Interlude: New Alamo Triumphant!

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KahlessNestor
Posts: 214
Joined: Thu Feb 15, 2018 4:02 am

Interlude: New Alamo Triumphant!

Post by KahlessNestor » Mon Dec 03, 2018 5:30 am

Date: September 19, 109 PA
Time: 0600
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Normal
  • Visibility: NA
Round 0

***

The first light of dawn arrived with the heroes of the 101st standing amidst a field of blood and gore. Fires ignited around them -- and on their armor -- as the remnants of the vampires were touched by sunlight, nothing dangerous, just some acrid smoke, and Ashley was able to keep it in check easily.

The citizens and refugees of New Alamo, lead by what remained of the old and young cyber-knights and Magdalenas, came out to the drawbridge. The shattered gates lay in the moat, and a cool autumn haze rose from the water as the citizens cheered the heroes.

Nara approached Charlemagne and held out a small holo-comm. “This was in that woman vampire’s armor,” she said.

There was a recorded message saved on the device. When activated, the figure of a rail thin, pale skinned man in black robes appeared. One eye was human, but the other was slitted and a sickly green color, almost demonic. One hand also was larger than the other, slimy green skin and wicked claws. His voice was cool, cultured, as he spoke.

“Lord Soldad, I am Count Atrocles of the True Federation of Magic. My Lord Dunscon has graced me with the task to extend our influence beyond the confines of the Federation, to create new outposts in the west in an effort to surround the Coalition on all sides that we might squeeze them. I wish to extend to you an invitation to my fortress for a parley about how we might best utilize our forces. As a token of friendship, I offer to you this bit of intelligence. A former associate of mine from Tolkeen, the Lady Geist, is planning an offensive against the town of Gloom. My divinations have indicated that she will fail spectacularly, but only because those arrayed against her have called in all the forces they can muster. That includes the defenders of New Alamo, that mighty thorn in the side of your burgeoning influence in the Pecos Empire. If you strike now, you can cut those do gooders out like a cancer before their forces return, raze their city to the ground, and mount the heads of their families and loved ones on pikes when they return victorious.”

Count Atrocles smiled cruelly. “I give to you the Duchesne twins. They will lead you to my refuge should you agree to meet, and will be effective battle leaders for your hordes of wild vampires against New Alamo. For now, I bid you good hunting and hope to see you soon.”

He gave a courtly bow and the message ended.

***

It took another week for the forces of New Alamo to return. In that time, the gates needed to be repaired and defenses restored, the ruins of Whiskey Pete’s trailer hauled from the moat. He still had some stores in the back of his Big Boss, though, which he was more than willing to share with the inhabitants of New Alamo to celebrate the return. During the festivities, the 101st were seated on the high table with the leaders of New Alamo, the Magdalenas, and the Cyber-Knights.
Instructions
  • Feel free to continue RPing, or RP something during the festivities.
  • If you write something your character knows about Count Atrocles (whether true or not), take a Benny.
  • Write an Interlude about something in your past, perhaps triggered by events in the battle, or in the celebrations that followed, or however the tale comes to mind. You can use the standard table if you need inspiration. Roll 1d4. Then take 1 XP.
    • 1 - Tragedy: Describe a tale of tragedy or misfortune from your hero’s past, featuring one of his Hindrances if possible. If the teller has a dark secret of some kind, hint strongly at it, drop clues, or otherwise give the rest of the group a glimpse into your hero’s dark side during your narrative.
    • 2 - Victory: Tell the group about a great victory or personal triumph in your adventurer’s past. How did it affect him afterward? Was there a reward?
    • 3 - Love: Speak fondly of the character’s greatest love—lost, found, or waiting on him back home. What is her name? Where does she live? Why is the traveler not with her now?
    • 4 - Desire: Tell a tale about something your hero wants (or already has). It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.
  • Decide as a team how long you want to stay in New Alamo before heading home to Fort Hope (at least 1 week until the New Alamo forces return).
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Thomas
Posts: 69
Joined: Fri Mar 30, 2018 1:24 pm

Re: Interlude: New Alamo Triumphant!

Post by Thomas » Tue Dec 04, 2018 8:51 am

“Hey chucky, if we are not in a hurry, a couple days could be real useful for me. I would like to ensure each of these refugees has a Sun stone. I may not be a fools forgotten warrior. But I can do this to help them out. The problem is, to do what I need to, we have to go to the ley line and for that I will need protection. Can you possibly spare someone to send with me to help these refugees?”

“Also, I am thinking Mind Control does not normally last long enough for all that Peet was doing. You should consider he may be a Renfield. A sort of willing Ghoul working for the vampires.”

As the video gets shared Thomas hisses a bit under his breath. “Damit, Count Atrocles is bad news. He works directly with people who work with Duscan himself. My sister and he had dealings and he even helped her when it came time for taking over our family. This guy is cunning, like a whole nother level of cunning. He will not give you the honor of a stand up fight the way you like Chucky, but will use innocents, pawns and others to screw with you. I suggest turning this video over to Refuge and forgetting we ever saw it.”

“The last thing I think we need is him looking into your particularly easy to exploit weaknesses... err I mean.” Ducking his head a little sheepishly Thomas fails to cover his words as well as should be expected. “I mean, your strength of character could lead to many innocent people killed as pawns and i would hate to see that.”


OOC Comments
Interlude coming later
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 40/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 3
  • 3 Reset of Quarter
    +1 Post rate
    +1 Vik Joker
    -1 Help Nazo with Fatigue
    -1 Convince refuges to go to Fort Hope

User avatar
Karsk
Posts: 53
Joined: Tue Mar 20, 2018 6:09 am

Re: Interlude: New Alamo Triumphant!

Post by Karsk » Tue Dec 04, 2018 3:05 pm

Karsk looked around at the city and did not care to stay inside much longer. There were no hearts to eat, only a lot of dust and the urge to taste dragon flesh.

"Karsk will take Thomas out." he volunteers, not making it clear if he means to escort the mage or eat him.
OOC Comments
interlude later


1d4 = 3: 3

User avatar
Thomas
Posts: 69
Joined: Fri Mar 30, 2018 1:24 pm

Re: Interlude: New Alamo Triumphant!

Post by Thomas » Wed Dec 05, 2018 10:21 am

Thomas looks at Karsk at hearing the uneasy double entendre. His eyes focusing on Karsk as he tries to read his intent and discern if it was an intentional or unintentional slip. "I cannot tell." He mumbles to himself.
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 40/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 3
  • 3 Reset of Quarter
    +1 Post rate
    +1 Vik Joker
    -1 Help Nazo with Fatigue
    -1 Convince refuges to go to Fort Hope

User avatar
Charlemagne
Posts: 85
Joined: Sat Mar 10, 2018 11:12 pm

Re: Interlude: New Alamo Triumphant!

Post by Charlemagne » Wed Dec 05, 2018 1:18 pm

Charlemagne shakes his head. "I am familiar with Atrocles' machinations. I have it on good authority that he is, himself, a demon walking in guise of a human. But, Thomas, I cannot ignore what we have seen here. If the Legion intends to dispatch a counter-force to deal with his plans, are we not closest, at least currently?" Charlemagne crosses himself. "And if innocent life is at stake, who better to deal with the issue than us?"
He ponders their situation a moment. "Thomas, your plan is sound. Karsk has offered to go with you. In addition, perhaps Nazo will find use for time at the ley line? The remainder of us I would like to make organized sorties into the surrounding territory to scout for the vampire hive. Let us make early morning expeditions, returning by very early afternoon in order to sleep before the evening. We can execute these searches until the Magdalenas and Cyber-Knights return from their triumph in Gloom. That will give us time to provide Thomas' sunstones to each of the townsfolk."
Charlemagne's persuasion
Persuasion
1d6+4 = 8: 4

WD Persuasion
1d6+4 = 10: 6
Ace with prior
1d6+10 = 14: 4
Benny EE with elan and prior
1d6+16 = 17: 1
Charlemagne summons the leaders, such as they are, of the refugees they brought to New Alamo. He addresses them with a bow. "In perhaps a week's time or so, our assignment here will end. It is our intention to return to Fort Hope, several weeks' travel northwards. The journey is, by no means, easy. It is likely fraught with danger, as are any travels in this land in these perilous times. I offer to you a choice. If your traveling days are done, and you prefer to be at least near the place of your abode, I shall speak with the leadership of New Alamo to arrange lodgings and a life here. You will have the protection and guidance of the Magdalenas and Cyber-Knights, behind the walls of as safe a community as is likely to be found anywhere." He pauses, and then presents another option.
"If the logistics can be arranged, and you fancy an adventurous foray into the wild, with the end result of a place where you can be part of building something great, then I extend to you an offer to join us at Fort Hope. We are an outpost of the Tomorrow Legion, but are working towards establishing a safe haven for all in the lands south of Tolkeen. There is work in all fields for those who will contribute, equitable treatment, and more than adequate defenses against the various perils of the world." He smiles warmly, extending open hands. "Please, meditate and pray upon it. Decide at your leisure, but give us the courtesy of an answer as soon as you know, that we may make such arrangements as are necessary, either for your lodging here, or transport northward with us." With that, he bows, answers any questions, and moves to begin planning sessions for the vampire hunts.
Interlude WIP
Charlemagne
Charlemagne
Current Status Post
Bennies: 6
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks, -4 to hit from Deflection
Toughness: 20 (8) (cyber armor active)
ISP: 13 / 20
Active Powers: Deflection w/ raise, -4 to hit (2/3), Quickness w/ raise (2/3); Smite (silver) (2/3); cyber armor, twin psi swords
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Turncoat: Hero bribes minor foe to perform small favor.
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Thomas
Posts: 69
Joined: Fri Mar 30, 2018 1:24 pm

Re: Interlude: New Alamo Triumphant!

Post by Thomas » Thu Dec 06, 2018 7:50 am

Charlemagne wrote:
Wed Dec 05, 2018 1:18 pm
Charlemagne shakes his head. "I am familiar with Atrocles' machinations. I have it on good authority that he is, himself, a demon walking in guise of a human. But, Thomas, I cannot ignore what we have seen here. If the Legion intends to dispatch a counter-force to deal with his plans, are we not closest, at least currently?" Charlemagne crosses himself. "And if innocent life is at stake, who better to deal with the issue than us?"
Thomas rolls his eyes before turning back to face Charlemagne. "Do any of you see what I mean?" To Charlemagne he begins ticking off:
"One, There are no people in danger yet.

"Two, you want to put yourself in his path.

"Three, you know he will take advantage of your weakness by using innocents against us.

"Four, That means you are the one causing their lives to be in danger.

"Don't you see, if we really care about these people, we should escort the refuges we have already rescued to Hope. Then once they are safe we can work on a new plan. One that will not force Atrocles to kill and murder a bunch of people to use as weapons against you.

"Charlemagne don't you see we need to protect those innocents."
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 40/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 3
  • 3 Reset of Quarter
    +1 Post rate
    +1 Vik Joker
    -1 Help Nazo with Fatigue
    -1 Convince refuges to go to Fort Hope

User avatar
Ryder
Posts: 28
Joined: Wed Aug 29, 2018 4:46 am

Re: Interlude: New Alamo Triumphant!

Post by Ryder » Thu Dec 06, 2018 11:24 am

Ryder listens to the back and forth. "I know I'm ain't signed on yet," the Trimadore begins, "but I think you folks are putting the cart before the horse, here. Sure, Count Atrocles is a snake. I heard a rumor, back in the day, that he's not actually a demon--instead, that twisted body of his is the result of some sort of magical experiment gone wrong--supposedly, it was supposed to make him a kind of shapeshifter, but there was some problem with the ritual and it only warped his flesh and soul in the bargain. If the story I heard is true, a couple of the one hundred sacrifices--one for each form he was supposed to be able to assume at the end of it--broke free and escaped. As a result, the whole thing backlashed on him giving him only some of the features of the first sacrifice, as a permanent scar. Of course, that's a fourth-hand rumor, so don't go taking it as Gospel. Just sayin', this is a guy who will put a hundred innocents on the sacrificial altar to get some extra oomph." He shakes his head.

"Sorry, got off-track there. Atrocles is a snake, yes, but it's this Lord Soldad who sounds like the immediate threat--he may just be the Count's catspaw, but ignoring the paw is a good way to get your nose clawed. You gotta clear out the pawns a bit before going after the King, if you get my meaning. He's the one we need to hunt down in the short rum. We can do that while we're waiting for the Gloom troops to return, or we can wait for them to come back and then go hunting, but I think, either way, we should probably attend to Soldad before we talk about hauling a bunch of refugees through his territory, OR decide to leave New Alamo to be his plaything while we go back to your Fort. Hell, Soldad himself knows he's got a limited window of opportunity, here--he's probably going to start ginning up a Plan B immediately."
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d6, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Lockpicking d10+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q4/18 Adventure Cards:
    We Have The Talent: "You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit."
    Lucky Break "Play this card to completely negate the damage from one attack."
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Barinthasheer
Posts: 25
Joined: Fri Sep 14, 2018 9:56 pm

Re: Interlude: New Alamo Triumphant!

Post by Barinthasheer » Thu Dec 06, 2018 5:40 pm

The young dragon is obviously pleased at the reception from the townsfolk after the battle, the only other time he had been in his true form around this many people they had torches and pitchforks. Well railguns and vibroblades actually but same thing. However his is visibly freighted by the hologram. Puffing up like a cat, he begins a rumbling low growl. How did he find me already? is the wyrms first thought. He calms somewhat what when the message plays out.

"My mother fought him and bit off his hand. Before he got away he swore to end her line and has killed some of my siblings since then."

As the conversation turns to hunting the remaining vampires and Soldad, Bari begins to wonder what he'll do next himself. Helping the town and making friends, while kinda scary sometimes, has been pretty great so far. Maybe the heroes will let him help some more? "I would like to help too if that is ok Mr. Charley."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 3/10; PPE 10/10
Bennies: 3/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Charlemagne
Posts: 85
Joined: Sat Mar 10, 2018 11:12 pm

Re: Interlude: New Alamo Triumphant!

Post by Charlemagne » Thu Dec 06, 2018 10:44 pm

Charlemagne cocks his head sideways, peering at Thomas in one of his more bird-like mannerisms. "My friend, your vision is obscured, ever so slightly. There are always people in danger in a world such as this. If Atrocles - " he stops and gestures towards Ryder " - or to Ryder's point, Soldad, have designs on this territory, innocent people are already in danger. Our presence may be a boon, if indeed for no other reason than they do not know to account for us. Mayhap, we can turn the tide. The strongest wave will break on the rocks in its path. If we are the rocks, let the wave crash." He shakes his head at Thomas. "You are correct. We must protect the innocent. But the designs of evil hinge on good men doing nothing. We are good men, you and I, and the rest of our merry band alike. We will not sit idly by while those who parley with demons concoct and implement their plans." He smiles, and pats Thomas on the shoulder. "Worry not. I'll ensure you are not with me on the front line."
Charlemagne turns to Barinthasheer, still addressing Thomas. "Besides, Thomas, we have the great and mighty Barinthasheer who wishes to help our cause. Between a demon's pawn and an army of vampires, or the landsknechts of the Holy Roman Empire supported by a dragon?" He grins and bows to Barinthasheer. "I rather prefer the dragon!"
Charlemagne
Charlemagne
Current Status Post
Bennies: 6
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks, -4 to hit from Deflection
Toughness: 20 (8) (cyber armor active)
ISP: 13 / 20
Active Powers: Deflection w/ raise, -4 to hit (2/3), Quickness w/ raise (2/3); Smite (silver) (2/3); cyber armor, twin psi swords
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Turncoat: Hero bribes minor foe to perform small favor.
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
KahlessNestor
Posts: 214
Joined: Thu Feb 15, 2018 4:02 am

Re: Interlude: New Alamo Triumphant!

Post by KahlessNestor » Fri Dec 07, 2018 2:27 am

Date: September 19, 109 PA
Time: 0601
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Normal
  • Visibility: NA
Round 0

***

The refugees that the Trailblazers had brought to New Alamo listened to Charlemagne’s speech and murmured and talked amongst themselves. Most seemed just grateful to finally be somewhere safe and had little desire to head out into the wilderness again. But some could perhaps be persuaded.
Instructions
  • Persuasion roll (can be cooperative) if you want to bring some refugees to Fort Hope with you. Each success will get you 5 refugees. You will need to figure out a way to transport and feed them during the trip.
  • Feel free to continue RPing, or RP something during the festivities.
  • If you write something your character knows about Count Atrocles (whether true or not), take a Benny.
  • Write an Interlude about something in your past, perhaps triggered by events in the battle, or in the celebrations that followed, or however the tale comes to mind. You can use the standard table if you need inspiration. Roll 1d4. Then take 1 XP.
    • 1 - Tragedy: Describe a tale of tragedy or misfortune from your hero’s past, featuring one of his Hindrances if possible. If the teller has a dark secret of some kind, hint strongly at it, drop clues, or otherwise give the rest of the group a glimpse into your hero’s dark side during your narrative.
    • 2 - Victory: Tell the group about a great victory or personal triumph in your adventurer’s past. How did it affect him afterward? Was there a reward?
    • 3 - Love: Speak fondly of the character’s greatest love—lost, found, or waiting on him back home. What is her name? Where does she live? Why is the traveler not with her now?
    • 4 - Desire: Tell a tale about something your hero wants (or already has). It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.
  • Decide as a team how long you want to stay in New Alamo before heading home to Fort Hope (at least 1 week until the New Alamo forces return).
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Thomas
Posts: 69
Joined: Fri Mar 30, 2018 1:24 pm

Re: Interlude: New Alamo Triumphant!

Post by Thomas » Fri Dec 07, 2018 9:44 am

Thomas is a little split between being offended by Charlemagne ignoring his valid arguments, surprised by Charlemagne including him in a list of good people (of which he knows he is not), or relieved at hearing he would be kept safely from the front line. "Well um, i see you have considered quite a bit. With your leave Karsk and I will head out in a couple minutes at dawn to get to work on some more sun stone. The 6 we have will not be enough for this many villagers." Knowing they need to be back at noon Thomas ask permission to ride with Karsk rather than slow them by walking.
***** Returning with a bag full of sun stones Thomas begins handing them out to ensure each team member has one and each family in the refuge camp. Each time he hands one out he humbly says, how he wishes he could do more, if only they came back to Fort Hope they would be better able to watch out for them and ensure they had food and productive work they could perform. His words vary from person to person but for those less trusting members of the team it seems as if this would be part of something more.

Persuasion 13, 15 people convinced, perhaps my bribery will provide an additional bonus?
Persuasion 1d8+6 = 11: 5
Wild 1d6+6 = 7: 1

Benny reroll
Persuasion 1d8+6 = 13: 7
Wild 1d6+6 = 7: 1
GM Question
I need to know how many family type groups there are for keeping inventory.
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 40/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 3
  • 3 Reset of Quarter
    +1 Post rate
    +1 Vik Joker
    -1 Help Nazo with Fatigue
    -1 Convince refuges to go to Fort Hope

User avatar
Ashley Logan
Posts: 64
Joined: Tue Mar 06, 2018 3:55 pm

Re: Interlude: New Alamo Triumphant!

Post by Ashley Logan » Sat Dec 08, 2018 10:23 pm

"I dunno anything about someone named Atrocles," Ash weighs in awkwardly, "But the Federation of Magic was something we were briefed on a few times. Uh...nothing good. Demons and sacrifices woulda been a tame Tuesday night for them. If, you know, the briefings were true." She shrugs.

"As for the rest, it seems to me like Atrocles was counting on this Soldad guy to do this. That means he probably isn't ready to move on Alamo himself...and he might not want to at all. Otherwise he'd have just DONE it. He's probably got bigger fish to fry. So now Soldad...he's just lost like, a TON of vampires, you know. A TON. That bunch definitely meant to just steamroll Alamo's defenses and barely take any damage in the process. Instead he lost almost ALL of them."

"I don't know how fast vampires can, uh, spread...but if we hit back hard, and fast, we can probably put an end to Soldad. That'll probably stop Atrocles from doing anything anytime soon. He'll have to find out Soldad failed, and then he'll want to figure out how and why, and then he'll have to plan a counterattack...and all while doing all the stuff he was going to do before too."

She shrugs. "Alamo might not be worth it to him. It's a little town, not super close to the Federation, and not looking to expand its territory. Stopping Soldad might put an end to it."

Interlude Neem
1d4 = 3: 3

User avatar
Nazo
Posts: 52
Joined: Sun Jun 24, 2018 7:28 am

Re: Interlude: New Alamo Triumphant!

Post by Nazo » Sun Dec 09, 2018 2:46 am

Nazo brushes off the vampire dust off her black armor. Still not trusting most of the villagers she keeps her wide brimmed hat low over her face obscuring the fact she is an Altara. The memories of the sisters and fort gaurds slights were still fresh. While Vik and Charlemagne had accepted her, she was not sure how others might.
I know that name... Count Atrocles
Concerning the count she chimes in with a bottle of sake in one hand, ” Count Atrocles is known to me. The villagers living in squaller outside of Kyoto tell tale of a man dressed in black whose face is but a skull. When there is no moon held high in the black of night he wanders the feild of battle in Kyoto and raises souls long perished. He twists them into Oni and horrors unspoken. The name these villagers call him is Count Atrocles.”

If the leyline is within reach and she can draw energy from it she sits quietly meditating and resoring her chi.
Combat info
Toughness: 16(8), Parry: 7, Pace: 8, exaughsted -2, 1 wound -1
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 1/20, Isp: 10/30
Active Powers:

Bennies: 6/3
+1 post rate
-1 quickness
+3 jokers
-1 benny for ef on dramatic task

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