Ragnolin Dourstone

Jim Covert's page

49 posts. Alias of Jubal Breakbottle.


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Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Thanks," replies Jim to the healing.

"Do we need to destroy the Dayheart, or just take it to weaken the vampire? Should that be our next objective?" asks Jim.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim reloads his shotgun and asks the group, "Where to now?"


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Soldier 1
hit points: 1d10 ⇒ 2
Skills = 6 ranks into Listen
Weapon Focus (unarmed)
Action points = 6+ 5/2= 8
+1 Fort, Ref, Defense
wealth DC 3: 1d20 + 3 ⇒ (13) + 3 = 16
Increase wealth +4 to +7


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Round 5

Jim imagines the demonic shadow as a target silhouette and pumps another shotgun round into it.

Mossberg shotgun: 1d20 + 5 ⇒ (11) + 5 = 16
if hit, WP damage: 2d8 ⇒ (4, 6) = 10


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Round 4

Jim concentrates on the demonic shadow and then pumps another shotgun round into it.

Mossberg shotgun: 1d20 + 5 ⇒ (4) + 5 = 9
if hit, WP damage: 2d8 ⇒ (5, 4) = 9


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Round 3

Jim grimaces when the human host slumps to the floor and then pumps another shotgun round into the shadow.

Mossberg shotgun: 1d20 + 5 ⇒ (20) + 5 = 25
to confirm threat: 1d20 + 5 ⇒ (6) + 5 = 11
if hit, WP damage: 2d8 ⇒ (1, 1) = 2
if critical, more WP damage: 2d8 ⇒ (2, 1) = 3


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Will save DC 19: 1d20 + 4 ⇒ (13) + 4 = 17
plus action point: 1d6 ⇒ 3
pass takes 3 HP, now 24/36, DR 1/- doesn't affect, does it?

Round 2

Jim grits through the fires realizing that the flames are only shadows. He pumps another shell and fires another white phosphorous round into the demon.

Mossberg shotgun: 1d20 + 5 ⇒ (8) + 5 = 13
if hit, WP damage: 2d8 ⇒ (3, 8) = 11 WP


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Round 1

Jim drops his rifle to let it swing on it shoulder sling. He then pulls his new Mossberg to his shoulder and fires white phosphorus.

free action to drop rifle on sling
move action to ready shotgun on sling
Mossberg shotgun: 1d20 + 5 ⇒ (6) + 5 = 11
if hit, WP damage: 2d8 ⇒ (8, 2) = 10


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim wipes off the goo from his rifle butt and loads a fresh magazine into his rifle. He slaps it in with a confident smile.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Round 2

Not ready to fire into melee, Jim moves besides Joey and tries to crack the thing with his rifle butt.

move action to move next to Joey
rifle butt: 1d20 + 4 ⇒ (12) + 4 = 16
if hit damage: 1d6 + 2 ⇒ (6) + 2 = 8


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Round 1

Jim strains to listen to the crazy butler when he see the strange creatures. Assessing that they are not vampires, he drops his Mossberg for it to swing on its shoulder strap. He readies his H&K G3A4 from its shoulder sling and sprays them with bullets. Most of the bullets go wide.

free action drop shotgun
move action ready assault rifle
free action switch to autofire. Autofire 10 shots into 10x10 ft square. DC 15 Reflex to avoid damage
ballistic damage: 2d10 ⇒ (1, 1) = 2


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim concurs with Joey trying to stay frosty in the craziness.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

That went better than he thought. Jim thought to himself. He certainly wasn't going to volunteer to fight one-on-one with something invisible. He couldn't think of anything helpful to add, so he readied to move when the train leaves.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim carries his new Mossberg and shoulders his assault rifle over his shoulder. He nods to Joey and exhales for the breach.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Which bulletproof vest? Tactical vest?


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"What's the marching order?" Jim asks the group.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

GM

Would you please issue the team the best equipment that we can get and progress to the vampire's secret door?

thanks


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim requisitions 3 magazines of silver bullets and 3 magazines of those sunlight bullets from Blade for his rifle. And masterwork wooden stake.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"I've an assault rifle. How else should I successfully prepare to destroy this vampire?"


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Apparently we need holy water to fight the vampire. Have a gallon of it?"


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"What happened, padre?" Jim asks.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Does anyone know how bullets affect vampires? Is there anything we should do to prepare?"


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Women always see more options..."


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

I'm leaving for a week vacation with the family and without Internet. We return next Tuesday. Please DMPC as necessary.

cheers


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"So what?" Jim replies.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim continues to sweep his rifle for the dragon listening for the reply to Joey's question, which he would have asked.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Seeing as the medic was not forthcoming, Jim takes the other flank opposite Joey. His rifle looking for any dragon-shaped watermelons.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim walks over to the group with his rifle on his shoulder pointed at the ground and his head on a swivel. "Was that a dragon? I popped it good a couple times, but we shouldn't have a tea party. Is that the Swamp Fane up there? Can someone go get it, while the medic dresses our wounds? We should get out of here ASAP."


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

DC 15 Reflex: 1d20 + 3 ⇒ (5) + 3 = 8
9 damage to 27/36 HP

The bubbles on the water's surface grew to a plume. Before he could register what the head means, he shoots the watermelon. The dragon screamed in pain. It shook its head and hunted for the source of pain. It roared and coughed up a spray of acid toward Jim. He saw the wave of acid just in time to turn and take it on back and left leg. He saw white as the pain flushed through his system.

Jim grits his teeth through the pain and lines up the shot. He blurs his vision so the large scaly head returns to an ugly ripe watermelon. Pop!

rifle, Range 90 ft: 1d20 + 5 ⇒ (15) + 5 = 20
if hit, damage: 2d10 ⇒ (10, 4) = 14


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim's readied shot, Range 90 ft: 1d20 + 5 ⇒ (14) + 5 = 19
if hit, damage: 2d10 ⇒ (10, 10) = 20


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim moves to O8 and readies


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

That sucks...


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Jim flanks left and readies to shoot the dragon when it reappears. He tries not to digest what he just saw and treats it like an amorphous bad guy. At least we found the swamp fane, he thinks to himself.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim tucks his pant bottoms into his sturdy leather hiking boots and ties them to the top. He removes a mag-light from his daypack and pockets it. Then, he shoulders his daypack and reslings his rifle. He hooks the walkie-talkie to his rifle sling. He walks the flank opposite Joey letting Roy take rearguard.

The swamp proves colder than ranger training in Florida but just as wet.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Yes. With a map we could plan a route to the center of the swamp. With a topological map we could distinguish between probable land and water. Maps are helpful.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Hey D7, besides slushies, do you know where to find Maria or the swamp fane? Those are the two targets, right? Does anyone know where to start looking? If we only had a topo map of the swamp, we could identify the high probability locations and grid off a search. Anyone got one?" The gruff ranger asks the group trying to chart a plan of action.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Is Ashyln a "hottie" from D7? That would put a name to a description for me." Jim asked with an irreverent smirk on his face. He's the older man toting a military grade rifle next Joey.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"So Xannder, you're the funny one then." Jim replies flatly.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

With all the talk of werewolves and vampires, Jim takes out his rifle from his duffel bag. He pockets the spare double magazines and stows the empty duffel in the cabin of Joey's truck. He puts the shoulder sling over his shoulder and readies the rifle.

G3A4 rifle, black:
When West Germany began to reestablish its military in the 1950s, it looked for an alternative to the Belgian FAL assault rifle. It settled on the CETME, which was developed in Spain by German designers working from an experimental wartime design. Heckler and Koch (H&K), a German machine toolmaker, was chosen to further refine and produce the design. The result was the highly successful Gewehr 3, or G3, chambered to fire the standard 7.62mm NATO cartridge. Like the Spanish CETME, the G3 is built around a mechanism that uses roller-locks to delay blowback of the breech during firing. Though complex and expensive, this action is efficient and reliable and has proven to be very successful. It is not only used in a number of different rifl es but in an entire range of weapons, including the MP5 submachine gun and the H&K 11 and H&K 21 series of machine guns. Variants: The G3 has been extensively modified over the years. The earliest models had wooden furniture and a crude rear sight. The G3A3 is the current model, using plastic furniture (available in either black or olive green). The G3A4 is the same as the G3A3 but with a collapsible stock fitted.

While he does this routine, Jim tries to understand the situation, "OK, just so I'm clear: we've got a friend Reena missing and bitten by vampire. Another friend Maria missing; should be searching for swamp fane. We've a D7 hottie somewhere that got the mountain fane. We've two targets: a swamp fane and the vampire. The fane is somewhere in the swamp. The vampire is probably in the castle. Do have all this right? Besides the vampire, who are the bad guys?"


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Jim listens intently to Roy. When he finishes, Jim concludes that they have no current plan nor a reason to be quiet, so he replies to Joey, "Yeah, 12 years. Rangers. You?"


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Nothing Russian. An HK, a G3A4." Jim replies patting the duffel.

"Sorry folks, I'm slow. Besides the vampire, who're we fighting? Are we're shooting werewolves?"


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"No 38. I only had cash for 7.62. Sure, we don't have to fight werewolves with silver cutlery." He replies to Joey thinking other missions.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"What's a fane?" Jim asks walking to Joey's truck. He takes off his backpack and sits shotgun holding his gear in his lap.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Hi Alisha. Townsfolk? Villagers? We're really in a fairy tale today. Is there any way to save the ones already afflicted with lycanthropy, or must they all be put down? Do we need to treat our bullets with anything to be more effective?" Jim asks Alisha.

"Hey," Jim replies to Joey offering a handshake, "I'm Jim." The two appear to be similar sized.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

Hey Joey

How do you have 4 feats at 1st level? Did I short myself with 3: 2 to start and 1 from occupation?

cheers


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

"Harvey said he was a calling a couple of us in to help. What's the sit rep? Do you expect trouble out here?" Jim surveys the horizon over their shoulders.

Then, he replies to Xannder, "And yeah, that's my real name. My uncle played offensive tackle for the Chicago Bears." With a tone that can't believe you've never heard of him. "So what nationality is Xannder?" He asks with a grin.


Male Tough 4 | HP: 28/40 | Action points 8
Stats:
AC 18, T 15, FF 13 | Fort +4, Ref +3, Will +4 | Initiative +2 | Spot +9 & Listen +2

A man approaches the group outside the hotel and looks like a redneck. Balding with a large handlebar mustache, it is hard to see his neck in the collar of his barrel-chested fatigue jacket that covers layers of flannel, t-shirts, and the top of his veteran jeans. He wears sturdy, brown leather hiking boots and a small backpack and carries a long duffel bag.

"You guys know Harry? It took me awhile to get through the quarantine. I'm Covert, Jim Covert. What's the mission status?" He slings the duffel over a shoulder to stand more comfortably.


OK here he is.

I kind of punted on the equipment. He has two expensive items: an undercover vest and his gun.

Please review.

Where are the PCs physically in the gameplay thread?

cheers


Hopefully third concept is the charm. Please accept Jubal's submission: Dr. Gideon Renselaer - Alchemist (Chirurcheon & Crypt Breaker). He is very intelligent and disarmingly charming. His excellence in alchemy and healing almost matches his bedside manner.