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 Soldad's Revenge 
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Only for Vampire Kingdom Players!

The rift closes behind you and the leyline vanishes... Something went horribly wrong. The crackling energy flings the heroes out in an unconscious state of swirling amnesia. The only thing you recall before the mind fog takes you under is the tremendous heat and the words, " Hold the gap!"
Through a cruel twist of fate, or perhaps the machinations of temporal magic the heroes awaken to the horrific faces of 8 hulking wild vampires looking down at them. Your memories of how and why you are here in this oppressive place of heat still is foggy. It seems you are in some kind of lava cavern, and the sounds of a pitched battle ring nearby. It would seem three figures, Sebazio Lengdosia, Lord Coake, and Sister Penelope are struggling to hold a narrow causeway against a horde of 10,000 vampires. On either side of the causeway is the source of the stifling heat: a river of lava.
Lava Cavern
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Sebazio Lengdosia is a true atlantean of legend, known the world over for his crusade over 100 years ago against the vampires. His eyes are feirce and when his gaze locks with that of a vampires', the infernal creature explodes in a fiery coffin of doom. True to the living legend the undead slayer touches a griffon tattoo summoning two winged allies that sweep dozens of vampires off the causeway and into the burning lava below.

Lord Coake has his psi-sword blazing with righteous energy as he cuts swath after swath of vampires, leaving them headless and too injured to move. His demeanor in the face of terrifying enemies is impassive, as if he is the mountain and the vampires are but a lowly river lapping at its base. Truly the leader of the cyber knights and legend in his own right.

Magdalena Penelope known as one of the leaders of the New Alamo strong hold. She is a striking figure of well preserved beauty. A powerful mystic that blasts the lava cavern with rays of blinding sunlight and silver ridden holy magic. Her powers lay many vampires to eternal rest.

In the brief second you catch sight of their titanic struggle it is clear that they are somehow injured. Penelope's leg seems to hold her back, Lord Coake favors his ribs, and Sebazio's shoulder somehow impedes his most timely strike. More importantly, the horde of vampire's in unending and in moments they will be surrounded with no hope of survival.

Standing between them and you is a nightmare, you have all be told of vampire lords, direct decedents of the vampire intelligence that hold to rifts earth. Perhaps the most powerful, a legend in the circles which speak of vampire's is none other than Soldad the ancient one.
Soldad and possible benny opportunity
Benny Opportunity, tell a short story of something evil, cruel, and epic you heard once about Soldad.
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Reputed to have been the first vampire to wander rifts earth, and recently was supposed to have met a watery demise at the hands of the tomorrow legion's own 13th SET. Soldad and eight of these unusually powerful wild vampires have their hands around your throats and fangs inches from your neck. They seem to be savoring the moment in which they turn a fabled hero of New Del Rio into one of their ilk.

Soldad has Penitent grasped in a bear hug his fangs drip Silvia onto the Apok's shoulder. In Penitent's mind hear the master vampire whisper, " I hear you have no fear Apok of wormwood... I have also never known fear say for the moment of certain death. But even then t’Fethic has it seemed spared me from a watery grave. Tell me Apok can you know fear?" Soldad's eyes grow wide with some kind of crazied madness as he shouts for all to hear in his sickly horse voice, " I am truely an immortal, for I will rise after each death more powerful than before!" He beckons to the rest of the wild vampires eagerly awaiting to taste their prey. Turn them! These more than capable wild vamps rear back to sink their teeth deep into your flesh!
Two the ones next to Grynn and Krys pause looking at them. Instead they draw their dark blades and raise them high in preparation for a finishing blow.
This is how you find yourselves when you awake



Extra Complications: The Hero and Living Legends. They are optional and you can only choose one. Note these two complications apply to both quick combat rolls. Rewards are only paid out on the success of both rolls.

The Hero
You are a hero, Ancient vampire and his brethren about to chow down on you or decapitate you. No problem! Oh man, except your weapons are just out of reach or your mask has fallen off, or maybe you accidentally shape changed into something soft and cuddly. Whatever the reason you are in a bit more trouble than the rest.
    You take and additional -2 to not only Soldad's Revenge Quick combat, but also the Hold the line quick combat!
      Success on both rolls: You receive:
    1 HJ roll any table and 2 HJ rolls on either the personal weapon or personal armor table

The Living Legends Arise
Wow, you are indeed a living legend of bad-ass awesomeness! Only thing is, your weapons might be more than a stone's throw away, you found your self shape-changed into a banana slug, or maybe you are out of power points. It could even be you left your apok mask back in El Paso.
    You take an additional -4 to both quick combat scenes, the terror of becoming a vampire forces you to make a fear check at -2 during Soldad's revenge.
    Succeed on both quick combats: Epic loot grab!
      Legendary item of choice, and 1 roll and the MARS F and G table!





Soldad's Revenge, a Savage Quick combat
Savage Quick Combat
Useful for when the players are wading through masses of enemies before getting to the Big Bad Guy or just when you want to let the players shine.

Steps: the following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)

1. Scene Modifier :-4 and a total of 8 successes will defeat the scene, 1 success by each player will be required to truly vanquish Soldad. He essentially can be killed 8 times!

2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.

3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.

4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.





Even if you get pass Soldad he has gathered an army of vampires 10,000 strong seeking to aid his ally Geist in her coming war. The vampire hunters can easily reach their three beleaguered allies just in the nick of time. This passage is completely underground and at one point narrows to a place seven men and one dragon could stand abreast holding the line against such over whelming odds. It is here that the hunters who have heeded Lord Coake's words have found themselves. A massive horde in front, a deep chasm with fiery lava to either side, and the city of Gloom in peril behind them. Good thing is your memory has finally returned and you know what you are fighting for.

The bulk of the horde is made up of countless wild vampires snarling being directed by a strange mysterious woman. She drives the horde forward fast and furious. Can you be the rock that casts off the vampire masses so lightly?
Shakal
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Anyone in their right mind would need to change their underwear and even those that have seen hell and spit on its molten suferous ass might quake in fear. Heroes of such as yourselves might think about leaving Gloom to its horrific fate. But in the dark caverns lit only by the warm glow of the deathly lava on either side, you find yourself standing in the presence of a living legend his name is Sebazio Lengdosia. As you gather round the vampire horde pauses oh so briefly in its torrential onslaught. He draws his blade and looks at each of you in the eye giving you strength untold, he points to either side of the gap you are too hold. His words grab you as if his fingers them selves have set upon your soul giving your courage a needed boost. " Here and here, don't let a blood sucker pass. We hold this line no matter the cost, no matter the outcome. If one of us drops, you use your good arm to lift them back up. We fight past our reserves, we press our luck, we never give up, we never surrender." His two allies the Magdalana Penelope and Lord Coake close ranks with their friend.
Lord Coake clasps his friend on the good shoulder, " Heh, we just hold this line for two hours, simple." He looks at the hunters and smiles realizing this is not the last charge of Lengdosia, " Heed Sebazio's words, they will give you strength enough." The two men take up a position covering each other's weakness as if they have known each other for a long while.
For a moment sister Penelope hangs back, her leg is still obviously hurting her, delicately she says " We have enough in us to make this fight worthy of their two names, but with our injuries, it will be you all who carry the day. If you could watch out for them, they are proud and would not heed my counsel to let you do this alone. This world cannot bear to be without them." She pauses breifly, " If we do fall you should know a temporal raider is gathering a hellish series of pillars, we do not know the extent of the plans, only that a group calling themselves the Future Brigade has warned us of a an impending doom... Coake has travelled many times to Garnet town... It will play a role in all of this." Her words said she steps away and joins her companions.

This is where the heroes find themselves. They know they must only hold the horde here at this gap until reinforcements arrive.




Hold the Line, a savage quick combat
Savage Quick Combat
Useful for when the players are wading through masses of enemies before getting to the Big Bad Guy or just when you want to let the players shine.

Steps: the following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)

1. Scene Modifier : -4, remember to account for any complications you choose either heroic or legend. In this case the complications are due to your three allies getting into trouble. Maybe Coake is knocked off the side of the chasm and you need to save him opening yourself up to further problems. Note 8 success are needed to drive the vampire horde back, 13 are needed to destroy every single one.

2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.

3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.

4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.





Ok folks, so a recap... Rift went wrong, tossed you out with a bit of amnesia at Soldad and 8 powerful wild vampire's mercy. Make a quick combat roll to escape his clutches and join your 3 allies. Ok now for the horde, whew sure are a crap ton of vampires. Make another quick combat roll and tell us how awesome you fair.
There are two optional complications you can choose, the complications add a bit more drama, but also give you the chance for sweet rewards! The complications apply to both scenes( if you want a complication choose either heroic or legendary and that sets the tone for both scenes). Please make sure you choose an oppropriate complication and use that to guide your rolls and narrative.
Note: each quick combat has its own resources spent option.

_________________
13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Sat Feb 10, 2018 2:58 pm
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Soldad's Revenge, 1 success
Spirit vs. Fear -2
1d8-2 = 3 (5)

WD Spirit
1d6-2 = 2 (4)

Benny for EE with Elan and prior
1d6+5 = 10 (5)

Spellcasting with -4 scene penalty, +4 No Matter The Cost, -4 Living Legends Arise = -4 net penalty; skill d12+2
1d12-2 = 1 (3)

WD Spellcasting
1d6-2 = 2 (4)

Benny for EE with Elan and prior
1d6+4 = 5 (1)

Vigor to resist wound from 1 success
1d6 (6)

WD Vigor
1d6 (5)

Spending 12 PPE

I have heard of this Soldad. He singlehandedly slaughtered a small army of the people of Ignis! Strong they are. This one must be especially foul among vampires to have such power! He cannot be allowed to live!

The vampire holds Lucianna in its grasp, preparing for the final strike. Lucianna struggles weakly against its momentum, stalling it for only a moment. "You may find it difficult to do the bidding of your master when you cannot see me to strike!" Where normally, she would shoot sunlight straight from her eyes to blind the creature, killing it due to exposure, she finds she has forgotten how to use magic! She panics for a moment, then reaches down for a non-descript handle at her side. She finds the easily overlooked object hooked to her belt. Activating the flaming sword, she uses the blade to push back against the creature's neck. The head topples to the ground, and Lucianna lands in a heap at the feet of the now decapitated vampire. She looks down to find a shackle clamped around her waist. The device has an unnatural, evil appearance, with glowing sigils etched into the metal. She struggles with the lock, only to find it well and truly sealed. She despairs for a moment. She can do nothing to help these people next to her without magic. She shrugs. What can it hurt to try? She again takes up the flaming sword, carefully placing the blade against the lock. With a great thrust, she jams the blade downward into the lock, causing it to spring open. In a rush, she recalls what she's capable of. Her eyes glow with magical fury, and she reaches out with bolts of fire and sunlight, striking at Soldad.

Hold the Line! 5 total successes
Spellcasting - same as above
1d12-2 = 2 (4)

Benny for EE with Elan and prior
1d6+4 = 10 (6)

Ace EE with prior
1d6+10 = 16 (6)

2nd Ace EE with prior
1d6+16 = 21 (5)

WD Spellcasting
1d6-2 = -1 (1)

Take 2 Fatigue and a Benny

The initial fight against Soldad and his 8 chosen vampires concluded, she rushes to the gap to stand next to Lord Coake. Bolts of sunlight streak out from her hands, immolating vampire after vampire. Seeing an opportunity to exploit a weakness in the ground below a large number of the swarming vampires, Lucianna summons a massive blast of lightning, smiting the ground and destroying its moorings, causing a huge chunk of the floor to fall into the lava. With it goes scores of vampires, plummeting to a pleasant final lava bath. In addition, the path of approach for the vampires is narrowed significantly, further reducing the impact of their numbers. The fabled Spartans at the Hot Gates didn't have it so good. "We will hold this line! This putrid darkness shall not prevail against us!" Bolt after bolt and blast after blast surges into the vampire horde, reducing many of them to ash. Lucianna's effort is intense, taxing her to the limits of her constitution. She falters for a moment, sinking to her knees. She is soon borne up by Lord Coake, his reassuring smile in the midst of the chaos of battle strengthens her resolve, and she continues again with blasts of magical fire and light.

Fortune and Glory!
1d12 (9) -- Wealthy & Connected: Begins with Rich Edge and Connections with 2 factions
WIP: Insert legendary item here

_________________
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
Edit Signature


Last edited by Lucianna on Sun Feb 11, 2018 4:06 pm, edited 1 time in total.



Sun Feb 11, 2018 12:18 am
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For a long moment, everything is fire and shadow. A battle rages all around, but Penitent isn't sure where here is, or how he found himself in the clutches of an ancient vampire, whose charnel breath blows in his ears.

Soldad. The name reverberates in his mind, bringing back fragmented memories from the Seige of Crystalclaw. As the bodies of the dead rained down on the stronghold's defenders, rising up to bring death, the gates burst and the rest of the horde poured in. In the vanguard, one walked among them who was unmistakably their leader, wordlessly directing the swarm as it engulfed the defenders.

Penitent remembers watching as a pair of Templars leapt from a damaged Battle-Saint, landing among fiends in an aura of sunlight that burned the lesser undead to ashes. Soldad merely smiled and nodded -- whatever else he did to corrupt the female knight's soul was unseen. Onlookers only saw her draw back her blade and plunge it into her companion's neck. The sunlight wavered, and the woman could only look on in shock as her fellow knight fell, lifeless eyes locked on her own. Weeping, she fell to the ground beside him, struggling and failing to resist as Soldad forced her to kneel, lapping at the blood that spurted from the dead man's wound. Penitent couldn't tell if she screamed in agony or ecstasy when the master vampire put his boot on her back and crushed her spine.

"I hear you have no fear Apok of Wormwood... I have also never known fear save for the moment of certain death. But even then t’Fethic has it seemed spared me from a watery grave. Tell me Apok can you know fear?"

The threat clears his mind, enough that he is able to take stock of his surroundings. The rest of the group, surrounded by vampires; Coake and the old Atlantean and the Magdalena, holding off a horde of lesser bloodsuckers -- and Karl, hovering over a finger of rock surrounded by lava 50 yards away, with all of Penitent's weapons in a pile.

Damn it Karl. That's the last time I let you sharpen my blades, he thinks with a sigh, gathering his strength for what must come next. With a surge, he wrenches free of Soldad's grasp, reversing the hold to wrap his own hands around the master vampire.

"I've ended worse than you, demon," Penitent growls, the fangs of his mask punctuating the menace in his words. "More importantly, I was worse than you. Let's see how well you endure the fires that scourged me."

With a prayer, Penitent's hands glow with the fire of the sun and he digs fingers like blazing claws into Soldad's foul flesh.

Soldad screams, more in rage than pain, as Penitent's fist burn holes wherever they land. As the vampire tries to wrench away, the apok shoves one hand deep into his chest, where his fingers encounter something unexpected. Drawing the hand back, Penitent finds a small, glowing crystal covered with cracks. He stuffs it into his pocket to examine later, then returns to the fight.

Legendary Complication: Damn it Karl, where's my sword? Unarmed (and without access to Karl's PPE), I'll take the -4 penalty and get my hands dirty. No fear check as Hell Holds No Fear iconic ability makes me immune. Also taking the Benny for the Soldad story above.

Soldad's Revenge, 1 Success, no wound
Gonna burn through 12 PPE at No Matter the Cost; -4 scene penalty, +4 NMtC, -4 legendary complication
Strength 1d12-4 = 3 (7)
Wild Die 1d6-4 = 0 (4)
Benny for Extra Effort + Elan 1d6+5 = 7 (2) = 7, 1 Success
Vigor to avoid a Wound 1d10 (7) = No wound
Wild Die 1d6 (4)
Used 12 PPE and 1 Benny

The vampire screams in pain, the wounds inflicted by Penitent's glowing fists smoking. The battle soon devolves into chaos, and Penitent is thrown into combat with other vampires as others in the group make their own attacks on Soldad. Vampiric flesh withers at his hands, and the apok is soon able to make his way toward the chokepoint where Coake and the others hold back the horde.

Hold the Line, 3 Successes, no wound
Gonna burn through my remaining 8 PPE for the Serious Business bonus; -4 scene penalty, +2 SB, -4 legendary complication
Fighting 1d12-6 = 2 (8)
Wild Die 1d6-6 = -5 (1)
Benny for Extra Effort + Elan 1d6+4 = 10 (6)
Ace! 1d6+10 = 14 (4)
Three successes means no wound roll and I regain the Benny I spent. Used 8 PPE.

Veins singing with the invigorating venom pumped out by his armor, Penitent crashes into the wall of vampires, smashing burning holes in chests and caving in hissing faces with his sunlight-wrapped fists. Seemingly untouchable, he wades through the ranks, killing dozens, perhaps hundreds of the fiends with bare hands or chunks of rock he gathers from the ground before imbuing them with holy light.

Will it be enough? he thinks as another vampire turns to ash with his hands wrapped around its neck. It will be or it won't. If it is, we will raise tankards together to recognize the fallen. If it isn't, may our sacrifice merit a thought from the mourners.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 10/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Sun Feb 11, 2018 1:50 pm
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Forgotten Fear Check, 9 raise not running this time
Spirit 1d10-2 = 1 (3)
Wild Die 1d6-2 = 4 (6) Ace 1d6+4 = 9 (5)

Soldad's Revenge, 14 equals 3 Successes
d12+3 Spellcasting +4 for No Matter The Cost, -4 for Scene -4 for Legendary = d12-1 roll

Spellcasting 1d12-1 = 7 (8) Extra Effort 1d6+7 = 13 (6) EE Ace 1d6+13 = 14 (1)
Spellcasting Wild 1d10-1 = 1 (2)

12 PPE Base cost for scene (Lets see if the rolls reduce this some).

Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.

Benny Gained and 1 Used for Extra Effort = a Wash.








Hold The Line, 10 equals 2 Success
d12+3 Spellcasting +4 for No Matter The Cost, -4 for Scene -4 for Legendary = d12-1 roll
Spellcasting 1d12-1 = 6 (7)
Spellcasting Wild 1d10-1 = 7 (8) Extra Effort 1d6+7 = 10 (3)

2 Wounds for the scene

Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny

Benny Gained and 1 Used for Extra Effort = a Wash
.

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Sun Feb 11, 2018 9:48 pm
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Notice 12 2 Raises
Notice 1d6+2 = 5 (3)
Wild 1d6+2 = 8 (6)
Ace 1d6 (4)


And going Legendary.

Fear 6 Success
-2 difficulty
Spirit 1d10-2 = 6 (8)
Wild 1d6-2 = 1 (3)


***

Ashlyn’s eyes shot open as the effects of the fouled rift transition wore off. She found herself staring into the evil eyes of a hulking wild vampire, and beyond him the figure of Soldad himself. Fear jump started her heart, and she was back in that crawl space under the kitchen, her mother and father’s warm blood dripping down over her as she sat curled there, clutching the silver letter opener.

***

Ashlyn squeezed her eyes shut, murmuring quietly the prayers her mother had taught her.

Drip, drip, drip.

Her raven hair was sticky with blood. It dribbled down, and she tasted the coppery substance when she licked her lips. She looked up, through gaps between the floorboards. Her mother’s glassy eyed stare met hers. Blood dripped from her father’s beard onto her nose.

Heavy boots sounded on the boards, and the six-year-old Ashlyn squeezed her eyes shut. They were talking, but not in Spanish. She didn’t know much American yet, just a few words. She caught something. It sounded like a name. Soldad.

The commanding voice of the vampire Soldad said something and the others shuffled off into the darkness.

Ashlyn looked up again. Her mother’s silver cross necklace hung between the boards. More blood dripped on Ashlyn’s face. She reached out and grasped the necklace, giving a tug. The chain came free, and she kissed the amulet, clutching it like a lifeline in one hand, the silver letter opener in the other.

The heavy boots came closer. Someone rolled her mother over on her back. He said something -- not American or Spanish -- and did something to Ashlyn’s mother. He straightened, turned, and then paused, leaning down. A clawed finger traced along the abrasion line along her mother’s neck. He held up his finger and watched a tiny trail of smoke form, the remnants of silver left on the skin.

Ashlyn’s large, child eyes grew wider as the clawed hand reached down and grasped the wood of the floor, ripping it free. She screamed, scampering, but he was inhumanly fast, catching her by the back of her pajamas and holding her up to stare into his soulless dark eyes.

Ashlyn would never forget Soldad’s face, the face that stared at her now. His lips curled up in a wicked grin.

“Hola, niña,” he greeted. He leaned forward his tongue flicking out to lick her mother’s blood from Ashlyn’s nose. “Mmmm...your mother was quite delicious,” he said in Spanish. “And soon will be mine.”

Ashlyn kicked, but seemed to have no effect on the vampire. But she remembered the stories her mother told. She grabbed at his face, pressing her mother’s silver cross into his flesh.

Soldad let out an inhuman screech of pain as he staggered back, dropping the girl.

Ashlyn grunted as she hit the floor. She rolled and came up, jabbing the silver letter opener into Soldad’s thigh, causing him to give another cry. His backhand caught Ashlyn a blow across the face. The strength of even that glancing hit sent the child flying. She landed in a heap between her parents, lucky her neck hadn’t been broken.

The room spun. Ashlyn struggled to stay conscious through sheer force of will. She clutched her cross and blade as Soldad stalked toward her, the cross-shaped burn in the side of his face still smoking, limping from the silvered wound in his thigh.

One of the other vampires hurried back inside the door, saying something in American, and Soldad’s head whipped toward him, first in a snarl and then in orders.

Ashlyn thought she caught the words “cyber-knights” and “Magdalenas”.

Soldad gave her one last glare before stalking out into the darkness again.

Ashlyn stared numbly at her parents’ corpses. She reached out, tugging on them, pulling their heads into their laps, leaning over them. No tears came, just...numbness, dead inside, just as they were.

Light spilled into the room. Someone yelled outside. Then two figures entered. A young, beautiful woman held up a glowing silver cross to illuminate the room. She wore armored robes. The other was and old, grizzled man in heavy armor, a large, glowing blade of silvery light in his hand.

“Sir Pedro! A child!” the woman gasped.

“I may be old, Sister, but I’m not blind.” He looked around warily and then yelled at the others outside.

The woman rushed over, kneeling next to Ashlyn. “It will be alright, child,” she murmured. “I’m Sister Penelope, but you can call me Penny. What’s your name?”

Ashlyn just stared at her parents, saying nothing.

Heavy footsteps preceded the approach of Sir Pedro. Ashlyn flinched. The big man grabbed her by the jaw and forced her to look up at him.

“Use it,” he said firmly. “All that pain, that hatred, that fear. Don’t waste it. Use it to make you strong. And then one day, you will put a stake through that vampire’s heart and bathe in his fucking ashes.” The old cyber-knight’s eyes blazed with righteous fury.

Sir Pedro gave Ashlyn a shove that sent her tiny body toppling. “Grab the kid, Sister. You and me are heading back to New Alamo. I sent the rest after the bastard.”

Ashlyn clutched onto Sister Penelope as she was picked up, her mother’s cross dangling from her fingers, silver letter opener clutched in her other hand. She still hadn’t made a sound and simply stared straight ahead.

Sir Pedro followed them out, watching as Sister Penelope loaded Ashlyn onto one of the hovercycles still parked there.

“Go on ahead. I’ll catch up,” Pedro said. “Gotta finish some things here.” He dismissed his sword and pull two wooden stakes from his belt, turning to go back inside the small house.

Ashlyn settled against Sister Penelope, clutching at the young woman, burying her face in her robes. She started when she heard the sound of breaking glass and cursing from inside. A shadow figure seemed to disappear into the darkness.

Sir Pedro emerged from the house. “Problem,” he said, but glanced at Ashlyn. “Deal with it later.” He lit a cigar. Then he picked up a glass bottle from the other hovercycle. It had some kind of liquid in it. He stuffed a rag into the bottle and lit it with the end of his cigar until it caught fire. Then he threw the bottle into the house.

Ashlyn stared over Sister Penelope’s shoulder as the only home she had ever known went up in flames, reflected in her wide, dark eyes, as they raced across the plains to New Alamo.

OOC Comments
Taking the Bennie


***

Soldad’s Revenge Psionics 5 1 Success
-4 scene, -4 complication, +4 No Matter the Cost
Psionics 1d10-4 = 2 (6)
Wild 1d6-4 = -3 (1)
Benny to reroll
Psionics 1d10-4 = 5 (9)
Wild 1d6-4 = 0 (4)


Ashlyn’s resolve hardened. She remembered Sir Pedro’s words, and her mentor, the woman that had been so kind to her, had taught her to be a good and faithful woman, was fighting for her life, needed her.

Ashlyn dug deep, calling on her faith, her power. “I will end you, Soldad!” Ashlyn vowed. “For my mother!”

Ashlyn slammed her palm into the vampire holding her, to blast a hole in his chest with divine power.

Nothing happened. He didn’t even grunt.

Ashlyn blinked. Then she felt it, still writhing inside her, that demonic taint. Had a piece of that demon bone knife broken off inside of her? It was somehow blocking her divine power.

The demon’s teeth sank into Ashlyn’s throat and she gasped in shock and pain.

“There is one power you cannot take from me, demon,” Ashlyn said, and lashed out with her mind, seizing control. The vampire blinked and stiffened, releasing her, her blood dribbling from its mouth.

Ashlyn pressed a hand to her neck to try and stop the bleeding. “Kill Soldad!” she ordered.

The vampire leapt at Soldad, claws raking the vampire’s face, teeth clamping down on Soldad’s shoulder, biting so hard he broke the vampire lord’s collar bone.

Taking 2 Wounds. Soak 11 soaks both wounds
Vigor 1d8 (7)
Wild 1d6 (1)
Extra Effort 1d6 (4)


***

Hold the Line Psionics 12 3 Successes
-4 scene, -4 complication, +4 No Matter the Cost
Psionics 1d10-4 = 3 (7)
Wild 1d6-4 = 0 (4)
Extra Effort 1d6 (6)
Ace 1d6 (3)


Ashlyn’s wounds weren’t as bad as she feared. She stalked toward the legendary heroes holding the line against the vampire horde. Her eyes blazed silver as she lashed out with her mind. She grabbed hold of the mind of the strange, mysterious woman that seemed to be directing the horde, sending her lashing through the rear of her army. That wasn’t going to be enough, however, so she reached up for the ceiling. The strain was evident on her face, sweat mingling with the blood flowing from her neck, stinging in the wound. There was a great crack, and a massive stalactite ripped free from the ceiling. Ashlyn sent it tumbling toward the narrow causeway, smashing hundreds of vampires and blocking their way, giving the meager defenders some relief for now.

“What will not hold them long,” Ashlyn said, gasping for breath. “They will eventually start climbing over it.” Vampires were annoying that way. “But it buys us some time. I will keep trying to bring that causeway down.” If they could cut off the choke point, the battle would be won. Already the bridge was cracking under the weight of the massive stalactite. If she had to, Ashlyn would bring down the whole damn cavern on this army of the undead.

OOC Comments
Using triple the ISP.


***

Conditions
*PPE: 25/25
*ISP: 3/15

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
ISP: 10/10
PPE: 15/20
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 7/3
Adventure Cards:
    Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
    Ace: Play instead of rolling to make a trait test with a single automatic raise.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Last edited by Ashlyn Alvarez on Tue Feb 13, 2018 2:21 am, edited 9 times in total.



Mon Feb 12, 2018 5:48 am
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Joined: Tue Dec 12, 2017 10:21 pm
Posts: 71
Soldad's Revenge...

The rift opened and they stepped through, Grynn having taken a glance back over his shoulder to see the scenery...and that was the last good thing happened to him for quite a while. He felt like he was being torn apart, energy rippling through him, being ripped from him. His body twisted uncontrollably, shifting between forms, getting stuck between forms, alternating between quick changes and slow ones. One thing remained constant during all of the changes, however - they were all almost-unbearably painful and he was not in control of any of them.

Consciousness came back to him just in time to note several things. One: a really gross pale person was raising a weapon up above him in what obviously appeared like a deathblow. Two: the person's hand that was holding him down was impossibly large. Three: that wasn't right, he was very small...stuck in the form a cute orange kitten - which he found out undeniably when he tried to shift forms and pain nearly made him black out. He tried to let out a roar of defiance but all that came out was a purring mrow noise, almost like a question of whether or not the person was going to pet him. Grynn's adorable little kitten eyes widened, whether in fear or recognition of the name of the enemy's leader...



Previously..

Back at Rex's bar, Grynn had been unobtrusively watching the other beings in the place, coming and going, talking and drinking, flirting and laughing. He wanted to learn more about non-dragon races and this seemed like an ideal environment. But at that moment, all of his attention was being occupied by a storyteller. The man was old, scarred, tanned and had only one arm. He said his name was Carlos. In return for food and drinks, he spun tales for the people who wanted to listen, and he was quite adept at weaving threads of excitement, danger, morality and love together for the enjoyment and education of others - and all the stories were true, he claimed!

Grynn bought a drink and asked to know more about vampires, since he knew they were something he and his friends would be facing. Carlos nodded and thought for a moment. "Very well, young one. I shall tell you all a tale that is not for the faint of heart. An ancient darkness to the south. Unspeakable horror and unquenchable thirst. A name that strikes terror in those who know of it, and those who don't rarely live long enough to regret it." He paused to peer around in to the faces of those listening and then whispered the name. "Soldad!" Several people in the audience crossed themselves, a couple of others spat on the floor.

Carlos continued, "Soldad is said to be the oldest vampire on this world, brought here long ago, some say he was always here, awakened by blood and deeds in the heart of the jungles to the far south. He has been killing, feeding and making more of his kind for thousands, perhaps hundreds of thousands, of years." He paused to think a moment before continuing. "Tonight I will speak of a village called Buena Suerte. You would not find it on any map, even before the events of this tale. It was a happy place, a peaceful place, mostly full of farming families, God-fearing folk. They worked hard but there was much fun and love to be found there." He sighed. "However, one night the church bell began to toll loudly, ten times in a row with a few heartbeats between each. The town began to awaken and gather in the town square, for they saw no fires that needing putting out, nor any other visible reason the bell would be rung. The town priest came out of the church, looking concerned and confused, for he could find no one ringing the bell, nor anyone in the church itself."

He took a small pause as he took another drink. "The town's gate opened on its own and Soldad rode in on a pale horse, alone and dressed in black. He stayed mounted as he addressed the town. He told them his name, and that the town should rejoice for it was now under his protection. From now on, part of his army would patrol around the town to make sure nothing befell them, and several would be placed in the town to keep the peace. The townspeople were confused and some were angry. The town was peaceful and had no need of this so-called protection. Others asked what this would cost them, as they were poor in material wealth. Soldad told them that once a week, the town would be required to present three people to be taken away. These people would be put to use in other ways to help his army. The town's priest yelled for the demon to begone and tempt them no more! He began to pray loudly as he walked towards Soldad, brandishing his crucifix."

The audience was silent and still as they hung on every word. "Soldad didn't even dismount. He was a blur of motion as he drew a sword and lopped off the priest's arm without missing a beat. The rest of the townspeople were mixed between horror, fear and anger. Many of them rushed forward to attack Soldad, but before they got too far, a dozen vampires appeared as if out of nowhere, grabbing and draining them. The vampire shook his head and instructed his minions to wipe out the town, turn everyone and burn it to the ground - and the remains of that bloody carnage and fire remain there to this very day. The wicked undead paused as in his departure for the priest was still yelling out prayers and calling for God's wrath upon the vampires. Soldad smiled widely, said to spare the priest, bandage the wound and then banish him to wander and spread the tale so no others would be foolish enough to oppose him." The man grit his teeth and shook his head. "I was that priest, but I do not tell this tale to spread fear of Soldad, rather in hopes of finding someone to finally rid the earth of him."

Grynn wasn't sure if he would ever run in to that named vampire, though. But he took the information nonetheless and thanked the old man.



Back in the present, at Soldad's Revenge...

Luckily for him, Grynn's form did not limit all of his options. He immediately began to fight back with his immense strength, surprising the vampire a bit, enough to loosen the hold on him. He struggled mightily and was able to get free of the vampire's grasp. He lashed out with his tail and was disheartened to remember he was stuck in kitten form so his tail just batted at the air. He quickly changed tactics and followed that up by breathing fire on the creature, not really hurting it, just causing it momentary discomfort. He spat magical energy in a wave of heat on the vampire, causing it to weaken in both strength and vigor, fatiguing it for a moment. Then he summoned his magical ability and several bolts of light flew in to the vampire's face, surprising and hurting it. He willed magical energy to infuse his mighty kitten form, calling upon the moon to grant him the abilities of fighters long past. He leaped on to the vampire's shoulders and began biting through the creature's neck to behead it - though that took quite a while with those small bites - before pushing it in to the nearby lava.



Hold the Line...

Kitten-Grynn didn't hesitate, even knowing he couldn't really kill the vampires in his current form. He had exhausted much of his magical power but he made himself invisible and hard to hit. Then he charged in to the horde of vampires, biting and batting with his very impressive strength. He caused disarray and confusion where ever he went, making things easier for his allies to be able to bring Final Death to the undead masses. After he made it a ways in to the oncoming horde, he would then turn and reverse his path, coming back through to knock them off their game again as soon as they recovered. Many were even knocked in to the lava, which at least very much slowed them down if nothing else. The heat from the lava didn't bother him at all, though it didn't seem to slow down the vampires either. He cursed his form being stuck and not being able to do more in the fight - but eating eyes, knocking bodies around, aiding his teammates, dumping enemy weapons in to the lava - that was what he could do until after he could heal and force the change in form despite the pain. Several of the vampires were able to see him and injure him during the fight. He was fairly ravaged by the end of it, and very tired as well, wanting nothing more than to curl up and take a week-long nap.


Soldad's Revenge
Scene Modifier -4.
The Living Legends Arise complication -4.
No Matter The Cost (-12 PPE) +4.

Fear check at -2: total 7.
Spirit die 1d6 (6), Spirit die ace 1d6 (3), Wild die 1d6 (3).

Spellcasting and breathing fire at -4: total 6.
Spellcasting die 1d6 (5), Wild die 1d6 (5).
(1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll.
Benny for Extra Effort 1d6 (1).

Vigor roll for scene: No wound (4 total).
Vigor die 1d8 (2), Wild die 1d6 (1).
Benny for reroll: Vigor die 1d8 (2), Wild die 1d6 (4).

Hold the Line
Scene Modifier -4.
The Living Legends Arise complication -4.
No Matter The Cost (2 Wounds) +4.

Fighting at -4: total 13.
Fighting die 1d6 (6), Fighting die ace 1d6 (1), Wild die 1d6 (5).
Benny for Extra Effort 1d6 (6), EE ace 1d6 (4).

_________________
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects: Anti-Vampire Tattoo (+2 armor vs. attacks vs vampires; +2 to resist vampiric powers); Boost Vigor (to d12) - Toughness currently 36 (16) and +2 armor vs vampires; Smite (Silver) +2 damage; Light (Sunlight) on himself.
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis

Charisma: 0 (+2 with Dragons)
Bennies: 9

ISP: 15/15
PPE: 28/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.

Wounds: 1

Currently playing in: Vampire Kingdoms


Mon Feb 12, 2018 12:57 pm
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Posts: 104
Fear Check, Crit Fail. Fear Table: 20, Mark of Fear. Spend bennie to unshake.
Spirit 1d6 (1)
Wild 1d6 (1)

-2 modifier
Spend 1 EP for +4 bonus

Fear Table 1d20+2 = 20 (18) - The Mark of Fear: The hero is Shaken and also suffers some cosmetic physical alteration—a white streak forms in the hero’s hair, his eyes twitch constantly, or some other minor physical alteration. This reduces his Charisma by 1.

-1 bennie to unshake immediately.
As the vampire beared down on him Fizzwaite's normal spunky demeanor momentarily fails him and the blood thunders in his ears and he feels something inside break. The moment passes, however and while Fizzwaite worry nags the back of his mind he scrambles backwards looking for some advantage.

Soldad's Revenge 4, 1 Success. 4 PPE Spent. Vigor Roll 5, Success
Knowledge(Engineering) 1d10 (2)
Wild 1d6 (2)

-4 Scene Modifier
-4 for Living Legend
+10 for Patron Auto Ace

Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.

Vigor 1d6 (5)
Wild 1d6 (1)
The vampire pursued him slowly as it savored the impending kill (or turning?) Whoever heard of a gnome vampire? The thought came unbidden to his mind and he thrust it away from him just as quickly as a slight rocking of the ground caught his attention. Glancing around Fizzwaite's mind moved faster than ever before as a hundred calculations coalesced in his mind almost instantly. That's it you asshole just keep coming in all slow fat and stupid. he thought viciously. A moment later Fizzwaite's hand found the stone he was looking for and grabbing it with both hands he heaved it, not at the vampire but onto the rock shelf to his left. The vampire paused and cackled at Fizzwaite. "Is that the best you can do little gnome? Perhaps it is not worth our time to turn one such as yourself."

For his part Fizzwaite noted with satisfaction as the rock shelf he had stuck shifted slightly and he looked back at the vampire needing to stall him for just a few moments more. Hopefully. "Oh, I think it will be good enough. I may not be a killing machine like some of my companions but I'll give you some free advice. If you don't want to be a mouse then don't stand in a mouse trap." At that moment the boulder that had been rocked loose by the shifting of its unstable base crashed to the ground next to the vampire and Fizz rolled away to protect himself from the rock shards flying from the impact. The vampire, on the other hand, had a lot more to be surprised about as the section of rock that he had been standing on, the one that also only partially rested on a solid surface suddenly launched the undead creature as if fired from a catapult and he flew through the air to land in the middle of one of the lava pools the the magma had an odd metallic tent and he began to scream horribly, his body burning to ash. "Yep, I thought that looked like silver. Tough luck fang face."

Hold The Line 13, 3 Successes. 4 PPE Spent. +1 Bennie
Techno-Wizardry 1d10 (5)
Wild 1d6 (6)
Wild Ace 1d6 (3)

+2 Machine Maestro
-4 Scene Modifier
-4 Living Ledgend
+10 Patron Auto Ace

Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.

Taking Bennie
The initial danger passed Fizzwaite scrambled to ready what devices he could gather in the few seconds he had to spare. Pulling on the tank to his Fantastic Fire Hose he grabbed his Sunshine Lantern and took his place on the end of the line. Given the tools he had to work with he did not want to risk catching any of his companions in the crossfire. Using the lantern he set sunlight shining from several of the stalagmites that covered the floor of the cavern, each shining like a miniature sun burning the vampires wherever the light touched. Gripping his firehose he activated it and played the stream back and forth across the advancing hordes thinning the ranks to the point where their own hand to hand specialist actually had the advantage.

_________________
Hee hee, you don’t mind if I take this apart do you?

Bennies 6/4
PPE 12/30
Fizzwaite Zipwidget
Fizzwaite Zipwidget

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



Player: James
Alts: Tiberius, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Charisma: 0(-4 with CS); Pace: 5; Parry: 4 ; Toughness: 8(4) ; Strain: 0

Abilities
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.

Edges
  • [Racial] McGyver - Gnomes are naturals when it comes to building impromptu gadgets or improvising tools. Those that rely on innate talent may end up building something bigger, more ornate and less predictable than their more formally trained fellows (GM’s discretion.) It will still get the job done one way or another.
  • [IF] AB (Weird Science) - Allows for the creation of gadgets and gizmos.
  • Master of Magic - Allows access to mega damage versions of powers he possesses.
  • Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • Luck - +1 bennie per session
  • Scavenger - Find an essential piece of equipment once per session

Hindrances
  • [Racial] Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • [IF] Quirk- Talks to his gizmos, gadgets and devices like they were people. They don’t talk back though.
  • [IF] Enemy (Coalition States)
  • Major Heroic - I didn’t pack up and leave Stormspire to sit on the sidelines.
  • Minor Quirk - Tends to ramble when explaining something or answering a question.
  • Minor Hard of Hearing - A previous experiment ended with a bang.


Last edited by Fizzwaite Zipwidget on Wed Feb 21, 2018 11:02 am, edited 4 times in total.



Tue Feb 13, 2018 1:19 pm
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Posts: 119
Even in her war form, Vela felt the bite of fangs like daggers of flame. She roared and sank her claws into the first vampire to rip it off of her. As it started to heal from being nearly ripped in two she plunged her flaming sword into the head...incinerating it and bringing the creature final death. Fear, raw and primal, clawed at her spirit much as she had the vampire. Was this thing's powers how her people had been turned? Could it happen to her as well?!

A human might have panicked, might have cowered or tried to surrender from terror. Vela was not human though. For The People, fear was aggression. It provoked not a desire to flee or give up, but a rampaging need to destroy that which was feared. Recklessly Vela called on the spirits, and her claws shone with their power even as her body seemed to swim and sway with their protections. Vela threw herself into the midst of these larger, 'super vampires' and began tearing through them like a riding mower through a somewhat overgrown lawn. Roaring, biting, clawing...finishing each time with the flash and slash of a sword of flame that reduced her prey to ashes that would never come back.

She slaughtered her way through the herd of them towards the heart of darkness that beat at the center of the horde. Soldad himself. If he had brought this blasphemy upon the world, then she would end it now. That he had struck such fear into her meant he had to be DESTROYED!

Barely noticing the others in her own group, or any of the remaining vampires, she screamed defiance and leapt up through the air to barrel down on him with claws outstretched and flaming sword held back for a decisive blow!

Soldad's Revenge - 3 successes, ISP exhausted, 1 benny spent
OOC Comments
Scene Modifier -4.
The Living Legends Arise complication -4.
No Matter The Cost (-12 ISP) +4.

Fear: 1d6-2 = 1 (3) or 1d6-2 = -1 (1)
Benny for EE: 1d6 (5)

Fighting: 1d12-4 = 8 (12) or 1d6-4 = 0 (4)
Ace: 1d12 (8)


In the end, the confusion denied Vela clear memory of what happened. She dimly remembered battling a thing more of shadow than form, a thing which laughed and mocked, yet when her claws found it there was purchase. A darkness that could be torn like a cloth sheet and shied away from her sword. Then she was flung away as if by a great wind...and then the vampires were upon her. Not the handful of massive elite creatures Soldad had surrounded himself with. These were the ordinary, near-mindless creatures that shambled around the Rio Grande. But there were thousands of them.

So Vela fought. They fell before her in droves, but each exacted a price. A talon scored a line here, a pair of fangs managed to pierce her defenses there. After the fight with the more powerful vampires, and the duel with Soldad, much of Vela's mental powers were expended. There were others fighting with her, but against so many they might as well be a world away. Each of them had their own private hell to live in...filled with blank-eyed screaming fanged maws that never, ever seemed to stop.

By the end she was nearly as mindless as they were. Slashing and burning, being bitten and healing and being bitten again until her body was nearly too exhausted to keep regenerating. There were limits...The People were magical but their strength wasn't eternal. Vela felt herself buffeted, and kept blindly lashing out from sheer force of will long after her body was ready to fall. They would not take her without dragging her down, without letting her take a few more with her in the process.

It took...a minute or two maybe before Vela realized that the tide of undead had dwindled to a trickle. Dimly she heard other fights nearby, but realized they were slowing too. The cavern swam in her eyes, but it was...empty. Empty of everything but bodies. So many bodies. The Dead, returned to the earth.

She collapsed to all fours, the hilt of her sword clanging away from her clawed hand and leaving her wide open. Adrenalin started fading, and after it came the dark.

Holding the Line - 1 success, 2 wounds taken, 1 benny spent
OOC Comments
Scene Modifier -4.
The Living Legends Arise complication -4.
No Matter The Cost (2 wounds) +4.

Fighting 1d12-4 = -3 (1) or 1d6-4 = -3 (1)
Going to spend 5 EP to benny reroll a crit fail
Benny to reroll: 1d12-4 = 3 (7) or 1d6-4 = 2 (6)
Ace on WD 1d6 (5)

Obsolete roll; I missed the ace on the WD at first, and didn't need this reroll once I realized it
Anutha benny: 1d12-4 = 4 (8) or 1d6-4 = 1 (5)

_________________
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Last edited by Vela on Tue Feb 20, 2018 7:18 pm, edited 2 times in total.



Tue Feb 13, 2018 7:22 pm
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Notice 5
Notice 1d8 (5), 1d6 (4)

Lying there, hearing Soldad's voice, Krysesia sneers at the memory of his name. It was not from her storied father, but her Amazon mother she'd heard of the vampire. "In the time before the cataclysm that sank Atlantis and robbed the world of its magic, my ancestor and several of your father's fought the monster who claims to be the first vampire on Earth. Of course the fool is a victim of his own propaganda, but given his might and age, it's not hard for most to think so. I have seen the relief which honors the 100 amazons and true atlanteans from Manoa who stood with over a thousand others of the other clans who stood against the unholy army of death and demons. I have seen human tales that call it a war in heaven, for such was the magics and horrors unleashed in that battle. Though Solidad was defeated, only thirty of our heroes returned to Manoa and the other clans suffered almost as many casualties. My kin and the Manoan Clan warriors had been in the van, leading the charge. As such they fell against an seemingly unending tide of the dead and demonic. My ancestor saw Solidad rip an amazon warrior in half with his bare hands." Her mother's expression, which had been hard, softened. "But his machinations were stopped for at least three hundred years from the historical accounts. And the sacrifice to save the world gave the clan much honor." When your race is responsible for unleashing the vampiric menace and an unending crusade against them is the racial penance you have sworn to uphold, tales such as these are your bedtime stories, and you find hope in them. And later on, they help you find hope in the dark moments while undertaking that crusade.

Solidad's Revenge
Looking up at the situation she is in, Krysesia never really feels fear. Lesser creatures might worry at being made a vampire. Krysesia's fear is only one of failure. But in her own rather brutal training, her father often pushed her to the edge. Training in using her clan blade had started as soon as the tattoo had healed. Training in escaping situations like these, ironically, had been covered on day two, out of a training regimen that took two years to reach basic competence. Her mind slows down the situation and takes stock. Serenia is nowhere to be seen. Either she did not make the trip, or she'd been unsummoned. Either way, getting her back would be the second thing she'd do.

    It's amazing the depths of clarity one can achieve in this hyperaware state of being on the edge of death. The muscles of the vampires twitch as they prepare to strike those dark blades through her and Grynn. In the darkness of those blades, she remembers one particular misstep of a rift jump. It'd been a blind jump due to interference and she ended up floating in the void of space staring at a star. The goggles she wore barely kept her from being blinded and she could feel the heat of the star, even in this void of space. She was nearly inside the corona and was being roasted alive. Worse, she saw that the star itself seemed to notice her. Child, why do you seek death here. Go back and save yourself. The voice in her head was kind, but severe. It heard her thoughts when she replied. 'I did not mean to come here. But I am glad I did. Before I go, might I contact you again via rift?' 'If you wish child.' It's hard to argue with a star about whether you are a child or not. A living star! Her return back landed her in the hospital in the pyramid for two weeks before the doctors and healers felt they had removed and reversed all the tissue damage caused by her space jaunt in what amounted to basic survival armor.
The star referred to itself as Polisaris and agreed to allow Krysesia to open a rift anytime within her corona, as long as it was small. Such a small rift forms inches from the face of her attacker and sunlight pours through it, lighting up the darkness and ashing the one over her and wounding Solidad himself. Die monster, die a final death! It's then that Krys resummons Serenia, who further lays into the vampires and Solidad.

Fear Check 6
Fear Check -2 (Penalty from Living Legends Arise)
Spirit 1d6 (6)+ 1d6 (2), 1d6 (1) -2
Spellcasting 10 -- 2 successes -- unharmed -- Gain a Benny -- -4 PPE
-4: Base
+0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
-4: The Living Legends Arise
+10: Fate's Chosen
------
+2
Spellcasting 1d10 (8), 1d6 (2) +2 = 10
Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny


Hold the Line
"You're so dramatic Father. Now, stand back a moment and let Serenia look at that." With her staff on a strap and over her back, Krys pulls a move few among them have seen. Her right hand grasps her left wrist, and seems to draw a sword from her arm like a sheath. With a wave of her hand she summons another mini-rift of sunlight. "Shine on for us Polsaris. And come creatures, meet your end here and now! A true Atlantean comes for you!. Our history writ in blood calls for you to come at me!" Of course her hope is to further focus the horde's attention on her, relieving pressure on the others so they can help her. When her father, his health temporarily restored, rejoins the fray, he does so at his daughter's side, and the flashing blades of the Atlanteans bring destruction, while sunlight and eldritch powers end them.
Spellcasting 17 -- 4 Successes -- unharmed -- Gain a Benny -- -4 PPE
-4: Base
+0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
-4: The Living Legends Arise
+10: Fate's Chosen
------
+2
1d10 (10)+ 1d10 (5), 1d6 (1) +2=17
Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.

_________________
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.


Tue Feb 13, 2018 10:38 pm
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Coming too in the hands of a vampire holding you in the air and trying to open your helm is not a good sign for the progress of a battle. Ndreare looked around trying to orient himself as this freakish half giant abomination looked familiar, like the ones on Jaralaixus. His mind was a little dizzy and he was having trouble concentrating. The creature sensed his waking and began to smash him against the ground trying to knock him out again.
The jolting and shocking smashes were making it impossible to think clearly. Reacting on instinct he drew Knight’s Kiss and rammed it into the creatures neck. It was startled and made a cry of pain as the blow caused it pain. But the wound began closing as soon as the blade was withdrawn.
“Sūraja Balaḍa” Ndreare said quietly as his blade suddenly burst into golden light. His armor protecting him enough from the force of the smashing blows to concentrate. The next swing took the creatures head off as it burst into flame from the golden sunlight pouring off of him.
Looking around Ndreare saw his allies also escaping and breaking free of their captors.
“What would Kreghor assassin armor be doing on this planet?” The words were spoken is crystal clear dragonese. From a voice that had haunted Ndreare’s memories ever since the owner had taken his son’s life.




His mind going back on its own Ndreare remembered the horror of of a Battle fought almost 7 cycles ago. A planet in another Galaxy far from here.
The battle was hard, but they remained on the offensive. Somehow the Empire and the UWW decided an alliance would be needed to cleanse the vampires that had infested a series of planets in a local system all under the rule of a single powerful intelligence. The creature had somehow learned to make super vampires higher and more powerful even than master vampires and set them as ruler over the four planets.
Intelligence said they were more akin to avatar than vampires. Each with the power of a demon lord they were fearsome. The Marshal had decided that no more landings would be risked after the battle of Jaralaixus 3 and started orbital bombardment, putting propulsion on large asteroids and sending them to knock off the planet's orbits. The plan was simple, the UWW would use Time Maelstroms to lock the vampires on planet and the asteroids would shatter the planets and send most of them into the local stars.
But things did not stay simple, as they moved through the system and came to the 4th planet the vampires managed to get a ship off. Soldad was on that ship and the Marshall had sent Abranidus to stop the ship from escaping. It was a one way mission and everyone knew it.
Unwilling to risk failure on such a critical mission Abranidus ordered his ship to simply ram the escaping destroyer sending them both crashing down to the plant locked together in a mangled mess that would not allow either ship to fly.
The sacrifice worked, nothing made if off that planet and no planetary bodies large enough for detection was allowed to exist in the system. Everything was cast into the star, a cleansing that was needed.




Looking up Ndreare saw him Soldad, the Vampire Lord, he was fighting through the forces as if they were not relevant. “Ki'uṁ kī tusīṁ lā'īva. How can you still be alive? We bombarded your planet and sent it into a sun. The Maelstrom should have prevented teleporting off world.”
Ndreare did not wait for the answer, he attacked. But Soldad smiled and spoke as if it was only something casual happening. “Did you think a maelstrom could stop my master from calling me? No, no more than it would stop a finger from responding to the commands of the brain.”
Somehow the vampire was existing simultaneously in more than one location as Ndreare saw Penitent and the archon fighting their own versions of the abomination. Thinking to himself. That must be how he lived, if the creature could make one avatar it could likely make more.
But then, this one remember the battlefield and in its hand was Abranidus’s honor blade. A blade awarded for a battle fought in Jaralaixus on the third world before the marshal had ordered no more landings.
Seeing the stall in Ndreare’s movement as he focused on the sword Soldad mocked. “You were there. You must have know the worm I stole this from. Well he died slowly, but bravely.”
His emotion seizing him in a way it had not for many decades Ndreare reached for his TW B.A.G. and found it was missing. Something happened to his weapon. Looking around he saw a vampire had somehow gotten his custom piece of hardware and was using it like a club. With no time for second thoughts Ndreare called on the skills he had mastered over the centuries and imbued himself with the speed, skill and power needed to kill this abomination for good.
The fighting back and forth that lasted for minutes felt like hours. Until Ndreare was finally able to kill the creature, cutting off its head with and sending its body to burn in the lava below he grabbed his son's sword from the corpse as it slid away. Tossing the head in front of the pile Ndreare watched as it was obliterated by a globe of blinding light someone had summoned.





Heading over to join the Line Ndreare was taken aback by the volumes of vampires. How would half a score of men hold the line versus so many unless something changed this would be a slow and painful death at the hands of the unholy.
The vampires did not even care that the bridge was being held. Climbing down and through the lava was nothing of concern to the invulnerable creatures as they swarmed around and past the heroes.
Scanning the room with his arcane sight Ndreare saw something he did not expect. The river of lava was pantheistic. There a elemental spirit living in the thing. An idea came to him quickly. Resealing his helmet the vampire had taken off earlier he took a running jump landing on the edge of the cliff next to the flowing magma.
Calling again on his arcane power this time he reached out and thrust his left arm down releasing a spell of Warrior’s Adaption more powerful than anyspell he had done in centuries drawing on the power locked with in his very soul the lava itself suddenly began to glow with the cleansing light of the sun. Suddenly thousands of screams could be heard as the vampires in the canyon were being burned not with normal fire they could ignore, but with the light of the sun.
The elemental writhed and did not let him pull his hand back at first the burning hurt so bad, but after a moment it let go of him and returned to its own business. But the time it took for the creature to understand he was not a threat was to long and the burns would need magic to heal correctly. With no shadows to walk through in the area bathed in brightest sunlight Ndreare was forced to climb up to join the others taking his place among them he was exhausted and hurting. Picking up his TW B.A.G. Ndreare was unsure about how things would go. Thousands of the unholy had died how many more would they be able to slow.

OOC Comments
Complications = Un able to use Big Ass Gun and helmet was forced open.
Rolls above lots and lots of successes.

Taking a benny for adding Soldad to history

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Fri Feb 16, 2018 12:39 pm
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Fire, sunlight, ash, and haunting silence greet the hunters who held the line. You 8 stand tall as if for a moment giants among mere mortals. Those that have known lord Coake at all know he rarely ever is surprised. But his mouth hangs agape as your efforts carry the day and vanquish not only Soldad the scourge, but the very horde itself. Soldad's last moments are unexpectly filled with dread as he realizes just who he has "captured". Those close enough to see in his eyes see true horror reflected back.
Sister Penelope lies on a barren rock looking up at a stalagtite, she breathes incredulously " How? Eight against thousands... How?"
Still clutching his decaying shoulder Sabazio just smiles like he knew the whole time what kind of heroes they had recruited, " They are the vampire hunters, destiny is on their side Penelope. These 8 will rid the lands of our bane!" The pointed look at Krys is not unnoticed.
Lord Coake having regained half a wit nods and chimes in, " Indeed my friend, not since the legion's crazy 7 have I seen such... Such courage and sacrifice... I am sorry for how you were transported, the Archon Rift is never pleasent. Please excuse me for how you are now transported back... Their time is limited." 20 some odd Archons appear out of no where and another small leyline is formed. The last thing the heroes see as they are rifted back to El Paso is below them several hundred defenders (humans, d-bees, fay, wizards of all ilk, and power armors) of the city called Gloom standing with shock and amazement at the departing vampire kingdom heroes. The onlookers realize what the had seen would go down in annuls of history as the Greatest stand against vampires. Not even Sabiazo's oft famed Charge of Light can compare. Forever they will be remembered as the Resolute.

New Gm Post forth coming... Super busy at work right now. But we will be heading back to our regular forums. Nice job on preventing the heroes in gloom from loosing 10 tokens in their iupcoming massive battle.

_________________
13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Tue Feb 20, 2018 11:04 pm
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Joined: Thu Jun 29, 2017 9:32 pm
Posts: 128
Oh man, those Penitent t-shirts are gonna be worth a pile of money now. Someone made sure to save me one, right? Right? Anybody? Damn it Karl!

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 10/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Wed Feb 21, 2018 4:43 pm
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Penitent wrote:
Oh man, those Penitent t-shirts are gonna be worth a pile of money now. Someone made sure to save me one, right? Right? Anybody? Damn it Karl!


I am not one to give out bennies for making me smile and laugh. But man it has been along day at work and this is what I needed. +1 Bennie to Penitent.

_________________
13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Wed Feb 21, 2018 9:41 pm
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Joined: Thu Jun 29, 2017 9:32 pm
Posts: 128
I'll take it!

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Penitent
Quick Stats
Wormwood Apok
Bennies: 10/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Wed Feb 21, 2018 11:16 pm
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