Sherlock: Sweet. So this is a completely new character, with a new history, but the same stats as before? Well, I'll crouch down, facing the noise and draw my vibro blade. GM: [Yep] Sherlock takes position, suddenly running his way is a young male about 12, he's wearing makeshift shorts and now shirt. He's got sandals. He keeps looking back as he runs. Sherlock: Can't have people chasing kids now can we? Granted he might have done something to deserve it, but being the optimist, I'll assume the bad guys are doing the chasing. I'll let him run past and wait to see who's chasing him. GM: Sherlock takes position. Within seconds he spots a lizard man. The lizard man stops and fires a rifle. A blue ball of light flies through the air hitting the boy in the back, his body glows with a blue aura for a second or two before the boy falls to the jungle floor. A second lizard man steps up beside the first. The first points to where the boy went down. Sherlock hasn't been spotted. Sherlock: I hope that was just a stun bolt or I'm really gonna be ticked. Time for an action, I spring from hiding, hoping to catch them off guard, and try to ram my vibro knife into the heart of the nearest lizard dude. # New Beginning: Sherlock attack! 14 GM: Sherlock does nothing. The lizard man runs past his hiding position, picks up the boy and heads back. The remaining lizard man stands guard. Sherlock Well, lets try this again. I'll give the guy carrying the boy a few seconds to move away and then attack the guy standing guard. Hopefully I can do it quietly enough that the first lizardman won't hear. GM: Let me better describe the scene. Sherlock is hidden inbetween Lizardman1 (standing guard) and Lizardman2 (carrying boy). Lizardman1 and Lizardman 2 are facing each other as Lizardman2 walks with the boy. Hope this make sense. Sherlock: So I'm stuck in the middle...probably wouldn't sound as gay if they were lizardwomen. Oh well. Well, let's see if I can work it this way. Not sure if I have enough moves to accomplish it, but I'll rush the lizardman2 and catch him in a leg sweep, then spinning around I'll through the vibro-knife at lizardman1. I'll use luck if necessary. GM: If you do it all in one turn, the first action is at regular, second action would be 1/2. Sherlock: No guts, no glory, I'll try to do it in 1 turn # New Beginning: Sherlock double action Corrected): 8 10 GM: Sherlock gets the drop on the closest lizard man sending him to the ground. The boy falls to the ground next to him. Nothing on the second action. # New Beginning: Lizardman shoot at Sherlock: 12 GM: Nothing. From the ground the lizard man is gonna strike with his tail. # New Beginning: Tail Swipe: 13 GM: That's another nothing. You're up Chris Sherlock: For my second action, since I didn't make it, does that mean I wasn't able to throw the knife, or that I threw it, but missed? GM: Didn't throw it. Sherlock: Then I'll use it to attack the prone lizardman. GM: What kind of attack? Sherlock: I'll attack him with my vibro-knife. SHERLOCK: # New Beginning: Sherlock attacks: 8 GM: Sherlock attacks. Lizard men are at 11 for attacks and dodges. # New Beginning: Lizardman dodges Sherlock: 9 GM: The lizardman dodges. Lizardman2 heads over since he can't get a clear shot. Lizardman1 attacks with his claws. # New Beginning: Lizardman attacks Sherlock: 11 GM: Sherlock must dodge. # New Beginning: Sherlock dodges: 16 GM: Sherlock takes the hit. # New Beginning: Sherlock Hit Location: 11 (Torso) # New Beginning: Sherlock damage - oops: 4 GM: The lizardman slashes Sherlock along the torso drawing blood. Sherlock: Ouch. Well, nothing to do but attack again with the vibro-knife. Game Turn # New Beginning: Sherlock attacks 6 GM: Lizardman1 must dodge # New Beginning: Lizardman1 dodge 15 GM: Nope # New Beginning: Lizardman1 Hit Location 10 # New Beginning: Lizardman1 damage 3 GM: Lizarman1 takes the vibroblade to the gut. He lets out an erie howl as the knife slices into him. He's going to grab hold of Sherlock. # New Beginning: Lizardman1 Grab 12 GM: Nope. Lizardman2 is moving in from behind and is going to hit Sherlock with the butt of his rifle. # New Beginning: Lizardman2 attack 9 GM: Sherlock must dodge. # New Beginning: Sherlock Dodge 11 GM: Sherlock dodges. Now what? Sherlock: Glad the guy couldn't grab me. That would have sucked. I'll circle around, away from the lizardman1 and then attack lizardman2 with the leg sweep. Is lizardman1 down? I'll keep a lookout for lizardman reinforcements. I doubt that howl was only 'cause I hurt him. GM: Lizardman1 is on the ground but not out of combat. Sherlock will begin to feel the effects of his wound next round. I'll take care of all of the combat actions. Sherlock: Since Lizardman1 is on the ground already, I'll hit lizardman2 with a leg sweep. Hopefully I can get them both off the ground and then make a retreat. I'll have to try to rescue the boy later. # New Beginning: Lizardman2 dodge 13 # New Beginning: Sherlock Leg Sweep Lizardman2: 13 GM: Lizardman2 goes down. Sherlock: Time to cut my losses. I'll take off running in a direction perpendicular to the direction the lizardmen were chasing the boy. Meaning, if they were chasing the boy North, then I'd run East, if they were chasing the boy East then I'd run North. When I'm a good 50 meters away I'll duck under a tree or bush and go Invis. GM: Sherlock makes a break for it - east. He manages to escape and find cover. The lizardmen don't give pursuit. Sherlock: I'll tend to my wounds and then head in their direction. They've got to have a camp nearby and they're probably the reason I'm here in the first place. Sherlock: Can you say over my head? 15 to 1 odds and I'm armed only with a vibro knife. Any communication equipment in the backpack? You listed a "few other items" I'm hoping it's communication equipment. O.K. Let me get some situational bearings here. Me, and my team, were flying enroute to somewhere. Can I assume, that as team leader, I knew the starting point, ending point and flight plan? I'd like to see if I have a map of the area in my gear and try to pin point my location. I mean, even assuming I can rescue these folks, where do I take them. To get an idea, I'm figuring if I knew all the locations. I take our start time, average flying speed and an estimation on the time when we were shot down. That might get me close. What's the world view? Same as before or are we in a completely different scenario now. GM: [This is a totally different world using the old characters. Note: all you skills with migrate (techie word)] - No communication gear and no map in the survival pack. - You are second in command of the team. - Along the flight path were several star system. You have no clue as to where alone the flight path the problems were encountered or where you might be now. (space is kinda wierd like - ask data :) - Situation - you are at a total loss. - Survival is most important. Sherlock: Ouch. Here I was thinking we were only flying from one city to another...big difference. Give me a sec...a plan if formulating, I just need to fine tune it... GM: Work that magic! I'll tell you this I've got 2 other players out there (members of the same team - in the same totally lost situation!) It's fun watching it un-fold. Just to make sure everyone is on the right page - Although you guys are using the same character sheets this is totally different campaign. It takes place in a whole on a whole new planet in a whole new galaxy. The characters memories before the nice gentle landing on Nara was of being members of star faring military. The team was an elite special forces unit (The Black Dragon Team 1). Team size - 5 (Team leader, Team 2nd in command, 1 Senior sargent and 1 sargent and 1 private.) The flight also had a pilot and co-pilot. Let me know if you need anymore background info. Sherlock: [Pretty sweet. This should be enough for me to go on. Do you have any PDFs I could use for spending the rest of my skill points. Since I paid 40pts for Trained by Master, I might as well spend the points on skills that require that Advantage. Also, how does magic work. I have the aptitude, but have just never developed it. I'd like it to be more ad hoc. Magic isn't something he's ever been "trained" it, just something that he has an affinity for and has discovered certain "powers" by accident over the years. You could almost make the "Ki" based due to him being trained by a master.' GM: I'll get the Skills and advantages PDF sent out to you tonight.] Here's the magic rules: http://frank.robertsguild.com/Magic_rules.html You buy magic like you buy skills. Sherlock: O.K. finally got sometime. Took 2 friggin weekends. So, here's what I'm doing, I'll turn invis and sneak up, slowly behind the empty wagon, grabbing a stick along the way. What I do next depends upon the success of my invis and sneak rolls # Nara: Sherlock Concentrate & invis 9 13 GM: Sherlock makes his rolls and begins to move into the camp. He finds a stick along the way to the empty wagon. Sherlock: If the lizard is tethered to something besides the wagon, I'll cut the ropes. If he's not connected to anything, I'll use the stick and give him a sharp whack with it and yell "Hiya!" The point being, I want him to take off running. I reckon I'll need extra rolls to maintain my concentration. I'll use my luck if needed. # Nara: Sherlock Maintain Concentration (-2): 12 # Nara: Sherlock Concentration (-2) w/ luck: 13 11 10 GM: The lizard mount is attached to the wagon. Sherlock cuts the straps causing the lizard to sir. With a strike of the stick and yell the lizard lets out a howl and takes off. The lizard man guarding the prisoners takes off after it followed by a few more the others stand around wondering what's going on. Sherlock maintains his invisiblity art. Sherlock: Now I'll work my way over to the 3 single mounts and try the same trick. GM: Sherlock releases the mounts and four lizard men take off after them. Lizard man count: 8 # Nara: Sherlock Maintain Invis (reroll): 13 GM: Sherlock becomes visible. Several of the prisoners notice him before the lizardmen and begin to make noise. They begin yelling and screaming. This draws the attention of several lizardmen. Sherlock: I knew it was too good to last. Well, I'll run to the mount connected to the cage with the prisoners and try to get it to go. I'll head in a different direction than the other mounts... hopefully this thing can outrun the lizardmen, if not...ouch time. Also, as I'm mounting the, uh, mount, I'll make eye contact with my team member and pitch the vibroblade to him, softly, so he can cut his bonds. # Nara: Sherlock take off on mount!: 16 GM: Sherlock jumps up on the mount and tosses the vibro blade to his teammate but that's it. One of the lizardmen spots Sherlock and draws his staff with metal tip at the end. Sherlock: Hmm, strike two. I'll measure the distance between the lizardman and where I'm at. If I judge the distance correctly and feel I can do it, I'll try to get the mount to take off again. If I don't feel I can do it, I'll dismount and prepare to take on the oncoming lizardman. GM: Sherlock determines he's got one more chance before the lizard man is on him. # Nara: Sherlock take off on mount! - again: 11 GM: The mount takes off. Sherlock quickly realizes he's got no idea how to control this thing. It appears to be avoiding the trees by itself but the ride is pretty rough and the cage my not make it. Sherlock: Yep, my ego's writing checks my body can't cash. Well, I'll assume Sherlock's seen enough holo-vids of folks riding animals, so I'll make an attempt to control the mount, accepting whatever modifiers you want to apply. What's pursuit look like? How's my teammate doing with the vibroknife? GM: Sherlock can roll against Str with a -3 to bring the mount under control. # Nara: Sherlock control mount 7 GM: He's got it. He slows the mount down. His team member has freed himself and everyone else in the cage. "Good to see you sir, where's the rest of the team?" he asks from the cage. Sherlock: "Heck if I know, I'll worry about that in a bit" What's the pursuit look like? I'll ask him what he remembers prior to getting captured and see if we can piece together what happened. GM: Still no sign of pursuit. The wagon won't be hard to track once they regroup. He doesn't remember anything after the ship issues or before being captured. Sherlock: What about the captives. Do they speak the same language? GM: They speak common tounge. Sherlock: I"ll engage them. Ask them what's the deal with the lizards, do they have any cities/villages nearby, can we walk it, 'cause we can't stay in the wagon. GM: The lizard men capture villagers that stray to far from the villages then sell them at the sea port as slaves to shipping companies and anyone that will buy them. Some slaves end up at the lizard man city serving there. These people are from two different villages. No one if closer than the other. They are very thankful for their freedom. Members from both villages offer to take Sherlock and Marvel there. Sherlock: We'll pick a spot to have everyone jump off the cart from. I don't want to stop the cart, since the lizardmen will probably be able to tell that it stopped. So, We'll jump off, I goad the mount one final time to keep it going and we'll head away from the tracks, cleaning up our own as we go. From there, since the villages are the same distance, I'll pick the bigger one to go to. If they're the same size, I'll follow my gut. I'm assuming that the tech level of the planet is roughly equivalent to our own. I'm sure there are pockets of those with lesser technology, but overall, it should be reasonably the same. GM: Everyone gets off the the mount and regroups. All the captives are very thankful. Sherlock and Marvel (the member of his team) head towards the northern village with about 5 of the captives. The tech level seems somewhat less. Although you did see blasters in the hands of the lizardmen. After several hours of hiking they arrive in the village. They are greeted by several parents and loved ones. The a male approaches with several other villagers. "I am Ight the village elder. We'd like to thank you for freeing our people," Sherlock: "You're welcome. We'd like to refresh our supplies, pick up some weapons and a map. Have you heard of any others like us showing up at other villages?" GM: "You're welcome to whatever you need. No there has been no one else dressed like you. Since most of us have lived here all our lives we don't have a current map however we can have one made up for you," For weapons they have blaster pistols, rifles, daggers and spears. Misc supplies they have food, etc. Any specific request. Sherlock: Great. I'll ask for a map of the area, particularly looking for a route to the sea port that slaves are usually taken to for trade, as well as any other villages that our team might have ended up at. If they were lucky, like us, they may be in another village, otherwise they were probably captured and are enroute to be sold. For weapons, I'll ask for 2 blaster pistols and 2 daggers. We'll request enough food for the trip to the port city plus an additional 50% incase we get side tracked. Do they have any form of radio communication or modern transportation? GM: [I'm working on the map. I'll post it to the website when its done.] There are very few roads and those are full of bandits. On occasion there's a military patrol. The map shows a major city/sea port to the East. No radio communication. While somethings have advanced others have not. Villages communicate via messenger. They agree to provide the supplies. They suggest always having some one on guard. The Lizardmen aren't the only dangerous thing in the forest. Sherlock: No need to actually draw the map unless it's part of your plan. We'll head to the sea port. My plan is to hit any small villages along the way to see if any of our guys showed up there. To Marvel: "Great, lizards and bandits and who knows what else. Well, we signed up for a life of adventure and we're getting it" I'll thank the villagers for their hospitality and then we'll head off. About how far are we from the sea port? Also, what do I know about Marvel? Any special skill sets? GM: It's a full days and 1/2 on foot at a walking pace to the sea port. There's one town along the way about halfway there. Marvel is the medic, language and small arms expert. Sherlock: Sounds like a plan. We'll make preparations to setoff early the next morning. First stop will be the small town. GM: It's about mid day now, Sherlock and Marvel get a good night sleep before heading out. Sherlock: We'll gather up our equipment and head out. I figure there's a main road to travel on, but where possible, we'll travel about 10 meters off the road. Don't want to get ambushed. GM: Sherlock and Marvel head out. They make pretty good time headed for the town. They stop to rest when they hear. "More of you," says a female voice. Marvel and Sherlock turn to find a female leaned up against a tree. She has pale white skin, with dark eyes, a shaved heads on the side with a long black pony tail. She is wearing sweatpants-like bottoms and cloth covered chests. She has a tatoo just below the neck, a symbol neither men have seen before. Sherlock: Unfortunately, this reminds me of the one thing I had wanted to do before leaving the village, but forgot.... change clothes to look like the locals. Dammit. Quick check of the surrounding area to see if she's alone and that there aren't any folks around using invis. To the lady: "What are you talking about? Who are you?" GM: A quick scan of the area says she's alone. "Don't you think you stand out a bit? We've been running into people dressed like you for two days," she answers. Sherlock: "Yeah well, didn't think to ask the locals for clothes. So you've seen folks like us, where are they now and who are "we"?" GM: "We are Trace Clan, they are trying to gain aid of Gy by freeing one of our clan," Sherlock: "O.K., that makes absolutely no sense to me, but good luck with it. Where have you seen others dressed like us? Where are they now?" GM: "Me and My clansman are called the Trace Clan. Gy is our leader, He told your friends if they wanted our help they had to free one of our team members from town prison. I'd assume they are at the town or awfully close by now," Sherlock" "Greeaaat, so you're telling me that MY team members are helping you break convicted felons out of jail? O.K, O.K., so, just so I get the whole story; why was your clansman put into prison and exactly what type of 'help' is 'Gy' supposed to be offering? I mean, the last village helped us out of the kindness of their own hearts, I have trouble trusting Someone who wants payment for 'help', especially when the payment involves breaking the law." GM: "The Trace Clan is not liked in most cities for indiscretions of the past. There are bounties on our heads in many towns that we've never ventured too. A group of townspeople in the forest caught two of my clansman, however one managed to escape. Gy offered map and information about the area. We would have probably helped for free had one of your friends not attacked one of our scouts. Gy figured you friends needed to redeem themselves before they'd get any help," Sherlock: "I see. Why can't things ever stay simple." I show her the map, and point to the first town we were heading to, "is this the town?" To Marvel: "10 to 1 odds it was V's fault" GM: [NOW THAT IS FUNNY!] "Yep," she answers. GM: "Yes, that's the town. They caused quite a stir the first time they were in two. Probably having the same effect this time," says the female. Marvel, "yep, gotta be V" Sherlock: Well, I guess we have our next destination chosen for use. We'll head to the town and see if we can provide assistance. GM: What pace are you gonna take? Sherlock: I'll ask the lady if they have any faster modes of transportation, if not, we'll double-time it as best we can. Don't want to arrive there too tired to do anything. GM: "Nope, foot is the best you got. And if you're gonna go into town you may not want to go dressed like that. Your friends didn't make the best impression the first time. And I'll assume the second time won't be much better," With that Sherlock and Marvel are off. They make pretty good time arriving at the edge of town after a few hours. They are breathing hard but not exhausted. Sherlock: Did we get a chance to change clothes? If not, we'll proprably have to try to modify our dress a bit. Is the lady still with us? If so, I'll ask her to show us around town so we can get a layout of the area, location of the jail, possible escape routes,stuff like that. Also, we need to try to hook up with her people since they may know where are folks currently are. GM: No chance to change clothes. And she just pointed you in the right direction. Sherlock: Hmm. I'll leave Marvel in the bushes while I use my invis and sneak in to look around and see if I can find some clothes. How big of a town are we talking about? GM: This place resembles a western town. Buildings made of wood, none more than two stories. On the streets are about 20 or so people. Sherlock: Well, let me wander around, find out the location of the jail, police station, scout out defenses and such. See what kind of weapontry folks are packin. Plus swing buy a clothing store. I might be able to "borrow" a few serapes or parkas without anyone noticing. GM: Sherlock heads into town. The town is very active. Shelock sees a patrol of three men running towards a alley. They are carrying blaster rifles as well as radios. He spots a general store. Sherlock: Hmmm, men running towards any alley, could be nothing, but I might as well check it out. GM: Sherlock follows the troops, As they enter the alley he spots two men dressed in patrol uniforms headed away from the scene through further examination it's two of his team members - one is ELV and the other is Jace. Sherlock: Well, I found them. Still, I'm curious about what kind of ruckus was caused, so I'll still follow the troops. I can hook up with Jace and ELV later. GM: Sherlock watches them scurry out of town but follows the troops into the alley. When he arrives at the edge of the alley, three troops emerge from a building. "This is A08-01, we've found A06-01 and 02. Both are alive but unconscious. 01 has been stripped of his equipment and uniform. No sign of 03," reports one of the troops into the radio. A man dressed in a tshirt and underware emerges from a second building in the same alley. "We just found A06-03. He looks the same as A06-01" A second group of three arrives on the scene. They begin to secure the area making reports to base and receiving orders. The only have a description of Jace from a previous encounter and from an old woman who saw him go into the alley. Sherlock: Nonstop excitement, I'll head back out to the general store, see if I can swipe some clothes for me and Marvel as well as Jace and El V. Probably not a good idea for them to keep wandering around in soldier uniforms. The general store should have some sort of store room, right? GM: Sherlock makes his way into the general store. He locates the curtain probably leading to the store room. Let's get a roll to maintain invisiblity. You've been fairly active and maintaining that level of concentration isn't easy. Sherlock: So, in other words, you're saying things are going way too smooth? Heh, let them bones roll. # Nara: Sherlock Maintain Invis: 5 GM: Sherlock makes it into the store room no problem. He locates several sets of clothes and a sack to carry them in. What else do you want to grab? You must become visible to collect the items. Sherlock: Besides clothes, we should be fine. Anything of particular interest? Before becoming visible, I'll look around and listen to make sure I'm alone and then grab everything quickly, go invis again and head back outside the city. # Nara: Sherlock Invis 11 17 GM: Sherlock starts to concentrate. But doesn't go. He hears someone coming. # Nara: Sherlock Invis (again) 12 7 GM: Right as they enter Sherlock goes invisible. The person grabs some things then heads out. Sherlock follows and makes it back to Marvel. "How'd it go in there? You find them?" he asks. Sherlock: "Pretty smooth. I found them, they'd knocked out some guards, stole their uniforms and headed out of the city. I picked up some clothes for us and them." I'll change clothes, making sure to rough them up a bit, get them a little dirty so they don't look so brand new...take the tags off. Since we're outside of the town, and I know El V and Jace left the town, can I estimate where they might be? GM: Marvel and Sherlock change clothes. They both look pretty local. You've got there direction, you might be able to track them. You are familiar with the tracking and anti-tracking methods of the team. Sherlock: Sweet. At least we can head into town instead of going all the way around. I'll head in their direction and try to follow them. Shouldn't be too hard...all I have to do is follow the trail of unconscious bodies :)