Investigation on a stormy night
Be sure to read and follow the guidelines for our forums.
So notice is your old school listen and spot rolled up it's what your senses tell you.
Investigation is putting pieces of information, clues, physical material that has the data (Extrapolate a theory)
Streetwise in truth is like notice but on people are they sketchy. Does that guy do drugs or is it just allegories? etc.
Rolls
Notice - (1d8)
(1) = 1
Streetwise - (1d8)
(2) = 2
Rolls
Notice - (1d8)
(4) = 4
Rolls
Notice - (1d8)
(3) = 3
Investigation - (1d8)
(5) = 5
You're getting the impression the stain of tobacco wasn't from someone the child knew and he possibly smacked someone in the face with his stuffed toy. Someone possibly pulled over quickly to grab the kid got hit with a stuff toy smacked it away and took the kid before driving off. You're looking for someone who has a rather unique taste and smelling chewing tobacco that wouldn't have a reason to be in this suburban area. This is definitely a kidnapping, where they headed besides away from the house and why escape you.
to see if I can see any stains of tobacco on the ground, and collect a sample if possible. Also, I'd like to see if I can find any imprints of feet, or even any detritus immediately around the area I can take pics of, and/or bag for analysis. Would this be multiple rolls?The other reason is to see what kind of vantage point I have of the house, if any.
Rolls
Tracking - (1d4-2)
(2) - 2 = 0
Parents don't seem to know much, but have spoken with police. No knowledge of the actual kidnapping, or when, where, or how it happened. Strange tobacco stains are on the child's toy, and a potentially similar tobacco was found at the park.
No telling if the id is still around town.
Two possible places to begin searching:
Police, and tobacco shops.
Sal takes out his phone and starts making a list of any place he can think of that sells tobacco. Hopefully, at one of the actual tobacco shops someone can help me pinpoint what the actual product is, he thinks to himself. Then maybe I can figure out who buys this crap. Hmmm...
Barring that, the police might have some information that can help, if I can get it out of them. Maybe a search through the sex offender database might be a good idea as well.
Rolls
Notice - (1d8)
(1) = 1
"You lookin fur a gift maybe?" he offers seemingly willing to assist a possible customer.
I believe.
Rolls
Persausion - (1d6)
(4) = 4
Wild die - (1d6)
(1) = 1
Rolls
Persausion - (1d6)
(1) = 1
Wild die - (1d6)
(3) = 3
You both hear someone bump into something and you see a teenage boy looking down at a cheap set of cigars that seem to have fallen out of his pockets as he bumped into something after hearing your conversation.
"Cabrón, really you're stealing from me?" the owner says with a sigh.
The young man looks at Sal up and down and pulls his hands from his jacket pockets and bolts out the door looking scared.
"Mas Pinche!" the owner states trying to get out from behind the counter to chase him but bangs his shin and starts swearing more.
*Cue the chase montage music.*
Rolls
Scared Theif
Rolls
Agility - (1d6)
(2) = 2
Wild die - (1d6)
(6) = 6
Ace - (1d6)
(5) = 5
Also there's a check for acting so it'll keep rolling. You have two and I figure you want the king since it goes first. Range to the runner is short so he's I. touching or tackling distance.
Deck Draws
Rolls
Tripping while running - (1d6)
(1) = 1
Wild Die - (1d6)
(2) = 2
Rolls
Secret Roll
Rolls
Agility - (1d6)
(2) = 2
Wild die - (1d6)
(3) = 3
Abstract when you don't have a card you're still in the chase you just don't have anything interesting happening, one double ones I might say something interesting happen though... not in a good way for the player who rolled it.
Let me get an agility roll plus a wild die please. Round 3 start
Rolls
Kid's shin kick - (1d6, RA)
(2) = 2
Secret Roll
Deck Draws
Rolls
Agility - (1d6)
(5) = 5
Wild die - (1d6)
(6) = 6
Ace - (1d6)
(5) = 5
Deck Draws
Rolls
Agility - (1d6)
(2) = 2
Wild DIe - (1d6)
(2) = 2
Rolls
Secret Roll
Rolls
Agility - (1d6)
(5) = 5
Wild die - (1d6)
(2) = 2
Rolls
Agility - (1d6)
(4) = 4
Wild Die - (1d6)
(5) = 5
Rolls
Extra Effort - (1d6)
(2) = 2
Rolls
Kid - (1d8, RA)
(3) = 3
Deck Draws
Rolls
Agility - (1d6)
(3) = 3
Wild Die - (1d6)
(6) = 6
Ace - (1d6)
(4) = 4
"Yo, I ain't got nuthing to say to you and you ain't got nuthing on me... So I should be free to go cause I ain't got time for some old man to be chasing me around ya'knowaimsayin?" he says defensively his hands in his hoodie cocking his head sideways slightly.
Rolls
Streetwise - (1d8)
(6) = 6
Wild Die - (1d6)
(3) = 3
"Maybe? Are you even a real cop? If I'm not under arrest I don't have to go anyplace with you if you're not detaining me. It's hearsay and circumstantial at best. What you had someone watching me the whole time I was in the shop? That's profiling. When'd I put it in my pocket? Which pocket? Where in the store was I when I did it. Stuff hit the floor things go to conclusions. You wanna know why I ran because even if I didn't steal anything I know how it looks. Besides I ain't going no place with you till I see some ID even if I did have to go someplace. There's a stranger danger vibe on you and I ain't going round with some old dude who might do stuff in my booty." he states defensively again seemingly getting more embolden by the fact you may not be a real cop or someone who's going to shot him it seems.
Trying to strong arm him with authority I figure would falls under intimidate
Rolls
Intimidate - (1d6)
(1) = 1
Wild Die - (1d6)
(3) = 3
Update: heh so three rolls at -2 one at +2. PI work definitely isn't easy I guess. XD
Deck Draws
Brutal rolls...
Rolls
Notice - (1d8-2)
(1) - 2 = -1
Notice - (1d8-2)
(3) - 2 = 1
Streetwise - (1d8+2)
(4) + 2 = 6
Streetwise - (1d8-2)
(1) - 2 = -1
Rolls
Notice - (1d8-2)
(5) - 2 = 3
Wild die - (1d6)
(2) = 2
Wild die - (1d6)
(3) = 3
Wild die - (1d6)
(1) = 1
Wild die - (1d6)
(4) = 4
Wild die - (1d6)
(2) = 2
Rolls
Pick Locks - (1d6)
(2) = 2
Wild die - (1d6)
(2) = 2
Stealth - (1d6)
(1) = 1
Wild die - (1d6)
(4) = 4
Rolls
Benny, Stealth - (1d6)
(5) = 5
Benny, Pick Locks - (1d6)
(6) = 6
Ace - (1d6)
(5) = 5
Rolls
Roll behind the scenes - (1d6, RA)
Rolls
Fear (Spirit) - (1d6-2)
(3) - 2 = 1
Wild Die - (1d6-2)
(6) - 2 = 4
Rolls
Notice - (1d8)
(4) = 4
Wild die - (1d6)
(2) = 2
Well you made an investigator so this is a mystery, Curious and Cautious contradict if you think about it and on meta builds people sometimes take this to make a loop for two hindrances that kind of cancel each other out for the points at character creation without the hindrance. Curious makes you look at things and stick your head out sometimes when it's a bad idea (what was that noise? Gun Shots? I'll go check it out), and cautious is the opposite (Was that gun shots? I'm go hide and possibly call the cops). To me that means at times you get distracted and think things through and suffer from analysis paralysis version of ADD, Doubting Thomas honestly is kind of a slow underhanded softball pitch, you kind of have to crank on it as a GM. You don't believe super natural stuff is real and when you see it you kinda lose your shit... by kinda like in most cases. XD Fear not you're not going to be scared of undead kitties anymore because of your roll...
Rolls
Agility - (1d6)
(5) = 5
Wild die - (1d6)
(6) = 6
"Still doesn't separate recycling out... plus leaves pens strewn about... I'm writing him up for the HOA again." she states before getting up to leave when a sudden clatter and meowing could be heard someplace else.
Mal notices his pen flew out when he opted to dodge out of being seen.
Rolls
Nosy old lady with Binoc's - (1d4+2)
(4) + 2 = 6
Well this is akward - (1d4, RA)
(3) = 3
Deck Draws
"You come by for a social call or work?" they ask with a smirk regarding you.
Sal finds himself going to the library for further research.
He heads to the library and looks for books on local history. Specifically, anything that discusses where people lived in the area, as well as anything might collect fringe stories "Weird but true" from the area. Most libraries will have some kind of local history/folklore section, and that's what Sal heads for. He describes it to a librarian, and leave them with a request for information, as well as an email account he can be reached at.
Rolls
Investigation - (1d8+2)
(3) + 2 = 5
Wild die - (1d6)
(1) = 1
Rolls
Notice - (1d8)
(1) = 1
Wild die - (1d6)
(2) = 2
Rolls
Ace - (1d8)
(7) = 7
You've had a chance to eat at some point and stay hydrated and around early afternoon you hear the sound of water close by, you see several areas that look like they use to be riverbeds as well some grown over with grass and plant life. You see the source of water and the large stream as well. In the areas where the waterway used to be you see odd formations in the ground.
Rolls
Investigation - (1d8+3)
(6) + 3 = 9
Wild die - (1d6)
(6) = 6
Ace - (1d8)
(6) = 6
Ace - (1d6)
(6) = 6
Wild die - (1d6)
(3) = 3
Looking down into the darkness below you are a little surprised when your phone goes off... it's your client.
That said are you moving forward to investigate or trying to move forward unnoticed to investigate?
You seem him cock his head slightly as you proceed forward and reach for something half turning towards you cautiously it seems.
Rolls
Secret Roll - (1d6, RA)
(4) = 4
Secret Roll - (1d6, RA)
(3) = 3
2) Fear or Guts checks have changed, I mostly use it in Horror settings or when there is something unsettingly for the first time where it's just a spirit check, in Deadlands Reloaded Guts check due to the taint on the land giving penalties makes it easier to fall. Death by Fright requires a failed roll and then rolling a 20 on the reaction table though. The worse I've seen in play was fear turning a clump of someone's hair white and telling them that they passed out, had a new major phobia of trees (due to a hanging tree).
Rolls
Persausion - (1d6)
(2) = 2
Wild die - (1d6)
(2) = 2
Stealth - (1d6)
(2) = 2
Wild Die - (1d6)
(6) = 6
"There have always been the Makers those who make the remade and carry on the old ways and those who are made and learn the old ways like this one. This place is sacred, not touched for over one hundred years and long in the search this one has been to find it while learning the ways on my own without my Maker. This one will not you near the chosen one, I will kid and serve him until this one is a husk blowing in the wind; he will be the herald that will bring forth an awakening in all of you... the galmi made of dust and formed... foolish not knowing the ways only stumbling after he created you..." he snaps getting in front of the boy and spits.
Rolls
Notice - (1d8)
(6) = 6
Wild die - (1d6)
(5) = 5
Ace - (1d8)
(1) = 1
You notice a wire at about neck height you didn't see before while you have the deliberation, it's as thin as a spider's web and makes you a bit surprised he took some form of precaution possibly more.
Deck Draws
"Stand down."
Rolls
Persausion - (1d6)
(6) = 6
Wild die - (1d6)
(5) = 5
Ace - (1d6)
(2) = 2
You're up first before the dogs act.
Deck Draws
Rolls
Intimidate - (1d4-2)
(1) - 2 = -1
Wild die - (1d6)
(2) = 2
Rolls
Dog 1 Bite - (1d6, RA)
(1) = 1
Dog 2 Bite w/Gang Up Bonus - (1d6+1, RA)
(1) + 1 = 2
Deck Draws
Rolls
Dog 1 Bite - (1d6, RA)
(3) = 3
Dog 2 Bite w/Gang up bonus - (1d6+1, RA)
(3) + 1 = 4
Rolls
Dex - (1d6)
(5) = 5
Wild die - (1d6)
(5) = 5
Rolls
Agility Check TN5 - (1d6, RA)
(1) = 1
Deck Draws
Rolls
Solo Dog #2 attack - (1d6, RA)
(3) = 3
Shaken Dog #1 - (1d4, RA)
(3) = 3
Rolls
Attack, to hit - (1d6+2)
(4) + 2 = 6
Wild die - (1d6)
(3) = 3
Deck Draws
Rolls
Dex - (1d6)
(6) = 6
Wild die - (1d6)
(4) = 4
Damage, if applicable - (2d6+1)
(52) + 1 = 8
Ace - (1d6)
(4) = 4
Rolls
Extra d6 - (1d6)
(4) = 4
"You're too late, if you harm me you harm the boy, if he's injured now I'm the only one who can keep him alive. He will be made as I was before him and make others." the man cackles.
Rolls
Secret Roll - (1d6, RA)
Secret Roll - (1d6, RA)
Rolls
Deer Dash - (1d8, RA)
(5) = 5
Rolls
Agility - (1d6)
(6) = 6
Wild die - (1d6)
(5) = 5
Ace - (1d6)
(4) = 4
Rolls
Run! - (1d6)
(2) = 2
Wild die - (1d6)
(4) = 4
You can't see the man but suddenly hear a scream that's untelligable. The boy stirs in your arms and you look back to see the deer's antlers flying forward to gouge you.
Rolls
Deer Dash - (1d8, RA)
Maker Wild - (1d6, RA)
Maker - (1d6, RA)
Deer Strike - (1d8+2, RA)
(2) + 2 = 4
Rerolling Deer Strike since I have 4 bennies XD - (1d8+2, RA)
(7) + 2 = 9
Damage with a raise - (2d6+2, RA)
(42) + 2 = 8
Deer Dash - (1d8, RA)
Maker - (1d6, RA)
Maker wild - (1d6, RA)
Deck Draws
Rolls
Wild die - (1d6)
(2) = 2
Spirit - (1d6)
(6) = 6
Ace - (1d6)
(4) = 4
Rolls
Agility - (1d6)
(3) = 3
Wild die - (1d6)
(4) = 4
Rolls
Benny - (1d6)
(4) = 4
Wild die - (1d6)
(3) = 3
Deck Draws
Rolls
Agility - (1d6)
(5) = 5
Wild die - (1d6)
(6) = 6
Ace - (1d6)
(4) = 4
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Deck Draws
Rolls
Agility - (1d6)
(5) = 5
Wild die - (1d6)
(2) = 2
Rolls
Secret Roll
Secret Roll
Secret Roll
Deck Draws
Rolls
Wild Maker Attack - (1d6+2, RA)
(6661) + 2 = 21
Wild die - (1d6+2, RA)
(4) + 2 = 6
Holy crap that's a lot of damage with a knife though... - (1d4, 2d6+2, RA)
1d4 : (2) = 2
2d6+2 : (21) + 2 = 5
"Hey! Kid!" Sal barks in a harsh whisper. "My name is Sal Malo, and your parents hired me to find you. Do you know that sick freak that you were with? Also, I'm sorry guns scare you." He whips out his gun, and fires it down into the exit he just came out of, hoping to hit something, but also hoping it gives his pursuers pause.
Rolls
Vigor - (1d6)
(5) = 5
Wild die - (1d6)
(3) = 3
"Mister I wanna go home..." the boy states in a quiet voice. You see his lower lip starting to quiver as he looks around.
You look at the direction the boy was looking and you realize the sun is almost done setting as dusk escapes you. You check your screen to see if flicker unsure if your call goes through before it dies. You find yourself with a small boy someplace in the woods with no cell and hopefully someone on the way. You haven't heard any noises from the exit you came out of but the sounds of night in the forest start to creep in around you in the darkness.
You feel the boy shiver next to you unsure if he's scared or cold.
Rolls
Luck roll - (1d6)
Rolls
Survival - (1d8-1)
(5) - 1 = 4
Wild die - (1d6)
(6) = 6
Ace - (1d6)
(5) = 5
Rolls
Survival - (1d8-1)
(1) - 1 = 0
Wild die - (1d6)
(4) = 4
Survival - (1d8-1)
(7) - 1 = 6
Wild die - (1d6)
(4) = 4
Survival - (1d8-1)
(8) - 1 = 7
Wild die - (1d6)
(5) = 5
Survival - (1d8-1)
(2) - 1 = 1
Wild die - (1d6)
(2) = 2
Survival - (1d8-1)
(7) - 1 = 6
Wild die - (1d6)
(1) = 1
Ace - (1d6)
(1) = 1
I'll go with you used Notice (which isn't just sight btw) so roll results look like:
1/4
7/4
9/5
2/2
7/1
Seven successes when 5 needed.
You think you see your car and lock the doors with your key fob and see the flash and you sigh thankfully as you see the familiar license plate of your car as you get closer.
All untrained rolls are 1d4-2, the wild die for wild cards is usually a 1d6 so it would also be at the -2 since d4 would be (I know about it), d6 (average competence), if the penalty didn't apply people would likely not put points in skills as much since you could get past the -2 by just rolling a wild die at no penalty, that said there's an edge that lets you roll untrained at d4 vs d4-2. I figure you'd go with something you're good at to get back to the card and notice fit for the dramatic task.
In this case it was Notice to find things you saw on the map route back you figured out.
That confusing enough?
Also sure roll Notice also since you didn't write down what Investigator does it slipped my mind, does it give you a +2 to a roll? If so roll your Notice at +2 and a wild die at +2
Rolls
Notice - (1d8)
(6) = 6
Wild die - (1d6)
(6) = 6
Ace - (1d6)
(2) = 2
Something that has come up in the forums I read was that people store up Bennies like their gems and ust use them to soak damage. Dealing with this might be problematic because its in the rules. Smaller damage, but stuff that lingers like acid burns? The goal isn't too kill hte PCs, but to make the game interesting.
Do you have much experience with Savage Rifts?
Collateral damage or PC killing purposely or accidentally is a real thing.
Bennies are just hit points: If Players want to just use them till the end that means they're good at rolling or keep trying to circumvent things, [b]"Can I use my fighting to display my combat prowess to intimidate them instead of rolling the skill? Sure roll a 1d4-2 and a 1d6-2 take the better." That's the mindset of a lot of people since depending on their background when you're out of wounds you're dead and by dead I mean incapacitated and you roll on the injury table after the fight since you're out of it the minute you drop except for certain edge abilities, situations. PCs aren't invincible there's always something to drag them around like lack of food or fresh water, low ammo, bad reputation for being a hobo murderer since they opted to just make a combat monkey, sometimes it's bigger or just as big people things that are the obstacle, sometimes it's just people who think the murderous PCs are kinda dicks and they don't want to listen to the outsiders who just strut around killing whatever doesn't get into line with what they're saying.
Don't have the books for Savage Rifts but as I stated the Happy Jack RPG Podcast's AP of a Savage Rifts game was pretty good I thought.