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 Part 4.4: out of a rift into a vampire CS ambush 
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Conditions:
Warm Night, dim lighting -1 penalty to attack rolls (modern armor will negate this), and an actual rift is maybe 5 miles away.



GM note: So much Victory occurred you triggered an secondary reward. Your complications are no longer in effect!

Resolution for the interludes: Please make these complication rolls first in your post.
  • Loss ( Thanks Penitent): Players make a spirit or smarts roll vs fatigue, a fail on this roll means the character is exhausted until they can cry.
  • Fear ( Thanks Lucianna, ignore Pen): fear check from encountering the essence of fear.
Boons from the interludes:
  • Victory: +5 to a single trait roll during your first round.
  • Love: +1 Benny




The moon is full, the soft dirt of old new Mexico is crushed beneath the feet of the heroes. To the north laughter, tempered with gentle insults can be heard. The sigils on the command tent and gear marks it as the cs commando squad: raven company. It would seem the commandos and their support staff are enjoying some revelry for a job well done. Several Samas power armors are off to the right side of the camp, and to the left hand side is a spider skull walker and its crew bedding down for the evening. The PAs and RA seem to be unmanned.
CS PA and RA
Attachment:
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Attachment:
rifts_spider_skull_walker_martin_diego8_by_almanegra-dayx4jc.jpg
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To the south the heroes can hear or sense some trouble. The sentries for this squad are being ambushed. Those that can sense the supernatural get a feel that at the very least vampires are involved. Gurgled cries stifled but within ear shot of the heroes would indicate the ambush was proceeding well. The Heroes are certain that the vampires or whatever is out there that this is just the beginning!

A sentry to the North calls out to their squad mates, " Commander Kurling! Raven company a rift just formed south of the command tent, be advised possible hostiles!" It would seem the heroes unexpected entrance has not gone unnoticed. The heavy crunch of a cyborg's footfalls and loading of a rail-gun are unmistakable.
" Raven Squad, 20 hostiles to the south and probably some no good D-bee scum just near the command tent. You know the drill, Zeta Maneuver now!" The hard metallic ring of Kurling cuts through the night air like a hot knife through butter. It appears the CS commander is on the ball tonight.
Commander Kurling
Attachment:
Borg.jpg
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Benny Opertunity
toss into your narrative, the last time you heard about the CS implimenting Zeta maneuver... Earn a benny!


After the bright light vanishes from the artificial rift 20 Archons lay at the heroes feet mostly motionless. One of them reaches out for Lucianna and utters, " Beware, the temporal wizard t'Fethic, he... meant to disrupt the Archon Rift, his power was tremendous and would have put you in danger... We were only too happy to do our part, we were inspired by your...Don't... Let... Our... Sacrif... be.." The Archon looses its strength and closes its eyes. Like the rest of the seemingly dead ones starts to disappear. It is in this moment the Resolute heroes know they have only seconds to release their own psychic potential or inner psychic strength to save the Archons before they truly die.

A wild Vampire lunges into the midst of the heroes only to be caught by its arms mid lunge by the angelic Serenia. Karl the imp Apok in training drives a silver dagger into its heart while licking the wild vampire's bald head. " I did it daddy I got him good... mmm tasty!" The vampire lies immobile to the side.

About 750ft coming from the direction of the faint city lights of El Paso are the headlights of what can only be Fizz's zone ranger coming in hot and heavy ( Yup, haha some one is driving it!). From inside the command tent just a few meters away a male blood curdling cry with a slight mechanical tone seeps from out beneath its flap... That is just about how your evening starts...



GM note about allied extras
They go when you go, sorry I forgot to get them on the map. Good thing is I will not attack them until they make it on the map. I can assume they stay near you or you direct them to go some place. Next round they are on the map for sure.

Wounds and PPE??
Wounds were healed and PPE/ISP restored... Thank the Archons

To save the Archons
As an action you may roll your arcane skill and "send" PPE/ISP to the Archons around you, it takes 5 PPE/ISP to save one, so all twenty would be 100 PPE/ISP

Zone ranger
The zone ranger is off the map to the North, about 150" off the map.

Initiative and Map
Welcome to the surprise round, I rolled a card for all who would have gotten one to see if the joker would have,come out. The enemies that get to go on the surprise round will do so after the players take their turn. For simplicities sake we will just let the players post first and the order in which you post is how the action happens. The below initiative notes is really just for the gm.
Initiative Notes:
    Ashlyn: On hold
    Pen: on hold
    Vela: on hold
    Ndeare 1d54 (11): QS
    Gryn 1d54 (35): 10C
    Fizz 1d54 (34): 9C
    Luc 1d54 (28): 3C
    Krys 1d54 (39): AC
Attachment:
Surprise round map.JPG
Surprise round map.JPG [ 265.53 KiB | Viewed 1071 times ]







Gm Directions,
  • 1st step consult the top of the page and make any complication rolls needed( there are 2). Then consult the boons (there are 2).
  • 2nd step post your action and narrate your action(this is a regular combat). You guys go first in the surprise round, no jokers drawn, and only 2 bad guys are not surprised, they will go last. Your posts are how the action happens. Please use hangouts or the OCC comments HERE to plan and stratagize
  • GM, note please put a recap OCC at the bottom of your post that makes it clear what you did. Also call out any opposed rolls needed. If you like feel free to be specifically vague or dial it in to the exact square. An example is below:
Example
Action 1 with map, cast quickness and shot my shotgun against the nearest vampire, I move to near the command tent entrance and take cover
Action 2 with map, I cast sunlight smite on shotgunand blast the nearest vampire with my shotgun, then peak arround the corner and cast slumber on the CS spider walker soldiers, placement is square X. Opposed smarts vs 9. I then stay near the command tent using it for cover vs CS .


Extra note, if you did not have a chance to finish your interlude you have until the end of the quad.

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Tue Mar 06, 2018 9:39 pm
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Notice 7 Success
Alertness, Danger Sense
Notice 1d6+2 = 7 (5)
Wild 1d6+2 = 3 (1)


***

Spirit v Fatigue 11 Raise
Spirit 1d10 (6)
Wild 1d6 (6)
Ace 1d6 (5)


Fear 9 Success
Spirit 1d10 (9)
Wild 1d6 (5)


The trip through the rift was jolting, and Ashlyn stumbled slightly before pausing to catch her breath. She looked down and saw the Archons dying at their feet, and then up to see them surrounded by Raven Squad, and vampires moving in from the south.

“Merde!” Ashlyn cursed. Zeta maneuver? Where had she heard that before? It wasn’t a frequent occurrence, but occasionally a New Alamo patrol would run afoul of a Lonestar patrol in Pecos territory, tracking some vampire or D-Bee or just a Pecos raider. Sometimes things didn’t end peacefully. Ashlyn had been on one such patrol.

“Pincer move!” Ashlyn warned the others. “They will try flank us.”

They didn’t have much time. They were smack in the middle of things. And the Archons were dying.

Ashlyn knelt down, knowing what she had to do. She reached for the divine power inside of her and found she could tap it once more. The demon taint had subsided -- for now. Ashlyn felt her magic flow and sent it out into the Archons to stabilize them.

Transfer PPE 5
-2 MAP
Mysticism 1d10-2 = 5 (7)
Wild 1d6-2 = 1 (3)


One of the Archons gasped to life. Ashlyn would have liked to send more, but she needed to prepare for the battle. She prayed, and her new shield began to glow with power. Silvery motes of light swirled around her, making her difficult to target.

Greater Deflection 19 3 Raises
-2 MAP, +5 Trait bonus
Mysticism 1d10+3 = 13 (10)
Ace 1d10 (6)
Wild 1d6+3 = 9 (6)
Ace 1d6 (5)


***

Conditions
Greater Deflection: -6 to hit her (3r)
PPE: 20/25
ISP: 15/15
Shield: 6/10 PPE

_________________
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.
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Thu Mar 08, 2018 12:28 am
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Notice 10, CK 4, Spirit 8 vs Fatigue
Notice 1d6 (6)
Ace 1d6+6 = 10 (4)
Wild 1d6 (6)
Ace 1d6+6 = 7 (1)

Common Knowledge 1d6 (4)
Wild 1d6 (3)

Spirit vs. Fatigue/Crying 1d8 (2)
Wild 1d6 (3)
Spending a Benny (the one gained at beginning of this scene, from the Love interlude) for Extra Effort + Elan 1d6+5 = 8 (3)

5 EP and 3 Bennies spent, 9 PPE toward saving archons
Channel PPE to help Archons (Faith -2 MAP) 1d10-2 = -1 (1)
Wild 1d6-2 = -1 (1)
Fuck that noise. Spent 5 EP and a Benny to reroll the critical failure.
Faith (-2 MAP, +2 Elan) 1d10 (3)
Wild 1d6 (4)
Benny to reroll again:
Faith 1d10 (4)
Wild 1d6 (4)
And ... one more Benny, including the floating +5 from the visions of victory:
Faith 1d10+5 = 6 (1)
Wild 1d6+5 = 7 (2)
I quit. 5 EP and 3 Bennies wasted to save 1 archon. This is what Penitent gets for trying to do nice things.

Final tally, using best roll +5 = 9 PPE toward saving archons

Cast Quickness and Greater Smite (10 PPE used), moved to L23 and killed two vampires
Cast Quickness = 4 PPE used
(Faith -2 MAP) 1d10-2 = 6 (8) = Success
Wild 1d6-2 = 0 (2)
Move South 8 squares

Round 2 actions from Quickness
Move on down to L23
Cast Greater Smite (sunlight trapping) as a free action on both blades, auto-raise, and activate Durendel: 6 PPE used
Faith 1d10 (9) = Success, +8 Damage
Wild 1d6 (4)

Move on down to L23 and attack vampires (both blades, Ambi + 2-Fisted so no MAP, +8 damage from Greater Smite and +2 from Champion edge on tattoos)
Attack Vampires
Durendel
Fighting 1d12+2 = 10 (8)
Wild 1d6+2 = 4 (2)
10 should hit a vampire.
Damage 1d12 (9) + 2d8 (5, 2) + 10 = Damage 26 sunlight, AP4

Chainsword
Fighting 1d12+2 = 3 (1)
Wild 1d6+2 = 7 (5)
7 should hit a vampire.
Damage 1d12 (4) + 2d8 (6, 5) + 10 = Damage 25 sunlight, AP2


The journey through the archons' rift was just as disconcerting as before -- perhaps more so, given Penitent's vision of Charun -- but the apok shakes off the memory and prepares for battle. His demon mask seems to vibrate with hunger, sensing vampires nearby, along with the more mundane but immediate threat of the Coalition troops.

"Someone should try to convince the fascists not to die on our blades," Penitent growls, already moving south.

Karl calls out. Thinking to chastise the imp, Penitent realizes he once again has weapons in his hands.

We will revisit that failure later, he thinks. Still, he makes sure to comment on the imp's form as Karl shoves a silver dagger into a nearby vampire.

"A little higher, boy, or you risk getting the blade stuck in the ribs," he says. "And keep your tongue in your mouth, before you bite it off."

He is stopped in his tracks as he sees the archons dying all around. Unwilling to let their sacrifice go unopposed, he reaches within, calling on deep reserves of psychic energy and channeling it into the network of archons, reviving at least one.

That done, he draws on the power of his mask to quicken his steps and shroud his blades in sunlight. The angelic tattoo covering his flesh flares to life, blazing in the darkness as he charges into a clump of vampires to the south, lashing out with both swords and reducing two of the vampires to ash.

Penitent has quickness and greater smite (sunlight trapping) active. His tattoos are glowing, so opponents can ignore any darkness-related penalties to hit him.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 2/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (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: 10/15 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range)


Thu Mar 08, 2018 1:51 pm
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Seeing themselves surrounded Ndreare knows there are not a lot of options when surrounded by vampires and Coalition but to fight your way out. Drawing his blades he prepares himself to kill some vampires when suddenly he notices the injured archons preparing to die.
Dammit, those being would make great allies, he cannot afford to let them die, but this is no time for running low on power.
Pressing foot against the nearest of them he begins letting them draw off his ppe as he channels it into them. “Don’t die archon, this is not your time.”

Channels 15 PPE into the Archons
d12+3 Spellcasting -2 for MAP (readying weapons)
Spellcasting 1d12+1 = 13 (12) + Dice Aced 1d12+13 = 15 (2)
Spellcasting Wild 1d10+1 = 10 (9)


Then activating his weapons he prepares himself defensively not know how rational the Coalition forces will be in this endeavor.
Then hearing the commander calling out Zeta, a standard pincer maneuver, best used for catching a weaker enemy Ndreare feels his frustration build. “There are vampires that must be killed first commander, I say we should ally ourselves to see to their destruction.”

Remembering the last time Ndreare saw a coalition force use what they call Zeta maneuver. They had baited a local gand of brodkil into coming at them, then when the bridkil were ready to attack they found the tide reverse as the Coalition Samas came from nowhere and in less than 10 seconds the whole firefight was over without a single brodkil to beg for mercy.

Notice 7/9 with sight, Detect Arcana 5, and Common Knowledge Rolls
+2 with Sight, Body armor has optics package ignores 2 points of sight penalties.
+5 One Time Scene Bonus
Notice 1d12+5 = 7 (2)
Notice Wild Die 1d6+5 = 7 (2)

Detect Arcana at Will
Roll For Detect Arcana -
Spirit 1d10 (2)
Wild Die 1d6 (3)

reRoll For Detect Arcana -
Spirit 1d10 (2)
Wild Die 1d6 (2)

reRoll reRoll For Detect Arcana -
Spirit 1d10 (5)
Wild Die 1d6 (4)


Common Knowledge
Smarts 1d12 (11)
Smarts Wild Die 1d6 (5)
Resolutions = All success
Loss to avoid Fatigue Ndreare
Smarts 1d12 (2)
Smarts Wild 1d6 (2)
    Benny to reroll = Benny gained from scene
    Smarts 1d12 (11)
    Smarts Wild 1d6 (2)
Fear to Avoid Fear
Spirit 1d10 (2)
Spirit Wild 1d6 (5)





Rodney pops through and sees themselves surrounded. “Holy crap” going into stealth mode he radios Ndreare. “Now would be a good time to teleport out and leave these guys to themselves. They are mortals most will die in a 100 years anyways.”
Ndreare’s response was curt. “We don’t need to abandon this team. Now pay attention and stream me a good image of the battlefield.”
With his order Rodney felt no compulsion to act childish in combat and immediately headed up into the air above the flight of both the SAMAS and the weapons fire and started streaming the data to Ndreare. “Should I take opportunity shots sit? It will sacrifice my Stealth.”
Without even thinking Ndreare’s answer was quick and easy. “No, we may need you for a surprise defence.”

Rodney Danger Sense
Notice 1d8+4 = 6 (2)
Wild 1d6+4 = 9 (5)
Resolutions = All success, Invisibility System Stealth Roll 11 if someone has a reason to look
Loss to avoid Fatigue Rodney
Smarts 1d10 (1)
Smarts Wild 1d6 (6)

Fear to Avoid Fear
Spirit 1d10 (6)
Spirit Wild 1d6 (4)

Stealth roll to go cloaked +5 Scene Bonus
Stealth 1d12+9 = 11 (2)
Smarts Wild 1d6+9 = 11 (2)

_________________


Fri Mar 09, 2018 8:32 pm
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Rolls
Smarts vs. Fatigue
1d12 (6)

WD Smarts
1d6 (2)

Spirit vs. Fear
1d8 (1)

WD Spirit
1d6 (4)

Spellcasting to send PPE to Archons
1d12+3 = 4 (1)

WD Spellcasting
1d6+3 = 4 (1)

Spending EP to fix crit fail, then benny to reroll, with Elan
Spellcasting to send PPE
1d12+5 = 11 (6)

Adding +5 to one trait roll to this: total 16 PPE sent, leaving 14 in the tank

WD Spellcasting
1d6+5 = 10 (5)

Lucianna leans down to the dying archons. "No. You will not fade. I have lost too many friends. You will remain and return home at your convenience, and not fade into the darkness!" She points the newly acquired Scepter of Spellweaving at the fading Archons and channels as much power as she can into their spirits. Four more archons cease their fading and catch their breath with a gasp.
She looks around at the dire situation. "I am familiar with this Zeta Maneuver. El Paso's Hope experienced this once. It is a force flanking maneuver with overwhelming force. They will attempt to use aerial bombardment as cover for the approaching flankers."
Lucianna's eyes flash with lightning. "They will fail."
She prepares herself for battle, refocusing her remaining energy to prepare a magical bombardment of the enemy.

Action Wrapup
Sent 16 PPE to the fading archons, plus 34 previously equals 50. 4 more archons saved.

_________________
Lucianna
Lucianna character sheet
Bennies: 0 (+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)
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
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Fri Mar 09, 2018 11:53 pm
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Notice 5, Success. Smarts vs. Fatigue 12, Raise. Fear Check 5, Passed. 14 PPE channelled to the Archons.
Notice 1d8 (5)
Wild 1d6 (3)

Smarts vs Fatigue 1d12 (12)
Wild 1d6 (2)

Fear Check 1d6 (5)
Wild 1d6 (5)

Techno Wizardry 1d10 (2)
Wild 1d6 (2)

-1 bennie to reroll

Techno Wizardry 1d10 (10)
TW Ace 1d10 (4)
Wild 1d6 (6)
Wild Ace 1d6 (2)
Their return to the real world was just as disconcerting as their departure. Fizzwaite didn't know about the others but he was just has happy to be back on terra firma. That upbeat thought took a bit of beating, however, as he took in their surroundings. Well if this isn't being caught between a rock and borking hard place I'm eight feet tall. He thought disgustedly to himself. It's well past time for a bloody vacation I think.

Still, he is quick to note that the Archons that had both kidnapped him and returned him back were fading fast. Channelling PPE was second nature to a Techno Wizard though this was his first attempt at funnelling power to a living being. After a moment of resistance Fizzwaite felt the connection coalesce between himself and the Archons and he pushed as much energy as he could to the fading magical creatures.

With only moments remaining before the fecal matter hit the rotating ducts Fizzwaite looked around and took note that all of his gear appeared to be in his immediate vicinity. Unfortunately whatever idiotic powers that be that dumped them here didn't leave him time to pick his stuff up. Not if he wanted to save as many of the Archons as he could. He would have to make due with the items he had managed to grab while still in that infernal dimension.

Behind him he heard the shouting of what sounded like a cyborg ordering something called a Zeta maneuver. I don't know what a bloody Zeta Maneuver is but I can guess it won't be good news for us.

Action Summary
Action 1. Channel PPE into Archons.
Free Action. Turn to face vampires.

_________________
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.


Mon Mar 12, 2018 3:06 pm
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Notice 7
1d8 (7) or 1d6 (4)

Spirit vs Fatigue 7
1d8 (7) or 1d6 (6)

Fear 4
1d8 (3) or 1d6 (4)


Vela growled and reached up to the fetish dangling from a thong looped around her neck. Through it she sent a call to the spirits, to her own power, and as they flocked to her air she transformed to her true self, donned the battle-priest's golden mask, and took off at a long-striding lope to do battle with the Dead once more!

Was there no end to them?!

She charged to the west and hurled herself into the vampires gathered there! Her claws flashed with sudden brilliance as she attacked, describing arcs of dazzling light in the darkness that left seared green afterimages behind. For anyone watching, it would be as if seeing a series of still images of a gruesome combat, flashing one by one in the pitch black of night.

flash - a massive cat-warrior clad in tattered armor wearing a terrifying mask rips four slashes of eye-burning light through the night while an emaciated undead creature recoils from her with fangs bared

Darkness

flash - the jaguar-amazon has gripped another undead monster by its head and those blinding lines of radiance are cleaving down from its neck to its navel, leaving unclean flesh blackening and blistering and peeling away to expose what's left of its innards

Darkness...and a bone-chilling roar.

Psionics to cast Deflection as free action (Adept edge) 6 w/benny
1d8+1 = 3 (2) or 1d6+1 = 3 (2) Benny for extra effort: 1d6 (3)

Vigor to transform to hybrid form 11; raise makes it free action!
1d8 (8) or 1d6 (6)
Ace on BOTH 1d8 (3) and 1d6 (2)

Spend 2PPE from the mask to activate it's damage boost, move to C12, then Pounce on lead vampire there! 13 to hit for 19 damage on first target; 9 to hit for 23 damage on second
1d12+5 = 13 (8) or 1d6+5 = 9 (4) Fighting for 1d12 (7) + 1d8 (1) + 1d6 (1) raise + 10 damage (2 from Husk of Chac, 4 from mask, and 4 from Pounce; mask gives her natural attacks the Sunlight trapping)
Then attacking the vampire to the north of the first target with Improved Frenzy:
1d12+1 = 9 (8) or 1d6+1 = 7 (6), for 1d12 (9) + 1d8 (6) + 1d6 (2) raise + 6 damage

_________________
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


Sat Mar 17, 2018 8:20 am
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Notice 13; Spellcasting 13 to donate 13 PPE; Spellcasting 5 to cast Too Close to the Sun (Greater Obscure)
Notice 1d8 (3), 1d6 (6)+ 1d6 (6)+ 1d6 (1)

Spellcasting 1d10+3 = 12 (9)+ 1d6 (1) (EE) (1d10+1, +4, -2 (MAP)); 1 EP Spent for +4 -13 PPE
Spellcasting for Greater Obscure 1d10-1 = 5 (6) -4 PPE
Range: 20
Duration: 3(1/round)
Effect: Greater obscure expands the effect of obscure to a 10" radius, and she is automatically immune to the power’s effects.

Serenia Invocation 12 to donate 12 PPE
Serenia Invocation 1d10 (10)+ 1d10 (2)


As they arrive from the most screwed up Rift travel ever, Krys takes in her situation. Surrounded by vampires and the CS forces. Unlike many of her peers among her people, Krys is a student of North America and knows more about it than most. Zeta maneuver was one utilized by specialized monster and magic user hunter units. They would spend time learning their enemies and make sure to have their weaknesses on hand. One of her instructors at the University of Lazlo had survived such an encounter. "Vela, be careful the Coalition forces will have silver loaded in their railguns and the infantry will have a backup weapon with it as well. The rest of you be aware of the danger as well. The CS does intelligence and research well on their enemies, including us." She and Serenia channel what PPE they can to save the archons. She then waves her staff and a small rift opens up which allows the blinding radiance of a sun to stream through, bringing stark daylight to bear over the maximum number of vampires, blinding them as well as burning them. "Let's move towards the truck!" She indicates the trucks location and sets off in that direction.

2d10 (9, 10)+ 1d10 (7)= 26 Sunlight Damage to vampires caught in the glaring sunlight

Action review
Krys
Actions: Channel to Archons
Cast Greater Obscure
Move towards Fizz's truck

Serenia
Action Channel to Archons
Move towards Truck

_________________
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.


Sun Mar 18, 2018 3:11 pm
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Grynn is an NPC
Cat like Grynn grabs the arms of three translucent Archons and tries to give all he can.
Spellcasting 1d6 (6) ace 1d6 (2)wild 1d6 (5) bennie spent for extra effort 1d6 (1)

So 2 short of 100.

Grynn gives out a howl and disapears into the mystic ether. Slow and surprising, Grynn gives his all then disappears as if he never was.

OOC Comments
He can come back when the player returns

_________________
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: 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: 2

ISP: 15/15
PPE: 16/20
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Adventure Cards:
  • Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
  • That's Crazy Talk Mister: Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

Wounds:

Currently playing in: Vampire Kingdoms


Sun Mar 18, 2018 6:20 pm
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Lucianna's Second Turn
Spending freshly drawn Adrenaline Surge adventure card for an additional turn
Sending PPE to archons with MAP
1d12+1 = 13 (12)

WD Sending PPE
1d6+1 = 5 (4)

DISREGARD THESE ROLLS - PPE TAPPED OUT
Casting Greater Deflection on self with MAP
1d12+1 = 10 (9)

WD Greater Deflection
1d6+1 = 6 (5)

Seeing the last archon begin to fade, despite the best efforts of the group, spurs Lucianna into a furious attempt to force more energy towards her people. She finds herself moving more quickly than normal, and manages to push her last bit of energy to the final archon. Their fade stops. "You have done great things for us, my friends. Allow us to return the favor!"

She prepares herself for the fight ahead, knowing she is low on energy. Perhaps I shall find out what this scepter can do in combat.

_________________
Lucianna
Lucianna character sheet
Bennies: 0 (+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)
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 Mon Mar 19, 2018 10:28 pm, edited 1 time in total.



Sun Mar 18, 2018 9:46 pm
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Spoon Fed Recap





Pender Lumkiss wrote:
The Remembered Vision
A series of images and words hit all of you as the Archons smile and fade. Note: this is of the past...

As seen from next to Sabazio as if someone is looking over his shoulder.
A warm pool of water is lit in a cave by fae and lightning bugs. Steam rises from the pool betraying both its heat and chill of the outside air. An old crone with no eyes, scracled auburn hair, and a crooked mouth is looking down at a half naked woman who sports a full sleave of tattoos. She naked woman is barely breathing and her eyes flutter in a dream state: she is too tired to move. The engorged belly clearly marks a pregnancy and in the crone's arms are two newly born girls. The iridescent light from the faeries circling overhead and spark-bugs display a large mosaic cut into he ceiling of this cave. It seems to be of the true atlantean people freeing a great creature from some kind of cage. A man, a less wise Sabazio, is crouched in front of the blind crone he has a dagger sticking into his chest and blood is dripping from his belly into the warm water. His hands are stretch out towards the two newly born baby girls covered in blood and mucus. One is whimpering and the other is silient her new eyes taking in the surroundings. Sabazio painfully whispers, "Why?"

Another man, recognized as Ul-Khavan steps out of the shadows and runs his hands softly over the dagger sticking in Sabazio's chest. Ul-Khavan's eyes are a blazing red. He kneels close to Sabazio and snears, "Why? Why you fool?" Ul-Khavan takes one of the baby girls from the crone with ease: the whimpering one "What was it you promised all those years ago Sabazio? When you had no hope left... You promised me in a dark place breft of life and hope. Just like now you on your knees you promised me a mighty gift. A precious gift." He stokes the baby girls face softly, his grotesque long nails just slightly drawing blood. The baby stops whimpering. " Perhaps you meant Neptune's Blade, but I like this gift Sabazio. You owe me... Right...about... here." The man touches one of Sabazio's tattoos on his arm. It glows briefly: hidden in his double gryfinns tattoo is a picture of a man in a cage! Sabazio gurggles something, Ul-Khavan leans in close, "What was that Sabazio? Speak up you are dying."

Ul-Khavan, moves with the baby girl in hand over back to the crone and passes his free hand in front of her face in a mocking fashion. He chuckles, " She really cannot see can she? You remember we found the old crone the Casino Royale? A fine place, almost my second home. You almost defeated Octolan that day... What was it you said, A final victory for the Atlanean people. A pity I suppose that an ill timed explosion from that kregor mercenary and temporal wizard bought him enough time to slip your grasp." He runs his crooked finger along the Crone's face. Ul-Khavan snears, " Tell me seer, will this gift do my ally's bidding, will she be the key to unlocking the atlaneans strength? Their ability to withstand the immoral transformation? hogy vámpírrá váljon"
Before the old woman can answear he slaps her hard and she and the other baby falls into the pool and begin to drown. Ul-Khavan removes the dagger and holds the absconed baby in one hand taunting Sabazio and pointing to his griffon tattoo, " Remember friend, if you tell a soul. I will know and both girls will die." He leaves the cave. Sabazio watches him leave, a flash of bright white comes from the cave's exit, and a single white angelic feather drifts down from the ceiling. Sabazio watches it for a second transfixed and unsure of its meaning. The wailing of his other daughter drowning snaps him back and he struggles but manages to dive into the pool rescuing her from the watery grave. He clutches her close to his face, the water lapping at his chin.
" I have you Krysesia."





End of Round 1:
Commander Kurling's heavy thudded foot falls come from the opposite of the command tent. His voice cuts through the cries of vampire's dying," Move it Raven squad, shake the lead out you maggots!" A third arm on his reinforced frame snaps into place giving the cyborg a distinctly inhuman appearance.
He then levels his rail gun shooting at Vela and Pen, but all he hits is a vampire next to Vela!
Shooting
Original post: 1d12 (12), Original post: 1d12 (3), Original post: 1d12 (3) wild Original post: 1d6 (3)( 1 Shot near Vela, 2 Shots Near Pen)
Damage Original post: 2d8+4 = 14 (8, 2) ace Original post: 1d8 (1)
A thousand screaming round of railfire shred into the nearby vampire and it falls gurgling next to Vela's feet.

The command tents front flap flies open. A low moaning of a man in pain can be heard coming from it. The inside is dark and nothing is in the door way. Suddenly those near the command tent feel something crush their spirit, perhaps even break it. Its as if your font of will grows ever smaller. Even the fleeing Atlantean suffers from this feeling. This is followed by the feeling of having your bodily functions turned off. The retinas in your eyes dislocated, your sense of hearing gone, your motor control shutdown. Those that have knowledge of the arcane know it is a devastating super psionic ability known as bio manipulation (Krys does not get caught in the area effect). Then Vela's mind is stretched, pulled and split as a fearsome psychic assault threatens to tear her mind asunder.
MM action notes
MAP-2, extra ppts +2, item+2 Mentalist
Regular Action Spirit Shrink Lower Trait Spirit vs 19 Luc, Ashlyn, Fitzz, Ndeare, Krys or spirit is lowered by 1 die type or 2 if you do not beat a 15 or higher
psionics Original post: 1d12+2 = 4 (2) wild Original post: 1d6 (6) Ace Original post: 1d6 (1) forgot the +2 from mentalist GM benny Ef Original post: 1d6 (6) Ace Original post: 1d6 (5)
Second Action Bio-Manipulation Greater Slumber Spirit -4 Luc, Fitzz, Ndeare, Ashlyn or you find yourself essentially asleep takes a full action to wake you
Original post: 1d12 (7)wild Original post: 1d6 (3) Benny for EF Original post: 1d6 (1)
Free Action Mind Burst Bolt 30 MD damage AP2 vs Vela is 2 wounds
free Action Greater Bolt Vela- Original post: 1d12 (10)
Damage: Original post: 6d6 (5, 4, 3, 6, 3, 4), GM benny Reroll Original post: 6d6 (5, 3, 2, 3, 1, 1)
Ace Original post: 1d6 (1) Damage raiseOriginal post: 1d6 (1), Damage Raise reroll Original post: 1d6 (6) Ace Original post: 1d6 (6) Ace Original post: 1d6 (3)for got that -1 to be hit by vampires, saved her from a raise damage!

Player OCC
Krys
You know something invisible is at the doorway of the tent, and you feel like after it does what it is going to do it retreats back into the command tent completely out of sight.

Rodney
A beep on Ndeare's communicator would indicate the insolent droid is sending you pertinent info. You may or may not be awake to receive it. Dearest Ndeare,
I do hope this message finds you awake. It would seem some bald wack-ado stepped to the entrance of the command tent, he was squinting really hard, and waved his hands around... Data files indicate he may have used some kind of psychic persuasion to make you all think he was not there. But being of superior construction I was not effected. If you seek to remain in this world, you may want to retaliate... Where can I get a hot mocha grease bath out here?

Whistling in the warm aired night
A eerie whistling comes from near the command tent. A soft Da Da DaDaDa whistled at a perfect pitch. In such a savage battle it seems out of place. The whistling is interspersed with a faint soft voice, " Mama's here sweet girl of mine." Ashlyn, you would recognize this voice, heck even the whistle is a tune you have heard before. It is too spot on not to be your mother returned!

Round 1 ends with a fury of sunshine to the south east as vampire after vampire is disintegrated. The Archons survive and grasp their saviors in a beloved hug. This hug transfers some of their energy to the hero that saved them. Before departing they form a leyline through the middle of the area. Pen and Vela seem well off downing two vampires a piece, but soon they realize more are forthcoming. Forthcoming they are, the wild vampire's attack with wild abandonment!




Next Round:vampire's revenge

Initiative: there are three distinct groups, Players, CS, vampires. All parties receive the cards normally but high card in each group determines where they go in initiative: for the below draw, it goes vampires( Red Joker), players, CS(QS).
Players and villians resolve all hindrance related complications due to suite drawn for their individual character normally.

GM Dice rolls
Ashlyn Original post: 1d54 (8) 9S
Luc: 10D
Krys: Original post: 1d54 (34)9C
Fizz: Original post: 1d54 (11)QS
Ndeare: Original post: 1d54 (47) 9D
Rodney: Original post: 1d54 (25)KH
Pen: Original post: 1d54 (16)4H
Vela: Original post: 1d54 (3)4S
CS special forces: Original post: 1d54 (11) level headed Original post: 1d54 (22) Act on QS
Commander Kurling(quick) Original post: 1d54 (33) 8 of Clubs, Monologuer!!
CS mind Melter: Original post: 1d54 (16) 4H
Wild Vampires: Original post: 1d54 (53) Red Joker!!
Vampire wild card( Rob pretty much asked for it): Original post: 1d54 (42) level headed Original post: 1d54 (16) 4D
--- Extra Vampire Special

Tactical Data
CS special forces: Parry: 7 (Block), -1 hit range ( Dodge), Toughness: 14(6)
CS Skelebot: Parry: 6, Toughness 11(4)
Commander Kurling: Parry: 7, Toughness 24(12)
CS mind Melter: Parry: 5, Toughness 11(4), Greater Invisibility
Wild Vampires: Parry 5, Toughness 9
Wild Vampires with red dot: Parry 7, Toughness 9
Vampire wild card, Ashlyn's Mom ( Rob pretty much asked for it): Unknown

Three Wild vampires surround Vela each trying to bring her down with their vicious fangs!! Saliva drips from them and a black ichor seeps from their lips. It has been some time since the Ensemble has dined on Jaguar! The middle one manages to sink its teeth into Vela's hybrid forms hide... Just barely!
All three hit, Vela is Shaken, and must make a vigor roll or become fatigued
Fighting wild attack and gang up +2 Original post: 1d10+4 = 12 (8)
    Damage:
dice Original post: 1d12 (5) + Original post: 1d6 (4)+2
Fighting wild attack and gang up +2 Original post: 1d10+4 = 12 (8)
    Damage:
dice Original post: 1d12 (9) + Original post: 1d6 (6) Ace Original post: 1d6 (1)+2
Fighting wild attack and gang up +2 Original post: 1d10+4 = 12 (8)
    Damage:
dice Original post: 1d12 (11) + Original post: 1d6 (1)+2

Surrounding Penitent the wild bunch of vampires known as motosierra de la muerte let the chain saws rip spoiling any surprise as they surround him going all out against the Apok!
All three hit, 2 with raises, damage in the next post as I ran out of dice rolls
Fighting gang up +2, wild attack +2:Original post: 1d10+4 = 10 (6)
Fighting gang up +2, wild attack +2:Original post: 1d10+4 = 14 (10)
Fighting gang up +2, wild attack +2:Original post: 1d10+4 = 12 (8)

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Tue Mar 20, 2018 5:22 pm
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Pender Lumkiss wrote:
Next Round: contunued from above post

The wild vampires known as motosierra de la muerte bring their chain swords to bear against the lone Apok, and all three connect! The first hit hits Penitent's armor, but the second bites deep into his flesh and the third would appear to cleave him in two. The three vampires in unison wail over the roar of their saws, " Trouble! Double Trouble!"
Penitent, 1st hit 11 ap2, 2nd hit 29 ap 2 for 2 wounds, 3rd hit 52 Ap2 8 wounds
Damage: Original post: 1d12 (3)+Original post: 2d8 (2, 4)+2
Damage with raise: Original post: 1d12 (9)+Original post: 2d8 (1, 4)+Original post: 1d6 (6)Ace Original post: 1d6 (5)+2 wild attack+2 joker
Damage with raise: Original post: 1d12 (10)+Original post: 2d8 (8, 6)Ace Original post: 1d8 (8)2nd Ace Original post: 1d8 (8)3rd Ace Original post: 1d8 (7)+Original post: 1d6 (3)+2


A single vampire called Muerte loca comes barrelling down towards the Command tent ready to finish off Ndeare. He hisses while sniffing the air, " Elf!!!!!". Not able to make it all the way he busts out a run crossing the last few feet. The infamous vampire either sinks his fangs into an unconscious Ndeare or strikes him with his vibro blade with reckless abandon pushing aside the rifle and swinging for Ndeare's head! Either way the wild vampire sniggles and cackles softly with delight, it has been far too long since he has had the pleasure of an elf.
Ndeare, hits a 7, Death or 2 Wounds
Original post: 1d6 (4)
Option 1 finishing move if Ndeare is unconscious. Option 2 wild attack with joker and an unarmed defender, oh lets hit the head! Oh forgot the -2 for run
Fighting attack for vampire: Original post: 1d10+2 = 3 (1) GM benny for a rerollOriginal post: 1d10+2 = 9 (7)
Death or Damage: Original post: 1d12 (5)+Original post: 1d10 (9)+2 (wild attack), +2 Joker, +4 headshot


From the chow line a gurgled cry issues forth as a wild vampire claims a CS spec force for diner. To the south west two silent thuds merit your attention as the two silent wild vampire killers Torcha and Sasha bring down their special force victims with ease. Perhaps good or perhaps ill, Fizz's zone ranger rolls on comimg ever closer to the heroes location( on the map in a round or 2).




Players Turn: CS go next!
Ok you guys are all up. Please resolve the attacks as they came. I have included a recap for you below...
The Bad News!
Bad News, read and respond to first
Luc
    1) Spirit vs 19, fail and you loose 1 die of spirit, fail to score a 15 or higher you loose 2 die types of spirit
    2) Spirit -4 or you fall under the effects of greater slumber
Ashlyn
    1) Spirit vs 19, fail and you loose 1 die of spirit, fail to score a 15 or higher you loose 2 die types of spirit
    2) Spirit -4 or you fall under the effects of greater slumber
Fitzz
    1) Spirit vs 19, fail and you loose 1 die of spirit, fail to score a 15 or higher you loose 2 die types of spirit
    2) Spirit -4 or you fall under the effects of greater slumber
Ndeare
    1) Spirit vs 19, fail and you loose 1 die of spirit, fail to score a 15 or higher you loose 2 die types of spirit
    2) Spirit -4 or you fall under the effects of greater slumber
    3) If you are under the effects of greater slumber a finishing move is performed on you, if you resisted you got hit by a vibroblade in the head for 2 wounds and if you take any wounds you are shaken
Krys
    1) Spirit vs 19, fail and you loose 1 die of spirit, fail to score a 15 or higher you loose 2 die types of spirit
Vela
    1)Mind Burst Bolt 30 MD damage AP2 vs Vela is 2 wounds and if you are wounded you become shaken
    2) Vela is Shaken ( if still shaken, this shaken becomes a wound), and must make a vigor roll or become fatigued
Pen
    1) hit with a chainsword 27 ap 2 for 2 wounds
    2) hit with a 2md chain sword 52 Ap2 for 8 wounds

After you have resolved the attacks and if you are shaken don't forget to roll your spirit to unshake at the beginning of your turn. Shaken characters are limited to free actions.
The Good news!!
Good news, read and choose second
The Archons you saved, and you saved them all swarm around those that donated the much needed energy. The Archons form a small leyline running north to south before they disappear. The rumble through your soul bonding with you in a way that was unknown until now: Thank you for saving us, here is our gift!
The Bond of the Archon: Note, some of these effects are permanent, others are temporary. Choose 1, and if permanent add it to your sheet, temporary works until combat is over.
    1) Healing touch of the ArchonTemporary: Make a natural healing roll once per turn
    2) Magic of the ArchonTemporary: chose a beneficial novice power and gain its raise effects
    3) Soul of the ArchonPermanent Add +5 PPE or ISP to your character
    4) Heart of the ArchonPermanent Add +1 toughness to your character
    5) Life of an ArchonPermanent +1 benny for soaking purposes each quad


GM note about directions, ok so read the narrative, then check the badnews and resolve the 1-2 things in order. Spend a benny to soak or unshake normally. Then if you are conscious and alive choose your boon for savings the Archons. Lastly if shaken roll spirit, otherwise check the map and post away! The order you post your actions is how it happens.

Attachment:
Round 2.JPG
Round 2.JPG [ 299.39 KiB | Viewed 889 times ]

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Tue Mar 20, 2018 5:23 pm
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Spirit reduced to d6, Stays awake, Soaks two wounds, Plays Card on Mind Melter
Resist Lower Spirit
Spirit 1d10 (3)
Spirit 1d6 (4)
Fail Spirit drops to d6


Resist Slumber
Spirit 1d6-4 = -2 (2)
Spirit 1d6-4 = 0 (4)
Reroll
Spirit 1d6-4 = -1 (3)
Spirit 1d6-4 = 1 (5)
Reroll
Spirit 1d6-4 = 2 (6) Ace 1d6+2 = 6 (4)
Spirit 1d6-4 = -3 (1)
Results Success

Ndreare takes two wounds Use EP for benny to Soak Wounds
Vigor 1d6 (6) + Ace 1d6 (5)
Vigor Wild 1d6 (1)

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Tue Mar 20, 2018 7:32 pm
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Adventure card played by Ndeare for a Villinous Monologue. This villian has yet to be notice, and the narative provides some clues as to where she is. She was the one who cast slumber.


The tickle of crush sand echoes as dainty footsteps pat here and there. A soft voice echoes on your ears. A voice some have heard in the past since setting foot into this region and a voice one daughter knows only too well. Ashlyn's Mom!
" Just like he said you would be little kitten. He showed me a future where you killed me, he brought me out of time and unlocked my mind. The speed of thought is just amazing. I cannot beleive I never saw the world through these eyes. He said this would be my last chance for us to be together eternally. I just need to get Doc away from these coalition bastards." The voice takes on a hard edge, " So many of Ixzotz's children have been killed by them. Now is our turn!" The voice seems to come from near the Samas, a sweetness with a veild grotesqueness calmly sings, "Just go to sleep baby, mama will find the Doc and we can be together. Just like t'Fethic said."
The voice laughs carrying on the wind... "Doc... Doc... Doc Reid... Where are you?". The errie whistle returns, Da, Da, DaDaDa...
OOC Comments
Greater Invisibility, stealth roll from previous round 1d10+4 = 12 (8) wild 1d6+4 = 8 (4)

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Tue Mar 20, 2018 9:03 pm
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Notice 5
Alertness, Danger Sense
Notice 1d6+2 = 3 (1)
Wild 1d6+2 = 5 (3)


***

Spirit to resist Lower Spirit 5
Spirit 1d10 (4)
Wild 1d6 (5)


Ashlyn groaned in agony as she felt her will crushed beneath some mental force. She tried to fight back, but couldn’t muster the strength.

Spirit to resist Greater Slumber -1
Spirit 1d6-4 = -3 (1)
Wild 1d6-4 = -1 (3)


Archon gift
Taking the permanent +5 ISP


Just as Ashlyn hits the ground and the vampires swarm Penitent with their chain swords, a little white ball of fluff wriggles out of Ashlyn’s backpack, yipping and darting across the battlefield. It dashes between the legs of the vampires surrounding Penitent, tripping them up and ruining their strikes before little Blanca dashes back to lick at Ashlyn’s face and whimper. Then the wee pup looks up and growls at the vampires, standing guard over her mistress.

Adventure Card
Playing Adventure Card: Lucky Break to negate the 8 wounds from the attack on Penitent.


***

Conditions
Spirit reduced: d6
Greater Deflection: -6 to hit her (3r)
Dodge: -1 to by hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
PPE: 25/25
ISP: 20/20
Shield: 6/10 PPE
Bennies: 2/3

_________________
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.
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Wed Mar 21, 2018 3:36 am
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Spirit 21 vs 19
6 (Fate's Chosen) + 4 (Twist of Fate) + 11 (below) = 21!!!!!!!!
1d6 (3) Spirit, 1d6 (6)+ 1d6 (5) Wild

With a raised hand, Krys closes the mini-rift that allows the burning sunlight to invade the area. Hopefully the Coalition will take into account she just saved their lives. From their entry in the contest, she thinks these CS know the vampire threat as well as she does. So she decides to trust them. She calls out in a loud commanding voice, "The Commander said to get to arms soldiers! Vampires are in your midst! Take out the undead! Move! Move!"
Persuasion 4 to relay their CO's orders with authority
Persuasion 1d6 (5)+ 1d6 (6)+ 1d6 (1) (EE), 1d6 (1) -4 CS Penalty +2 Saving them from the Vamps = 4

Krys moves back to the rest, as does Serenia, who zooms ahead and lands into a kneeling stance beside Ndeare. She heals his wounds partially.
Serenia healing NDeare
1d10 (6)-2 = 4 (1 wound)

They both see what Karl does and horror takes over their faces. "Karl no!" cries Serenia.

_________________
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.


Wed Mar 21, 2018 6:58 am
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Rolls
Spending a Benny to Soak the 2 Wound attack
Vigor 1d12 (11) = Soaked
Wild 1d6 (3)

Will take the +5 PPE for my archon reward.

First set of actions:
No MAP due to Two-Fisted, Ambi
Durendal Fighting 1d12+2 = 14 (12)
Ace 1d12+14 = 18 (4) = Hit with a raise
Wild 1d6+2 = 6 (4)
Damage 1d12 (7) + 2d8 (3, 7) + 1d6 (1) +2 = 20 sunlight damage, AP 4

Chainsword Fighting 1d12+2 = 10 (8) = Hit with a raise
Wild 1d6+2 = 8 (6)
Ace 1d6+8 = 9 (1)
Damage 1d12 (2) + 2d8 (4, 6) + 1d6 (6) +2 = Ace 1d6+20 = 24 (4) = 24 sunlight damage, AP 2

Second set of actions (quickness): -2 MAP
Drawing 5 PPE from Karl to cast greater armor
Faith 1d10-2 = 3 (5)
Wild 1d6-2 = 2 (4)
Benny for Extra Effort + Elan 1d6+5 = 10 (5) = Success with a raise, +10 MDC Armor (the -1 to hit from shroud negated by glowing tattoos)

Durendal Fighting 1d12 (8) = Hit
Wild 1d6 (1)
Damage 1d12 (5) + 2d8 (6, 2) +2 = 15 sunlight damage, AP 4

Chainsword Fighting 1d12 (3) = Miss
Wild 1d6 (2)

Karl's Stealth (he is able to activate invisibility for free without a roll):
Stealth 1d8 (2)


The night erupts into gunfire and blood. Penitent hears screams from behind and some sort of commotion back at the Coalition tents, but his eyes are on the ravening horde of vampires heading his way. Tongues lolling, they activate rumbling, whining chainswords and charge.

The first merely scrapes his armor, and Penitent pivots, turning toward the second, whose chainsword swings low, at waist-level. Grunting, Penitent blocks it with his big, rock-hard ... belt-buckle, a carved dragon scale the one-armed techno-mage in El Paso had worked into his armor upon request. Smugly, he spins again ... just as the third vampire brings its chainsword in a deadly arc toward his neck!

The vampire's murderous aim is spoiled at the last moment when Ashlyn's little dog runs yapping past its ankles, throwing it off balance and offering Penitent a chance to skewer it on his sunlight-shrouded blade.

I should reconsider my hatred for the tiny demon, he thinks. Perhaps, like young Karl, the mystic's mutt has forsaken its natural inclinations, and wishes to earn redemption.

Making a note to kill something later to offer the dog as a treat, Penitent returns his attention to the remaining vampires, who seem startled by his survival. He grins, his demon mask turning the expression into a threatening snarl.

"That's not how you use a chainsword. This is how you use a chainsword," he says, demonstrating the proper technique as he splits one vampire from crotch to sternum and hacks through the spine of the other, before turning his attention to their comrades to the west.

Over his shoulder, he calls:

"Karl, find a safe place to watch as we kill the fiends and any mortals who wish to throw away their lives."

Still tasting vampire sweat on his tongue, Karl looks around and sees the giant armored spider machine squatting at the edge of the camp used by the humans packaged in black armor. It looks lifeless. Remembering daddy's story about hiding in the demon corpse, he clenches and grunts, farting a little as he wills himself invisible. Trailing wisps of sulphurous exhaust, he starts to fly toward the looming monstrosity... but then he sees the nice nun lady lying on the ground, asleep.

She looked just like the princess in the story she had read to him and Lucy and Grynn the other night. The story had made Karl feel sort of funny, kind of like some of the bar maids back in the L Passo. Funny like seeing some of the lady vampires with no clothes on made him feel, when they weren't trying to eat him. Funny like he felt when he saw the pretty nun lady kissing on the blonde ant-landelion.

Changing course, Karl flew down to the nice nun lady and grabbed her cheeks, then planted his lips on her, worming his tongue in like he was digging into the inside of an ice cream cone or tasty beef bone. As he pulled back, her eyes started to flutter, and Karl grinned his biggest and bestest grin.

"Hello, pretty girlfriend. Now we're married!"

Summary: Two Bennies used. Damage soaked. Kills vampires at K22 and L22 (with attacks doing 2+ wounds and 3+ wounds); casts greater armor with a raise for +10 MDC Armor; kills the vampire at K23 (with an attack dealing 1+ wound).

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 2/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (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: 10/15 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range)


Wed Mar 21, 2018 10:40 am
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Spirit vs 19, 4, Fail. Spirit lowered to d4. Resist Greater Slumber, 5, Success.
Spirit 1d6 (4)
Wild 1d6 (1)

Spirit 1d4 (3)
Wild 1d6 (4)

-4 to roll
+5 from interlude bonus
Fizzwaite shakes off the sudden feeling of drowsiness that washes over him momentarily and sees Luci and Ash fall to the ground out cold. He also sees what Karl does next. Ewwwwww. Shaking his head his makes and adjustment to his lantern and instantly the light of day bathes the area around him and his companions. The light also allows him to spot his remaining gear strewn on the ground around him. Kneeling next to his Evasion Field Generator Harness he quickly slips the harness over his head and keys in the activation code. With a reassuring hum the electro-arcane field springs up around him ready to deflect harm away from the diminutive gnome.

Activate Light Gizmo 10, Raise, Sunlight in LBT centered on Gizmo, 10 damage vs. Vampires. Activate Deflection Gadget 9, Raise, -6 to hit, +2 Pace for duration.
Light
Techno Wizardry 1d10 (8)
Wild 1d6 (3)

Techno Wizardry 1d10 (7)
Wild 1d6 (3)

+2 From Machine Maestro
-4 from MAP (see action summary below)
+4 Twist of Fate

Sunlight Damage 2d10 (4, 1)

-1 bennie to reroll damage

Sunlight Damage 2d10 (2, 3)

-1 bennie to reroll damage

Sunlight Damage 2d10 (9, 1)
Action Summary
1. Activate Light Gizmo (Lantern was explicitly readied while in the hell dimension.)
2. Pick up (ready) Deflection Gadget.
3. Activate Deflection Gadget.

_________________
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 Tue Mar 27, 2018 10:29 am, edited 10 times in total.



Wed Mar 21, 2018 9:39 pm
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Resistance is most definitely futile
Spirit to resist Lower Spirit
1d8 (3)

WD Spirit
1d6 (1)

Failed: Spirit lowered to d4

Spirit -4 to resist Slumber
1d4-4 = -3 (1)

WD Spirit
1d6-4 = -3 (1)

Gift of the Archons
Permanent +1 Toughness

Something bad happens?
1d6 (3)

Lucianna prepares to bash the nearest foe over the head with her scepter. Then a wave of spiritual pain washes over her, and she feels drained. She has little time to recover before she is hit again with...something. The world goes dark, and silent. She finds herself entirely immobile, unable to speak, hear, see, or move.
What terrible devilry is this?!

_________________
Lucianna
Lucianna character sheet
Bennies: 0 (+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)
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
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Wed Mar 21, 2018 10:02 pm
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Vela roars in defiance as vampires bound in, eyes glowing hellishly in the darkness! She twists and turns, laying about her, but the vampires are quick and experienced pack hunters. Even a tiger fears the pack of wolves! One slips through her guard, grabs her arm and bites. As she reaches down to deal with him, another lunges in on her exposed flank! A third leaps onto her back! Even then though, the werejaguar thrashes and seems about to regain control of the situation when...

A blast of psionic power! Vela's scream is piercing, haunting...her brain and mind are scoured by unholy force. Her parasitic attackers begin to drag her to the ground, eager to begin the feast. Were-creatures do not die quickly, and can feed a multitude of vampires before being put to silver.

One clawed hand finds the clasp of her cloak, and a name blazes across her reeling thoughts, as bright as lightning rippling across the sky at night.

"CHAAAAAAAAAAAAAAC!!"

And then there truly IS lightning in the sky. A fork of it erupting from a bank of roiling clouds that has appeared from nothingness to blot out the stars overhead. Thunder rolls over the earth like a wave, pushing a ripple of dust and shaking the ground ever so slightly.

Then falls the rain.

There is no gentle lead-up, no pitter patter that precedes the downpour. It comes as if someone in the heavens had broken a pipe, a sudden and torrential storm that immediately begins forming puddles faster than even the parched desert soil can soak them up. In seconds the falling water has made a grey haze that makes it hard to see, hard to hear, whatever's happening under those black clouds that hang unnaturally over the spot Vela was. Over the roar of rain and the peal of thunder only two sounds rise.

Vela laughing, and the screams of vampires!

(Obscure is centered 3 squares to Vela's west, covers a large burst template)

Defense Rolls
Shaken (spirit) 1d8 (3) or 1d6 (6) Unshaken!
Vigor vs Fatigue 1d8 (3) or 1d6 (2) Unfatigued!
- Extra Effort (1 benny) 1d6 (6)
Soak 2 wounds (vigor) 1d8 (7) or 1d6 (5) 1 wound soaked!
Shaken (spirit) 1d8 (7) or 1d6 (5) Unshaken!
Vigor vs Fatigue 1d8 (8) or 1d6 (3) Unfatigued!
Regeneration (vigor) 1d8 (2) or 1d6 (5) 1 wound regenerated


Combat Rolls
Psionics 1d8+1 = 6 (5) or 1d6+1 = 3 (2)
Damage: 2d8 (6, 8)
Damage ace: 1d8 (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


Mon Mar 26, 2018 3:58 pm
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Thinking to himself this is a tight spot and not one he enjoys Ndreare looks around. Too much going on and this vampire right on top of him is pissing him off.
Drawing up as much power as he can Ndreare uses Nights Kiss' power for its ability to grant a perfect shadow bond. Then he wraps himself in his Blink field

Turn 1: Raise on Ex Quickness -7 PPE from Blade & Draw 12 PPE from Ley Line
Spells
Perfect Shadow Bond d12+3 -2 for MAP = d12+1 RAISE EFFECT
Spellcasting 1d12+1 = 4 (3)
Wild Die 1d10+1 = 9 (8)
On a raise the character gains +1 die type agility an can redraw any initiative cards lower than 8.


Draw PPE from Ley Line (allowed to ignore MAP from success of Perfect Shadow Bond)
Spellcasting 1d12+3 = 12 (9)
Wild Die 1d10+1 = 3 (2)

Turn 2: Ex Deflection -6 to hit him or -7 with ranged, Switch up to melee Weapons & Ready Blades
Ndreare Wraps himself in a Blink Field
Spellcasting 1d12+3 = 13 (10)
Wild Die 1d12+3 = 8 (5)

Blink (Greater Deflection w/Shroud Trapping)
Rank: Novice
Power Points: 4
Range: Touch
Duration: 3 (1/round)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
The flickering effect is so potent that ranged attacks suffer and additional -1 to hit him.

Ndreare activates and readies both swords in his hands.

Notice 6 or 8 with sight, Ignore -2 Sight Penalties
+2 with Sight, Body armor has optics package ignores 2 points of sight penalties.
Notice 1d12 (6)
Notice Wild Die 1d6 (3)

Contingent: If the vampire adjacent to him is dead he moves clear away from the center to the west. If Not he braces himself defensively until he can get Ex Dark-sight Up

_________________


Wed Mar 28, 2018 5:55 am
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Vela's water obscure
GM Rolls: Ashlyn Mom to soak Vela's rain storm attack, 1 GM Bennie spent(5 left). 1d12 (10) wild 1d6 (1)
Soaked 2 wounds!

The seething stench of burning zizzling flesh comes from Vella's rain storm ( near the east most edge by the Samas). A loud howl screams through the rain, the distorted voice of Ashlyn's mom, " I want my daughter, kill the rest especially the Elf!!


CS Turn and End of Round 2
OOC Comments
CS Turn:
CS Commander Kerling, move to ND and quick draw with his thrid arm his very sharp silver vibro weapon and stap it into the vampire. He stabs the vamp hard through the gut, and leaves the sword impaling the vamp to the ground.
Monologue 1d6-2 = 2 (4) wild 1d6-2 = -1 (1) Benny for EF 1d6 (6)+2 Elan
Fighting 1d10 (5) wild 1d6 (2)
damage 1d12+3 = 9 (6) + 1d10+2 = 11 (9)

CS PA pilots: 1d6 rounds to get in blue dots 1d6 (3)
CS troopers load into the spider skull walker
CS Troopers currently engaged draw knives and attack the vamps, others move to back of the command tent to grab their gear. A few skelebots with silver vibro swords take down a vamp or 2


The CS troopers hurriedly move out, some grabbing their weapons out side near the command tent, others make a mad dash for their power armor, some brave ones join the skelebots in fending off the vicious undead nightmares. Shots and silvered vibro blades both ring and slash out. Only a few vampires are stopped. The Spider Skull walker team heads in to the robot armor sealing the doors tight ( sorry Karl chance lost).

The CS commander steps near Ndreare perhaps heeding Krys's words, or perhaps not. But instead of attacking Ndreare with a freshly drawn silvered vibrosword he plunges it into the nearby vampire's gut staking it to the ground. His metallic drone is both menacing and monotone, " Keep the sun light going little D-Bee and we might let you live."

(Crit Failure for Luc, sorry Nd your sheet says they attack you)
The CS borg Commander's head tilts just so and then looks concerned at the command tent as a bloody bald Intelligence officer is thrown out by three vampires. One of which has a human sized duffel bag with someone wriggling in it. The duffel has its fair share of blood on it, whether it is from the person inside or from the bleeding human just tossed like a rag doll is up for debate. The sunshine surprises and sizzles, but perhaps due to a bit of luck or spf 100 they only pause briefly( 3 bennies to unshake). While the vamp with the duffel leaps up onto the command tent and scurries down its east side, the other two grip their vibro blades and go to work. The magical duo of Simon and Garfunkle plays sweet sweet wild music as they both gang up on Nd, crying "Elf!!!" Both nearly miss Ndreare as his deflection field guards him well.
OOC Comments
strength check for extra inch joker 1d12+2 = 5 (3)
Fighting Nd wild attack joker 1d10+4 = 7 (3)
Fighting Nd wild attack joker 1d10+4 = 9 (5)

Ndreare
Your communicator beeps! A message from your little droid. Master Ndreare, I hope this finds you in good health and spirit. If the two vampires end up killing you can I keep your car. Hehe, no seriously, can I? Incidentally I have taken a position for maximum damage to wipe them out. Please just give me the high sign and I will engage. I believe a mocking bird call will suffice. Where are the car keys just in case?

The Archon Rift begins to fade but not before an Archon emerges. " Thank you heroes! Your friend will be returned shortly, and..." He moves to Lucianna and touches her briefly on the forehead. " Awake Lucianna, we are always with you, now and forever!" A bright blue glow erupts and he disappears... The Rift lingers for a couple of seconds then fades from existence. Lucianna's eyes flutter open just long enough...
Than Archon
Attachment:
Than Archon.jpg
Than Archon.jpg [ 75.77 KiB | Viewed 686 times ]


(Held Action)
Not to be left out, and still desperately wanting her daughter back Ashlyn's mom roar's over the torrential down poor, " Daughter, please. We must be together! He gave us a second chance. I don't care about Doc, I came for you!!" Spittle comes flying out nearly hitting Ndreare in the helmet. " Apok! Jaguar, I spit at thee. Let me take my daughter in peace and we will no longer be a bother!" Those near the command tent (which is everyone, except for Vela, Pen, Rod, vampires and CS commander) feel once again, your limbs lock and you begin to crumple to the ground. Your eyes grow dim, and you can hear nothing. Even to cry out in this state is all but impossible.

Then Pen feels a presence in his mind. It drops a dirty thought into it setting it on fire! Vela, the earth beneath you seems to swallow you whole, as a spector of death complete with a sythe beckons you into your grave.
OOC Comments
+2 from joker, MM free action ability used.+2 ISP for a +2 to psionic rolls (Leyline)
Bio-Manipulation Greater Slumber- all those at the command tent Psionics: 1d12+2 = 7 (5) wild 1d6+2 = 5 (3) Last GM benny EF 1d6 (5)
Mind Burst at Pen this time " Onslaught" Trapping: Vigor vs Fatigue, Psionics: 1d12+2 = 6 (4) wild 1d6+2 = 8 (6) Ace 1d6 (2)
    Result: Damage 33 ( Maybe Shaken), if shaken or wounded vigor roll or fatigued: 6d6 (3, 1, 4, 4, 6, 4) Ace 1d6 (4) Raise 1d6 (6) Ace 1d6 (1)
She has Greater darksight up- Death's Grave-Entangle at Vela. Trapping: Sprit vs Fatigue: 1d12+2 = 8 (6) wild 1d6+2 = 4 (2)

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Wed Mar 28, 2018 7:49 pm
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A Player drew the Red Joker: +1 Benny for all players
  • Bennies have reset as well amd make sure you check out your xp here
  • If you have not rated on your gm click here constructive feedback is always welcome
Spoon Fed Edition




Round 3 Card draw:
Initiative: there are three distinct groups, Players, CS, vampires. All parties receive the cards normally but high card in each group determines where they go in initiative: for the below draw, it goes Players( All players receive a benny for red joker, Luc you gain the +2 to actions and +2 damage), CS Raven Squad, Then Vampires
Players and villians resolve all hindrance related complications due to suite drawn for their individual character normally.

GM Dice rolls
Ashlyn: 1d54 (37)QC: Monologeur!!
Luc: 1d54 (54) Black Joker!!
Krys: 1d54 (14)2H
Fizz: 1d54 (32)7C Monologeur!!
Ndeare (Quickness, no less than an 8): 1d54 (15) 3H, 1d54 (21) 9H
Rodney: 1d54 (27) 2C Monologeur
Pen: 1d54 (46) 8D
Vela: 1d54 (19) 7H
Grynn: 1d54 (48) 10D
CS special forces: 1d54 (25)KH level headed 1d54 (19) reroll 19 1d54 (39) Aclub
Commander Kurling(quick, monolog) 1d54 (43) 5D
CS mind Melter: 1d54 (45) No card, dying
Wild Vampires: 1d54 (36) JC
Vampire wild card( Rob pretty much asked for it): 1d54 (10) JS level headed 1d54 (16)
--- Extra Vampire Special
  • Always 2d10 extra vamps come onto the map!
    2d10 (2, 1)

Tactical Data
CS special forces: Parry: 7 (Block), -1 hit range ( Dodge), Toughness: 14(6)
CS Skelebot: Parry: 6, Toughness 11(4)
Commander Kurling: Parry: 7, Toughness 24(12)
CS mind Melter: Parry: 5, Toughness 11(4), Greater Invisibility, in-capped and bleeding out
Wild Vampires: Parry 5, Toughness 9
Wild Vampires with red dot: Parry 7, Toughness 9
Vampire wild card, Ashlyn's Mom: Parry 7, toughness 15 MDC (-8 to hit with greater invisibility)

Monologeur
Following folks drew clubs, Ash, Fizz, Rod,

Luc read this first
Perhaps it is due to the surrounding energy given off by the Archons, but as there Rift fades, an Archon, Than, reaches through it waking you up just in time to suffer the effects of a second Bio Manipulation slumber. Then the rift fades and the Archons are no more.
  • Basically if you make your rolls against Slumber a second time you can act normally on the joker you drew. Note, the slumber happens before the draw, so no +2 from joker until your actual action is posted.
  • Archon on Archon Touching, you gain the edge Power Surge for this round.

Endless Combat Revealed, Players please read
Ok folks cards on the table, welcome to an endless combat. A new round of combat will not start if one of the below objectives is met.
  • For each round the combat goes a progressively larger pool of vampires is added to the map. They act on the vampire turn, with the exception of a joker draw. After 5d10 vampires are drawn, no more will come and once all vampires are cleared combat ends with the arrival of reinforcements and the zone ranger.
    • Dice can ace
  • If the CS is convinced to aid the players, truly aid them and not just dick around.
    • Persuasion rolls can accomplish this! All you need are 5 successes, 1 success has been achieved.
  • If the vampires capture and make it off the map with Doc Reid!! Combat ends at the end of the round as the vampires leave the scene with their quarry. The vampire marked with the green aura has the Doc!

How Round 3 begins.
Fittz' Zone range continues to rumble getting ever closer, it swerves briefly possible to ram some vampires. Pen and Vela can tell more vampires are approaching but perhaps the light, and rain has given many a moment to pause. A lone vampires seems to be absconding with presumably Doc Reid as it cries out to his unholy allies, " I got him I got him!! I got Reid!". The CS seem to be gearing up but whether to assault the Heroes or Vampires is still unclear. An observant hero may hear ( Notice hearing TN 8) the whistle of Ashlyn's mom, Da.. Da... Dadada. coming from the bottom row of Samas.
Stealth and greater invisibility
1d8+1 = 8 (7) Wild 1d6+1 = 6 (5)
Ashlyn
In your mind you here a raging voice. Mystic, wake up! Something foul is upon us worming its tongue into you. Strike out, use my power to send it off this mortal plane!!

Grynn
The Archons in a limbo like world swarm arround Grynn. Its like you are in a pool of tingling magic. One of them floats to you and kisses you on the forehead, " You saved us mighty Dragon, but it is time to go back."
---Place yourself anywhere on the map in any form.




Player directions: resolve the below step 1 things, then players can post their actions. Actions happen as players post. After players post CS post then vampire post.

Step 1 Bad Things
All players( not Vela and Pen or Rod): Bio manipulation, greater slumber.
  • Spirit -4 and on a failure you are effectively asleep ( although given the trapping more like deprived of senses and paralyzed). Takes a full round for someone to wake you up.
Vela: Death's grave, greater entangle
  • Agility vs 8, failure and you are fully entangled( no skills related to agility or strength), takes an action to break free at -4 (str or agility), someone else can attempt to free you at -4.
  • Spector of Death Trapping. Spirit roll (TN 4) or become fatigued as you are confronted by a specter of death.
:
Pen: Mind burst, Greater Bolt: shaken and a vigor roll vs fatigue as your mind oozes and bleeds.


Attachments:
Round 3.JPG
Round 3.JPG [ 300.53 KiB | Viewed 675 times ]

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!
Sat Mar 31, 2018 4:08 pm
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Notice 5
Alertness, Danger Sense
Notice 1d6+2 = 4 (2)
Wild 1d6+2 = 5 (3)


***

No sight, no sound, no feeling. Ashlyn was locked into her head. She struggled, trying to free herself from whatever magic held her.

Mystic, wake up! Something foul is upon us worming its tongue into you. Strike out, use my power to send it off this mortal plane! the dragon’s voice raged in Ashlyn’s mind.

Ashlyn felt sensation return, felt the wriggling of something in her mouth. Her eyes fluttered open.

Karl grinned his biggest and bestest grin.

"Hello, pretty girlfriend. Now we're married!"

“Madre de Dios!” Ashlyn gagged, spluttering and spitting. “Get off me, you foul crea--” Ashlyn struggled, feeling the pull of magic again. “No! Not again…”

"Daughter, please. We must be together! He gave us a second chance. I don't care about Doc, I came for you!" Ashlyn’s mother’s voice echoed over the din of battle.

“If this true, then show yourself, Mama!” Ashlyn slurred as she tried to fight off the magic.

Resist Monologuer 5 Success
Smarts 1d10-2 = 5 (7)
Wild 1d6-2 = -1 (1)


Resist Bio-Manipulation 13
Spirit 1d6-4 = 2 (6)
Ace 1d6+2 = 5 (3)
Wild 1d6-4 = 2 (6)
Ace 1d6+2 = 8 (6)
Ace 1d6+8 = 10 (2)
Extra Effort 1d6+10 = 13 (3)


Aslyn shook her head vigorously, shaking off the magic, and the temptation to grab Karl and lecture him on how to treat women. That would have to come later. For now, she had work to do!

Ashlyn focused on the vampire dragging off the duffel bag. “No! He is mine! Bring me the bag!” Ashlyn ordered, her mind lashing out to grab control of the vampire’s mind.

Puppet 9 opposed roll
Psionics 1d10 (9)
Wild 1d6 (1)


***

Conditions
Spirit reduced: d6
Greater Deflection: -6 to hit her (2r)
Puppet (3r)
Dodge: -1 to by hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
PPE: 25/25
ISP: 17/20
Shield: 6/10 PPE
Bennies: 3/3

_________________
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


Mon Apr 02, 2018 3:42 am
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Vampire spirit to resist puppet tn 9: 1d6 (3)
The vampire does seem to struggle against the control Ashlyn is exerting over him. But he eventially turns and faces her direction. " Bahh. Witch! I must get Doc to my master! We must know what he is planning!!"

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Mon Apr 02, 2018 7:26 am
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WIP
Roll vs. Shaken
Vigor 1d12 (5) = Success
Wild 1d6 (3)

Roll vs. Fatigue
Vigor 1d12 (10) = Success
Wild 1d6 (2)

Round 1 Actions:
Attacks vampire at M24
Fighting with Ambi + Two-Fisted
Durendal Fighting 1d12+2 = 11 (9) = Hit with a raise
Wild 1d6+2 = 5 (3)
Damage: 1d12 (10) + 2d8 (4, 4) + 1d6 (6) + 8 smite + 2 Champion = Ace 1d6+34 = 35 (1) = Damage 35 (sunlight), AP 4 = Dead vampire.

Moves west 2 inches to attack vamp at J24
Chainsword Fighting 1d12+2 = 11 (9) = Hit with a raise
Wild 1d6+2 = 4 (2)
Damage: 1d12 (11) + 2d8 (3, 1) + 1d6 (1) + 8 smite + 2 Champion = Damage 26 (sunlight), AP 2 = Dead vampire.

Round 2 Actions:
Attacks vampire at I24
Fighting with Ambi + Two-Fisted, -2 MAP for running
Durendal Fighting 1d12 (5) = Miss
Wild 1d6 (1)

Chainsword Fighting 1d12 (3)
Wild 1d6 (6) = Ace 1d6+6 = 8 (2) = Hit
Damage: 1d12 (7) + 2d8 (7, 5) + 8 smite + 2 Champion = Damage 29 (sunlight), AP 2 = Dead Vampire

Then Running northeast to T8
1d10 (8)


Penitent stumbles for a moment as something slams into his head, tearing at his mind, but quickly shakes it off.

"You'll have to hit somewhere more sensitive if you want to hurt me," he says to no one in particular, his focus on the snarling vampires in front of him. In a flurry of blood and gristle, the apok cuts down all three of the vampires nearby -- the last ducks a blow from Durendal only to be hacked in two by Penitent's buzzing chainsword.

Penitent is starting to cast about for more foes when he hears Ashlyn call out in anger behind him, then a vampire's silky voice saying something about "the Doc." Spinning around, Penitent sprints through the night toward the voice, finding the enthralled fiend standing over a squirming duffle bag. On the way, he passes a couple of shell-shocked Dead Boys.

"We are killing vampires. So should you," he says, twisting the maw of the demon mask in what he hopes is a friendly grin.

[Two actions due to quickness; Killed three vampires (Damage totals 35, 26 and 29) then ran northeast to T8.]

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 2/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (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: 10/15 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range)


Mon Apr 02, 2018 10:16 am
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Limbo
Grynn floated for a long moment, letting himself drift as he let the energy flow out of him and in to the Archons. He let them have much of what he contained, but not enough to drain him dry. Things were too chaotic and danger-filled with his new allies and friends to let himself be completely drained. He bowed his head to them after the kiss, "You are welcome. I was but a small part of your salvation, and you have aided us." While he wasn't quick to want the feeling to end, he felt things shift and then solidify once more all too soon.

Map Placement
Grynn appears in L-12, adjacent to both Ashlynn and Krys.

A small orange-red tabby suddenly appeared on the impromptu battlefield. He looked around trying to get a sense of what was going on. It was all very confusing. There were bodies, both moving and not, every where. There was a lot of noise, yelling, weapons fire and death rattles.

...of course, this seemed to be what the group he had found himself in was used to. Like, this happened to them everywhere they went, it felt like. There had been a dead-then-come-back-to-life catperson splayed open in his bed after he started hanging out with them, for crying out loud!

After a moment, he bumped first in to a leg of Krys and then Ashlynn, one after the other. As he did so, he focused a little of his small remaining magical energy and tried to make himself a bit tougher, seeing the battle raging around them. He suddenly froze, letting out a little injured yowl and froze up as it backfired on him. He fought the feeling off and tried to push through the pain, but he lost the pattern of the spell and it faded away, along with the energy he had been infusing it with. He let out a hiss of frustration.

Actions
Activate Boost Vigor: Fail.
Spellcasting die 1d8 (1), Wild die 1d6 (3).
Benny to reroll: Spellcasting die 1d8 (2), Wild die 1d6 (2).

_________________
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: 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: 2

ISP: 15/15
PPE: 16/20
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Adventure Cards:
  • Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
  • That's Crazy Talk Mister: Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

Wounds:

Currently playing in: Vampire Kingdoms


Mon Apr 02, 2018 4:03 pm
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Lucianna's amazing string of spent bennies trying to remain conscious
Spirit to resist Greater Slumber at -4
1d10-4 = -2 (2)

WD Spirit
1d6-4 = -2 (2)

Benny to reroll the worst dice on the site, plus Elan
1d10-2 = 1 (3)

WD Reroll
1d6-2 = 2 (4)

It's a joke at this point; Benny to reroll
1d10-2 = -1 (1)

WD Reroll
1d6-2 = 3 (5)

Let's see if I can burn 6 bennies on the first roll of the quarter
Benny to reroll
1d10-2 = 1 (3)

WD Reroll
1d6-2 = 2 (4)

It's not funny anymore
Benny to reroll
1d10-2 = 6 (8)

WD Reroll
1d6-2 = 4 (6)

Lucianna's senses open up again as Than coaxes her to consciousness. No sooner do her eyes flutter open than the same attack repeats itself. Through sheer force of will, however, she fights off the mental attack. "Not twice. I shall not sleep again!"

Lucianna surges
Power Surge
2d6 (6, 5)

Per Jon, one ace added to prior total -- Disregard, this does not ace
1d6+11 = 13 (2)

Lucianna feels a surge of power flow through her body as the archon rift fades. She immediately turns, eyes flashing with lightning, towards the field of battle, scanning for the true foe.

Lucianna attacks
Spending 2 PPE as a free action to activate Arcane Deflection in the Scepter of Spellweaving

Spending 2 PPE to activate Exalted Detect Arcana per racial ability, +2 joker, +2 Ndreare's adventure card
1d12+7 = 10 (3)

WD EDA - success & 2 raises, no PPE spent (Wizard edge)
1d6+7 = 12 (5)

Notice
1d8+4 = 12 (8)

Ace Notice with prior
1d8+12 = 19 (7)

WD Notice
1d6+4 = 5 (1)

Exalted Dispel with Sunlight trapping centered on Greater Slumber casting hosebeast
1d12+7 = 9 (2)

WD ED
1d6+7 = 9 (2)

They're just bennies - Benny to reroll Exalted Dispel with Elan - total of 3 raises, cost of 3 PPE
1d12+9 = 16 (7)

WD ED
1d6+9 = 13 (4)

With a flash and rage of light, she points her scepter towards the revealed enemy, and shouts. "YOU ARE UNMADE! Show yourself revealed to the light!" A blast of sunlight envelops the area, overloading magic items and magic users, as well as psionics alike. "You will face ignominious defeat at my hands! LOOK! There is our foe! Destroy her!" She points very definitively at the location of the invisible enemy.

_________________
Lucianna
Lucianna character sheet
Bennies: 0 (+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)
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 Tue Apr 03, 2018 6:53 pm, edited 7 times in total.



Tue Apr 03, 2018 4:23 pm
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Per hangout conversation: +1 benny to everyone, sidekicks, allied extras and permanent summons included for my goof on Rob's adventure card.

No more Leyline

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Tue Apr 03, 2018 4:35 pm
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Playing adventure Card All Allies Receive +2 to all Trait rolls this Round
Resist Slumber 15, Ndreare is awake.
Spirit 1d10-4 = -2 (2)
Spirit Wild 1d6-4 = -1 (3)
    Using Benny for Reroll -4 For Slumber, +2 from adventure card
    Spirit 1d10-2 = 1 (3)
    Spirit Wild 1d6-2 = -1 (1)
      Using Second Benny for Reroll -4 For Slumber, +2 from adventure card
      Spirit 1d10-2 = 3 (5)
      Spirit Wild 1d6-2 = 3 (5)
        Using Third Benny for Reroll -4 For Slumber, +2 from adventure card
        Spirit 1d10-2 = 3 (5)
        Spirit Wild 1d6-2 = 2 (4)
          Using Fourth Benny for Reroll -4 For Slumber, +2 from adventure card
          Spirit 1d10-2 = 0 (2)
          Spirit Wild 1d6-2 = 0 (2)
            Using Fifth Benny for Reroll -4 For Slumber, +2 from adventure card
            Spirit 1d10-2 = 8 (10) + Ace 1d10+8 = 15 (7)
            Spirit Wild 1d6-2 = 0 (2)
            Finally!!!



Surrounded by the vampires and seeing the Doc being pulled away Ndreare knows he has to stop them, but he also must stop the wild vampire Rodney points out.
Looking at the CS Officer who helped him Ndreare thanks him with a nod. “Need to stop her.” Ndreare had nothing against the commander, but the tight schedule leaves no time for chatter.
Running towards the vampress that has been the sources of those devastated attacks Ndreare casts his most powerful enchantment on his weapons causing them to glow with the burning light of the sun. Then calling on a version of himself from another timeline. A version that chose to follow the same path as his brother he enhances his fighting skills beyond any level of mastery he ever had in this world.
But as he leaves from where he is at is Ndreare is struck hard the blow feeling almost like it was going to slice him in half, when by some twist of fate it instead knocks him forward into his charge.
Taking only a brief moment to catch him breath Ndreare felt like everything around him was coated in molasses as it moved so slow. He charged up to the Vampress and with one slice of his son’s honor blade cut her in half, the second blow taking her head from her shoulders. The burning light setting the vampire on fire nothing was left but ashes scattering in the wind.
“Rodney, sweep down on my way back for a boost to your weapons, so you can kill some vampires to.”

Turn 3.1
Leave Engagement.
Spellcasting 1d12+2, +1 from enchanted object, -2 for MAP = 1d12+1 FORGOT CARD ADDED +2 TO THESE ROLLS
Exalted Smite 1d12+1 = 8 (7)
Exalted Smite Wild Die 1d10+1 = 7 (6)
-8 PPE for 2 Blades current PPE 7 = +8 Damage from Blades

Spellcasting 1d12+2, +1 from enchanted object, -2 for MAP = 1d12+1 FORGOT CARD ADDED +2 TO THESE ROLLS
Exalted Boost Fighting 1d12+1 = 13 (12) + Ace 1d12+13 = 18 (5)
Exalted Boost Fighting Wild Die 1d10+1 = 2 (1)
-0 PPE current PPE 7

Ndreare Attacks The Vampire mid rant ignoring her please to Ashlyn. FORGOT CARD ADDED +2 TO THESE ROLLS
Mutiple Action Penalty -2, Wild Attack +2 =
Fighting Honor Blade 1d12+2 = 11 (9)
Fighting Honor Blade 1d12+2 = 8 (6)
Wild Honor Blade 1d6+2 = 4 (2)

Damage From First Hit 1d12+18 = 23 (5) + 1d6 (3) Total 26 AP 12 Mega Damage
Damage From First Hit 1d12+18 = 30 (12) + 1d6 (1) + Ace 1d12+31 = 41 (10) Total 41 AP 12 Mega Damage

Soak Roll from Ninja Vampire, d8 Vigor, +8 Fate's Chosen, +4 Twists of Fate, +2 Inspiration Card, +2 From Elan = d8+16
Vigor 1d8+16 = 20 (4)
Vigor Wild 1d6+16 = 21 (5)


The first threat out of the way Ndreare casts his eyes about and see the vampires he left on the CS commander getting ready to attack him. Heading back Rodney appears right in front of Ndreare. Reaching out Ndreare touches Rodney’s main weapon and charges it with arcane power of sunlight. “Go kill some vampires.”
Then coming behind the vampires he had just been engaged with he cuts them both down.

Turn 3.2
Exalted Smite on Rodney
Spellcasting 1d12+2, +1 from enchanted object, +2 from Card, -2 for MAP ignored per Ex Quickness = 1d12+5
Exalted Smite 1d12+5 = 14 (9)
Exalted Smite Wild Die 1d10+5 = 8 (3)
1 PPE = 6 left

Fighting attacks, 1 each against both vampires.
D12+2 Fighting, Wild Attack +2 to hit and damage = d12+4 Fighting Potential Gang up could have added +1 as commander is fighting as well
Fighting Honor Blade 1d12+4 = 7 (3)
Fighting Honor Blade 1d12+4 = 9 (5) = Hit
Wild Honor Blade 1d6+4 = 8 (4) = Hit

Two hits no Raises
Damage From First Hit 1d12+18 = 23 (5) + 1d6 (5) Total 28 AP 12 Mega Damage
Damage From First Hit 1d12+18 = 21 (3) + 1d6 (5) Total 26 AP 12 Mega Damage

No Other Vampires alive or close enough Ndreare Again reinforces his link to his life experiences in alternate lives.
Spellcasting 1d12+2, +1 from enchanted object, +2 from Card, -2 for MAP ignored per Ex Quickness = 1d12+5
Exalted Boost Fighting 1d12+5 = 9 (4)
Exalted Boost Wild Die 1d10+5 = 10 (5)
2 PPE = 4 PPE left, Fighting Boosted to +8


Rodney will be his own post this is getting cluttered.


Current Status
Current Status
Parry: 13 with honor Blade, -6 to hit deflection, -1 to hit with range, -2 parry wild attack. 17 to hit in melee & 11 to hit with range
Toughness: 16 (8)
PPE: 15 of 20 base
Night's Kiss PPE: 3/10 | T.W.-B.A.G.: 5/5
Wounds: 0/3 (took a wound and was healed of 1, used EP to soak)
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
Both Weapons Drawn, ready and charged
Quickness + Raise Effect (Second Turn)
Ex Deflection -6 to hit him or -7 with ranged (second turn)
Fighting Boosted x8 to d12+6 (first turn)
Exalted Smite on Blades w/Raise +8 Damage (first turn)
+2 to All trait rolls this turn from Inspiration Adventure Card

Bennies: 1
    +3 Quarterly Reset
    +1 1st Q 2018 Posting rate
    +1 Benny for Joker in Turn 2
    +1 Benny for mistake with Card
    -5 Benny for that stupid Slumber spell in first post of Q
Adventure Cards (ALREADY USED 2nd Q of 2018)
Novice: 1d54 (37) [Make removable] = Villanious Verbosity "Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan."
Seasoned: 1d54 (50) [Make removable] = Theme Song "It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words."
Veteran: 1d54 (24) [Make removable] = Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round." - USED

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Tue Apr 03, 2018 5:08 pm
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Opposed psionics 18, no dispel, she is still under the effect of greater invisibility, and it still requires a notice check vs TN 8( hearing to pin point the exact square, and if you can see through greater invisibility TN 5 to exactly see her as she is still hiding behind cover, your area affect attacks are good to go. Luc you can see her just fine.
Ashlyn Mom psionics Go dice roll 1d12 (6) wild 1d6 (3)
1 WC benny
1d12 (3) wild 1d6 (6) ace 1d6 (6) double ace 1d6 (6)


Through Luc's direction and action everyone gets a feeling Ashlyn's mom is near the bottom right Samas.
A faint miming whistle can be heard on the wind, Da...Da...Dadada

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Tue Apr 03, 2018 8:43 pm
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Vamp 1 miss, Vamp 2 hit! 30AP8
Vampire 1 fighting on Nd!
1d10+1 = 4 (3)

Vampire 2
1d10+1 = 11 (10) Ace 1d10 (10) double Ace 1d10 (1)
Damage: 1d12 (11) + 1d10 (4)+ 1d6 (6) ace 1d6 (5) Super cool engaged: +4 damage, +4 AP(8 total), silvered, embedded plasma laser (range 15/30/60 Damage 2d6+2, Rof 1, AP2, shots 16 and freaking Plasma)


One vampire misses, but the second one... The second one weld's a blade only given to family of the Prosek's, an imperial CS crest adorns the pommel. It is silver along the width of the blade, it humms at a frequency few blades can, and when it hits it rips personal armor to shreds. A dread blade in the hand of a master, and in hands of a vampire... An elf's worst nightmare.

Ashlyn's mom does not survive Ndreare's onslaught. Ndreare feel free to narrate how she dies.
Ashlyn mom soak vs 5 wounds Takes 3 wounds( TN 20)
Her last WC benny spent Vigor 1d12 (2) wild 1d6 (5)
2nd GM benny for a reroll: 1d12 (11) Wild 1d6 (3)

Ashlyn Mom soak vs 9 wounds: at -3
3rd GM benny 1d12-3 = 0 (3)Wild 1d6-3 = 3 (6)Ace 1d6 (1)


Ashlyn, super sorry...
You hear a feeble voice in your head, weak and decrepit... The voice of Soldad, Ashlyn, something happened to me... I am free, my nature still hungers, and I am not sure if it bodes for good or ill... I may still yet commit acts of unspeakable horror. But, Shakal she gave you something in your pack or pocket... I can do good in this at least, it will free your mother." Indeed a small necklace with a translucent Blackstone, in the center of the stone is what could only be described as a drop of blood.

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Tue Apr 03, 2018 10:39 pm
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Sweeping down as ordered Rodney accepts the charge of magical energy on his main weapon and flies up again as much as possible, turning he sees a vampire about to come in from the east and decides it is as good a target as any. "Don't worry Ndreare I will kill these ones you keep forgetting. By the way, not sure I will need those keys, I can probably just hot wire the beast if needed."

12 to Hit with 15 AP 2 Sunlight Mega Damage
Shooting 1d6, Inspiration Card +2
Shooting 1d6+2 = 8 (6) + Ace 1d6+8 = 12 (4)
Wild Die 1d6+2 = 3 (1)

Damage 2d6, + 1d6 raise, +8 Mega Damage Greater Smite Sunlight

Damage 3d6+8 = 15 (2, 2, 3) Mega Damage AP 2


Results of Both Posts
Ndreare Killed Ashlyn's mom, and the two vampires in the middle, Rodney killed the one off to the right of the map.
Attachment:
Round 3.JPG
Round 3.JPG [ 437.06 KiB | Viewed 596 times ]

.

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Wed Apr 04, 2018 12:36 am
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Notice 4, Persuasion 14, Spellcasting 6, Resist Slumber 10; sunlight damage 14
Notice 1d8 (1), 1d6 (2) +2 Adventure Card
Persuasion 1d6 (6)+ 1d6 (4), 1d6 (6)+ 1d6 (3) +4 (Charisma and Comm Band) - 4 MAP + 1d6 (2)+2 EE +2 Adventure Card
Spellcasting 1d10 (7), 1d6 (3) +1 (Staff) -4 (MAP), +2 Adventure Card
Resist Slumber 1d8 (7), 1d6 (5) -4 (Penalty) + 1d6 (5) EE +2 Adventure Card
2d10 (1, 2) - Benny for damage 2d10 (1, 6)+ 1d6 (6)+ 1d6 (2) (raise) Sunlight Damage


With her new coat hanging on her shoulders dramatically, and her communication band activated, Krys calls out to the CS soldiers around her, instilling them with the will to fight. "The enemy of all life wishes to slaughter you. Fight with us soldiers, destroy these enemies of life, your life!" She then throws her hand up, and a gleaming ball of brilliance lights (Light -1 PPE due to raise) erupts northwest of her (W9).

Serenia shrugs off the effects of the psionics and turns to attack the nearest vampire.
Notice 7, Resist Sumber 6, Fighting 8 Dmg: 11 (White Silver - counts as silver and holy)
1d10 (5)+ 1d6 (3) EE (from benny granted by Jon's goof) -4 penalty +2 Adventure Card = 6
Notice 1d8+2 = 7 (5)+2 (Adventure Card) =7
Fighting 1d10 (6)+2 (Adventure Card) =8
1d8 (7)+ 1d6 (2)+2 (Champion) = 11

_________________
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.


Wed Apr 04, 2018 1:00 am
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Ashlyn spun around as she heard a cry. There was a wavering in the air and the pieces of her mother appeared as they slid to the earth, just as Ashlyn heard Soldad’s voice in her head.

She dug in a pouch at her belt and pulled out a blackstone necklace encasing a drop of blood. “No!” she screamed. “Mama!”

_________________
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


Wed Apr 04, 2018 5:12 am
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Dark magic twined around Vela, rising like ghostly black arms from the earth, wrapping about her in twilight strands even as a skull-face loomed up over her with its mouth gaping wide as if to swallow her whole. The were-jaguar though, faced with the inevitability of death, roared in defiance and tore free of those shadowy bonds! Sunlight flashed from her claws as she slashed through the gruesome rictus that hovered before her, scattering it like so much dust and nightmares!

"HEAR ME HUMANS!" she bellowed, with all the fury of the Jaguar People behind her voice. "FIGHT THE DEAD, OR JOIN THEM. THAT IS ALL THERE IS IN THIS FIGHT!"

She whirled to the last standing vampire near her and plunged her clawed hand into his chest with savage force. The sunlight gleaming from her talons lit up the inside of the undead creature, who writhed and howled as he burned. Vela lifted him up so the sight could be seen all around...then slashed one more time, drawing those burning claws across his neck.

The vampire's head bounced to the ground, frozen eternally in an expression of agony, its neck charred to the point that no blood flowed. The rest of the vampire caught fire, impaled on her other claw, and burned to ashes almost immediately afterwards.

"THAT is what The People do to the Dead!" she shouted. "CAN YOU DO BETTER?!"

Defense Rolls: Agility 12 (1 benny), Spirit 6
Agility vs Entangle 1d10+2 = 8 (6) or 1d6+2 = 5 (3)
1 benny to Extra Effort (w Elan) 1d6+2 = 6 (4)
Spirit vs Death Visage 1d8+2 = 6 (4) or 1d6+2 = 8 (6)


Action Rolls: Attack 11 for 19 damage, Attack 8 for 25 damage, Persuasion 4 (after all penalties and 1 benny)
Attack 1d12 (11) or 1d6 (6)
Damage: 1d12+10 = 17 (7) plus 1d8 (1) plus raise 1d6 (6)
Ace on raise 1d6 (5)

Frenzy 1d12 (8) or 1d6 (4)
Damage: 1d12+10 = 21 (11) plus 1d8 (4)

Persuasion 1d4 (3) or 1d6 (4)
Extra Effort (w Elan) 1d6+2 = 5 (3)

_________________
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


Wed Apr 04, 2018 1:27 pm
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Notice 5, Success. 3 for Hearing checks beyond 5".
Notice 1d8 (5)
Wild 1d6 (1)
-2 to Hearing outside 5".

Spirit 1d4 (3)
Wild 1d6 (5)

-1 bennie for extra effort 1d6 (2)

-4 penalty


Fizzwaite looked around for his parts bag knowing that he was going to need it soon when he noticed a distinct beeping sound coming from behind him. I wonder what that could be? Beeping is never good. Course beeping followed by not beeping is even worse. Abandoning his search he turned to follow the sound when a wave so something washed over him. He struggled against it but he was still drained from the earlier attack. His knees buckling he struggled to warn the elf next to him. "Thought...you...should...know...bommmmmmb....." Overcome Fizzwaite falls to the ground stiff as a board and staring into the night.

_________________
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.


Wed Apr 04, 2018 3:22 pm
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GM post in the works. Did you say bomb??? It's all over man, it's all over!

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Thu Apr 05, 2018 12:48 pm
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Pender Lumkiss wrote:
GM post in the works. Did you say bomb??? It's all over man, it's all over!


No, no, he said 'balm.' I'm certain.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 2/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (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: 10/15 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range)


Thu Apr 05, 2018 1:07 pm
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