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 Part 6: Reid’s Rangers, They are on Fire plus 1000 vampires 
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All Spell Casters are at their absolute Maxiumum PPE for this scene as if you drew from a leyline recently, +1 benny if you are nope I am at normal, +2 Bennies if you are like nope I am out of ppts(This last option is available for ISP, and includes items).
Spoon Fed Video Recap
—-The below scene assumes everyone is in the Zone ranger, not in the Zone you are in Beast ( Not a good idea!!).



The resolute and legendary heroes zoom through the waste land desert heading deeper south into the vampire kingdoms. There are plently of leylines that one can top off at and even go for broke at... Strangly for a good portion of the trek the mystical old junker Beast just drives along side sans driver as if it knows where to go.

Doc Reid tries to fill the void with idle chatter, ”Well heroes I am sure you have a thousand questions. Ask away and I will try my best to answer them.” He chuckles slightly rather mechanically, ” I actually have one for you, what shape did you leave that cuss Halloway in?”

Taylor Thomas chats up the heroes as well as making small talk the CS special forces whom often engage the young budding TW with tales of their heroism and dedication to humanity.
Heroes of Humanity
The soldier is a bit older than the rest of the CS special forces, he likes smoking an acred cigar and drinking a bit from a flask. He of course offers it to the heroes in the zone. Saergent Dolan Keen leans back in his seat, ” My brother Jack and I were once assigned deep in the federation of magic. We were tracking down a hunter of sorts, a bit of a joker covered from head to toe in green. O’maily was his name. Sure the hunter seemed friendly enough but if you had a trinket or bauble he wanted he would bash your brains in and smile telling you it was all right. High Command got word he snuck into Tolkeen after the victory and he stole some items out of the deep vault.” Dolan takes a long draw and blows it out easy. ” We’ll we tracked him to a small town, he had taken a CS samas pilot hostage... Nicole. We busted in and took him by surprised you should have seen him... Green breifs and all with a gold necklase, looking something like a tall naked leprechaun. A shame he escaped but we recovered all the items and Nicole. He got away with one though, some kind of device capable of making a city vanish into thin air. Probably a peice of junk or something.” Dolan smiles thinking of something pleasant. ” Jack and Nicole hit it off, they are actually getting married next month up in Iron Herart... It doesn’t matter that I will probably mis it, what matters is that the two found hapiness.” Dolan drinks a bit more of his cigar. Command Kurling’s voice pipes up, monotone and without feeling, ”If we can get you there Dolan, we will.”

For 3 days and 3 nights the group travels south, no sign of a vampire or even a creature of malice. On the fourth night, a night darker than most with no moon the group can see a terrible glow coming from the direction they are traveling in, as if something large is on fire. Faint sounds of explosions and railgun fire can be heard, as well as an infrequent super sonic boom. Doc’s fears are confirmed, ” Those Alien bastards hit my people... If our defenses have fallen the vampire’s will be seeking their revenge.” His mechanical voice falters...

Tera yells from the driver seat, ”Well hang on folks, get your gear ready because we are blowing through that leyline and onto the Stronghold. Taylor see any thing on sensors?” The vehicle roars as Tera pushes the technowizard enhanced pedal to the metal.

The vehicle’s headlights catch site of a group of folks about 10” away and Tera swerves the Zone slightly cursing under breath. Doc clearly recognizes the lead individual guiding the helpless through the night, he mutters surprised, ”Kir”..

Karl giggles, ” Ohh Asnir’s new boy toy papa!”
Karl’s unfathomable repository of knowledge
Sure the baby brodkill is a growing imp, but he also knows friend from foe and keeps apprised of celestial events. You should ask him what he does while you all sleep.

Taylor Thomas lifts his eyes away from Krys and finally gets to looking at the radar rather dreamily, ” Huh yeah it is beautiful... Oh damn Tera there are thousdands of vamps, oh man what is that...watchout!!”

Hi Kir
Yup, its one of the darkest nights you have ever seen. About five days ago some crocidile aliens calling themselves the Kreeghor blasted the rangers stronghold to bits. They stole a sphere of importance and left. The loss of life was not too much then, but after they left vampires decended on the forces at the stronghold. For four nights they have been under seige. Each night it gets worse. In a desperate attempt to get those who cannot fight to saftey Kir was tasked to lead a group to the silver mines far to the north. He was supposed to wait until day of course, but Asnir spoke to him that now was best. Kir and 20 people left at the right time, as over 1000 vampires came floating in the desert mist and ravaged the remaining rangers. The bad thing is a couple hundread are hot on his tail. Whats worse, from what Kir could tell some undead juicer like abominations and crooked sourcerrors where helping the vampires! But Asnir keeps saying go forward help is ahead. Thats when Kir sees two sets of headlights approaching real fast, the larger swerves. Then Kir gets that tingle on the back of his next that something super bad is coming!

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Player Directions:
Watchout for what? Ok folks react, ask a question of Doc, tell a story, let us know what kind of grizzly fate Halloway met, RP a bit if you like. Kir tell us the story of our you came to lead this group of folks out of the ruined stronghold in the middle of the night. Or you can react to any of the stuff in the OCC comments. Kir, if it helps flesh out 1 or 2 of the folks you are leading to “saftey”.

But everyone make your notice check, please note without danger sense or sixth sense you are -4 for total darkness and -4 for cover on your notice check. TN is 4. Please, Please note if you have danger sense or sixth sense. This is supernatural if it matters.

Danger sense and sixth sense roll as normal. Sixth sense can take your defensive action as well.

Also note, you are making ONE notice roll.

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


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


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


Wed May 23, 2018 10:33 pm
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Notice -1
Alertness +2, Total darkness -4, cover -4
Notice 1d6-6 = -4 (2)
Wild 1d8-6 = -1 (5)


Mystic Awareness 10
Alertness +2, Detect Arcana
Notice 1d6+2 = 8 (6)
Ace 1d6+8 = 10 (2)
Wild 1d8+2 = 4 (2)


Danger Sense 5
Alertness +2, Danger Sense -2
Notice 1d6 (5)
Wild 1d8 (5)



Benny
I will take 1 benny for being at normal power points


Ashlyn looked out the window of the Zone Ranger and jumped. Had something moved out there? She shook her head and clutched at her rosary beads, returning to her prayers. Ever since the battle in the Kreeghor ship fighting that Silhouette assassin, the darkness had made her jumpy, more jumpy than they should. Ever shadow seemed to shift and move, threatening to attack her from all sides.

Ashlyn smiled at Dolan’s story. “Is good when people find love,” she said. “I wish many happiness on your brother and his Nicole.”

Ashlyn sat up, though, when they come upon what appeared to be a group of refugees, and Taylor Thomas announces that they are surrounded by vampires.

“We need get those people inside! Now!” Ashlyn said, getting to her feet and lurching toward the door. “They will be torn apart. Krys, can you make car glow?”

***

Conditions
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
Dodge: -1 to by hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
PPE: 20/20
ISP: 10/10
Shield: 10/10 PPE
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.

_________________
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 May 25, 2018 4:41 am
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Notice 13 (after all penalties), Detect Arcana 11
Notice
-8 Scene Penalty, Armor ignores -2, Racial Bonus provides +2 total Modifier -4
Notice 1d12-4 = 4 (8)
Notice Wild Die 1d6-4 = 2 (6) + Ace 1d6+2 = 8 (6) + Ace 1d6+8 = 13 (5)

Detect Arcana at Will
Spirit d10+4, Racial Bonus +2 with Sight
Spirit 1d10+6 = 7 (1)
Wild 1d6+6 = 11 (5)
(No Roll Required)

.


As the team takes the long road home Ndreare spends most of the trip alone with Rodney in the truck. The two of them frequently discussing plan for the future and potential upgrades Rodney could do to help Beast out. However they soon learned beast would have nothing to do with it as the old truck simply pulled over and stopped until Rodney promised not to go around messing under his hood.

The funny thing was Ndreare had checked multiple times. Beast did not have an AI and it was not enchanted with magic. There is no way the thing could possibly be alive, but the coincidence of the thing and the way it always showed up when needed had him convinced of something. Perhaps it was haunted by an entity. Whatever it was Ndreare was not one to look a gift ride in the mouth.

As the team settled down the first night around the fire and discussions turned towards Holloway’s fate Ndreare remained silent. What happened was what was needed. He was more interested in hearing the tale of what happened aboard the ship and who was on board. Recording every detail he could Ndreare wanted to compare the footage he had of the battle in the base with her tale of the ship. He did not like the idea of the Kreeghor presence here on this version of earth and was thinking if it continues he will have to arrange for them to have a run in with their former masters. The slavers hate the kreeghor with a passion equal to his own, and it would be good to see them moved along. He then starts compiling a report editing out any evidence of his team or the individual involved. Perhaps he will find a way to send it.

As the conversation developed Rodney and Ndreare moved their conversation on to potential upgrades to his armor, sacrifices needed for which features Ndreare was settled in. The ley lines they had come across had allowed them to refill more than once and he was buzzing with the energy of the things. The upgrades to his helmet where the ones he was most interested in, but many of them would require a technowizard or an amulet from an enchanter.

The second night however Ndreare found himself somehow drawn into the conversations. The archon was amazing, somehow she had arcane talent to rival his own, a firm foundation in arcane practice, but her talents in arcane lore and studies was about what he would expect from a university professor. Her willingness to learn and eagerness to discuss new or strange application was encouraging. Ndreare soon found he was himself entertained and before he knew it hours had gone buy.

When he and Lucianna were done talking Ndreare looked over and say Penitent working with the demon. Training him in how to be a better warrior. Ndreare had trained many soldiers, but he had never had the hand to hand or shooting skills to compete at the highest levels. Watching Penitent train the young demon Ndreare thought he would seize the opportunity. Knowing people learned fastest from pain and that it it would be painful he got up, stretched and went over to them.

Pen only nodded. As Ndreare fell in he set his mind to learning, not resenting the bruises he knew was coming. But by the end of the second hour even the endless healing provided by the ley line was not enough and he retired with his body aching and ready for rest. Deciding he would join them as often as possible Ndreare committed to spending as much time as possible in future breaks practicing and including the more basic combat arts in his meditations.

As they were coming in to the fort Ndreare heard the sounds of battle as soon as Rodney pointed them out with his incredible senses. Hearing the Robot say. “Ambush ahead, prepare for action!” Ndreare wasted no time.

Scanning for dangers and looking into the aether for any arcane threats Ndreare asked. “Can we make it to the Zone ranger?” When the robot confirmed the battle was far enough off to make it. Ndreare patted the truck and mumbles a bit to himself, but really to the truck itself. “We got some business to be about, see you when it is over.” Then calling on his will he slid into the shadows on the floorboard of the truck, coming out of the shadows in internal storage of the zone ranger and drawing his blades he asked the group. “Did you all hear Rodney’s message of the danger ahead?”





Rodney’s Notice 17 w/Danger Sense
Notice
Danger Sense Scene Penalty -2, Notice d8+4 = d8+2
Notice 1d8+2 = 10 (8) + Ace 1d8+10 = 17 (7)
Notice Wild 1d6+2 = 7 (5)

Mistakenly rolled wrong dice from copy and paste, ignore hidden rolls.
OOC Comments
Notice 1d12-4 = 7 (11)
Notice Wild Die 1d6-4 = -1 (3)


.



Rodney enjoyed spending time thinking of ways to stretch his potential and learning as much as he could from observing the others. But it was obvious something was not right in Ndreare’s head. Watching the idiot submit himself to a solid beating two nights in a row when he was already a master of magic made him doubt the fools sanity.

While they wasted time on such matters Rodney sorted, files and added appropriate meta tags to the files for the day. A lot of stuff happened and having a couple of sub-processors working on keeping things cleaned kept him from having hang ups in critical situations.

Preferring to do most of his patrols in stealth mode he was always surprised at how close he could get to most of these people without them ever knowing. His scanners worked far better than theirs apparently as the organics not only required constant rest, they required micro breaks throughout the day to keep their minds alert.

He was glad that as a machine he was designed perfectly and did not suffer all the insanities of these organics. Come to think of it, it had been a while since Fizz had checked in on him. He was supposed to be filing reports for Fizz to review, but without the techno-wizard he supposed Ndreare would have to review them, or they would just go into data storage.

As they came within a few miles of the site Rodney detected the sounds of battle ahead and alerted Ndreare and the team to the situation. “Ambush ahead, prepare for action!” Rodney shouted out over the radio channel going fully into stealth mode he followed Ndreare as they got in the zone ranger for the added defenses.






Current Status
Current Status
Parry: 6 (8 with honor Blade)
Toughness: 16 (8)
PPE: 40 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:



Bennies: 2
    +3 Quarterly Reset
    +1 1st Q 2018 Posting rate
    +1 Benny for Joker in Turn 2
    +1 Benny for mistake with Card
    -5 Benny for that stupid Slumber spell in first post of Q
    -1 Benny to Soak Ninja Fricken Vampire
    +1 Benny For Interlude
    -1 Benny for Ndreare to EE above
    +1 Benny for 7 Successes HERE
    +1 Benny GM reward to group for RP in Kreeghor Aftermath


Rodney Status
Wounds: 0/3


Adventure Cards (ALREADY USED 2nd Q of 2018)
Novice: 1d54 (37) [Make removable] = Villanious Verbosity "Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan." - Used last week of Q1 2018 vetoed by GM and repaid with Bennies
Seasoned: 1d54 (50) [Make removable] = Theme Song "It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words."
Veteran: 1d54 (24) [Make removable] = Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round." - USED

_________________


Fri May 25, 2018 6:10 pm
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PPE
Going back up to full, but no more than that. +1 Benny.

Notice Fail
Modifiers: -8 (-4 darkness, -4 cover).
Racial Infavision reduce darkness to -2 and Armor reduce penalties by -2 further.
Total penalty: -4.
Notice die 1d6 (3), Wild die 1d6 (2).

Activating Anti-Vampire Tattoo
Spellcasting die 1d8 (3), Wild die 1d6 (4).


Grynn had shifted down to his human and body armor wearing form before entering the Zone Ranger. He couldn't really easily fit in there otherwise, and he wasn't too keen on being a flying crunchy snack for things out there at the moment. Things didn't just go bump in the night on the messed up world. Sometimes they went much more.

He glanced at Doc Reid when the man spoke up about questions about Halloway. "Hello. Were you born with four arms? I have seen creatures that have two pairs of arms before, but not humans usually. Are you originally from another place or were your people from another world or dimension? Did it hurt when one of your arms was taken off?" He left the fate of Halloway up to others to divulge.

The recently-rescued young man was very excitable and chatty, and was talked up by the Coalition soldiers. But then one of the Coalition in particular told a story involving his brother and soon-to-be-wife. He soundlessly mouthed the name 'O’maily' drawing the syllables out, making a mental note to himself about the person and the details in case it should come up in the future. He glanced at Ashlynn when she spoke up in reply, frowning slightly. Love. An interesting concept. He came back to the present and quickly nodded. "Uh, yes, many happiness wishes."

He frowned again as things began to take a turn. From what had been hinted at previously, he expected that Doc Reid's stronghold was no more, but now apparently there were vampires taking advantage of the situation. His eyes widened as they found various people heading their way...and like vampires as well. He touched the tattoo on the side of his neck and his body became resistant to vampires once more.

_________________
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects: Anti-Vampire Tattoo (+2 armor vs. attacks vs vampires; +2 to resist vampiric powers); Boost Vigor (to d12) - Toughness currently 36 (16) and +2 armor vs vampires; Smite (Silver) +2 damage; Light (Sunlight) on himself.
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis

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

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

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

Wounds:

Currently playing in: Vampire Kingdoms


Sat May 26, 2018 7:33 am
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Notice and Detect Arcana
Notice
1d8-8 = -5 (3)

WD Notice
1d6-8 = -2 (6)

Ace WD Notice with prior
1d6-2 = 0 (2)

Detect Arcana - regular (at will, no PPE)
1d12+3 = 12 (9)

WD DA
1d6+3 = 5 (2)

Lucianna spends the "down" time engaging with Ndreare about the nuances and finer points of things arcane. While she had a tremendous gift as a magical being, her knowledge of the specific functions paled in comparison with his. To her, knowing the why or how of her own existence never was a question. She simply was, and simply could do. She enjoyed the discussions immensely. What little other time she had, she spent diving out of the way of imaginary laser blasts, as if to increase her ability to avoid laser fire. When questioned, she responded simply. "I do not wish to be harmed in such a way and to such a degree if I can avoid it. It was very unpleasant, and I felt as if I contributed little to our victory over Halloway."
Her response to Doc Reid regarding Halloway's fate was short, and to the point. "It is the way of existence that actions have consequences, be they good or bad. That man had done evil things, and his motive was selfish at best. He deserved exactly what he received." She saw fit to speak of it no more.
When Ndreare and Rodney announced the ambush, she was unaware of what they were running into. Despite the light in her eyes, she couldn't see in the pitch darkness of the world outside the vehicle. She reached out beyond her normal senses, to perceive the arcane.

_________________
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Sun May 27, 2018 9:30 pm
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Ashlyn wasn’t sure why everyone was dancing around Halloway’s fate. She assumed they had killed him in battle. She wasn’t even sure why he was at the Kreegor base. No one had told her much of anything.

Ashlyn felt a bit sad for Halloway’s daughter, whose necklace Ashlyn had rescued. Would she take his place in El Paso, or would there now be a power struggle, and the people would suffer, the city be more vulnerable to the vampires.

Quietly Ashlyn said a prayer and crossed herself.

_________________
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


Tue May 29, 2018 3:28 am
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Sense the Unholy (similar to Danger Sense): Notice 15 = Starts on Hold
Notice 1d6 (6)
Ace! 1d6+6 = 12 (6)
Ace! 1d6+12 = 15 (3) = Success with a Raise, starts on Hold
Wild 1d6 (3)


"Halloway? That fat pig?," Penitent says, interjecting as the conversation in the Zone Ranger catches his attention. "The Atlantean took care of him. The things she did with that water-blade ... I had to cover Karl's eyes. Even a demonling should not see such horrors."

Shuddering, Penitent returns to his work cleaning his chainsword, which seemed to somehow leak red, oily blood ever since it had soaked in the crimson viscera of the monstrous Anger Worm.

It was one reason he hadn't let Karl and N'Dreare practice with real blades, instead making them duel with wooden practice sticks as they balanced on the roof of the Zone Ranger. The chainsword seemed to thirst now, and while Penitent wasn't averse to a little soul-draining -- he'd carried such weapons before, to great effect -- he wanted to be sure he knew what to expect before handing it over to someone else.

The night outside was as black as the sanctum of the Unholy, when Penitent felt a familiar prickling sensation from his belt, where the demon maskseemed to shift and strain of its own accord, eager to join with the apok. Evil was about, and soon Penitent and his companions would face it.

As the Zone Ranger's lights flash on a group of refugees, Karl giggles: "Ohh Asnir’s new boy toy papa!”

"Boy toy? What do you know of such things, squire? Have you been looking through the nun's perverse paperbacks again?"

There is no time for further conversation, as the Zone Ranger swerves again and the threat emerges from the night ...

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 2/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 10/15 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range)


Tue May 29, 2018 7:16 pm
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Krys
Notice 8; -3 Bennies
Notice 1d8 (4), 1d6 (5) -8 + 1d6 (5) +6 (benny for EE, +1 extra Benny for Legendary and an additional for an extra +2)5+5-8+6=8


"I admit Neptune's Blade was perhaps a bit dramatic and overkill, but what it did paled in comparison to what the angerworm did to him. Of course in battle, one does what one must. After those two events, there was not much else for him to do but die. Anything afterwards is mercy. I regret the necessity of him dying. There will be reprecussions. Perhaps I can ask father send some heroes to guide the city to greatness. They could become a great force to fight the vampires, properly motivated. With Ink still hunting in its streets, there will be fewer vampires and monsters before too long."

Krys's time is spent conversing with the CS soldiers, Tyler, Terra, and even Doc, as well as those in the team.

At the request for light, Krys anchors a small mini-rift in front of the zone ranger, spacially linked to the spot 4 inches in front of its grill and outward facing with its light pouring forward like a miniature star. But behind them, they see only murky, purple magical power, shimmering slightly behind it. They can see, for the first time, that she is indeed opening a small golf ball sized rift when she "casts sunlight."


Serenia
Notice 1d8 (4) -6

Serenia for her part is quite sedate, though she looks after healing those who are hurt, either through care, use of medical supplies, or magic - depending on need and the patient. Her wings are hidden, though it cannot conceal her radiance. Much of Luciana's free time not already spent conversing with Ndreare is spent with Serenia and her sharing the memories and wonder of non-corporeal existence with each other and those willing to discuss it with them. The fact that Krys also has experience with the existance, however short, may come as a surprise to the archon.

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


Wed May 30, 2018 11:45 am
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Recent Past

"Melody! Melody Valleroy!" Kir called out to the young woman, "We require your aid in an important matter."

A young woman of unusual height at the fringes of a crowd, busy nervously discussing matters in hushed tones, turned towards the man calling her name. Melody brushed a strand of dark hair out of her bright blue eyes and smiled at the god-touched.

"Kir, you made it through the assault and the vampire attacks! I'm so relieved to see you. Whatever could I do for you?" Melody asked while she approached the Mystic.

Melody was a young girl of approximately 16 years of age. Kir respected her judgment, which was remarkably good for one so young, as well as her conviction to her ideals. In some ways, she reminded Kir of the self of his youth. She was unusually tall if a bit homely, but she was one of those individuals whose inner beauty far outshone their outer beauty.

She also happened to be infatuated with the Mystic, but she was not old enough to realize how obvious her affections were or how uninterested Kir was.

Kir frowned at the girl before answering her, "Matters are dire. Asnir in his wisdom has suggested that we abandon Fort Reid; every night we delay brings us all closer to our doom. We have debated endlessly with those left in charge by Doc Reid's absence, but they are frustratingly unyielding. All of Reid's Rangers have been ordered to defend the fort, and none may leave their posts."

Kir shook his head, clearly frustrated by his inability to convince the ranger zealots to listen to reason. He continued, "No. They will not listen to us. However, we have been granted permission to leave with those too old to fight effectively or too young for even these..." Kir sighed and closed his eyes.

Opening his eyes, Kir nodded as if decided upon a course of action, and told her his plan, "We have gathered all the people we could within the restrictions imposed upon us," he nodded towards the gathered crowd and continued, "We will begin convincing the civilians to leave with us to safety. We have permission to leave at daybreak. Asnir demands we all leave. Now, tonight."

Kir gave Melody a stern look before instructing her, "You, Melody, must retrieve your brother, Leveret. His dedication to Reid's Rangers is commendable if misplaced, but he will listen to you if you ask him to come. He will be needed. If there is trouble, we will guarantee his safe passage out of the fort by force of word or arms," Kir paused long enough to gauge the crowd before he finished instructing Melody, "Meanwhile, we will convince as many to follow us as is possible. Meet us at the gate within the half hour. Do not tarry, Melody Valleroy! A single second could cost any of us life or limb, and once the darkness is complete we must flee."

Melody knew better than to question Kir and sped off to find her brother while Kir Gloryspirit approached to address the crowd.



The crowd of children, the elderly and the infirm argued against every point Kir brought up. They believed too heavily in Doc Reid and his damnable rangers and would not listen to reason. Kir had no more time to spend upon the gathered people.

"Enough!" Kir slammed the butt of his staff into the ground with emphasis as he shouted above the crowd, impossibly loudly. As he raised his voice, Kir's eyes shone with a glow akin to the warm, orange glow of a campfire. A similar aura enveloped his body and cast light into the night.

Kir surveyed the crowd before closing his argument, "We are finished! Those who wish to live follow us, the girl Melody and her brother Leveret. Those who follow will likely live. This fort will be emptied of all life before the rise of the sun. You have five minutes to decide. Leave or die."



Melody returned to Kir with her brother just before the darkest hour of the night. Leverat seemed distraught by having to choose between her sister and the rangers, but he made the right choice in the end.

Besides the siblings, Kir had a dozen children not of age to enlist with the Rangers, five elderly citizens that volunteered to keep the kids in line, and one male Quick-Flex. The quick flex seemed to be a warrior of some sort but, interestingly, not a ranger.

Kir had the small group waiting at the gates for the right moment, but Leveret was impatient. He brashly questioned Kir, "Mystic. First, you force my sister to bring me into your group. Then you insist that we'll all die if we don't leave the fort. Now that we have agreed to leave, you have us wait! Why do we not leave?"

Kir stared hard at the boy in an attempt to cow him, but the youth insisted upon receiving answers. Shaking his head, Kir obliged, "We shall lead you to safety once Asnir allows it. For now, be silent and do not draw attention..."

Kir stopped speaking mid-sentence and a blank expression came across his face. Inside his head, Asnir spoke to Kir, "Leave, now, and head north with haste. Kir, help the weak, inspire the wary, and encourage the weary, but do not allow the pace slow or help will not arrive in time. Go!"

After Asnir's instructions, Kir ignored Leverat and addressed the group as a whole, "We leave, now! Have no fear, friends. By the grace of Asnir, we shall protect you all. We travel north. Move as quickly as you can, and do not slow! Help each other and do not fear; we are here with you. Now, go!"

The group set off with Kir in the lead, the siblings seeing to the group's needs, and the Quick Flex bringing up the rear.



Present
Danger Sense (Supernatural, Detect Arcana)
Notice: 1d6 (3) (+2 Alertness, -2 Danger Sense)
Wild: 1d6 (1)
EE: 1d6 (6)
EE Ace: 1d6+9 = 13 (4)
Also, I will not take up the offer for the extra bennies. First combat with Kir, I might decide to go wild :D .

Kir and the group make a good pace. The siblings help lighten the load greatly, and Kir draws upon the ley line to aid his charges when needed. The quick flex deters any vampire who gets a little too close.

There are hundreds of vampires on their tail, but the group manages to stay just out of reach. Everyone is exhausted and terrified of being caught, but they keep going. They have no choice but to keep faith in Kir and Asnir.

Just when the elderly and the children begin to lose strength, a zone ranger pulls over the hill and swerves to avoid the group!

Kir turns and plants his staff in the ground, ready to defend the civilians. He calls out to group as they pass him, "Help is here! Get to safety. We will buy you time."

_________________
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
    Alertness: +2 to Notice
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    (Improved) Dodge: -2 to be hit by ranged, even in melee (+2 Agility vs AoE)
    Strong Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 22/20; PPE: 10/10; PPE: 15/15; ISP: 20/20
Bennies: 3/3
Adventure Cards
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
Edit Signature

Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)


Wed May 30, 2018 9:52 pm
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For her part, Vela contributed little to the conversation. She had changed into her jaguar form and was curled up on the Zone Ranger's floor, just listening to the hum of the electric engine and the pleasant drone of her companions talking. Sometimes her tail would flick someone's leg, or her ears would tick one way or another, but in truth she was lightly dozing in the way cats had.

Abruptly she sat up, her eyes widening and her ears flattening against her skull as she emitted a low feline growl.

Something was wrong.

Rolls: Notice -6, Danger Sense 7
Notice: 1d8-8 = -6 (2) or 1d6-8 = -7 (1)
Danger Sense: 1d8-2 = 3 (5) or 1d6-2 = 4 (6)
Ace 1d6 (3)

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Fri Jun 01, 2018 6:06 am
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+1 Benny to Rod, Pen, Krys, Serenia, Kir,
Conditions: Small Leyline about 30 minutes away.
Darkness: (Total, -4 to range attack) unless you are within 6” of the zone, then it is dim.
Vampires: 200/200
Next Round will be a normal intitiative, plyers posts are how the action happens.


Spoon Fed Video recap


Zone Ranger Flips!!
While, traveling pretty fast and gaining speed every second, suddenly and unexpectedly the The Zone Ranger flips as if being tossed like a rag doll over the heads of Kir and his charges landing end over end a short distance nearby. A baby imp falls out of it onto Kir’s shoulder mid air. Normally there would be first respondents and fire marshals ready to help these legendary heroes. All they got is Kir.

Inside the End over End Zone, Brace yourselves, Everyone except Kir
It hurts getting into a car crash doesn’t? What ever the state the heroes are in, Commander Kurling’s mechanical monotone voice dialed up to max volume yells over the fire and smoke, ”Men, vampire hunters, get up and out. I can hear the quiet footsteps of the incoming horde of undead monsters... This vehicle is done for!” The CS commander makes sure he is the last out grabbing anyone too injured to make it out alive. Five CS soldiers are on the ground unconsious, bleeding, and bruised. Most of your gear is within arms reach.

Doc Reid snaps too, now down to two arms, he has Tera (Dwarven TW)and Taylor (Young human TW) in both struggling to get out. ” Watch your feet, that might have been Anger Worm’s Mamma Mamma... I too can hear the vamps coming, but...” He smiles slightly, ” Far further down, I hear my people fighting, and the coalition commander is right this vehicle is about to blow.” He struggles again to lift the two technowizards out of the vehicle making little headway. Doc advises, ” We need to get folks out of the vehicle, and decide how to fight the incoming horde... It sounds like a few hundred of them...” He pauses and tilts his head, ” I can hear comm traffic but it is garbled at best, the comm tower must have been hit... Damn those Kreeghor assholes.”. The smoke and heat for the trashed vehicle is tremendous, its a good thing modern armors are designed to keep you cool! Although will they protect you when the Zone blows?

Rodney hovers over having been able to safely secure himself during the crash, ” Yes, your radio must be quite inferior. I have broken your crypto and cleaned up the transmission. I will spare you the gory details. But sufficient to say, the vampires are being supported by slaves from Ixzotz. Cult of Death and murder wraiths if the transmission is to believed...” The droid goes quiet, ” Oh yes, quite true, aaannndd the transmission has literally gone dead.” The droid beeps a few times and begins to head to the upturned vehicle’s exist dragging a soldier by its small extended arm, “Oh yes we should leave before this vehicle goes kaboom, and prepare for the impending assault.” A scream from nearby outside the vehicle indicates vampires may be close indeed. This screem is followed by two more outside possibly in dire need for help.

Outside watch out for the flying armor plating, Kir
Outside, Kir is treated with the a sight few others have ever seen. An ancient Anger Worm, about the size of a 100ft tall building roars coming through the earth bashing into the bottom of the zone ranger. The Zone flips end over end and the gigantic worm plunges back into the earth. Pieces of armor plating go flying each which way including right at Kir!! Kir would have normally have found this kind of surprise more than fighting, perhaps even terrifying, but the divine being within him told him that it was coming. A baby imp falls out of the Zone Ranger near Kir. The imps beedy eyes seem to smile and its whips out an archaic phone device with red jewels on it. He winks at Kir, ”Woa don’t shoot me I am just walking here, but I am glad you got my text Ass!”. The imp cackles!! The voice within Kir seems to understand the imp on some level, although it is just a barely tolerant level.

Several of the folks with him seem ready to bolt in any direction and could use some reassuring words. To make matters worst, its almost a certainty the vampires hunting after you have been alerted and will be upon you in a matter of seconds. Also it is clear that the crashed vehicle is filled with presumably injured passengers and is only a mer 4” away on fire and sizzling, its armor plating is in tatters... You see a two armed man you normally know to have four (Doc Reid) struggling to get out a gaping hole in the overturned vehicle. A strange looking hovering droid is yanking a coalition soldier out another hole. Strangely an only junker car was also tossed by the large beast but it lands on its four wheels and skids to a halt near Kir ( The vehicle has no driver). The Quick-Flex soldier yells pointing behind pointing his weapon into the darkness, ” There I see them... Vampires!!” The quickflex’s breath catches as he sees a pair of vampires grab hold of Melody and her brother dragging them into the dark.



Player Directions

Step 1: Did you make your previous asked for Notice check either modified by danger sense or -8( cover and darkness)? Players roll all damage.
  • Success: You were able to brace yourself successfully and only take 3d6 MD from the vehicle crash or a large piece of Zone Ranger armor hitting your body(Players can roll this damage, and spend bennies to soak).
  • Fail ( I think just Grynn Failed): Agility-2 to brace yourself and take 3D6 MD Damage from the crash. Fail this check and take 6D6 MD! (Spending a Benny for soaking is fine)
  • Need a Benny, by pass all the above options and just take the 6D6 MD Damage (Soak as normal).
Step 2: It seems likely that four things are going to happen after 6 seconds pass. You have effectively 1 round to prepare and resolve, MAP is totally possible. You get a regular turn... No need to roll notice you are surrounded by more vampires than you can shake a stick at. Nearest ones are 12” away...
  • 1) The old, sick, young folks Kir is escorting are going to panic and scatter in all directions. Persuasion -2 to keep them calm.
  • 2) There are three CS troopers that need help getting out of the Zone Ranger before it explodes( each 1 takes a str check and an action. Technically there are 5 but Commander Kurling will get two).
  • 3) Massive amount of vampires are about to descend onto you. It might be a good time to prepare and possibly form a defensive and tactical formation of your choosing. Kn Battle -4.
  • 4) Also you can ready yourself and weapons against the ensuing attack.
Get in the mood.


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


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


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!
Fri Jun 01, 2018 2:10 pm
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Seeing the others not responding fast enough to the coming battle Ndreare begins casting filling himself with arcane energy and wrapping himself in wards and protections. Then he starts organizing those sitting around and not responding fast enough with short and curt orders. Suddenly the truck goes flipping through the air and Ndreare finds himself spinning.
Looking around he tries to figure out the source when through the window he sees another anger worm. Damn those things are starting to annoy him. “I assume you will eliminate that thing?” Ndreare asks Penitent who by now has become a seasoned expert at worm slaying.
As the vehicles slides and spins Ndreare starts thinking of how best to use the vehicle as fortification from the coming vampires and finishes by shouting orders. The response from the seasoned CS troops who by now are used to action and following orders is immediate as they begin following instructions on using the vehicle for cover.




Rodney is hovering in mid air listening to Ndreare giving him his scouting orders for the upcoming conflict when suddenly the vehicles starts spinning. Without any bracing Rodney smashes against one wall after another. The damage recorded byu his systems is enough Rodney is shaken as as he stabilizes himself he complains to Ndreare through the radio. “We really need to see about getting a qualified driver Master. Whoever is behind the wheel of this thing must be new.”
Ndreare hears Rodney's complaint and takes a survey of who else was damaged. “nothing to do about it now.”
Turning his head towards Terra Ndreare appraises her condition if she needs help and asks her out loud. “Is there anything you can do to patch up Rodney? I need his eyes in the sky.”
Then finishing his battery of arcane spells Ndreare begins to burn himself from going to fast and trying to many things, but this is no time for slacking off. His head was really and he knew he needed to recover from the current situation. (Both Ndreare and Rodney are shaken)



Organize the Men
I do not know if this takes an action or not. I included a MAP bellow just in case, but really do not know.
Knowledge (Battle) d12+8, -4 scene 1d12+4 = 11 (7)
KB Wild 1d6+4 = 8 (4)

Quickness Turn 01; Boost Spellcasting Raise, Quickness Raise, True Sight Active
Intended Actions 0.1:
    Cast Alternate ID (Greater Boost Trait - w/Shroud (shadowy aura), Spellcasting) on self -4 MAP -2 PPE
      Spellcasting 1d12-1 = 9 (10)
      Wild Dice 1d6-1 = 3 (4)
    Casts Perfect Shadow Bound (EX Quickness+Jazz) on self -4 MAP -6 PPE
      Spellcasting 1d12+3 = 11 (8)
      Wild Dice 1d10+3 = 12 (9)
    Casts True Sight (Ex Detect Arcana) on Self (No roll on this) No roll -0 PPE
      Spellcasting 1d12+3 = 12 (9)
      Wild Dice 1d10+3 = 10 (7)

Quickness Turn 02; Organize the Men, Boost Spellcasting Raise, Deflection Raise but becomes shaken
Intended Actions 0.2:
    Shouting out to Organize the Men (see above for rolls)
    Cast Alternate ID (Greater Boost Trait - w/Shroud (shadowy aura), Spellcasting) on self -2 MAP +4 Spell Casting -0 PPE
      Spellcasting 1d12+5 = 14 (9)
      Wild Dice 1d10+5 = 15 (10) + 1d10+15 = 17 (2)
    Casts Blink (Greater Deflection w/Shroud Trapping) on self -2 MAP -0 PPE
      Spellcasting 1d12+9 = 10 (1)
      Wild Dice 1d10+9 = 17 (8)

Tactician 16, need 4 extra cards
PLAN TO SPEND A BENNY FOR TACTICIAN: At initiative roll next turn for cards to hand out, hopefully we get a joker I can toss out. Rolls now to save you time Jon.
Knowledge (Battle) 1d12+8 = 9 (1)
Wild 1d6+8 = 13 (5)
    Benny to Reroll
    Knowledge (Battle) 1d12+8 = 14 (6)
    Wild 1d6+8 = 14 (6) + Ace 1d6+14 = 16 (2)

Crash damage, Ndreare no damage, Rodney 2 wounds after soak
Ndreare Damage From Crash 3d6 (3, 1, 4)

Rodney Damage From Crash 3d6 (6, 2, 6) Stupid Aces 2d6+14 = 25 (6, 5) More fricken aces 1d6+25 = 28 (3)
What the heck, now on the brink of battle the dice decide to hate us hate us, after such a long love affair with Ndreare and Rodney, they chose this moment to betray us.

4 Wounds to Rodney!
-1 Benny to soak
Vigor 1d6 (4)
Wild 1d6 (6) Ace 1d6+6 = 8 (2)

.






Current Status
Current Status
Parry: 6 (8 with honor Blade)
Toughness: 16 (8)
PPE: 40 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
    Exalted Boost Trait Spellcasting w/raise x2 = d12+10 (+Item = d12+11)

    SHAKEN
    .



Bennies: 1
    +3 Quarterly Reset
    +1 1st Q 2018 Posting rate
    +1 Benny for Joker in Turn 2
    +1 Benny for mistake with Card
    -5 Benny for that stupid Slumber spell in first post of Q
    -1 Benny to Soak Ninja Fricken Vampire
    +1 Benny For Interlude
    -1 Benny for Ndreare to EE above
    +1 Benny for 7 Successes HERE
    +1 Benny GM reward to group for RP in Kreeghor Aftermath
    -1 For Tactician on first round of 200 Vampire Battle
    -1 to reroll on Tactician
    +1 From GM award in Hangouts for going balls to the wind.


Rodney Status
Wounds: 0/3
Bennies: 2
    +2 Quarterly Reset
    +1 GM Award
    -1 Benny to Soak crash damage


Adventure Cards (ALREADY USED 2nd Q of 2018)
Novice: 1d54 (37) [Make removable] = Villanious Verbosity "Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan." - Used last week of Q1 2018 vetoed by GM and repaid with Bennies
Seasoned: 1d54 (50) [Make removable] = Theme Song "It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words."
Veteran: 1d54 (24) [Make removable] = Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round." - USED

_________________


Fri Jun 01, 2018 3:43 pm
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Grynn was expecting to face vampires - and he would soon enough! - but was not properly prepared for the vehicle to suddenly flip over and crash! He was in the middle of looking over at Ashlynn and saying, "You know...love is fascinating. I would like to lea-" And before he could finish, he was thrown about, bashed face-first in to a bulkhead and then flung to the floor just in time to get accidentally tea-bagged by one of the Coalition soldiers being flung about himself. He muttered an expletive that sounded very muffled.

He was finally able to get up and shake off the dizziness from the crash - by closing one eye for a moment til everything righted itself. He let out a sigh but shook it off. He then picked up the hapless and injured Coalition soldier, stomping out of the vehicle. Once he was outside, he set the soldier down and then shifted to his dragon form to provide cover to the rest of his allies as he invoked his magic to make himself more durable as well. "This will hurt but it is what it is. I will be the shield that protects others."

Agility at -2, Fail
Agility die 1d6 (3), Wild die 1d6 (4).
Extra Effort 1d6 (1)

Damage from Crash, Shaken and 1 Wound
6d6 (1, 4, 1, 4, 6, 1), Ace die 1d6 (6), Ace die 1d6 (1).

Soak, Success
Vigor die 1d8 (1), Wild die 1d6 (5).

Strength to pull out a CS dude, Success
+2 to total (+4 from strength, -2 MAP).
Strength die 1d12 (1), Wild die 1d6 (5).

Boosting Vigor, Raise
-2 MAP to total.
Spellcasting die 1d8 (8), Ace die 1d8 (7), Wild die 1d6 (4).

_________________
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects: Anti-Vampire Tattoo (+2 armor vs. attacks vs vampires; +2 to resist vampiric powers); Boost Vigor (to d12) - Toughness currently 36 (16) and +2 armor vs vampires; Smite (Silver) +2 damage; Light (Sunlight) on himself.
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis

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

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

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

Wounds:

Currently playing in: Vampire Kingdoms


Fri Jun 01, 2018 4:02 pm
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Notice, Damage, and Unshake
Notice: 1d6-2 = -1 (1) (-4 Darkness, +2 Alertness; Arcana; Supernatural)
Wild: 1d6-2 = 0 (2)

Damage Taken: 3d6 (3, 4, 4) MD = Shaken

Spirit: 1d8 (5)
Wild: 1d6 (2)

The survivors of Fort Reid pass Kir as he prepares to face the coming onslaught when Asnir warns Kir, "Danger comes from behind!"

Kir turns around immediately just in time to see an enormous, terrible worm burst through the earth and send the zone ranger flying!

Asnir's faithful are Meditators by trade, but Kir is a warrior at heart. With two hundred vampires behind him, a giant worm in front of him, a self-propelled metal carriage in the air above him, and only himself between the three and his charges, Kir snapped. The calm and collected exterior Kir presents to the world shattered to pieces, revealing the chamber of battle-lust waiting to burst through to the surface at a moments notice.

Time seemed to slow for Kir. His thoughts became crisp, and his actions were apparent. First, he had to deal with the wheeled machine. The survivors seemed safe enough from it; however, an enormous chunk of metal plating was hurtling towards them.

"Asnir!" Kir roars as he grabs his staff with two hands and prepares to strike the incoming projectile, ignoring the imp completely. Once it is within striking range, Kir rotates his entire body, putting everything within him into the strike. The battlestaff connects with the metal plate perfectly, and when it does a surge of deific energy passes through the staff and combines with Kir's swing to knock the metal plate far away from any of the survivors. Kir is momentarily distracted by the vibration the impact sends through his body, but he shakes it off.

The Mystic turns back towards the vampires when he hears the Quick-Flex warrior call out that the Valleroy siblings have been snatched.

Asnir's Judgement
Exalted Slow vs the two Vampires holding the Valleroys.
Mysticism: 1d8-1 = 5 (6) (-2 MAP +1 Battlestaff of Asnir's Faithful)
Mysticism: 1d8-1 = 0 (1)
Exalted Quickness upon Kir Gloryspirit
Mysticism: 1d8-1 = 6 (7)
Wild: 1d6-1 = 0 (1)
Fuck me. Critical failure: The two Vampires gain Exalted Quickness and Kir is afflicted with Exalted Slow for 3 rounds each.

Kir throws his arms wide in a pose reminiscent of a victory pose and laughs, "Hahahahaha! SO BE IT! Battle is joined!" Kir pauses to point his staff at the vampires holding the Valleroys before continuing, "Your charges need you, Asnir! This body is a vessel, fill it! This vessel is a weapon WIELD IT! AND IF WE FALL, GUIDE THIS SOUL TO THE HALLS OF HONOR!"

A strangely orange-colored bolt of lightning flashes down from the heavens when Kir finishes speaking. It looks like its about to strike the battlestaff, but it disappears from existence before it can. Instead of the expected effects, they are reversed! Kir feels sluggish and looks at his staff, obviously confused. After a brief moment Asnir speaks to him, "Kir! Be wary. There is someone interfering with your powers upon this battlefield."

Persuasion
Persuasion: 1d8 (7) (+2 Cha, -2 MAP)
Wild 1d6 (5)

Disturbed yet determined, Kir turns to the survivors and addresses them, "Be strong. Our salvation is at hand, but it will be hard won. If you flee, the enemy will pick you off and none will survive. Have faith in us."

Kir looks at the Quick Flex and speaks to him next, "Quick Flex. We are remiss for not having asked your name, but we have learned that your kind are quick of foot and mind. If anyone could escape this battle, you could. Please, help these people. We know not what you desire, but if it is within our power we shall reward you for this."

Kir turns to survey the battlefield, wary of the enemy who would dare come between a man and his god. He finally remembers about the imp and looks over to its perch on his shoulder and whispers, "Alright fiend, if you have any contributions, now would be the time. This night has not gone according to plan..."



Exalted Quickness on the 2 vampires holding the Valleroys: 2 complete turns per round. Ignore first -2 from MAP. (3 Rounds)
Exalted Slow on Asnir: Move + Act = MAP; Half Pace; Parry -2, Ranged +2 to hit; Agi & Linked Skills -2. (3 Rounds)

_________________
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
    Alertness: +2 to Notice
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    (Improved) Dodge: -2 to be hit by ranged, even in melee (+2 Agility vs AoE)
    Strong Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 22/20; PPE: 10/10; PPE: 15/15; ISP: 20/20
Bennies: 3/3
Adventure Cards
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)


Sat Jun 02, 2018 3:33 pm
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Rolls
Crash Damage 3d6 (3, 5, 3) = 11 = Nada

Casting Exalted Quickness with -2 MAP
Faith 1d10-2 = 7 (9) = Success
Wild 1d6-2 = 2 (4)

Dragging one CS soldier to safety, no MAP due to Exalted Quickness
Strength 1d12 (8) = Success
Wild 1d6 (6) = Ace! 1d6+6 = 8 (2)

Second round of actions: Drag another soldier free, draw weapons (no MAP due to EQ) and cast Greater Armor (free action)
Strength 1d12 (2)
Wild 1d6 (5) = Success

Faith 1d10 (5) = Success, Auto-Raise
Wild 1d6 (3)


Penitent was glad he'd skipped the soup the Coalition soldiers had offered to share at the last pit stop. As the Zone Ranger turned end over end, he imagined a few who did would puking in their helmets.

They landed badly, crippling the vehicle, but Penitent was unharmed, strapped securely into the safety webbing. His imp, however, was nowhere to be seen.

"Damn it, Karl, what did I tell you about wearing your safety belt!" he yells as he slips out of the restraints and stumbles into the darkness. [b]"Junior, do you hear me?"

Groans behind him drown out any response. The Zone Ranger appears ready to burst into flames, and some of the CS soldiers are still inside. Sighing, Penitent turns back, the magic of the demon mask infusing him with great speed as he drags a Coalition soldier free, then returns to rescue a second before drawing his blades and calling upon the armor of the damned for protection.

"Karl!" he calls again into the darkness.

The only answer is the hungry roar of the mammoth Anger Worm, the grand dame of the line of anger worms he'd been carving through since El Paso.

"Ah, I suppose you are the root that must be cut out, Ancient One," he says, as the wyrm-toothed blade of his chainsword begins to spin of its own accord, filling him with a righteous frenzy as the angelic tattoos across his skin begin to glow with a holy fire, both beacon and warning for the forces of darkness arrayed against them.

Two soldiers saved, 13 PPE used, Exalted Quickness and Greater Armor active. Shroud trapping adds -1 to hit from ranged attacks.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 2/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 10/15 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range)


Sun Jun 03, 2018 7:24 pm
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Damage Avoidance
Agility -2 to brace (failed notice)
1d6-2 = 0 (2)

WD Agility
1d6-2 = 2 (4)

Benny for Extra Effort w/ Elan & Big Damn Hero
1d6+6 = 12 (6)

Damage
3d6 (4, 5, 1)

Preparatory Actions
Greater Boost Trait - Spellcasting (adding -2 MAP for multiple casts)
1d12+1 = 7 (6)

WD GBT
1d6+1 = 4 (3)

Casting Greater Deflection with MAP after GBT - adds +2 die types
1d12+3 = 6 (3)

WD GD
1d6+3 = 8 (5)

Activating Arcane Deflection from Scepter - (Spend 2 PPE/ISP as a free action to activate Arcane Deflection for 3 rounds, adding -2 to be hit by magical / psionic attacks, +2 armor vs. magical / psionic attacks, and +2 to trait rolls to resist opposed powers)

Lucianna's conversations with Krysesia and Ndreare are interrupted by a catastrophic vehicular accident. She manages to brace herself as the zone ranger tumbles end over end, lessening the impact of the crash. Springing free, she takes note of their predicament. The CS soldiers have been pulled from the wreckage, "This is most unfortunate. Very well. Let the combat be joined, and let us drive these vermin from this world!" She focuses her energy, causing magical darkness to swirl around her, further shrouding her form. She stands ready to receive the swarm of vampires.

_________________
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Tue Jun 05, 2018 6:48 pm
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Krys Shaken + 1 wound, Soaked all of it, Serenia - Dissipated to home dimension (Shaken and Wounded)
Krys Damage 3d6 (2, 4, 6)+ 1d6 (5) - shaken + 1 wound - Soak 1d8+4 = 11 (7), 1d6+4 = 9 (5), Spirit to Unshake: 1d8 (1), 1d6 (3); Ignore this roll, the soak handled the shaken damage
Serenia - Agility to reduce damage 1d12-2 = 2 (4) 6d6 (5, 5, 3, 2, 5, 1) damage = Shaken and 2 Wounds - (-1 benny) Soak: 1d10 (2) - dismissed due to being a wounded extra

Effect: Command Abilities: All allies within 10" of you are inspired by your presence and add the following to their own abilities.
    Allies add +1 to their Spirit rolls to recover from being Shaken.
    Allies add +1 to their Toughness while in your vicinity.
Notice 5, Activate Vampire Protection 11, Sunlight 12, -2 PPE
Notice 1d8 (1), 1d6 (5)
Spellcasting 1d10 (3), 1d6 (3) + 1d6+4 = 9 (5) (EE)+1-2 (MAP)= 11 - Activate Protection from Vampires for 1 PPE due to Raise
Spellcasting 1d10 (3), 1d6 (4) + 1d6+4 = 9 (5) (EE) +1-2 (MAP)= 12 - Activate Rift to Daylight for 1 PPE due to raise


Krys is tossed from the buggy, lands with a thud, but manages to roll to her feet as if she felt none of it. The dust literally fails to stick to her coat, and it lays perfectly on her shoulders as she rises. Her companion is not so lucky. Serenia is not so lucky as she is pinned beneath some wreckage with some of it running her through. The spirit of light cannot maintain her form and dissipates back to her home dimension. Krys moves a good distance (pace) from the buggy and the Anger Worm, letting the Apoc handle it. She then taps her wrist and then raises her hand, bringing sunlight to the night. She locks its position to 30 feet above her head, fixed on her, instead of a static point. "Let's have a little breathing room, form up under the light! Everyone, refugee and slayer alike! Then we make for Ndreare's objective."

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


Wed Jun 06, 2018 9:05 am
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Vela has time to realize that THIS is why people tie themselves down in these vehicles as she is thrown forward across the seats in the crash. Fortunately, the inside of the ATV isn't made of silver. She hits the forward compartment's wall with a sickening thud; an impact that would shatter the bones of most. There's a sort of meaty cracking noise as her body knits itself back together, and she shakes her head to clear it as the concussion fades.

Even so, others have acted quickly, and are already saving the Coalition troops. Outside, she can hear the howls of the Dead. Vela snarls and dons the golden mask, calling on its power even as she extends her senses into the grey mist of the spirit world and calls on the warriors there to rally to her cause. She feels them gather about her, supporting her against their ancient enemy.

None of the People ever fight alone.

Rolls: Shaken from crash; benny spent to unshake, 8 to activate Deflection (vamps are -5 to hit her)
Damage from crash: 3d6 (2, 6, 6) MD (can only shake) Aces 2d6 (4, 4): 22 damage, Shaken!
Ushake: 1d8 (1) or 1d6 (1)
Bah! Benny to unshake. :(
2 PPE from mask spent to activate extra damage feature
Psionics to activate Deflection (-2 MAP) 1d8-1 = 1 (2) or 1d6-1 = 5 (6) Ace 1d6 (3)

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

Jaguar
Parry: 8, Toughness 13

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

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

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


Last edited by Vela on Thu Jun 07, 2018 9:23 pm, edited 3 times in total.



Thu Jun 07, 2018 8:34 pm
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They Are Every Where!!!


Spoon Fed Video recap
The sheer amount of vampires is staggering. Out on the sandy desert of New Mexico maddening growls, eerie chattering, and a solitary deep laughter find the ears of the heroes. Sure the Resolute Vampire Hunters have faced more, much more vampire’s at once, but this time something is different about the vampires and their allied dark forces. Something spurs them on ward as if a dark champion was some where in their midst inspiring the vampire’s to great heights. One thing is for certain, this fight might be the fight of the Resolute Hunter’s lives. Another thing is certain, the vengeance of the anger worms retreats under the earth leaving a giant hole. By the slight shaking of the earth it remains near.

Darkness is everywhere outside the sparkling light created by the heroes. Interestingly enough in a few places it seems like night itself hither here and there. Its not like a supernatural darkness or anything, its just where you expect to see the faces of vampires its almost like they are being hidden by another dark night. The heroes manage to save all the CS soldiers, their gear, and the pbeam cannon before the zone explodes in magic blue fiery flames. Out of the explotion a silver bladed vibro weapon comes careening toward Vela(yup same weapon that had impaled itself on you earlier)!! Even, despite the chaos and explosion, the folks traveling with the mystic Kir, whom Doc and Karl seem familiar with, are gathered saftely umongst the wedge formation the heroes aptly and smartly formed. A couple civilians take care of moving Tera and Taylor. A few other murmur at the loss of Melody and Her brother ( so savagely taken into the night last scene). Several others ready what silver weapons they have for the inevitable attack.

A leyline beckons about 8 miles away and the fire from Reid’s stronghold a painful memory for those that are escaping it. There seems only one way to go and that is towards the leyline in the hopes that unlimited power will be the heroes salvation. Doc Reid seems dejected about not heading directly to the strong hold but he does little grumbling and pulls out two pistols that fire wooden stakes. Doc nods to Kir, ” Thank you for bringing these people so far from the stronghold... Is it really that bad?” His voice grows dark and not waiting for answer he continues,” My people will never loose... Our hope will sustain these lands even if our numbers dwindle.”
Karl pokes his head out from behind the mystic Kir, slyly hiding his celestial cell phone, ” You got it backwards rust bucket, the hope you have lies on my daddies face.” Doc just shakes his head as Rodney zooms by invisible carrying the precious device recovered from the Kreeghor secret base.
Ndeare Communicator
Master, if you die which you might rest assured I will end the vampires despite your failure. If this device can destroy them, then I will uncover its secrets. On a side note, I am detecting radio transmissions coming from the leyline you are heading towards... I will ascertain if they are friend or foe.


The five CS soldiers and commander Kurling grab silvered vibro swords readying themselves against the incoming assault and taking their position in the wedge formation. Kurling is carrying both the b-beam cannon and a mini railgun on his back.
The CS borg commanders voice drones into the night echoing a sense of foreboding about the situation the heroes find themselves in, ” Stay close, listen to Ndreare for battle plans, Listen to the heroes to not panick, and if you need inspiration talk to the were-cat. It is an hour long journey to the leyline, hopefully we cam make it. They are descending—-” The commander’s metal voice catches in his throat as a bright light illuminates around Kir... Then it recedes and the two taken civilians Melody and her brother dressed in Ranger garb appear in Kir’s place...

An ominous voice echoes, ”THE EXCHANGE IS MADE OLD ONE!” The two saved siblings cast desperate glances toward Kir now being mauled by two hungry vampires almost 60 feet away (12”) that could only be Bloodfang and Dr. Acula.
Krys
You see the shadowy shape of your griffin high above you.

Vela
—-At the start of your turn please make an agility roll-2. Fail: the silver vibro blade will impale you giving you a level of fatigue until the wound his properly healed(This is the bad thing that happens on the crit failure).
—-I believe you can choose to begin anywhere on the map per your legendary ability. So just say, actually I am starting over here Mr. GM.
  • Silvered Vibro Blade: Str+1d10+4 AP8, silvered, integrated plasma laser...
.

Kir
You are slowed and grappled. Your location is 12” east of the main group.
  • Grappled: Once entangled, the defender may attempt to break free on his next action. Both the defender and attacker pick either their Strength or Agility and then an opposed roll is made. If successful, the defender is free but the attempt consumes his action. If he does so with a raise, he's free and may act normally. Failure means he is still entangled. Instead of breaking free the defender may attempt a different action but at a –4 penalty. After grappling, the attacker may attempt to damage his victim on subsequent rounds by making an opposed roll as above. On a success he does his Strength in damage (gaining the extra d6 for a raise as normal).
Attachment:
C575A9AD-9076-471A-99FD-4AC5D97A20ED.jpeg
C575A9AD-9076-471A-99FD-4AC5D97A20ED.jpeg [ 353.99 KiB | Viewed 253 times ]

Detect Arcana
if you get a success on this remember sight penalties like -4 pitch darkness, you notice that the vampire’s are being magically emboldened by something.




Initiative(Rolled on Roll 20): Players 1st, Badguys 2nd, Doc Reid and Civilians 3rd
The Action Happens as you post.
Scene Modifiers: These effects stack
  • Pitch Darkness 2” from the Krys’ light
    • Pitch Darkness: Targets aren't visible at all in pitch blackness, but if a character knows roughly where a victim is (he can hear him, target is in a confined space, a glint of light shines off his blade, etc.), he may be attacked at –4. This applies 2” away from Krys’ light that is currently surrounding 99% of you. Within the light you are at no illumination penalty. Note: Most modern armors offset 2 pts of illumination penalty. Armors that have night vision eleminate it entirely. Low light vision will not help you.
  • All Characters are +2 for one trait roll due to Ndeare’s awesome tactical advice
  • Vella and Grynn ( Thanks Ndreare) have jokers: +2 to all trait rolls and damage this round.
  • All players gain +2 bennies!!!!!!!!!!!
Things you can do besides attacking and smacking the army of vampires, murder wraiths, and martial art inclined necromancers... All these take actions...
  • Attack the Old One, seriously you can attack it and I will even give you a benny if you can remotely attach this fool hardy action to a hindrance.
  • Persuade the nervous civilians to stick together: Persuasion -2
  • Maintain the battle plan: Like any good commander someone can give orders that actually help,,, but fail on the roll it hinders... You can make a battle plan and for every success and raise you acheive you give Doc, the CS,Commander Kurling, and the civilian allies a better chance to help you in the fight against the vampires. Kn Battle check at -4, and +1 vampire destroyed per success and raise. Fail, 1 ally dies GM choice, crit fail 1d6 allies die...
Players actions and movement if you are able to edit the picture with your movement or where you are targeting and repost it that would be awesome. Or you can zoom in and state the hex location, or just use general terms in an OCC comment, like OCC= I throw myself at the nearest group of vampires within 6".




Maps and Badguys ( Please Note: The pictures for the badguys have their relevant Combat data, please note they in some cases have first strike or Elan, maybe luck, or damage resistances and you will find that out at an appropriate moment). In all cases before such a “surprise” maybe levied the GM will ask you if you want to spend a benny to obtain a better result. This does not guarantee there is such a surprise and or spending a benny will guarantee a positive result.
Vampires 200/200
Attachment:
File comment: Parry:7, Toughness:11, (+2 toughness from supernatural effect)... Note: the two grappling Kir are wild cards with elan... Thanks Max/Vela. Their opposed STR are in an occ block.
Reid Mass Vampire Vamp.JPG
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Murder Wraith 4/4
Attachment:
File comment: Murder Wraith with a globe of darklight! Creates eternal darkness around him and it is unholy. As if conditions to see the target are made at total darkness -4 to see and hit. Parry:8, Toughness: 19(6), Uncanny reflexes: -2 to hit, plus other stuff...
Reid Mass Vampire Murder Wraith.JPG
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Necromancer Martial Artist 4/4
Attachment:
File comment: Parry: 7(5), Toughness: 14(8), Deflection -2 to hit... Sigil of Ixzotz as an amulate (Detect Arcana: This sigil seems to be producing some kind of large effect that helps make other's stronger and tougher)
Reid Mass Vampire Necroartist.JPG
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Old One 1/1
Attachment:
File comment: I'll toss some stats if someone attacks it.
Reid Mass Vampire old one.JPG
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Maps, Closer, Close up and Big picture
Attachment:
File comment: Closer
22419A3C-FA69-463E-8478-6FE47D258FEF.jpeg
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Attachment:
File comment: https://1drv.ms/u/s!ApbK40F58-KNn1FheDxqcLPIHaFR
Reid Mass Vampire close Map.JPG
Reid Mass Vampire close Map.JPG [ 356.94 KiB | Viewed 256 times ]
Attachment:
File comment: https://1drv.ms/u/s!ApbK40F58-KNn1JO21IXVdJiPURR
Reid Mass Vampire Big Map.JPG
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_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


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


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


Thu Jun 07, 2018 9:12 pm
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Notice 8
Alertness, Danger Sense, Mystic Awareness
Notice 1d6+2 = 5 (3)
Wild 1d8+2 = 8 (6)


***

Ashlyn looked down at Vela in her jaguar form as she growled. She reached down to scratch the large cat behind the ears. Que pasa, Vela?” she asked.

And then the world went topsy-turvy as the Zone Ranger was flipped high into the air and came down with a crash, tossing her and the others about the cabin.

Damage 13
3d6 (4, 6, 1)
Ace 1d6+11 = 13 (2)


Soak 7 Soaked 1 Wound
Vigor 1d10 (7)
Wild 1d8 (1)
- IGNORE. I was mistaken about how MD damage works against normal armor and didn't take enough damage to have to soak.

“Vampires!” Ashlyn could sense them all around, more numerous than she had ever seen. She shook off the effects of the crash, her armor taking the brunt of the beating. There were civilians around as well, seemingly fleeing the horde. Ndreare was trying to organize people into some sort of defense. Grynn and Penitent pulled unconscious CS soldiers out of the Zone Ranger. Lucianna was preparing herself for the fight, and the beautiful Krysesia had thrown up her sunlight above them to provide a hopefully safer area for them to make a stand.

Ashlyn grabbed her gear pack. It was heavy, and would weigh her down, but she didn’t want to lose it when the Zone Ranger exploded. She shrugged it onto her back and staggered out of the burning vehicle. She settled her shield on her arm and invoked one of the blessings from the holy artifact.

Greater Deflection 9 Raise -6 to hit
Mysticism 1d12 (9)
Wild 1d8 (7)


***

Conditions
Greater Deflection (Raise): -6 to hit (3r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
Dodge: -1 to by hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
PPE: 20/20
ISP: 10/10
Shield: 7/10 PPE
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.

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


Wed Jun 13, 2018 2:21 am
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Notice 6 (after all modifiers, what does he detect?), Detect Arcana
Total Darkness -6, Racial +2 with Sight, Body armor has optics package offset illumination penalties by 2 and provide +2 to resist blinding attacks). = -2 total for Total Darkness
Notice 1d12-2 = 1 (3)
Notice Wild Die 1d6-2 = -1 (1)
Benny to Reroll
    Notice 1d12-2 = 6 (8)
    Notice Wild Die 1d6-2 = 3 (5)

Detect Arcana at Will (No Roll Required)

.
Unshaken
Forgot to roll to unshake
Spirit 1d10+4 = 14 (10) + Ace 1d10+14 = 20 (6)
Wild Die 1d10+4 = 8 (4)


Turn 01.1
The situation was tense and Ndreare was not liking the way things had gone from casual to upside down so quick, but that is life in the vampire kingdoms. Assessing the situation he looks around and sees the mystic who was trying to save the villagers suddenly in the middle of a circle of vampires. Unsure if it is worth the effort to help the man, or if he is already dead. Not wasting to much time Ndreare decides he is worth one spell to aid him and no more.
“Grynn, we need a way out, can you clear some of those vampires in front of us?” The summoning his will with the powers already channeling through him Ndreare solidifies his mind and talents further increasing his accuracy with his magic, his mind is filled with a hundred lifetimes of being one of the greatest battlemages in the galaxy. Then calling on the experience he remembers a spell that can help the priest. Reaching out with his will he devours the magic around the mystic breaking the spell slowing him and hastening his allies. Then summing forth one of his most valuable spells he empowers his weapons with the damaging light of the sun.

Ex Boost Spellcasting x3 17, Ex Dispel 20, Ex Smite 24
Spellcasting d12+2 Master, Blade +1, Ex Boost +4, Ex Boost +4, MAP 3 actions -2 = Total d12+9
EX BOOST SPELLCASTING (-4 base PPE -4 from roll = -0 PPE)
Spellcasting 1d12+9 = 17 (8)
Wild Die 1d10+9 = 14 (5)

EX DISPEL (+4 from the above boost will increase this to d12+13, -6 base PPE = 0 PPE)
Spellcasting 1d12+13 = 15 (2)
Wild 1d10+13 = 20 (7)


EX SMITE (+4 from the above boost will increase this to d12+13, Both Blades, and the Fusion Block he carries so -12 base PPE = -6 PPE)
Spellcasting 1d12+13 = 24 (11)
Wild 1d10+13 = 16 (3)

.


Turn 01.2
Still watching out for those around him Ndreare then preparing for his role in defending the circle and calls on the centuries of experience as a battlefield soldier enhancing his combat abilities to nearly equal his brothers. Then he enhancing his combat prowess even more he grants himself the combat prowess of a shadow demon about to attack anyone or anything both unwanted and foolish enough come close to him and increasing his ability to move out of harm's way. Pulling forth the last of his spells Ndreare activates the powers on his son’s Honor Blade.
Keeping the people in line as much as possible Ndreare says. "Lets keep moving people, we need to get away from that thing." Then turning to Kryss he asks. "How many elementals can you give us? We could use some sweeping water jets and barriers."

Ex Boost Fighting 23, Ex Warrior's Gift 24, Activate Sword 30
Spellcasting d12+2 Master, Blade +1, Ex Boost +4, Ex Boost +4, Ex Boost +4, MAP 3 actions -2 = Total d12+13
EX BOOST FIGHTING (-4 base PPE = 0 PPE)
Spellcasting 1d12+13 = 23 (10)
Wild Die 1d10+13 = 17 (4)

EX WARRIORS GIFT (Improved Dodge, Improved First Strike, -8 base PPE = -2 PPE)
Spellcasting 1d12+13 = 24 (11)
Wild 1d10+13 = 16 (3)


Activate Sword (-4 base PPE)
Spellcasting 1d12+13 = 21 (8)
Wild 1d10+13 = 23 (10) + Ace 1d10+13 = 20 (7) Should have been +23 so roll is a 30

.









Current Status
Current Status
Parry: +4 Boosted fighting to d12+2 = 9 +2 Honor Blade, -6 to all attacks From Deflection Raise = 11 Parry and Required 17 to hit
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
    Exalted Quickness w/Raise Now on turn 2/3
    True Sight w/Raise now on turn 2/3
    Deflection w/Raise now on turn 2/3
    Exalted Boost Trait Spellcasting w/raise x2 Now on Turn 2/3
    Exalted Boost Trait Spellcasting w/raise x1 Now on Turn 1/3
    Exalted Boost Trait Fighting w/raise x1 Now on Turn 1/3
    Warrior's Gift Improved First Strike Turn 1/3
    Warrior's Gift Improved Dodge Strike Turn 1/3

    Blade of Second Terrance Activated
    .



Bennies: 2
    +3 Quarterly Reset
    +1 1st Q 2018 Posting rate
    +1 Benny for Joker in Turn 2
    +1 Benny for mistake with Card
    -5 Benny for that stupid Slumber spell in first post of Q
    -1 Benny to Soak Ninja Fricken Vampire
    +1 Benny For Interlude
    -1 Benny for Ndreare to EE above
    +1 Benny for 7 Successes HERE
    +1 Benny GM reward to group for RP in Kreeghor Aftermath
    -1 For Tactician on first round of 200 Vampire Battle
    -1 to reroll on Tactician
    +1 From GM award in Hangouts for going balls to the wind.
    +2 Double Jokers in Turn 01 of 200 Vampire assault
    -1 reroll notice in turn 1 of 200 Vampire assault (because Rob is scared)
    -1 To Use New Edge = Exalted Dispel


Rodney Status
Wounds: 0/3
Bennies: 2
    +2 Quarterly Reset
    +1 GM Award
    -1 Benny to Soak crash damage


Adventure Cards (ALREADY USED 2nd Q of 2018)
Novice: 1d54 (37) [Make removable] = Villanious Verbosity "Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan." - Used last week of Q1 2018 vetoed by GM and repaid with Bennies
Seasoned: 1d54 (50) [Make removable] = Theme Song "It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words."
Veteran: 1d54 (24) [Make removable] = Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round." - USED

_________________


Wed Jun 13, 2018 7:06 am
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Notice 23
Alertness +2, Mystic Awareness, -4 Total Darkness, +2 armor
Notice 1d6 (2)
Wild 1d8 (8)
Ace 1d8+8 = 16 (8)
Ace 1d8+16 = 23 (7)


***

Detect Arcana (free action) 5 Success
Mysticism 1d12 (5)
Wild 1d8 (4)


To help her see beyond Krysessia’s’ light, Ashlyn activated her magic sight. The area was awash with magic. “Something is making them stronger, braver,” Ashlyn told the others. “It is come from those amulets the necromancers wear.”

Looking out across the battlefield, Ashlyn noticed someone out in the midst of the vampires, grabbed by two of the monsters, and not a vampire himself. He was in sore need of help.

“Grynn! Can you see man out there? He need help. You can fly. I will try and show you. Follow my bolts.”

Ashlyn moved to the edge of the light and started to cast two spells.

Bolt 1, 7 CRIT FAIL; Holy damage
-4 Total Darkness, +2 armor, -2 MAP
Mysticism 1d12-4 = -3 (1)
Mysticism 1d12-4 = 3 (7)
Wild 1d8-4 = -3 (1)
Benny to reroll
Mysticism 1d12-4 = -2 (2)
Mysticism 1d12-4 = -3 (1)
Wild 1d8-4 = -2 (2)
Benny to reroll
Mysticism 1d12-4 = 7 (11)
Mysticism 1d12-4 = -1 (3)
Wild 1d8-4 = -1 (3)
IGNORE! TAKING 2 BENNIES BACK, AS THAT FIRST WAS A CRIT FAIL.


Damage 4, 7; These hit Kir, per Innocent Bystander rules
2d6 (2, 2)
2d6 (2, 5)


Greater Boost Strength on Kir 13; 2 raises; +4 die types Strength, Courage +2 vs Fear/Intimidation, -2 PPE cost
-2 MAP
Mysticism 1d12-2 = 2 (4)
Wild 1d8-2 = 6 (8)
Ace 1d8+6 = 13 (7)


Ashlyn winced as her bolts flew awry in the night and slammed into the man she was trying to help. Well, that was one way to indicate to Grynn who to save…

At least her boost to the man’s strength took hold. Hopefully it would be enough to allow him to break free.

***

Conditions
Greater Deflection (Raise): -6 to hit (2r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
Dodge: -1 to by hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
PPE: 15/20
ISP: 10/10
Shield: 7/10 PPE
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.


Image

_________________
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 Jun 14, 2018 4:01 am
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Ndreare and Kir
Old One Special ability to protect his minions 1d12+2 = 11 (9) Wild 1d10+2 = 8 (6)
On a raise over the spellcaster the spell is reversed (GM special go go fun time ability)

The two vampires loose their quickness and Kir looses slow... Plus the vampire’s in the immidiate area of the burst return to a toughness of 9. Good thing, the Old one likes Elf Flesh.

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


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


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


Thu Jun 14, 2018 10:13 am
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Notice 7 with Detect Arcana Active
Notice 1d8 (3), 1d6 (6)+ 1d6 (1)
Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. The power can also be used to see through powers that conceal a single supernatural item, being, or effect. Those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.

As the enemy and darkness closes, Krys tosses her hands left and right, opening two small rifts high in the sky above areas of darkness and vampires. She then sweeps her staff and 14 droplets of water fly off and form into water elementals. First she shouts orders to her summoned warriors. "Stick close my watery friends. All needs cleansing here. Spray down anything that approaches the group. Stay close and wipe out as many vampires as you can!" She then looks to those huddled around her. "Fear not good folk. Though the powers of darkness hover and cling to you, you will be safe this day! The forces of light will see you through this day! Stay with us and help those about you." and watching her summon armies of watery beings, tossing out what seem to be minature suns, its hard not to believe her.

Minor Rift to a Living Star - Spellcasting 4 - 11 and 4 damage to vampires; Too Close to the Sun - Spellcasting 4 - 27 and 12 damage to vampires and they take -6 to all tests from being sunblind; Force Multiplication - Spellcasting 9; Persuasion 6
Action 1: Minor Rift to a Living Star (4 PPE from staff) 1d10 (9), 1d6 (3) -6 (MAP) +1 (Staff)=4 2d10 (3, 8), 2d10 (2, 2)
Action 2: Too Close to the Sun (4 PPE from staff) 1d10 (3), 1d6 (2) -6 (MAP) +1 (Staff) + 1d6 (2)+4 EE (-1 Benny)=4 2d10 (8, 10)+1d10, 2d10 (3, 9)
Action 3: Force Multiplication (5+(2*13)-1 = 30 PPE from personal reserves and 1 from Staff) 1d10 (9), 1d6 (4) -6 (MAP) +1 (Staff)+ 1d6 (1)+4=9 EE
Action 4: Persuasion: 1d6 (2), 1d6 (4) +2 (charisma) -2 from scene penalty +2 Benefit from NDreare = 6 to keep folks spirits up
Movement: Move 6" towards Rift
14 Water Elementals
Water Elemental x14
Image
Water spirits are frothing, manshaped creatures of water.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8, Swimming d12+2
Pace: 6; Parry: 6; Toughness: 7[8] (Hardy)
    Elementals within 10" of Krys add +1 to their Spirit rolls to recover from being Shaken.
    Elementals within 10" of Krys add +1 to their Toughness.
Special Abilities
• Aquatic: Pace 12
• Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
• Invulnerability: Water elementals are immune to all non-magical attacks except fire. A torch or lantern causes them 1d6 damage but is instantly put out if it hits.
• Seep: Water elementals can squeeze through any porous gap as if it were Difficult Ground.
• Slam: Str+d6, nonlethal damage.
• Waterspout: Water spirits can project a torrent of water using the Cone Template. Those in the area may make an Agility roll opposed by the spirit’s Shooting to avoid it or suffer 2d8 nonlethal damage. This puts out any normal fires.


NE Elementals 6 vs Aglity - 22 vs vampires and 8 vs anything else | SE Elementals 2 vs Aglity - 16 vs vampires and 7 vs anything else | SW Elementals 5 vs Aglity- 25 vs vampires and 13 vs anything else | NW Elementals 7 vs Aglity- 6 vs vampires and 7 vs anything else
NE Elementals 1d8 (6), 1d6 (4) - 3d10 (1, 10, 6)+ 1d10 (5) vs vampires and 2d8 (5, 3) vs anything else
SE Elementals 1d8 (2), 1d6 (1) - 3d10 (8, 1, 7) vs vampires and 2d8 (2, 5) vs anything else
SW Elementals 1d8 (5), 1d6 (5) - 3d10 (2, 10, 7)+ 1d10 (5) vs vampires and 2d8 (6, 7) vs anything else
NW Elementals 1d8+2 = 7 (5), 1d6+2 = 7 (5) - 3d10 (2, 3, 1) vs vampires and 2d8 (3, 4) vs anything else

Krys-fied Map
Attachment:
krys-fying it up.jpg
krys-fying it up.jpg [ 595.62 KiB | Viewed 204 times ]


ignore this crap
Each of the Elementals will form a circle 1" away from and around the group and use waterspout on any enemies within reach.
Elemental 1 (at group's 12 o clock due north) 2d8 (7, 1) in a Cone outward towards vampires and other enemies
Elemental 2 (at group's 1 o clock) 2d8 (3, 5) in a Cone outward towards vampires and other enemies
Elemental 3 (at group's 2 o clock) 2d8 (4, 3) in a Cone outward towards vampires and other enemies
Elemental 4 (at group's 3 o clock) 2d8 (1, 5) in a Cone outward towards vampires and other enemies
Elemental 5 (at group's 4 o clock) 2d8 (1, 6) in a Cone outward towards vampires and other enemies
Elemental 6 (at group's 5 o clock) 2d8 (8, 5) in a Cone outward towards vampires and other enemies
Elemental 7 (at group's 6 o clock) 2d8 (6, 7) in a Cone outward towards vampires and other enemies
Elemental 8 (at group's 7 o clock) 2d8 (2, 2) in a Cone outward towards vampires and other enemies
Elemental 9 (at group's 8 o clock) 2d8 (7, 4) in a Cone outward towards vampires and other enemies
Elemental 10 (at group's 9 o clock) 2d8 (3, 1) in a Cone outward towards vampires and other enemies
Elemental 11 (at group's 10 o clock) 2d8 (7, 6) in a Cone outward towards vampires and other enemies
Elemental 12 (at group's 10:30 o clock) 2d8 (8, 3) in a Cone outward towards vampires and other enemies
Elemental 13 (at group's 11 o clock) 2d8 (1, 5) in a Cone outward towards vampires and other enemies
Elemental 14 (at group's 11:30 o clock) 2d8 (5, 6) in a Cone outward towards vampires and other enemies

_________________
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 Jun 14, 2018 10:27 am
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Krys and waterspout
Not Good! NE Vampires 1d8-2 = 5 (7) wild 1d6-2 = 1 (3)
Made it, SE Vampires 1d8 (6) wild 1d6 (5)
SW vampires 1d8 (1) wild 1d6 (5) Which 1/2 dies... odd back, even front 1d4 (2)

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


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


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


Thu Jun 14, 2018 11:57 am
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Grynn knew they were in trouble. There was a plan, of sorts, but there were a LOT of vampires, and some other things as well. Plus he was getting conflicting 'orders' and 'suggestions' from his allies on what he should do. First and foremost, however, the civilians needed to be saved. So that was his priority. He hoped that whoever the person was that Ashlynn pointed out could take care of himself for a little bit. He did involuntarily chuckle as Ashlynn's bolts REALLY pointed out the person she wanted him to save - squarely slamming in to the person!

"My first duty is to help those who cannot help themselves, Ashlynn. I will go help him as soon as I can but these civilians must get to safety!"

His tattoo was already active and he had made himself a bit more resistant to harm, so now he went on the offensive. He let out a roar and hissed out a few syllables as his amulet flashed and then sunlight burst forth, streaming from him. He hissed out another few syllables and a silver glow enveloped him, especially his tail. He surged forward, flying low to the ground towards the vampires in the most way of getting to the ley line....then he whipped around to show them his ass...AND HIS GIANT TAIL! He swung it like a wrecking ball to blast as many vampires out of the way as possible, as well hopefully hurting or driving away some with the sunlight.

And he moved his full flight distance towards the ley line from where he'd started.

Current Status
Anti-Vampire Tattoo: +2 armor vs. attacks from vampires and +2 to resist any vampiric powers.
Boost Vigor: d12 (so Toughness is 2 higher as well).
Light (Sunlight) on himself.
Smite (Silver) +2 damage.

Spellcasting: Casting Light (with Sunlight Trapping), 5
From Enchanted Item, centered on his amulet/himself.
-2 to total (+2 from Joker, -4 from MAP).
Spellcasting die 1d8 (7), Wild die 1d6 (3).

Spellcasting Smite (Silver) on himself, 7.
-2 to total (+2 from Joker, -4 from MAP).
Spellcasting die 1d8 (8), Ace 1d8 (1), die 1d6 (5).

Tail Lash on a swath of vampires on the way towards the Ley Line, 2" long by 4" wide rectangle, 15 to hit.
0 to total (+2 from Ndreare, +2 from Joker, -4 from MAP).
Fighting die 1d6 (4), Wild die 1d6 (4).
Benny to extra effort: 1d6 (6), Ace 1d6 (5).

Tail Lash Silver Mega-Damage 22
Strength d12+4, d8 tail lash, +2 smite, +2 Joker, +4 silver.
Strength die 1d12 (1), Tail Lash die 1d8 (6), Raise damage 1d6 (3).

Sunlight Damage 13
2d10 (2, 10), Ace 1d10 (1).

_________________
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects: Anti-Vampire Tattoo (+2 armor vs. attacks vs vampires; +2 to resist vampiric powers); Boost Vigor (to d12) - Toughness currently 36 (16) and +2 armor vs vampires; Smite (Silver) +2 damage; Light (Sunlight) on himself.
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis

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

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

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

Wounds:

Currently playing in: Vampire Kingdoms


Thu Jun 14, 2018 2:39 pm
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Somehow, the silver sword she'd taken twists in the chaos, and slices Vela shallowly as she tries to roll away...the cut isn't deep enough to be dangerous, but she can feel her vitality ebb from her, as if seeping from the wound it makes. With a snarl she grabs the clasp of her godskin cloak and concentrates. Within it is not a god, but the memory of a god; a hollow place that still has his shape, like a casting for steel. Into it Vela pours her own spirit, her own power...and while her strength is far less than an ancient god of rainfall, so too are her needs more modest.

There is a peal of thunder, and the stars begin to vanish as thick black clouds condense in the sky, roiling and thickening with each second. The vampires to the southeast of the group find themselves caught out below a thunderhead that has come from nowhere. The acrid smell of ozone suddenly hangs thick in the air...and then the rain begins to fall. As if someone had turned a handle, it's an instant downpour...wind whipping droplets into a haze that not even vision that pierces night can see through. And each droplet cutting vampiric flesh like a knife.

Rolls: Agility 1, Psionics 6, 21 water damage to a bunch of vamps
Agility 1d10-2 = 1 (3) or 1d6-2 = -1 (1)

Psionics roll to activate Husk of Chac: 1d8 (6) or 1d6 (3) (forgot Joker bonus, which makes it an 8)

Damage to all vampires in LBT to the southeast: 3d10+2 = 21 (7, 5, 7) (includes Joker bonus)

_________________
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 Jun 15, 2018 3:44 pm
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Plan
Quickness Round 1: Cast speed from armor, charge Durandel with 5 PP (free), cast Greater Smite (free, auto-raise) on both weapons, move and attack Murder-Wraith NW of me 3 times (Frenzy, TWF+Ambi, and Exalted Quickness means no MAP).

Quickness Round 2: Assuming MW is dead, move west to Necro-monk, attack 3 Times (Frenzy, TWF+Ambi). If any vampires are still nearby, he'll cast fear in an LBT to cast the most possible (no MAP due to Exalted Quickness)

Rolls
Casting speed Faith 1d10 (2)
Wild 1d6 (4) = Success, Pace is doubled. 1 PPE used

Durendal charged, gains AP 4, MD, +2 Fighting. 5 PPE used

Casting greater smite with a sunlight trapping, auto-raise
Faith 1d10 (1)
Wild 1d6 (3)
Benny used for Extra Effort + Elan 1d6+5 = 10 (5) = Success, both swords gain +8 damage and sunlight trapping. color=#BFBF00]8 PPE used[/color]

Attack MW with Durendel: Normal Fighting is 1d12+2, +2 from temporary boost, -4 to hit for darkness, -2 for uncanny reflexes, -2 for Frenzy = 1d12-4 vs. Parry 8
Fighting 1d12-4 = -3 (1)
Wild 1d12-4 = 7 (11) = Fail

Attack MW with Fury's Fang: Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -4 to hit for darkness, -2 for uncanny reflexes, -2 for Frenzy = 1d12-3 vs. Parry 8

Fighting 1d12-3 = 7 (10)
Wild 1d12-3 = 0 (3)
Benny used for Extra Effort + Elan 1d6+9 = 13 (4) = Success with a raise
Damage 1d12 (1)+ 2d8 (6, 1)+ 1d6 (6) + 8 (GS) + 2 (Champion) +4 holy weakness = Ace! 1d6+22 = 28 (6) = Ace! 1d6+28 = 29 (1) = 29 damage, AP 4 (counts as silver, holy and sunlight) vs. Murder-Wraith = 3 Wounds on MW

Attack MW with Fury's Fang (2nd attack from Frenzy): Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -4 to hit for darkness, -2 for uncanny reflexes, -2 for Frenzy = 1d12-3 vs. Parry 8

Fighting 1d12-3 = 8 (11)
Wild 1d12-3 = -1 (2)

Damage 1d12 (5) + 2d8 (3, 4) + 8 (GS) + 2 (Champion) +4 holy weakness = 26 damage, AP 4 (counts as silver, holy and sunlight) vs. Murder-Wraith = 2 more Wounds on MW

Move to the west to the Necro-monk

Attack Necromonk with Durendel: Normal Fighting is 1d12+2, +2 from temporary boost, -2 for uncanny reflexes, -2 for Frenzy = 1d12 vs. Parry 7 (or 5?)
Fighting 1d12 (6) = Success
Wild 1d6 (3)
Damage 1d12 (9)+ 2d8 (5, 2)+ 8 (GS) + 2 (Champion) = 26 damage, AP 4 (counts as holy, silver, sunlight) = 4 Wounds vs Necromonk

Attack Necromonk with Fury's Fang: Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -2 for uncanny reflexes, -2 for Frenzy = 1d12+1 vs. Parry 7 (or 5?)

Fighting 1d12+1 = 11 (10)
Wild 1d6+1 = 7 (6) = Ace! 1d6+7 = 13 (6) = Ace! 1d6+13 = 15 (2) = Success with a raise
Damage 1d12 (12)+ 2d8 (6, 3)+ 1d6 (6)+ 8 (GS) + 2 (Champion) =Aces! 1d12 (11)+ 1d6 (1)+37 = 49 damage, AP 4 (counts as holy, silver, sunlight) = 9 Wounds vs Necromonk

Attack Necromonk with Fury's Fang (2nd attack from Frenzy): Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -2 for uncanny reflexes, -2 for Frenzy = 1d12+1 vs. Parry 7 (or 5?)

Fighting 1d12+1 = 9 (8) = Success
Wild 1d6+1 = 4 (3)
Damage 1d12 (9)+ 2d8 (5, 2)+ 8 (GS) + 2 (Champion) =26 damage, AP 4 (counts as holy, silver, sunlight) = 4 Wounds vs Necromonk

If any vampires remain in his vicinity, Penitent will cast fear in an LBT to catch as many as possible.
Faith 1d10 (6)
Wild 1d6 (6) = Ace! 1d6+6 = 7 (1) = Success. The vamps in the area need to make a Fear check at -2 (due to Pen's Scourge of the Unholy ability)


Penitent's chainsword, Fury's Fang, whirrs with excitement as adrenalin courses through his body in anticipation of a colossal duel, but when he looks around, the Anger Worm has disappeared.

Cowardice. Disappointing, but not surprising among such demonic ilk, he thinks, as he surveys the battlefield, which is alternately cloaked in abyssal darkness and the light of the sun. Rain and lashing winds pick up as the others summon holy water soldiers and other magicks. Fixing his eyes on a globe of shadow to the northwest, Penitent feels a familiar twitch as his demon mask catches scent of something unholy. Summoning the light of the sun onto his blades and channeling power into Durendel's silver blade, he rushes forward with inhuman speed, ignoring the vampires that scream and melt all around.

Plunging into darkness, he lashes out with Durendel, feeling the magic blade blocked by something. Instinctively, he follows up with his chainsword, the hungry blade slashing once, twice into something solid. [One hit causes 3 Wounds, a second hit causes 2 Wounds]

Charging through, he spies one of the necromancer-monks, who seems to be empowering the nearby undead.

"Truck with dark powers, and the light will scour your flesh and lay your soul bare to the heavens, so the breath of the holy may scatter you as ash," he growls, the guttural prayer serving as a battlecry as he pushes through the ragged vampire horde to his prey. The monk never stands a chance: Penitent's first blow, with Durendel, cleaves the man's hands from his arms. Fury's Fang follows next, chewing through the man from skull to loins before separating the remaining hunks of meat into four pieces with a backhand slash. [One hit causes 4 wounds, the next hit causes 9 wounds, the third hit causes 4 wounds.]

As the bloody cloud floats away on the wind, Penitent spins around, ready to channel the fear of the holy scourge into any remaining vampires.

Final = 2 Bennies used, 14 PPE used (16 if fear is needed)

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 2/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 10/15 + 2/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
Active Effects: Exalted Quickness, Greater Armor (w/raise and Shroud trapping for -1 to hit at range)


Last edited by Penitent on Fri Jun 15, 2018 9:23 pm, edited 2 times in total.



Fri Jun 15, 2018 8:06 pm
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First strike! 24AP5 MD from mr murder wraith.
NW MW, first strike fighting 1d12 (12) Ace 1d12 (2) probably a -2 for the darkness penalty.
Damage: 1d12+4 = 5 (1) plus 1d10 (6) AP 4 ace 1d6 (1) Benny to reroll 1d12 (11)+4 1d10 (8) 1d6 (1) last benny to reroll 1d12+4 = 8 (4) 1d10 (2) 1d6 (6) Ace 1d6 (2)


Kill Count
Vampires:
    Krys-47
    Gryn-5
    Vela 9

Murder Wraith:
    Pen=1

NecroMart:
    Pen=1


Attachments:
Towards the end of round 1.JPG
Towards the end of round 1.JPG [ 392.7 KiB | Viewed 164 times ]

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


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


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!
Fri Jun 15, 2018 9:04 pm
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Lucianna's actions
Notice to see Old One
1d8 (8)

WD Notice
1d6 (6)

Spellcasting - Exalted Dispel (sunlight trapping) angled outside Krys' light spell, hitting the Old One - taking MAP due to 2nd spell cast
1d12+3 = 9 (6)

WD Spellcasting - Exalted Dispel
1d6+3 = 9 (6)

Ace WD Spellcasting ED with prior
1d6+9 = 11 (2)

Benny for EE Spellcasting Exalted Dispel with Elan and Big Damn Hero
1d6+15 = 18 (3)

Spellcasting - Magic Missile (Onslaught big damage bolt) at Old One, taking -2 MAP for multiple spells, adding +2 due to Marksman
1d12+5 = 13 (8)

Damage from Magic Missile - possibly with raise (raise rolled separately)
6d6 (2, 3, 2, 1, 5, 5)
1d6 (1)

Benny to reroll damage - with Elan & Big Damn Hero
6d6+4 = 27 (1, 6, 2, 6, 5, 3)
1d6 (4)

2 Ace damage with prior - does not include raise damage
2d6+27 = 32 (3, 2) - AP 7 (add 4 if raise damage applies)

WD Spellcasting - Onslaught
1d6+5 = 7 (2)

Lucianna scans the darkened battlefield. Rifts to distant suns opened. The skies dumped their waters. All was arcane chaos, and vampires died by the scores.
An image, buried in the night, catches her illuminated eyes. A visage of evil. "You...I will bring you to your end!"
In a rage of magical prowess, Lucianna reaches out, the light of the Scepter of Spellweaving reaches towards her chosen foe. The area surrounding the Old One is illuminated in a magical sunlight, causing all magic in the area to be canceled or driven out. She immediately follows up with her Magic Missile, the arcane bolt lancing forth with devastating accuracy.

_________________
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Fri Jun 15, 2018 10:31 pm
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OOC Comments
Resist Dispel 1d12+12 = 17 (5) wild 1d6+12 = 13 (1) sorry only +6, so the 17 is really only a 11. Benny for EF 1d6 (5)


The Great big Old One, a Cosmic Evil threat fades away, but not before the group of heroes forever earns it enmity.
” Archon, Mystic, Shifter, Elf, Apok, Asnir, Were-Jaguar, Dragon... I know all you and when your darkest moments arise, you will find me and my agents at every turn. I will never forget this and I shall never let you forget either... Hold the name Xy in your hearts!!!”

As its words echo across the night, the darkness seems to grow darker... Somehow, the heroes know the sun will not rise this morning. It takes the blasts from the mystic Archon and disapears laughing...

Old One Enhanced Crit Failure!
Anytime the dice just don’t go your way, you better belive the Old One knwon as Xy or its agents is going to show up in addition to any other bad things.

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


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


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


Sat Jun 16, 2018 9:15 am
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Kir Grappled, needs to beat an 8, 12 you may act normally
Once entangled, the defender may attempt to break free on his next action. Both the defender and attacker pick either their Strength or Agility and then an opposed roll is made. If successful, the defender is free but the attempt consumes his action. If he does so with a raise, he's free and may act normally. Failure means he is still entangled. Instead of breaking free the defender may attempt a different action but at a –4 penalty.

Vampire STR= 1d12 (8)

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


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


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


Sat Jun 16, 2018 9:14 pm
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Posts: 11
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Notice
Notice: 1d6+2 = 4 (2) (+2 Alertness, Detect Arcana at will, sense supernatural creatures within LoS)
Wild: 1d6+2 = 7 (5)

Kir turns towards where Melody and Leveret Valleroy were taken while considering his options to retrieve them when Asnir speaks into Kir's mind, "Kir. A deal was brokered..."

Before Asnir finishes speaking, a bright light envelops Kir. He disappears and then reappears where the Valleroy siblings were standing. The vampires instantly grab Kir as he appears.

"...And you might not like it. The children for you," Asnir finishes.

Kir sighs and thinks, "This is not desirable circumstance, no. However, it is much better than the children being stolen away by these creatures. Let us deal with this."

As he readies himself to slip through the vampires' grasp, the Mystic is quickly affected by a dispel ability and a pair of missiles. As the dispel affects him he feels the torpor leave his body, but he also feels the medallion and battlestaff become inactive. The bolts then strike him; they sting slightly as they connect with him, but he feels a holy presence from the contact. A moment after the missiles strike him, Kir feels immensely stronger, his confidence surges and he thinks to himself, "What a...strange ability."

Slipping the Grapple
Strength: 1d12+1 = 10 (9)
Wild: 1d6+1 = 4 (3)
EE: 1d6+10 = 12 (2)

Despite being unfamiliar with vampires, Kir feels confident in the blessed strength he has received and decides to apply brute force to escape the vampires. He takes a balanced stance and swings his arms behind his body, literally bashing the two vampires heads together behind him. Kir takes off running towards the group, shouting back to the Old One, "Hah! Perhaps in the future you should select more capable minions to handle your dirty work!"

Still feeling confident in his abilities, Kir points the inactive battlestaff at Dr. Acula as he runs away and condemns him, "Creature of Evil, Asnir will no longer abide your presence, and we shall deliver his judgement. Begone."

Asnir's Wrath
Mega Bolt: 6 PPE; 6d6 Mega Damage; Ignore Armor but add Spirit/2 to Toughness
Mysticism: 1d8 (3)
Wild: 1d6 (5) - 2 = 3 (-2 MAP)
EE: 1d6+3 = 7 (4)
Damage: 6d6 (6, 6, 3, 6, 1, 3)
Ace: 3d6+25 = 42 (6, 6, 5)
Ace: 2d6+42 = 50 (4, 4)
Dr Acula takes 50 damage. Toughness 11 + 3 (Spirit d6) = 14 (Ignore all physical armor, add half of his spirit die to his toughness to calculate wounds: Soul Blast special Mystic trapping)
50-14 = 36 / 4 = 9 Wounds.

Kir watches as the phantasmal energy strikes the vampire directly in the chest, and as it strikes, Asnir's Wrath passes through the vampire's body. When the divine magic exits the vampire, a barely perceptible, man-sized apparition is pulled partially out of the vampire. The vampire collapses when this happens, but as the the divine missile continues flying away from the vampire, there is a loud pop as the shape detaches from the magic and re-enters the vampire's body.

Kir turns his head back towards the retreating party as he runs, but he is clearly disturbed by what he saw. He question's Asnir, "Asnir, why did our attack not end this creature's existence? I hesitate to ask, but what power could these creatures wield that your wrath cannot undo? I have never seen such a thing."

Asnir responds, "These creatures are animated by a dark, alien force. Their souls have already departed and only the smallest fragments remain. You will have to dispatch them another way."

Running
Running: 1d6+6 = 10 (4)
Asnir gets as close to the party's formation as he can this round.




Conditions
Greater Boost Strength: 3/3 Rounds +4 die types to Strength (d12+; +2 on Spirit vs Fear/Intimidation)

Grappled by two Vampires Broken with a Raise.
Exalted Slow Dispelled
Exalted Quick on Wild Card vampires Dispelled x2
Battlestaff inactive for 1d4 (2) minutes
Medallion inactive for 1d4 (3) minutes

_________________
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
    Alertness: +2 to Notice
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    (Improved) Dodge: -2 to be hit by ranged, even in melee (+2 Agility vs AoE)
    Strong Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 22/20; PPE: 10/10; PPE: 15/15; ISP: 20/20
Bennies: 3/3
Adventure Cards
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
Edit Signature

Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)


Mon Jun 18, 2018 11:08 am
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