2.2 New Alamo: The After Party

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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne »

Charlemagne shakes his head at Nazo. "Belay that, Nazo. My esteemed second believes he can make short work of them from the wall. I favor this plan, though I confess I was unsure of the limit of his ability to send water into their ranks. I considered following the sun-bearing Cassowary into melee as the more certain victory."
He turns and addresses Ryder. "My friend, I would still like to affix the stones to your vehicle, as many as will cover it in blessed sunlight. Let us leave the headlong charge as a tactical option. If Karsk should be unable to saturate the bulk of their force, I would see them run down by your impressive gift for the wheel. I will be at the fore with you."
Saluting and addressing Karsk, he agrees to his plan. "Once Ryder's vehicle is so outfitted, Karsk, please begin bathing our enemy. I will join you on the wall for a better vantage, and will run sorties to clean up stragglers. Ryder and Ashley, await my call. Barinthasheer must still work the gate, if you would, good sir. Lower it on my signal, and raise it again once the Cassowary is over. Vik, Thomas, attend to our guest. Nazo, you are relieved to secure your modesty. Rejoin Vik and Thomas once you are clothed."
He hoists his shining sword into the air. "For Almighty God and His Holiness, The Pope; to victory, to battle!" He offers his sun stone to Ryder, then moves to the wall to survey the enemy.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
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
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo »

Nazo joins her blade to Charlemaignes at the opertune time caught up in the fervor of his call to arms, ” For the Pope!” She snaps a shoulder paldron on her transparent armor shut muttering, ”Modesty secured.” Sadly it does little to hide anything.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls
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Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder »

Ryder nods to Charlemagne. "Lemme just pull the Cassowary into position. Then we can rig it with all the sunstones you want. If the blood-leeches run away from the moat too far, then we can lower the gate and drive out there, make a sweep of 'em before they can get to whatever wormhole they've got nearby."

He matches word to deed, pulling the Mountaineer into position, about fifteen feet from the gate, just close enough that a jackrabbit start should get them across in a single lunge.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor »

Date: September 19, 109 PA
Time: 0202
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 0

***

“Hi Reynolds, it me Barinthasheer."

“Bari?” Reynolds said as he and Nara came over to him. “Wow, you’re a…”

“Dragon!” Nara said with amazement.

Reynolds wasn’t sure he liked the way she was looking at Barinthasheer.

Whiskey Pete winced as Vik hauled him up, holding him out to Barinthasheer to take a nibble.

“I had no choice!” Pete exclaimed. “She was in my head! She made me help them! That wasn’t my son and daughter anymore, not after Soledad got them.” He broke down.

The howls of anger beyond the moat intensified, wild vampires with no leader, dangerous and frustrated.
Instructions
  • We will wrap this up with a Dramatic Task. Make a roll at -4 for the sheer numbers out there and narrate your awesomeness.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk »

Psionics 7
OOC Comments
[dice:uk16912v]46250:0[/dice:uk16912v]
[dice:uk16912v]46250:1[/dice:uk16912v]

Extra effort[dice:uk16912v]46250:2[/dice:uk16912v]
1 fatigue
Won't let me eat his heart now Karsk sighs as he goes onto the walls.

Reaching out with his mind, he began stirring the moat water, ready to splash all the vampires at once rather than catch a few and let the others escape. The intent was not to just splash the vampires, but maintain control of the water and return it to the moat afterwards.
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder »

OOC Comments
Scene -4; Ace +2; Handling +1
Driving [dice:1txtavmv]46254:0[/dice:1txtavmv]
Wild Driving [dice:1txtavmv]46254:1[/dice:1txtavmv] ACE [dice:1txtavmv]46254:2[/dice:1txtavmv]
Extra Effort Benny w/ Elan [dice:1txtavmv]46254:3[/dice:1txtavmv]
The Trimadore comments to Ashley, as they wait for the signal to join the fray, "You know, this world has a legend that the sun was the god Apollo, driving his flaming chariot across the sky. I kind of like that imagery here." When the gate finally lowers, Ryder guns the engine, launching across the drawbridge and into the scattered Vampires. Frequently, he manages to smash into a cluster, stunning them just long enough to let the sunstones do their work. One time, he even parks on top of a vamp to hold it still and let the sunlight burn it away to ash. Naturally, he frequently stops to let Ashley blast with either fire or water, as seems most appropriate to the situation at the time.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne »

Charlemagne's whirling blades of silver fury
Fighting, -4 scene penalty
[dice:1gmxefu4]46273:0[/dice:1gmxefu4]

Ace with prior
[dice:1gmxefu4]46273:2[/dice:1gmxefu4]

WD Fighting
[dice:1gmxefu4]46273:1[/dice:1gmxefu4]
Once the Cassowary is appropriately outfitted, Charlemagne gives the dragon the word. "Once more unto the breach, my friends. Drop the bridge!" True to his command, he launches himself into the fray. He intentionally cancels the light of the enchanted blade, drawing a cluster of wild vampires, each eager to drain his enchanted blood. Surrounded by a small horde, he finally lets loose the sunlight found in one of his twin blades. The silver element of his psi-blades joins with the silver encasing the two chainswords, each one a fright to the vampires. In unison, the four blades become a whirling dance of light and silver, hewing limbs, slicing chests, and decapitating several of the bloodsuckers before they can land even a scratch on the knight. "The Almighty will see your curse ended, and to ash you will return!" The blaze of sunlight serves to ward off those vampires that weren't caught in his initial burst, herding them either towards the psionically controlled moat, or the sunlight-ensconced mountaineer.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
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
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan »

As the ATV careened for the gates, Ashley fired a few blasts from her water rifle before jumping out of the vehicle. Using those big area blasts of water was too taxing for these numbers. With one gauntleted hand she undid the safety clasp holding her sword in place in the sheath at her side. Then she lowered her hands as the vampires started crowding in.

There was a puff of wind, curling around Ashley, coaxing dust up into a kind of lazy 'dervish' around her. The sword lifted from the sheath and hovered in mid-air before her...the blade shimmered like mercury, and even seemed to be almost a liquid in how it rippled, though it held its overall shape.

Her eyes flicked to her right, and the sword followed, moving almost too fast to track. Spinning, darting, slashing...almost as if someone invisible was holding it, the blade hacked and hewed at the vampires. It struck with horrific force, throwing their efforts to block it aside and hitting hard enough to throw them like ragdolls. The silver burned their undead flesh, and where a vampire dropped it almost immediately burst into flames...courtesy of Ash's other psychic talents.

The sword orbited Ashley, mowing down vampires wherever it went, or whenever they started trying to approach the burster. The advanced material of the blade...somehow both silver and something more...and the sheer telekinetic power it was wielded with ensured that each time it struck another vampire was ready to add to the pyre. A pyre that she could provide with barely a thought.
Rolls: Psionics 13, 1 benny spent
Psionics [dice:1i9wjlqi]46274:0[/dice:1i9wjlqi] or [dice:1i9wjlqi]46274:1[/dice:1i9wjlqi]
Extra Effort avec Elan: [dice:1i9wjlqi]46274:2[/dice:1i9wjlqi]
Ace [dice:1i9wjlqi]46274:3[/dice:1i9wjlqi]
Last edited by Ashley Logan on Tue Nov 27, 2018 10:31 pm, edited 1 time in total.
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo »

Fighting 6
Fighting [dice:1bkr84v9]46288:0[/dice:1bkr84v9] wild [dice:1bkr84v9]46288:1[/dice:1bkr84v9] benny reroll [dice:1bkr84v9]46288:2[/dice:1bkr84v9] wild [dice:1bkr84v9]46288:3[/dice:1bkr84v9]
The Bridge:

Nazo followed her leader into the breech as it were. But was soon seperated when the light was extinguished. She stumbled as the wave of vampires decended. She fell knocked down by something heavy. A vampire was on her back clawing at her sealed armor as if it held something tasty beneath it. It snarled with a fury Nazo had not seen since fighting the Oni on the plains of Kyoto. It growled something uniteligqble but Nazo caught the gist even without her magic. Two other wild ones pulled her down even further. On her back she struggled. Her booted feet scraping the bridge, her fingers stretching for a weapon. The vampires pried open her chest plate as her fingers found a familiar hilt: Her celestial blade! Three seconds later three vampires were on the ground headless and burning. She rose snapping her chest peice shut and readfixing her wide brimmed black hat on her head. She smiled beneath it. Not today, not ever.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik »

Fighting 9
With TW Power Fist 1d8+2, -4
Fighting [dice:izu2k3uz]46401:0[/dice:izu2k3uz]
Wild [dice:izu2k3uz]46401:1[/dice:izu2k3uz][/dice]
Benny for Extra Effort+Elan [dice:izu2k3uz]46401:2[/dice:izu2k3uz]
"Ruddy back-splits, I reckon this wanker'll hold till we complete our devastatin' of the bloodsucking vandals arrayed against us," Vik says, giving Whiskey Pete a boot to the ribs for good measure. "But don't think this means we'll be going all Hanoi Jane on ya, you git, cause your little Peter the Wee is gonna be in a vise when I get back, on the nonce and what have you most likely all covered in vampire blood and ash and dirt an' the like."

Powering up his Fabulous Fist of Fearsome Fisting, Vik retrieves his daylight stone from the smoking interior of Billy D's power armor. Gripping the stone in his armored fist, he holds it up.

"Alright gents and, er, ladies, what say we go shove some balls of light in these filthy bastards' faces, like we was numpty script-kiddies tea-baggin' their mates in Halo, right?" he says, before launching himself into the air, his TW trainers trailing smoke as he descends on the vampiric horde and begins to deliver humiliating final death -- and not a few teabags -- to the unfortunate undead.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer »

Either I really need to learn their language better or they do Barinthasheer thought as the team conferred on their next move, the mix of strange references, new words, and accents leaving him only slightly aware of what the actual plan was. "Ok Mr. Charles, I will open the gate when you say and stop any of the vampires from getting in."

As the stones were being affixed to the Cassoway he turns back to Reynolds and Nara, "Yes, I am a dragon. Sorry I tricked you both and all the other nice people. I just wanted to make some friends and people mostly run away or they try to hurt me when in my normal shape." Standing there looking sheepish, he hoped they were not mad at him for the deception. Noticing the stones were in place and everyone was about ready he moved to the drawbridge. He could hear the growls and taunts of the undead on the other side of the wall change to howls of pain and fear as Karsk sent the moat crashing into them then he's given the word to drop the bridge and does so. The Cassoway goes screeching past the young dragon with Charlemagne and Vik not far behind in the air. Bari follows suit and soars to the far edge of the moat.
OOC Comments
Fighting [dice:1gy1acpu]46410:0[/dice:1gy1acpu]
Wild [dice:1gy1acpu]46410:1[/dice:1gy1acpu]
Bennie for EE[dice:1gy1acpu]46410:2[/dice:1gy1acpu]
While possessing no small amount of natural skill at fighting, Barinthasheer does lack much in the way of experience. A small group makes it around to where he is holding the bridge and begins to overwhelm him when a bolt of mystic energy flies from the wall to strike a vampire on his right. To the dragon's left Reynolds charges in to another. "Watch where you step Bari, I got your flank."
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas »

Knowing with his current state Thomas would be useful for little more than support he chooses to lend his aid in the form of sending out Globes of Daylight as support for the team. Once that is done he maintains his position watching over the prisoner. Thinking to himself, well if the man was under mind control then is he really guilty. Then again the mind control could only last so long, after that the man would have to be willing. A Renfield perhaps then? Hum, when Chucky gets done picking fights he does not have to Thomas will have to remember to bring this up.

Spell Casting 11
Spellcasting [dice:2zhe4ff4]46607:0[/dice:2zhe4ff4] Extra Effort (because why not) [dice:2zhe4ff4]46607:2[/dice:2zhe4ff4]
Wild [dice:2zhe4ff4]46607:1[/dice:2zhe4ff4]
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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