Entering the ruins

Now stop nagging me.
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Pender Lumkiss
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Entering the ruins

Post by Pender Lumkiss »

Pre Combat Data
  • B'aughb is not really too useful in a fight, having been nearly incapped by his ordeal with whatever it was holding him in the rift.
  • Private Harris is currently knocked out, I do not recall anyone tying him up. He will wake up when it is dramatically appropriate
  • Damio the soldier slave is dead... Did Ashlyn notice or not? Up to you although Ink did not say he was doing it in a particular quiet off camera place... Does this cause Ashlyn to have a crisis of faith? Does this effect Spartacus, the man was unarmed... What about Leben how does this effect his higher calling?
  • Time: 3am and it is still dark
  • 4 hours have passed for isp and ppe regeneration
Leyline
Not close enough to draw on, but anyone who can sense rifts can feel an open rift far underground.
Danger Sense, detect Arcana, Sense supernatural, Sense Vampires
Yes beyond the door there is a ton of that kind of activity.
Darkness Penalty beyond Lebens light power
It is -4 as the lights, and emergency lights are off in the hanger... Modern armors do negate 2 pts of it. For the quick combat it is factored in to the overall Scene Modifier
Meeting Vela and Devek RP oppertunity
If you so desire to continue the RP with meeting a were-jaguar, and a Dead-stalker This is a great place

The Doors open and swallow the Hunters whole

The way up to the doors are marked with patches of super heated sand turned to glass. B'aughb connects the correct Leads and the doors open. Pitch black darkness greets the hunters as they enter prepared, they think, for what lies here and below. The words of Air Power painted on the side of the large metal doors is the last thing the hunters see of the outside.

Once inside the smell of vampires, sweat, and water greet the hunters. The faint sound of water draining in the distance of the huge hanger sized room mixed with the shuffling of what seems a 1000 feet makes you wonder if this was a good idea. The din of hissing fills your ears. It is hard to make out any actual figure, just shadows that move and slink along at the outskirts of any light source the hunters carry. A familiar voice echoes off the walls clearly marking them as metalic. " You bring me my daughter Hunters! Your elementals have been troublesome to say the least. But we have one that can aptly deal with them..." The cruel female voice laughs, " A rental to be sure... You are too late, and soon you will be far too late! "
Krys and Ink
Sebazio Lengdosia looks over at Ink and Krysesia whom are wearing blindfolds. Several other men and women surround the pair holding staffs that have been stained with blood. Sebazio gazes out at the setting sun, and touches a scar above his brow. " When you come into the dark you must rely on your senses when your eyes fail you. These staffs have been drowned in vampire blood. Ink you must concentrate and give Krys the chance to follow your movements. " He nods at the others who have surrounded the blind folded duo and they start swinging their staves slapping and belting Ink and Krys.
Sebazio thunders cutting through the thwackings, " Stay together, back to back! If you have a light, stay in it. If you do not have a light make one! Vampires survive on their sheer numbers. Individually you can take out 5, maybe 10. Together you can survive many many more! Watch each other, when faced with a horde you will need to rest or succumb to exhaustion. Ink watch your feet!..."
Above the hunters from 30ft up in the rafters a brief light shines illuminating the huge room ( A hanger Bay) and a mechanical control box sparks and archs. The Doors groan, and slide closed with a deafening Clang! The hunters are shut in! During that brief bright light the hunters glimpse the magnitude of their foes... Almost 400 vampires await, all snarling and foaming at the mouth... Even more await after them. Several puddles of water adorn the ground and a few parts of pre-rift airplanes impede the vampire's ferocity. A close eye on the rafters during this moment of illumination also reveals about 40 soldier slaves with their weapons trained on the hunters, but more importantly they are pushing heavy crates down on top of the Hunters!

Boxes and crates tumble down upon the Hunters, and during that commotion is when the vampires make their move using their overwhelming numbers and the confusion to their advantage.

Welcome to Quick Combat: The Hunters vs 400 vampires and 40 Soldier Slaves
Scene Modifier: -4 ( For so many of them... Note: If you guys had not sent in the elementals it would have been -6, super good idea.)
Steps
  • Step 1: Everyone gets a benny for awesome Role Playing!
  • Step 2: Take into account the Scene Modifier: -4 and make a roll minus the modifier to interact with the scene. Generally it is some kind of offensive skill, fighting, shooting, spellcasting. But I am open to just about anything if you can narratively describe it.
    • This is a old pre-rift hanger, so if you make your rolls and need something that fits with the location to make it an epic action for your character... Just do it!
  • Keep in mind this is 400 vampires and 40 soldier slaves! This quick combat while being resolved quickly is anything but a fast combat. It probably is a knockdown drag out slug fest that takes minutes to resolve. Try to keep your actions in line with that kind of scale. IF you get a 26 on your roll maybe you took out 100 of them! If you failed maybe you got hit by the crates falling on you guys, and only took out 10 before taking a wound.
Quick combat rules: Make your one roll to interact with the scene minus the above scene modifier ( If it is casting bolt, you roll spell casting... Damage is not needed. If shooting your vehicular weapon just roll shooting with the any applicable modifiers including the scene modifier above ). Usually this roll is some kind of combat roll, but be creative if you like.


There is no initiative order, just make your post and use your roll to narrate how well you do. Try to leave something for everyone :D There are 400 vampires or so, and 40 soldier slaves.
  • a crit failure means you have received 1d3 wounds, and were not able to help the group succeed. Perhaps though, your defeat was epic. You use 3d6 rounds, burst, or ppts ( If applicable).
  • failure you received 1 wound. You might have had some impact but you also were wounded in the process. You use 2d6 rounds, burst, or ppts ( If applicable).
  • success, You did a good Job, maybe not a legendary victory, but you did what was required to save the day. You use 1d6 rounds, bursts, or ppts ( if applicable)
  • Success with raise(8), Wow! Did you write the book on how to be a legend? Bards will be singing songs for years to come about what you did this day. You certainly shined during this combat. You also do not use any ammo or ppts


What happens next...
After the quck combat we will move into regular combat. You all can feel the tide change and have an action to prepare for the regular combat. Please include any rolls or ability activations you wish to have active at the end of your auick cimbat narrative. Keep in mind any MAP should you try to do multiple actions during this brief moment to prepare.
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Vela
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Re: Entering the ruins

Post by Vela »

When the doors are forced shut behind them, Vela abruptly bursts into a sharp laugh when she realizes what the play is.

"No, Dead Ones," she growls. "We are not trapped with you. You are trapped with us."

She charged towards the fray, transforming as she went into her true form...the six foot tall, heavily muscled, black-furred jaguar woman. With a roar she slashed at the oncoming vampires with vicious, hooked claws and inhuman strength and speed. The first three vampires to reach her were thrown aside, ripped open from neck to groin. They died the true death, their supernatural regeneration failing to heal those savage wounds. The next five vampires swarmed at Vela from different directions. She leapt back to avoid the press, then sprang forward again, bowling them over.

It went like that. Despite her ferocious charge, Vela did not try to 'tank' the horde. She knew well that the claws of the Dead were as dangerous to her as hers was to them. Rather, she struck rapidly and hard, then immediately used her remarkable feline mobility to get clear before they could make an organized response. It helped that the vampires were mostly 'wild,' almost entirely submerged in their feral hunger and rage. It made coordination difficult for them. She'd leap onto some crates, and the nearby ones would start climbing after her, creating a gap below where she could drop like a thunderbolt, eviscerating another handful of vampires. Then she knocked the crates over and dove into the cascade...secure in the knowledge that she could not be hurt by being hit by huge, heavy wooden boxes. But the Dead certainly could be.

That led to inspiration, and Vela grabbed crate after crate, lobbing them into the midst of the horde. The crates couldn't KILL vampires, but they knocked them over, and the impacts hurt them...creating openings for herself or others to follow up with lethal blows.

The servants she largely ignored. A few had weapons that could hurt her up close, but they were easy to keep away from and could do her no harm at a distance.

Even with her inhuman endurance though, fighting nonstop at full tilt started to wear her down after long minutes of carnage. She had anticipated that though, and was ready. As her strength started to falter, she took up her tools. She called on the spirits of her people, red in tooth and claw...she donned the cloak wrought from the hoary hide of Camazotz...and brandished the sword of flames. Magic fire sent vampire after vampire sprawling, burning...easy prey for a followup swipe that would ensure they stayed down. She couldn't always get away with the speed and power she had, but her psychic power made her all but untouchable even so. Especially as the number of vampires dwindled, and they could no longer swarm her effectively.

Finally Vela saw that the remaining vampires were all but dead at the hands of the powers and prowess of the others...and she turned back to give the human pawns a frightful glare. The first rank broke as she came barreling in, slamming into the lines...leaving a wake of mutilation littering the hanger floor behind her. The soldiers barely had time to switch from rifles to swords, and not all of them even had silver. Vampires weren't eager to arm their slaves with things that could hurt them too.

By the end of the battle, the were-jaguar was panting hard, on all fours despite her semi-humanoid form, soaked in blood amidst an accretion disc of tattered corpses. The council of New Alamo had said once upon a time that the jaguars, despite being enemies of the vampires, could not stay near the town...they were, after all, still monsters.

Only now was it clear just how right they were.

Roll so I know what to post: [dice]0[/dice] or [dice]1[/dice]
Augh...so close!
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
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Ink
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Re: Entering the ruins

Post by Ink »

Ink rolled his neck around on his shoulders. He didn't look back at his comrades-in-arms, except for a quick glance at Krysesia as a memory stirred in him. "One day I will be remembered by my people after I die at the hands of some unclean monstrous fuck...but not yet." He turned from his cousin to look at the vampires. "Not yet."

He willed the Clan Blade in to being once more, touching the tattoo at his wrist and the glowing silver cross tattoo at the same time. The short sword shone with a silvery light, reflected in the eyes of the True Atlantean as he gazed out over at the horde of enemies massing in front of them.

A smile grew on his face slowly. The rhythm began, building in each breath. The sound of war banged like a drum in his ear, each thrum a step, each noise a death. A fire lit in his eyes. "The Danse Macabre is upon us, and I have so many partners to dance with before my day is done."

He crouched low to the ground and began to run forward. He wasn't more graceful than before. He didn't move with more speed. But when he reached the first vampire, he leaned up and swung out his sword and lopped off an arm almost with inhuman speed and technique. Vampires reached for him as he danced among them and between them, but they seemed to find only open air and frustration for their efforts.

He spun and swung. He shifted and severed. His glowing silver short sword made vampires recoil around him....but he was only one man. He couldn't kill them all, and eventually he would tire...but until then he would kill as many vampires as possible and in that moment, that one time, it seemed like it would be one hell of a lot of them!
OOC Comments
So 16 total with the -4.
Fighting die: [dice]0[/dice], Wild die: [dice]1[/dice].
Benny for extra effort [dice]2[/dice], Extra Effort Ace: [dice]4[/dice]

Power Points Expended (not valid but I rolled it accidentally): [dice]3[/dice]

Active: Armor Tattoo, Anti-Vampire Tattoo
Used During Fight (not reflected in roll): Clan Blade Tattoo, Glowing Silver Cross Tattoo, Boost Trait Fighting Tattoo.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Ashlyn Alvarez
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Re: Entering the ruins

Post by Ashlyn Alvarez »

Notice 6 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 16 3 Raises
[dice]2[/dice]
Ace [dice]6[/dice]
[dice]3[/dice]
***

Ashlyn kept a wary eye on Ink as they entered the facility. Her supernatural senses were erupting with warning, her head almost pounding with a migraine from the stench of evil in this place. She glowered up at the familiar figure standing over the massed horde of undead.

“You may wear mi madre’s face, but you are not here, you sick, foul diabla!” Ashlyn snarled. “Mi madre was a good woman and true. You befoul her memory by your very existence. I shall mucho enjoy ending it!”

And then the hanger erupted into chaos.

“Vela, do not get too separated!” Ashlyn called after the were-jaguar as they leapt to engage the throng of vampires. “To be separated in this mass will be death!”

Ashlyn’s silver cross necklace -- the one that had belonged to her mother in life -- glowed with brilliant silver light, spreading around the group of hunters. The light slammed into the vampires, causing them to hiss and shriek in anger and agony as they were stopped in their tracks by the power of Ashlyn’s faith. The mystic whirled around, already casting again as Vela and Ink waded in, enhancing the warriors with blazing glory. Every time a vampire attacked them they reeled back in pain as silver flames burned them. When they were injured, Ashlyn healed them.

***

As the tide of the battle shifted, Ashlyn paused for a breather. Her raven hair was soaked in sweat and she wiped it back. She glanced around at her companions and started casting again, renewing her spells.

***

Conditions:
  • Boost Fighting (Ink, Vela, Penitent): 1r -- each of them get +2 die types to Fighting AND are encased in Blazing Glory holy damage field 2d4.
Mysticism 6 Success
[dice]4[/dice]
[dice]5[/dice]
Spending my Adventure Card for Extra Effort [dice]7[/dice]
PPE used: [dice]8[/dice]
Boost Fighting 16 3 Raises
Targeting Penitent, Ink, and Vela
[dice]9[/dice]
Ace [dice]11[/dice]
[dice]10[/dice]
Ace [dice]12[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Penitent
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Re: Entering the ruins

Post by Penitent »

Quick Combat Rolls
Fighting [dice]0[/dice] -4
Spending Bennie for Extra Effort [dice]2[/dice]
Wild Die [dice]1[/dice]
PPE used: [dice]3[/dice]
Total Fighting = 7, simple Success

Penitent half-listens as the others talk about plans and strategies. He knows what waits on the other side of the gate, feels it in the tips of his fingers and the deepest reaches of his soul. He takes the demon mask from his belt and presses it to his face, the sulfurous flesh fusing to his own, becoming his own.

His blades are out when the doors open, the chainsword in his right, the rune knife in his left. A dull vibration grows behind his eyes, blood pumping faster, the mask pulling in as much of the ambient energy as it can to power the fight he knows will come. The scent strikes, death and hunger, then the doors shriek shut behind. The world narrows. There are only the righteous and the damned.

He surges forward, following the panther-woman and the tattooed Atlantean. Like them he kills one at a time, sometimes two with a fortuitous slash of a blade. His chainsword buzzes, the teeth enveloped in an aura of hellfire that incinerates the flesh of the earth demons. They reach for him, but their dirty claws never connect. He is fast, and the demon mask protects him. Projectiles fall around him, but the shadows that once shrouded his heart dance around his shoulders. None come close.

His work is slow, methodical, muscle memory as he slashes, ducks, spins and stabs. He leaps past fallen bodies and kills more. The others will kill more, faster, with their magic. He could kill more by calling a column of hellfire, but doesn't want to spend the time or energy. This is how he works, the rise and fall of his weapons a prayer and an answer. Absolution.
Tide Shifts Rolls
Faith to cast greater armor [dice]4[/dice]
Wild Die [dice]5[/dice]
Costs 5 PPE, +5 MD armor

Faith to cast greater smite[dice]6[/dice]
Wild Die [dice]7[/dice]
4 PPE + 1 PPE to affect second weapon (chainsword and rune knife), +8 damage (MD) to melee attacks
He loses track of time, then senses a shift in the battle. Something comes. A more powerful foe, perhaps, or a surge of the Unholy's influence that will invogorate the foes that remain. In answer, the demon mask funnels hellfire onto his weapons again, the flames shining with the light of the cleansing sun. The aura of protection surrounding him is strengthened, too, as he clears a space around him, standing on the corpses of the newly dead.

[Penitent actives armor of the damned (+5 MD armor and -1 to be hit at range) and strength of the redeemed (free action, auto-raise, +8 MD damage to melee attacks, silver, holy and sunlight trappings).]
Last edited by Penitent on Tue Aug 15, 2017 8:12 am, edited 5 times in total.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
Devek Ragaa
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Re: Entering the ruins

Post by Devek Ragaa »

Quick Combat Fighting 6
Fighting [dice]0[/dice]
Extra Effort [dice]2[/dice]
Wild [dice]1[/dice]

-1 Benny
Notice 6
Notice [dice]7[/dice]
Wild [dice]8[/dice]
Devek approaches the doors without hesitation, his newfound comrades were likely still leery of his presence but they hid it. None who relied heavily on supernatural abilities were ever truly at ease around him, it was nothing new. Still, once it was clear they all appeared to back the same organization (or at least the same goals) he had suppressed his negation as much as he is able to placate their concerns.

Private Harris on the other hand, is much less willing to approach the metal spire. Devek had slapped him awake after binding his hands tight to one another and his feet just slack enough to allow him to penguin waddle. A lead passess from his bound hands to Devek’s firm grip.

Pulling the beleaguered young man into the darkness Devek hears him gasp then start to whimper when the doors close them inside. Reaching to his webbing he pulls out the cheap wooden CS issue cross and places it in Harris’s hands. ”Keep that out and stay in the light. They’ll try and keep you safe. Run, and I’ll feed you to the dead myself.”

Turning his back without bothering to see if the Private listened, he strides out into the wake of the were-jaguar, tattooed one, and the strange mask wearing human. He doesn’t bother to draw any weapon, Psi-Battalion made him the weapon. Besides, the silver plating on his reinforced wraps ensure he is able to hurt most any horror he encounters.

He’s methodical in his movements, cold and efficient in the excecution of vampire and thrall alike. His strikes flow from one to another wasting as little momentum as possible. On the few times a vampire does connect, their claws and weapons seem unable to slow him. The thralls are unable to even come close. Like the strikes of the vampires, he sees where there shot is going to be before they’ve even fired, and they lack the reflexes to compensate. He sees his progress in comparison with the tattooed warrior and the ferocious shape shifter and laments that what was lost.

He’d been a better soldier once. While he was more powerful now than he could ever have been before, he still regrets the holes in his mind that robbed him of greater skill in exchange for raw power. He planned to earn it back, fill those holes to overflowing but he was unsure if it was even possible. Suddenly, as if to exemplify what he lost he notices the area around him was clear. All around him, the remaining vampires huddled to the shadows their thralls nearly broken. But they were not fleeing, they stood a bit taller now even as they gave ground. He could sense it clear as day now...something new was coming.
Prep Round
Psionics-Flowing Maelstrom (Quickness) [dice]3[/dice]
Wild [dice]4[/dice]
Quickness Action
Psionics-Wraithform (Greater Speed) [dice]5[/dice]
Wild [dice]6[/dice]
K/Battle untrained [dice]9[/dice]
Wild untrained [dice]10[/dice]
Extra Effort [dice]11[/dice]
The burning in his lungs is a stark reminder of just how long they had already been fighting, of the absurd odds they were facing and now the current of the fight was changing. Pulling energy from the black silk obi around his waist he takes the moment of respite to begins working through a ritual ketan. In sharp contrast to the hard short strikes he had been using against the vampires, he is now performing long flowing gestures each sweeping into the next. They pick up speed quickly, moving impossibly fast. Suddenly, water begins to flow off his arms, saturating the air surrounding him with a thick mist and thin flowing currents forming a violent maelstrom.

Without warning he stops his movements, though the maelstrom around him shows no signs of stopping. His left hand raises to his face in a blink, two fingers press the front of his helmet just at the epicenter of his scaring. Then flaring from that spot a dark semi luminous ectoplasm erupts, coating his body in a fraction of a second. The former Coalition soldier seems to have been replaced by a spectral entity, a thin skeletal form visible underneath a black shifting ethereal vapor.
Last edited by Devek Ragaa on Wed Aug 16, 2017 9:30 pm, edited 7 times in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


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Leben
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Re: Entering the ruins

Post by Leben »

Mysticism 0, Leben will rely on his faith to protect and guide him in this battle
Mysticism [dice]0[/dice]
Mysticism Wild Die [dice]1[/dice]
Can't take them with you when your dead, so I will spend a benny
Mysticism [dice]2[/dice]
Mysticism Wild Die [dice]3[/dice]

Well this could end poorly. We will see
Suffers 1 wound and Cost [dice]4[/dice] PPE
Knowing the monsters where there ahead of time was enough to give the team the edge they needed. Having already provided holy light for the team Leben followed the others into the room and proceed to pray. Within moments the entire hanger was filled with of holy light. The magic of the vampires being able to shut down some, but not all of the spheres allowed the rest of the team to operate with relative safety.
“Please protect us in this place of darkness and let the light of life fill this place. Wash away our pains and cleanse this place from these unholy abominations that the darkness that sends them can be undone.”
Unfortunately Leben was not prepared or so many humans mixed in with the hoard. Hesitating to actually attack a living mortal Leben was shot in the leg as he stepped back from the human thrall. Being saved at the last minute by a bolt from the side that shot through the human Leben could not see who it was, but he was grateful.
Focusing all his attention on prayer, Leben allows himself to be protected by the many spirits that serve the light as he works towards keeping his team alive.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
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Krysesia
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Re: Entering the ruins

Post by Krysesia »

"What's that?":
Notice 10
[dice]0[/dice]+[dice]4[/dice],[dice]1[/dice]
How we doing? (relevant event is underlined):
Knowledge Battle 6
[dice]5[/dice],[dice]6[/dice]+[dice]7[/dice]
Quick Combat Roll:
Spellcasting 14
(Auto Ace) 8+[dice]2[/dice], 6+[dice]3[/dice]
Vela wrote:When the doors are forced shut behind them, Vela abruptly bursts into a sharp laugh when she realizes what the play is.
"No, Dead Ones," she growls. "We are not trapped with you. You are trapped with us."
She casts a glance to Ink. "I like her! Now that's style." She reactivates her anti-vampire protection tattoo, just for completeness.
Ink wrote:Ink rolled his neck around on his shoulders. He didn't look back at his comrades-in-arms, except for a quick glance at Krysesia as a memory stirred in him. "One day I will be remembered by my people after I die at the hands of some unclean monstrous fuck...but not yet." He turned from his cousin to look at the vampires. "Not yet."
Krysesia nods to Ink. "And on that day, the legend of the Undead Slayer Kalamos will be measured. Time to write another chapter." She says the title with reverence.

Already flanked by the three water elementals, she directs them inward to fight to the heart's content. "Drown the vampires my friends, purify their wretched existence in the water of life!" She closes with the humans, blinding them with sunlight at close proximity, meanwhile burning any vampires near them to a crisp. But aside from light spells, she mostly relies on her shotgun, testing its combat potential against humans and vampires alike. It proves quite capable. She keeps near-ish Ink, fighting in unison with the melee oriented undead slayer. As he turns his back, she shoots something coming at him, even as he flows behind her to cut down something behind her. As they were trained, they stay in the light, making it as they go, using Leben's marble to conserve her own energy and direct her summons. When the area around her clears, she takes a moment to reinforce them.
She brings forth angelic soldiers to fight, sending them after the human thralls and vampires alike.
Image
Angelic Foot Soldier (Novice; 3 P.P.E.)
These minor winged spirits of light serve the Angels and Spirits of Light as their foot soldiers.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Survival d4
Pace: 6 and Fly 6, Climb 0; Parry: 5; Toughness: 12 (5)
Gear: Holy Breastplate ( 5 armor, 1 toughness), Holy Longbow (Range 15/30/60, Damage 2d6, RoF 1, AP 2, Holy Damage Trapping), Holy Longsword (Str+d8, AP 2, Mega Damage, Holy Damage Trapping)
Special Abilities/Edges:
  • Champion: Angelic Foot Soldiers add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures
    Winged Flight: Fly pace of 6, with a climb of 0.
"Remove the mortals from the fight, but try to only disable them. Only kill them if given no other option. Obliterate the vampires." she calls this order to them as they arrive. She then opens a series of mini-rifts, sucking the beefier vampires dry of magical power as her minions rain down holy wrath upon them. As she fills her PPE, she summons more. She does not maintain them beyond their allotted stay, but she has summoned at least twenty soldiers and half that many elementals as the fight begins to change gears. She just finishes sucking yet another vampire dry of mystical energy as she looks to see how many have survived.


Force Multiplication 7 PPE Spellcasting 3 FAILURE
[dice]8[/dice],[dice]9[/dice] -2 MAP + Extra Effort [dice]12[/dice]
2 Water Elementals
Water Elemental a frothing, manshaped creature of water and foam
Image
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8, Swimming d12+2
Pace: 6; Parry: 6; Toughness: 7 (Hardy)
Special Abilities
• Aquatic: Pace 12
• Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
• Invulnerability: Water elementals are immune to all non-magical attacks except fire. A torch or lantern causes them 1d6 damage but is instantly put out if it hits.
• Seep: Water elementals can squeeze through any porous gap as if it were Difficult Ground.
• Slam: Str+d6, nonlethal damage.
• Waterspout: Water spirits can project a torrent of water using the Cone Template. Those in the area may make an Agility roll opposed by the spirit’s Shooting to avoid it or suffer 2d8 nonlethal damage. This puts out any normal fires.
Force Multiplication 7 PPE Spellcasting 4 Success
: [dice]10[/dice],[dice]11[/dice] -2 MAP
3 Angelic Foot Soldiers
Image
Angelic Foot Soldier (Novice; 3 P.P.E.)
These minor winged spirits of light serve the Angels and Spirits of Light as their foot soldiers.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Survival d4
Pace: 6 and Fly 6, Climb 0; Parry: 5; Toughness: 12 (5)
Gear: Holy Breastplate ( 5 armor, 1 toughness), Holy Longbow (Range 15/30/60, Damage 2d6, RoF 1, AP 2, Holy Damage Trapping), Holy Longsword (Str+d8, AP 2, Mega Damage, Holy Damage Trapping)
Special Abilities/Edges:
  • Champion: Angelic Foot Soldiers add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures
    Winged Flight: Fly pace of 6, with a climb of 0.
As she strains to summon more, she realizes she's met her limit for the moment. As such she pulls her shotgun once more, having reloaded it recently. She slides up near Ink, fighting to his rear. She takes a moment and readies herself once more.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Spartacus
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Re: Entering the ruins

Post by Spartacus »

Notice 5
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
Fighting 8
Fighting Die [dice]2[/dice]
Wild Die [dice]3[/dice]
Wild Die Ace [dice]4[/dice]
Extra Effort [dice]5[/dice]
+2 for TradeMark Weapon
-4 for situational modifier
-1 bennie
As the hanger doors crash close Spartacus is already moving towards the the vampire that appears to be in command. He draws on every ounce of skill at his command has he weaves among the vampire rabble, his sword hums and heads fly away from their bodies. Yet with each step more of the monsters close in from every side threatening to take him down be sheer numbers. He know he is no match for them physically but he can sense that can match them in speed and that will have to be enough. More claws rake at his armor threatening to topple him. He thrusts his hand into the satchel given to him by his mentor Marcus and yanks a UV grenade free. Keying it he drops it to the ground knowing it will do him no harm. The detonation of ultra violet energy drives back the horde around him for a moment and he surges forward once more.

He estimates he is 50 feet from the vampire leader but his momentum is slowing. Forty feet and his progress slows further still. Even with the near weightlessness of his psi-sword he feels his arm tire. With a howl he summons his reserves and drives forward and drops another grenade forcing the undead fiends back momentarily once more. Yet for each one he cuts down it seems two more rise up to take their place. Thirty-five feet. Thirty. They are climbing over each other now to get at him. His vision is as in a tunnel as his focus narrows on the vampire leader. He detonates another grenade. Twenty-five feet. He is close enough now to look the her in the eye but he resists the temptation. Twenty feet. He grasps another grenade just as someone or something grasps the satchel and rips it free from his grasp. He detonates his last grenade. Fifteen feet. He is nearly there.

He can taste his chance to slay the leader which should severely disorganized the vampires coordination. It is possible they may even break at least temporarily. To his right Spartacus catches a glimpse of a blade and he just manages to parry the vibro-sword as it swung down towards his head. Momentarily locked with his opponent's blade, grasping hands take advantage trying to pin his sword arm. He is so weary and they are strong but his armor prevents them from getting a good grip and he manages to twist his arm free. The distraction proves one to many, however, and he gasps as he feel another blade penetrate his left side cutting through armor and cyber-armor alike. His pace stumbles but he uses the momentum to push forward. Ten feet. Another blade penetrates his defenses and his knees buckle. He sprawls face first practically at the feet of the vampire leader. His vision grays and his concentration falters, his sword flickers and is gone. Another sword stabs down into his back and his vision fades to black as he loses consciousness.
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Spartacus
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Re: Entering the ruins

Post by Spartacus »

Spartacus does not know how long he lay there unconscious but he knew he was dying. He senses someone leaning over him but he does not know who it is though he knows it is a living being with a hearbeat. With the last of his strength he grasps the figure before him and gasps, "Take the letter..." as he grasps at the form desperately, "Go to...El Paso, complete...my mission. The order must know..." The darkness envelops Spartacus for the final time.
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

Legends are made
The vampires are greeted by the hunters strength unleashed. Perhaps never before have the vampires been so overmatched despite their sheer numerical advantage. Their eyes grow white with a mixture of fear and respect, as they realize what has entered their coven: savage Fury, deaths dancing partner, daughters torment, pragmatic demon, efficient executioner, bloodied servant of light, booming font of magic, and a doubly doomed honorable knight. Perhaps another time and place the vampires would have broken ranks and fled, but something powerful and sinister spurred them on driving the hunters deeper and deeper into the ruins.

The ruins itself seem some kind of large pre-rift installation ( fairly picked over by scavengers) and probably military in nature. The deeper in, the clearer it becomes that something huge had made this base its home. Claw marks and dugout wall sections would indicate it has been here for a long time.
OOC Comments
kn history or survival can be made for more info via a pm

Well Timed advice

Devek and Krys both realize around the same time the vampires are driving them deeper underground into the very bowels of the ruins, despite significant losses to the wild vampire ranks. The thrum of intense battle dies down as the hunters make their way into the deepest of chambers in the ruins. The chamber is fairly vast, and dark, only lit by a rift giving off a bright blue light in the back of it. A swirl of tentacles are coming out of the rift latching onto three red dragon eggs sitting before it. A 4th egg lies cracked in half, it seems like it opened recently, and a black dragon with flecks of red along its scales stands nearby it and roars. It seems twisted just like a human's features become twisted when they are turned. It is a chilling call that frightens even the most staunch combatant.
Fear check
Fear check at the start of your turn. I believe both Devek and Penitent are fearless. Note: this stems from the dragon fear effect and is not a vampire power.
Devek and Krys get the hunters into a good defensive position as the light of the rift revels a multitude of enemies that are neither surprised by nor expecting the heroes.
Battle Modifiers
For the first round of combat the heroes are at +1 to attack, and -1 to be hit. In addition Devek and Krys gave the hunters a chance to get to light cover, for an additional -1 to be hit. If desired on your turn this cover can be used for medium -2 cover. Cover: Attackers suffer a penalty when attempting to hit a target behind cover pg 76 CORE rules.

Badguys Muster
Several Coalition soldiers crouch behind some fallen stone pillars (-1 light cover) are readying weapons and taking position to aim at the hunters. There leader, a CS Soldier in SAMAS power armor, draws two blades, one of which glints with a silver shine in the blue light from the Rift. " Take out the mages, burn the heavies... Wild ones put them to sleep!"
OOC Comments
CS 5 and CS 6 have plasma rifles, C2 CS1 have laser rifles, CS 3 dual wielding pump pistols, CS SAMAS slung rail gun, two vibro blades. Only the SAMAS and pistoleer are fast enough on the draw to bring their weapons to bear prior to combat.
Ashlyn's Mom can be seen behind one of the dragon eggs hugging it as if she is hugging a child. She pets the attached tentacle that is latched to the egg, " Soon... Soon my dear... So very soon." She looks at the hunters entering the room and calls out to Ashlyn mocking her, " Oh daughter, your brother wants to play!" The twisted black red dragon roars as if on cue.
Ashlyns Mom
a bit hard to hit from range, as the egg is providing medium cover, -4 to hit at range, although interestingly Zip can hit her fairly easily...

Last Breath of the Honorable Spartacus
However Spartacus gets separated from his allies and stumbles forward despite the best efforts of his companions. His vision blurred by exhaustion and blood he bangs into the armor of the Dark Knight. The armor looks iron clad, and the individual, twice as big as a normal human, gives off an air of cruelty and hatred unknown by any of the hunters. Perhaps mistaking him for Ink ( they both have archaic looking armors) Spartacus gives the knight the note detailing his mission.
Spartacus' last moments perhaps are filled with dread, as the quiet cold voice of the black knight fills his ears, " Death, is the power of pain...". The dark knight's darkened blade pierces Spartacus' armor with ease, like a knife through butter. The creature must be supernatural, there is no way to explain its strength and quickness.
For a moment both the body and spirit are visibly separated. Then as the knight withdraws his blade from Spartacus' chest the shocked spirit of the honorable cyber knight is sucked into the blade, forever silenced. The Dark Knight crumples the note dropping it into the pool of Spartacus' blood.
The Dark Knight looks at the rest of the hunters, and in a cool menacing voice he speaks, " Let me pass, I have no other quarrel with you. The bargain has been made and fulfilled. My master summons me..." His voice trails off as he sees Vela. He points the sword at her. " That cloak will be returned were-rat. It is not the first time I have seen it, but it will be the last."
Supernatural
Any detect arcana or supernatural sense would reveal that yes, this knight is supernatural and evil.
Vela
When the dark knight points its dark blade at you, the dried husk of chac that fastens the cloak seems to stir.
Dark Knight.jpg

Dragon Mother and the Survey Team
The left side of the room is taken up largely buy a gigantic flame wind dragon. It is barely alive, and blood drenches the floor beneath it. It seems unable to move, having been pinned to the ground by a large pillar. Its breath is shallow barely even noticeable. The survey team is in a impromptu cage of some kind, mostly just metal bars bent over them. In the darkness they seem to be lying very still. However, one final member of the survey team the techno wizard gnome, Fizzwaite Zipwidget, lays hidden nearby in the dragon's nest ready to spring into action.
Zip Drop
You will only get the drop the first round of combat. The Drop: +4 to hit, +4 damage
Battle Post to come shortly
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »


Battle Post
All posts
  • Each Post must include a fear check unless you are fearless.
  • All players have a slight advantage over the enemy, and are +1 to hit enemies, and -1 to hit by attackers.
  • Currently at the start of combat players also have light cover, an additional -1 to hit.
  • All players gain +1 bennie for their triumph in the prior quick combat
Ashlyn
You need to roll your agility at the begining of your post as a CS soldier #3 shoots the ceiling above you doing an agility trick on you. He rolled a 4, so as long as you beat a 4 you act normally. A crit fail you will be shaken as the soldiers have killer instinct and win apposed rolls, you will loose your turn as well. If you get lower than a 4 you also act normally, but are a bit off balance -2 to parry.

Click here to see the map.Battle MAP

Enemies battle modifiers and toughness
  • CS Soldiers not including the SAMAS have light cover: -1 to hit
    • Vampire CS Special Forces: Parry: 6, Toughness: 14(6), CA-1 Heavy Body Armor ( Fully Environmental).
    • Vampire CS SAMAS leader: Parry 6, Toughness 17(10) MDC. Level Headed
  • Dark Knight is -2 to hit from his special ability, and he is size +1( if that matters). Quick
    • Dark Knight Parry: 8, Toughness: 19(6) The Armor looks like iron medieval heavy plate
  • Vampire Dragon ( Wild Card) is +2 to be hit from Large
    • Vamp Dragon parry: 6, Toughness: 35(16) Armored hide
  • Ashlyn's Mom " Secondary Vampire" currently is -4 to be hit as she is behind the egg. Zip can hit her just fine. Level Headed
    • Ashlyn's Mom: Parry: 7, Toughness: 10
  • Wild Vampires: No modifiers
    • Wild Vampires: PArry 7, Toughness: 9
Who is wounded
Leben: 1 wound from quick combat
Spartacus: dead
  • Each level of wound gives you a -1 to pace and trait rolls ( Ability and skills)
Please note the "new" Initiative Block system. Thanks!

INIT ORDER
  • "Initiative Block" = (IB)
    • Once we are in your initiative block actions will be handled in the order they are posted.
    • 3 days to post once your initiative block has been announced, and then you are considered to be On Hold


    IB1 (Post First in whatever order, 3 days to post and then you are considered to be On Hold):
  • CS Vamp Soldier: black Joker ( On hold going to interrupt and perform agility trick on Ashlyn and shoot Krys)
  • Devek - Ace of Spade
  • Ashlyn- Ace of Hearts
  • Krys - Queen of hearts
  • IB2 (Post after IB1):
  • SAMAS- Ace of diamonds ( on hold)
  • Ashlyn 's Mom- Queen of clubs
  • Dark Knight - 10 of hearts

    IB3 (Posts in whatever order after IB1 & IB2 post, 3 days to post):
  • Ink - 7 of Diamonds
  • Leben- 4 of diamonds
  • Vampire Dragon- 6 hearts ( on hold)
  • Wild Vampire- 3 of diamonds

    IB4 (Posts in whatever order after IB3 post):
  • Zip- 3 of clubs
  • Penitent - 2 of hearts
  • Vela - 2 of diamonds
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

Vampire CS soldier (CS 3), snarls refraining from shooting until the time is just right. He times his shot hitting the ceiling above Ashlyn causing rubble to fall onto her possibly interrupting her turn, and ending it. He also blasts an Angel with his pump pistol.

" Soldiers of the light!!! Argghh go back!
Agility trick 4 vs Ashlyn agility
+2 joker, +2 dirty fighter, -2 MAP, this would be opposed by Ashlyn, a raise by the soldier over her roll means she is shaken
Agility [dice]0[/dice]
Shooting Angel 16 damage
+2 Joker, +2 Marksman, -2 MAP, -2 Off hand
Shooting pump pistol [dice]1[/dice]
Damage MD: [dice]2[/dice] Ace [dice]3[/dice]
The blast from the pump pistol would have burned a hole in the Angels chest but its divine aura of a true champion weakens the blast so that it just spins the angel arround putting it off balance ( s14 angel is shaken). The rest of the Vampire CS soldiers draw their weapons, CS 4 gets his plasma weapon strap caught on his cover unable to fire this round, but the rest open up.

The rest of the CS soldiers try to draw their rifles and plasma weapons, and hastily fire them. The only thing of note is that Penitent was doused in plasma fire, and while unscathed he is on fire.
Agility Rolls, shooting, damage rolls, only Penitent possibly got damaged
CS 2 with laser rifle[dice]4[/dice] Shooting Angel S11[dice]8[/dice]+2 joker-2 MAP+2 Marksman, damage C-14 laser rifle [dice]13[/dice]
CS 3 with laser rifle [dice]5[/dice] Shooting Vela ( No effect) [dice]9[/dice]+2 joker-2 MAP+2 Marksman
CS 5[dice]6[/dice] Shooting Penitent [dice]10[/dice] +2 joker-2 MAP+2 Marksman Damage C-27 Heavy Plasma Cannon ignores armor not sealed: [dice]11[/dice] burn [dice]12[/dice]
CS 4[dice]7[/dice] only able to draw the weapon
Penitent plasma damage 19
no damage, but 1d10 fire damage until put out ( roll it at the end of your turn, it can ace)
Field Team Six Bennies
3/6
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Krysesia
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Re: Entering the ruins

Post by Krysesia »

Fear Check 11
: Spirit [dice]0[/dice],[dice]1[/dice]+[dice]2[/dice]
As Krys looks at the battle, she knows while they have the advantage for the moment, that will change. She calls over a suggestion over comms to those to her left. "Save the dragon beneath the rubble! It can help us turn the tide! Also bright light coming to the right." She glances at the angelic soldiers. "You too! Destroy anything that stops you." She glances about, as something about the place sticks in her memory:
  • Survival [dice]3[/dice] (bonus is from Well Travelled)
The three soldiers of light fly/run towards the dragon, moving to attack the pillar and remove it in that way.
  • The first (leftmost) moves to P4. The second moves to P5. the third (right most) runs for O3. They then all strike with their swords.
    All hit, no damage
    Spirit (#3) to recover from Shaken [dice]25[/dice] - Success
    Run (#3) [dice]4[/dice]
    Fighting [dice]5[/dice],[dice]6[/dice],[dice]7[/dice]
    Damage (Str+d8): [dice]24[/dice]=10 vs 14,[dice]26[/dice]=8 vs 14,[dice]27[/dice]=6 vs 14
Krys walks over beside and in front of Vela and brings that half of the battlefield Too Close to the Sun, centered on something hanging down (a cable, a bit of metal, anything hanging just above the heads of the vampires. It engulfs the area, and only Krysesia can see within in it. Half the Rift itself is obscured by blinding radiance of the sun, which beats down mercilessly upon all in it, blinding them with the radiance of the sun. "Concentrate on the left side of the battle! Save the Dragon."
  • Action: Move to U15 (into medium cover). Target N23 with Too Close to the Sun(Greater Obscure) (4-1 [raise on casting]= 3 PPE): Covers a circle that fits inside the area from E14 to the right edge of the map to U15 to the right of the map; it is centered on N23. It is right in front of Vela, but she is not affected. It creates a –6 obscurement penalty of this size lasting for 3 rounds.
    Spellcasting 11
    : Auto Ace+[dice]8[/dice], [dice]9[/dice]
    Targets affected include
    Survey team (gets some much needed Vitamin D)
    Ashlyn's mom (vs T 10): Shaken=[dice]10[/dice] Sunlight Damage; clothing and armor do not help
    V5 (vs T 9): Shaken=[dice]11[/dice] Sunlight Damage; clothing and armor do not help
    V6 (vs T 9): Shaken=[dice]12[/dice] Sunlight Damage; clothing and armor do not help
    V7 (vs T 9): No Damage=[dice]13[/dice] Sunlight Damage; clothing and armor do not help
    V8 (vs T 9): Shaken=[dice]14[/dice] Sunlight Damage; clothing and armor do not help
    V9 (vs T 9): Destroyed=[dice]15[/dice] Sunlight Damage; clothing and armor do not help
    V10 (vs T 9): Shaken=[dice]16[/dice] Sunlight Damage; clothing and armor do not help
    V11 (vs T 9): No Damage=[dice]17[/dice] Sunlight Damage; clothing and armor do not help
    Vampire CS 1 (vs T 8): No Damage=[dice]18[/dice] Sunlight Damage; clothing and armor do not help
    Vampire CS 2 (vs T 8): Destroyed=[dice]19[/dice] Sunlight Damage; clothing and armor do not help
    Vampire CS 3 (vs T 8): No Damage=[dice]20[/dice] Sunlight Damage; clothing and armor do not help
    Vampire CS SAMAS (vs T 7): No Damage=[dice]21[/dice] Sunlight Damage; clothing and armor do not help
    Vampire Dragon (vs T 35): No Damage=[dice]22[/dice] Sunlight Damage; clothing and armor do not help
    Tentacles (vs T __): 10=[dice]23[/dice] Sunlight Damage (if applicable)
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

Updated Map
The red X means dead, the cancel symbol means shaken. IT is nearly impossible to see anything in Krys' blinding sunlight obscure effect. Here is an updated map. Hit me up if your character has some kind of template effect going.
https://1drv.ms/b/s!ApbK40F58-KNmn0Xa0vheY9sTM5b
Field Team Six Bennies
3/6
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Ashlyn Alvarez
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Re: Entering the ruins

Post by Ashlyn Alvarez »

Notice 7 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 5 Success
[dice]2[/dice]
[dice]3[/dice]
***
OOC Comments
Ashlyn has a Light Marble, so she needs the glowy thing around her.
Ashlyn held up the marble of light she had been given. “Spartacus! Stay close! Do not become separated!” she yelled to the cyber-knight. He could not hear her over the noise of battle, the growls of the undead. She watched in horror as he was taken down by the sheer mass of vampires.

“Madre de Dios!” Ashlyn mutters, crossing herself as tears blur her vision. She lifted her head, holding her light aloft, glaring at her ‘mother’ for a moment before looking to the ceiling. “Into your hands I commend his spirit, Dios.”

***

The fight drew them deeper into the complex, spells, weapons, and light lashing out. Soon they entered a massive chamber marked by large claws digging out the walls. Ashlyn stared in horror at the dragon eggs ensconced in the tentacles. “Saint Michael, protect us…” Ashlyn murmured another prayer, crossing herself again and holding up the lighted marble.

It appeared they had surprised the vampires slightly. Ashlyn dashed for cover as she surveyed the situation. Her head throbbed at the evil in the room, her focus pulled the dark purple blade of the knight that had sucked in Spartacus’ soul. Then she saw the massive form of the mother dragon, bleeding and injured.

Then one of the CS soldiers -- she could sense they, too, are vampires now -- fired his weapon at the ceiling. It started to crumble, and with supreme effort Ashlyn avoided most of the debris, but a large chuck hit her shoulder. She hissed in pain as she dashed behind cover, slamming her shoulder hard against a pillar to knock her arm back into joint.

“Merde!” the holy woman uncharacteristically swore.
OOC Comments
Medium cover, please!
Ashlyn glared over at her mother, about to cast a spell, when Krysesia yelled out orders. Ashlyn glanced at the injured dragon. “Cover me!” she yelled to Devek and Penitent, and then went off at a sprint, still favoring her swelling shoulder.
OOC Comments
Run to N3
“Shhh...lie still. Let me help you,” Ashlyn told the dragon. “We will get our vengeance together.”

Carefully Ashlyn approached and laid her hands on the hot scales of the dragon. This part was completely her as she tapped the essence of the cosmos for healing. She poured the energy into the dragon.

***

Conditions:
  • Boost Fighting (Ink, Vela, Penitent): 1r -- each of them get +2 die types to Fighting AND are encased in Blazing Glory holy damage field 2d4.
  • Fatigue -1, Maintain Boost -1
History 5 Success
[dice]4[/dice]
[dice]5[/dice]
Ace [dice]12[/dice]
Survival 8 Raise
[dice]6[/dice]
[dice]7[/dice]
Ace [dice]13[/dice]
Fear check 5 Success
[dice]8[/dice]
[dice]9[/dice]
Agility 2
[dice]10[/dice]
[dice]11[/dice]
Agility roll was wrong. Shouldn't be a negative modifier, so +2 to those is a 1 and a 2

Extra Effort Agility roll [dice]14[/dice]
Total=4 Fail, because of their killer instinct. Sigh. -2 Parry

Run [dice]15[/dice]
Psionics 9 Raise, 2 Wounds
[dice]16[/dice]
[dice]17[/dice]
Extra Effort [dice]18[/dice]
Oh, I forgot the -1 for maintaining Boost/Lower, so it's an 8, and still a Raise. And Ashlyn gains a level of Fatigue.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Devek Ragaa
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Re: Entering the ruins

Post by Devek Ragaa »

All Rolls
Notice [dice]27[/dice]
Wild [dice]28[/dice]

Survival [dice]2[/dice]
Ace [dice]6[/dice]
Wild [dice]3[/dice]

Fear
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]

Oops Must have screwed up a copy/paste[dice]5[/dice]

Psionics Thullian Discipline-Greater Smite
Psionics [dice]7[/dice]
Wild [dice]8[/dice]
Brainburn-Shaken. -1 Benny to Unshake.

Astral Frenzy Activating Losing It

Fighting [dice]9[/dice]
Wild [dice]10[/dice]
Ace [dice]13[/dice]
Damage Str [dice]14[/dice] +
Raise [dice]15[/dice] +
Fists [dice]17[/dice] +
Ace [dice]18[/dice]
Damage Field [dice]16[/dice] +
10 (Brawler, Astral Frenzy, Champion, Greater Smite)
= 28 AP2


Two Fisted [dice]11[/dice]
Wild [dice]12[/dice]


Glare of Reckoning at Madre of Death Free Action Intimidate Test of Wills from Wraithform Ectoplasm trapping. Feel free to toss me a bonus due to crushing the Dark Knight ;)
Intimidate [dice]19[/dice]
Wild [dice]20[/dice]

SAMAS Freebie
Fighting [dice]21[/dice]
Ace[dice]23[/dice]
Wild [dice]22[/dice]
Damage [dice]24[/dice][dice]25[/dice]Ace[dice]26[/dice]+10 Silver/Ectoplasm
Results
Pre/required checks
Notice: 7
Survival: 7
Fear: 11
Free Action Adept Power
Thullian Discipline (Greater Smite): 4 (-1 Benny to unshake, -7 ISP)
First Quickness Turn
Astral Frenzy: Activate Losing It (-2 Parry, +2 Toughness, etc)
Second Quickness Turn
Fighting: 12 Hit; 28 Damage 2 AP (-1 ISP for AP)
Two Fisted: 5 Miss
Glare of Reckoning-Free Action
Intimidate: 4 (Plus any possible Bonuses)
SAMAS Freebie
Fighting: 14; 29 Damage 2 AP-Silver/Ectoplasm
Move: Two moves of up to 30". Move two inches from dark knight, then to M14.
The horde of lesser vampires drives them deeper and deeper into the complex. Then, as the battle begins to shift they hang back to catch their breath for the moment of respite. Devek takes the time to transform himself, becoming a ghostly dark spectre that is instantly illuminated by the enchanted marble. If not for the sinister appearance he could almost pass as a noble spirit of light. Distracted by the effort it takes to change he realizes too late, that not all of them paused their assault. The wolfen Cyberknight continues his stalwart advance, already pushings far ahead of them. To a person, they push after him but it’s too late, he’s too far out, too tired when the hulking knight jams his blade home.

Devek bares his teeth underneath his spiked helmet in a silent snarl at the sight. He’d killed several cyberknights in his time, they were dangerous foes but he admitted they were honorable warriors to be treated with respect. He assumed plenty of seasoned CS soldiers felt the same. Now this vile creature strikes him down with casual disregard after he’d waded through a sea of enemies.

’That thing is going to die here.’ is the last truly conscious thought he has, and even that was cold and emotionless. His rational mind slips away, his swirling frenzy of savage emotions placed elsewhere leaving nothing but a cold machine in its place. One capable of throwing caution aside to win at all costs. Suddenly, in the blink of an eye he’s moving. Stopping a dozen feet from the dark knight, looking more like a glitch in reality than any normal form of movement. ”Your desire to leave or quarrel is irrelevant.’ His voice is likewise sped up and distorted, making it difficult to understand, not that he left the butcher a chance.

Faster even than the supernatural knight, Devek’s arms shot forward, stretching into long amorphous tentacles. They grabbed the armored warrior by the his pauldrons and pulled him forward and down, his leg likewise extending impossibly far to knee him in the face without stepping closer. Despite their flexible nature, his limbs are hard enough to crack tank armor. The knight’s helmet snaps back, his neck bending more than 90 degrees from the impact. Devek lets the limp corpse drop as his arms and leg retract to normal proportions. In another blink he’s moving again slipping into the blinding light of the subterranean sun.

Just as he slips in, he hears a distinctive whine. One that once would have signaled the cavalry, but now means quite the opposite. Zeroing in with the senses of a predator and the cold logic of the frenzied machine he has become he lashes out blindly. Once again his arm stretches out, lancing out like a spear and impacting the SAMAS armor like a cannon round. The chest plate caves in as his hand passes through it, shorting out the jets in the process. The late Captain Zack barely understands what is happening as the sliver burns into his flesh and shatters his ribs. It’s not a fatal blow for a vampire, but it will put him down. More importantly, his armor is compromised and it’s only a matter of time before he is exposed to some of the mystical sunlight. ’Harris would like you to know, the Alpha has breached containment Captain Zack’
Last edited by Devek Ragaa on Wed Aug 23, 2017 7:29 am, edited 8 times in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


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Lucius Draper Ledger
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

SAMAS
The whine of the SAMAS flight system can be heard as it zooms unfortunately right past Devek who lashes out destroying both the unit and user within.
SAMAS fails to Notice Devek
Notice to find Devek: [dice]2[/dice] Cannot find Devek so moving onto Penitent, but got destroyed by a Devek fist and blinding sunlight.

Ashlyn Mom
Ablyn's Mom unshake [dice]3[/dice] Wild [dice]4[/dice]
-2 for sunlight

The female secondary vampire snarls! " Daughter mine, have fun with your dragon brother." She looks at the rift with its tentacles. "Master the Iron Guard gave us enough, tear it down, our new baby will rise from the ashes amd decimate this part of the world." Still slightly on fire she moves into the rift disappearing in a brief flash of light. The rift itself starts to reeceed and as it shrinks a terrible rumble echoes through the cavern shaking the very ground. Ceiling tiles start falling.
The Dark Knight ( Iron Guard ) is dead. His sword and armor hit the ground with a clang. The sword itself stirs.

The great flame-wind Dragon Mother
Ashlyn is able to stop the bleeding, and a great eye opens right in front of Ashlyn appraising her.
A sweet fierce motherly voice echoes in the cave, " Thank you child... Ughh this pillar is so heavy... The intelligence will bring down the sanctuary without this pillar for support." The great dragon tries to budge the toppled giant pillar but does not yet have the strength to lift it.

IB3 (Posts in whatever order after IB1 & IB2 post, 3 days to post):
  • Ink - 7 of Diamonds
  • Leben- 4 of diamonds
  • Vampire Dragon- 6 hearts ( on hold)
  • Wild Vampire- 3 of diamonds
Updated Map
Field Team Six Bennies
3/6
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Ink
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Re: Entering the ruins

Post by Ink »

The scene was pretty chaotic. Ink was trying to keep track of everything at once, focusing on the main threats. He heard the dragon roar and felt a twinge of fear try to race through him, but his training took over and held him to his ground, standing fast. He was about to start charging towards the dragon as the biggest threat but his cousin threw up a giant ball of fucking blinding light, and he had to look away, cursing loudly at her.

He let out a growl and instead headed towards the two nearest vampires, the ones he could still see anyway. He popped his clan blade out as he strode forward, but stopped suddenly and dropped to one knee as something went horribly wrong. The blade didn't appear. Instead in his mind's eye, all he could see was the memory of getting his first tattoo. All he could feel was the pain ripping through his body as liquid hot metal was poured in to along with foul chemicals, along with pain hammering into his skin. He could hear chanting nearby but couldn't see who was speaking. The room dimmed and grew dark as he breathed heavily.
OOC Comments
Manifest Clan Blade Tattoo (crit fail).
Ignore attack rolls. Moved 2 squares ahead and then dropped.
Effects Still Active: Armor Tattoo and Anti-Vampire Tattoo.

Fear check: Spirit [dice]0[/dice], Wild die [dice]1[/dice].
Focus Psionics -2 [dice]2[/dice], [dice]3[/dice].

IGNORE: Rapid and Wild Attacks against V3 and V4 -4: Fighting [dice]4[/dice], Fighting [dice]5[/dice], [dice]6[/dice].

Vigor check for Crit Fail on Tattoo activation (-2 to total): [dice]8[/dice], [dice]7[/dice].
Should have been 1d8 not 1d10 [dice]9[/dice].
Hours for -2 penalty to everything: [dice]10[/dice].
Last edited by Ink on Wed Aug 23, 2017 1:45 pm, edited 5 times in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Leben
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Re: Entering the ruins

Post by Leben »

Notice 5
Notice [dice]0[/dice]
Notice Wild [dice]1[/dice]
.
Leben sees the desperation of the moment and watches as the Knight he was most concerned about is smited so easily. “I need your grace for this moment for their are many task and little time.” Casting Quickness on himself he runs towards the Mother dragon as fast as he can so that he may lend aid where it will be most effective. “Please grant the strength needed to stop this fiend from coming to this land” Praying that the dragon will have the strength needed to perform her task and aid in stopping these fiends.
Turn 1 Quickenes 12 raise, Boost Strength 8 on dragon raise is 4 die step increase in strength, Leben moves from X17 to U11 under full cover, 12 PPE spent
.
1.1 Quickness Mysticism [dice]2[/dice] (includes a -2 MAP)
  • Quickness Aced [dice]6[/dice]
Quickness Mysticism Wild [dice]3[/dice] (includes a -2 MAP)
1.2 Boost Strength Mysticism [dice]4[/dice]
Boost Strength Mysticism Wild [dice]5[/dice]
  • Boost Wild Exploded [dice]7[/dice]


If these rolls work I will post his second turn next.
.
Fear Check 4 success
I forgot so here is a Fear Check
Spirit [dice]8[/dice]
Wild Spirit [dice]9[/dice]
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Leben
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Re: Entering the ruins

Post by Leben »

History
History [dice]0[/dice]
Wild [dice]1[/dice]
.
Seeing the dragon has been helped greatly by Ashlyn, Leben calls on angels to guard him in this time of trial and fires bolts of Celestial fire at the oncoming vampires.
Turn 2 Deflection 9 raise, Leben moves to P10, 12 PPE spent
2.1 Deflection Mysticism [dice]6[/dice]
2.1Deflection Mysticism Wild [dice]7[/dice]
2.2 Celestial Fire (Onslaught + Celestial Silver) Mysticism [dice]8[/dice] Vampire 1
2.2 Celestial Fire (Onslaught + Celestial Silver) Mysticism [dice]2[/dice] Vampire 2
2.2 Celestial Fire (Onslaught + Celestial Silver) Mysticism [dice]3[/dice] Vampire 3
2.2 Celestial Fire (Onslaught + Celestial Silver) Mysticism [dice]4[/dice] Vampire 4
2.2Celestial Fire (Onslaught + Celestial Silver) Mysticism Wild [dice]5[/dice]

.
Vampire 1 hit for 36 AP5, Vampire 2 hit for 13 AP5, Vampire 3 hit for 19 AP5 Celestial Silver
Vampire 1 Damage [dice]9[/dice]
  • Aced Dice [dice]12[/dice]
  • Ace Aced Dice [dice]14[/dice]
Vampire 2 Damage [dice]10[/dice]
Vampire 3 Damage [dice]11[/dice]
Vamp 3 Aced [dice]13[/dice]
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

V6 unshake [dice]0[/dice]
V10 unshake [dice]1[/dice]
V8 unshake [dice]2[/dice]

The dragon comes barreling out of the blinding sunlight effect, spies Leben and roars moving over to him to knock him on the ground, and then wildly attempt to maul him with a frenzied claw attack. One thing to note as the dragon emerges, is the flames from the fire damage caused by sunlight seem to have a lesser effect on it than normal vampires.
Dragon Push result 12 vs Leben Str
: opposed strength, -2 MAP, +2 for moving 3 square
Str [dice]3[/dice] wild [dice]4[/dice] 1 dragon benny for extra effort [dice]5[/dice]
Dragon Wild Frenzy claw attack, results in miss, miss
:-2MAP, -2 large, -2 frenzy, +2 wild, -Lebens deflection ( character sig needs updating with effect)
Fighting [dice]6[/dice]
Fighting [dice]7[/dice]
Wild [dice]8[/dice]
Vampires 4, 5, 6 move to surround Leben whether or not he is knocked prone. They lash out wildly with their vibro knifes trying to take him down. They snarl simultaneously striking as one overwhelming his defenses!
attack modifiers
+2 wild, +3 gangup bonus, -4 Leben's deflection: Target is a 5 ( Really a 6 due to advantage), +2 damage
Vampire 4, 8 to hit and 8 AP4 damage or 18AP4 if knocked down
fighting [dice]9[/dice]
Damage: [dice]12[/dice]+ [dice]13[/dice] AP4, if knocked down [dice]14[/dice] Ace [dice]18[/dice]
V 5, 8 to hit 24AP4 or 29AP4 if knocked down
Fighting [dice]10[/dice]
[dice]15[/dice] Ace [dice]19[/dice]+ [dice]16[/dice] Ace [dice]20[/dice] AP4, if knocked down [dice]17[/dice]
V 6, miss or if knocked down a hit and 19AP4 damage
Fighting[dice]11[/dice]
Damage: [dice]21[/dice] + [dice]22[/dice] Ace [dice]23[/dice]
Field Team Six Bennies
3/6
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Leben
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Re: Entering the ruins

Post by Leben »

GM Requested Strength Roll
Strength 13
Strength [dice]0[/dice]
Strength Wild Die [dice]1[/dice]

Benny for Extra Effort: [dice]2[/dice]
Benny Aced: [dice]3[/dice]
The blades are wielded with deadly effect from the terrifying vampires, slicing Leben through his armor as if it was not even there and sending him to the ground in a bloody heap.
Leben triggers Blaze of Glory
Parry is 5, Armor is 11(5) making it 7 versus attacks
Vampire 4 inflicts 3 Wounds
Vampire 5 inflicts 4 wounds and Incapacitates Leben

Leben rolls Vigor -3 on Incapacitation
Vigor [dice]4[/dice]
Vigor Wild [dice]5[/dice]
  • Benny Not to Die
    Vigor [dice]6[/dice]
    Vigor Wild [dice]7[/dice]
    • Benny Not to Die
      Vigor [dice]8[/dice]
      Vigor Wild [dice]9[/dice]
.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Leben
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Re: Entering the ruins

Post by Leben »

Moving forward the angel assigned to guard Leben whispers to him. “I am sorry, but it is time.”
Leben was startled, he knew that such things must come eventually, but he did not realize it would be so soon. Sighing slightly is weariness, he had wished for more time, but still he only says. “I understand” Taking a deep breath and bracing himself for what was to come Leben made his last prayer before setting aside the pain of this world for a greater place. “Please give me this wisdom to do what is needed and the strength for the task at hand.”
As the vampires come in and begin slicing away his armor and flesh so efficiently the angels protecting him work their hardest to keep the wounds under control. Moving forward to the abomination that should have been an innocent dragon Leben’s body burst forth with a spray of holy light as if a channel to heaven itself washout of his body. In a voice that booms like thunder as all of his normal humility melts away to do what must be done Leben says. “Such unholy corruptions have no place in the innocence of the unborn.” Then his voice growing even more in strength he says. “Begone from these innocents!”
The light that washes out from Leben twists and spins focusing down until only the corrupted dragon and eggs are within the light as what looks like golden flames erupt from the corrupted dragon and the eggs scouring away all of the vampire intelligences corrupting power, burning away the very tentacles that were reaching to them.
The light seemed to slow everything in the room to a halt as it does its work for what feels as if it was an eternity. But when it fades there is no sign of the corruption on the young dragon, no sign of corruption on the eggs and no sign of Leben.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

The baby young red dragon roars after being freed from the intelligence. The mother cries out in unregulated joy, " Vash you are free my darling! These hunters are your allies!" The baby dragon looks down at a small marble of brilliant light glowing near her feet where Leben used to be and then nods at her mother. The tentacles withdraw to just near the rift as the dragon eggs glow brightly with both the essence of heaven and the flame of their ancestry. The cavern shakes even more as waves of energy rush out of the rift!
Vash the flamewind dragon
Vash the flame wind dragon.jpg
2 wild vampires dash out of the blinding sun effect, and in a vain attempt to stop the hunters try to put Devek asleep. One wild vampire grabs his head in pain! " Argghhh!" The other vampire with a bit more skill and some extra effort tries to lul Devek into a blissful slumber.
Vampire 7 slumber results in shaken
: Psionics [dice]0[/dice] brain burn so shaken
Vampire 10 slumber results in a 10, devek needs to make a spirit roll at -2 or fall asleep
: Psionics [dice]1[/dice] Ace [dice]3[/dice] benny for extra effort [dice]4[/dice], its a medium burst template so does not need to target Devek, and they can use his light source to get close enough
Another vampire dashes out the top of the blinding sun, and with no target reaches through the cage bars and starts to bite into one of the survey team members.
OOC Comments
V11
The last of the wild vampires wildly dashes out coming close to Vela and in a furious rage just tries to claw her face when he sees the cloak she is wearing. Sadly his attacks go by her catching wisps of light instead of her throat.
OOC Comments
V8 fighting: -1 to hit advantage, -3 to hit from sheet, takes damage from the damage field, +2 to hit from wild, target is probably a 9 or 10
Fighting [dice]2[/dice]
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Re: Entering the ruins

Post by Pender Lumkiss »

IB4 (You are up):
  • Zip- 3 of clubs
  • Penitent - 2 of hearts
  • Vela - 2 of diamonds
Devek
Spirit roll -2 or you fall asleep
Updated Battle MAP
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Devek Ragaa
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Re: Entering the ruins

Post by Devek Ragaa »

Dispel 15
Modifiers
+2 Mentalist
+1 Obi
+2 Major Psi (-4 ISP)

Psionics [dice]0[/dice]
Extra Effort [dice]2[/dice]
Wild [dice]1[/dice]

-5 ISP
-1 Benny
Last edited by Devek Ragaa on Fri Aug 25, 2017 4:25 am, edited 2 times in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


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Lucius Draper Ledger
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Penitent
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Re: Entering the ruins

Post by Penitent »

Notice 2 CK 4
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
Actions
SCRATCH THIS: Move and pick up sword. Use its PPE to cast Righteous Frenzy (exalted quickness) for 8 PPE.
Faith [dice]4[/dice]
Wild Die [dice]5[/dice]


SCRATCH THIS: Second set of actions from Quickness:
Free action: channel 1 PPE to gain AP+2 with melee weaponsFree action: cast greater smite on the dark longsword for 4 PPE, auto raise, sunlight trapping
Faith [dice]6[/dice]
Ace! [dice]18[/dice]=14
Wild Die [dice]7[/dice]


SCRATCH THIS: Charge the tentacles. Cut a tentacle with chainsword and another with the dark blade (no MAP due to Ambi+Two-Fisted)

REVISED ACTION: Move up to vampires that killed Leben. Hack V5 with rune knife, V6 with chainsword. Spend 1 EP to recover 5 PPE. Cast Summon Hellfire boosted to 3d10 and LBT (10 PPE) into the rift, catching the tentacles and nearby vampires (V7 + V10) in the blast. Attacks and casting are at -2 for MAP

Chainsword Fighting [dice]8[/dice]+2+1-2=5 Success
Wild Die [dice]9[/dice]+2+1-2
Benny to reroll
Chainsword Fighting [dice]26[/dice]+2+1-2=10 Success
Wild Die [dice]27[/dice]+2+1-2
Damage [dice]10[/dice]+8; AP2; sunlight, holy and silver trappings
21 damage, AP 2

Rune Knife Fighting [dice]11[/dice]+2+1-2
Wild Die [dice]12[/dice]+2+1-2
Ace! [dice]19[/dice]=9, Success

Damage [dice]28[/dice]+[dice]29[/dice]+8; AP 4; sunlight, holy and silver trappings
Ace! [dice]30[/dice] and Ace! [dice]31[/dice]
And Ace! [dice]32[/dice]
And Ace! [dice]33[/dice]
WTF! Ace ... [dice]34[/dice]
60 damage, AP 4
If I stab the vampire hard enough, will it hit the intelligence?

SCRATCH THIS, IT WAS FOR LONGSWORDDamage [dice]13[/dice]+2+8; AP4; antilife, sunlight, holy and silver trappings
Ace! [dice]21[/dice]
Raise Damage [dice]20[/dice]
Ace! [dice]22[/dice]
Ace! [dice]23[/dice]


Then cast Summon Hellfire (greater blast, boosted to 3d10 and LBT) for 10 PPE using, targeting just inside the rift so as to hit the intelligence on the other side as well as the protruding tentacles and vamps V7 and V10. -2 MAP
Faith [dice]14[/dice]-2
Wild Die [dice]15[/dice]-2
Benny to reroll
Faith [dice]24[/dice]-2=5 Success
Wild Die [dice]25[/dice]-2
Damage [dice]16[/dice]
Ace! [dice]35[/dice]
24 damage with with flammable, holy and silver trappings
Catches fire on 1 [dice]17[/dice]

Altogether used 2 Bennies and 1 EP. Down to 1 PPE.
His expression concealed by the demon mask, Penitent watches the battle unfold with the dispassionate eyes of one who long ago made peace with Death. He sees the reaper's scythe cleave through the ranks of the vampires, appearing in the form of the claws, blades and blinding magic wielded by his allies. He sees Death grasp with undeniable hands at Spartacus as the Cyber-Knight makes his doomed advance into the demonic throng. Moments later, Death comes for Leben, taking its ancient due in blood that flows out from the vampires' knives, then ignites in a conflagration that spreads death even further through the ranks of the bloodsuckers, while burning away the corruption that had stained the dragon young at the back of the room.

His target, the corrupted youngling, appears to have been cleansed. For an instant, Penitent considers ending it anyway, just to be sure, but before he does he hears its mother trumpet a greeting, revived by Ashlyn's magic.

No need to make more enemies when the Unholy's minions still stand, he thinks, making up his mind and bursting into action.

In seconds he closes with the vampires left blinded by Leben's spectacular demise. Blazing with sanctified light and fire, his chainsword arcs down, chewing through one of the vampires from shoulder to hip, the cast off pieces already burning to ash. He ducks, avoiding the bloody blade wielded by another, then rises, stabbing updward with the rune knife. The blade enters just below the navel and soon Penitent's arm is engulfed by the vampire's torso as the knife explodes upward through its chest and into its brain. The apok holds it close, gazing into the vampire's damned eyes as they burn from within. As the soul knife feeds, he senses it tug at something larger ... the vampire intelligence that animated the undead felt this one's destruction.

And it will feel what comes next, he thinks, as the burning body falls from his arm in a swirl of ash.

Turning his unrelenting gaze toward the rift, Penitent centers himself, gathering the fire that once scoured clean his own blackened soul. A prayer passes his lips, calling for a reckoning.

"As long as the fires burn within me, they shall bring the wrath of the Light upon the Unholy and all His servants," he says, the words coming out in a croaking snarl. A column of hellfire erupts within the rift, burning into whatever lies beyond and exploding outward to incinerate the grasping tentacles and any vampires unfortunate to stand nearby.
Last edited by Penitent on Fri Aug 25, 2017 9:17 am, edited 2 times in total.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Vela
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Re: Entering the ruins

Post by Vela »

One of the few vampires left, driven to a fearless frenzy by the goadings of its dark master, charges at Vela and leaps at her...claws extended and bleeding! She catches its wrist in one paw, catches its head in her other...and smashes it down onto the concrete floor. The holy aura seething around her starts to parbroil its pale, dead flesh...but that process isn't helped much by Vela then attacking its unprotected back. Strips of flesh and bone are torn from the vampire, until it ceases moving. She then lifts her head and scans the battlefield.

All the damn fireworks. She kept hesitating...succumbing to her natural hunter's instinct to be wary of bright lights and loud noises. She had to remember that these were simply the weapons of those who had tagged along with her into this demon's lair! By the time she was done blinking the afterimages away, most of the monsters were already defeated!

But there was another one. Yes.

Vela dropped to all fours to lope across the carnage-strewn hangar and spring into the air at the last vampire standing. She landed on it and while holding its shoulders in her hands she lunged forward with her mouth and viciously bit its throat and chin. Bone cracked and flesh tore. To add injury to even more injury, she dug into it with the claws on her feet after landing on it, and kicked back...eviscerating the unfortunate undead!

Summary:
Attack 1: 6 to hit for 12 damage + 4 holy damage.
Attack 2: 9 to hit for 6 damage + 4 holy damage
Attack 3: 13 to hit for 16 damage + 7 holy damage.

Note, if Vela has any attacks left after Vampire 8 is destroyed, she charges Vampire 4, doing a Pounce attack that adds 4 damage to the first attack against it. If not, I'll delete the last paragraph. :)
OOC Comments
[dice]0[/dice] attack for [dice]1[/dice] plus [dice]2[/dice] damage. Plus [dice]3[/dice] and [dice]15[/dice] and [dice]16[/dice] for damage field
[dice]4[/dice] attack for [dice]5[/dice] plus [dice]6[/dice] damage.
[dice]7[/dice] attack for [dice]8[/dice] plus [dice]9[/dice] damage.
Replace any one roll with Wild: [dice]10[/dice]
And rerolling damage because I was using the wrong sheet... [dice]11[/dice], [dice]12[/dice], [dice]13[/dice]
Raise damage on last attack: [dice]14[/dice]
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
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Fizzwaite Zipwidget
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Re: Entering the ruins

Post by Fizzwaite Zipwidget »

Fear Check 4
Spirit Die [dice]0[/dice]
Wild Die [dice]1[/dice]

Off to a great start again I see.
-1 Bennie for re-roll

Spirit Die [dice]2[/dice]
Wild Die [dice]3[/dice]
Notice 4 Hearing 2
Notice Die [dice]4[/dice]
Wild Die [dice]5[/dice]
Fizzwaite hunkered down in his hiding place and waited for the moment when he could do the most damage before he died. He knew that joining the Legion was going to be dangerous but this was ridiculous. When the newcomers burst in and started slaughtering vampires left and right a fierce grin appeared on Fizzwaite's face. Maybe I'm going to live to see another day after all!

Creeping out from his hiding place he grips his Fantastic Fire Hose as he comes around the corner of the makeshift cage holding the other members of his team. Seeing one of the nasties trying to make a snack out of a teammate he squeezes the handle and yells, "Hey, Fang Face! Why don't you pick on someone your own size? Hee Hee!"
Greater Pummel 15 Raise
PPE 4
Cone Template
Fizz's location is C20 facing vampire V11

Techno-Wizardry Die[dice]6[/dice]
Wild Die [dice]7[/dice]
+2 Machine Maestro, +4 the Drop

Vampires within the cone template should take Damage [dice]8[/dice]=24 water damage.
Anyone the cone touches must make a Str check at -4 or be hurled back [dice]9[/dice] + Ace [dice]10[/dice]=15" and are Shaken.

Vampires V11 and CS 3 should both be hit.
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

There is a brief lull in the combat as most of the vampires are destroyed. The Cavern you are in shakes more and more increasing with intensity as the tentacles recede back into the Rift. The waves of tectonic energy are just pouring tremendously out of the rift at a rate that threatens to collapse the huge cavern! The ancient dragon stirs under the humongous pillar that has her trapped, and in part to the healing and strength the two mystics gave her she lifts the pillar back into place, temporarily the ceiling looks like it has been secured.

The Ancient mother dragons voice rumbles like a sweet refreshing lullaby, " Thank you mystic. To you all I thank you. Hunters if you could see that my eggs and sweet baby Vash can be taken to a safe refuge I would be in your debt..." Her snout looks at where Leben and Spartacus' bodies lie and were. She sadly continues, " I cannot do anything for your wolfen, but your mystic and I share something in common... Faith. I owe him greatly..." From deep in her belly something stirs and gurgles, it works its way up her throat until she belches a glowing red stone the size of a baseball gently into her paw. She places the stone in Ashlyn's hands. " You will have need of this before your time comes to an end."
Kn Arcana-6
Its rare and almost unheard of. The heart of a dragon.
Dragon Heart.jpg
The Ancient Dragon looks at the Rift briefly, and then at her child Vash. The two seem to share a moment of sad shared recognition of what was going to happen. " Please take care of each other." She closes her eyes letting go of the pillar, and for a brief moment a blinding holy light turns her body completely intangible, and then she disappears from existence. After the bright light vanishes Leben stands returned from the dead, holding a strand of silvery blue hair.
Leben
At the white gates accompanied by your guardian angel, a woman, unlike any you have ever seen, appears suddenly immediting your walk up to the gate. You notice that she wears a necklace that is devoid of a stone normally worn. The Angel and her exchange a look. The woman's voice is cool like a refreshing stream, " Gabriel..."
The angelic guardian, nods and bows with deep respect. " My lady... You have given the heart of dragons to another... A powerful relic."
She touches the empty pendant for a moment and nods, " It had to be done, my time has come to walk in there... I owe this Atlantean a debt, and I have the power to return him to the realm that needs him the most."
The Angel, Gabriel, reaches for his heavenly sword drawing halfway, and puts his hand on Leben's shoulder. With a fierceness unbound the angel states, " That would disrupt the natural order... Everything could be undone!"
Faster than light itself the woman places her hand on Gabriel's shoving the sword back into its scabbard... He awkwardly steps back. She places a finger on Leben's temple. The finger is hot like a piercing fire brand. She pulls a silver strand of hair from her locks, and places it in Leben's hand. The woman ever still cool and refreshing says, " A debt must be returned... So be it." The last words before Leben comes back to the mortal realm is a warm, Thank you for showing my children compassion. Whether it came from the cool woman or a higher power is up to Leben to decide.
Holy Ancient Dragon physical form.jpg

Out of the fire into darkness
The Cavern shakes again like the very rock walls were being turned into jello. Rocks and pieces of the ceiling start falling all over. A couple of big chunks start falling on the dragon eggs Vash is able to shield two of them but the third dragon egg looks particularly vulnerable. The pillar the ancient dragon put back into place seems to have a crack in the bottom half, it is splitting even more and if it crumbles entirely it could pose a great problem to those who might not be suited to survive a cave in. Panicked, Vash tries to grab one dragon egg and burrow out, but the ground and walls seem not raw enough for the power to work properly.
A deep seething darkness spews forth from the rift blanketing the entire cave in pure darkness. The only light sources that still survive, are the eternal light marbles that Leben had fashioned... There is a loose one near where Spartacus' body lies. However even this supernatural darkness has diminished the lights to a fraction of what they are normally capable of. Flashlights, and even a normal light power will only be engulfed by the darkness. Strangly the darkness does not cling to Devek, and seems to ebb and flow around his creepy aura. The Rift is still visible but the light normally cast from it does abate the surrounding darkness. Each of the three dragon eggs also provide some kind of holy light if one was nearby them, no doubt an after effect of Leben's cleansing.

The sound of the heavy metal doors closing in the cavern/basement comes screeching through the darkened room. The snarls of a few vampires make it obvious that they are trying to seal you in. A low level fog also seeps into the cavern/basement meaning only one thing, a few extra vampires have come in to play! Any surviving CS vampires turn to mist, encircling looking for an opportune time to strike. From the wounded survey team members cries of help ring forth. " I think I saw a vamp...or heard. Blast this darkness I cannot see a thing! We have injured over here."
A sickly wheezing voice echos through the chamber... A voice of doom, " Hunters! You have your fate sealed. Even if you survive I will let it be known you slew the servant of Camazotz..." Horrible laughter fills your ears followed by a fit of coughing, " Ak... Vile wormwood hellfire! But I wonder what will happen to your bodies once Camazotz knows you travel with his skin on your back? You would be better to die here yes? Hunters, I know your plan... I know Reid's mind as much as he thinks he knows mine. You will fail... You already have... Survive now, and I will haunt your dreams, and your night will be filled with an endless stream of my children. Do yourselves a favor and die." Laughter echoes throughout the cavern. Darkness, Crushing rock, cries of despair, and a chance to be a hero is what awaits the vampire hunters.
Welcome to the Dramatic Task, here are the rules, slightly modified
We will do a dramatic task with a slight modification. That modification is that all players rolls add to the successes needed to achieve the task. Instead of running it for multiple turns it is just ran for one turn only.
  • Darkness Penalty, -2 to all actions done at range in this supernatural darkness ( The helmets in modern armors would ignore this, as would night vision)
  • The Cavern is collapsing: All players must make an agility roll at -2 or they suffer a level of fatigue. Crit failure and you are exhausted from rocks, cement, steel beams falling from the ceiling.
  • Scene modifier is a -2 for being stressful, already factored into the above agility roll.
  • The Task: Overcome the intelligence's last ditch attempt to seal you underground and collapse the ceiling on you with its vile children stalking you. Even if you managed to survive the collapse some would say certain death would be the result if you failed. Success means you have escaped.
    • 5 successes are needed to accomplish this task. Below are some of the tasks that can be accomplished and I am open to any others that strike you:
      • Stabilize the pillar so the cave in moves from imminent to just shortly after we escape.
      • Beat back the darkness
      • Close the rift
      • Save the dragon egg from getting smashed
      • Save the rest of the survey team from becoming a vampire snack ( Free them from their crude prison as well)
      • There might be a CS vamp or two left alive that needs to be stopped before they stop you permanently
      • stop the doors from closing
      • Clear a path out of here back to the surface
      • Possibly grab and gear or body you want to retrive before the ceiling collapses.
    • Make a Skill roll with the modifier.
    • Narrate your scene similar to a quick combat based on your roll.
      • Crit failure: you make it difficult on someone else. Give another player a -2 to their roll. How did your actions hurt another players?
      • Failure: You do not add to the overall success. How were your actions ineffective?
      • Success: You have added to the overall success. How did your actions help the group succeed?
      • Each Raise: Adds an additional success. Seriously, when I look up legend is your picture there?
  • Every player's successes help achieve the requisite 5 to achieve the goal.
This is the scene you find yourselves in, so have at it.
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Re: Entering the ruins

Post by Ashlyn Alvarez »

Notice 7 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 5 Success
[dice]2[/dice]
[dice]3[/dice]
***

Ashlyn smiled wearily at the dragon. “I am sorry I could not heal you more,” she said. “I will try and see what I can do.” She looked at the pillar and considered what magical reserves she had left, but Leben rushed over to join her with the dragon, strengthening the creature.

But then the young vampire dragon and the remaining wild dragons rush Leben, and Ashlyn watches in horror as her fellow mystic is ripped to shreds. But he manages one last effort of faith, throwing himself at the corrupted dragon and the eggs as holy light seared out of him.

Dios. Not another one,” Ashlyn said, the tears coming again.

The others seemed to have the combat well in hand. Even one of the survey team members managed to get out a fire hose and spray the battlefield clear of vampires.

Ashlyn turned back to the dragon as she spoke again, offering her thanks. Ash looked at the great beast curiously. She was of the Faith?

The dragon coughed up something. It was a large gem, roughly the size of a baseball, a bright ruby that glowed with an inner fire. Ashlyn had no clue what it was, but she took it reverently into her hands. It seemed to mean much to the dragon.

Muchos gracias,” Ashlyn said. “May the Lord’s blessings be upon you. I will treasure this.” Carefully Ashlyn tucked the gem into her pack. As she turned back to the dragon, the beast glowed with a piercing white light. Ash shielded her eyes, and then the dragon was gone.

But Leben was returned!

Ashlyn gasped in astonishment. Madre de Dios! Es milagre!” she exclaimed, rushing over to hug Leben tightly.

But then the cavern started shaking again, and unnatural darkness seeped from the rift. Mist formed, indicating new vampires were arriving.

Ashlyn tried to dodge out of the way of falling debris, but she was too slow. She grunted as she was battered to the ground. She managed to drag herself upright again, wiping away blood from a head wound that was bleeding into her eyes.

“Get the eggs and the team members!” Ashlyn yelled to the others. “And don’t forget Spartacus! I will hold the gate!” she told them, rushing toward the metal blast doors the vampires were attempting to seal.

“Begone, foul creatures!” Ashlyn screamed at them. “YOU SHALL NOT PASS!”

Ashlyn’s silver cross necklace began to glow brightly as she poured the power of her faith into it.

The vampires screamed in fear, turning to mist and fleeing before the silvery holy light.

Ashlyn slumped to the floor, leaning against the doors, breathing heavily, blood and sweat coating her face and hair.

***

Conditions:
Boost Fighting (Ink, Vela, Penitent): 1r -- each of them get +2 die types to Fighting AND are encased in Blazing Glory holy damage field 2d4.
Fatigue -1, Maintain Boost -1
K Arcana -1 Fail
[dice]4[/dice]
[dice]5[/dice]
Agility 2 Fail
[dice]6[/dice]
[dice]7[/dice]
Extra Effort [dice]8[/dice]
-1 Fatigue
Holy Warrior Turn 5
[dice]9[/dice]
[dice]10[/dice]
Extra Effort [dice]11[/dice]
-2 Fatigue
-2 Scene Penalty
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Penitent
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Re: Entering the ruins

Post by Penitent »

Notice 4 CK 9
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
Ace! [dice]8[/dice]
Agility 2 Fighting 10 Success with a raise
Agility roll [dice]4[/dice]-2
Wild Die [dice]5[/dice]-2 =2

Fighting 1d12 +2 for Ashlyn's blessing -2 for stress, -1 for fatigue
Fighting [dice]6[/dice]-1
Wild Die [dice]7[/dice]-1
Ace! [dice]9[/dice]= 10 Success with a raise
And so it ever is, Penitent thinks. The foe falls, and then does his fortress.

Chunks of concrete and rebar begin to rain down from above, but the apok does not panic. He strides purposefully toward the body of the dead Wolfen cyber-knight, cutting down the vampires that get in the way. The others would see to the prisoners and the dragon eggs -- his skill was in fighting, and in laying the dead to rest.

"Your battle is over, warrior, ours continues," he says, before scooping up Spartacus's satchel and other supplies. He takes the letter that had fallen free from the cyber-knight's grasp, then turns and intones a simple prayer. With a whoosh the wolfen's body is engulfed in purifying flames that quickly burn it to ash.

As he passes the body of the demonic knight, he reaches down and picks up the soul-draining blade. He turns to look for the soul-less soldier they'd met on the surface. Catching the pale man's attention, he flips the sword to him. "Yours, by right of salvage."

Even in the darkness, the uncanny senses of the demon mask alert him to the approach of more vampires -- while the squeal of rusting metal warns him that the doors allowing passage from this abattoir are soon to close. Shouldering the extra load without difficult, Penitent takes off at a jog toward the closing doors, cutting down vampires with his blazing chainsword as he goes.

As he runs across the chamber, he is nearly sent sprawling as a chunk of the ceiling crashes into his head. The demon mask's protective aura keeps his skull from caving in, but he is dazed for a moment as a wave of nausea washes over him. He shakes it off, pushing it to the back of his mind as he staggers forward. Delay is death, and Penitent is not yet ready to face that accounting.

Half a dozen vampires appear as he reaches the door, but he leaps into combat, chainsword buzzing as he carves his foes like wheat at harvest. Soon he is surrounded by a growing pile bodies. Taunting, he calls for more to come -- their corpses, stacked like cordwood, slow and then stop the great iron doors in their tracks.

"To me if you wish to live!" he shouts, his voice carrying through the darkened hall. "Any who live now come to me -- I will hold the doors! But hurry or only death shall be your fate!"
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Ink
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Re: Entering the ruins

Post by Ink »

Ink was still reeling from the flashback of painful memory when he touched his tattoo last in preparation for attacking the vampires. He stumbled forward in a bit of haze - Leben was still alive...or alive again, depending on who you talked to. Was that real? Had he imagined it? Very possibly. He wasn't thinking straight at all. Leben was dead. He was pretty sure he hadn't imagined that. His mind was playing tricks on him, or maybe it was the vampires. He couldn't be sure.

And then the lights went out and everything started to shake and crack ominously. Everything seemed to be happening at once and death was all around them. He grit his teeth and stumbled forward, ignoring any vampires unless they got too close. He headed towards the cage where he'd last seen the survey team. It seemed to take forever, and for a long time (in his mind) he wasn't even sure if he was going the right way. He couldn't see in the dark - which was the second time that had happened in one day. He made a mental note that if he survived he really needed to get some nightvision goggles or something.

He heard the voice echoing through...was that in his head?...the chamber, talking about...the Bat God? Ink was starting to wonder if he had lost the last grip on his sanity as he struggled through what felt like eternal darkness. He tried to ignore the voice, ignore the place coming down around him, to just focus on one foot in front of another. He touched the tattoo on his arm and felt a surge of strength flow in to him. The steps became a little easier as he fought through the pain and darkness.

Finally, like the sunrise cresting over the horizon and banishing the darkness of night, Ink came upon the cage where the survey team was. He couldn't find the door easily and it looked more like just a bunch of metal shaped around them almost. Like one of those 'modern art sculptures' his mind thought, a giggle teetering somewhere in the back of his mind, in the madness. He forced it down.

He spoke to the survey team even as he began to bend and twist the metal apart in one section to make an opening for them. "Run...for...the doors...." He stepped back and let them out even as he walked around to the back of the cage. He began to quickly push the entire thing across the concrete floor towards where he thought he remembered the eggs being at. Screeching in protest, the former cage went along the floor unwillingly.

He called out loudly in to the darkness. "Someone.....come give me....a hand with these.....eggs!" He was trying to make a protective covering for the eggs, possibly a way to move them without causing them any harm as pushed to get the cage there and then get the eggs inside and towards the door. He wasn't super-strong, however, just a man running on adrenaline and a magical boost.
OOC Comments
Agility check total: 4
Boost Strength Tattoo total: 6.
Strength check total: 13.
Notice in general: 5 (or 3 with the scene modifier).

Agility check (-4 to total): [dice]6[/dice], Wild die: [dice]7[/dice], Wild die Explosion: [dice]8[/dice].
Focus check to activate Boost Strength tattoo (-2 to total): [dice]0[/dice], Wild die: [dice]1[/dice]
Strength check (-4 to total): [dice]3[/dice], Wild die: [dice]2[/dice], Strength Explosion: [dice]4[/dice], 2nd Strength Explosion: [dice]5[/dice].

Notice die: [dice]9[/dice], Wild die: [dice]10[/dice].
Last edited by Ink on Tue Aug 29, 2017 2:43 pm, edited 2 times in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Leben
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Re: Entering the ruins

Post by Leben »

The pain of his still bleeding injuries slowing him, his mind shaken from the events that just happened Leben looks around trying to figure out what is going on.
As things come into focus he realizes what is happening and moves as fast as he can. He knows he does not have the strength to lift of move a dragons egg, but seeing they are already being taken care of he heads for the survey crew to see what work in needed to help them.

The tumbling rocks from the roof hitting him on his already bleeding shoulder has him to stagger. However knowing others are counting on him he refuses to give up as he heads to their aid. Reaching out with his mind he struggles to wash away the fatigue and hunger from the survey crew so that they can have the strength to run. Unfortunately he is unable to clear his head enough to help and finds that he is more of a burden to his allies than an aid.
Agility 4 success somehow, Mysticism 3 failure
Uses Empathic Encouragement to remove Fatigue.
Uses Mass Healing to remove wounds caused from hunger.

Agility roll to resist fatigue from being struck by debris.
Agility [dice]0[/dice] (-3 from wounds, -2 for task resolution)
  • Agility Ace [dice]2[/dice]
Agility Wild [dice]1[/dice] (-3 from wounds, -2 for task resolution)

Mysticism for Aid to Dramatic Task
Mysticism [dice]3[/dice] (-3 from wounds, -2 for task resolution)
Mysticism Wild [dice]5[/dice] (-3 from wounds, -2 for task resolution)
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
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Fizzwaite Zipwidget
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Joined: Fri Aug 18, 2017 8:10 am

Re: Entering the ruins

Post by Fizzwaite Zipwidget »

OOC Comments
Agility Die [dice]2[/dice]
Wild Die [dice]3[/dice]
Crit failure means Fizz is exhausted.
Notice 4 Hearing 2
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die Ace [dice]4[/dice]
-2 from exhaustion I think
-2 from scene?
Engineering 4
Knowledge(Engineering) [dice]5[/dice]
Wild Die [dice]6[/dice]
Wild Die Ace [dice]7[/dice]
-2 from scene modifier
-2 from exhaustion
As the cavern shakes and debris falls from the ceiling being a small target does Fizzwaite little good. "Ow, ow, ow, OUCH! Sonofa... I'm going to feel that in the morning! We gotta get outta here before this whole damned place comes crashing down on us!" Grabbing hold of a cage bar for support he peers around the room taking stock of the situation. Good thing darkness isn't a problem for Gnomes or this would really suck. "HEY NEW GUYS!" Fizz calls out into the bedlam, "ANY BODY GOT A CHAIN SAW OR CUTTING TORCH OR SOMETHING? WE GOT TO GET MY FRIENDS OUT OF THIS BLOODY CAGE!"

Seeing someone approach Fizz grabs his fire hose just in case but lets out a nervous chuckle as he sees it is one of the new comers who in turn makes short work of the cage bars. Eh, that works too. Fizz pats the stranger shakily and wobbles off towards the dragon hatchling. "Good job Buddy, let me go see if I can keep the rest of this cave from falling down on top of us."

Making his way to the hatchling's side Fizz shouts up at him, "Hello, there my large, magnificent friend. I think I know how to keep the ceiling from falling in on us or at least slow it down. I'll need a strong back though and yours is the strongest I can see around here. Will you help us?" The great eyes peer down at the tiny Gnome who notes even the dragon is not completely without fear of this situation. "What do you want me to do?" is his response.

"GREAT! Grab a few of these metal girders that are lying around and let's head over to that pillar while it is still in one piece and see if we can keep it that way." While Vash scrounges for a couple of girders Fizz staggers off towards the pillar figuring he'll need the head start. This appears to be prophetic as Vash catches up to him just about the time Fizz reaches the pillar.

"OK!" Fizz shouts up at the dragon, "See that crack there in the pillar? I need you to carefully wrap those girders around the girders! If you have to use some of your dragon breath to soften them in the middle so they will bend easier! Then use a little more fire to soften the ends so you can crush the ends together! With any luck that will give us enough time to get out and the eggs as well. IT'S OUR ONLY CHANCE!" Fizz screeches as his voice goes hoarse from all the yelling.

Hatchling though he may be Vash is still the size of an ATV and amazingly strong to boot. With a mighty grunt he bends the girders into horseshoes then placing them around the pillar at Fizzwaite's coaching completes the circle and with a blast of flame turns the ends red hot which then allows him to bend them together into a know. It's not great but once done Fizz is confident the pillar will hold long enough to get everyone to safety. That is, unless something else kills them first of course. It's just been that kind of day.
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Krysesia
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Re: Entering the ruins

Post by Krysesia »

Notice 4 Agility 5 Spellcasting 5
Notice 4 [dice]0[/dice], [dice]1[/dice]
Agility 5 : [dice]2[/dice],[dice]3[/dice] =3-2 Benny Reroll [dice]6[/dice],[dice]7[/dice] =7-2=5
Spellcasting 5 [dice]4[/dice],[dice]5[/dice] =7-6+4=5
With the marble in hand, plus the optics of her armor, Krysesia has no issue operating in the closing darkness. She glances to the angelic soldiers. "Help with the eggs and the prisoners while I close the rift." As she steps forward, she grasps the dimensional energy in hand and manipulates it closed past the resistance of the vampire intelligence. Of course it's also dealing with other concerns at the moment, such as the wormwood fire. "I'm coming for you, monster. And you will die!" She screams this closing portal. She deftly, though narrowly, avoids a piece of the ceiling falling on her, and makes her way out.

The spirits of light move over to help open the cage for the prisoners. And then once it is open, move to help carry the eggs out. As they move near Ink, Vela, Fizz, and the prisoners their nature radiates warmth and goodness to those affected. They do not speak, and seem to have a perpetual placid look on their faces, even seconds after straining to lift/open something.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Vela
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Re: Entering the ruins

Post by Vela »

Darkness fell, but Vela was well-equipped to operate in that inky gloom. She was still trying to process the situation with the dragon and the one called Leben...however, she was first and foremost a creature of action. All questions were effortlessly shoved aside as she leapt after Leben towards the survey team; the reason she'd bothered coming to this place at all. In her haste however, a jagged chunk of the ceiling struck her squarely, knocking her off her feet. It couldn't HURT her, of course, but for a moment it pinned her and crushed the wind from her lungs. With a howl of frustration she rolled it off of her, then in a wink was back on her feet and past the place Leben had nearly collapsed again. No spells or magic from her; she simply shattered the locks with blows from her claws and growled, "Leave. Now."

She then whirled and snatched Leben by his collar to drag him out as well, if need be...and paused on spying the hulk of the dark knight's body, half-buried under gravel and grit. She was still breathing hard, trying to get her breath back, but Vela remembered how her cloak's clasp had...reacted to him somehow. With a snarl, she grabbed his armor with her other hand and took both him AND Leben towards the door others were fighting to keep open.

Rollz!
Agility: [dice]0[/dice] or [dice]1[/dice]
Benny for this, I think: [dice]6[/dice] or [dice]7[/dice]
...ah well, was worth a try.

Notice: [dice]2[/dice] or [dice]3[/dice]
- Actually, this Notice isn't part of the skill challenge, so the -2 might not apply to it; if it does I'll benny, but otherwise I'll let the 5 stand.

Strength to rip open cages, and drag body: [dice]4[/dice] or [dice]5[/dice]
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
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Leben
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Re: Entering the ruins

Post by Leben »

His right arm hanging loose where the mussels had been torn Leben is Grateful for the help, and regretful he was unable to be of more assistance. "Thank you Jaguar Warrior, I apologize for being a burden when I should be of aid."
Then his voice still strained from his injuries he says more quietly. "So many of them, so many."
OOC Comments
I don't think Leben actually knows Vela's name, but am unsure.

Rolling on Injury Table
[dice]0[/dice]
Roll Odd Left arm, even right arm
[dice]1[/dice]

Interesting note it would not let me roll a 1d2
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
Devek Ragaa
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Re: Entering the ruins

Post by Devek Ragaa »

Initial Rolls
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
Agility [dice]2[/dice]
Wild [dice]3[/dice]

Notice: 10
Agility: 6
Devek steps out of the blazing sun just in time to see Leben go down under the hacking blades of the vampires. His detached mind feels nothing for the loss, without hesitation he is reevaluating the scene and their chances for victory. Then, the impossible is happening. The wave of purifying light and the dead restored. Again, he takes it in stride without pause. It will bother him later but that is a problem for then.

The tide of the fight clearly shifts then, with their most powerful weapons lost or fleeing the vampires are in disarray and the malevolent entity on the other side of the rift is threatening doom it cannot currently deliver. Surveying the scene, it is clear the others are aware of the change. Even as the cavern begins to come down around them everyone springs into action. Devek dances around falling pieces of the ceiling, he grabs one of the vanquished CS soldiers by the collar and slides him towards the entrance. ”Harris, you’re taking him out or you’re staying behind!” he calls to the terrified private as he briefly makes ‘eye’ contact with the Masked One.

With just that barest notice, the dark blade is flipped his way. Devek snatches the weapon out of the air with ease and secures it on his webbing. With the blade is stowed he notices something new, it has grown excessively hot. The blinding sun which previously only gave off light was turning into an inferno...then his geiger counter in his armor begins to tick and he realizes what has changed. By some fluke luck, he must have ruptured the core of the SAMAS.
Strength Test
+1 Benny awarded for Meltdown
Strength [dice]5[/dice]
Wild [dice]6[/dice]
Extra Effort [dice]7[/dice]
-1 Benny

Benny Reroll -1 Benny
Strength [dice]8[/dice]
Wild [dice]9[/dice]
Extra Effort [dice]10[/dice]

Strength: 9
Seeing that the upper body of the flaming power armor lies just outside the mystical aura of light his mind is made up. With his sense of self-preservation suppressed he steps forward and strikes the armor’s ammo drum with an ectoplasmic fist and shatters it so the weight of the railgun is left behind. He then strikes the chest of the armor again, hoping he remembered the location of the data recorder from his brief instructions a lifetime ago. He pulls out what may or may not be his goal from the flames and continues to methodically execute his plan.

Even without the weapon, the armor weighs more than his slight frame should realistically be able to move, but it was their best shot. Ignoring the heat he grabs the wreck by the armpits and begins dragging the heavy armor, causing a loud metal screech with each pained step. Keeping his powers fueled was taxing his reserves, but for the time being there was no choice. His back screaming in protest he reaches the rift and , the heat of the faded hellfire indistinguishable from the flames of his task. With a final herculean effort he twists and heaves the armor the last few feet into the rift as it winks out of existence.

Hurrying back through the chamber he rejoins the others, striking out with his silvered fist if any vampire makes the mistake of challenging him.
Getting it Together
May as well roll this before I forget.
Smarts [dice]11[/dice]
Wild [dice]12[/dice] Forgot the -2
Ace [dice]13[/dice]

Getting it Together: 9
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


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Lucius Draper Ledger
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

Emerging in the sun, what darkness will follow?

The hunters get the eggs, the baby dragon Vash, and all the survey team members out of the collapsing pre-rift military base in the nick of time! A giant sink hole of rubble, and flame is all that is left. As you emerge the sun rising high greets you unexpectedly. To your knowledge it was the deep parts of the night when you went in. Could you have been inside the ruins locked in a titanic struggle for that long?
Smarts
A successful smarts roll, would tell you no way, maybe you were down for just a few hours at most.
From the ruined ruins emerges a deep dark shadow, very much so the darkness the intelligence had spewed forth. It settles above a tree blocking out the sun, and you notice a leaf of the tree that had been idly failing seems suspended in mid air. Then the dark cloud dissipates under the duress caused by the temperate sun. The failing leaf continues on its way meeting the ground.

After lying on the sandy dirt near the bank of the small stream passing through here, the Survey team leader approaches all of you. His face is scratched many scars fresh and several new. His right eye seems swollen shut. His right hand normally a fully functioning cybernetic hand is missing 3 fingers. His left hand holds the silvered vibro sword once belonging to a nameless SAMAS pilot. His clothes are soiled and torn with many blood stains. He grabs the shoulder of Devek and Fizz, noding his thanks to them.
His voice is well worn and horse as if he had been screaming recently," The name is Paul... It used to be a doctor, but out here it doesn't seem to matter... Thank you all for your help." He glances over at the MkV, " We did not think anyone was coming for us." Tears well up in his eyes and he fights them back shaking, " You go on so many of these type of missions, some are hard, some are easy, but you never think to yourself this is my last. But those vampires... After they tore Sgt Vidal apart... I lost hope, plain and simple." He shakes everyone hand or paw as it maybe and smiles sheepishly.
" I don't know how to thank you... If you could let us finish our mission to recover the eggs, I would like my last to be a successful one... We could use the MkV probably..." He holds out the silvered vibro sword, " This was on the ground, seemed useful... One of you should take it."

A older grizzled man, part of the survey team that the hunters rescued, seems to sit apart from his comrades. The dossier would identify him as Stan Leman. He seems relatively unharmed but is gazing out at the smoke rising from New Del Rio
( about 8 miles away). The smoke is think and billowy, as if a dark cloud of soot and ash hangs over the town. He suddenly tosses a stone hitting Ink on the side, and he points in the direction of New Del Rio it looks like a six passanger SUV recently made into a convertible, is making its way towards you guys.

As the Jeep gets closer, you can see young women, wearing some kind of uniform, tattered and torn, with a short skirt and knee high leggings. The emblem on the front of their uniform is a ETU with a raven. They stop nearby coming to a dusty halt. The Cheerleaders get out and come running and screaming to the group.
" Vampires!!! Demons!!! What the frak is going on!!" IT would seem they are running into your arms seeking protection.
One of the cheerleaders mockingly says, " That is the last time we listen to you Willow. Camping?"
Apparently the one named willow in a timid voice replies, " It was supposed to be fun! It was supposed to be the Jellystone National park!"
Clearly the alpha of the group, raises her hands and hushes the cheerleaders down, " Well we made it here, to these Legionares." She steps forward, a brand of sort is seared into her shoulder, and she winces as she extends the arm and hand in friendship. She has pretty blond hair, and grim determination is set in her face pushing back the wild eyed terror that stirs in her eyes. " I am Blossom, this is Daphidel, Daisy, Rose, and Willow... We are what's left of the East Texas University Varsity cheer squad." She stops for a second, almost unable to keep her composure. She breathes and continues, " I am not sure what happened, but we ended up in that town over there... New Del Rio... In the hands of some bulbous red Demon looking things... The stuff nightmare's are born from. They branded me, and would have done the same to my sisters, except two eiree bald guys, called themselves stalkers showed up and snuck us out during some kind of horrific plague of vampires, and not the sexy kind. They said Legions were off over here..." She trails off unable to control her emotions anymore, drops to the ground crying.
The Brand
Ink knows the brand well, and the story only confirms it. Draygis is in the area!
Demon Brand.jpg
Demon Brand.jpg (4.2 KiB) Viewed 27472 times
The one named willow, adjusts her glasses, and finishes it for her, " The two Stalkers they got captured getting us out by these red huge demons. There were a ton of those vile red demons. They must have been tortured... We heard their screams. The Demon's Mask, Summoners of water and light, The wolfen knight, A little kitty cat, Vampire Daughter, Man with tattoos... They pressed hard about the man with tattoos... During the screams, the two stalkers described many of the tattoos... The voice of the demon asking the questions asked one final one, before decapitating the stalks... Is it Ink?" Willow shudders and pulls close to Blossom comforting her. " The Demons took off, or disappeared, we were left not alone exactly. I could feel eyes on me, but the sun had risen... So we took off from the city center, to find our vehicle. During that time a dark cloud of ash and smoke had risen above, it was so hard to breathe. It took us hours in that fume to find our SUV, but we did and we took off in this direction, only barely escaping the city... Those vampires leap out at us as we drove through the streets, we could barley see them the black smoke was every where..."
Exhausted from telling the story Willow rests on the sand, looking up at the shining sun.

Paul quietly talks to the group again, " I thought we had it bad... What ever you want to do here I'll follow your lead, but we could take the eggs, that baby dragon, and the girls back to the Castle-" He is interrupted as Private Harris with the weapon Devek lent him grabs ( abet hobbled from his binding) the cheerleader named Rose and holds the sharpened end of the cross to her head while backing up to the SUV.

In a display of fierce intolerance he screams" F'n Dbees! Everyone is dead! Everyone! You brought this upon our world! Get the fuck off it!" He yells up to the sun, " Alpha Strike! Alpha Strike! We have a priority Danger! Unleash project Bad Dog!!" The private trips and falls, the cheerleader Rose scrambles around smacking him with a nearby rock neatly knocking him once again unconscious.

Paul mutters, " A nasty right hook! Whatever the play is lets do it fast before sundown."
Spartacus Note

Spartacus,
I am sorry you had to take up this mission, and more so I am sad I could not accompany you. Our leader deemed only one of us would go to answer the call from the one known as Doc Reid. The lord's friend Erin Tarn has persuaded him to ask that one be sent to ascertain the true threat of vampire's. It has fallen to you my friend. When Lord Coake asked me who to send in my stead I answered You! I met Doc Reid once, strange and of parcular habits. But he knows vampires. He has asked for help, a special mission. The council was split, but the cyberknights need to find out what this mission is, and we need one of our own to find out if these vampire's are a menace greater than the coalition as Tarn would implore us to believe. You must find Reid's Ranger's strong hold and meet with Doc Reid... I do not know where this fort is, but I have a contact in El Paso, Rex Thunderpaw, a dogboy that owns the bar Pits & Bulls. He knows everyone in the area. Take the river north from New Del Rio, to El Paso, find Rex, then find Doc Reid. We must know if this threat is as credible as Tarn says. We went into the Siege of Tolkeen with little information and it split our order. We must make double sure this time!
Dark Long sword
Anytime Vela gets close to Devek the sword stirs, some how it is connected with the clasp of Chuc on Vela's cloak. Could it be that some of the gods spirit is trapped in the sword? http://208.146.44.138/domains/sr/forum/ ... 073#p17143
Leben
It was just sort of mentioned in passing, but you do have the silver blue strand of hair from the elder dragon, given in human form during your trip to the next life. The strand is hard as any steel you know of, and flexible, something nice to weave around a marble perhaps. Detect Arcana, also reveals it still retains some magical potency.
So what now?
  • What are you going to do with the MkV, dragon, dragon eggs, cheerleaders, functioning SUV, private Harris?
  • Where do you want to head next? New Del Rio, El Paso? Some where else?
  • Someone can claim the silvered vibrosword as well.
  • Might also be a good time to heal up.
    • Fatigue from the collapsing ceiling is recovered 1 step per 24 hours. So Fatigue would disappear is 24 hours, Exhaustion would turn to fatigue, and then to all better in a 48 hour process.
    • Wounds can also be healed during this time if anyone has some ( Might just be Leben at this point), keep in mind wound level modifiers get applied to healing, even magical healing.
  • Might also be a good time to camp, rest, and eat...

Group bonus
All players receive +1 Bennie for excellent roleplaying!
Field Team Six Bennies
3/6
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Vela
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Re: Entering the ruins

Post by Vela »

Vela returns to her human shape once she sees the sun is out. That moment when darkness lingers, she wonders if she'd made a mistake in that...but no...not this time.

The truck full of humans telling the tale of Del Rio is of mild interest to her. She hadn't seen red demons there...but of course she hadn't stuck around long enough to see beyond the first wave, when the wandering Dead attacked en masse. The stalkers though. They'd lived just long enough to get captured and spill everything they'd seen. Vela scowled at herself for not having killed them when she'd had the chance.

Oh well. If it led more Dead her way, maybe it wasn't so bad.

Then the man Devek had rescued went crazy. Heat maybe. Or just cracking from all the death and horror he'd witnessed. The other humans seemed to have him under control, so it wasn't of much importance.

The sword though. She experimented a little while people were talking, and...yes. It wasn't the armor at all. She laughed at that, a little incongruously, since one of the girls from the truck was crying at the time about something. But no, this really was funny! Vela had spent all that effort lugging the armor out, when it was the SWORD all along!

She went to the one bearing it and said in her heavily accented English, "I need the sword. The one the armored Dead had. It is..."

Her English vocabulary puttered out. Vela frowned and held the clasp of her cloak out a little. "...with this. Not with, it is...tied? To this."
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
Devek Ragaa
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Re: Entering the ruins

Post by Devek Ragaa »

Rolls
Notice [dice]0[/dice]
Wild [dice]1[/dice]

K/Arcana [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
Ace Ace [dice]5[/dice]

Smarts [dice]6[/dice]
Wild [dice]7[/dice]
Last edited by Devek Ragaa on Mon Sep 04, 2017 10:22 pm, edited 2 times in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
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Ink
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Re: Entering the ruins

Post by Ink »

OOC Comments
Notice (+2 senses, and +2 olfactory)
Notice die: [dice]0[/dice], Wild die: [dice]1[/dice]
Ink let out a heavy sigh of relief when they emerged in to the sunlight. Then he frowned. Wasn't it night-time when they entered? It hadn't seemed like that long...but then, with his memory flashback paining him earlier, he couldn't be certain of time spent or lost. He shook his head, trying to clear it.

He tensed when the shadow thing came out after them, crouching down and preparing for another fight. Though, it was curious that anything from inside would choose to follow them out in to sunlight. At the very least, their power would be greatly diminished. But then it dissipated like morning fog when the sun clears it away.

He rested and tried to regain his strength. He had not fared well in the combat, though he had been at least somewhat useful in the aftermath, so he tried to take comfort in that...and in all the re-dead vampires. He was knocked out of his thoughts while one survey member was droning on when a stone hit him. He whipped his head around to see who had thrown it at him and then followed where the man was pointing.

He stood up slowly and moved slightly forward as the vehicle approached. Several excitable young women in strange clothing piled out of the vehicle and began talking all at once. But then his eyes widened as the one girl showed the brand seared in to her shoulder. He started to reach out to grab her arm to look at it more closely, but he stopped himself, only uttering one word that sounded like both a name and a curse. "Draygis."

He turned away and let out a growl, before quickly trying to calm himself. He forced himself to listen to what the 'leader' girl was saying. The words contained potentially important information. He didn't know what a 'cheer squad' was, but it sounded strange. He knew the word University, though he didn't think there were any of those in what was now called Lone Star. His eyes narrowed when she spoke of the demon's obsession with the man with tattoos. "I...am glad you were able to escape."

He looked at the group once more. "I suggest they travel on with the survey team. It should be safer for them." He set his jaw. "If you all wish to come with me, I would be happy to have the help, but I have to go to that town. I have a Brodkil demon to put down by the name of Draygis Redhand. He runs a large group of bandits and cutthroats called the Bloody Hands - he's not very imaginative." He closed his eyes for a moment as one of his hands traced a set of scars on his abdomen, and then opened them again. "He and I have unfinished business."
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Fizzwaite Zipwidget
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Re: Entering the ruins

Post by Fizzwaite Zipwidget »

Notice 9
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
Ace Die [dice]4[/dice]
-2 for exhaustion
Smarts 4
Smarts Die [dice]2[/dice]
Wild Die [dice]3[/dice]
-2 for exhaustion
Fizzwaite stumbles out with the rest of the group and squints up into the sun. "How in the nine rings of hell did that get all the way up there? Ohhhh, my aching head. My lumps have lumps on them." He grumbles holding his head in his hands.

Then he notices the darkness and the leaf pause on its journey to the ground. "Crap, time magic. I bet you some jackhammer down there was using time magic down there. Nothing good ever comes of it I'll tell ya. It's probably yesterday for all I know." Fizz is rambling a bit at this point.

Looking up suddenly he looks around searching for something, concern etched on his face. "HEY! Where's my Ranger? It should've been parked around here somewhere. What did you new guys do with my baby!"

Fizz gets up and starts wandering around the perimeter of the area searching for his ATV just as the girls drive up from New Del Rio and tell their story. "Excuse me girls, you didn't happen to see my Zone Ranger back that way anywhere did you?"
Devek Ragaa
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Re: Entering the ruins

Post by Devek Ragaa »

Rolls Carried
Notice: 9
Smarts: 6
K/Arcana: 13
His armor’s visor adjusts to the blaring sun in a fraction of a second, easing the blaring intensity. That wasn’t right though, no way they had been down there that long. The cloud of darkness following them out into the midday sun was equally surprising, and Devek was relieved to see it dissipate into nothingness.

Devek accepts the vibroblade from the haggard leader of the survey team. ”We’ll make sure it’s put to good use. You’ll need to look over the MkV...someone set off a plasma blast in the cargo hold. But assuming it still functions I have no issue with you using it to protect the eggs and deliver them to Refuge.”

The dust trail approaching them cuts off any further discussion for the moment, and once it arrives Devek is completely unsure what to make of the ‘squad’. The brand was clear as day though, and Devek had seen it’s like before. ”Draygis is hunting again.” he says just as Ink blurts out the name as well. ”I think that’s a hunting trip we can probably all support. If the vampire stink isn’t covering everything I can probably track him. From what they overheard it doesn’t sound like he’ll be expecting that.”

When Harris finally cracks Devek is actually surprised. He commonly forgets how completely his traumas have both changed him and numbed him. Fortunately for Harris, he trips and is promptly dealt with before Devek was forced to teach him another lesson. Deciding to err on the side of caution, he retrieves his cross and moves the private’s bindings so his hands are behind his back.

The first time Devek feels the knight’s sword on his back stir he looks quickly over his shoulder, unsure if his mind was playing tricks. Eventually he realizes it is responding to Vela’s presence, so her approach is unsurprising. ”Do you know how they’re tied together? I’d rather not just mash two artifacts together and hope for the best.”

The mention of time magic draws Devek’s attention back to the sun high in the sky. ”Why change time up to the middle of the day where it might provide us refuge?”
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
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Ashlyn Alvarez
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Re: Entering the ruins

Post by Ashlyn Alvarez »

Notice 5 Success
[dice]0[/dice]
[dice]1[/dice]
-2 Exhausted
Common Knowledge 5 Success
[dice]2[/dice]
[dice]3[/dice]
Ace [dice]6[/dice]
-2 Exhausted
***

As they stumbled out of the bunker and into bright sunlight, Ashlyn held her uninjured arm up to shield her eyes as she let her powers drop. They couldn’t have been down there that long, could they? They had arrived in the middle of the night, with dawn hours away. Now it was approaching noon. She considered for a moment and realized her instincts were right, and was confirmed as a blot of darkness escaped from the rubble below and seemed to freeze a falling leaf in time before dissipating.

What was left of the survey team approached. Ashlyn gave Paul a weary smile. “You have done well to survive,” she told him. “I would heal you, but I am exhausted,” she admitted wearily. Ashlyn was barely still on her feet. Her dislocated shoulder was starting to stiffen up, and she clutched her injured arm against her chest. Her face was covered in blood from the head injury she had taken, mostly superficial, possibly a slight concussion, but it had bled a lot, though that seemed to have stopped.

Ashlyn turned toward the city and the approaching SUV convertible. Several young women in short skirts and midriff tops with ravens on them piled out, sobbing and babbling. One of them took charge, managing to get the story out.

“East Texas University?” Ashlyn asked, looking at the others. “Never heard of place.” She put her arms around a couple of the girls to comfort them. “You are safe now,” she promised. “We protect you.”

But then Private Harris went crazy, grabbing and threatening one of the girls. Ashlyn stepped up, angry that her word had been broken by this man! Just like Ink!

“Stop right now!” Ashlyn yelled at him. “I am no D-Bee! I was born and raised not hundred miles from this place! Let her go! She just ordinary girl caught in rift. Maybe we throw you through next one, see how well you do.”

But the girl seemed to have everything in hand as she threw Harris off and beaned him with a rock.

“Okay, okay, you are safe,” Ashlyn said again, taking the rock from Rose’s hand and embracing the girl once more.

Ashlyn looked at Ink. “What are these red demons and why want you?” she asked the man, her voice a bit cool.

Ink did seem to know this demon Draygis, and wanted to go find him in New Del Rio.

“Spartacus gave us quest with dying breath,” Ashlyn reminded them. “El Paso. And some of us need rest.”

***

Conditions:
  • Exhausted -2
    • 1 from falling debris (24 hr)
    • 1 from Healing (1 hr)
Smarts 5 Success
[dice]4[/dice]
[dice]5[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Vela
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Re: Entering the ruins

Post by Vela »

Vela nodded eagerly. "Si. Mash!" She laughed at that and took the cloak off to hold the broach up.

"It feels something in the sword, I think. Something pulls it."

At Devek's question about the sun, Vela only shrugged.

"The sun is the sun. Not all magic is Dead magic. Sword!"
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
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Leben
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Re: Entering the ruins

Post by Leben »

Smarts success, Notice fail, all injured party members recover 1 wound about 12 seconds after exodus
Smarts [dice]0[/dice] (-3 from wounds at start of scene included)
Smarts Wild [dice]1[/dice] (-3 from wounds at start of scene included) (-3 from wounds at start of scene included)
Both dice exploded, no value added to rolling repeatedly so I will skip it unless directed otherwise by Pender.


Notice [dice]2[/dice] (-3 from wounds at start of scene included)
Notice Wild [dice]3[/dice] (-3 from wounds at start of scene included)

Mysticism Mass Healing [dice]4[/dice] (-2 standard modifier for Mass Healing & -3 from wounds at start of scene included)
Mysticism Mass Healing Wild [dice]5[/dice] (-2 standard modifier for Mass Healing & -3 from wounds at start of scene included)

Will repost repeated efforts.

Second Attempt at Mass Healing 6 seconds latter
Mysticism Mass Healing [dice]6[/dice] (-2 standard modifier for Mass Healing & -3 from wounds at start of scene included)
Mysticism Mass Healing Wild [dice]7[/dice] (-2 standard modifier for Mass Healing & -3 from wounds at start of scene included)

Third and Final Attempt at Mass Healing 12 seconds latter, if this does not work he will ask for help.
Mysticism Mass Healing [dice]8[/dice] (-2 standard modifier for Mass Healing & -3 from wounds at start of scene included)
Mysticism Mass Healing Wild [dice]9[/dice] (-2 standard modifier for Mass Healing & -3 from wounds at start of scene included)

Staggering out of the cave leben begins drawing on the Ley Line and using the power to fuel his prayers of healing and restoration for the group and himself.
Seeing the Private’s reaction to the teenage girls Leben prepares to interfere in their defence, but his reflexes are still to slowed. Not wanting to be isolated from the rest of the conversation he struggles back up to his feet and heads over to learn what is going on.
Approaching the girls Leben says. “It is not much, but no being should ever be unwilling branded with the marks of a demon. If you would be willing to stay with us until I have recovered my strength I can see what can be done about removing those unholy marks.
"Were all of you marked in such way or only Blossom?”

OOC Comments
Leben will not use greater healing (or any magic) on an unwilling girl.
Per GM statement in Hangout no need to continue rolling for Succor or normal Healing.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Penitent
Posts: 189
Joined: Thu Jun 29, 2017 9:32 pm

Re: Entering the ruins

Post by Penitent »

Notice 11, CK 10
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Ace [dice]4[/dice]

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
Ace [dice]5[/dice]

Penitent stumbles to the surface with the others and removes his mask, letting the sun's rays fall on his face.

Simple pleasures, and the chance to greet another day, he thinks, the words an echo from the past, spoken in someone else's voice. The memory starts to come ... and he shakes it away. Some memories should not be revisited.

The sun's presence and the inky black cloud that holds the leaf motionless tell him that some temporal magic has been at work. The Unholy used such spells at times on Wormwood, holding the night in place during a siege to give cover to the demonic forces and sap the morale of the armies of Light. It hadn't bothered Penitent then and it didn't bother him now. Attempts to halt the turning of time had a way of backfiring on anyone who tried. And time's steady progress was as inevitable as death, as implacable as an apok.

Gazing around at his wounded and battered comrades and the rescued survey team, it's clear that the group is going nowhere without resting first. Still hale, if a little spiritually depleted, Penitent sets to work gathering scrub brush and scrap wood for a fire.

He pays little attention to the conversation with Paul - now that the survey team and dragon eggs have been rescued, someone else can see them back to civilization - but perks up when the battered SUV approaches. The demon mask does not alert him of danger, however, and while he knows enough to see the scantily-clad women are from some place other than this Earth, they seem no threat.

Talk of demons in the nearby city captures his interest, as well. When Ashlyn mentions Spartacus, Penitent pulls out the scroll he rescued from the wolfen knight's corpse. It mentions a place called El Paso and a man named Reid. But that quest can wait until the more immediate minions of the Unholy has been dealt with.

"Sleep. Eat. Many of you are near death and strength will be needed to scour the demon plague from the ruins nearby," he says. "We will kill this Bloody Hand the tattooed man speaks of and then we can move on to El Paso, where demons want killing."

That said, he goes back to laying a fire. If anyone draws near to the dark armor Vela dragged from below, he warns them off.

"Be wary of that black plate. It was forged with the souls of the damned and will make you one should you don it. At best, you will be afflicted with the whining of those fools who donned it before you."
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Ink
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Re: Entering the ruins

Post by Ink »

Ink focused on patience, tempering the drive to move forward towards the next monster, especially when the next monster was Draygis. He glanced sideways at Devek, wondering how the Psi-Stalker knew of the Brodkil. Had he worked for him, had a run-in with him, or just heard about him perhaps? It didn't matter.

He glanced at Ashlyn, pausing for a long moment to gather his thoughts, frowned deeply as he lowered his head and stared down at nothing. "When I was younger, I traveled from my homelands a few times, sometimes to the Pecos Badlands. During one of my excursions, I...," A small pause, and it felt like he was hesitating over something, and then he continued, "Draygis is not only a wanna-be warlord, but he keeps slaves as well. I tried to free some of his slaves." A pained pause. "Twice." The clear implication was that he had failed both times and was likely badly wounded both times.

He swallowed. "As for what he is, he is a large Brodkil demon with...well, he had a cybernetic hand, but I destroyed it. He may have gotten a replacement since then. He will also likely have a scar on his face because of me. To say he would like to torture me for as long as possible before killing me would possibly be an understatement of his rage." He lifted his head finally and looked Ashlyn in the eyes. "I will free his slaves and see him dead." He sighed. "If I must, I will be content with releasing the slaves and not seeing him dead, though he will continue to hound me when he can if I do not."

To the perceptive, it might seem like Ink wasn't telling everything.
Last edited by Ink on Thu Sep 07, 2017 5:56 am, edited 1 time in total.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Ashlyn Alvarez
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Re: Entering the ruins

Post by Ashlyn Alvarez »

Notice 12 2 Raises
[dice]0[/dice]
Ace [dice]4[/dice]
[dice]1[/dice]
Common Knowledge 2 Fail
[dice]2[/dice]
[dice]3[/dice]
***

Ashlyn frowned. Slaves. And they were in a position to help them. But the vampires…

“We do what must, then,” Ashlyn finally sighed. “We see to this Draygis, then go to El Paso. If it as Ink say, he hound us whole way across Pecos if we do nothing.” She wiped her face tiredly. She sank down onto a piece of debris to sit and rest, still cradling her injured arm. Her head wound had finally stopped bleeding, and she pulled out her canteen to begin cleaning the blood off her face.

***

Conditions:
  • Exhausted -2
    • 1 from falling debris (24 hr)
    • 1 from Healing (1 hr)
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Leben
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Re: Entering the ruins

Post by Leben »

"We have many tasks that need completed. I propose we rest first, send the others back to refuge with him and his siblings" he nods indicating the Hatchling. "and go help these slaves before moving towards Mexico. Once we are down there we may not live to come back and help the others."

Turning towards the Hatchling he asks. "I am sorry I did not catch your name or how to properly address you."
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
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Pender Lumkiss
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Re: Entering the ruins

Post by Pender Lumkiss »

Blossom composes herself, " No... Only I was branded... But there are several people trapped in a large mansion. We heard the cries for help as we were leaving the wretched place." She seems shocked that she might be able to get rid of her mark. " I would be most grateful for your kindness." She and the other cheerleaders walk around the nearby area gathering wood for a campfire. They give a shriek when the Zone Ranger appears out of nowhere near the leyline!

Nearby along the leyline, The Zone Ranger pops out of its long term invisibility spell as the vehicles battery is completely drained. As the spell dissipates it gives off a silvery blanket of energy that washes over you all. Fizz knows it will take about 8 hours to recharge.
Fizz Zone Ranger
TW Zone Ranger: Name unknown
One of Tera Silverforges ( Dwarven TW) 3 private Zone Rangers. The story of how Fizz was able to obtain it is not only fascinating but it contains a bit of heroism.
  • Full environmental Protection, All-Terrain, Handling 1, Leyline recharging 1 PPE per 15min, MDC Armor, Sensor Suite, Large cargo hold,
  • Size 6, Acc/TS 15/55, Toughness 34(18), crew 1+6
  • Over water it can travel 1/2 speed: Acc/TS 4/14
  • Has a tank of 30PPTs, takes 3 ppts for 1 hour of operation. Refill the tank make a arcane skill roll, the result is how many ppts they can put into the battery on that action.
  • Edge: Terra Tough
    • +2 toughness, +5 acceleration and top speed in all modes of movement ( Factored in)
  • TW mod: Long Term Parking:
    • Invisibility: While not moving and on a leyline the vehicle can be put into a long term invisibility mode that drains the batter at its standard rate of operation ( 3 ppts per 1 hour), during this time the vehicle does not recharge on the leyline as the leyline energy is actually fueling the invisibility action. If this ability is left on for the full 10 hours, it takes 8 hours of recharging on a leyline to get enough juice back into the vehicle so that it can operate.
  • TW mod: Ghost Ride:
    • Invisibility: For +2 ppts the vehicle can cast invisibility on itself and the contents inside it. Strangely the more their is a driving penalty due to speed, the better the effect. When cast the current penalty to drive or piloting due to speed is added as a bonus to the arcane casting roll.
  • remaining mods ( Non TW mods): 4
Benny Opportunity
+1 Benny to Fizz if your next post includes a small story of how you came by the Zone Ranger
Zone Ranger Code

Code: Select all

TW Zone Ranger: [i]Name unknown[/i]
One of Tera Silverforges ( Dwarven TW) 3 private Zone Rangers.  The story of how Fizz was able to obtain it is not only fascinating but it contains a bit of heroism.
[list][*]Full environmental Protection, All-Terrain, Handling 1, Leyline recharging 1 PPE per 15min, MDC Armor, Sensor Suite, Large cargo hold,
[*]Size 6, Acc/TS 15/55, Toughness 34(18), crew 1+6
[*]Over water it can travel 1/2 speed: Acc/TS 4/14
[*]Has a tank of 30PPTs, takes 3 ppts for 1 hour of operation.  Refill the tank make a arcane skill roll, the result is how many ppts they can put into the battery on that action.
[*]Edge: [b]Terra Tough[/b]
[list][*]+2 toughness, +5 acceleration and top speed in all modes of movement ( Factored in)[/list]
[*]TW mod: [i]Long Term Parking[/i]:
[list][*]Invisibility: While not moving and on a leyline the vehicle can be put into a long term invisibility mode that drains the batter at its standard rate of operation ( 3 ppts per 1 hour), during this time the vehicle does not recharge on the leyline as the leyline energy is actually fueling the invisibility action.  If this ability is left on for the full 10 hours, it takes 8 hours of recharging on a leyline to get enough juice back into the vehicle so that it can operate.[/list]
[*]TW mod: [i]Ghost Ride[/i]:
[list][*]Invisibility: For +2 ppts the vehicle can cast invisibility on itself and the contents inside it.  Strangely the more their is a driving penalty due to speed, the better the effect.  When cast the current penalty to drive or piloting due to speed is added as a bonus to the arcane casting roll.[/list]
[*]remaining mods ( Non TW mods): 4 [list]
[/list][/list][/ooc][ooc=Benny Opportunity]+1 Benny to Fizz if your next post includes a small story of how you came by the Zone Ranger
The Dragon shapechanges down to her human form, it looks like she is wearing somekind of black jumpsuit, she has black hair as well. Perhaps the last vestiges of being so corrupted by the intelligence. She smiles and pauses for a moment unsure, and finally reaches out to take Leben's hand in friendship. " The name is Vash. Ya'll did right well in helping my family out. It would be an honor to come to this refuge. My mother put her faith in you, and so will I." She shakes Leben's hand really hard, as if forgetting her strength! When the Zone Ranger pops out, Vash grins with excitement, " Momma left me with many images of this world. None were more fascinating that these vehiculars."
Vash
Vash the driver.jpg
Govenors Mansion
With a successful common knowledge check, The Mansion Blossom spoke of would probably be the governors mansion. Any questioning of her will comfirm some of the more unique architectural features. Devek would be able to track the most concentrated amount of brodkill to this location. Next post will be at the mansion, and probably a combat. I will try to get it up Sunday.
Field Team Six Bennies
3/6
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Leben
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Re: Entering the ruins

Post by Leben »

"Thank you Vash, while it is a great honor to meat you. I am sorry it is under such horrible conditions."

With Blossoms Permission Leben asks her to come site is a safe and comfortable spot while he goes to work. He will listen while the group converses, but does not let him self get distracted during the slow and deliberate process of removing the foul brand. " Do not be surprised, this can take a while and once completed it will take me even longer to recover from it. Once it starts try not to move to much, but you are free to continue participating in the conversation.
"Oh spirit of life flow through this woman and remove the mark that has been wrongly placed on her."
The spell that enters her fill her with warmth and comfort as she is mended an returned to the way she was originally intended to be.

Raise Leben removes Blossoms brand, Success Leben heals his arm
Mysticism d12 to exalted boost my own Mysticism Raise adds +4 to Mysticism
Mysticism [dice]0[/dice]
Wild Die [dice]1[/dice]
Extra Effort [dice]2[/dice] (I would really life to get this thing off her. (A Failed roll is irreversible)
  • Extra Effort Aced [dice]3[/dice]
Mysticism to perform greater healing +X from exalted boost trait, -1 for Maintained spell, -4 For greater Healing, +2 for Gift of Life = d12+2
Mysticism [dice]4[/dice]
Wild Die [dice]5[/dice]

Mysticism to perform greater healing on his arm -1 Fatigue, +4 from exalted boost trait, -1 for Maintained spell, -4 For greater Healing, +2 for Gift of Life = d12+1
Mysticism [dice]6[/dice]
Wild Die [dice]7[/dice]

[*]Channel Spirit of Life (Greater Healing + Gift of Life): PPE 10/20, Range touch, Duration instant, Effect complicated see pdf page 132. With the slow and deliberate effort of a river Leben fills his target with hope, linking them temporarily to the very life of the planet as their injuries are made whole again.

Total process would take about [dice]8[/dice] hours and leave Leben with 2 Fatigue he would need to recover from requiring an hour of rest.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
Devek Ragaa
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Joined: Fri Jul 21, 2017 6:04 pm

Re: Entering the ruins

Post by Devek Ragaa »

K Arcana
K/Arcana [dice]0[/dice]
Wild [dice]1[/dice]
Devek looks at Vela, his expression of disbelief hidden by the skeleton faceplate of his mask. ”No. No mash. Not unless you can tell me how they’re connected or what will happen. I don’t know the nature of that cloak, but this sword is an evil thing and I won’t risk making things worse. Given the opportunity, I intend to see this thing destroyed. I don’t know if that will bring any comfort to those inside, but it will at least prevent anyone else from undergoing the same fate.” He holds up the sword for others to inspect, ’Anyone able to tell me anything about these items and how they’re connected?”

He listens to Ink as he recounts his story, busying his hands stripping apart the armor of the vanquished CS soldier turned vampire. As the conversation continues he methodically replaces seals and damaged plates on his own armor until his armor is almost more new parts than old. ”If you can take the time to dig in and let the others rest and recover. Then I’ll help you track them wherever they went. We’ll get to El Paso, but I’m not of a mind to leave a demonic slaver running around because it’d take us a bit out of our way.”
OOC Comments
Making a shout out for help since my K/Arcana roll didn’t cut it.

Donning the armor from the CS soldier Harris dragged out (presenting it as repairing his to keep the image in my picture accurate). What type of armor was he wearing?
Last edited by Devek Ragaa on Tue Sep 12, 2017 8:10 pm, edited 1 time in total.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
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Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Entering the ruins

Post by Ashlyn Alvarez »

Notice 5 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 6 Success
[dice]2[/dice]
[dice]3[/dice]
***

“I am glad we were able to rescue you, Vash,”Ashlyn tells the now young, attractive woman. “We are going to entrust safety of these chicas to you to get them safe to Castle. Lo siento. I sorry to have burden you with this, as well your clutch. Be safe. Tu madre… I always remember her.” She gave the young dragon-girl a hug.
OOC Comments
I remember Vash! Jude thought she was hot!
***

Conditions:
  • Exhausted -2
    • 1 from falling debris (24 hr)
    • 1 from Healing (1 hr)
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Fizzwaite Zipwidget
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Re: Entering the ruins

Post by Fizzwaite Zipwidget »

As Fizzwaite's vehicle pops into visibility a large grin splits his face. "Ah, there you are! One of the down sides of an invisible vehicle is that it can be bloody hard to remember where you parked the damned thing." Fizz walks over and pats on of the huge tires. "She is a beauty, isn't she? Even is she was built by a Dwarf."

"This here is my Phantasmic Phantom Cruiser, built by a lady Dwarf by the name of Terra Silverforge some time back." Seeing the recognition on their faces he continues, "Ah, you've heard of her then? I met her a few years back before the fall of Tolkeen. She and some of her clansmen had made their way to Stormspire not long after their clan had set up shop at Castle Refuge. They was looking to pick up some pointers on Techno-Wizardry and other forms of high tech."

Fizzwaite begins walking around the Cruiser inspecting it for damage as he continues his story, "Well, they were pretty surprised to find a bunch of Gnomes already established in Stormspire but Gnomes and Dwarves generally get along pretty good it weren't long before we had helped them get set up in their own workshop and we was collaborating on all kinds of projects mostly with the elders but we younger techs got to work on them quite a bit too"

Fizzwaite pats the tire again fondly, "This was one of her better designs. No one ever came up with a way to make a whole darn ATV go invisible before! I tried talking her into calling it Terra's Terrific Transparent Transport but she wouldn't go for it. Dwarves make good engineers but they just don't have a sense of style worth talking about." Chuckling at his own joke Fizz then sobers considerably.

"Terra was able to build three prototypes including this one and I know the elders were talking about sending some advisers back to Castle Refuge when the Dwarves decided to return home when word came in that his lordship the Asshole Dunscon had heard about the newbies visiting 'his' Federation and sent some of his goons to 'invite' Terra and her companions to the City of Brass." Fizz's sarcastic tone and use of air quotes makes it clear his disdain for the so called leader of the True Federation of Magic.

"Anyway, Terra was all for trying to sneak out of town in her souped up stealth mobiles but we convinced her that if we borrowed one of them to use as a distraction and got them looking in the wrong direction Terra and her companions could just roll out of town in the other two Cruisers. Worked like a charm too!” Fizz went on excitedly, “Hee, hee. Me and my cousins Boltbert and Cogwood volunteered to be the decoys and I rigged up a couple of gadgets to help sell the job. We went tearing past them like a pack o’ demons were hot on our tail. Naturally those morons thought if we were running that we needed chasing and they took off after us.”

Crouching down Fizzwaite twists and turns his imaginary steering wheel as he recounts his story. “Terra had tweaked the hell out of these things and so we built up a pretty good lead but losing them wasn’t the plan so just as we hit the edge of a small lake my cousin Boltmort set off my gadget and BOOM! A bloody wicked fireball goes off almost on top of us (Boltmort’s eyebrows still haven’t grown back in last I heard) and I cut in the invisibility and no more ATV!”

Straightening and shrugging his shoulders, “At least that is what they thought anyway. By the time they caught up we had floated a fair ways out into the lake so all there was to find was burning trees, scorched earth and some melted junk that Cogwood jettisoned at the same time and we just floated there invisible out on the lake until they gave up and left. Afterwards Dunscon’s thugs tried to make trouble for the family but at the time we still had a fair amount of pull with that spinless toad K’zaa so it didn’t come to much.”

“Later on when it all hit the fan after the fall of Tolkeen and we all decided to pack up and move to Lazlo I drove the Cruiser down to Castle Refuge to return it and what does she say? Keep it as payment for services rendered!” Letting out a deep breath Fizz seems to focus once more on the present. “I’m sorry, what was the question again?”
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Penitent
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Re: Entering the ruins

Post by Penitent »

Penitent listens silently, unblinking, as the excitable gnome tells his story. The apok's lack of expression might be interpreted as threatening, but Fizzwaite is too caught up in the tale to notice one way or the other.

After a disconcertingly long pause, Penitent nods.

"A well-planned escape. Sometimes subtlety is warranted, if it allows you to slay a more prominent foe later," he says.

For a moment, the warrior's deep-set eyes seem almost ... wistful ... as he replays a memory.

"One time, during the Seige of Tears, I concealed myself within the carcass of an infernal dune kraken for four days. On the final day of the seige, the Armies of Light were driven back from the gate as the Unholy's forces launched a sortie outside the walls. As they passed my hiding place, I blew a hole in the rotting flesh of the beast with an explosive charge, then attacked the demon general in the confusion, slaying him with a tusk I tore off of one of his lieutenants."

Penitent smiles, or at least smirks.

"It was a good day. It would have been easier with an invisibility spell like the one you have on your dwarven chariot. I would not have had to burn my clothes that way."
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Leben
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Re: Entering the ruins

Post by Leben »

Hearing Penitent's story about waiting inside a carcass for days Leben looks a little off. "I imagine that must have been unpleasant. Without environmental armor readily available on Wormwood did you have any way to eat or drink? Other than the carcass that is." By the look on his face it appears he is trying to stay on track, but he is still a little green.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
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Penitent
Posts: 189
Joined: Thu Jun 29, 2017 9:32 pm

Re: Entering the ruins

Post by Penitent »

Penitent nods sagely at Leben's comment. The priest was soft, but perceptive.

"I killed a greater demon hound early in the seige and skinned it. I took its hide with me into the dune kraken carcass and fashioned a sort of tent with it, using some bones I found in the kraken's gizzard as poles. That provided space to eat and sleep, and a length of hollow tubing provided air. Demon hounds smell very strongly of sulfur, so the stench of the rotting kraken was not too overwhelming. Although I did not have time to properly cure the hide, so there was some ... seepage. As I said, I had to burn my clothes after."
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Fizzwaite Zipwidget
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Re: Entering the ruins

Post by Fizzwaite Zipwidget »

Fizzwaite makes a face at Pentient's statement. "A rotting husk?!? Dude, you are really weird." He sniffs tentatively and cocks an eye in Pentient's direction. "You aren't planning to climb into anything rotten in the near future are you? Because if you are, no offense but you are riding on top. I do NOT want to be having to fumigate rotten husk smell out of my Cruiser. Blech!"

With that Fizz turns on his heel and goes back to inspecting the Phantom Cruiser and apparently muttering to the vehicle, "Don't worry.... no stinky...cleaned up..."
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Penitent
Posts: 189
Joined: Thu Jun 29, 2017 9:32 pm

Re: Entering the ruins

Post by Penitent »

Penitent stares back at the gnome, mildly offended.

"I did not do it for amusement. It served a purpose, allowing me to assassinate the Unholy's general and break the back of the demon army. Ordinarily, I maintain my arms and armor with great care."

As the gnome moves away and begins talking to the invisible chariot, Penitent narrows his eyes and watches intently.

Was the gnome hearing voices? Or worse, does the machine actually speak? Either could be a sign of possession or demonic influence.

Best to keep an eye on that one, he thinks, before pulling out his chainsword to inspect the diamond-edged teeth. He spots a piece of gristle caught in the chain and frowns. Making sure the gnome doesn't see, he pulls out a scrap of oiled leather and scrubs at the metal, muttering about lesser artificer demons and the lack of water for laundering in the desert.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Krysesia
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Posts: 110
Joined: Wed Jun 28, 2017 11:36 pm

Re: Entering the ruins

Post by Krysesia »

Notice 10 Knowledge History 8
Notice [dice]0[/dice], [dice]1[/dice]+[dice]6[/dice]
Spellcasting [dice]2[/dice], [dice]3[/dice]+[dice]7[/dice]+[dice]8[/dice] = +4
K/History [dice]4[/dice], [dice]5[/dice] = 4+4 = 8
As Devek calls out for assistance, Krys does the one thing she knows. She opens a rift of communication to the angelic realms. Golden light pours through the tiny crack in reality. She speaks quickly, with those who answer, waits, then explains the situation. At one point, she asks Vela and Devek to come over to the portal. They see a beautiful yet battle hardened man with olive skin. He speaks a language they do not understand, but his voice fills their heads. 'Show me these things, friends of Lengdosia.' When showed the items, he nods. 'Thank you.' He says nothing else to them, but he continues the strange speech and speaks to Krysesia, at a fast clip. Krysesia nods. She fires back some more questions in regards to disposal of the blade. They finish speaking and she bows to him in an elegant manner, which he returns in kind. The portal closes, and she faces the two questioners.

"So according to the Bladesmith, among other souls in that blade, a portion of the rain deity Chac is also trapped in that. It's a mesoamerican diety normally associated with the Mayans and the Toltecs. Not sure if it's White, Red, Black, or Yellow, but I imagine it's Black Chac, judging by the cloak. Anyway, destroy it, and the souls put into its creation are released. If we can find where it was made, we might unhinge the souls from the blade and save any that is has not fully consumed. I do not think that will include our brave companion, however. It was made by someone he refers to as the Crafter, but I could be misinterpreting. Releasing the soul of Chac may have a corresponding boost effect on the cloak, or it might not. I do not know."
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Vela
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Posts: 172
Joined: Fri Jun 30, 2017 6:07 am

Re: Entering the ruins

Post by Vela »

Vela nods enthusiastically as Krysesia articulates something she'd suspected but hadn't been sure of, or how to articulate in English.

"Si! We have to break the sword!" She holds up the clasp. "They will be stronger together."
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
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Leben
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Re: Entering the ruins

Post by Leben »

Upon hearing further details from Penitent Leben's face shows his discomfort. “I think we all must do uncomfortable things in our duties. But your experience is one I hope to never have for my own.
“I think perhaps I should see to my other duties before this topic causes me to waste today's rations.”

Walking away Leben does what he can to take his mind off of the horrific visual it had conjured at the story.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
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Ink
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Joined: Sat Jun 17, 2017 12:36 pm

Re: Entering the ruins

Post by Ink »

Ink had walked a bit away, but was keeping a vague ear open on the group. He turned his head slightly when Penitent spoke up and told the story he had about a battle and tactic in a far away place during a far away war. A smile slowly crept up on to his face as he listened. That was a pretty good move. Gross and daring, a good but odd combination. Effective too it sounded like.

He turned halfway around to look at Penitent and gave him a nod. "I approve. Always good to give the enemy the unexpected."

Then he kept moving once more.
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Vela
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Posts: 172
Joined: Fri Jun 30, 2017 6:07 am

Re: Entering the ruins

Post by Vela »

When no one acknowledges her words, Vela deflates a little, then defiantly holds a hand out towards Kryseia.

"Give me the sword. It must be broken."
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
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Krysesia
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Posts: 110
Joined: Wed Jun 28, 2017 11:36 pm

Re: Entering the ruins

Post by Krysesia »

Krysesia motions back to Devek. "I would, but it's not mine to give." She hands it to him. "I suggest doing as she says, for all our sakes. But the choice is yours."
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Leben
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Posts: 38
Joined: Sun May 14, 2017 8:56 am

Re: Entering the ruins

Post by Leben »

Leben nods in agreement. "I agree, destroying this foul artifact should be considered a priority. Anyone have any ideas how best that could be accomplished? I do not think smashing it will a hammer will suffice."
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
Devek Ragaa
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Joined: Fri Jul 21, 2017 6:04 pm

Re: Entering the ruins

Post by Devek Ragaa »

Having finished the task of switching to a new set of armor, Devek leaves the helmet off for the time being to allow for a more natural conversation with his teammates. Natural to them anyway, his time as a soldier had instilled countless hand gestures or exaggerated body movements to make up for the lack of visible facial expressions. He realizes now that it's unlikely any of those he now travels with know what he's doing or what he's trying to convey to them when his helmet is on. He wonders if it's worth trying to teach them and decides it is best to wait for a more relaxed environment.

It's because of his exposed face that it is painfully obvious that he stares blankly at the Atlantean summoner for a moment before shaking his head. When we have a proper plan to destroy the foul thing I'm on board. But the suggestion of simply snapping the blade or pressing it against another unknown artifact? No, I won't be handing it over for that. I have no intention of using the cursed thing, but I will safe guard it until the time to destroy it has come."
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


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