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 Part 2: New Del Rio 
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The Dark Goodbye
The remaining members of the survey team take the MkV, loaded with the dragon eggs return to castle refugee by opening a rift. Vash gives each member of the hunters a warm hug. When she comes to Ashlyn and Leben she pulls them aside. She seems both sad and proud.
" My mother, the lady Serial, gave you both great gifts. The lock of her hair, is strong as dragon scale, and will restore your body faster than possible. The fire opal, is her heart of hearts. My mother exists in some fashion within."
As the departing group leaves, Paul gives the hunters a look of thanks, he sighs " Again thank you for coming to get us. We'll let the castle know what is going on. Good luck with those demons." He walks to Fizz and Devek giving them each a handshake, " I'll let the castle know you two have been reassigned to the hunting party." Paul pulls Devek aside, " Just between the two of us, you are not out of the woods with those CS soldiers. Before they were turned to vampires I heard their captain scream others would come for you... They may already be in the area."
With there goodbyes set, they depart through the rift. As they enter, the darkness that had arisen with the collapse of the ruins, reappears briefly rushing into the rift with them. A dark burst of energy resonates of the rift and leyline knocking everyone onto their backs as the rift struggles to close. But closes it does, and the survey team along with the vehicle and dragon eggs are gone, presumably rifted someplace close to castle refugee. The 8am sun strangely looks more like a 6am sunrise.
After a short respite ( seems like at least 8 hours), the hunters move towards the town. With the addition of Fizz's zone ranger it is a quick 8 miles. On your way you pass by a large Dinosaur ranch, called Happy Acres. The ranch is surrounded by a 20ft wooden perimeter wall ( Which anyone with common knowledge knows is expensive as there are no large trees in the area). It seems well fortified with many militia and soldiers manning the walls, and a large rail gun turret at the front gate. As you pass by the soldiers at the main gate into the farm they give you a hard look.




Choking Smoke Rises from New Del Rio
As you approach the town, you see some kind of smoke billowing up from the center of the city, and it in a way covers the entire city in some kind of smokey dome.
Smoke Hazard, vigor roll, and hard to attack at range
Anyone not wearing environmentally sealed armor needs to make a vigor roll when passing into the city.
  • Soaking a cloth in water gives you a +2
  • gas mask negates as does environmentally sealed armor
  • You are pretty sure any kind of vigorous activity, such as combat, will require you to the vigor roll more frequently
  • Finally the smoke makes it harder to act at range, -1 to actions at range.

The town, normally known to be a hive for scum and villainy, is eerily empty at its edge. At the edge of town an occasional person, rat, or fishman can be seen lurking in the shadows, but they for the most part steer clear of the hunters. The homes and business on these outskirts are boarded up and doors shut. Such measures might have little effect as most of the buildings in the entire town have slats missing, or whole halfs gutted. The concept of secure is very unrealistic.
Edge of Town
Attachment:
New Del Rio.jpg
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While the edge of town is deserted it is far from quiet, echoes of pain from the city center draw you in.
As you approach the city's main thoroughfare you see piles of bodies littering the street with slashes, gashes, and puncture wounds. The street is running red from all the blood. Not just 10 or 20, but thousands of bodies with their unfortunate loved ones left to lament over their deceased! The sheer amount of children crying for their momma or pappa is disheartening. The carnage itself is unsettling.
Nasuea fear check minus 2
Roll your spirit at -2 for the grizzly sight, unless immune to fear=Penitent :)
  • Failure: Shaken and roll a vigor roll, failure on that vigor roll means a level of fatigue for the scene.
  • A natural 1 on the spirit die means you roll a 1d20 on the fright table

To make matters worse, all these people are easy prey for vampires and other things that go bump in the darkened area. It appears some shops are open trying in vain to do business as normal, but most of their customers are either dead or too afraid to come out. Several of the more determined shop keepers are brushing bodies off their front areas hoping the clear path will drive customers. Several of them do for a moment get together and look up into the smoke filled sky with some amount of fear and trepidation. Clearly this is not a normal phenomenon. A token security force seems to be in the area but instead of moving these people along they are looting a shop, and currently beating the shop keeper within an inch of his life.
Main Thoroughfare
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Streets of New Del Rio.jpg
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On a hill of sorts from the city center, just west, you can make out the governors mansion. It is one of the few buildings that has electricity, you can see several large figures through the smokey haze, they seem to be red and bulbous. The building is definitely too far away to do anything to at the moment unless you had some sweet long range vehicular weapons. Even then, during the quiet moments here at the city center, you can hear tortured screaming coming from on high at the hill top ( at this distance without clear line of sight, you could hit innocents). Whether or not it makes matters worse, you all have the nagging feeling something or someone is watching you.
Notice Rolls
Please make a notice roll in your next post

Governors Mansion
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Ok folks welcome to New Del Rio, it is a ramshackle despot of a town. Let me know what you want to do next, presumably on to the governors mansion. There is a plethora of NPCs around, dead ones, children ones, fathers mothers holding their babies, Surly shop keepers and even bastard New Del Rio security forces. Feel free to make up your own NPCs to RP with. If needed or for fun, I can take over any made up NPC and give you a bit more on what is going on.
  • Also please include a Notice roll.

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Sat Sep 16, 2017 8:58 am
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Notice 2, CK 3
Notice 1d6 (2)
Wild Die 1d6 (2)

Common Knowledge 1d6 (3)
Wild Die 1d6 (2)


It's the smell that strikes Penitent first, the old familiar stench of death - both recent and not-so-recent. The wailing of the survivors, children and old widows, is familiar, too. He's walked through more than one defeated town, as conqueror and survivor, and he knows there's little for someone like him to do now. Fighting comes earlier. At this point, the only ones with anything to contribute are healers, priests and grave-diggers. Penitent is none of those things.

He is snapped out of his reverie by the sound of an armored gauntlet striking flesh. He looks up in time to see one of the security guards raising his arm to strike the shopkeeper again. A man he was tasked with protecting. A guard dog gone rabid, attacking the sheep. The fire in Penitent's heart ignites, a banked coal transformed into a roaring inferno in half a second.
Fighting 8
Fighting 1d12 (8)
Wild Die 1d6 (2)

The guard does not manage to strike the shopkeep again. Penitent closes the distance in an eye-blink. The chainsword is in his hand, then it is buzzing through the air, flinging bright red blood across the shopkeep's face. The guard's arm seems to hang in the air for a moment before falling into the ash and dust on the ground. Fresh screams pierce the air. The guard's companions turn, ready to fight. The chainsword whirs again and they turn to flee, the mangled remains of their weapons falling to the ground to join their companion's discarded limb.

Penitent walks over to the dismembered guard, who lies in a puddle of rusty mud, rapidly bleeding out.

"You have forgotten your vows," he growls, before breaking the man's neck with a swift kick to the back of his head.

Penitent reaches down, removing the heavy ion pistol, holster and all from the guard's belt. Extra e-clips are secured to the side of the holster with leather webbing. He tosses the weapon to the shopkeep, who sits in stunned silence in the dirt.

"Honor has left this place. You will have to defend yourself from now on," the apok says, wiping the blood from his chainsword with a scrap of cloth torn from the dead guard's jacket.

Rejoining the others, he gestures toward the governor's mansion.

"Let us cleanse this place and leave. There is no saving the city, and it has much dying left to do. But perhaps something new will one day grow upon the corpse."

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Sun Sep 17, 2017 10:26 am
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Notice: 1d8 (4) or 1d6 (1)
Vigor; with bandanna: 1d8+2 = 3 (1) or 1d6+2 = 6 (4)
Spirit: 1d6 (3) or 1d6 (6)
Ace: 1d6 (2)

As they got closer to Del Rio, Vela immediately sneezed and spat on inhaling a mouthful of that acrid, fetid smoke. She quickly grabbed a weatherbeaten bandanna out of her satchel and wetted it from her canteen, then tied it around her face like a bandito of old. It didn't improve the smell any, but it helped keep the grit out of her lungs.

The miasma was not just in the air though. Misery and despair hung heavier than any amount of smoke. Vela had heard stories of places where the Dead had taken over. Where being living was worse than joining their ranks. She'd never thought to see such a place though. Even as a hunter, even as one of the Jaguar People, she could not harden her heart to the suffering here. Vela had played with humans as a cub, her tribe had traded with them, sometimes even hunted with them.

They didn't deserve this.

For the first time Vela felt a pang of something akin to guilt that she'd fled Del Rio the moment she'd realized what was happening. If she'd stayed surely she would have died...but could she have done enough damage for the attack to have been driven back? It wasn't as if the humans of Del Rio had been particularly welcoming to her...but they didn't deserve this.

Deep in her thoughts, she was not paying attention as she normally would, and bumped into a man as he stumbled out of a storefront, rubbing his eyes against the stinging smoke. He cringed back from her when he saw her armor and weapons; a broken man expecting to die. "Please," he begged in a whisper in Spanish, "my family..."

Vela suddenly seized the man by the back of his neck and forced him to be face to face with her. "Look at me," she snarled, angrily. Her anger was not exactly at him...but he was a convenient outlet.

Sick with resigned fear, the man looked up from his feet to her face. His eyes widened as Vela's own eyes flashed with a yellow light only he could see. A vision exploded behind his forehead as strength flooded into his body. Primal instincts, long suppressed, rose up. Once this was your territory. You lived here. You hunted here. Now fight for it, if you can...or take yourself and your family and find a new territory! Do not wait! ACT!

Psionics and 2ISP to use Emboldening Smite on him: 1d6 (3) or 1d6 (6). Ace 1d6 (5)
- In addition to giving him a (mostly useless) damage bonus from the rush of strength, it also enables him to break free of being Shaken.


He yanked himself away, the fear and numbing despair clearing from his eyes as he looked around and seemed to really see the town clearly for the first time since it had fallen. Maybe even before. For a moment he hesitated, until Vela nodded silently at him, then broke into a run. Success was not guaranteed...but if he died perhaps it would be on his feet, struggling to survive, instead of as a pile of whimpering fear that almost welcomed it.

Vela looked around and spotted Penitent making an example of one of the guards.

Yes. The demons here had much to answer for.

_________________
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


Sun Sep 17, 2017 3:45 pm
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Notice 6
1d6+2 = 5 (3)
1d6+2 = 6 (4)


Common Knowledge 5
1d10 (5)
1d6 (2)


***

Ashlyn returned Vash’s hug. “If you ever want your mother’s heart, just ask,” she told the young dragon-woman. “I know how much it would mean to you. In the meantime, I will keep it safe and cherish it as my own mother’s.”

Ashlyn took a breath, surprised at how emotionally off-kilter she felt at that statement. Her mother. She had seen her mother again, but not the soft hands and voice that tucked her in at night. A cruel mockery of her mother.

As the rift started to close after the departing survey team and Vash, and was infiltrated by the black mist and the backlash that knocked them on their backsides, Ashlyn frowned. “That seems ominous.” She wished they had some way to communicate with the Castle and warn them.

Ashlyn gratefully takes her rest in the Zone Ranger, desperately needing the sleep. She awakens much refreshed and take a moment to fully charge from the ley line before they head for the city. The city is blanketed in smoke, and Ashlyn pulls up the breathing mask on her armor, though the smoky haze still makes it difficult to see.

The town was eerily quiet as they moved in along the edge of the city. They saw only a few people, who steered clear of them. Most of the buildings appeared shut up. As they move up the main street, the bodies start to appear. More and more bodies, thousands, with the cries and laments of orphaned children and blood running in the streets.

Ashlyn felt the bile rise in her throat. She paused to lean against the wall, forced to pull down her breath mask as she vomited. Flashbacks from that dark night nearly her whole life ago arose, sitting in her parent’s blood, a bloody silver dinner knife in her hand, her night dress warm and sticking to her slender child’s body, clutching the severed head of the vampire she had killed with the knife, one of the vampires that had killed her parents.

“Madre de Dios, ora pro nobis…” Ashlyn murmured, clutching the silver cross pendant she wore. She pulled out her canteen and rinsed her mouth, taking a drink to steady her nerves. She coughed violently for a bit before returning her breath mask to her face and getting some relief from the smoke once more. Her eyes watered, whether from smoke or tears, it mattered little.

As they approached a cluster of shops, they spotted a small cadre of security personnel beating a shopkeeper and looting his store. Faint screams reached them from the governor’s mansion atop a hill in the distance.

Rage grows in Ashlyn’s heart. She reaches inside of her for that divine power given to her. She will smite those guards where they stand!

Penitent saves the mystic from breaking her vows as he quickly neuters the security force, leaving one man dead. Ashlyn clenches her fist, glowing slightly with silvery light, her rage having no place left to go as Penitent calmly walks back to them. Ashlyn can’t help but glare at him with almost hatred.

Something tugged at her arm. Ashlyn blinked and looked down. A little girl no older than six or seven looked up at her with large, haunted dark eyes, her bedraggled raven hair curling around her tanned face. Ashlyn startled back a bit, astonished to be looking in such a mirror from the past.

“I’m hungry,” the little girl said in Spanish.

Ashlyn couldn’t hold back the tears. She knelt down and nodded, digging into her pack. She pulled out some of the ration packs she carried. “This will help,” she told the girl in Spanish. “I wish I could give you more. Do not eat them all at once,” she warned, “or you will get a tummy ache. Comprende?”

The girl nodded, eagerly ripping one of the packs open and taking a big bite.

Ashlyn laughed through her tears. “Be careful you do not choke. Eat slowly. It will last longer. Como se dice, hija? she asked.

“Camilla,” the girl answered. “And this is Maria.” She held up a ragged doll.

Ashlyn smiled. “Hola, Camilla and Maria. I am Ashlyn.” Cupping her hands, she gathered the familiar silver glow. She placed her hands on the child’s head and prayed a blessing.

“Where are your parents?” Ashlyn asked.

Camilla pointed to two dead bodies. They had been carefully arranged, with a space between them for a child to sit.

Ashlyn choked down a sob. She hugged the girl tightly. “I am so sorry.”

Camilla hugged her back just as tightly.

Ashlyn didn’t know what she could do. They were not headed anywhere a child should go. But maybe they could stop at New Alamo and leave them with the mystics and cyber-knights of the Church there, as Ashlyn had been taken in all those years ago.

“Do you see that?” Ashlyn indicated the Zone Ranger. “You can follow, but not too closely. We are going there.” She pointed to the governor’s mansion. “It is dangerous. But if you get your friends, when we are done we can take you somewhere safe.”

***

Conditions:
  • Smoke: -1 for ranged actions

Smoke Hazard 14 2 Raises
Vigor 1d8+4 = 12 (8)
Ace 1d8 (2)
Wild 1d6+4 = 8 (4)


Nausea 1 Fail
Spirit 1d10-2 = 1 (3)
Wild 1d6-2 = -1 (1)


Nausea again 11 Raise
Vigor 1d8 (8)
Ace 1d8 (3)
Wild 1d6 (2)

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


Mon Sep 18, 2017 3:42 am
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Listening to Vash Leben nods respectfully and waits until she is done sharing before saying. “Thank you, It is a great honor your mother has trusted with us. I am deeply and truly sorry of the price that was paid by your mother. I will do my best to honor her choice and live in a way that shows that respect and honor. Should you or your clutch mates ever have any need that a human can tend, please let me know.”




Smoke Hazard 8 success
As they approach the town Leben activates his armor protecting himself as much as possible from the smoke.
Leben Vigor Roll: 1d6+4 = 8 (4) d6 Vigor +4 From Line Walker Armor
Wild Vigor Die: 1d6+4 = 6 (2)
Nausea Check 8 success
The horrors of the town are disturbing in the extreme and Leben is filled with sadness and depression at the site.
Leben Spirit Roll: 1d10-1 = 8 (9) -2 base modifier, +1 from Heart Beat of the Universe
Wild Spirit Die: 1d6-1 = 0 (1)
Notice 6 success with Danger Sense
Leben Notice Roll: 1d8+2 = 6 (4)
Notice Wild Die: 1d6+2 = 6 (4)

Activating his armor as they approach the ruined town Leben feels the darkness of the environment and as his supernatural awareness is affected by the depression of the city combined with actually seeing the atrocities of the town Leben finds himself incapable of ignoring so many people in pain and in need of help. “I must help those I can.” he says as his voice is filled with such deep sorrow it sounds as if he is near tears. Walking towards those nearest him he begins offering what small aid he can, not discriminating between young or old, healthy or week, he heals the injuries he can with medicine and those he cannot with his power. Leben will work for as long as he can before something more urgent rears.
Upon seeing the store keeper being beaten Leben begins to stand and intervene, but seeing as it was handled so quickly in such a brutal manner he shakes his head.
“The Word is clear ‘Whoso sheddeth man's blood, by man shall his blood be shed: for in the image of God made he man.’ But to see all that is done here is terrible, the very government that should be protecting the people of this town are instead deep into the corruption are are themselves in need of justice. It is as if the battle were already lost.
“Please let’s gather those we can and arrange for their evacuation after we conclude our business here.”

_________________
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


Tue Sep 19, 2017 1:14 pm
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Ink grimaces as they get closer to, and then eventually enter, the town of New Del Rio. His nose wrinkles and he pulls out a bandanna from his pack. He wets it and then ties it off bandito or gangster style - covering his nose and mouth, hanging down past his chin. And it isn't just the smoke that he's trying to avoid! Nor even the demon-stink wafting around. It is the dueling stenches of blood and death hanging in the air like a slaughterhouse and battlefield all rolled up together, warring for attention, overcoming even the stink of filth and smoke. The scent like the too-strong perfume or cologne of the person sitting next to you on the bus, filling the nostrils unwanted and invasive.

Part of him is disgusted by it all. The carnage, the senseless slaughter, the massive loss of life is terrible and horrible. Part of him is anxious, keyed up by the familiar smells, ones he knows from years of fighting, like old friends who walk along with him. He knows that death is all around them and a fight is coming, a hard fight - and they just had one recently already. Part of him is excited to face down the Brodkil once more, hopefully with a different outcome this time. Part of him is just the tiniest bit afraid. What if he loses again? What if he can't find Lyra? Or worse, what if she's already dead? He's sure Draygis will taunt him with that that, truth or not, to try and make him angry enough to make mistakes. He knows she probably is dead in all likelihood. But he holds out a small hope that she's not, that he can see her again and free her.

He lets out a sigh as they start to come across the literal field of bodies. Such a stupid fucking waste. He shakes his head as they walk on. Draygis is even dumber than Ink thinks he is to kill all these people. If Ink wasn't coming for him, the vampires likely would for wasting so much potential food. And it's just...so much. So many bodies. It's hard to see anything else. It fills the eyes, but not for all of his comrades-in-arms. Some of them find detours to help people or lecture them. Ashlyn even goes so far as to start inviting some children to follow the vehicle. Ink wants to tell her what a dumb and deadly idea it is for children to be anywhere close to where they are going, but hold his tongue. She already does not like him and will not listen to him anyway.

To himself he mutters, "Picking up strays and leading them to slaughter. We are truly the stuff heroes are made of."

His eyes scan all around the group as they walk forward, seeing much and seeing nothing at the same time. He tries to focus, to push the errant thoughts from his mind. Worry will not help him now. Distraction will not help him. Missing important details and dying on the way to Draygis will not help anyone. He looks down at himself and makes sure that his tattoos are visible. He isn't here to hide. He knows Draygis wants him, is looking for him, and he wants to draw the Brodkil out, draw him in to making a mistake. He flexes his arms without thought, making the tattoos move a bit.

One of the children looks at him pleading for help. Ink pulls his eyes away and keeps walking. Unbidden the thought crosses his mind, I'm no hero, not even a good person. I'm just a trained killer, a weapon aimed at very bad things. He grimaces again, fiercely this time. And now I'm aimed at YOU, Draygis Redhand. This time I'm not alone either.

OOC Comments
Smoke Hazard: 10 total.
Nasuea Fear check at -2: 5 total.
Notice check: 4 total.

Vigor die 1d8 (8), Vigor die ace 1d8 (2), Wild die 1d6 (6), Wild die ace 1d6 (3).
Spirit die 1d6 (6), Spirit die ace 1d6 (1), Wild die 1d6 (2).
Notice die 1d8 (3), Wild die 1d6 (4).

_________________
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


Tue Sep 19, 2017 6:23 pm
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Notice 4 + 2 for Sensors -2 for Hearing
Notice Die 1d6 (4)
Wild Die 1d6 (2)
+2 from Sensors while in vehicle
-2 to Hearing beyond 5"
Smoke Success
Vigor Die 1d6 (4)
Wild Die 1d6 (2)
+2 to Vigor Roll from armor
Nausea Success
Spirit Die 1d6 (3)
Wild Die 1d6 (5)
-1 Bennie for Extra Effort
Extra Effort Die 1d6 (2)

This must have been what it was like in Tolkeen at the end. Fizzwaite thought to himself as they moved into the city. "Great idea Fizz," he muttered to himself as he edged the Phantom Cruiser through the corpse choked streets, one eye on the sensor readouts. "Could've gone to Lazlo with the rest of the family but noooooo, you had to join the Legion. Do some Good. Be a Hero. Get eaten by a borking vampire. Huzzah!"

Fizz is tempted to button up the Cruiser to keep out the stench but he figures he'll have to get out sooner or later and he may as well get used to it now. Gotta remember to write home to Uncle Zodon about shipping me a suit of his TNK -3R Gnome Body Armor. Not that I'm going to find any mail service anywhere around here any time soon though.

He grimaces as Pentient cuts down a looter beating on some shopkeeper. Can't fault his technique but one of these days that guy really needs to learn how to loosen up. He is waaaaaaaay too uptight. He's going to pop a gasket or something if he's not careful. Spying Ink walking nearby, he's a little too tightly wrapped too. Still, a couple psycho killing machines on our side might not be the worst thing ever right now.

Looking around until he finds Devek he catches the Psi-Stalker's eye, grins and gives him a thumbs up before turning his attention back to he sensor panel.

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

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

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



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


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

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

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

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


Wed Sep 20, 2017 4:33 pm
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Devek Rolls
Smoke: EBA
Fear 1d8-2 = 0 (2); Wild 1d6-2 = 4 (6) Ace 1d6+4 = 5 (1)
Notice 1d6+2 = 7 (5); Wild 1d6+2 = 5 (3)
Running Die 1d12 (7)

Harris Rolls
Vigor 1d6+2 = 7 (5)
Fear 1d6-2 = -1 (1)
Notice 1d6 (4)
Running Die 1d6 (2)


Quickly giving up on refitting his battle worn CA-4 once it becomes clear that the differences in the more advanced CA-7 are too extensive for his basic skills. Instead he transfers his adornments to the special forces armor and dons it, the sealed battle suit rushes Cool recycled air around him. He breathes deep, suddenly feeling more at home than he has in months.

When Harris stirs Devek slides his old Deadboy suit towards him. ”You should put that on. You've been through too much to die to a stray round because you were caught with nothing but your duty uniform on. Try and behave yourself. There’s nowhere left for you to go but with us, but you’re going to make that difficult on the others.” If they ever have more than a few fleeting moments of rest Devek still plans on pushing the young private for some answers, but there hasn’t been the time and frankly Harris probably couldn’t handle it right now.

As the others make their final preparations, Devek fails to stifle the chuckle at Paul’s warning. ”Yeah, that's what happens when you defect with style. The next set won't find me waiting to rendezvous with an unknown ally.” He reaches out and shakes the man’s hand, appreciative of the warning even if it was unneeded.

The actual trip to New Del Rio was quiet, apart from a few short exchanges most seemed focused on the upcoming task. Harris sulked along, obviously unhappy with his situation but unwilling to risk trying anything after his breakdown.

As the smoke became thicker Devek took a deep breath of recycled air and smiled inside his helmet. Harris for his part soaked a rag and tied it in place over his mouth and nose, some things just become as automatic as breathing after basic training. The bodies though...they don’t have displays like that in any training. You might see something similar in propaganda vids, but it’s hardly the same thing and it’s easy to tell yourself they’re all the enemy then. For Devek it was hardly shocking, but for Harris it proves too much. ”This is crazy, I can’t be here, I’m not gonna die here. I gotta report in, get debriefed...I have to get away from here!” His voice and words started out quiet and slow, but quickly sped up until he shouted the last at the group, turning on his heels and running. Each footfall kicked up puffs of dust and ash as he raced for some sense of freedom.

Devek sighs inside his armor, his ectoplasm vortex already leading the way as a ghostly apparition of his own form races out, looping around Harris and pulling Devek along. To Harris it is almost as if his former target just appeared infront of him, first as an indistinct specter then as a physical form. Awkwardly pulling up short to avoid barreling into Devek, Harris stops face to face with the armored warrior. Without warning Devek greets him with a powerful open handed slap to the face, his old armor absorbing much of the blow but Harris is still sent sprawling to the ground. ”Get your shit together soldier. Your command structure changed, but you’re still on a mission. I assure you, there’s nowhere else for you. I already sent a message from the vehicle to my sister. Let her know I’m safe, told her how a young private defected in the face of impossible odds and let his target free to save himself. How he even helped me track down his captured squad and deal with them. She’ll be pretty confused. We hadn’t talked for a year before I even left, and have had no contact since. She’ll probably turn the message over to the authorities right after seeing it, but even if not you know those spooks have to be monitoring her comms anyway.” He reaches down and grabs the young man’s hand, hauling him to his feet.

Devek can’t see the dumbfounded look on Harris’s face, but he knows its there. ”But that’s not how it happened...I mean, it’s got the basics but...I can’t go home now, I’ll be locked up at best..." Harris mumbles as the full reality the consequences he faces are now. I

”Now, like I said you’ve got nowhere left but with us. In time I think you’ll find it the blessing it’s meant to be, but for now just know it’s true and do your part. You can sulk and get eaten by a demon or you can fight with us and live another day. What’s your choice?”

Rejoining the others with an even more sullen Harris in tow Devek sees the bloody mess Penitent left behind, the man rushing away from Vela to fight his oppressors, and Ashlyn inviting children along. He shakes his head at the last two. Vela probably just killed that man and with what they’re planning there’s no safe distance for children. He approaches Ashlyn the child shrinks away, hiding behind her. Even far from the constant presence of the CS patrols, the child recognizes that there are monsters in human form just as bad as the demons and they typically look like death’s minions. ”Don’t fret child, I don’t fight with them anymore. You’re right to be afraid though, I’ve had a hand in my share of mayhem like this and so has most anyone else wearing this armor. You can’t follow us though. If we succeed we’ll be back out to find you. If we don’t, you’re better off being nowhere near.”

He looks up and happens to see Fizz looking at him, and then giving him a thumbs up. He isn’t sure what prompted the good natured gesture, but he returns it anyway. He assumes it looks exactly as awkward as it feels.

_________________
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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Fri Sep 22, 2017 3:32 pm
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Notice 2
Notice 1d6 (2), 1d6 (2)

Krysesia nods to the Dragon as she leaves, stowing the gear she has. She reloads the shotgun and fills up on mystical energy.

Common Knowledge 3
Common Knowledge 1d8 (3), 1d6 (2)


Fear Nausea 8
Notice 1d6 (6)+ 1d6 (4), 1d6 (6)+ 1d6 (1)-2

As the group makes its way through the carnage, Krys steels herself against it, watching with a sense of detachment born of someone who can simply look and not interact. The magical environmental seal on her armor holds the smoke at bay. As the children are gathered, Krys considers trying to bring around Private Harris. She does say this to the soldier. "Private Harris, your sworn duty is to protect humanity from that which seeks to destroy it, is it not? Look around. See the children here. See the shopkeepers, the panicked guards. They need protection, and yet you cower here speaking of debrief and worry over the 'traitorous scum' who surround you. But I ask, who is the traitor? The one who disagrees with the politics of an imperialistic nation, or the one who turns a blind eye to the suffering around him out of fear. I know I am one you fear more than most, but I understand duty my boy. I understand oaths. Ask yourself how well do you."
Persuasion 3
Persuasion 1d6 (1), 1d6 (3)


She walks off to the side. She drops to a knee and prays not to a god, but to the forces of life itself. She opens a small rift to a place of pure light and calls through in a tongue unknown to most. In truth she only knows it when she communes with those Spirits of Light who granted her the ability to speak to them. In her mind she is speaking her native Atlantean language, but objectively that is not what is coming out of her mouth. "I ask thee, Warriors of the Cheruu, come to this place and grant your succor to those in need, and help me end their torment." A voice answers. "The need is great. I come.". The rift widens, letting a cool wind blow through, stirring the smoke as the being of light and air steps through into this world. "I am Serenia, of the Cheruu. I will aid you." She bows to Krysesia, who returns the bow. Krysesia begins speaking normally, and though the angel speaks with a slight ethereal echo, her voice is also understood by all around, as though in their native languages. This is especially strange for Vela who hears her in the grunts and vocalizations of her people. "If it please you, I will bind you to this place for a time, so as to make the burden of maintaining your presence." "That is acceptable."

"For now, until we meet the enemy in kind, can you look after these children and heal their hurts as best you can?"
"This I must do, so I will."

Spellcasting 6
Spellcasting: Summon Ally (Heroic; binding her in place, so -6 PPE from max until dismissed) 1d8 (6), 1d6 (3)

Angelic Warrior of Air and Compassion
Image
Stats forthcoming - Shaintar p.182-3 Heroic Angel

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


Sun Sep 24, 2017 1:47 pm
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After seeing Harris try to run off, only to be stopped by the ghostly form of Devek, Penitent thinks to lend a hand and perhaps encourage the cowardly young squire.

He moves up behind the man, quietly, before speaking in his ear.

"You must steel yourself, and face your inevitable death with the calm of a gravestone," Penitent says, his voice rasping like rocks clattering into an open grave. "Your fear will draw demons like a day-old corpse draws flies."

Seeing Harris's wide-eyed expression of terror, Penitent determines that he must make his point more clearly.

"Have you ever hunted for food? If so, you know that it is important to take down your prey while it is unaware - if an animal knows fear before it dies, the surge of adrenaline ruins the meat. It is not that way for demons. The taste of fear is like honey to them, or a rare wine. By soiling yourself, unmanning yourself with cowardice, you are merely making your meat more appealing to them - it is like what the cooks in the noble courts call a marinade. Is that what you wish for yourself? To soak your flesh in a marinade of fear so you will be that much more delicious for the demons when they devour your body and the soul within? I would not recommend it."

As Harris quivers, Penitent sees that his words have had some effect - although the smell coming from the coward's armor tells him Harris still needs a wash.

Penitent bares his teeth in what he hopes passes for a smile, then cuffs the young man on the shoulder, before walking away.

At the least, the hapless fool might provide a useful distraction before dying.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Sun Sep 24, 2017 2:33 pm
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The turning tide, and it turns for the worse

The shop keeper takes the gun from penitent. Penitent can see in the man’s eyes a change. He grips the gun, and goes to the man Vela emboldened.
“ Delgado, the two strangers are right. We can morn and die, or fight. Look even that pathetic coalition soldier is afraid, are we like him? Destined to soil ourselves like a blubbering whale? I believe the people of New Del Rio to be more capable." The one named Delgado looks at Vela and the man inspired by Penitent. Vela can see the fire of rage building up.
“ Jose, you are right!” Delgado stands up, he climbs atop an overturned vehicle and cups his hands his voice rising above the din of lament. “ Friends, we all have lost everything, someone… A sister, son, grandma… A wife. We have fire, we have wood. We can burn this darkening away. We have the means to protect ourselves against the vampires that plague our city. It has never been this…. This bad. But we are to blame, too long have we let them live in the south quarter. Gaudy mansions, gold towers of wealth. It is a cesspool for the vampire lords of the city!” Delgado gets down handing a grieving father a broken wooden chair leg, his friend Jose give a wooden frame to a little girl crying over her mother.
Delgado’s voice rises to a feverish pitch, “ We march on them, strike true, and burn their bodies. Today we save New Del Rio!!”

For half a second, no one says anything, but during is impassioned speech many were nodding in agreement. But then the crowd erupts in wild cheering and determined agreement. A general looting occurs, but it is the helpful kind a gathering of fire, wood, and anything silver. Even the children not gathered by Serenia and Ashlyn are given implements that maybe effective vs vampires. The child Devek spoke to waves at him with a silver fork as he is marched onward to either great folly or heroics. All too soon the mob so armed, heads south through the streets away from the governor's mansion increasing in size with every block. The heroes are soon left virtually alone with their thoughts, and sights set on the governor's mansion. The last person to leave a woman with striking blond hair and velvet blue eyes gives Harris a crossbow and kiss. She seems to take great pity on the man so thoroughly terrified. Then the heroes are truely alone in a the city center.

Leben and Ashlyn cannot shake a feeling that someone is watching them. Then with little warning (-6 quick combat, Leben and Ashlyn are at -4) a hail of laser fire, silvered rail gun fire, rockets and grenades pours into and at the intrepid heroes. Fizz notices that about 6 long range missiles are fired from the top of the govenor's mansion heading for the zone ranger... Incoming!! About 30 invisible Broadkill reveal themselves to the heroes, all marked with the sigil of the Redhand! After their initial so called surprise the ones without rail guns, 26 of them, descend upon the group engaging in hand to hand combat armed with chain swords with at least 8 of them silvered. It would seem these brodkill would be well prepared to deal with vampires. The thugs of Draygis have arrived, and all of them mockingly call out, “ Ink…. Ink…. Ink…”Sadly Draygis is not among them, but the horrible female cries from the governor's mansion that echo above their mocking chant would seem to indicate he is holed up their beyond the city center, on the hill, inside the governor's mansion.

The brodkill are fearsom horrifying creatures to encounter, bulbous and red giants, and you may have or may not have already encountered their ilk.
Brodkill
Attachment:
IMG_0080.JPG
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Benny opertunity
  • +1 benny if you have never encountered the brodkill before, make a standard fear check, spirit roll, and on a failure roll a d20 and consult the fright table on pg.98
  • +2 for Penitent if he wants to experience fear :o
  • +1 Benny if you can attach or throw up a link in your post of the Brodkill you are fighting.


Welcome to Quick Combat: The Vampire Hunters vs 30 brodkill ( plus 6 long range vehicular missiles)
Scene Modifier: -6( -2 for the level lf difficulty, -2 for tactical advantage, -2 for the drop.) Leben and Ashlyn are the only ones who made their danger sense checks, and no one scored high enough to see through their invisibility, darkness, and cover.
Quick combat rules: Make your one roll to interact with the scene minus the above modifier ( If it is casting bolt, you roll spell casting... Damage is not needed. If shooting your 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
  • a crit failure means you have received 1d3 wounds, and were not able to help the group succeed. Perhaps though, your defeat was epic.
  • failure you received 1 wound. You might have had some impact but you also were wounded in the process. 3d6 ammo or power points spent.
  • success, You did a good Job, maybe not a legendary victory, but you did what was required to save the day. 2d6 ammo or power points spent.
  • 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. 1d6 ammo or power points spent.

How you succeed here will determine how many innocent bystanders survive, and the manner in which you all arrive at the Govenor's Mansion.

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Sun Sep 24, 2017 4:49 pm
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Distracted by the villagers of Del Rio, Vela was taken by surprise when a huge crimson-skinned demon appeared as it lashed out with a whining chainsword. Not leaving anything to chance, a laser beam fired by another one farther back impacted her forehead, knocking her head back.

Slowly looked back at the appearing brodkil, the smoking hole in her forehead closing up almost immediately as it was made. She reached out and grabbed the sword, letting it nearly shred her hand as she bore down on it and jammed the engine that turned the blades. Again, the 'wounds' healed as fast as they were made, doing no real damage. Elsewhere she noted that others had silver. Fortunately, they hadn't singled her out for that immediately.

She swelled up, assuming her true form as the brodkil who'd attacked her in melee flinched back and shouted, "SIL..."

His word was cut off then, along with his head, which had trouble finishing it as it bounced along the road.

With a roar of challenge, Vela flung herself at the nearest knot of demons and tore into them! The silver-bearing brodkil immediately started bearing down on her, but she was deceptively agile for a creature of her size and strength. She leapt away, then doubled back and seized a straggler here and there...refusing to let them crowd her or close in as a unit. And of course, with them focused on her, they were ignoring other, equally dangerous, people in the party. Each time a silver-bearing brodkil dropped Vela swooped in to take the weapon or throw it away...ensuring that in short order they no longer had an easy way to hurt her.

And then the fun REALLY started.

1d12-6 = 4 (10) or 1d6-6 = -2 (4) Fighting
Benny for extra effort, methinks... 1d6 (1)
Doh! Oh well.
ISP expenditure: 2d6 (3, 2)

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Last edited by Vela on Fri Sep 29, 2017 4:04 pm, edited 1 time in total.



Sun Sep 24, 2017 5:38 pm
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Ink shouldn't have been surprised. At all. He KNEW they were in a town filled with Brodkil. He KNEW Draygis wanted him dead, or even more preferably alive for torture before death. In fact, he knew he was walking around with a giant target on his back the moment he set foot in town. Hell, he'd even made sure his tattoos were visible specifically to be seen!

Still, he hadn't heard or sensed anything before the Brodkil appeared and attacked, and he damn well should have! He'd let his thoughts and memories get in the way of the task at hand, a potentially-fatal mistake. He had re-activated his armor tattoo when they'd entered town since it lasted for a hour, but everything else was on a short timer so he didn't have things up and running. Usually that wasn't too big an issue for him, but in this case...

He immediately took a rail gun round in the opening salvo. It hit his leg and dropped him to one knee, even as he instinctively manifested his Clan Blade, letting out a loud grunt of pain. One of the largest and ugliest Brodkil he'd ever seen appeared right next to him, chainsword held up high and coming down to take his head clean off from his body. He barely got his blade up in time to block, the blow staggering him down to his back on the ground. He swept the blade swiftly around at the Brodkil's legs. It tried to jump and got one leg up in time, but the other lost its foot at the ankle, dropping the Brodkil to the ground next to him.
Attachment:
BrodkilCloseUp.jpg
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...all the while the Brodkil were chanting his 'name' from all sides. It was a bit both disconcerting and invigorating to know he was so targeted and known.

The two began a dangerous battle on the ground, both prone, rolling around together, each trying to get the upper hand on the other. Ink wasn't as strong as the Brodkil so he kicked the demon away and activated his Boost Tattoo to grant him greater strength. The fight was brutal, and Ink got peppered with laser fire during the fight as well. Finally the Brodkil grabbed a hold of Ink and head-butted the smaller man twice in a row. As it pulled back for a third, Ink thrust his Clan Blade in to the demon, pointed at an upward angle from the belly out the back near the neck. Both of them fall over, the Brodkil dead and Ink breathing hard.

He took in a deep breath and yelled out, "DRAYGIS! I'M STILL ALIVE! AND I'M COMING FOR YOU!"

OOC Comments
Fighting (-6 to total): 1.
1 Wound received.

Fighting die 1d10 (4), Wild die 1d6 (5).
Benny spent for reroll: Fighting die 1d10 (3), Wild die 1d6 (2).
Benny spent for another reroll: Fighting die 1d10 (7), Wild die 1d6 (4).
Power Points spent: 3d6 (4, 6, 2)

Spending Adventure Card after fight to recover all Power Points:
"Power Surge: Immediately recover all spent Power Points."

_________________
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


Sun Sep 24, 2017 9:36 pm
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Fighting 8
Fighting 1d12 (10)-6=4
Wild Die 1d6 (3)
Bennie for Extra Effort 1d6 (4)
Total=8, Success with a Raise
Power Points spent: 1d6 (6)


Image

Should have smelled them, but the coward's stench distracted me, Penitent thinks as one of the invisible brodkil's rail gun rounds knocks him off his feet. His earth-forged armor holds, however and in an eye-blink the apok is back on his feet, moving toward the clutch of foes made visible by their violence. The demon mask seems to leap from his belt to his hand to face, sealing itself there as Penitent gazes at the mass of brodkil with eyes that are, yet are not, his own.

Demons, though barely that, he thinks, the demon mask keying onto each one with something that melds fury and hunger. The mask's protective field envelops him as he summons hellfire around the weapons filling his fists.

"Quail, hellspawn, for your doom has come! Let my blades be the path that takes you back to the Abyss!" he growls, chainsword whirring as it chops into the nearest sub-demon. The blow carves it in half, but Penitent is already barreling past, a spray of demon blood following him like a cloak as he buries his rune knife in the cybernetic eye of another brodkil.

He continues to bellow as he carves through the demonic ranks, the thrill of battle igniting a zeal that seems to emanate from him in waves. It is at times like these, and seldom else, that Penitent feels the stains upon his own soul start to lift, the black spot fading ever so slightly in the Light of the judgment he deals on the edge of his blades.

"The scourging fire is the only redemption for fiends such as you! Be at peace, for the sin of your existence is extinguished in the Light!" he says as the teeth of his chainsword chew through another brodkil's thick skull. Black brain matter explodes into mist as the sword does its work. Penitent plants a foot on the monster's chest, launching himself backwards, over a buzzing vibroblade, and into the arms of another demon.

Instinctively, the fiend closes its arms around him. It loses one limb to the chainsword; as it raises its face to the sky to howl, Penitent plants his rune-blade in the soft flesh under its jaw, twisting away as the knife pierces its brain from below, gouts of hellfire erupting from the brodkil's dead eyes.

More die, each one a benediction, each death an act of atonement for the apok, whose past crimes were not caused by demonic heritage, but freely chosen.

Image

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Sun Sep 24, 2017 10:19 pm
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Notice 5 Success
1d6+2 = 3 (1)
1d6+2 = 5 (3)


Common Knowledge 5 Success
1d10 (3)
1d6 (5)


***

Ashlyn looked up as Devek approached her and the children, tensing a bit. He was a psi-stalker, and she was a psi, after all. She put her hands protectively on the heads of the children. She could tell he didn’t approve of her gathering the children.

“We cannot just leave them here!” she protested, but he was partially right. She knelt down to Camilla. “There is an old building on the east side where we came into the city. It is an old church. Go there with your friends. We will come for you, should we survive,” she promised the girl.

When Ashlyn straightened, she noted the increasing fervor of the citizens around them, and the impassioned speeches whipping them into action. The mob formed and marched off to the south to deal with the vampires.

As Ashlyn watched them disappear into the smoky haze, she felt a tingle on the back of her neck. “Amigos...something is--” Ashlyn didn’t have time to finish the sentence before laser fire erupted around them.

“Madre de Dios!” Ashlyn had never seen creatures like these before. She said a quick prayer, centering herself even as she was casting, buffing her allies.

But someone needed to deal with those missiles, or they would lose the Zone Ranger.

Ashlyn lifted her hands, focusing. Lances of light and fire beamed out of her fingertips, intercepting missiles and detonating them high above before they could reach them.

Then Ashlyn grunted as she was hit hard, taken to the ground by one of the demons. It’s visage snarled down at her, grinning wickedly.

“Oh, the fun I will have with you, holy woman!” It snarled, claws tearing at her outer clothing.

“Not even in your dreams, diablo,” Ashlyn vowed, uttering a quick prayer. She hoped this worked.

The demon’s eyes widened as brilliant, holy fire erupted on his skin. He screamed in agony as his flesh seemed to burn and fade, banishing him back to the hells where he belonged.

Ashlyn picked herself up, taking a moment to catch her breath before casting a larger, more powerful version of the same spell. Demons around them erupted into holy fire, fading away. Many that managed to resist the spell fled in fear.

Ashlyn stood in the midst of the chaos, eyes glowing with silver fire, tendrils of her raven hair blowing across her soot-stained face.

***

Conditions:
Smoke: -1 for ranged actions

Fear 5 Success
Spirit 1d10 (2)
Wild 1d6 (2)
Benny to reroll
Spirit 1d10 (5)
Wild 1d6 (3)


Mysticism 12 2 Raises
Mysticism 1d10-4 = 6 (10)
Ace 1d10 (6)
Wild 1d6-4 = -2 (2)


Power Points spent 6
1d6 (6)

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


Mon Sep 25, 2017 4:38 am
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Quick Combat 5. Fear Success, 7 PPE spent
Leben Mysticism Roll: 1d12-4 = 5 (9)
Mysticism Wild Die: 1d6-4 = -2 (2)
Leben Fear Roll: 1d10+1 = 5 (4)
Fear Wild Die: 1d6+1 = 4 (3)
Power Point Spent 2d6 (5, 2)


Leben’s warning of the attack was almost too late. Springing to his feet Leben began gathering as many innocents as possible away from the brodkil knowing the others would have the strength required to hold off the fiends while he initially focuses his energy on saving lives instead.
“Gather here friends the Light of Heaven will protect you!” Concentrating Leben begin’s his Prayer. “Please protect the men, women, children and innocents from the demons that have come upon us.” As his prayer concludes a burst of golden sunlight warm and comforting fills the area and a host of 7 angels come forth each positioned to guard and protect the bystanders from the assault. Somehow the brodkil appear to not even notice the people taking refuge under the charge of the angels as if they simply were not on the battlefield.
Trusting to the angels to do their work Leben heads out to aid his allies seeing Ink is able to deal with his injury Leben decides to go on the offensive. With a prayer Leben began calling lances of cold fire to streak down from the heavens striking the brodkil one after the other slaying three of the creatures before the battle concludes.
When it was all done the brodkil lay devastated on the streets as Leben begins to take appraisal of his teams condition and who would need healing.

Smiling brodkil destined to be ash piles
Image

_________________
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


Mon Sep 25, 2017 10:32 am
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Fear Check Success Techno-Wizardry 8
Spirit Die 1d6 (3)
Wild Die 1d6 (4)
Techno-Wizardry Die 1d10 (10)
TW Die Ace 1d10 (2)
Wild Die 1d6 (2)
+2 for Machine Maestro
-6 for Scene Modifier
FYI, the Magnificent Melee Mega Magnifier is a Smite Gadget in case it's not obvious

1d6 (4) PPE Expended OR just count one gadget used. The quarter is almost over and I need to use em up. ;)

Fizz's eyes widen as the incoming missiles pinged on the Phantom Cruiser's sensors. "Oh, crap." Quickly taking in his surrounding Fizz is just about to attempt to try and make it to cover before the missiles hit when suddenly they explode in mid-air! "WOOT, YAY US!"

Taking advantage of the reprieve Fizz begins grabbing parts from his parts bin next to the driver's seat and hastily constructs one Magnificent Melee Mega Magnifier Mk II. Snapping the last piece into place Fizz's eyes practically glow, "Ooo, this is a good one!" Then speaking sotto voce he says to no one in particular, "But Fizz you're suppose to use that on a weapon!" With a swift motion he plugs it into the dash of the Cruiser and looks out at the oncoming sub-demons. "Ex-actly!" he replies to himself.

Ramming the accelerator all the way forward the Cruiser leaps almost eagerly accelerating with all the speed Terra built into her just as the vehicle's bumper starts to spark and arc with electricity. "HEY YOU OVERSIZED MORONS! DIDN'T YOUR MOMMA TEACH YOU NOT TO STAND IN THE ROAD? WOO HOO!" Still accelerating wildly as the front of the Cruiser impacts the first Brodkil squarely, the demon crunches wetly as bone and meat are pulverized under the Melee Magnified impact of the armored vehicle only to disappear under the wheels.

Fizz manages to run down a second demon before the others scramble to get out of the way of the charging Cruiser. Slamming on the brakes and spinning the wheel the Cruiser skids though a 270 degree turn and Fizz feels the impact of a third demon as the spinning vehicle bats it into a nearby building. "Swung for the fences on that one! It'll probably live though, dammit. Well, it'll leave a mark anyway."

Seeing a couple more Brodkil advancing towards some of the children that Ashlyn had been trying to shoo into the old church Fizz slams down the accelerator once more. "Not on my watch, buttercup!" The short distance does not give Fizz time to build up much speed but the Brodkil are focused on the kids and magic engines don't make a lot of noise. Plus there is a nice wall to be the rock to the Cruiser's hard place and that crunch is even more satisfying even as Fizz grunts from the impact as the Cruiser hammers the Brodkil into the wall. "That better not have scratched the paint or I'll be sending a bill!" Looking at what remained of the two demons, he mutters "eww, maybe not."

Throwing the Cruiser into reverse Fizz looks for more prey while the Magnificent Melee Mega Magnifier's charge holds.

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

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

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



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


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

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

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

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


Tue Sep 26, 2017 9:45 pm
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Notice crit fail --- Spellcasting 7-6 equals 1 --- -9 PPE --- 1 wound
Notice 1d6 (1), 1d6 (1)
Spellcasting 1d8 (4), 1d6 (2) + Extra Effort 1d6 (3) -6 = 1 -1 Benny
2d6 (6, 1) + 1d6 (2) =9 PPE

Krysesia turns to focus on the children behind her, giving detailed instructions to her angelic ally on how to defend them, and priorities. She is not even three words in when railgun fire rips into them from above. Her defender swoops in without a thought, extending her wings protectively to block both her and the children. The ferocity of the fire and the unwavering protective nature of angel sees to it that the physical body she had constructed is destroyed. Grunting, Krysesia opens up the small summoning rift again, with Serenia recreating the body from the energy of her homeworld. Once more binding the angel to her, she lets the rift close and pulls the Vampire's Lullaby up. She empties all the barrels into Brodkil around her, to varying degrees of success, then reloads it only to find herself locked in close combat with a particularly leering and brutish specimen. He deliberately slings his rifle, and pulls his blade before charging her. Three of his fellows charge at her angelic guardian, but it seems quite capable of holding its own. Krys and the brodkil tumble about on the ground and the beast nicks her shoulder as she unloads a shot into it's face. Bits of its brains and bone fly backwards, and she rolls up to her feet to avoid them, clutching her shoulder in the process. The monster is dead, and thanks to her companion so are a few more and the children are safe. But to say the battle went well is a stretch.

Brodkil that wounded her
Image

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


Sat Sep 30, 2017 10:45 pm
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Devek - Notice 5 --- Fighting 11 --- ISP -1
Notice 1d6+2 = 5 (3); Wild 1d6+2 = 4 (2)

Fighting Auto Ace 1d8+8 = 13 (5); Wild 1d6+6 = 12 (6); Ace 1d6+6 = 11 (5)
Forgot the -6, factored it in to the second Ace.

ISP Expended 1d6 (1)

Harris - Notice 2 --- Shooting 3 --- Devek takes wound for Harris
Notice 1d6 (2)
Shooting 1d6 (3)

Brodkil
Image

Being caught completely unaware of the ambush it is a matter of pure luck that Devek isn’t cut down in a hail of railgun rounds when the chaos erupts. The fact that he isn’t so much as grazed is a cosmic fluke, the ground around him is shredded and he sees Ink hit in the opening salvo while he can’t even feel the breeze through his armor. Beside him, Harris who was fumbling with his new crossbow when hell was unleashed has yet to respond. Lacking Devek’s enhanced reflexes he can’t possibly react to the strafing fire coming his way. Diving his way, Devek impacts Harris just as the railgun rounds reach them. Flares of pain blossom across Devek’s back as the rounds punch against his armor and blast the air from his lungs. Sucking for breath Devek rolls the pair of them further to the side.

He stands shakily, he silently thanks his luck at salvaging such a quality suit of armor as the medical monitors inform him he’s ‘probably’ not bleeding. Still the throbbing pain coming from his back has him convinced that the impacts broke something. Looking down at Harris he pulls the young soldier to his feet and pushes him towards cover, ”Stay sharp private.” he says distractedly. He was already focusing through the pain, drawing on his psionic reserves and using the energy to shift into a spectral entity. As the Missiles detonate in the sky as Ashlyn blasted them from the sky, Devek seemed to flow over the landscape navigating his way through the ranks that closed in on them heading straight for the closest machine gunner. Try as he might, the sub-demon simply could not manage to lead the charging specter by enough and before he knew it Devek was ontop of him.

Leading with a powerful kick the brodkil’s bracing knee buckles the wrong way and the kick of the railgun pushes him onto his back. A series of rapid punches to the face see the ugly bulbous face reduced to a bloody paste. As Devek shakes the gore from his gauntlets the other gunners see their danger and attempt to mow him down, but the specter is already moving. More disciplines troops would have seen what was coming, would have cut off their fire and repositioned. But these weren’t disciplined troops, as Devek closes on the second gunner he banks hard at the last moment and avoids him all together, the fire trailing him cuts the brodkil down even as his own fire takes down one of his equally foolish allies. Realizing he has little chance of hitting the deathly specter the final demon attempts to flee, getting a whole three steps before Devek’s elbow snaps his spine and he sprawls out mewling on his stomach. A series of swift kicks crush the gunner’s neck and leave him gurgling in pain for his last few moments.

_________________
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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Sun Oct 01, 2017 1:37 am
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Base of the hill leading up to the mansion
The 30 brodkill that had managed to surround the hunters all are dystroyed, and or dying. Ramming, shotgun lulabys, heavens light, banishing, benadicting, belly spliting, roaring, and kicking are all apperently good ways to put an end to brodkill...
The fight with the brodkill sprawls through the city center demolishing more shops, but thankfully all the folks that would have been casualties have already died or on their way to the southern quarter of the city for a fate unknown. As the last lesser demon dies the heroes find themselves at the foot of the small hill that leads to the govenors mansion.

The path up to the govenors mansion is neither trecherous or pleasant. You would notice that the gloomy haze is least in this location. Crying for help or possibly begging to just end the torture the wailing from the mansion reaches a feverish pitch. Piles of dead corpses litter the ground, a close inspection of the bodies would indicate most died with by claw marks or vibrobladed slashes. A few bodies buried beneath other bodies somehow seem alive! The occational fingers wiggling, a foot kicking, and or a muffled cry for help.
Krys crit fail on notice
Krys in particular passes by a series of corpses where she mistakenly takes a silient watchful suit of archaic armor hidden halfway in the shadows for nothing more than it seems... Perhaps if not locked in mortal combat she would have investigated the curious, barely visible, sigil on its upper right pauldron
Small buildings in various states of disrepair pepper the immidiate area, possibly former homes lf the govenors support staff. Suddenly near to the hunters(60ft or 10inches) in a ramshakled doorway of one of the larger buildings(fairly intact) the hunters see the woman who had given Harris the crossbow. Her appearance is so out of place that it would cause one to do the classic double take.
Kry's bound angelic warrior nods in reverence and the two seem to have some kind of friendly silient exchange. Harris nods his thanks for the crossbow and tries to pull himself up a bit straighter. The woman in the door way raises her hand and says, " Heroes of light, we bequeth a boon to those that are mortal... Even the so called ageless Atlanteans are mortal by our standards. If any of you have your true self hidden from our sight, and are Everlasting you will know not to drink..."
Mysterious Woman
Attachment:
IMG_0101.JPG
IMG_0101.JPG [ 89.85 KiB | Viewed 2570 times ]

Kn Arcana
A success would reveal yes they are magical, and on a raise they would reveal they are the fabled potions of divinity, capable of turning the weakest warrior into a heavenly soldier of light. Some say it is the bottled sweat of hurculeas, or the tears of a prophet. Others say it is the blood of st. Peter, or the wishes of Isis. Drinking it bestows Divine Elixer

As her hand settles each of you notice in front of you hovering in the air Is a soft white glowing stoppered vial. She smiles strangly like she is wishing you well but is clearly focused on maintaining what ever divine power is at work. Her smile falters as something catches her attention from within the building she is standing in the open doorway at. It is horribly hard to pierce the darkness and see past her(-4 notice)
Combat Data
the mansion is 40" away, every 6-8" is a delapidated building the can give a +2 cover bonus.
  • Takes an action to grab and drink the potion.
  • The woman at the doorway will not move this turn no matter what. She is 10" from the group.
  • As long as Fizz is comfortable crushing dead bodies, and possibly live ones with the Zone ranger now would be a good time to get out of it.
  • Danger sense is going off, supernatural sense is going off, no vampire sensed...
  • Besides the aforementioned building that is totally pitch black inside, the hill lacks the general gloomy haze, and is surrounded in sunlight

Prepare for Battle
. Welcome to the eye of the storm. You got 1 round to prepare... Just narratively describe what you are doing make your rolls keeping in mind any prior wounds or fatigue, and MAP. The action happens in the order of how you post.
    Why are we not just rolling into a combat? As a group you had enough successes to warrant a brief pause.

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Tue Oct 03, 2017 7:42 am
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Notice 3, Kn Arcana 8, TW 9
Notice Die 1d8 (3)
Wild Die 1d6 (3)

Knowledge (Arcana) Die 1d10 (8)
Wild Die 1d6 (6)
Ace Wild Die 1d6 (2)

Activating Fizzwaite’s Exceptionally Effective Evasion Field
Techno Wizardry Die 1d10 (9)
Wild Die 1d6 (1)
-2 For MAP +2 for Machine Maestro

Greater Deflection Active 5 PPE (3 1/rd) -6 to hit, +2 to Pace, +1 PPE to activate (factored in)
Drink potion 1d6 (5)


As the battle comes to a sudden halt due to the lack of living opponents Fizzwaite sighs as he realized he's going to have to leave his beloved Cruiser behind. Backing it into an alley between two of the sturdier looking buildings in the area and clambers down the ladder from the driving compartment and secures the vehicle. "Don't worry, Baby I'll be back soon." he says, patting the Cruiser affectionately.

He trots over to the other just as some woman starts addressing the group. Fizzwaite's eyes widen when the vial appears in front of him. Reaching out he gingerly takes the vial and examines it closely. "Whoa, Alchemy really isn't in my wheelhouse but do you guys know what this stuff is? Thank you kindly, my Lady!" Pulling the stopper Fizz toasts the group, "Last one down's a newt!" and drinks the potion in one go. As the potion takes effect he suddenly feels more nimble and energy courses through him as though he could sprint a mile without a thought.

Once everyone is ready to move out Fizzwaite adjusts the power settings on his Evasion Field and powers it up. Other than the odd arc of electricity flickering across it one would hardly notice the field that springs up around him capable of deflecting most attacks harmlessly away. Fizz feels the electricity arcing through him as well making him feel faster than normal. Way faster than normal, come to think of it. Between that elixir and the Evasion Field side effects I feel like the fastest Gnome alive!

Fizz looks up at the big people around him and grins, "So are we ready to go crash this party?"

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

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

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



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


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

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

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

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


Last edited by Fizzwaite Zipwidget on Tue Oct 03, 2017 3:46 pm, edited 2 times in total.



Tue Oct 03, 2017 10:10 am
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Notice 1d8 (2) or 1d6 (4)
Psionics 1d6 (1) or 1d6 (1)
Elixir roll: 1d6 (2) (Spirit is d8, gains Brave)

Vela accepts the bottle and eyes it narrowly. There was much to mistrust here. But the summoned spirit who fought with them seemed to trust this woman. And in truth, she could smell even in human form the potence of this bottle. A wiser, cooler head might have counseled caution. It would not have been Vela's head though. She pried the lid out of the bottle and gulped at the fluid within.

and then she was flying up into the sky

No, not flying. Growing. The clouds shattered on the crown of her head and the tatters went cascading down her hair and over her shoulders. The sky was milky white here, shot through with golden rivers of light. She tried to take a step, but her foot caught on a mountain and she tumbled forward...simultaneously exhilarated at the speed and horrified at the thought of what her impact would do to the world. The impact never came though. She shrank as she fell, and was catapulted forward...sending her flying at impossible speed. South. There was tie, something pulling her. South into the jungle, through the ruins of the old world and past mountains until she stopped directly over a vast city ringed with marble walls. All around Vela could see...creatures like herself. So many! More than she'd ever seen in one place before!

It took her a moment to realize that they were not all of the Jaguar People. Some were more...catlike. Smaller and of less fierce countenance. Some were of other people...the tiger and panther tribes. Some sported machine-arms or legs, meaning they could not possibly be of the People. But all had the features of cats.

Omagua, Vela realized with a rush that made it hard to breathe. The holy city. It's real.

Then one of the Jaguar People emerged from a copse of trees near a pool at the center of the city beside a vast temple of some kind. He was huge. Bigger than any Vela had ever seen. With the rough, slightly shaggy fur that bespoke great age. Even so, his eyes were clear and his gait full of vigor.

He turned his head towards the place Vela was hovering...bodiless and invisible she knew now...and yet he saw her there. Their eyes met, and Vela froze in place. Yaguar-Ogui. Just seeing him, and the city of sanctuary, filled her with a new determination.

She felt him touch her mind, felt herself reaching out to touch back. And then the potion in her veins erupted into a boil. It seemed to all gather into her brain at once and screech like cold metal on hot stone.

and she was falling

Just a few seconds after Vela swallowed her potion, she suddenly belt double and clutched her head. Waves of pain exploded from her, engulfing anyone nearby!

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Last edited by Vela on Thu Oct 05, 2017 4:20 pm, edited 1 time in total.



Tue Oct 03, 2017 11:11 am
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Notice 1, CK 5
Notice 1d6 (5)-4
Wild Die 1d6 (4)-4

Common Knowledge 1d6 (5)
Wild Die 1d6 (2)

Cleaning bits of bone and blood from his chainsword following the fight with the brodkil, Penitent followed the others as they advanced up the path toward the governor's mansion. He paid little heed to the mounds of rotting corpses. The city had been overrun by demons, and such sights were to be expected. If any lived, it would do little good digging them out before the threat had been neutralized.

With his demon mask still affixed tightly to his face, enhancing his senses, he recognizes the mysterious woman as some sort of emissary of the Light - supernatural, no doubt of that, but not threatening. He reaches out and accepts the proffered potion without comment.

The blessings of the Light come when they will, and should be accepted when given, he thinks. All too soon, the Darkness will return.

Pulling the stopper, he empties the crystal vial in one draught. Cool and slightly salty, it burns as it slides down his throat, seeming to expand into every dark corner of his soul.

You will find nothing there that has not already been scoured, scarred over with purified flesh memorializing the rot that once was, he thinks. A ringing grows in his ears, and his resolve grows ever stronger. A holy fury is kindled and stoked; his body seems to swell, his presence more imposing than ever as the air around his demon mask shimmers before igniting into a crown of hellfire.

I am Fear Itself
Elixir Type 1d6 (2) +1d Spirit and become Feared. Spend 2 Bennies so my Charisma penalty applies as a penalty to targets.

All who look upon me shall know Fear, and make checks with a -4 penalty.

Something inside him stirs, provoked by the approach of a new evil. With a prayer, he strengthens the protective aura generated by the demon mask and readies his weapons.

Faith 6 to cast Greater Armor
]Faith 1d10 (1)
Wild Die 1d6 (6)
Ace! 1d6 (2)=8, -2 for MAP from drinking, = 6 Success

Used 5 PPE, +5 Armor (becomes MDC) and ranged attacks are -1 to hit

"Show yourselves, fiends, so that I may rend your bodies and eradicate your souls!" he bellows, his own demonic form become more pronounced as the elixir takes hold. "The Penitent has come! The scourging is at hand!"

Spirit
Out of range? 1d6 (2) Nope
Spirit vs. Shaken 1d10 (5)
WIld Die 1d6 (1)


Distantly, Penitent hears Vela's mental screams, but shrugs off the distraction and focuses his attention on the slaughter to come.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Tue Oct 03, 2017 11:13 am
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Not Shaken
1d6 (1)
Poop
Spirit Roll 1d6 (2)
Wild Die 1d6 (6)

When Penitent bellows he challenge it seems to echo off the surrounding buildings and Fizz winces at the noise. "So I'm guessing the stealthy approach is off the table then?" As some of the others scowl at him, Fizzwaite looks back innocently, "What?"

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

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

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



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


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

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

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

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


Last edited by Fizzwaite Zipwidget on Thu Oct 05, 2017 2:26 pm, edited 5 times in total.



Tue Oct 03, 2017 3:38 pm
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Notice 11 Raise
1d6-2 = 4 (6)
Ace 1d6 (5)
1d6-2 = 0 (2)


Common Knowledge 11 Raise
1d10 (7)
1d6 (6)
Ace 1d6 (5)


***

Ashlyn paused to catch her breath as they reached the bottom of the hill. She pushed back tendrils of sweaty black hair from her face. Then her attention was immediately caught by the woman in the doorway up the street, her mystic senses immediately pinging her as supernatural. After praising them, she extended her hand, and a vial of some kind of stoppered vial glowing with a soft white light.

Ashlyn took up the elixir. She couldn’t tell what it was, but everyone else seemed excited and downed it quickly. With a shrug, Ashlyn popped the stopper and tossed it back. It felt cool and warm at the same time, refreshing as it filled her stomach with a warm glow. Her eyes opened a bit as she felt her connection with the divine grow stronger, the power flow more easily within her.

“Gracias,” Ashlyn told the woman, crossing herself. “Now let us send some demons back to Hell.”

***

Conditions:
  • Divine Protection: +1 Toughness (10 [3])
  • Divine Aura: +1 Charisma (1)
  • Divine Spirit
    • Spirit d12
    • Brave: +2 Fear tests

Arcana 3 Fail
1d6 (3)
1d6 (2)


Elixir 2
1d6 (2)

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


Wed Oct 04, 2017 2:30 am
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Vela Psychic scream
so vela crit failed her psychic roll, which means in some manner everyone within a large burst template needs to make a spirit roll or be shaken. Umm Pender how do I know if I was close enough to her? Roll a d6 on a 6 you were outside the large burst template.


Penitent is frightening and a benny opportunity and double down
. So anyone meeting Penitenet for the first time needs to make a fear check at -4. That would be spirit -4, as he is suddenly extremely terrfying after drinking that potion. Any player that wants to suffer from his new found wraith can make the fear check at -4 and earn a benny and will be able to play an extra adventure card this session for possibly putting your character in harms way. Part of the double down is also Penitent receives 1 benny per player that takes this deal. Note: at a -4 nothing good will happen if you fail...


Ashlyns eyes
You see this figure in the shadowing doorway behind the woman, his swords are drawn ready to sever her head from her shoulders. You also notice the woman has possibly noticed him or felt his presence and instead of confronting him is choosing to maintain her Devine spell, letting you guys have the Elixer. Also with that kind of roll you see other people clustered together deeper in the house. You can just make out their humanoid features, maybe three of them and one of them is quite a bit smaller than the other two. They seem to be crouching or sitting on the floor in the darkness about 4" from the doorway inside the pitch black house.
Attachment:
IMG_0102.JPG
IMG_0102.JPG [ 162.73 KiB | Viewed 2528 times ]

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Wed Oct 04, 2017 7:07 am
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Notice 4 Success
1d6+2 = 4 (2)
1d6+2 = 3 (1)


Common Knowledge 7
1d10 (7)
1d6 (2)


***

Ashlyn isn’t sure why, but suddenly her brain is on fire as a voice -- was that Vela’s? -- screams in her head. She grunted, pressing her hands to her temples. She manages to push it back, however, and brings her gaze up to see Penitent standing there.

For some reason her heart skips in fear. She managed to push past it, though, and caught movement inside the building behind the holy woman, a demon in armor with two swords preparing to decapitate her. Other dark figures loomed behind it, as well.

“Watch out!” Ashlyn yelled in warning, extending her hand, calling upon the divine power that flowed inside of her.

Chains of silvery, ghostly fire wrapped around everyone inside the building, ensnaring them tightly.

***

Conditions:
Divine Protection: +1 Toughness (10 [3])
Divine Aura: +1 Charisma (1)
Divine Spirit
Spirit d12
Brave: +2 Fear tests

Psychic scream 3
1d6 (3)


Spirit vs Psychic scream 6 Success
Spirit 1d12 (6)
Wild 1d6 (4)


Fear vs Penitent 6 Success
Spirit 1d12-2 = 1 (3)
Wild 1d6-2 = 4 (6)
Ace 1d6 (2)


Greater Entangle MBT 11 Raise
Mysticism 1d10-2 = 3 (5)
Wild 1d6-2 = 0 (2)
Extra Effort 1d6 (6)
Ace 1d6 (2)
Attempting to get everyone inside the building, but not the woman.
  • Trappings (Holy Flames): Chains forged of holy fire wrap around the targets. Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
  • Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.

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


Thu Oct 05, 2017 1:17 am
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resist entagle target 11, success at 14
resist entangle vs 11
Agility 1d8 (3) Wild 1d6 (4)
Benny to reroll 1d8 (8) Ace 1d8 (6)Wild 1d6 (3)
Vigor 1d8 (8) Wild 1d6 (2)

Ashlyn sees the heavily armored figure bat the firery holy chains aside as if they were paper. His focus is unrelenting on the woman in the doorway, but he grins briefly at Ashlyn. Ashlyn feels after he kills his current quarry this holy hunter will make her his next priority. The other three down the hallway behind him are indeed wrapped in Ashlyn's holy chains, muffled cries come from them.
OOC Comments
Resist entangle target 11
Agility 1d6 (4)
Agility 1d6 (2)
Agility 1d6 (3)

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Thu Oct 05, 2017 7:54 am
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Psi Scream Check 9, not shaken
1d6 (2)
Spirit Roll 1d10 (9)
Wild Spirit Roll 1d6 (4)


Divine Potion Result Divine Endurance
Potion of Divinity 1d6 (4)
Gains +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Notice 12 success 2 raises
Leben Notice Roll: 1d8-2 = 2 (4) +2 normal -4 from scene = -2
Notice Wild Die: 1d6-2 = -1 (1)
Forgot to add an additional -2 for -6 total penalty. Using EE for an additional d6 1d6 (6)
    Extra Effort Aced 1d6+8 = 12 (4)
Exalted Detect Arcana 3 fail
Free Action
Leben Mysticism Roll: 1d12 (3)
Mysticism Wild Die: 1d6 (2)
As the battle clears Leben looks to the civilians he was protecting. “We must head to the source of this evil and see what may be done to banish or destroy it. So you must get yourselves to safety, please take all caution in your journey.”
Returning to the group and Leben is figuring out what he can about the situation when the woman came out and called her speech he was guarded until he saw the acknowledgement of the angles standing guard. Seeing there is no deception involved Leben is more than a little surprised.
“Thank you mistress. I must express my gratitude. This potion will be of great aid to us while in our time of need.” Accepting the potion, Leben observes it with his arcane sight delving his awareness into it. Confirming it is indeed a holy item he waste no time imbibing the fluid. Feeling the enchant wash over his body he becomes aware of the changes as the fluid change his nature for this brief time.
Seeing the woman’s expression change Leben looks into the darkness and fully opens his senses (Exalted Detect Arcana). His arcane abilities failing him, but his mundane eyes seeing the dark knight behind just before Ashlyn's power reaches out and is deflected. Seeing the woman moving out of the way, Leben Reaches out with his mind calling on a blessing of protection as angels come to guard him and calling the very fires of heaven to destroy the creature ready to ambush the strange benefactor. As the flames of heaven itself scour the demon, Leben moves his body to cover assessing what other threats are in the area.
As he sees the family cowering in the back ensnared by the chains that the knight resisted Leben shouts out to Ashlyn so she can release the spell. "Your snares have grappled the innocents Ashlyn."

Exalted Deflection 7
Leben Mysticism Roll: 1d12 (5) -2 For multiple action penalty
Mysticism Wild Die: 1d6 (6)
    Mysticism Wild Die Aced: 1d6+6 = 9 (3)
Fires of Heaven 9 to hit, 49 AP 5 damage, may be a raise if so 58 AP 5 damage
    Fires of Heaven (Onslaught + Celestial Silver): PPE 4, Range 18/36/72, Duration instant, Damage 6d6 mega damage AP 5, Celestial Silver mega damag
Leben Mysticism Roll: 1d12 (9) -2 for cover, -2 For multiple action penalty
Mysticism Wild Die: 1d6 (5)
Spend Benny for Extra Effort 1d6+5 = 9 (4)
Damage: 6d6 (5, 5, 6, 6, 6, 3)
    3 of the d6 aced 3d6 (2, 6, 3)
      Ace Aced 1d6 (6)
        Ace Aced 1d6 (1)
If Raise add +9: 1d6 (6)
    Potential race die aced 1d6 (3)

_________________
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


Thu Oct 05, 2017 11:17 am
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3 wounds taken to knight
58 Ap5, goes to 29Ap 5, 15(7) takes it down to 19( 4 wounds)
Spend last WC benny ( has Elan, one of Lebens favorite edge)
Vigor 1d8+2 = 6 (4) Wild 1d6+2 = 4 (2)
Spend a gm benny vigor 1d8+2 = 4 (2)Wild 1d6+2 = 6 (4)


The flames scour the knight, he writhes in pain and a decidedly human blood curdling cry echoes from the shadowy doorway. " Arrggghh... Morgoth the hunter of the holy will see you ended too Mystic!" Blood spews from his mouth onto the woman before him. Those that can see arround the woman and into the pitxh black doorway(-6 to notice) see him grunt as he raises his two blades ready to chop your benafactors head off.

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Thu Oct 05, 2017 8:21 pm
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Notice 6 Success
1d6+2 = 6 (4)
1d6+2 = 3 (1)


Common Knowledge 7 Success
1d10 (7)
1d6 (5)


***

“Dios!” Ashlyn prays as the armored evil bats aside her spiritual chains. They did wrap around those she could not see inside.

Penitent yelled that there were innocents inside that she had chained, right before he unleashed the wrath of Heaven on the armored figure. Releasing her power, Ashlyn yelled to them, “Run! Flee to the church!”

"Arrggghh... Morgoth the hunter of the holy will see you ended too, mystic!"

“You may certainly try,” Ashlyn said with a smirk, moving to cover in the doorway of a nearby building, hoping someone could save the woman, who seems to just be standing there.

“Vela! Are you alright?” Ashlyn called to the were-jaguar.

***

Conditions:
  • Divine Protection: +1 Toughness (10 [3])
  • Divine Aura: +1 Charisma (1)
  • Divine Spirit
    • Spirit d12
    • Brave: +2 Fear tests
  • Cover -2

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


Fri Oct 06, 2017 5:47 am
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Spirit to unshake: 1d8 (7) or 1d6 (5)
(unshaken, but got no action left this turn)

Momentarily overcome by whatever had happened in the strange vision of the elixir, to her credit Vela snaps out of it quickly. She straightens up, ignoring the fading throbbing in her skull, and nods stoically.

"Si. I am okay."

Her honey-yellow eyes narrowed as she saw the creature in the doorway...and prepared to leap to attack!

_________________
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


Fri Oct 06, 2017 8:06 pm
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Regrouping with the others at the path to the mansion Devek begins the trek up the hill taking a point position. He ignores the piles of bodies as well as the occasional feeble cry for help. Personal experience told him they were dead significant intervention, even a hospital would have trouble saving those few that stubbornly clung to life. There are those he has found himself allied with that might have the ability and reserves to save them, but that would prove moot if they didn’t first end the cause of their suffering.

The sudden appearance of the mysterious woman puts Devek on edge, prompting him to prepare himself. First, his mind slips into that cold mechanical trance the potion appearing in front of him pocketed without a thought. He'd learned to trust magic along the way, but it was a measured and paranoid relationship. ”Thanks.” is all he says in response, his voice monotone and flat.

Drawing on his reserves of energy he once again infuses his limbs with ectoplasm and surrounds himself in a swirling mists. Before he shifts back to a specter he notices the knight, poised and ready to strike the woman down. Shrugging off the waves of psychic energy Vela releases when she pulls too deeply he changes tactics and uses his obi once again. The obsidian skin it forms is hidden beneath his armor, but will offer him no less protection. Surging forward the knight bats away blazing chains attempting to drag him down before being blasted by a white fire. The knight staggers to his feet to meet Devek’s charge, but the psi-stalker has no intention of getting close enough to let him.

Devek - Notice 9 --- CK 4 --- Scream 14
Notice 1d6+2 = 8 (6); Wild 1d6+2 = 5 (3); Ace 1d6+8 = 10 (2)
CK 1d8 (2); Wild 1d6 (5)
Scream Range 1d6 (4)
Spirit Scream 1d8 (8); Wild 1d6 (5) Ace 1d8+8 = 15 (7)

Harris - Notice 2 --- CK 2 --- Scream 1 --- Fear 16
Notice 1d6 (2)
CK 1d6 (2)
Scream Range 1d6 (2)
Spirit Scream 1d6 (1)
Fear 1d6 (6); Ace 1d6 (6); Ace 2 1d6 (4)

Devek Actions - Astral Frenzy --- Thullian Touch --- Raging Current
Astral Frenzy (Free Action)
Thullian Touch (Free Action): Psionics 1d8 (3); Wild 1d6 (2); EE 1d6 (2)
Raging Current: Psionics 1d8 (7); Wild 1d6 (2)
Obsidian Psionics 1d8 (2); Wild 1d6 (4); EE 1d6 (5)
Fighting 1d8+1 = 9 (8); Wild 1d6+1 = 7 (6); Ace F 1d8+9 = 15 (6); Ace W 1d6+7 = 9 (2)
Damage 4d4+4 = 16 (3, 2, 4, 3) + Ace 1d4 (4) + Ace 2 1d4 (4) + Ace 3 [dice]1d4[/dice ] + 4 (Forgot Brawler and Astral Frenzy bonuses)
Raise Damage [dice]29[/dice]

-2 Bennies

1d6 (3)

_________________
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
Make a Request


Last edited by Devek Ragaa on Sun Oct 08, 2017 5:49 am, edited 1 time in total.



Sat Oct 07, 2017 8:53 am
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Knights first strike ability, greater smite on his sword lets him treat reach+1 as adjacent, 17 hit, 31 AP 4, looks like 1 wound
GM spends benny to unshake knight. Fighting 1d10+2 = 12 (10) Ace 1d10 (8)wild 1d6+2 = 6 (4) -3 wounds
Damage str +1d10+2 +8 greater smite, + 2 assasin + 4 drop damage ( Devek took a benny to be surprised) AP4
2d10+16 = 31 (8, 7)

As Devek gets about 6ft from the knight he seems to recover unnaturally quick from his boit with Leben's flames. His blade elongates catching the martail artist off gaurd. Devek sees a grisly smile from the knight as the blade lunges for his gut. At the same moment Devek can feel the blade try to drain any inner strength he has.

Devek
Devek needs to roll psionics +2 vs 17 or loose 1d6 (4) isp

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Sat Oct 07, 2017 10:56 am
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Psionics 11 --- Soak 5
Psionics 1d8+4 = 11 (7); Wild 1d6+4 = 6 (2)
Soak 1d6-1 = 3 (4); Wild 1d6-1 = 2 (3)
ReSoak 1d6-1 = 2 (3); ReWild 1d6-1 = 4 (5)
Damage Ace 3 1d4 (1)

+1 Benny for surprise
-2 Bennies for Soak

Devek’s eyes widen in surprise when the knight brings his sword to bear preternaturally quickly, the blade extending far enough for Devek to drive it into his own abdomen as he rushes forward. He can feel the knight’s sense of satisfaction as the enchanted blade pushes through his armor and begins sapping what little of his internal reserve he has left. Then the advancement of the blade stalls as it hits the magically hardened obsidian beneath the armor. Grunting in frustration the knight tries to drive the blade home without success.

Sucking in the breath that the blade drove out Devek locks eyes with the dark hunter and lashes one ectoplasmic limb in a downward sweep. The force of the blow slams the knight into the ground, followed by a second the force of which cracks the flagstones beneath him. Dark blood seeps slowly from the seams of the battered armor, the heart no longer pumping to give it pressure. ”You should go.” he tells the strange woman between gasping breaths.

_________________
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
Make a Request


Last edited by Devek Ragaa on Sun Oct 08, 2017 6:58 am, edited 1 time in total.



Sat Oct 07, 2017 11:25 am
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Ink breathes heavily after the fight with the Brodkil. He is still feeling the pain a bit as well from his wounds, but tries to shake it off as they continue on their way. His mind is focused on the mission at hand - until a floating magic vial pops up in front of him and a pretty lady starts talking in an strange manner, including speaking of Atlanteans being like mortals...which they are, though very long-lived. Well, SOME Atlanteans are. Ink expects he might not be one of those.

The buzzing of his supernatural sense hasn't stopped since he entered the town, but he doesn't think she is one of the evil ones. He eyes the potion for a long moment as some of the others begin drinking them. He thinks that any advantage against Draygis should be welcomed, so he finally takes it and quaffs it as well, murmuring a quiet thank you just before he does so. He feels a bit strange and his spirits seem to lift a bit...just as a wave of psychic energy hits him and staggers him back a step. He shakes his head to clear it looking around to see what happened. He frowns at Vela but makes no move towards her, nor does he say anything. Werejaguars can be a touchy people sometimes.

Knowing battle is imminent, he touches the tattoo depicting the armored Spartan warrior again. For a second his mind starts to drift back to an earlier time, a time when he was getting one of his tattoos, and he swiftly blocks the memory, and the incoming pain along with it. He grits his teeth. I will not be swayed. I will not be swept aside. I will not stray from my path. The thoughts help center him once more and the flare of the armor's aura surrounds him briefly.

His head turns, however, as he hears something just as Ashlynn yells out a warning and casts some sort of spell. Ink turns towards where a dark menacing figure is standing behind the mysterious woman. He tilts his head to the side and begins to walk towards him, though the pain in his legs slows him a bit as the Dead-Stalker jumps in to battle with the knightly-like creature.

"You should have been smart and stayed far away. Now you will die, foul thing."


OOC Comments
Divine Elixir: +1 Toughness, +1 Cha, and Divine Spirit: +1 die type Spirit, and Brave edge.
Notice: 13.
Spirit vs Vela's Scream: 4. (Note: I didn't use my now-upped Spirit from the elixir as I wasn't sure on the timing of things.)
Tattoo Activation (Armor): 5 (after Benny expenditure).
Wounds: 1.

Divine Elixir: 1d6 (2).
Notice: Notice die 1d8 (8), Wild die 1d6 (6), Ace Notice die 1d8 (6).
Vela's Scream Proximity? 1d6 (3).
Spirit vs Vela's Scream: Spirit die 1d6 (5), Wild die 1d6 (4).
Tattoo Activation (Armor): Focus die 1d10 (1), Wild die 1d6 (6)
Benny Spend on Tattoo Activation (Armor): Focus die 1d10 (6), Wild die 1d6 (2).

_________________
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


Sat Oct 07, 2017 10:08 pm
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Serenia
Guardian Angel of the Second Host
Image
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8, Vigor d10
Pace 6 (15 Flight, d10 "running"), Parry: 8 (using spear), Toughness: 12 (4)
Skills: Fighting d10, Healing d10, Invocation d10, Knowledge (Cosmology) d6, Notice d8 (+2), Persuasion d8
Edges: Alertness, Arcane Resistance, Block, Champion, Improved Dodge, Healer, Holy Warrior.
Gear: White Wilver Spear (Str+1d6; +1 Parry, +1 Reach, 2-handed)
Powers: Barrier, Boost Trait, Dazzle, Greater Healing, Healing, Succor
PPE: 20
Special Abilities
  • Celestial (+1 toughness, 1/2 damage from non-magical attacks, +2 to recover from shaken, Immune to Disease and Poison)
  • Fearless
  • Heavenly Presence (+4 Cha)
  • Light (as Power, at will)
  • Regeneration (Slow)
  • Sense Evil (Use Spirit)
  • Weakness (+3 from evil sources)
  • Wings (Flight 15, "d10 Running"

Notice 3 --- Invocation 2
Notice 1d8+2 = 3 (1)
Serenia: Healing 1d10 (2)
Serenia, seeing her companion is wounded, reaches out with her will, invoking healing power upon her. Her perfect features grimace as she is unable to heal the shifter. Her speech is now understandable to all, and has a musical quality. "The physical body makes this more difficult than I am used to. My apologies."

Notice - 2 -- Knowledge Arcana - 1
Notice 1d6 (3), 1d6 (1) 3-4-1=-2

Krys thanks the spirit of light with a pained smile and replies in the same musical tone. "Thank you, regardless. I appreciate it." Upon seeing the woman, she can't help but feel she's met her before. "I greet you, Lady of Light." She takes the bottle, only to recoil as the knight she had missed earlier shows itself and dies thanks to Ash, Penitent, and Devek. "Yes, go my Lady. Thank you for your boon," she adds to the urging for their benefactor to leave this position, if not this place. Only then does she drink the potion.

Immediately she is taken to vistas she's only seen in person a handful of times, the realms of the Spirits of Light. A place of pure mind and spirit. One is literally transformed into energy upon entry to the dimension. It is an alien, yet comforting sensation. Weight and fatigue melt away with the physical body, and only the worry of one's mind weighs you down. Yet drinking this, she is reminded of a banquet, if it truly can be considered one, she was invited to while there. Her mind expands upon this, and for the moment she is open to new possibilities, new modes of thought.

Elixir
K/Arcana (Sm) 1d4 (2), 1d6 (3) -1
Elixir 1d6 (1): Intelligence of the Divine +1 Die type Smarts (d12) & spend a benny after a successful smarts trick attempt to gain the drop on your foe in addition to the normal trick effects.

Check against Psychic Scream - 6
Outside Psychic Scream 1-5 in; 6 out 1d6 (1)
Spirit 1d6 (3), 1d6 (3)+ 1d6 (4) Extra Effort -1

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


Tue Oct 10, 2017 1:28 am
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Player initiative Jack of clubs, no joker, players go first
Per pg. 72 of core sw.
    Large Groups: In very large groups, or time-sensitive games, the Game Master might want to try dealing a single card per side (heroes and villains). On the heroes' turn, simply start at one end of the group and work quickly around. This will speed things up dramatically if that's more important than varying initiative order. If one or more characters have Level Headed or Quick, let that apply to the draw (but only once).
With that in mind we will try this out for pbp, I will draw each character a seperate card not to determine their initiative but to see if they act with benifits of a joker. In this case players win and go first, the order of your post determines what is happening. After all players post, short recap and if badguys are alive will post their turn. Gm will break in with OCC for any soak or first strike rolls.
Card numbering
Player roll:
1d54 (3) Ink quick reroll 1d54 (36)


Who benifits from a joker? No effect on initiative, only benifits of a joker which include a narrative interuption if desired. You need a roll of 54 or 53. Additional benifit is that initiative card is not treated as a club.
Does Ink gain benifits of a joker? 1d54 (14)
Does Ashlyn gain benifits of a joker? 1d54 (30)
Does Penitent gain benifits of a joker 1d54 (39)
Does Leben gain benifits of a joker 1d54 (33)
Does Fizz gain benifits of a joker 1d54 (20)
Does Krys gain benifits of a joker 1d54 (8)
Does Devek gain benifits of a joker 1d54 (24)
Does Vela gain benifits of a joker 1d54 (45)


Bad guys inititative, 10 of Diamonds
1d54 (48)
Dray level headed 1d54 (35)

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Wed Oct 11, 2017 7:56 pm
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Mystic Knight
His upper right pauldron now clearly visible is the of the federation of magic. Could representives of the federation be on hand to seek allies in such a town of death and destruction? Hey this would be the perfect place for a necromancer with all the dead bodies lying on the ground.

The knight falls to the ground defeated. His armor's magicaly held bonds fail and fall apart tattered and broken peices of technowizard plate mail litter the body. His two swords clang on the ground. One of which shimmers its dark iron blade winks out of existance leaving only the black pearl encrusted hilt. The other blade, the one that struck out at Devek just lies still, its steel forged hilt and blade twinkle in the half lit doorway. While the armor is not impossible to mend, a compentent technowizard will have his work cut out for him. The bloody and broken body of Morgoth the divine hunter lies resting eternally underneath the carnage. The family cowering in the shadows of the house run upstairs thinking its paltry walls may save them from harm. The woman nods her thanks. She takes a moment to gaze at Penitent, weighing her words. " It breaks an oath, but you have proved the seers wrong this day. For my life I was given permission to give you our water. There is no compensation for these words of warning..." . Her form starts to shimmer fading away, Krys's bound angel moves to her crying out in great concern, " Mother, don't!"
Just as she fades she forces her gaze from her daughter refocusing on Penitent seemingly uneffected by his fearsome countenance, " Those from Crystalclaw, those that survived have come forth, they are lead by..." She disapears untimely drawn away. The angel bound by Krys, steps away sullenly silient.




Brodkill Cometh from their held action.

Up the hill the tall oversized double doors of the govenor's mansion fly off their hinges revealing Draygis and his Brodkil gang. Draygis' mighty forearms(one of them clearly cybernetic) have a wailing human strapped to them as if he means to use them as a sheild(2 human sheilds, so against non area attacks he has two chances to negate a wounding attack with a successful agility check -2). One is woman and the other is a man. On his back, is it even possible, seems a mighty juicer harness is pumping its superhuman drugs into his body. His veins are popping, and he seems even bigger than either Devek or Ink recalls. There are 16 other brodkill, that group into 4 groups of 4 with one of the 4 in each group clearly having cybernetic augmentations and the leader of his group. The groups seem to be evenly spaced warry of area attacks. All of them draw their weapons and yell for Ink's death!
On top of the mansion 3 other brodkill reload the vehicular missile launcher.
Draygis chortles at Ink, " Atlantean! Your woman fetched a pretty price! She had a hidden talent, kept even from you! Hahaha, much credits she was worth!" He flexes his arms causing blood to drip from his victims strapped to his arms... Apparently they are strapped to a bed of spikes. He takes out some kind of energy whip and leads the charge with a full on juicer rage!

4 groups of brodkil, each have the following compliments, spaced wary of area attacks, large burst can hit 2 groups, medium 1 group, small 2 brodkill individuals
1 leader that has cybernetic augmentations. Weilding plasma ejectors, and silver broadswords.
3 brodkill no cybernetics, 1 brodkill has a silvered railgun, 3 have laser rifles
Draygis in alone leading the charge... The overconfidant, and death wishy Juicer Brodkill

Combat data
  • Draygis 24 inches away: Parry 10( +1 per sheild), Toughness 26(14mdc), wild card and agility-2 to activate human sheilds, Devek's favorite combat edges: Elan, first strike, Level headed.
  • Brodkill leaders (4 total) 32 inches away. Parry 6, toughness 15(6mdc), they all have extra arms.
  • Normal Brodkil (12 total) 32 inches away. Parry 6, toughness 11(2)
  • 3 brodkill loading a vehicular missile launcher ontop of mansion 43 inches away. Same stats above.

Penitents Fear Effect
Rolls coming on their turn after players go.


Ok the scene is set, take it away players... Jack of clubs means you go first!

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Wed Oct 11, 2017 9:44 pm
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Notice 5
1d6+2 = 5 (3)
1d6+2 = 3 (1)


Common Knowledge 16 3 Raises
1d10 (2)
1d6 (6)
Ace 1d6 (6)
Ace 1d6 (4)


***

Ashlyn focused herself as Draygis and the brodkil charged down the hill from the mansion. This was it. She darted forward herself, using the buildings for cover. She was worried about that missile launcher on the roof, but she wasn’t going to be able to get in range anytime soon. And she didn’t like those literal human shields strapped to Draygis’ arms. She was going to have to work around that.

Finding some cover behind the building, she started her prayer. “Begone, foul creature!” she hissed at him.

Then Ashlyn darted forward again to the corner of the next building. This time she focused on the brodkil following Draygis. “Back to Hell with you!”

***

Conditions:
  • Divine Protection: +1 Toughness (10 [3])
  • Divine Aura: +1 Charisma (1)
  • Divine Spirit
    • Spirit d12
    • Brave: +2 Fear tests
  • Cover -2

Monologuer 17 3 Raises
1d10-2 = 0 (2)
1d6-2 = 3 (5)
Extra Effort 1d6 (6)
Ace 1d6 (6)
Ace 1d6 (2)


Turn: Move 6 for Cover, cast Banish the Horde on Draygis
Play Adventure Card: Adrenaline Surge for immediate extra turn
Extra Turn: Move 6 for Cover, cast Banish the Horde on Brodkill Leaders, and catch Draygis in this, as well, if possible

Banish the Horde vs Draygis 19 Auto Raise if successful
Mysticism 1d10 (10)
Ace 1d10 (9)
Messed up the Wild Die. Ignore second d10 roll. Though this one Aced, so I suppose we can use it
Wild 1d6 (6)
Ace 1d6 (6)
Ace 1d6 (3)
Opposed by Spirit.
Auto-Raise on a Success.
Holy Light trapping means they have to make a Fear check.


Banish vs Brodkil leaders and Draygis 8 Auto Raise if successful
Mysticism 1d10 (3)
Messed up the Wild Die. Ignore second d10 roll
Wild 1d6 (3)
Extra Effort 1d6 (5)
1d10 (8) - Ignore
Large Burst Template.
Opposed by Spirit.
Auto-Raise on a Success.
Holy Light trapping means they have to make a Fear check.

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


Thu Oct 12, 2017 12:47 am
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Draygis 20 vs 19 banish the horde, apperently he was summoned at some point, resisted fear
Spirit 1d10 (10) Ace 1d10 (10) wild 1d6 (6) ace 1d6 (1) Draygis benny for extra effort 1d6+2 = 4 (2)

Draygis Spirit vs fear 1d10 (7) wild 1d6 (6)

Draygis lets out a howl as his essence is attempted to be washed away, " I have been brought here long, long ago, and I have endured many mystics! I will never go back!" His gaze drifts between his immortal enemy and Ashlyn, you are unsure of whom he may strike out against.

2 groups of brodkil, 2 leaders remain, 6 total brodkill vanish
Leader every 4 8d6 (4, 6, 1, 6, 2, 1, 4, 6) Ace 3d6 (1, 6, 2)
Leader fear rolls: 2d6 (4, 4)

Two of the groups of Brodkil all but vanish, leaving their leaders without any followers. The two leaders devoid of followers chortle in their gutteral tongue to each other seemingly unafraid of the might of Ashlyn. But they do point their plasma ejectors at her.

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Thu Oct 12, 2017 6:32 am
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Ink strode forward towards Draygis. He had a look of determination and anger on his face. "Such a brave fighter you are, Draygis. Always hiding behind your men, and now hiding behind human shields? Pathetic!" He spat on the ground. "Come on then! Come and face me if you dare, you red-skinned coward! Kill me if you can!" He grinned. "And when I'm done with you, I'll celebrate by getting a new tattoo and a cloak made of your hide."

He did everything he could to NOT think about the words Draygis had uttered. He tried NOT to think that this might be in vain and she might be lost to him forever. He couldn't think about that right now. He had to focus and stay on task. Draygis had to be put down, first and foremost. Then he could worry about...other things.

He tapped his Boost tattoo and almost tripped. He grit his teeth and pushed on through the pain to activate it. His body suddenly felt much more vigorous and hardy. He tapped the tattoo of the two warriors shield-locked together and tried to push it through at the same time, but his energy failed him and it didn't activate. He let out a disgusted growl.


OOC Comments
Active Effects: Armor Tattoo, Boost Tattoo (Vigor), Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)

Current Toughness: 19(8).

Activating Boost Tattoo (Vigor): 15 total after MAP. +2 die steps to Vigor.
-Focus die 1d10 (1), Wild die 1d6 (3).
-Benny Reroll: Focus die 1d10 (10). Wild die 1d6 (6), Focus Ace 1d10 (7). Wild die ace 1d6 (2).

Activating Two Warriors Shield-Locked Together Tattoo (Improved Nerves of Steel): 3 after MAP (fail).
-Focus die 1d10 (3), Wild die 1d6 (3).
-Benny Reroll: Focus die 1d10 (3), Wild die 1d6 (5).

Notice: 5.
-Notice die 1d8 (2), Wild die 1d6 (5).

_________________
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


Thu Oct 12, 2017 9:49 am
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Seeing things escalating too quickly for him to be able to handle the problems himself Leben looks for Zipwidget and moves over to him. "Please bless this Warrior with the celerity and presence of mind needed to work you will." Reaching out to touch Zipwidget Leben's blessing of light fills him with courage knowledge and speed.
"Now it is up to you, get over there and save those hostages."

Zipwidget gets 4 die steps on techno wizardry and may take two full turns ignoring -2 from MAP and cards under 8
Boost Techno Wizardry Skill - 16
    Mysticism 1d12+1 = 13 (12)
      Mysticism Aced 1d12+10 = 16 (6) -2 for MAP and -1 from accidental -1 makes 13 a 10
    Mysticism Wild Die 1d6+1 = 6 (5)
      Empowered by The Light (Exalted Boost Trait): PPE 4, Range Smarts x2, Duration 3 (1/turn), +2 die steps to a single trait (+4 on a raise). When a more serious task is at hand the target glows with the power of light and life, pulling out its truest potential.
Exalted Quickness - 8
    Mysticism 1d12+1 = 12 (11) -1 from accidental +1 and -2 from MAP
    Mysticism Wild Die 1d6+1 = 5 (4)
      Divine Warrior (Exalted Quickness + Holy Ward): PPE 8, Range touch, Duration 3 (2/turn), the target gains the ability to take 2 full turns on their action card, furthermore the character ignore 2 points of multi-action penalty. Each turn is resolved independently of the other. On a raise the target gains Arcane Resistance. A quick blessing and the target is able to move as if outside the restrictions of time.

If it is possible Leben finishes his movement to find cover.

_________________
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


Thu Oct 12, 2017 12:14 pm
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Vela staggers a moment, pushing back the fog from her head, trying to tell what was real and what wasn't. Noise brought her back, flashes of light... She refocused and saw the titanic Brodkil with his grotesque shields. Her eyes narrowed and she bared her teeth in an expression that wasn't a smile.

That one.

She transformed...forcing her body painfully to undergo the process even as she started moving...bolting up the steps as her muscles and bones twisted inside her. Her skin turned black with fur even as she reached out with claws exploding from her fingertips. Clawing not at the Brodkil, but at one of those absurd, hideous things on his arm. She would rip off those things, and then get started on the main course!

As Vela in, the Brodkil surprised her by suddenly lashing out with a cylinder in his immense right hand. There was a flash of light, and something like a long, flexible 'ray' of brilliant energy snapped out and crashed across Vela...drawing a smouldering line about the thickness of a thumb across her shoulder down her torso and midsection to her waist. The terrible burn almost immediately regenerated, however as the were-jaguar leapt!

OOC Comments
Shapechange roll (Vigor) MAP: 1d8 (1) or 1d6 (4)
A benny is in order: 1d8 (6) or 1d6 (5)

Melee attack (MAP AND -2 called shot, oh but I can POUNCE for +4 attack and damage!): 1d12 (11) or 1d6 (5)
With the called shot...I think some Extra Effort is wise: 1d6 (6)
Ace 1d6 (5)

Disarm 'damage' 1d12 (8) + 1d8 (3)
Raise 1d6 (1)
So, with the +4 from Pouncing, that's 16 disarm.
Vela is at -2 Parry this turn due to pouncing.

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Last edited by Vela on Thu Oct 12, 2017 6:54 pm, edited 3 times in total.



Thu Oct 12, 2017 2:42 pm
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Rolls
Astral Feedback (Retrapped Monologuer)-Two Turns due to Quickness
Smarts 1d8-2 = 2 (4); Wild 1d6-2 = -1 (1); EE 1d6 (2)
Smarts 1d8-2 = 5 (7); Wild 1d6-2 = 2 (4)

Notice 1d6+2 = 5 (3); Wild 1d6+2 = 3 (1) -1 for Wound

Play Adventure Card

-1 EP to Recover 5 ISP (Request submitted)
Psionics Wraithform-Greater Speed 1d8 (8); Wild 1d6 (6); Ace Psi 1d8+8 = 11 (3); Ace Wild 1d6+6 = 10 (4)

TURN 1 ROLLS
Jumping 1d6-1 = 2 (3); Wild 1d6-1 = 3 (4); EE 1d6 (1)

Intimidate (Free Action Trapping) 1d4-1 = 1 (2); Wild 1d6-1 = 1 (2)

Agility Trick 1d8-1 = 6 (7); Wild 1d6-1 = 0 (1)

Fighting 1d8+1 = 8 (7); Wild 1d6+1 = 7 (6); Ace 1d6+7 = 11 (4)
Damage 4d4+10 = 20 (3, 3, 1, 3); Raise 1d6 (5)
Offhand 1d8+1 = 7 (6); Wild 1d6+1 = 4 (3)
Damage 4d4+10 = 18 (1, 2, 3, 2)

TURN 2 ROLLS
Agility Trick 1d8-1 = 0 (1); Wild 1d6-1 = 3 (4)

Fighting 1d8+1 = 5 (4); Wild 1d6+1 = 3 (2)
Damage (Only if trick suceeds) Damage 4d4+10 = 24 (3, 4, 3, 4); AC 2d4+24 = 29 (4, 1)
Offhand 1d8+1 = 6 (5); Wild 1d6+1 = 7 (6); Ace 1d6+7 = 12 (5)
Damage 4d4+10 = 20 (3, 4, 1, 2); Raise 1d6 (6); Aces 1d4+20 = 23 (3) + 1d6+6 = 8 (2); Ace 2 1d4+29 = 32 (3)

***Harris***
Shooting RoF 3
1 1d6-2 = 0 (2); 2 1d6-2 = -1 (1); 3 1d6-2 = 1 (3)

Results
TURN 1
Astral Feedback (Monologuer) 1: 4
Notice: 4
Wraithform (Greater Speed): 11
Movement: Up to 42" To Mansion
Jumping to Roof: 4
Intimidate: 1 (Modified)
Agility Trick: 6
Fighting (Exalted Quickness Negates MAP): 11
Damage: 25
Offhand (Exalted Quickness Negates MAP): 7
Damage: 18

TURN 2
Astral Feedback (Moniloguer) 2: 5
Movement: Up to 42" to improve positioning/block access to launcher while maintaining reach of 1"
Agility Trick: 3
Fighting (Exalted Quickness Negates MAP): 5
Damage (Only if trick succeeds): 32
Offhand (Exalted Quickness Negates MAP): 12
Damage: 25

Harris
A whole lot of missing

-2 Bennies

_________________
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
Make a Request


Last edited by Devek Ragaa on Mon Oct 16, 2017 1:33 am, edited 12 times in total.



Thu Oct 12, 2017 6:34 pm
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Draygis resist Vela disarm 16
1d12+6 = 16 (10) wild 1d6+6 = 11 (5)


Draygis snarls at Ink, laying it on thick, " Thats what the man said he would do to your woman after she deilivered on her little surprise!" He laughs mightly only to be pounced upon by Vela trying rip a human sheild away. He roars as his whip has little effect on Vela. But the two match each other in strength. While the sheild was not torn away it is not usable until his action. The screaming individual on his other mighty forearm cries out pleading to the heroes to save him.

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Thu Oct 12, 2017 7:29 pm
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Penitent waits a moment, looking around expectantly, hoping one of the spellcasters will do something useful that launches him into combat. With no aid apparently coming, he sighs and starts jogging toward the big brodkil shouting threats at Ink and Vela.

"Someone at least take care of the artillery on the roof, or the Atlantean may die," he calls back over his shoulder as the demon mask quickens his steps with righteous frenzy and a short prayer summons holy fire that shrouds the blades he wields in each hand.

Run 11, cast Quickness-raise and Greater Smite-raise
Cast quickness: 4 PPE
Faith 1d10 (3)
Wild Die 1d10 (1)
Extra Effort 1d6 (6)
Ace! 1d6 (6)
Ace! 1d6 (3)
+2 Elan, -2 MAP (running) = 18, Success with a raise

Cast greater smite as a free action on both weapons: 5 PPE
Faith 1d10 (6)
Wild Die 1d10 (3)
-2 MAP (running) = 4, Success and auto-raise,

Running Dice on Action 1: 1d10 (3)
Ground covered: 11 inches


Spurred on with unnatural speed, he closes the distance to the large brodkil, which has focused its attention on Vela. Hoping to play on that distraction, he rushes to the monster's flank, slashing with chainsword and rune-knife, but the big demon leaps back with unexpected speed, and neither blow connects. Roaring in frustration, Penitent looses the full fury of his rage, his horrific visage amplified by the divine potion.

"Stand still, demon, so that you may be delivered back to hell in one piece, rather than piecemeal as I cut you limb from limb!"

Fighting failures
Running 1d10 (8)
Ground covered: 16 inches, 27 total

Attack with rune knife
Fighting 1d12 (8)
Wild Die 1d6 (5)
8 -2 MAP (running) +1 Gang Up = 7 failure
Damage: 1d8 (2)+ 1d10 (8)+8, AP 4

Attack with chainsword
Fighting 1d12 (6)
Wild Die 1d6 (2)
6 -2 MAP (running) +1 Gang Up = 5 failure
Damage: 3d8 (8, 4, 6)+8, AP 2


Used 1 Benny, 9 PPE.

All enemies that see me must make a Fear check at -4. Active powers include greater armor (+5 MDC armor and - 1 to hit at range), greater smite (+8 damage, hallowed and fire-fatigue trappings), quickness (with raise, so redraw initiative under 8).

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Thu Oct 12, 2017 8:43 pm
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Notice 11
Notice Die 1d8 (1)
Wild Die 1d6 (6)
Wild Die Ace 1d6 (5)


For a moment Fizzwaite can only stare at Leben in disbelief. Me save the hostages solo? Is he bloody nuts? Has all that divine light fired his brain down to a raisin? But one look at the raging Brodkil leader and the tortured souls being used for shields firmed his resolve. Grinning he says, "Alrighty then! I love this plan! I'm excited to be a part of it! Let's do this!" Even as he spoke his hands move almost of their own accord assembling components from his various pouches into an object that looks much like a set of defibrillation paddles connected by wire though there are three paddles rather than two.

Quickness turn one...

Build Teleport Gadget 10, Raise, Gadget PPE 20
Techno-wizardary die 1d12+3 = 10 (7)
Wild Die 1d6 (6)
Wild Die Ace 1d6 (3)
-2 MAP
+2 Machine Maestro
Note: Techno-Wizardry at d12+3 due to Boost Trait from Leben
Trapping electrical light show but no further effect.

Once the device is complete he affixes the paddle equipped with the control panel to his body harness and sets the coordinates for his destination before grasping the second paddle with his right and and the last with his left. Looking over at Leben he deadpans, "if this doesn't work and I die I will haunt your ass forever, you know that right?"

Teleport to Doom 9, Raise, Gadget PPE 15
Techno-wizardry die 1d12+3 = 6 (3)
Wild Die 1d6 (6)
Wild Die Ace 1d6 (3)
-2 MAP
+2 Machine Maestro
Spending 5 PPE to go up to 30"

Without waiting for a response Fizz clicks the button to activate the device and electricity briefly arcs across his body before he disappears in a flash of energy and instantly reappearing right in the middle of the fierce melee going on between Draygls, Vela and the others. "Don't mind me! Just passing through, I won't be a sec! Just out of curiosity is that an energy whip in your pocket or are you just happy to see me?"

Quickness turn two...

Teleport to Freedom 17, Raise, Gadget PPE 10
Techno-wizardry die 1d12+3 = 9 (6)
Wild Die 1d6 (5)
-2 MAP
+2 Gang Up
+2 Touch
Extra Effort to try for raise 1d6 (6)
-1 Bennie
Spending 5 PPE to go up to 30"

Spinning around Fizz spies Leben in the distance and quickly adjusts the destination controls to return him and his charges back to Leben's side. Stretching both arms to the limit Fizzwaite jams a paddle against each of the humans strapped to Draygls arms'. Say, you don't mind if I borrow these do you?" With that Fizz hits the button activating the device once more disappearing in a flash of light only this time taking the two wounded human shields with him! As they reappear the humans, no longer strapped to anyone's arms, fall to the ground with distinct thuds and groans. "MEDIC!!!" Fizz yells hoarsely. The adrenaline wears off as Fizzwaite takes in a shuddering breath now that he has time to realize the risk he had taken. It only takes moments, however, for his normal irrepressible personality to reassert itself. Turning back Fizz screams, "That's right you oversized coffee maker! Deal with that! HA!"

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

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

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



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


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

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

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

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


Thu Oct 12, 2017 11:18 pm
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Turn 1 Results
Astral Feedback (Monologuer): 4
Notice: 4
Jumping: 4
Intimidate: 1 (Modified)
Agility Trick: 6
Primary Hand: 11
    Damage: 25
Offhand: 7
    Damage: 18

Penitent wrote:
"Someone at least take care of the artillery on the roof, or the Atlantean may die," he calls back over his shoulder...

Shifting to the spectral ectoplasmic entity Devek answers in a flat staticy voice. ”I can do that.” Streaking forward the trail of dark grey ectoplasm overtakes Penitent in the blink of an eye, bounding up on top of a small hut, then progressively larger homes until clearing the final large alley in one massive bound, landing half a dozen steps from the missile team.

The psycho active substance reaches out and tries to invade the mind of the nearest brodkil, but the demon has little in the way of fears it can exploit. Devek has better luck as he kicks up a loose roof tile and sends it flying for the face of the nearest sub demon. Taking advantage of the distraction his elongated arm slams into the brodkil’s chest, the ectoplasm forming vicious spikes and sharp worming tendrils which tear into the demon and sending it reeling. His other ‘arm’ flies straight forward, striking the second in the face pulping flesh and choking life from it as it forces its way down its throat.

Turn 2 Results
Agility Trick: 3
Primary Hand: 5
    Damage (Only if Agility Trick Succeeds): 32
Offhand: 12
    Damage: 31

He moves like a blur around his foes, moving faster than they could hope to follow before rushing in. Unlike previous his previous encounters he does not attack from a range, his limbs are still the same pseudo tentacles of before, but his intent is to keep them from firing their missiles so he closes the distance in case they prove more of a challenge.

Harris Actions
Shooting RoF 3: 0, -1, 1
Whole lot of nothing

For his part, Harris does a remarkably good job of holding his composure. He takes solace in the crossbow, ineffectual though it may be he was at least armed again. He takes careful aim with the unfamiliar weapon, targeting one of the lesser sub demons and squeezes the lever. A the crossbow kicks like a rhino buffalo as the single bolt is transformed into thousands of wooden projectiles. The small wooden flechettes hurtle away at supersonic speeds, tearing deep gouges into the ground surrounding the unit of brodkil. Despite the weapons unnatural, though undeniably impressive display, not a single shard managed to strike the sub demons.

Harris looks at the weapon in horror, his training taking over where his rational mind is failing and forcing him to duck into the best cover available. With a shaking hand he sets the weapon’s foot brace against the ground and starts leveraging the string back into place. ”Totally normal. That’s just normal...just keep loading and shooting your machine gun crossbow Harris. Keep shooting and maybe live.” The private mutters some version of this over and over, like a mantra. Something to keep his indoctrinated mind from snapping completely.

Active Powers
  • Astral Frenzy/Losing It (+2 Fighting, Strength/Damage, Toughness, -2 Parry, 2d4 Ecto Damage Field, -1 vs Ranged attacks)
  • Obsidian Transformation/Greater Armor with Raise (+10 MDC Armor, +1 Toughness, +1 Vigor die)
  • Raging River/Exalted Quickness (2 Turns, ignore -2 MAP each turn, -1 vs Melee attacks)
  • Thullian Touch/Greater Smite (+4 Damage, Mega Damage, Reach +1)
  • Wraithform/Greater Speed with Raise (Triple Pace, Running is Free Action, Run die automatically max, Free Action Intimidate each round, -2 vs all attacks)

_________________
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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Mon Oct 16, 2017 1:59 pm
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Devek
Those three are indeed dead, if you need to describe the awesome finishing blows go ahead. Also added bonus, no one could see him before, but you see 1d4 (1) brodkill just finishing his climb on the back side of the mansion. He looks pissed that you just killed three of his bros. He is cybered out to the extreme, might as well be a full conversion brodkil borg at this point in his life. Wait a sec, is his entire body made out of a silver mdc mettalic material? The inner chemist inside Devek says hell yes it is! A rail gun strapped to his back and 2 vibro swords on his hip. It looks like a freaking flame thrower is in his mouth. You gotta be bleeping me! The robotic voice echo's against the ectoplasmic vortex surrounding Devek. " Silver Death has come!"


Harris
Harris can have a benny

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Tue Oct 17, 2017 7:36 am
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Notice 1d8+2 = 7 (5)
Serena notices the pain her mortal partner is in, and concentrates again to try and heal her once more. She then moves beside her companion and takes cover.
Invocation 1d10 (7) (Healing - heal one wound level)

Notice 3
Notice 1d6 (2), 1d6 (3)

Krys notices the group two groups of Brodkil, and begins chanting. Above them the skies open as a multitude of fiery seraph angels poor down, falling on the bewildered sub-demons with the gusto of holy warriors who have fought a multitude of demons over the millenia. They strike their targets, driving them either to death or to their final resting place, leaving only smoldering fires where their corpses laid. Not stopping to see her handiwork, Krys takes cover behind something more solid than air.
dozens of Seraphs
Image
Heavenly Host Fiery Strike - Exalted Dispel 8
Spellcasting 1d8 (5), Wild Die 1d6 (1) = 5+ 1d6 (3) Extra Effort
Trapping: Trapping: A number of Seraphs appear to strike down all the affected creatures. Those creatures struck roll for any potentially flammable objects to catch fire (SWD 101). The disappear after striking.
The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.

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


Sun Oct 22, 2017 5:12 pm
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Resist Banish target 8
8d8 (4, 2, 2, 1, 5, 5, 2, 5)

Angels vs demons, titanic struggle. Clash of swords, a bright light, and 8 brodkil gone in an instant.




who is left
Draygis, 2 brodkill leaders, Silver death


2 Brodkil leaders Panic
  • Spirit roll vs Penitent fear 1d6-4 = 2 (6)Ace 1d6 (1)
  • Spirit roll vs Fear 1d6-4 = 1 (5)

The two cybernetic leaders catch sight of Penitent and cry out somethibg in their demonic language. Then the flee inside the mansion from whence they came.

Down fall of Draygis
Draygis Spirit roll to recover from being shaken by the loss of his juicer rig. Spirit 1d10 (3) wild 1d6 (1)
Draygis vs Penitent's fear 1d10-4 = 0 (4) Wild 1d6-4 = -1 (3) benny to reroll 1d10-2 = -1 (1) wild 1d6-2 = -1 (1)
Fear table 1d20+4 = 23 (19) Result is a heart attack
Heart attack: Vigor -2 vs incap: 1d12-2 = 2 (4): incaped!
Dead in 2d6 (2, 1) 3 rounds heal roll at -4 to save but still incapped

Draygis lifts his arm to strike Penitent with his energy whip. It is that very moment his life falls apart. Whatever second rate juicer rig store he bought the unit from did not install the tubbing with properseals, and the harness was not even integrated properly into his back. Hopefully Penitent and Vela like the juice because the hoses and juice tubes be come undone spraying the chemical mixture everywhere. To make matters worse Draygis looks roght into Penitent's very eyes. Draygis' own grow wide and his heart freezes over as he saw the truest form of damnation. With a gurgled cry Draygis says, " Fuck your Saaaooollnn..." Whatever he just trid to say comes out too distorted as he falls onto the ground clawing at his chest, and soon lies unmoving.

A loud robotic laughter sounds from the top of the mansion. " Draygis that fool in El Paso sold you on a dream unfulfilled. I meet mine now!! Hahahaha!" Everyone now sees the horror that Devek saw after taking out the Brodkil on the mansion. A fully converted brodkil combat cyborg. Its shiney body looks as if it could be made entirely of silver. The full conversion Brodkil borg's tail snakes arround finishing loading just one rocket and the flips the launcher switch, not even ackdowleding the efforts of the brodkil dead nearby. However the creature does look in Devek's direction. Did it just grin in savage delight at being able to deliver a death blow to Draygis? It seems this creatures focus is strangly on firing the launcher even though there is a foe nearby. The missile slams right into Draygis as he is falling to the ground. He is toast. The Silver Brodkil Borg laughs in delight shouting at Draygis' corpse, "Silver Death is now the master you pathetic fool!"

Devek thinks he hears a robotic whisper that may have come from the large Silver Brodkil, but then again it sounds like it is close by near his feet, " You served me well strangling... Are you human? Do you have a spleen?" Thats when he realizes the creatures flipping feet are silver spiked bionic tentacles and one of them snaked near to him and is fracking talking to him. They seem like some kind of chain swordesque tread on them that propells the silver monstrosity arround. Right after the launcher is fired two bionic tentacles grab at Devek and try to hold him fast by wrapping arround him. Devek is pretty sure if they do, they could just cut through his armor just as well as any chain blade.

Fizz, ever the hero saved two people from certain death. He also notices they are wet with their own blood. The two human sheilds seem to have these large holes in their sides and backs where Draygis had strapped them to spiked sheilds. Well that Brodkill is a smoking crater but his handy work lives on. It seems humans spurt a ton of blood if punctured by metal spikes, and these two folks seem human and so are spurting buckets of blood everywhere. If they do not receive medical attention they will die.
Church with kids
1 bad, 2 good, all others neutral 1d4 (3)

Peoples struggle vs vampire lords
1 bad, 2 good, all others neutral 1d4 (4)

Silver Death
Attachment:
IMG_0111.JPG
IMG_0111.JPG [ 251.95 KiB | Viewed 2254 times ]

light vehicular rocket, 36 AP 8 Draygis cover is factored in, Vela and Penitent agility -2 to avoid, gm benny spent
Fire a vehicular rocket 1d6+2 = 7 (5) extra effort 1d6 (6) Ace 1d6 (4)-4=13
Light vehicular(thanks Ashlyn and note Draygis gives Pen and Vela 4 pts of armor for cover as the missile hits Draygis' underside just as he finishes collapsing giving maximum cover. 6d6 (2, 1, 6, 6, 6, 5) Ace 3d6 (6, 2, 3) Ace 1d6 (3)AP 8


Grapple vs Devek, opposed Fighting vs 15
1d10-4 = 6 (10) Ace 1d10 (9)

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Sun Oct 22, 2017 6:20 pm
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Player initiative 9 of Spades, players go first
Per pg. 72 of core sw.
    Large Groups: In very large groups, or time-sensitive games, the Game Master might want to try dealing a single card per side (heroes and villains). On the heroes' turn, simply start at one end of the group and work quickly around. This will speed things up dramatically if that's more important than varying initiative order. If one or more characters have Level Headed or Quick, let that apply to the draw (but only once).
With that in mind we will try this out for pbp, I will draw each character a seperate card not to determine their initiative but to see if they act with benifits of a joker. In this case players win and go first, the order of your post determines what is happening. After all players post, short recap and if badguys are alive will post their turn. Gm will break in with OCC for any soak or first strike rolls.
Card numbering
Bad guy roll: 9 of clubs
1d54 (34) 9 of clubs

OOC Comments
Player roll 9 pf Spade] 1d54 (8)


Silver Death combat data
Parry: 8( +1 from his multiple tail treads factored in) Toughness: 26( 12 MDC)

Combat Notes, Vela, Pen, Devek, Fizz
  • Vela and Pen need to make agility -2 roll or get hit by a light vehicular missile 36 AP 8 MDC area effect, succeed on roll no damage as you evade (this a free dodge vs rockets)
  • Devek, you need to make a fighting check vs 15 or be grappled. If you succeed carry on, if you fail you are grappled, if you fail by 4 pts you are shaken so can make a spirit check to unshake.
      If grappled, make an opposed str or agility check vs 1d12+4 = 14 (10) succeed you break free, if with a raise you can not only break free but act normally.
    • If you wish to not break free all other actions are at a -4 penalty.
  • Fizz the two people you saved, seem to have gapping wounds in their backs, both slip into unconsious. You are no doctor but they need medical attention lickety split.


Ok folks, probably last round here...You guys go first again. Really only Silver Death is visible as the other two brodkil went back into the mansion, Draygis pretty much toast. Well it is your go.

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Mon Oct 23, 2017 5:29 am
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Movement on the roof caught Vela's eye...it was hard to miss the glint off the cyborg's silvery body. As Draygis fell in a spray of...what even was that stuff?...she flung herself back and to the side with all the boneless flexibility that she was heir to. The night lit up behind her in a plume of flame and concussion, and fragments spattered uselessly off of her hide.

She wasn't sure if that rocket would have HURT her or not, but it was nice not to have to find out.

Agility 1d10-2 = 4 (6) or 1d6-2 = 2 (4)

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Last edited by Vela on Mon Oct 23, 2017 7:56 am, edited 1 time in total.



Mon Oct 23, 2017 7:07 am
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Agility 7, used a Bennie
Agility 1d8 (3)-2
Wild Die 1d6 (5)-2
Bah, use a Bennie for Extra Effort w/Elan
1d6 (2)+2+3= 7 total, Success


Penitent hears the roar of the rocket from above and knows he won't be able to make it clear in time. Someone is going to die ... but it won't be the Apok.

Putting all of his strength into the blow, he brings his chainsword down between Draygis' legs. Although near comatose, the pain causes an involuntary reaction in the massive brodkil, who sits up and roars as he grabs at the bloody mess created by the chainsword. Seizing on the opportunity, Penitent dives beneath the brodkil's armored chest before it falls back to the ground, curling into the hollow beneath his fleshy bunker.

"There's room for two!" he calls after Vela as the werecat scampers away. Then the world is awash in fire and sound as the missile strikes. Draygis is pounded into red slop, pieces of his body blown across the walls and courtyard. Like a demonic phoenix rising from the ashes, Penitent stands up, unscathed, his demon mask dripping with ichor and blood, as he raises his sword to the sky.

"And so are the wages of sin repaid!" he cries, then looks around for further evil to eradicate. Seeing the two remaining brodkil disappearing into the mansion, he gives chase, his preternatural quickness easily allowing him to catch them and bring redemption to their cursed flesh.

Kill at least one, maybe two brodkil
First round action: Move to brodkil, attack with both weapons (no MAP due to Edges)
Attack with rune knife
Fighting 1d12 (8)
Wild Die 1d6 (1)
Damage: 1d8 (1)+ 1d10 (5)+8, AP 4
8 to hit, 14 damage AP 4

Attack with chainsword
Fighting 1d12 (11)
Wild Die 1d6 (2)
Damage: 3d8 (1, 1, 5)+8, AP 2
Raise damage: 1d6 (3)
11 to hit (raise), 20 damage, AP 2

Second round action (Quickness): Move to next brodkil, attack with both weapons (no MAP due to Edges)
Attack with rune knife
Fighting 1d12 (3)
Wild Die 1d6 (1)
Damage: 1d8 (6)+ 1d10 (5)+8, AP 4
3 to hit a miss

Attack with chainsword
Fighting 1d12 (3)
Wild Die 1d6 (5)
Damage: 3d8 (3, 6, 8)+8, AP 2
5 to hit (do they take a penalty to Parry while Panicked/Shaken?), 25 damage AP 2

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Mon Oct 23, 2017 7:49 am
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Notice 7
Leben Notice Roll: 1d8+2 = 5 (3)
Notice Wild Die: 1d6+2 = 7 (5)

Already feeling drained from all the power spent and being on edge for days now Leben looks out from behind the wall and sees the giant silvered cyborg brodkil. Mumbling to himself “Why does it have to be missiles. What is the point in hiding behind walls when they can shoot around them.”
Stepping out from cover enough to have a clear line of sight on the demon he calls forth the last of his strength and sends waves after wave of Celestial Fire crashing into the demon. “Begone from here demon, your tyranny is at an end.”
As the last of the flames strike the demon Leben slides back behind cover and moves to the opposite end of the building hoping any shots fired at his old location will hit empty air.

Celestial Fire
Celestial Fire (Onslaught + Celestial Silver): PPE 2-8, Range 18/36/72, Duration instant, fires up to 4 bolts each doing 3d6 AP 5, Celestial Silver mega damage
Mysticism
-2 for Range Requires spending 2 ISP and he only had 7 PPE.
Mysticism 1d12-2 = 0 (2)
Mysticism 1d12-2 = 0 (2)
Mysticism 1d12-2 = -1 (1)
Mysticism 1d12-2 = 9 (11)
Mysticism Wild Die 1d6-2 = 0 (2)
Mysticism Reroll using a Benny
-2 for Range Requires spending 2 ISP and he only had 7 PPE.
Mysticism 1d12-2 = -1 (1)
Mysticism 1d12-2 = 2 (4)
Mysticism 1d12-2 = 3 (5)
Mysticism 1d12-2 = 9 (11)
Mysticism Wild Die 1d6-2 = 4 (6)
    Ced 1d6+4 = 7 (3)
Celestial Fire Damage 23 AP 5 and 4 AP 5
Bolt 3 hit with a Raise 4d6 (5, 1, 6, 4) AP 5 Mega Damage
    Damage Aced 1d6 (6)
      Ace Aced 1d6 (1)
Bolt Wild Die hit without a Raise 3d6 (2, 1, 1) AP 5 Mega Damage

_________________
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


Mon Oct 23, 2017 8:27 am
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Notice 7
Notice Die 1d8 (7)
Wild Die 1d6 (1)


Quickness turn 1
Seeing Leben step out and fire bolts of mystic energy at the roof where the missile launchers are located Fizzwaite curses under his breath. Knowing he has only moments to spare he reaches into his pouches and his fingers seem to blur as another gadget takes shape.

Build Healing Gadget 8, Raise, Gadget PPE 20
TW Die 1d10 (6)
Wild Die 1d6 (3)
+2 from Machine Maestro
Ignore -2 from MAP due to Quickness
Radical Redshirt Restoration Rig
Image
Still muttering to himself Fizzwaite passes the device over the first victim tweaking the settings to repair each injury as it is found. "Dammit, I'm a Techno-Wizard, not a Doctor!"

Heal 1st victim 9, Raise, Gadget PPE 17
TW Die 1d10 (1)
Wild Die 1d6 (2)

-1 Bennie to Reroll
TW Die 1d10 (7)
Wild Die 1d6 (4)

+2 from Machine Maestro
Ignore -2 from MAP due to Quickness
Initially the damned things wails alarmingly and red lights blink on and off rapidly. Giving the device a good whack with the heel of his hand he growls at it. "Oh no you don't you miserable pile of junk! Do yer damned job!" After adjusting a few more knobs the wailing stops and the lights flash from red to green and Fizzwaite smiles as the wounds close and the patient's breathing slows and returns to normal. Looking into the woman's eyes he pats her on the shoulder reassuringly. "Don't you worry a bit miss. I've fixed you up and I'll have your friend here fixed up in a jiffy. Just lay here and rest while we finish taking out the trash." HA! Who needs a Mystic when there's a Gnome on the case!

Quickness turn 2

Hurrying over to his second patient Fizzwaite once again works to save the man's life...

Heal 2nd victim 6, Success, Gadget PPE 14
TW Die 1d10 (1)
Wild Die 1d6 (3)

Dammit -1 Bennie to reroll
TW Die 1d10 (4)
Wild Die 1d6 (3)

+2 from Machine Maestro
Ignore -2 from MAP due to Quickness
Once again the devices wails and alarm and refuses to acknowledge the human still lives! "Dammit you defective dimwit! I don't have time for this foolishness!" Settings adjusted the device quiets down and the man's wounds start to close. Looking down at his latest patient Fizzwaite reassures him, "Whew, working on machines is sure a lot less stressful I don't mind tellin' ya! You and yer friend should be fine though. Just take it easy and stay low until the shooting stops and we can get you folks under cover."

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

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

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



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


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

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

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

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


Last edited by Fizzwaite Zipwidget on Tue Oct 24, 2017 9:59 am, edited 1 time in total.



Mon Oct 23, 2017 10:17 am
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silver Death status so far is shaken from Leben bolts
Devek is still possibly grappled

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Mon Oct 23, 2017 1:38 pm
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Notice 7 Success
1d6+2 = 7 (5)
1d6+2 = 7 (5)


Common Knowledge 13 2 Raises
1d10 (10)
Ace 1d10 (3)
1d6 (5)


***

Draygis was down, obliterated into a pile of gore by the rocket, and Penitent standing up from the mess. Ashlyn nearly gagged.

Devek was in trouble, though, wrapped up in the tentacles of some full conversion Brodkil borg. Ashlyn raced through the cover of ramshackle buildings. It was still a bit of a longer shot, but she lined it up, trying to avoid hitting Devek.

The blast sizzled past Devek’s ear and cheek, scorching skin, and slammed into Silver Death’s face.

***

Conditions:
  • Divine Protection: +1 Toughness (10 [3])
  • Divine Aura: +1 Charisma (1)
  • Divine Spirit
    • Spirit d12
    • Brave: +2 Fear tests
  • Cover -2
  • 25” from Silver Death and Devek

Onslaught 9 Raise
1 large missile, Soul Blast: Ignore physical Armor, but add half Spirit to Toughness.
-2 Medium range
Mysticism 1d10-2 = 7 (9)
Wild 1d6-2 = 1 (3)
Extra Effort 1d6 (2)


Damage 17
7d6 (4, 2, 3, 3, 2, 2, 1)

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


Tue Oct 24, 2017 12:01 am
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Ink watches the events unfolding up ahead of him as if watching a dream....or a nightmare. He is too far away, and he can only watch in a mixture of helpless anger, denied satisfaction and small comfort as Draygis is ripped from his grasp and from this life. He isn't near the combat, never even gets a swing in, before it is all over. The others complete the task he could not previously. He had asked for their help, but not for them to do it all for him.

His fingernails dig in to his palms as he clenches his fist so hard that they begin to shake. He doesn't get to hear the answers to the questions he isn't able to ask, nor the things Draygis hints at. He lets the clan blade sword fall limply from his grasp. He stops walking and lets out a snarl as he pulls the bulky and clunky-looking rifle off of his back. He pours energy in to the rifle as his face contorts in anger. He brings the rifle up to his shoulder and sights it at the cyborg. A beam of light streaks out. Then a second beam as well. The first seemed like it might do something but the second just really bounces off the creature's armored skin. He lets out a howl of frustration!


Shooting at Silver Death
1 PPE to power up Fate's Fury, 2 PPE to cause it to do MegaDamage, 4 PPE to enact Fate's Intervention, 2 PPE for a 2nd shot.
Integrated scope: ignores 2 pts of range modifiers.

Shot #1: Shooting die 1d8 (8). Wild die 1d6 (2), Shooting die ace 1d8 (5) = 13 to hit.
Shot #2: Shooting die 1d8 (5). Wild die 1d6 (3), Extra Effort benny die 1d6 (3) = 8 to hit.

Damage #1: 2d8 (6, 5), Raise damage 1d6 (2) = 13, AP 8.
Damage #2: 2d8 (1, 1), Raise damage 1d6 (3). = 5, AP 8 (lol wtf).

_________________
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


Sat Oct 28, 2017 10:03 pm
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Notice 5
Notice 1d6 (1), 1d6 (2)+ 1d6 (3) EE


"Come my friend, let us flush them out!" She leads her angelic friend, shotgun at the ready. She moves to where the other brodkil disappeared to hoping to catch them before they can disappear. She opens fire on either Brodkil if she sees them.
Shooting 13 Damage 20
Shooting 1d4 (2), 1d6 (3)+ 1d6 (6) EE + 1d6 (4) (Ace)
3d10 (2, 5, 7) (*base damage)+ 1d6 (6) (Raise on shooting)


"I will join you shortly." Serena, for her part, takes to the air and looks around for any in need of healing among the companions.
Notice 1d8+2 = 8 (6)
Invocation 1d10 (10) (heal 2 wounds on anyone of the PCs or NPCs who needs healing within 15")

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


Thu Nov 02, 2017 4:12 pm
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Deprived of her kill, caught up in battle-fury, Vela twists to look up at the massive cyborg and her lips peel back from her teeth in a feral snarl. With a roar she leaps up and digs her claws into the roof...then hauls herself up and over and bounds over the tiles to leap on the Silver Death, raking and biting!

...but it's all for naught; though sharp and strong, her claws are not quite enough to tear the plates of heavy armor away from the augmented Brodkil!

OOC Comments
Notice 1d8 (1) or 1d6 (3)
Agility 1d10 (4) or 1d6 (1) to keep footing
Pounce 1d6 (1)
Attack 1d12+4 = 13 (9) or 1d6+4 = 8 (4) Claw damage 1d12+4 = 8 (4) + 1d8 (3)
Raise 1d6 (2)
Benny for damage 1d12+4 = 10 (6) + 1d8 (8)
Ace on damage 1d8 (1)
Attack 1d12+4 = 13 (9) or 1d6+4 = 10 (6) Claw damage 1d12+4 = 7 (3) + 1d8 (5)
Raise 1d6 (3)
Benny for damage 1d12+4 = 5 (1) + 1d8 (4)
Attack 1d12+4 = 7 (3) or 1d6+4 = 7 (3) Bite (Frenzy) damage 1d12+4 = 7 (3) + 1d8 (7)

Parry is at 4 (-4 total -2 for pounce, -2 for frenzy)
Bah. Forgot to declare called shots before I rolled, lol... Oh well, wouldn't have mattered anyway.

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Mon Nov 06, 2017 10:02 pm
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Bolt, blast, claw drive Silver Death off the roof of the manner. He howls awkwardly as the blots from Leben and Ashlyn strike him and unnerve his very soul. Vela's unexpected attack has him tumbling backwards flailing about and he falls from the roof dragging Devek with him. Behind the manor is a large hole that seems to go down forever. Bits of ectoplasm and silver sludge line its edges, presumably Silver Death and Devek fell down and into it. Fraking Harris runs to the hole and starts climbing down with his magic crossbow strapped to his back. " I'll bring back Alpha target... In chains if need be, but I will bring him back."
Devek
Just include an interlude about how you escaped Silver Death when you are able to post agian.


The manor itself seems a horrorific managere of the worst dreams possible. To put it mildly the brodkil were not civil with their human captives. Blood, guts, bodies (in various states of living) decorates the once palatial manor. In what could only be described as Draygis' room due to his name being scrawled accross the door are three women scatily clad and barely breathing. Perhaps unable to be used by Draygis or unnaware lf its potential above the bed's headboard hangs a sword of legend. Glistening white and and of tempered steel of unknown origion. Its hilt seems to hold a single human tooth, and the blade while white as the virgin snow has a streak of red running the full length. An innocent note is tied around the golden hilt. "Mighty Draygis, I thank you for the Atlantean woman, she has bore many fruits and has been an unexpected pleasure. My honor beeseches me to repay you in full for our origional transaction was hardly enough. - Trevor"

In the basement of the manor a huge technowizard machine works tirelessly to spew the black smoke surroundimg the city into the air. It looks like an old prerift furnace with some jewels and tubing spun arround it. There is even an indicator LED that monitors the saturation of pollutants in the air, it is nearing max and once there even if the device is dystroyed the dark cloud will forever hang over new del rio. It has some strange writing on it that any true atlantean would recognize as that of their ancient enemy. The mark of Dunscon's personal technowizard also adorns this foul machine. Two other features of this furnace strike anyone looking at it, the words Capone are scrawled on the back of it, and two brodkil with huge hammers lie dead at its base. Finally the furnace looks like a new addition to the basement level.
Furnace
Attachment:
IMG_0151.JPG
IMG_0151.JPG [ 29.41 KiB | Viewed 1902 times ]

If anyone has played the Ravaged Earth setting some of this should be familiar


Beyond the horrorific depravity found in the manor the only other thing of note in the manor is a large golden chest on the first floor, the two brodkill Penetant and krys chased down were actually running towards it as if it held some kind of salvation for their current predicament.
OOC Comments
players may make 4 rolls on the body armor, weapons, or magic items table. The chest either contains those items or parts to improve your current gear.


The two human sheilds after being so aptly healed by Fizz give him a huge well deserved hug. Then they proceed to fight over which house Fizz will be coming over for diner. The woman, Anjelica Lopez seems to win this argument. She mentions, " I will have all these heroes at my home, I have not only survived the torment of these demonic creatures, but you remember that woman who passed through two weeks ago looking for the rangers?". She points unmistkably at Penitent, " She wore a mask very similiar to that one. Yes it is fate that wishes us to dine together."

The evening is setting all too quickly. A fire in the south part of the city rages on, and faint cries from the church echo accross the city. The real battle seems over and now the heroes are faced with a war for its soul. Do they leave the citizens of new del rio in a lurch and head to El Paso. The river beckons on the horizon marking the way. The dying unspoken wishes of Spartacus still linger fresh, the cyber knights had cause to track down The Reid's Rangers via a contact in El Paso. It seems a woman Ink new was sold to an idividual named Tevor there, and a woman Penitent knew is also looking for these rangers. All signs point to El Paso and then finding the rangers, but will the heroes leave the city to be swollowed by darkness, at the mercy of vampire lords, and what of the children in the church!! Or are there more federation of magic operatives here?

Feel free to post reactions and in character discussions here. Head here to post an interlude telling the story of how you left new del rio. Sorry for any confusion. Glowing Hut Burger joint interlude

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Wed Nov 08, 2017 8:20 am
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Golden chest contents
Four rolls on Enchanted Items:
1d20 (13) Magic Optics System
1d20 (4) Shadow Cloak
1d20 (16) TW Combat Mage Armor
1d20 (19)Choose Your Own -- Magic Staff?


Penitent wipes the gore from his blades after cutting down the two remaining brodkil who fled into the manor. As he does, he stops to take in his surroundings, which are as horrific as any demon's lair on Wormwood. Still, such abattoirs sometimes contained survivors, or treasures that could be put to use against other monsters.

In fact, the nearby golden chest contains just such a hoard: Inside, a full-faced helm set with diamond lenses sits atop a cloak so black it seems to devour the light. Next to it is piled a suit of enchanted armor and a strange gray staff of gnarled, alien wood chased with strangely-geometric runes.

Leaving the treasure for the moment, he continues his explorations through the nightmarish palace. Finding a room scrawled all over with the name of Draygis, Penitent kicks open the door. Inside, he finds three women, unconscious and near death. Removing his mask (no sense in waking them, only to have them die of fright), he pulls out the communication device he had been given at the Legion fortress and thumbs the "plastic" crystal button to activate it.

<<Hear me, priest or gnome: There are some wounded captives inside the mansion, in a room marked in blood with the name of the brodkil who died of shame rather than face me. It would be well to bring them back from the brink of death, so that we may question them and learn more of our foes.>>

After assuring himself that the women are unlikely to die in the next few minutes, Penitent rises and looks around the room. His eyes immediately are drawn to the sword hanging above the gouged and bloodstained headboard. White as snow, the blade holds a vein of blood at its heart. Grasping the hilt, he takes it off the wall and feels its weight in his hand. A whisper echoes in his mind as he does: Durendel.

This blade has brought death to many, and will be the doom of many more, he thinks, before going in search of sheath to hold it. He pulls the note from the hilt and glances at it before stuffing it in a pocket. The tattooed one will be interested, if this Trevor is the one who has despoiled his woman.

Returning outside, he notes Devek's absence then shrugs -- the dead-stalker had survived certain death before, and had shown no reason to doubt he could do it again.

"There are spoils within of great power, and captives who survive in body, if not in spirit."

Leaving it to others to deal with both, he finds a quiet place to sit and clean his weapons, including the new blade. He can't help overhearing when the woman Anjelica mentions another Apok passing through New Del Rio looking for rangers. Had the living planet sent another masked avenger to Earth? And did this unknown agent seek Penitent's daughter, as well, or some other quarry? Curious, and reason to head to the fortress of El Paso without further delay.

Still ... the stench of demons and vampires in New Del Rio was too thick to ignore, especially with the divine elixir stoking a righteous fervor in Penitent's blood. The group's actions seemed to have inspired the citizens to take up arms, rather than die in the dirt, but they were likely to be slaughtered by the vampires and remaining demons if left on their own. Perhaps the tattooed Atlantean or the cat-woman could be persuaded to do some hunting while the others tended to the wounded and dying ...



Ink, as it turned, seemed in no mood for a coordinated vampire hunt, so Penitent left him be, figuring he'd hand over the note from Draygis's bedroom when the Atlantean had more control over his emotions. Vela, the cat-shifter, greeted his idea with excitement, however, and soon the pair were off into the ruins of the city, each trying to outdo the other while slaughtering bloodsuckers.

The next day is a long, joyful blur, as Apok and werejaguar venture into the southern quarter of New Del Rio, dispatching vampires with abandon. No darkened hole or shrouded mansion is safe from the whirring blades and flashing claws of the vengeful crusaders, whose laughter echoes through the city and strikes terror into the hearts of the parasitic undead. Penitent loses count of his own kills somewhere after 550 ... and eventually loses track of Vela after the pair burn down a livestock warehouse that had been used to cage several dozen human chattel.

Continuing the hunt on his own, Penitent takes to the rooftops, trailing his targets through the alleys below as they try to pick off the human hostages released earlier. He found half a dozen of the creatures in a blind alley terrorizing a young girl by tossing the bloody head of her companion between them.

They are a blight, but one that will soon be cleansed, he thinks as he drops 10 feet to the ground.

The white blade, Durendel, bisects one vampire before he lands. Drawing the soulknife from the sheathe at his back, Penitent flings the blade at the vampire closest to the girl, burying the blade in its skull to the hilt. He spins, never slowing, as he draws his chainsword and moves among the other vampires like a reaping wind.

Time slows for a moment as he brings justice to the murderous beasts, then his concentration is broken by a scream.

Turning, he expects to see the girl dead, but it is the vampire screaming. Holding Penitent's soulknife in both hands, the girl twists the blade into the vampire's heart, one knee on its neck as it gnashes broken teeth at her. She stares at Penitent as he walks to her, then clasps a gauntleted hand over her own, and with a prayer summons a shroud of hellfire over the knife's blade. The vampire's screams trail off as it is consumed from within by the holy flame.

The girl stands, defiant, dark hair hanging over one eye as the other blazes with fire as bright as the blade in her hand. Penitent is struck by a memory, his daughter's face set with the same look of defiance, and he knows the time for hunting vampires is at an end. El Paso calls.

He gestures at the blade as he turns away, his thoughts flashing back to his wife's eyes as the soulknife consumed her soul.

"Use it well, daughter of Del Rio. Be the doom this place deserves," he says as he turns and heads back to the governor's mansion, ready to leave these haunted ruins behind.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Wed Nov 08, 2017 10:38 am
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Chest Contents
Four rolls on Enchanted Items:
1d20 (8)
1d20 (7)
1d20 (20)
1d20 (9)
Lebens new friend Wolf
We will call him Wolf because he is so savage.
Attachment:
Laben's New Friend.jpg
Laben's New Friend.jpg [ 4.68 KiB | Viewed 1887 times ]

As the battle concludes Leben gets to work helping those he can, the following two days are endless for him as he does everything he can to help the people of New Del Rio.
The atrocities committed here are too many and Leben feels great conflict about what is the right thing to do. Praying frequently for guidance. He does what small thinks he can making holy symbols enchanted with holy day light and healing those injuries he can.
Finding Fizz, Leben asks. "Is there any way we can reverse this atrocity? Perhaps by working together we can create a place of safety?"
Looking to Artemisia he asks. “Is there any way at all we can get more Legionaries here? If we leave these people in this state they will be food in no time. I cannot do that.”
The conversation is exchanged, but Leben knows he cannot in a good conscious leave a whole town without any defenses. He finally says wit the rhythm of someone paraphrasing a common saying. “True faith is this, to care for the widows and orphans. If I having this world’s goods see by brothers and sisters in need, then leave telling them to be warmed and filled. My faith is nothing. I cannot leave these people, they are defenseless, the havoc wrecked on them by those demons was too much. I need to stay and train some of them how to defend themselves.” The conflict on his face the previous hours leaves completely as he states that he must follow his faith first.

(Taking the benny)

_________________
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


Wed Nov 08, 2017 12:20 pm
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THE BATTLE'S END

Ink paused and let out a long sigh as he wasted precious energy to power up and fire the rifle, but it wasn't needed. He didn't even scratch the Borg. The others seemed to handle things just fine. Like they did with Draygis. He was after Ink, and vice versa, but it didn't matter. They didn't even get to exchange blows or attack one another or anything. The rest of the group just swarmed in, rescued the hostages, wiped out all the Brodkil and delivered the deathblow to Draygis before Ink even got close. Same with the cyborg Brodkil. Anger simmered inside of him. Why was he even here? They didn't need him. He asked for their help in freeing the town and killing Draygis...and they did it all for him! He quickly put away the rifle before he damaged it.

He entered the manor, after the others of course as he was still some distance away and they were already moving. He didn't expect to find Lyra, but he hoped Draygis was lying. He moved through the manor's room by room until he came upon the room apparently claimed by Draygis. The Apok had apparently come and gone already. Ink noted the women, but didn't have any way to really heal them or care for them, so he left them for the better care of others. He searched the room thoroughly, top to bottom, taking a long time to do so, trying to see if there was any clue to what had happened to Lyra...but found nothing. The anger began to bubble in to a bubble a bit more.

Once outside he glared at no one in particular, trying not to set his anger on anyone in the group. To Krys he said, but not as quietly as he meant to, "Nothing. Nothing! I found nothing inside about where Lyra is now. And I didn't even get CLOSE to Draygis before he was killed." He turned and began storming away, his body posture tense and stiff.




INTERMISSION

Ink spent the next full day hunting and killing vampires. Cold. Methodical. Relentless. Sleepless. Haunted by memories and failures past. He moved quickly and quietly, over rooftops and in shadows. While he liked Fate's Fury, it was a power-hog and a bit too bright and high-profile for his tastes. He stuck to his clan blade, as well as the bow and arrows created by his tattoo, the one that came with silver-tipped wooden arrows. Perfect for vampire hunting.

He didn't speak for that entire time. He was silent, not out of stealth concerns or anything like that, but because he was so angry that he didn't trust himself. He feared if he opened his mouth he would start yelling or screaming and wouldn't be able to stop for a long, long time. Or maybe he'd start crying uncontrollably, though that seemed less likely with all the rage inside him. It was possible, however. He didn't take the chance. He hunted and vented his anger and frustration and impotence on any and all vampires he could find in the city, avoiding the others in his group doing the same.

Near the end of this time hunting, he came across a little boy running from a vampire. He followed after, staying on the rooftops for the moment, watching. It was curious. The boy seemed to be genuinely afraid and yet, as Ink watched, seemed to be leading the vampire on a specific path. The boy wove through narrow spaces, around rubbish piles, ducked under low boards, all to keep the vampire from reaching him...and yet never too far away.

Then the game ended. The boy ducked through an opening in a fence and the vampire crashed through the fence wholly instead. The boy made it a few more feet before the vampire grabbed him and lifted him. But the boy smiled...SMILED!...which confused the vampire, used to prey screaming in terror by that point. Several other children popped out of hiding with waterguns and began spraying every inch of the vampire. So intent had the predator been on his prey that he hadn't sensed the other living blood-bags nearby, hadn't sensed the trap he was being lead in to.

Unfortunately for the children...he also wasn't alone. Two more vampires had been following a distance back, trying to catch up to share or steal the meal. So Ink waited until the right moment. The two new vampires came through the now very-large hole in the fence and began smacking the water guns out of the hands of the children, laughing hungrily. And the Atlantean dropped from the roof in-between them both, blade outstretched. It was a few seconds that seemed like many minutes. The fighting was fierce and brutal, but short-lived. A couple of the children were hurt a bit by the vampires, but none were dead or maimed or anything too bad.

Of course, the children were all grateful...but a bit scared and wary of the stranger who had saved them. For the first time in 24 hours, Ink spoke, his voice low and rough. "You're safe now." And with that, he turned and began to walk away. The boy who had been the bait called after him, asking for his name. Ink stopped and opened his mouth to speak but stopped. After a moment, he turned his head back and replied, "I am Isandro. Most of the monsters are dead now. Be well."




THE END OF AN INTERLUDE

Once rejoined with the group, Ink and Penitent shared a few minutes together. Ink took the note from the Apok slowly, reading it and re-reading it several times. He let out a long sigh. He glared at Penitent for a moment before his face softened some. "Thank you." He mounted up with the others, quiet and still angry but no longer enraged or quite as frustrated. He was a bit worried about Lyra too. But he tried to think about the good times they'd had as the group drove out of town slowly.






Notice 7
Notice die 1d8 (7)
Wild die 1d6 (5)

_________________
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


Last edited by Ink on Thu Nov 09, 2017 8:46 pm, edited 1 time in total.



Wed Nov 08, 2017 9:19 pm
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Notice 12 2 Raises
Notice 1d6+2 = 8 (6)
Ace 1d6 (4)
Wild 1d6+2 = 7 (5)


Common Knowledge 9 Raise
Smarts 1d10 (9)
Wild 1d6 (5)


***

When the silvered cyborg demon disappeared from sight on the roof, Ashlyn clambered up, determined to help Devek and Vela, but she found no sign of cyborg or the psi-stalker other than some residual blood, silver, and ectoplasm in a deep, cavernous pit behind the manor. Private Harris bravely scrambled down after.

“Be careful,” Ashlyn said with a frown.

“Hear me, priest or gnome: There are some wounded captives inside the mansion, in a room marked in blood with the name of the brodkil who died of shame rather than face me. It would be well to bring them back from the brink of death, so that we may question them and learn more of our foes.”

Ashlyn heard Penitent’s call over the comms and keyed up her own. “On my way, Penitent,” she told the Apok. It took her some time to scramble down from the roof again and find her way through the gory maze of the manor home. Someone had already been through the room. Ashlyn went to the bed and lightly laid her hands on the naked, abused women, saying quick prayers of healing.

“It will be alright,” Ashlyn said. “I am Ashlyn. Let us get you out of here.”

Ashlyn searched through a closet and found some simple clothes for the women. She gave them a bit of water from her canteen before ushering them outside the defiled place.

When the team regathered, Ashlyn noted the staff in the pile of gathered weapons and loot. “What is this?” She picked it up to study, activating her magical sight to try and ascertain its nature.

She put it aside, though, when Leben came to the decision that he would remain behind to help the people of New Del Rio.

“Your concern is admirable,” Ashlyn told her fellow mystic, putting her hand on his shoulder. “We will remain to help clear out the vampires, but you are right. The city will be vulnerable. Send word to New Alamo. See if they can spare any priests and cyber-knights. Tell them Ashlyn requests their aid. And send word to the Legion, too. Join us again if you can. You know where we head.”

She gave him a tight hug.

At Ink’s outburst, Ashlyn gave a sympathetic smile. “I know your pain, amigo,” she said. “To see my mother again, as she is... is disturbing. But what matters is this Draygis is dead. It matters not who killed him. And we have lead on where your woman is. We will find her.”

***

The next day, Ashlyn proceeded to the church where she had sent the children. There were about two dozen gathered there. They swarmed Ashlyn when she entered.

Bueno. You are safe,” Ashlyn said with relief. “Now we have much work to do while it is daylight and the vampires sleep.”

Ashlyn proceeded to put together a small army of niños. She knew from her own childhood experiences the strength and resilience of a child. She sent them scattering through the city to gather up any silver they knew of, as well as water guns and pails of water. “We will make this church a holy place once more that no vampire can enter and survive. Where our people can come and receive healing and rest.”

Blessing the water, Ashlyn proceeded to anoint all the entrances. Then the children scrubbed down the interior of the church with the holy water, washing away the taint. They found a blacksmith who forged silver into small knives for the children and silvered weapons for the townsfolk. As the others hunted, Ashlyn provided food and shelter and protection for the wounded before sending them out once more to fight. When the vampires made a foray against the church, she stood her ground, a glowing beacon of holiness smiting them and keeping them at bay until the city folk were ready for the final assault. Then Ashlyn entered the fray in earnest against the vampire lords, smashing them with silver energy, drowning them in holy water.

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


Thu Nov 09, 2017 1:56 am
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The aftermath of the battle was a quiet one for Vela. She entered the house, but didn't stay inside for long. The smell, the...feel...was unpleasant. Once she verified there were no more demons within, the werejaguar retreated back outside to the fresh air and the starlit sky. She picked a tree, shifted to her feline form, and leaped up to a sturdy branch to watch the others as they dealt with what came next.

The specifics weren't immediately important to her, but it was vaguely interesting to watch them. Vela did toy with the idea of settling her people in Del Rio. She didn't think it would work though. Too many humans, too many vampires. Not enough prey. Jaguar people hunted vampires, but not for food.

When they started breaking out the goodies looted from inside, Vela jumped down and padded over, resuming human form as she drew close. The magic cloak was appealing. The cloak made from Camazotz's skin was powerful, but only against vampires. It also attracted a lot of attention. She could switch them, perhaps...saving that garment for when battle with the Dead was near. The 'shadow cloak' would be good for scouting, good for creeping close and pouncing unseen.

Then the demon-mask, Penitent, wanted to continue the battle. Vela grinned at that. New Del Rio was a ruin, but there was still so much hunting to be done before they left.

======

The demon-mask stayed low, and Vela went high. She prowled across rooftops, drawing on her powers to sharpen her senses and find the scent of the supernatural that led her on. The night was rich hunting. Dead stalked openly on the street, fearing nothing. She leapt on their packs from rooftops. Often one or two would be destroyed before any of the others could even react. After the frustration of the silver-demon's hide, it was viciously affirming to see the Dead torn apart at her claws.

It was a little easy to forget that this was a contest. Several times Vela would intentionally give one survivor an opening to flee...usually taking extra time to savage a dead one. Once the creature took the bait she joyfully gave chase....sometimes running them down quickly, sometimes taking the opportunity to stalk them again. Two of them tried to turn into bats. In both cases she was able to leap up, catching them in her jaws and crunching down powerfully.

But Penitent was never far behind, and he started calling out how many he'd killed. Realizing how far behind she was, Vela redoubled her efforts and started hunting larger mobs, killing quickly and efficiently. It was a little less fun, but the race with demon-mask made it worth it. Then the sun was coming up though, and vampires weren't outside as often. Vela delved into buildings, ambushing a colony of mindless Dead...a dangerous find, but very rewarding! An attic she burst in through the window of yielded a pack of five Dead as they were preparing for their day's sleep.

A scream rang out, and atop the roofs Vela bounded towards it...hoping for some late-hunting vampires to add to her count. There was just one though, and it was dead too fast for her to do anything. A human girl with a funny knife. A familiar knife. She sniffed the wind and then spied demon-mask nearby.

Hmm.

The jaguar watching from on high wheeled about and vanished then, resuming her hunt as dawn crowned over what remained of New Del Rio.

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Mon Nov 13, 2017 4:16 pm
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Penitent
Angelica Lopez while possibly a common name is also the contact the tomorrow legion told Penitent about. Just in case you want to ask her any questions. Reference post here http://savagerifts.com/sr/viewtopic.php?f=75&t=815#p13347

_________________
13th GM bennies GM Bennies
6/6


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


Legends of the Black Bennies
2/2


Tue Nov 14, 2017 12:50 pm
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Before the group departs Del Rio, Penitent is reminded of the information in the letter given to him in by the bumbling Legion officer, Lumpy. At an opportune moment, the apok approaches Anjelica Lopez to speak to her alone.

"Lady, I understand you were a lieutenant to the lord of this place before the demons of the earth and the rifts took it. I am also given to understand that you had some information about my daughter, a summoner from a world known as Wormwood. She might have been traveling by herself or with others, but I must know her destination, and anything else you can relay."

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Tue Nov 14, 2017 7:53 pm
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Penitent wrote:
Before the group departs Del Rio, Penitent is reminded of the information in the letter given to him in by the bumbling Legion officer, Lumpy. At an opportune moment, the apok approaches Anjelica Lopez to speak to her alone.

"Lady, I understand you were a lieutenant to the lord of this place before the demons of the earth and the rifts took it. I am also given to understand that you had some information about my daughter, a summoner from a world known as Wormwood. She might have been traveling by herself or with others, but I must know her destination, and anything else you can relay."


Anjelica Lopez seems really weak from her ordeal, but there is a moment when the two are alone, while the others investigate the house. Her gaze holds firm when looking at Penitent. Could it be that after suffering at the hands of Draygis she knows no fear? " The woman came through, just before Draygis asserted himself. She went by Confessor, she knew little of our lands... as if she came from the stars themselves. She was on a singular mission, to find a shifter from Calgary." She pauses thinking for a moment and catching her breath. Something does not seem quiet right about her, she clutches her abdomen in pain. She winces, and it subsides. " I... I have heard of a lady that roams these lands, disguised as a travler or part of an innocent group of travlers. She waits until terror strikes and wisks them away... It is said those the Wayfare Woman steals never return... This other woman with the, mask like you, she must have asked everyone in town... Never resting she had a singular focus unlike any I have ever seen." Anjelica winces again grabbing her stomach with one hand and shaking a finger she points up river, in the general direction of El Paso. " Rumor says she left up river in the dead of night... A trail of feline bodies in the Confessors wake." Anjelica seemingly more exhausted than when she started this tale, lies down on the ground. Her eyes go wide with a sense of personal realization.

_________________
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Tue Nov 21, 2017 11:01 pm
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"A shifter from Calgary ... and an apok called Confessor following her," Penitent says, considering the implications. If another apok caught up to his daughter first, it could turn out badly. Penitent bore no illusions that his daughter's chances of redemption were high, but he held out hope that she might be more receptive if the ultimatum came from him. And if she chose oblivion, instead, he should be the one to grant it.

Notice 10, CK 7
Notice 1d6 (6)
Ace! 1d6 (4) = 10, Success with a Raise

Common Knowledge 1d6 (6)
Ace! 1d6 (1) = 7, Success

Penitent is drawn out of his reverie as Anjelica collapses to the ground. Something clearly is wrong with her. Penitent frowns -- tending to the wounded is not in his skill-set, other than putting the dying out of their misery. The magic of the demon mask offers no solace to the righteous, only hellfire for the damned. Still, he drops to his knees next to the woman and tries to determine what is wrong with her, and to help if he can.

I'll go ahead and play my Adventure Card, so Penitent gains a d6 in Healing.

Healing 1d6 (5) = Success

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Wed Nov 22, 2017 10:27 am
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Vela glanced over at Anjelica. She hadn't seemed to be listening, but she picked up on at least one part of her tale readily enough.

"Feline bodies? Feline is...cat?" She looks to Ashlyn for verification, then back to Anjelica.

"This Confessor was killing cats?"

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Wed Nov 22, 2017 10:39 am
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Vela wrote:
Vela glanced over at Anjelica. She hadn't seemed to be listening, but she picked up on at least one part of her tale readily enough.

"Feline bodies? Feline is...cat?" She looks to Ashlyn for verification, then back to Anjelica.

"This Confessor was killing cats?"


Anjelica seems startled by Vela's inquiry. Weakly she nods trying to regain her breath. " Yes... Humanoid cats... I beleive they were from El Paso."

Common Knowledge
1) If your last roll was a success and common knowledge about el paso would apply to your character then you would have heard about the gang wild cats, their leader is Donna the dark kitten.

2) If common knowledge applies to worm wood "heros" then usimg your last roll you would know their is only one confessor... A legendary warrior, a mysterious figure, a one man wrecking crew that fights the unholy. The cathedral has branded the Confessor a hertic and madman.

_________________
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Wed Nov 22, 2017 3:13 pm
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Notice 5
Notice 1d6 (2), 1d6 (5)

The Huntress at Rest

Krysesia Artemis Lengdosia, named for a deceased undead slayer relative and the Dodekatheon's goddess of the hunt, was not one to sit around on laurels, nor was she the healer type. Her angelic companion was, and Krys asked her to look after the wounded as best she could, and then find her. Krys heads towards the fighting, intent on adding the weight of her own combat abilities to the fray. While she lacks the single-minded ferocity of the Apok and the lycanthrope, she is quite proficient at killing vampires and the use of her light spells bring a sanctuary to the weary townsfolk, and save several of them from oblivion, especially once Serena catches up. While the likes of Leben and Ashlyn would be required for the major work, the pair of them are able to bring about some survival for the doomed townsfolk. A few dozen piles of dust lie about the group, though no one is sure just how much they managed, and how much the burning sunlight come to the night took out.

The day follows as the night began, and through it all, Krys uses her abilities sparingly, but to great effect. As the fighting dies down, Serena finds Krysesia leaning against the remains of a house, tracing the sword tattoo on her arm. "Still raring to go I see." Serena was no random summons. They two had worked together before. Her angelic ally knew her Atlantean friend's moods. She might know her better than her cousin Ink.

Krys gives her a soft smile. "It is easier to act than to waste time wondering how I could have done more. Better for my own sanity and sense of self worth too, if I'm being honest."

"Which is why you insist on placing yourself in the line of fire." With this, the spirit of light touches her friend's abdomen and the bruised rib heals beneath her armor. Krys winces at the touch, but smiles appreciatively as it heals.

"If I am at risk, another is not. I have the training, the ability, and the means to survive. And if I do not, my tally against the great enemy is much higher than most. I can die knowing I did my part. There is comfort in that. I'd rather it be me than yet another ill-prepared townsperson or to see yet another poor soul turned into a monster beyond reckoning." She pushes off the wall. "I need to see if someone has a horse I can borrow to get to the ley line. Accompany me?"

"Of course, Artemis." It was an affectation the spirit had picked up early on. She did not know her relative, but she knew Artemis. And the name fit the headstrong Atlantean.

The Ruins Once More

It is near nightfall when a horse is found and borrowed, and Krys and Serena both headed out to the ley line. They both filled up on ley line energies, but Krysesia felt movement below. Vampiric movement - not much though. Powerful, but distant. Knowing they had cleared the ruins, she sends the horse back in the direction of town with a note saying she'd be back soon. Krys and her angelic companion head below for a recon run. She had the magic to get them out if needed, and both were quite capable combatants. So they headed down the still water logged paths. Mud formed from the essence of so many vampires drowned in the primal waters of the water elementals sloshes onto her armor as she walks.

Of course, as she walks, she pointedly ignores the worried look of her friend. Serena did not have to remind her that the Intelligence was too powerful for her to deal with on her own, even with the help of a powerful spirit of light. Krys knew that as well as she knew the sound of her own breath. But if she could trace that rift, or disrupt the creature's hold on the ruins - she might stand a chance of making a real difference for this town. And who knew what was down here. And regardless, any vampire was dust if it came against the two of them - especially now as they were overfull with potential psychic energy.

As they reach down to what had been their final battleground, Krys is peering around when Serena grabs her shoulder in a familiar way that tells her to freeze. A gentle nudge of her head draws the shifter's attention to a familiar site. Ashlyn's mother was flitting to and fro, moving from mist to bat to humanoid form. She seemed to be searching for something - likely the sword and armor of the evil champion. Krys whispers something to her friend which causes the angel to smile. Krysesia reaches out to the ley line nexus and finds it ready to accept her commands. As softly as possible, Artemis of Manoa draws her metaphorical bow.

The Astral Plane

She puts a rift inches above the very floor and has it draw everything inwards suddenly. The destination is no earthly abode, but rather the astral plane. The place was not immediately deadly to vampires, but neither would it be a welcome place for her. Krysesia and Serena came here often enough to know what to expect. She immediately closes the rift the moment her prey and the hunters are through. She draws a few other vampires as well, but they are eliminated by a blinding light spell which also weakens the vampiric blood mage. The spell battle between the three is epic and lasts for what seems like days. In fact it might have been. But astral space is very fuzzy on time, and in the end she managed to capture the vampire and stake her.

Smiling, they draw on the power of their surroundings and open a rift back to the above ground. The three pop out there and they stick the vampire in a box, strapping her down tightly. The stake is secured and a silver chain and manacle set that Serena presents is added to the bindings. These are attached to her hands. In order that their prize is not destroyed preemptively, they wrap it in clothes and tarps so it will not be harmed. And so the crate, wrapped and swaddled so, lies on the ground. Krys sits on it.

"May I ask a favor my fast flying friend?" The angel nods in a gesture that indicates she obviously may. "Fly to town, see if everyone is here. If not see when they left. We were headed to El Paso, but I have no idea how long that took. If they have left, get directions and fly that way. I will keep a sense of where you are and when you find them reform your body and I will open a Rift to the location."

Serena nods. "You always give me the simple tasks." They both laugh. "But first, let's hide you and this. I have no idea how long this will take." They both take obvious precautions and then the spirit of light sets out as Krys munches on a meal bar and drinks some of her water. She had the full access to the energies of the ley line nexus, so she was not worried about any fights. Boredom, more so than danger, was her enemy. And with boredom comes second thoughts, recriminations, and the castigation of herself for not doing more.

It is with blessed relief near the end of the day when she feels the change in her friend and opens a Rift to her.

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


Fri Nov 24, 2017 1:14 am
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Vela wrote:
"This Confessor was killing cats?"


"Wouldn't be the real Confessor, if it's a she," Penitent grunts as he examines Anjelica. "Maybe some novice, trying to borrow the reputation of a more experienced hunter. Maybe a fraud. I'll find out when I catch up to her."

For the moment, Penitent's attention is captured by the woman on the ground, her features contorting in pain as he belly spams again. A tingle alerts Penitent to the presence of the demonic, and he reaches to his belt to slip on his demon mask. As soon as it is in place he smells it, the taint of the Unholy. One of the demons must have had its way with the woman, implanting in her the seed of its own foul progeny. The thing that grew so rapidly inside her would soon claw its way free, devouring her from the inside if she was lucky, or from the outside if she was not.

"Drink this. The next few minutes will be unpleasant," the apok says, handing the woman the flask of strong spirits he keeps in his pack. Without waiting for a response, he draws the white blade, Durendel. The knife he'd given to the girl in the alley would have been easier to use for such surgery, though apt to drain the life force of both mother and child. Penitent would have to work with the tools at hand.

Without warning, he draws the razor edge of the blade along Anjelica's abdomen, then plunges his hand into the wound. Claws and sharp teeth pierce his flesh and he knows he has found what he seeks.

Anjelica looses a gurgling scream as he pulls the devil-spawn free, her cry trailing off as she loses consciousness.

A blessing, he thinks. She should not have to see what comes next.

He holds the demon-thing up to see better. It is wrapped around his hand where he holds it by the neck, but slowly uncurls, flapping its wings and screeching at the light. Penitent raises Durendel, ready to end it, when the imp suddenly goes quiet. Its tail flicks out to touch the demon mask, then a claw. When it pulls the claw back, some black substance comes with it, a drop or two of the planet Wormwood's essence. Mewling pitifully, the creature reaches back to wipe the resinous material on its own face, where it flows out into a pattern resembling the apok's own monstrous visage.

Image

Penitent stops, stunned by the gesture and the unexpected response of the mask.

If one as foul as I can be redeemed, why not this one? Penitent thinks after a long moment of contemplation.

"Very well," he says, finally. "I will spare your life, but know that the road of redemption is not an easy one, and avoiding damnation brings no promise of paradise. The path is narrow and you will likely fall, and I will not hesitate to let fall the blade I hold back now."

Setting aside his sword, Penitent rummages in his belt pouches until he finds a strip of dry jerky, which the imp begins to greedily devour. Setting it on his shoulder, he turns to the task of stitching up its unconscious mother, who luckily has not lost an inordinate amount of blood.

"You'll want someone else to look at this later," he tells the unhearing woman as he sets to work. "I'm afraid my needlework leaves something to be desired."

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 14/20 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 43 Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. 18 Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting


Fri Nov 24, 2017 10:27 am
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The fighting was over almost faster than it started. Fizzwaite stood there, gizmos in hand as their enemies died, exploded or fell down a really big hole. The next thing he knew his "patients" were up and around and trying to hug him! "Hey now! Careful with the equipment! Yes, yes, you are quite welcome. I'm glad you guys are ok! Well, as ok as anyone recently nailed to a board and used as a shield could be anyway." Fizz stopped talking and grinned as he realized he was basically babbling as all the pent up stress from the recent fight and his frantic actions bled out of his system. Great gears, I can't believe I actually pulled that off! Wait till I write cousin Sparkmort, he'll never believe it!

Realizing the woman was asking him something he shook himself from his reverie. "I'm sorry, what did you say? Dinner? Are you kidding me? A home cooked meal sounds great! It looks like we have a lot of work to do around here right now but if you want to come back around tomorrow afternoon I'd be glad to have dinner with you! I'll see how many of the others would like to come as well." Shaking both their hands and deftly avoiding any further hugging Fizzwaite bids farewell to Anjelica and her friend and heads into the mansion.

Almost as soon as Fizz entered the mansion he was practically assaulted by Leben who had something he needed to show Fizz with all haste. Fizzwaite's eyes widened as he took in the craftsmanship of the techno-wizard crafted furnace. "Whew! That is one impressive piece of machinery!" Fizz commented has he walked slowly around the furnace noting the various mechanical and arcane modifications.

As he came back around to the front of the machine he scratched his head and whistled softly. "This is one high end piece of techno-wizardry here. See that mark?" Fizz pointed a particularly elaborate arcane symbol. "That's the mark of that asshole Dunscon's personal Techno-Wizard. He's a asshole too in case you were wondering. I'll bet you my last credit that he made sure that shutting this thing down without the correct procedure would not be easy. I'm not sure that trying to shut this thing down right now is such a good idea anyway. At best there will still be all this pollution hanging over the city for who knows how long and at worst tt could very well blow us all half way back to Castle Refuge and leave a good sized crater where this mansion used to be! I'll tell you that for free. No, there has to be a better way, c'mon Fizz, think!"

Clasping his hands behind his back Fizzwaite walked around the furnace again thinking furiously. There has to be something I can do about this thing. I can't just leave this thing running indefinitely spewing its crap over the city. The vampire problem is just going to go from bad to worse under that scenario. Letting out a wistful sigh, Fizzwaite stopped for a moment and closed his eyes to clear his head. It's too bad that Dad's not here, he's ten times the Techno-Wizard than the jackass that built this thing. There has to be a way to shut this thing down safely, right? Suddenly Fizzwaite's snap open and he stared at the machine as an idea began to form. Slowly a grin broke out on his face and he started muttering fiercely to the machine. "Shut you down? No, that would be suicidal wouldn't it. Let's not do that. Reverse your polarity though, that's something that we just might be able to do isn't that right ye great clanking beastie?"

With a short jaunt back to the Phantom Cruiser to gather what tools and supplies he had on hand Fizzwaite set Leban a task of his own. "I need ya to make as many of those eternal light marbles you like so much as you can be tomorrow morning, right? Now get out of here and let me work!" Working through the night a new addition to the great furnace slowly took shape with parts and technology scavenged from all over the mansion. Delicately spliced cables are wired into the main power lines and new circuitry feeds were run to collars fitted around the ducting that fed the the furnace's output to the outside world. Finally bolting six small boxes around the perimeter of the furnace's firebox at even intervals.

The sun was rising through the murky skies as Fizzwaite put the finishing touches on his upgrade to the infernal furnace. As if he had timed it all along Leban made his entrance carrying a cloth sack that glowed with ethereal light as though it were translucent. "Are those the stones?" Fizz asked eagerly and took them gingerly when Leban nodded in the affirmative. Opening the sack he took out one of the stones squinting against its light. Pocketing the sack Fizzwaite opened one of the boxes that he had just mounted around the furnace that revealed a crystalyne interior and a small hole bored down the center. Sliding the marble into the slot he closed the box quickly as the light of the stone was amplified by the crystal chamber and the furnace itself almost seemed to quiver slightly as its interior was bathed in a ray of holy light.

Moving around the furnace Fizzwaite repeated the process until all the boxes had been loaded with a ball of eternal light, each shining a crystal amplified ray into the furnace's interior. By this time the furnace itself seems to glow from the seams and it was definitely humming whether due to the power flowing into it or in spite of it Fizzwaite couldn't tell. With the final preparations made Fizzwaite turned to Leban and had him leave the room while he completed the process. "No sense both of us getting blown up and if something goes wrong you will be a lot more use to me in one piece out there rather than in pieces with me in here. Now git." With the mystic safely out of the way Fizzwaite fitted what looked like an old time crankshaft handle into a slot built into his modification. After a moment's silent prayer he slowly began to turn the handle provoking an immediate response from the furnace.

The whole room seems to vibrate from the energies and around the room he could hear things being shook loose from the walls and crashing to the floor. He knew that this device used too much energy and had done too much damage to try and shut it down but what his modifications were designed to do was to perform a little arcane judo on it instead. What had been designed to spew death and decay was now a engine of protection and purification. Or at least it would be if the changes took hold and it didn't kill him. The handle continued to turn and slowly the vibrations lessened and grew quiet. The furnace now seemed to glow from everywhere as if it had an aura all of its own as in fact it kind of did.

High above from the chimney light poured forth, striking a crystal array he had built and gotten some volunteers to install for him up on the roof the night before. From the crystal, rays of light shot across the town, bathing it in a soft glowing aurora light the fabled Northern Lights. Where the light struck the dark smoke the darkness was consumed. Where the light struck a vampire it was as though it had stepped into a ray of sunlight burning it and driving it back into the shadows. There were still shadows where the vampires could still lurk but their dominion over the town was over for now. It would be some time before the furnace exhausted itself and until that happened the people of New Del Rio had time enough to rebuild and drive the evil that remained out of their city. If they had the will to do so anyway but that wasn't Fizzwaite's problem. He had done what he could for these people. More than he had thought possible, really. It does help when you have someone that can make holy marbles of eternal sunlight though. Fizzwaite thought with a tired grin. And now that it's done I need a nap before we go haring off to wherever it is that we're going next. El Paso, I think?

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

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

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



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


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

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

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

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


Fri Dec 01, 2017 4:57 pm
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