I got picked up at sea and chose to tag along."

"We got jumped by a bunch of psistalkers who seemed to be able to cancel magic. They have Rory, Jason and Rufus. We got away as they were pinned and captured inside of 5 seconds of the ambush... It was either flee or surrender, and here we are.." Couldn't hurt if they know?

Calvin calms himself momentarily, then shame sets in. I got away again... How did we not see the ambush coming? What the heck happened?

Sullenly, survivors guilt begins to set in. Calvin hangs his head, his upper teeth firmly biting down on his lower lip.

"Let's follow those tracks gingerly and see where they lead us. Teres and Jessie, would you please introduce your friends?"

Calvin waits for a response.
Calvin's sheet.
Calvin's favorite song.
Quick Stats:
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.

Code of Conduct of The Knights of TOWR:
  • Protect the lives and liberties of the innocent
  • Champion justice and equality for all
  • Fight evil in all its guises and against all odds
  • Destroy the Mystic Knights and their evil masters
  • Seek enlightenment, goodness and nobility
  • Dare to tread where others fear to go and where justice is most needed
  • Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
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Teres Barton
Diamond Level Patron
Posts: 227
Joined: Wed Sep 23, 2020 12:25 am

Re: Road to Redemption; A play in three parts (part three)

Post by Teres Barton »

Perception: 1d100: [41] = 41 / 54%
JiC d20 | d100: 1d20: [20] = 20 | 1d100: [74] = 74
Calvin wrote:"We got jumped by a bunch of psistalkers who seemed to be able to cancel magic. They have Rory, Jason and Rufus. We got away as they were pinned and captured inside of 5 seconds of the ambush... It was either flee or surrender, and here we are.."
"The Coalition and other forces have psychics that can cancel magic. I can't rightly remember if Psi-Stalkers were the ones at present. That does not matter. we need to rescue them fast." she agrees, "This is Murdoc and Leo. Both Templars before we joined, Calvin." She indicates each as there names are mentioned.

"Its good to see you both alive and well. I wish this reunion was under better circumstances. We were looking for an old lead on the island for the mission. Long story and one best shared later. For now in the present, I hope the Lemurians were not captured by this group as well. If so we do need to save them to too provided they are alive. I know its a big ask, but we could use your help with this." Teres asks.

Not happy we needed to run but at least now we have some firepower. she thinks slightly crest fallen at the idea of leaving Rufus and the rest back there. Tactical or not it never felt right.
Chasing Rainbows all my Days
Where I Go I Do Not Know
I only know The Place I've been
Dreams they come And Go, Ever shall be so
Nothing's real until you See


Image

Teres Barton
HP: 19/19
SDC: 33/33
ISP: 68/88
Equipment:
OOC Comments
Armor:
Wrangler Riding Armor
M.D.C. by Location:
Helmet: 70
Arms: 32 each
Legs: 45 each
Main Body: 85
Branaghan Overcoat
M.D.C. by Location:
Helmet: 40
Arms: +8 with an overcoat
Legs: +12 with an overcoat
Main Body: +28 with an overcoat
Weapons:
Tesla Bow (Patron Item)
Range: 1,500'
Damage: 4D6 per bolt of lightning + Tesla Effect
Rate of Fire: per the skill of the archer
Payload: Unlimited
Weight: 8 lbs.
Features: Does M.D. in a mega-damage environment
Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed to save vs. non-lethal toxins; effective even against environmental M.D.C. armor
Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Modified NA-LB1 Laser Bow
Range: 1000'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: Effectively unlimited, but bow string needs replacement after 500 shots; 20 shots if E-Clip is used for emergencies (port included)
Weight: 4 lbs.
Features: M.D.C. material (150 M.D.C, can only be damaged if directly targeted); can fire normal arrows as well
IP-12 Ion Pistol
Range: 500'
Damage: 3D6 M.D.
Rate of Fire: Single shots only
Payload: 10 shots per E-Clip, 20 shots per LE-Clip
Arrows:
Leg Quivers:
Each holds 12 arrows
• Left Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
• Right Leg: 2 Explosive Arrows (1 Heavy and 1 light), 2 MD Arrows, 1 Smoke Arrow, 1 IR Flare Arrow, 4 Wooden Stake Arrows, 2 Neural Disrupter Arrows.
Bow quiver:
4 stun, 1 smoke, 1 Flare
(in case bow gets taken from her she keeps the lethal arrows on her to prevent them from being used against her)
Quiver x2:
each Holds 24 Arrows.
• 4 Smoke Arrows
• 4 IR Flare Arrows
• 12 MD Arrows
• 4 Neural Disrupter Arrows
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Jason Long
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Posts: 460
Joined: Sat Nov 12, 2011 8:37 am
Location: Charlotte, NC
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Re: Road to Redemption; A play in three parts (part three)

Post by Jason Long »

Perception: 71% / 1d100: [58] = 58 %
JIC: 1d20: [14] = 14 / 1d100: [91] = 91

Conditions:
Babelfish-- 1d100: [33] = 33 %

Skills:
((Recognize Weapon Quality--92% / 1d100: [4] = 4 % )) examining the cage
((Chemistry 30% / 1d100: [66] = 66 % )) examining the cage, what is it made from and what would weaken it

Jason goes quietly with their captors, realizing that now is not the time to try and break free. These guys have the advantage for now,Our chance will come. As they are led through the camp and down into the carpark, Jason carefully notes where guards are stationed and what security measures are in place. He watches for locations of weapons and how they are secured, and if he can see where the original ventilation fans and shafts were.

Once he is placed in the cage, Jason goes to a corner and sits down. He waits to see if there are any instruction from their captors. He then quietly speaks to the other prisoners, "I'm Jason, who are you? Would you tell me where I am and who these guys are? What happens next?" When Rufus and Rory are brought in, he checks on them and asks what happened to them. After being brought up to date, Jason sits back in the corner. From there, he looks over the cage, centimeter by centimeter, looking for weaknesses, noting what materials were used and how they are connected. He checks to see if there is a source of water, toilet, or drains. He notes what is stored around the cage and for sources of electricity. It's a stretch, but if I can tell the quality of a gun barrel and mechanism, maybe I can tell how tough this cage material is

After gathering what intel he could, Jason begins comparing their assets with their liabilities to come up with a plan.
Jason Long
OOC Comments
HP: 49/21
SDC: 52/52
Triarius Heavy Armor
• Helmet: 100
• Main Body: 200
• Arms: 125 each
• Legs: 150 each
• Arm Shield: 300
Modifiers: -15% to physical skills, +1 to strike with ranged weapons
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