The Bleak Tome - Unleashing Death

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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

The Bleak Tome - Unleashing Death

Post by Snake Eyes »

The decision is made to begin the ritual. @Heather Todd and @Gaspard Gillead pull out their assorted notes on the ritual to release the avatar and commence the appropriate preparations. Those not directly involved with the arcane arrangements keep casting an eye towards the door separating them from the digger. No movement, no noise, nothing. The only sounds you can hear are the magicians and psionics pacing out dimensions and placing reagents, at times moving the bodies of the fallen Shlaes in the administration / entry area in order to make enough room. You can almost feel the digger's "eyes" staring at the door, waiting for the next interloper. Or...has it lost power?
You put the thought to the back of your mind. Why tempt fate?
After almost an hour of preparation, Alex references the notes on Heather's screen. "That looks right. You guys ready?" As if on cue, the ominous rumble of power shivers through your souls. Time marches on, taking another step towards a dangerous wave.
Instructions
If you are ready, begin the ritual. Only magic users may participate, but anyone with Occult knowledge can contribute (Heather can direct, etc.) You must have at least two active spellcasters to maintain the ritual.
Requested rolls: (these are pass/fail)
If you are not actively participating in the ritual, please give me a Notice roll or describe how you're passing the time while the mages do their thing. Briefly describe something that catches your notice in or about the room.
If you are actively participating in the ritual, give me a Spellcasting roll and briefly describe your part of the beginning motions.
If you are supporting the ritual, give me an Occult roll. Give me a brief narration of how you're helping the casters.
An hour has passed for purposes of healing, maintaining powers, and environmental conditions. If you do not have EBA armor or Environmental Protection active, roll Vigor vs. the environment. Failure is +1 Fatigue, crit fail is +2 Fatigue.
Nihil Draws
Passage of time: 5C
Total Clubs: 5/10
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Gaspard Gillead
Posts: 144
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

Gaspard Spellcasting Raise, Perdi Notice Success
Spellcasting 1d12!!: [11] = 11
Wild Spellcasting 1d6!!: [3] = 3

Perdi Notice 1d4!!: [6!!] = 6

The opening of the Ritual, as described, includes two main components--the Portal and the Call. After a brief discussion with Dom (it would have been briefer without the obligatory mutual snide remarks, but neither of them prolonged that part too much, this time--the desire to get off this world alive was a great motivator for both of them), they agree that Gaspard should lead the Call, while Dom would focus on the Portal, each to his own specialty. Kidemonas and Adriana, as supporting casters, would help to empower the Call (to ensure it is heard) and control the Portal (to prevent it from spinning open too widely). Marten and Heather are set to working around the edges, using their own gifts to contain the energies as they build up.

Finally, Alex, Marten and Perditione are set as guards around them, with Perdi being given strict instructions to alert Marten and Alex if any danger arises.

And so it begins. Gaspard waits for Dom to set the Tome down in the middle of the circle, and then Gaspard places a jar of beetles he'd brought (for to call Death, one must offer some form of Life), and then begins invoking the Names of Death, as listed in the ritual's notes: "Morte; Thanatos; Tod; Kuolema; Bás; Halál; Kematian;...". The Names echo around the space, becoming less distinct, but not necessarily quieter, as he goes on; the sound morphs into the dragging of a scythe blade over stone, or chains rattling, or of a low, rattling cough.

The beetles begin to scurry around in their jar, sensing something amiss....
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Adriana
Posts: 68
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Unleashing Death

Post by Adriana »

Spellcasting 11 Raise
Spellcasting 1d8!!: [6] = 6
Wild Die 1d6!!: [11!!] = 11
Adriana paces in her spot echoing the words with a low growl tone. Her movements and tone a signal to The Hunt. Death always comes at the end of The Hunt and so she empowers the call to him by the announcement of her intent. As the ritual progresses her sounds get quieter and quieter as if preparing to stalk her prey through the jungle. Silent and deadly.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 14/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6 , attack x2 per round

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Kidemonas
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Posts: 577
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Re: The Bleak Tome - Unleashing Death

Post by Kidemonas »

Kidemonas assumes the position indicated by @Gaspard Gillead and begins concentrating his serpentine body channeling his own arcane energy into the ritual. He had the natural talents of a dragon with his magic, but never really wasted time mastering spells knowing he would have thousands of years for that stuff. However as he did his best, he found it frustrating he was unable to keep up with the other spellcasters.
Spellcasting 4, success
Spellcasting 1d8!! or Wild 1d6!!: [1]+[4] = 5
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Heather Todd
Posts: 124
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Unleashing Death

Post by Heather Todd »

Occult 10
+2 field computer
Occult 1d10!!+2: [8]+2 = 10
Wild 1d6!!+2: [5]+2 = 7
Amity/Mine
Afternoon
Round 0

Heather picked up her field tablet and triple checked that they had the summoning circle correct. It wouldn’t do for this ritual to go wrong. Once it started, Heather kept mental tabs on the others. She offered Kidemenos silent advice as he offered his power to the ritual, and encouraged Adriana and the others.

***

Double ISP: 61/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 33/40
Blue Mind Gem: 35/35 ISP; intangibility
Bennies: 3/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 20/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, detect arcana*, empathy (free reroll), fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Mission
Destroy the Bleak Tome.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Dominic Skodati
Posts: 106
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Unleashing Death

Post by Dominic Skodati »

Reluctantly Dom takes the tome from his seemingly bottomless pocket and places it at the center of the ritual, only the gantrium weighing down his coat gives him small comfort at giving up some much knowledge and power. Then again, maybe it was for the best, he didn't want to lose his freedom in the process like those unholy shifters. Casting a glance at Gaspard he grins, Yeah you buddy.

Taking his place he lends his own formable skill to the process.
Spellcasting 1d12!!+1: [11]+1 = 12
Wild 1d6!!+1: [2]+1 = 3
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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

The ritual begins.
The various reagents begin to glow with a sickly darkness. The beetles sprint around the jar, colliding noisily into each other. The echoing names of Death ring hollow, absorbing sounds into the din. The portal opens wider, but @Dominic Skodati's expert control keeps it from ripping open wide enough to swallow the whole planet. @Gaspard Gillead's voice pierces the cacophony, shouting down through the portal to call forth that which no living plane of existence should see.

CRACK!

In an instant, the portal claps shut. The whole entry of the mine goes unnaturally dark. Even @Kidemonas' vision is so black that he cannot see the end of his snout. You find yourself frozen. All sound has been squelched. You cannot hear yourself breathing. You speak to prove you can, but even your mind has gone silent. The seconds tick by...or is it hours? Days? All concept of time has vanished into nothingness. You start to question your own sanity...until a tiny noise breaks through the oblivion. The impenetrable blackness begins to shrink from the edges of your vision. As the blackness retreats, so too does the silence. You look down at the jar of beetles. They sit, lifeless, stuck to the jar at the point where the portal closed. The other reagents are similarly drained.

The hideous black fog coalesces...at the tome on the floor. The names spoken by Gaspard begin echoing back from within the book. The air begins to reverberate with the names spoken. As the echo grows, another noise joins it. The noise of bones rattling.

The corpses of the beetles in the jar begin skittering violently within their glass tomb. The scattered bones of the Shlaes corpses on the floor begin quivering. Slowly, then faster, piece by piece, the skeletal bodies reform and begin to rise. The book on the floor begins to shift...and breathe.

Just at that moment, one of the Shlaes skeletons scratches at @@Everett Jackson's back. His armor is easily proof against it, but there are another dozen skeletons shambling towards him, and there are hundreds of them in this room standing to find a living being to feed on. One of the skeletons at @Heather Todd's feet grasps her ankle. It's grip is frighteningly strong. She shakes it loose, but the skeleton's leg bones clack into place, and it stands to its feet.
The glass jar shatters. The undead beetles inside skitter furiously towards @Adriana, hissing as they charge.

And the book groans, and grows.
Instructions - Dangerous Quick Encounter
You are entirely surrounded by hundreds of animated dead bodies. You know there's a portal to open and another ritual to conduct, but even Kidemonas will be torn to shreds by the sheer number of them if you remain here. Get clear!

Dangerous Quick Combat
Roll a combat-appropriate skill (Fighting, Shooting, Athletics, Spellcasting/Psionics/Miracles/Focus, or some other appropriate skill) at -2 due to the sheer number of your foes, as well as the fact that they are continually reconstituting themselves.
Success, you take a level of Fatigue from Bumps & Bruises. On a Raise, you escape unscathed. Failure results in a wound. Crit fail is d4 Wounds. Wounds may be Soaked as normal.
If you use PPE / ISP, roll 3d6 for power point usage. If you use a ranged weapon, use 2d6 times your ROF in charges / ammunition. In addition, anyone using Psionics or Magic will draw one Nihil card for their efforts.
Describe your fight to flee the anteroom. Where do you go? Back into the mine with the Digger? Into one of the supply or control rooms? Outside into the wasteland?
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Adriana
Posts: 68
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Unleashing Death

Post by Adriana »

Raise
Fighting 1: 1d10!!+2: [9]+2 = 11 -2 for mass enemy
Wild Die 1: 1d6!!+2: [3]+2 = 5 -2 "

Fighting 2: 1d10!!+2: [6]+2 = 8 -2 "
Wild Die 2: 1d6!!+2: [5]+2 = 7 -2 "
She doesn't really have a spell that would work against a swarm of creatures. So, instead, she roars and then swipes at them with both Claws.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 14/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6 , attack x2 per round

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Kidemonas
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Posts: 577
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Re: The Bleak Tome - Unleashing Death

Post by Kidemonas »

Fighting 9 Raise
Fighting 1d10!! or Wild 1d6!! +2 from edges, -2 from scene = Wash: [9]+[5] = 14
Kidemonas finds himself uneased by the darkness. When the crack happens he is startled but then relieved as his senses return to him. Then it begins...

The swarms of undead rising from the ground seem endless, at first it was something small and Kidemonas simply crushed a couple of them. But then they kept coming, persistent in their desire to close on him. "Get on my back!" He shouts offering to elevate others up out of the danger as he begins growing, his size surpassing even that of the mightiest creature of earth. But still the undead swarm on him. From the vantage of his back above his wings Kidemonas is able to offer a elevated platform showing the dead rising are not only from this area, but from as far as he could see. Calling out to @Gaspard Gillead and @Dominic Skodati he asks. "What do we do, where do we go from here?" Unsure of how to escape this hell as his instincts lead him wanting to flee for the portal that brought them here.

Kidemonas liked to fight and knew he was strong, but this was beyond anything he was ready to handle and he knew he needed direction. "Did it work? What did we do wrong?"
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Gaspard Gillead
Posts: 144
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

OOC Comments
Starting Stats
Bennies: 3/3
PPE: 45/50

Spellcasting 1d12!!-2: [4]-2 = 2
Wild Spellcasting 1d6!!-2: [4]-2 = 2
Benny
Spellcasting 1d12!!-2: [5]-2 = 3
Wild Spellcasting 1d6!!-2: [3]-2 = 1
Let's go once more, shall we?
Spellcasting 1d12!!-2: [11]-2 = 9
Wild Spellcasting 1d6!!-2: [4]-2 = 2
Finally! Raise, no Damage.
Power Points 3d6: [3, 2, 3] = 8

Perdi Fighting 1d10!!-1: [9]-1 = 8
Raise, no Damage
Final Stats:
Bennies: 1/3
PPE: 37/50
Gaspard sighs inwardly as the dead rise up and begin to swarm them. No more time for restraint, unfortunately.

Taking the risk, Gaspard briefly contemplates calling up a pair of Deveels, but realizes they would be inclined to use their innate magic in the battle--probably almost certainly ensuring the destruction of everyone. The Alu it is, then....

A few words and a gesture later, and suddenly the 12th is joined by a pair of hulking monsters with canine heads and powerful back legs. Gaspard keeps his instructions simple. "You two, clear a path for the rest of us. We're going for the exit, over there." The demons snarl in anticipation, then make massive leaps towards the cluster of skeletal enemies, cutting them down with grim abandon.

Perdi, meanwhile, stands up to his full height (and, some might notice, he's, ah, grown recently, now a full twelve feet tall) and, with another sharp command from the shifter, covers the group's flank, his Toxic Blade not doing much more than a regular vibro-greatsword would, since the skeletons are obviously immune to poison--but of course, a vibro-greatsword being wielded by a twelve-foot tall demon is quite effective, and the skeletons are mowed down like so much wheat before the thresher.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Everett Jackson
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Joined: Wed Jun 27, 2018 9:12 am

Re: The Bleak Tome - Unleashing Death

Post by Everett Jackson »

Everett rolls his shoulders and cracks his neck. Reaching behind him, he readies Balitrox and faces the swarm. He moves to protect the more vulnerable members of the team. Kidemonas and Alex should be able to fend for themselves.

He stomps beatles and cleaves undead. The hulking juicer is dog piled at one point, and even he is shaken by the shear number of gnashing teeth and scraping claws desperately seeking his life essence. Unfortunately for them, he's a titan juicer. Everett surges to his feet and the pile of corpses explode away from him like someting out of a supernatural action movie.

Balitrox rages to be released, but Everett has learned too much about the axe during their travels together. He knows there's nothing nearby to satiate its bloodlust. Nobody Everett is willing to sacrifice, at least. He
Raise and a Success (+2 ITMW -2 Scene)
Fighting 1d10!: [4] = 4
Wild 1d6!: [6!, 2] = 8
.

Everett's not sure which direction they move as they back away from the mass of undead. He's too focused on keeping them back, but his training and strength is more than enough to get the job done. He just hopes the magic team is keeping the ritual on track.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Heather Todd
Posts: 124
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Unleashing Death

Post by Heather Todd »

Psionics 9 Raise; 16 ISP
-2 difficulty
Psionics 1d12!!: [6] = 6
Wild 1d6!!: [2] = 2
Free reroll for Master Psionic
Psionics 1d12!!-2: [3]-2 = 1
Wild 1d6!!-2: [11!!]-2 = 9
ISP Usage 3d6: [4, 6, 6] = 16
Amity
Afternoon
Round 0

Heather had expected some effect from the ritual. She hadn’t expected a horde of skeletons, however. Heather swept her hand out, wrapping a group of skeletons in mental bands of force. Her other hand lashed out with a telekinetic wave, scattering bones, as she backed away toward Kidemenos’ large form. She focused her psionic abilities in trying to clear a way to the exit.

***

Double ISP: 421/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 33/40
Blue Mind Gem: 35/35 ISP; intangibility
Bennies: 3/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 20/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, detect arcana*, empathy (free reroll), fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Mission
Destroy the Bleak Tome.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Marten
Posts: 29
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Unleashing Death

Post by Marten »

OOC Comments
Fighting 1d10!! Wild Die 1d6!!: [1]+[4] = 5

Benny

Fighting 1d10!! Wild Die 1d6!!: [4]+[1] = 5

Benny

Fighting 1d10!! Wild Die 1d6!!: [4]+[2] = 6
Marten drops into a fighting stance, drawing his blade. He begins hacking at the skeletons, which is a bit more effort than he anticipated. Nonetheless he takes his fair share of the duty at hand, leaving a piles of bones in his wake. He's about to separate the skull from another when he slips on some mysterious fluid, crashing to the ground hard.
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Dominic Skodati
Posts: 106
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Unleashing Death

Post by Dominic Skodati »

The rising undead make Dom's skin crawl. As the others take up the battle he gives helpful pointers on how exactly to kill something that's already dead.

"Go for the heads!"

He still manages a scowl in judgement of Gaspard despite the darkness, death, and disorientation.

Alu demons? And, I'm the suspicious one? The nerve.

Despite his best efforts to avoid physical violence Dom has to shake off more than one grasping hand. He resists the urge to teleport to safety as the flux from the ritual and the nihil waves loom large. Then again maybe just a quick teleport back home would work, he has some gantrium afterall. nah, I want what the others are carrying too.

Occult 1d8!!: [7] = 7 -2 = 5
Occult Wild 1d6!!: [4] = 4
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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

The Shlaes skeletons seem to be legion. As soon as they are knocked down or crushed, they begin to reform and rise. @Everett Jackson and Alex slice, punch, kick, and stomp a clearing around the ritual-runners. @Adriana joins in the fray, swiping left and right to keep these abominations down. @Gaspard Gillead's new friends begin wading through to the doors, cutting a swath for escape.
@Heather Todd telekinetically clears a path towards @Kidemonas, who stands ready to carry his compatriots to the exit. @Dominic Skodati takes the cerebral approach, providing direction for maximum effectiveness. @Marten takes Dom's advice to heart, going after heads. Unfortunately, the terrain is unfriendly. He slips and raps the back of his head against the stone floor. He flirts briefly with unconsciousness. Before he takes that nap, though, Alex scoops up the rose knight and carries him towards the exit. "No time for sleep, Marten!"

As the last two members of the 12th begins to make the exit, a soul-slaying sound erupts from the place where the book once laid. Marten's groggy sight sees the lashing of a tentacle...or maybe a whip. Suddenly, he is launched forward through the threshold of the mine door. Alex calls out. "What...it's got me! NO! NNNNNOOOO!!!" The giant doors of the mine slam closed so violently that shards of stone fall from the face of the structure. A moment passes, and your radios click to life. The voice of Alex rings in your ears. "RUN! GET OUT OF HERE! AAAAAAAGGGHHH!" The radio goes silent, but the seismic rumbling from within indicates violence has ensued.

Before you can think to move back to the doors to extricate your friend, the reality of your current predicament makes itself evident. The embodiment of Death may be shut behind those doors, but the power is not restrained by such mere boundaries. The army of hundreds, maybe thousands, of deceased Shlaes piled up at the doors and surrounding the mine structure begin quivering with Unlife. The chattering of eroded bones being reformed and reunited chills your souls.
To make matters worse, the blast of a laser rifle impacts on the stone wall above Everett's head. A quick glance away from the doors into the wasteland reveals a

4 humans armed with laser rifles, grenades, and swords; Toughness: 15 (7); Parry: 6
*Nevris, human female necromancer; Toughness: 15 (6); Parry: 5
A mummy, Toughness: 20 (8); Parry: 7
*Moriyah, human female, Toughness: 14 (6); Parry: 6
*Cyril, purple-haired human, lightly armored, unarmed; Toughness: 39 (18) MDC; Parry: 6
*Varig, ogre, Toughness: 20 (5); Parry: 7, carrying a large spiked maul, wearing heavy armor, size 2
*Devak, human male, Toughness 16 (7); Parry: 9, carrying a psi-pike, wearing Gladiator Medium armor
*Cole, human male, Toughness 17 (6); Parry: 10, wearing cyber knight armor with an upside down cross emblazoned on the front
*Yori, human male, Toughness 14 (6); Parry: 6, wearing Combat Mage Heavy armor, carrying TK machinegun and TW flaming sword
* denotes Wild Card
, armed to the teeth, in surprisingly close range. You even recognize one of them. The necromancer from the Church of Harmony spits at one of the other figures (presumably the one who fired the errant laser blast). "You idiot! I didn't give the order." But whether orders were given or not, it doesn't appear this group came to talk.

One of the figures begins to shift. Where once stood a human man with purple hair now stands a young frilled dragon. You could swear this dragon bears a resemblance to Cynara, the leader of the cult of "Harmony" who you slaughtered. Sure enough, he removes all doubt. "You stole from me the privilege of slaying my mother. Now I'll have your lives in payment!"

There's no way to open the portal home the way you were instructed while you're being shot at. You'll have to fight to get clear!
Nihil Draws
Quick Encounter power usages: 3H
Total Clubs: 5/10
Instructions
You are in combat! Your enemies have stumbled upon you as much as you've stumbled upon them. You are in close range for the purposes of ranged attacks. There is no cover to be had. You are also in ready melee range if you wish to close (or they wish to close on you), so I hope you brought your dancing shoes. Anyone who draws a Club for their initiative card suffers a -2 to their combat trait rolls (Athletics, Fighting, Shooting, Tests, Power usage skill) due to the hundreds of skeletal hands grasping at you and/or the intensifying winds whipping across the land. (This penalty does not apply to Damage, Resistance Rolls, Soaks, etc.)
Initiative
Adriana: 7D
Dom: AC
Everett: KD
Gaspard: AH
Heather: 2H
Kidemonas: 5C
Marten: 4H
BAD GUYS
Cole: 9D
Cyril: JC
Devak: 4C
Nevris & Mummy: QC
Moriyah: 6S
Varig: 10D
Yori: QH
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Marten
Posts: 29
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Unleashing Death

Post by Marten »

Marten wavers a bit, tired from the battle a few moments ago and trying to avoid thinking about what he just saw, what happened to Alex. He growls in rage and charges the dragon
1d10!!-1 1d6!!-1: [2]-1+[1]-1 = 1


Reroll 1d10!!-1 1d6!!-1: [5]-1+[3]-1 = 6


Damage 1d12!! 1d6!!: [21!!]+[5] = 26
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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

Kidemonas spends a Benny for a new card, draws Black Joker. +1 benny to the 12th, +2 to all Kidemonas' actions this round.
Approximate cultist locations
G
- G
D

Cy

N
-- m

M
- - - V

Co

Y
- G
G

G=Goons
Other letters correspond to names
12th is semi-bunched at the right of this map - all are within close shooting / melee closing range
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Kidemonas
Diamond Patron
Diamond Patron
Posts: 577
Joined: Fri Dec 09, 2016 2:09 pm

Re: The Bleak Tome - Unleashing Death

Post by Kidemonas »

As the foul worshipers from earlier arrive Kidemonas senses the presence of another dragon. Within the moment as the creature transforms Kidemonas roars! Pulling his power within himself he amplifies his natural arcane resistance, them filling himself with his draconic heritage he launches himself at the dragon. The three events happing so fast as if to be a single event.

As Kidemonas lunges his mind flares to life protecting him, but his eagerness to destroy the enemy dragon was to much as he finds himself crashing and sliding under the dragon, left vulnerable to the creatures attacks his flurry of blows fail to connect until finally the giant horns on the back of one of his claws rips through the dragon rending flesh. But as the dragon he struck stumbles Kidemonas's own head is knocked against the stone ground rattling him.


Arcane Protection +4, Warriors Gift grant Improved Frenzy, Attack hits for 45 AP 10 Mega Damage, Critical failure is vulnerable and shaken
Rolls and Mechanics
ROLLS HERE, stupid rob somehow posted under his character and not here where he belongs.
viewtopic.php?p=77415#p77415

Psionics Arcane Protection 1d4!! or 1d6!! Joker +2, 4 ISP for +2, MAP for -4 is break even: [1]+[2] = 3 = Benny reroll

Free Action Warrior's Gift Frenzy 1d8!! or Wild 1d6!! Joker +2, Free Actions Ignore MAP: [6]+[4] = 10 = Gains Improved Frenzy!

Benny reroll Psionics Arcane Protection 1d4!! or 1d6!!: [9!!]+[5] = 14 = Raise +4 Arcane Resistance

Attack! Fighting 1d10!! and 1d10!! or 1d6!! Wild Attack +2, Joker +2, Skills +2, MAP -4 is +2 total: [3]+[5]+[3] = 11

Attack! Fighting 1d10!! and 1d10!! or 1d6!! Wild Attack +2, Joker +2, Skills +2, MAP -4 is +2 total: [2]+[7]+[1] = 10

Benny reroll First Attack! Fighting 1d10!! and 1d10!! or 1d6!! Wild Attack +2, Joker +2, Skills +2, MAP -4 is +2 total: [1]+[5]+[1] = 7


Damage 4d12!! +5 Strength +2 Wild +2 Joker: [10, 8, 2, 11] = 31
Raise damage on roll to hit 1d6!!+40 AP 10 Mega Damage: [5]+40 = 45


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Gaspard Gillead
Posts: 144
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Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

ALL the rolls
Forgot a very important roll earlier when I summoned the 2 Alu:
Resist Corruption (Alu) 1d10!!+4: [9]+4 = 13
Wild Spirit 1d6!!+4: [2]+4 = 6
Starting Stats:
1/3 Bennies
37/50 PPE (I'd forgotten about the "as if on a Nexus" thing)
Kidemonas Got a Joker, +1 Benny

Summon The Horde (4 PPE for an Alu, +22 for 11 more):
Spellcasting 1d12!!: [8] = 8
Wild Spellcasting 1d6!!: [5] = 5
Raise--all of the Alu have Resilient.

Alu are all summoned 4" away from their designated targets, permitting a run-leap attack.
Targets: Newly Summoned Alu attack in gangs of 3, going after Nevris, Moriyah, Cole & Yori. The two Alu who already are present will each target one of the mooks--in both cases, the one slightly forward.
Attack sequence for all targets: run towards them at least 2" (more for the flanks), leap 2", Frenzy Wild Attack.
Note that if one of the targets has First Attack, they'll get to use it this round, at least.
Fighting d10. ALL: +2 Fighting for Wild Attack. Cyril & Moriyah: +2 Gang up to all attacks. Nevris & Yori: +1 Gang-up Bonus. Grunts: No Gang-up Bonus.
Hit Damage: Str[d12+4]+d8 MD, +4 for Leap/Wild Attack.
Toughness numbers show effect of AP 6:

Attacks are numbered A&B (Frenzy), 1-3 (for three attackers)
Cole, human male, Toughness 11; Parry: 10, Improved Block (ignores Gang-up); Ignore strike-thru bits, they didn't account for this.
Cole A1 Fighting 1d10!!+4: [2]+4 = 6 Miss
Cole B1 Fighting 1d10!!+4: [2]+4 = 6 Miss
Cole B2 Fighting 1d10!!+4: [7]+4 = 11 Miss Damage 1d12!!+1d8!!+8: [8]+[7]+8 = 23 = 3 Wounds
Cole A2 Fighting 1d10!!+4: [16!!]+4 = 20 Raise Damage 1d12!!+1d8!!+8+1d6!!: [8]+[1]+8+[1] = 18 = 1 Wound
Cole A3 Fighting 1d10!!+4: [7]+4 = 11 Miss Damage 1d12!!+1d8!!+8: [4]+[1]+8 = 13 = Shaken (so another Wound unless he Soaked the prior damage)
Cole B3 Fighting 1d10!!+4: [7]+4 = 11 Miss Damage 1d12!!+1d8!!+8: [9]+[5]+8 = 22 = 2 Wounds

Moriyah, human female, Toughness: 8; Parry: 6
Moriyah A1 Fighting 1d10!!+4: [5]+4 = 9 Hit Damage 1d12!!+1d8!!+8: [4]+[5]+8 = 17 = 2 Wounds
Moriyah B1 Fighting 1d10!!+4: [2]+4 = 6 Hit Damage 1d12!!+1d8!!+8: [3]+[3]+8 = 14 = 1 Wound
Moriyah A2 Fighting 1d10!!+4: [6]+4 = 10 Raise Damage 1d12!!+1d8!!+8+1d6!!: [3]+[12!!]+8+[4] = 27 = Wound Cap 4
Moriyah B2 Fighting 1d10!!+4: [3]+4 = 7 Hit Damage 1d12!!+1d8!!+8: [7]+[5]+8 = 20 = 3 Wounds
Moriyah A3 Fighting 1d10!!+4: [8]+4 = 12 Raise Damage 1d12!!+1d8!!+8+1d6!!: [5]+[3]+8+[3] = 19 = 2 Wounds
Moriyah B3 Fighting 1d10!!+4: [8]+4 = 12 Raise Damage 1d12!!+1d8!!+8+1d6!!: [22!!]+[7]+8+[2] = 39 = Wound Cap 4

*Nevris, human female necromancer; Toughness: 9; Parry: 5
Nevris A1 Fighting 1d10!!+3: [28!!]+3 = 31 Raise Damage 1d12!!+1d8!!+8+1d6!!: [4]+[7]+8+[2] = 21 = 3 Wounds
Nevris B1 Fighting 1d10!!+3: [2]+3 = 5 Hit Damage 1d12!!+1d8!!+8: [10]+[14!!]+8 = 32 = Wound Cap 4
Nevris A2 Fighting 1d10!!+3: [2]+3 = 5 Hit Damage 1d12!!+1d8!!+8: [9]+[4]+8 = 21 = 3 Wounds
Nevris B2 Fighting 1d10!!+3: [2]+3 = 5 Hit Damage 1d12!!+1d8!!+8: [1]+[6]+8 = 15 = 1 Wound
Nevris A3 Fighting 1d10!!+3: [9]+3 = 12 Raise Damage 1d12!!+1d8!!+8+1d6!!: [3]+[2]+8+[3] = 16 = 1 Wound
Nevris B3 Fighting 1d10!!+3: [5]+3 = 8 Hit Damage 1d12!!+1d8!!+8: [1]+[7]+8 = 16 = 1 Wound

*Yori, human male, Toughness 8; Parry: 6
Yori A1 Fighting 1d10!!+3: [6]+3 = 9 Hit Damage 1d12!!+1d8!!+8: [6]+[1]+8 = 15 = 1 Wound
Yori B1 Fighting 1d10!!+3: [8]+3 = 11 Raise Damage 1d12!!+1d8!!+8+1d6!!: [10]+[5]+8+[5] = 28 = 4 Wounds
Yori A2 Fighting 1d10!!+3: [16!!]+3 = 19 Raise Damage 1d12!!+1d8!!+8+1d6!!: [1]+[6]+8+[3] = 18 = 2 Wounds
Yori B2 Fighting 1d10!!+3: [8]+3 = 11 Raise Damage 1d12!!+1d8!!+8+1d6!!: [3]+[3]+8+[3] = 17 = 2 Wounds
Yori A3 Fighting 1d10!!+3: [7]+3 = 10 Raise Damage 1d12!!+1d8!!+8+1d6!!: [10]+[6]+8+[4] = 28 = 4 Wounds
Yori B3 Fighting 1d10!!+3: [9]+3 = 12 Raise Damage 1d12!!+1d8!!+8+1d6!!: [8]+[4]+8+[3] = 23 = 3 Wounds

North Grunt: Toughness: 9 (1); Parry: 6
North Grunt A Fighting 1d10!!+2: [1]+2 = 3 Miss
North Grunt B Fighting 1d10!!+2: [3]+2 = 5 Miss

South Grunt: Toughness: 9 (1); Parry: 6
South Grunt A Fighting 1d10!!+2: [3]+2 = 5 Miss
South Grunt B Fighting 1d10!!+2: [16!!]+2 = 18 Raise Damage 1d12!!+1d8!!+8+1d6!!: [9]+[7]+8+[8!!] = 32 = 4 Wound Cap, on an Extra.

Perdi Goes On Hold, but will attempt to Interrupt anyone who tries to run past him to get to Gaspard with a Frenzy attack. If he fails to Interrupt, then he attacks that individual immediately after they complete their action. Wild Attack, using Toxic Blade special power for both Frenzy strikes.
Pedi Athletics 1d8!!: [1] = 1 Okay, so no, there, he's just punishing them after the fact. He also comes off Hold if someone attacks him directly in melee.
Perdi Frenzy A 1d10!!+3: [7]+3 = 10 Perdi Hit Damage A 1d10!!+1d12!! AP 12: [18!!]+[6] = 24 Possible Raise Damage 1d6!!+24: [9!!]+24 = 33
Perdi Frenzy B 1d10!!+3: [6]+3 = 9 Perdi Hit Damage B 1d10!!+1d12!! AP 12: [4]+[8] = 12

Final Corruption:
Resist Temptation 1d8!!+4: [3]+4 = 7
Wild Spirit 1d6!!: [1] = 1
No Corruption, yet, though that last roll was a little scary....

Final stats:
PPE: 11/50
Bennies: 2/3
The upshot
Cole takes 1 Wound
Second-to-last Grunt dies
Moriyah takes 2, 1, 4, 3, 2, 4 Wounds, in that order
Nevris takes 3, 4, 3, 1, 1, 1 Wounds, in that order
Yori takes 1, 4, 2, 2, 4, 3 Wounds, in that order

First person who engages with Gaspard in melee will get attacked, after the fact, by Perdi: Fighting Frenzy Attack:
First attack is a total of 10, with a Damage of 24 MD, or, if 10 is a Raise, 33; AP 12
Second attack is a total of 9 (can't Raise against any of the foes). If that hits, then it does 12 Mega-Damage, AP 12.

Alu Demons Parry: 7 (due to Wild Attack); Toughness: 25 (12); 1 Wound Level each from Resilient.
Gaspard has a foot raised to go back towards the door, when the laser-blast causes him to snarl in rage. "More of you lot? I. Have. Had. Enough!" The final word is followed by a complex arcane gesture and a slew of infernal names that rasp against the ears of those who try to listen.

Suddenly, the ambushers find themselves ambushed, instead, as they are surrounded by a dozen more Alu demons, initially appearing out of melee range, but as soon as Gaspard shouts, "Pack attacks against the one you're facing! Rend their flesh from their bones, no holding back! You two, take the flanks!", the horde rush forward, then leap into the air in synchronized motion, like some sort of grotesque ballet. As they land, claws begin to slash furiously at four of the cultists. Their claws shred the armor of their designated targets, exposing the flesh beneath like a child would rip open a candy bar wrapper, and judging by the howls of triumph, the demons seem to enjoy their grisly task about as much as that child would.

While the clearly Fallen Cyber-Knight might possibly survive the onslaught, the other three big shots have little chance; similarly the Grunt standing closest to the flaming-sword-and-TK-gun wielding Yori goes down with a scream as his heart is ripped out of his chest. Amazingly, the other mook who had been targeted at the other end of the line blinks as the Alu demon sic'ed on him simply claws furiously at the air. If it were possible for a demon to look ashamed.....

Finally, Gaspard snaps his fingers to grab Perdi's attention. "Guard formation Four." Perdi sneers a bit, but assumes the post he's been assigned. While he's a bit too lumbering at the moment to actually prevent someone from reaching Gaspard, he's definitely ready to make them pay for it afterwards.

Even as the death-rattles of his enemies begin to fade, Gaspard feels a warning throb from his Soulguard, warning him he might've enjoyed that a little too much; not enough to taint his soul, just yet, but definitely something he might need to hold off on.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Heather Todd
Posts: 124
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Unleashing Death

Post by Heather Todd »

Fireburst rifle SBT (should catch the mummy and 1 other) 2, 5, 19; Damage N/A, 24, 41 AP 2; Fear check vs fire for the mummy
ROF 3, +4 fire damage, +4 Nexus damage
Shooting 1d4!!: [2] = 2
Shooting 1d4!!: [2] = 2
Shooting 1d4!!: [1] = 1
Wild 1d6!!: [1] = 1
Benny to reroll
Shooting 1d4!!: [2] = 2
Shooting 1d4!!: [2] = 2
Shooting 1d4!!: [19!!] = 19
Wild 1d6!!: [5] = 5
Damage 1 N/A
Damage 2 4d6!!: [3, 5, 4, 4] = 16 +4 fire
Raise Damage 3 5d6!!: [11!!, 8!!, 4, 9!!, 1] = 33 +4 fire
Amity
Afternoon
Round 1

“Alex!” Heather screamed as her teammate was yanked back into the mine and the rest poured outside and sealed it. And then they were faced with Cynara and the other Church of Harmony members.

“Where did they come from? How are they still alive?” Heather asked with surprise. She felt the thrum of arcane and psionic energies in the air and knew they could easily trigger a nihil wave if Nevima and the others didn’t recognize the danger.

“Don’t cast!” Heather yelled, but too late. Kidemenos was already casting and charging at the other dragon, and Gaspard was already summoning demons.

Heather pulled her fireburst rifle around, fumbling with it a bit. She wished she had done more training on the range with her weapons, but she’d never felt she would need them. Her powers had always been sufficient. It was a techno-wizardry weapon, but she hoped it wouldn’t trigger the dangers of this dead planet as she took aim at the mummy and anyone close to it.

***

Double ISP: 42/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 33/40
Blue Mind Gem: 35/35 ISP; intangibility
Bennies: 3/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 10/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, detect arcana*, empathy (free reroll), fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

Cole, the fallen cyber knight, is no stranger to combat with demons. He manages to roll with the strike,
Cole - benny to soak: 1d10!!: [3] = 3
Cole - WD benny to soak: 1d6!!: [11!!] = 11
from the blow.
Cyril, the son of Cynara, is caught off guard by the sudden ferocity and dive-bomb attack of Kidemonas. The horned dragon's claws dig deeply into the frilled dragon's flesh. He howls in pain, unable to
Cyril benny to soak: 1d10!!: [1] = 1
Cyril WD benny to soak: 1d6!!: [4] = 4
Cyril 2nd benny to soak: 1d10!!: [4] = 4
Cyril WD 2nd benny: 1d6!!: [1] = 1
Cyril GM benny to soak: 1d10!!: [1] = 1
Cyril WD GM benny: 1d6!!: [1] = 1
at all.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Adriana
Posts: 68
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Unleashing Death

Post by Adriana »

"ALEX!!!!!!" She barely knew the kid but he was just that, a kid. He couldn't be...no...then the group interrupts and she charges them with a loud roar giving in to the rage and pain from losing one of them.
Target Varig - 1 wound, then 2 wounds
Claws 1 1d10!!+2: [7]+2 = 9
Wild Die 1 1d6!!+2: [1]+2 = 3

Claws 2 1d10!!+2: [1]+2 = 3
Wild Die 2 1d6!!+2: [2]+2 = 4

Benny on second Claws

Claws 2 reroll 1d10!!+2: [19!!]+2 = 21
Wild Die 2 reroll 1d6!!+2: [1]+2 = 3

Frenzy attack 1d10!!+2: [6]+2 = 8

Damage 1 1d10!!+2d12!!: [7]+[10, 5] = 22 AP 8

Damage 2 1d10!!+2d12!!+1d6!!: [3]+[1, 9]+[11!!] = 24 AP 8

Frenzy Damage 1d10!!+2d12!!: [3]+[7, 2] = 12
Last edited by Adriana on Mon Nov 08, 2021 2:21 am, edited 1 time in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 14/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6 , attack x2 per round

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Dominic Skodati
Posts: 106
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Unleashing Death

Post by Dominic Skodati »

First I was annoyed. Pockets loaded full of gantrium and we gotta hang out in this place longer than necessary. Then, I was angry. Thousands of shales all with their hands in my pockets trying to fleece me. When the kid got swallowed up I kinda broke. I mean I didn't like him much, well maybe a little, but he has been following me around since a worked a job in Chi-Town a half a lifetime ago. He was part of the furinture now and I hated when people messed with my stuff.

When the church of Harmony people show up Dom has an outlet for his annoyance and frustration. He raises his staff high over his head, drawing in power from the environment, harnessing the energy of the nihil storms brewing around them.


"You've picked the wrong party to crash!"

Dark energy crackles in the air as the nihil storms swirls over head. Suddenly a deep bolt of wasting energy descends from the sky, striking Dom's staff. Then suddenly the power leaps out charging claws, guns, and swords with the power of the storm itself.


Crit Fail!
Dom is casting Smite, with the Greater Smite and Additional Receipents modifer using the Wizard Edge to change the trapping to nihil storm this is mainly for flavour unless the GM rules it has a specific effect. He will cast it on anyone who needs it on a weapon of their choice - including Gaspard's demons if necessary.

PPE: 7+2 per additional receipient.

Spellcasting 1d12!+1: [3]+1 = 4
Wild 1d6!+1: [3]+1 = 4

Benny
Spellcasting 1d12!+1: [1]+1 = 2
Wild 1d6!+1: [1]+1 = 2

Crit Fail!
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Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: The Bleak Tome - Unleashing Death

Post by Everett Jackson »

Everett stares at the tightly closed door. Even as the laser blasts above his head and the sounds of combat erupt behind him, the massive titan juicer outwardly seems to not notice anything as his nine yard stare continues. Deep inside, rage boils and regret ferments.

'We will kill them all, Balitrox. I release you. If you harm a single hair on my teammates heads I will break you. If I have to rip my juicer implants out to learn magic, I will. I'll crack you open like a bone and suck the marrow that is your soul. The dragon and the rest? Kill them all.'

Balitrox's usual boistrous savagery emerges subdued. The conviction in Everett's thoughts and disturbing emotions roiling deep inside the juicer gives the soul of the mageslayer pause. Balitrox does manage a savage rictus of a smile as they turned around and charged the enemy.

Balitrox homes in on the Dragon with laser focus as it shoots Everett off towards the dragon with
Running 1d8: [2] = 2
Doesn't matter, just needed to go further than pace.
. The disgusting creature earns the axe's ire simply with its existence and inherent magical nature. That its evil makes no difference to Balitrox.

Balitrox cackles maniacly as it brings its namesake
Charging, Berserking, Frenzied Overrun Attack: 12 (Raise; 47 MD, AP 10) and 7 (Success; 34 MD, AP 10)
Strength 1d12+7 + Balitrox 2d10, AP 10 + 1d6 (Raise) +2 (Wild) +2 (Overrun) +4 (Headshot)
Strength 1d12+7 + Balitrox 2d10, AP 10 +2 (Wild) +2 (Overrun) +4 (Headshot)
Damage (Raise): 1d12!+2d10!+1d6!+15: [10]+[10!, 9, 1]+[2]+15 = 47 - 4 wounds
Damage: 1d12!+2d10!+15: [9]+[8, 2]+15 = 34 - 1 wound
-2 Running ignored (Charge), -2 MAP ignored (Split the Seconds), +2 ITMW, +2 Berserk, -4 Called Shot: Head.
Fighting 1d10!: [1] = 1
Fighting 2 1d10!: [5] = 5
Wild 1d6!: [4] = 4
Benny because Balitrox is teh suck.
Fighting 3 1d10!: [4] = 4
Fighting 4 1d10!: [5] = 5
Wild 2 1d6!: [3] = 3
Benny 2 because Balitrox can't get its ish together.
Fighting 5 1d10!: [1] = 1
Fighting 6 1d10!: [9] = 9
Wild 3 1d6!: [4] = 4
F*ck me sideways, I'm a juicer, I can use burn..
Burn 1d6!: [3] = 3
towards the dragon's head. @Kidemonas's onslaught distracts the enemy dragon enough that the human charging towards it seems like the lesser threat. A fatal mistake, it must surely think, as it's head is parted from its neck.

"Next?" Balitrox asks mockingly as it chooses its next victim at random.

They move forward and Balitrox
Berserk Attack: 18 (Raise; 35 MD, AP 10)
Strength 1d12+7 + Balitrox 2d10, AP 10 + 1d6 (Raise) +2 (Wild)
Damage (Raise):
1d12!+2d10!+1d6!+9: [5]+[9, 2]+[6!, 4]+9 = 35
Running -2 Ignored (Charge), MAP -2 Ignored (Split the Seconds), +2 ITW, +2 Wild Attack
Fighting 7 1d10!+4: [10!, 4]+4 = 18
Wild 1d6!+4: [1]+4 = 5
at the nearest enemy. Balitrox almost seems content, as if it had eaten a banquet all on its own and a tasty desert appeared in front of it, but its so full it only nibbles at the new enemy. The axe strikes true, and Balitrox revels in the pain of another foul manipulator of magic.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
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Balitrox speaking into Everett's mind.
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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

The 12th makes quick and vicious work of some of the more fearsome foes arrayed against them. @Dominic Skodati starts the party with a well-timed tapping of the Nihil energies permeating the world. The net effect, while provoking a wave, manages to drain some of the chaotic energy from the sky. This energy, as wild as it is, imbues the strikes of every combatant with dangerous energy that seeks magic or psionics to feed back upon. The 12th quickly capitalizes on this power surge.

Cyril the dragon is swiftly gutted by the joint efforts of @Everett Jackson and @Kidemonas. @Marten contributes to the dragon's death, if only to occupy some of its focus. @Heather Todd manages to immolate the nigh-invincible mummy. The creature lets out a hollow howl as it turns to ash. @Adriana's charged claws dig deeply into the flesh of the ogre magi, Varig. He does his best to roll with the attacks, but the werecat is a skilled and vicious combatant.

The most decisive strike against the Harmony Cultists, though, is dealt by @Gaspard Gillead. More precisely, the legion of demons he summons. A dozen Alu demons spring into combat, ripping to shreds Nevris the Necromancer, Moriyah the Mind Melter, Yori the Combat Mage, and one of the cultists on the wings. Cole, the fallen Cyber-Knight, though, manages to evade the worst of the Alu's strikes.
The Cultists are not helpless, though, and they strike back.

With vigor.

Varig, engaged in combat with Adriana, swings his massive war club in a Frenzy at the werecat. Unfortunately, his wounds are too severe, and he just misses.

Devak, the Psi-Warrior, triggers his psi-blade,
Everett takes 4 wounds
's bulk, slicing through his armor like it wasn't there.

Cole recognizes the greatest threat on the battlefield. He is no stranger to dealing with demons and their masters. A shimmering psionic barrier, serving to deflect incoming attacks, appears in front of him. He withdraws from combat with the Alu in front of him, easily avoiding the creature's parting swipe. He charges directly towards Gaspard, heedless of the other demon in his way. In a rapid series of swipes, he deals
Gaspard takes 2 blows, the first capping at 4 wounds, 2nd dealing 2 wounds
to the Shifter. Even Proditione's attempt to deal vengeance for the attack against his master flies wide, as the cyber-knight is simply too hard to pin down.

Even the grunt cultists get in on the action. One blasts Heather, but the laser doesn't make it through her armor. Dominic isn't so lucky, though, with two cultists taking aim and one
Dom wound caps at 4
.

The battle continues, even as the dead at your feet still claw and swipe at you. The rumblings from inside the mine grow louder...
Varig
Varig soak: 1d10!!: [8] = 8 - net 1 wound
Varig WD soak: 1d6!!: [5] = 5
Varig 2nd soak: 1d10!!: [2] = 2
Varig 2nd WD soak: 1d6!!: [3] = 3
GM Benny Varig 2nd soak: 1d10!!: [9] = 9 - net 2 wounds
GM Benny Varig 2nd WD soak: 1d6!!: [4] = 4
Varig unshake: 1d8!!-3: [3]-3 = 0
Varig WD unshake: 1d6!!-3: [4]-3 = 1
GM benny unshake
Varig Frenzy attack 1 on Adriana: 1d10!!-3: [8]-3 = 5
Varig Frenzy attack 2 on Adriana: 1d10!!-3: [7]-3 = 4
Varig WD Frenzy attack on Adriana: 1d6!!-3: [9!!]-3 = 6
Devak
Devak Soak: 1d10!!: [7] = 7
Devak WD Soak: 1d6!!: [11!!] = 11
Devak Benny Soak: 1d10!!: [18!!] = 18 - no wounds
Devak Benny WD Soak: 1d6!!: [5] = 5
Devak Smite Psi Blade MAP: 1d10!!-2: [4]-2 = 2
Devak WD Smite: 1d6!!-2: [4]-2 = 2
GM Benny Devak Smite: 1d10!!-2: [5]-2 = 3
GM Benny Devak WD Smite: 1d6!!-2: [9!!]-2 = 7
Devak Wild Attack Everett: 1d10!!: [9] = 9 - add 2 for Wild, net raise
Devak WD Wild Attack Everett: 1d6!!: [1] = 1
Psi-Blade Damage Everett with Raise AP 20: 1d8!!+1d8!!+1d6!!+8: [4]+[4]+[2]+8 = 18
GM Benny Damage Everett: 1d8!!+1d8!!+1d6!!+8: [6]+[5]+[15!!]+8 = 34
Cole
Alu free attack on Cole: 1d10!!: [8] = 8
Cole Deflection: 1d8!!: [7] = 7
Cole WD Deflection: 1d6!!: [3] = 3
Cole Frenzy 1 Gaspard: 1d12!!: [9] = 9
Cole Frenzy 2 Gaspard: 1d12!!: [5] = 5
Cole WD Frenzy Gaspard: 1d6!!: [1] = 1
Cole Raise Damage Gaspard AP 8: 3d10!!+1d6!!+8: [12!!, 6, 2]+[4]+8 = 32 add 8 for Dom's Smite with Nihil trapping
Cole Damage Gaspard: 3d10!!+8: [1, 3, 6]+8 = 18
Goons
Goon 1 Shooting Heather: 1d8!!: [6] = 6
Damage Heather AP 3: 4d6!!: [2, 1, 4, 3] = 10
Goon 2 Shooting Dom: 1d8!!: [13!!] = 13
Damage Dom Raise AP 3: 5d6!!: [17!!, 2, 2, 23!!, 5] = 49
Goon 3 Shooting Dom: 1d8!!: [3] = 3
Nihil Draws
Dom Crit Fail: 1 Club
Dom Crit Fail: 2 draws: 7S, QS
Kidemonas: 7H
Gaspard: 6H, Joker
Devak: 8S
Total Clubs: 5/10
Joker backs the count down by 1. No net change in Nihil clubs. Deck is reshuffled.
Instructions
Anyone who draws a Club for their initiative card suffers a -2 to their combat trait rolls (Athletics, Fighting, Shooting, Tests, Power usage skill) due to the hundreds of skeletal hands grasping at you and/or the intensifying winds whipping across the land. (This penalty does not apply to Damage, Resistance Rolls, Soaks, etc.)
Initiative
Adriana: 7H
Dom: QH
Everett: AD, Joker
Gaspard: QS
Heather: 3C
Kidemonas: 4C KS
Marten: 5D
BAD GUYS
Cole: 3S
Devak: 10C
Varig: 9H
Approximate cultist locations
G
- G
D
EJ - K - M
Cy -- -- -- -- -- -- --P
-- -- -- -- -- -- -- -- -- -- Co - GG
N
-- m

M
- - - V - A



Y
- G
G

G=Goons
Other letters correspond to names
12th is semi-bunched at the right of this map - all are within close shooting / melee closing range
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Gaspard Gillead
Posts: 144
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

This is pathetic
Starting Stats
PPE: 11/50
Bennies: 2/3
+1 Benny for Derek Joker

Benny to Soak:
Soak vs. 4 Wounds 1d6!!: [3] = 3
Wild Vigor 1d6!!: [1] = 1
Benny to re-roll:
Reroll Soak vs. 4 Wounds 1d6!!: [4] = 4
Reroll Wild Vigor 1d6!!: [1] = 1
Benny to Reroll:
Reroll Soak vs. 4 Wounds 1d6!!: [4] = 4
Reroll Wild Vigor 1d6!!: [5] = 5
EP for a Benny to Reroll:
Reroll Soak vs. 4 Wounds 1d6!!: [5] = 5
Reroll Wild Vigor 1d6!!: [3] = 3
First hit does 3 Wounds.
Now rolling vs. 2 Wounds
EP for a Benny to Soak:
Reroll Soak vs. 4 Wounds 1d6!!: [2] = 2
Reroll Wild Vigor 1d6!!: [3] = 3
EP for a Benny to Reroll Soak:
Reroll Soak vs. 2 Wounds 1d6!!: [3] = 3
Reroll Wild Vigor 1d6!!: [1] = 1
EP for a Benny to Reroll Soak:
Reroll Soak vs. 2 Wounds 1d6!!: [2] = 2
Reroll Wild Vigor 1d6!!: [4] = 4
EP for a Benny to Reroll Soak:
Vigor vs. 2 Wounds 1d6!!: [4] = 4
Wild Vigor vs. 2 Wounds 1d6!!: [4] = 4
EP for a Benny to Reroll Soak:
Vigor 1d6!!: [5] = 5
Wild Vigor 1d6!!: [3] = 3
6 EP to no effect at all.

Yeah, that's that. Incapacitated:

Incapacitation Roll: 1d6!!-3: [8!!]-3 = 5
Wild Vigor 1d6!!-3: [7!!]-3 = 4
Success. Injury lasts until all Wounds are healed.
Injury 2d6: [3, 6] = 9
Guts 1d6: [4] = 4 : Vigor reduced by one die-type (d4)
Gaspard briefly manages to stay upright from the first vicious swing from the Fallen Knight, but Cole's second jab hits something important to D'Norr physiology, and the Shifter falls to the floor, coughing up blood. The demons, however, have their orders, and his magic still sustains them for the time being....
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Gaspard Gillead
Posts: 144
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

Demon Party
All Demons use Wild Attack, Frenzy.
Hit Damage: Str[d12+4]+d8 MD AP 6, +2 for Wild Attack. +4 for Leap/Wild Attack against Cole only.

3 Yori Demons and South Grunt Demon engage Other South Grunt
Gang-Up Bonus +3, Wild Attack +2, Damage +2, Parry 6, Net Toughness 9 (1)
Fighting SG1A 1d10!!+5: [5]+5 = 10 Raise Damage 1d12!!+1d8!!+1d6!!+4: [8]+[2]+[2]+4 = 16 Wound
Fighting SG1B 1d10!!+5: [5]+5 = 10 Raise Damage 1d12!!+1d8!!+1d6!!+4: [3]+[1]+[3]+4 = 11 Shaken
Fighting SG2A 1d10!!+5: [2]+5 = 7 Hit Damage 1d12!!+1d8!!+4: [17!!]+[6]+4 = 27 Wound Cap 4
Fighting SG2B 1d10!!+5: [6]+5 = 11 Raise Damage 1d12!!+1d8!!+1d6!!+4: [4]+[2]+[5]+4 = 15 1 Wound
Okay, there's technically 8 more attacks against this guy, but I don't see any point in rolling them... Just assume the rest of this group's attacks are, um, demons feeding.
All of the above are at -2 Damage, but that won't really affect anything.

3 Moira Demons engage Varig, Net Toughness: 19; Parry: 7
Gang-Up Bonus +2, Wild Attack +2, Damage +2
Fighting V1A 1d10!!+4: [7]+4 = 11 Raise Damage 1d12!!+1d8!!+1d6!!+2: [1]+[6]+[13!!]+2 = 22 Shaken
Fighting V1B 1d10!!+4: [1]+4 = 5 Miss
Fighting V2A 1d10!!+4: [19!!]+4 = 23 Raise Damage 1d12!!+1d8!!+1d6!!+2: [9]+[3]+[5]+2 = 19 Shaken--if no benny spent to eliminate first Shaken, then Wound
Fighting V2B 1d10!!+4: [2]+4 = 6 Miss
Fighting V3A 1d10!!+4: [2]+4 = 6 Miss
Fighting V3B 1d10!!+4: [6]+4 = 10 Hit Damage 1d12!!+1d8!!+2: [3]+[13!!]+2 = 18 No Effect

1 North Grunt Demon tries that again
Wild Attack +2, Damage +2, Parry 6, Net Toughness 9 (1)
Fighting NG1 1d10!!+2: [2]+2 = 4 Miss
Fighting NG2 1d10!!+2: [14!!]+2 = 16 Raise Damage 1d12!!+1d8!!+1d6!!+2: [7]+[6]+[5]+2 = 20 2 Wounds
That should take him down.

3 Nestor Demons engage Devak, Toughness 9 (1); Parry: 9
Gang-Up Bonus +2, Leaping Wild Attack +2, Damage +4
Fighting D1A 1d10!!+4: [6]+4 = 10 Hit Damage 1d12!!+1d8!!+4: [6]+[5]+4 = 15 1 Wound
Fighting D1B 1d10!!+4: [6]+4 = 10 Hit Damage 1d12!!+1d8!!+4: [8]+[4]+4 = 16 1 Wound
Fighting D2A 1d10!!+4: [9]+4 = 13 Raise Damage 1d12!!+1d8!!+1d6!!+4: [2]+[17!!]+[1]+4 = 24 3 Wounds
Fighting D2B 1d10!!+4: [16!!]+4 = 20 Raise Damage 1d12!!+1d8!!+1d6!!+4: [18!!]+[5]+[4]+4 = 31 Wound Cap 4
Fighting D3A 1d10!!+4: [4]+4 = 8 Miss
Fighting D3B 1d10!!+4: [4]+4 = 8 Miss

Cole Demons and Proditione engage Cole, Toughness 11; Parry: 10
Gang-Up Bonus +1, Leaping Wild Attack +2, Perdi TMW +1, Damage +4 (Alu)/+2 (Proditione)
Perdi Spends 2 PPE from Blade to try to inflict Fatigue
Fighting C1A 1d10!!+3: [9]+3 = 12 Hit Damage 1d12!!+1d8!!+4: [3]+[1]+4 = 8 1 Wound
Fighting C1B 1d10!!+3: [5]+3 = 8 Miss
Fighting C2A 1d10!!+3: [6]+3 = 9 Miss
Fighting C2B 1d10!!+3: [19!!]+3 = 22 Raise Damage 1d12!!+1d8!!+1d6!!+4: [7]+[1]+[4]+4 = 16 1 Wound
Fighting C3A 1d10!!+3: [2]+3 = 5 Miss
Fighting C3B 1d10!!+3: [4]+3 = 7 Miss
Perdi Fighting A 1d10!!+4: [7]+4 = 11 Hit Damage 1d10!!+1d12!!+2: [8]+[7]+2 = 17 1 Wound
Perdi Fighting B 1d10!!+4: [17!!]+4 = 21 Raise Damage 1d10!!+1d12!!+1d6!!+2: [2]+[4]+[3]+2 = 11 Shake (Wound if first Hit not Soaked)
Upshot
South Grunt 2: Well and truly dead
North Grunt 1: 2 Wounds, probably dead
Varig: Shaken, Shaken (1 Wound if not spending a Benny to get rid of first Shaken)
Devak: 1 Wound, 1 Wound, 3 Wounds, 4 Wounds
Cole: 1 Wound, 1 Wound, 1 Wound (Roll Vigor or get Fatigue), Shaken (Roll Vigor or get Fatigued, also Wound if prior hit not Soaked)

Gaspard: Incapacitated, Vigor d4 until all Wounds Healed
Alu Demons: Parry: 5; Toughness: 21 (6)
Perdi: Parry: 7; Toughness: 25 (12)
The Alu Demons attack, albeit perhaps not as tactically as they would had Gaspard been conscious long enough to give orders. Instead, they generally move to the closest target. The one exception are Cole's trio, who pursue the Cyber-knight--not out of any loyalty to Gaspard, but just because they aren't bright enough to change targets. Perdi, following the protocols Gaspard's contract with him stipulate, joins the Alu harrying Cole.

The remaining Grunt at the south end of the line finds himself swarmed by not one, but four demons. The first two take him down easily, and the others bite down on his flesh with sickening cracking sounds as their teeth crush his armor, like a hellish lobster dinner.

Three more demons wheel away from the fallen Moira and turn on Varig; they find him tougher fare, however, and only manage to knock the wind out of him.

The trio who had taken down the Necromancer far better against Devak. The first softens him up, but the second goes for the throat, quite possibly crushing the Psi-Warrior's windpipe.

Finally, the three who pursued Cole are joined by Proditione, all of whom attack furiously. The Cyber-knight finds himself being battered, and worse, Perdie's blade bites hard enough to at least try to poison the Cyber-Knight.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Heather Todd
Posts: 124
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Unleashing Death

Post by Heather Todd »

Mind Control Cole and Verig 16; opposed by Spirit at -4
-2 Clubs, +2 Major Psionic, +2 Mentalist
Cost: 3, +2 Additional Recipients, +4 Major Psionic, +3 Mind Control, Channel -3
Psionics 1d12!!+2: [5]+2 = 7
Wild 1d6!!+2: [1]+2 = 3
Master Psionics free reroll
Psionics 1d12!!+2: [14!!]+2 = 16
Wild 1d6!!+2: [2]+2 = 4
Amity
Afternoon
Round 2

The dragon and necromancer down is good news, but so was Gaspard, taken down by that fallen cyberknight! She worried she might have to actually use her powers and risk a nihil wave to save her companions!

Heather slapped at the bony hands grasping at her from the ground, distracted by their sharp claws. She couldn’t use her rifle again without risking taking out Gaspard’s minions, which they would likely need. Same problem with the grenades she carried. And as bad a shot as she was, she didn’t think her shard pistol would do much damage against a cyber-knight.

“STOP FIGHTING!” Heather ordered Cole and Varig, reaching for their minds. “We need to get out of here!”

***

Double ISP: 24/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 33/40
Blue Mind Gem: 35/35 ISP; intangibility
Bennies: 4/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 10/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, confusion, detect arcana*, empathy (free reroll), entangle, fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

Cole and Varig, both heavily beaten down by the alu demon onslaught, try their best to resist the voice in their heads. Their bodies are too beaten and their souls
Cole Soak first wound: 1d10!!: [3] = 3
Cole WD Soak: 1d6!!: [3] = 3
Cole Vigor vs. Fatigue: 1d10!!-3: [7]-3 = 4
Cole WD Vigor: 1d6!!-3: [5]-3 = 2
Cole Vigor vs. 2nd Fatigue: 1d10!!-4: [17!!]-4 = 13
Cole WD Vigor 2nd Fatigue: 1d6!!-4: [9!!]-4 = 5
Cole Spirit vs. Puppet: 1d10!!-8: [9]-8 = 1
Cole WD Spirit vs. Puppet: 1d6!!-8: [9!!]-8 = 1
Varig Spirit vs. Puppet: 1d8!!-8: [12!!]-8 = 4
Varig WD Spirit vs. Puppet: 1d6!!-8: [10!!]-8 = 2
to the order. Their posture changes from aggression to pure defense, hoping to stop any further attacks from the demons but making no attempts to retaliate.
Devak is unable to defend against so many attacks and succumbs to the demonic feeding frenzy.
The final cultist dips his rifle just slightly, taking in the utter ruin of his aspirations of surviving the encounter. He appears rather shaken and prepares to bolt and run.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Kidemonas
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Posts: 577
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Re: The Bleak Tome - Unleashing Death

Post by Kidemonas »

Seeing @Gaspard Gillead go down Kidemonas roars in frustration. He wanted to be killing things, but saving people is always the most important thing for a hero.

Rushing over he gently lays his claws on the fallen sorcerer and speaks in dragonese "awaken"

Healing Gas 1d8!! or 1d6!!: [7]+[3] = 10


The worst of the damage yield he stands over the mages protecting him until they can rise.
User avatar
Dominic Skodati
Posts: 106
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Unleashing Death

Post by Dominic Skodati »

Soak, Fails. Agility Permanently reduced to d4. Bleeding Out.
Vigor 1d6!! / 1d6!!: [1]+[2] = 3
Additional Benny: Vigor 1d6!! / 1d6!!: [3]+[3] = 6
Incapacitation Roll Vigor 1d6!!-3 / 1d6!!-3: [5]-3+[2]-3 = 1
Failure: Permanent Injury
Injury 2d6: [4, 1] = 5 (Guts)
Guts 1d6!!: [1] = 1
Broken: Agility reduced a die type (minimum d4).
A mook?

Dom is incredulous as he crumbled to the ground, his innards burning from the energy blast that took him down. Feeling his insides start to leak out he can't help but reflect on his lost score. Dying while his pockets are filled with the most valuable substance in the Megaverse leaves an empty feeling almost as painful as his wounds.

Hustle, wheel, deal, die. Hardly seems worth it now.
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Adriana
Posts: 68
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Unleashing Death

Post by Adriana »

She sees more of her team going down and roars. When the demons come to face Varig even before she realizes they have been puppeted to stop fighting she takes the opportunity to break from her own fight and run to give aid to Dominic.
2 Wounds healed
HEALING 1d8!!: [5] = 5
WILD DIE 1d6!!: [11!!] = 11
Last edited by Adriana on Sun Oct 31, 2021 9:59 pm, edited 4 times in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 14/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6 , attack x2 per round

Edit Sig
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Marten
Posts: 29
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Unleashing Death

Post by Marten »

Healing 10 (2 wounds)
Mass Healing 1d10!! 1d6!!: [7]+[1] = 8

Benny

Mass Healing 1d10!! 1d6!!: [9]+[4] = 13

Benny

Healing 1d10!! 1d6!!: [12!!]+[5] = 17
Marten stands in the middle of his injured team mates and says a few words. A moment later a pale light touches each wound, and when the light is gone so is the wound.
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Kidemonas
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Posts: 577
Joined: Fri Dec 09, 2016 2:09 pm

Re: The Bleak Tome - Unleashing Death

Post by Kidemonas »

Marten wrote: Sat Oct 30, 2021 10:43 am
Healing 10 (2 wounds)
Mass Healing 1d10!! 1d6!!: [7]+[1] = 8

Benny

Mass Healing 1d10!! 1d6!!: [9]+[4] = 13

Benny

Healing 1d10!! 1d6!!: [12!!]+[5] = 17
Marten stands in the middle of his injured team mates and says a few words. A moment later a pale light touches each wound, and when the light is gone so is the wound.
Watching the feat of healing @Kidemonas is impressed. "I have got to learn that" he says as the teams wounds seal closed.
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Gaspard Gillead
Posts: 144
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

OOC Comments
Incapped, then healed for 2, and for 1, so totally fine.
PPE: 11/50
Bennies: 0/3
Gaspard, brought back from the brink of death, coughs and spits out a bit more blood, then looks up just in time to realize that the fight is over--at least, on the opposition's side. He scowls and gives a reluctant call to all the demons. "Stand down, you lot. If they break free of Heather's control, rip 'em to shreds, though. Perdi, you're with me. Two of you Alu on that guy--" Here, he points to the Grunt. "The Ogre and that Fallen Cyber-Knight get 5 each." He makes sure that the two Alu who have been here the longest are also split up, so that when they disappear first, each major captive still is surrounded by four demons. He takes a deep breath and stands up.

"Shall we open that portal, now?"
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Heather Todd
Posts: 124
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Unleashing Death

Post by Heather Todd »

Amity
Afternoon
Round 0

“Dom? You okay?” Heather called with concern to her fallen teammate, seeing Gaspard is up again.

She looked to her puppets. “Put your weapons down,” she ordered. She let the demons contain them, but she would keep control until the spell ran out, just in case.

“Everyone report in. We need to finish this and get out of here.”

***

Mind Control Cole and Varig (29r)
Double ISP: 24/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 33/40
Blue Mind Gem: 35/35 ISP; intangibility
Bennies: 4/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 10/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, confusion, detect arcana*, empathy (free reroll), entangle, fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Dominic Skodati
Posts: 106
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Unleashing Death

Post by Dominic Skodati »

Laying still for a moment Dom collects himself, from deaths door to, well, deaths door. When Heather speaks his eyes pop open.
Heather Todd wrote: Thu Nov 04, 2021 5:28 am “Dom? You okay?” Heather called with concern to her fallen teammate, seeing Gaspard is up again.
"If I say no will you take care of me?"

Smirking he struggles to his feet then checks his pockets to make sure he didn't drop anything valuable.

"Let's get out of here."
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Everett Jackson
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Re: The Bleak Tome - Unleashing Death

Post by Everett Jackson »

Everett has sunken too deep into his subconscious to hear his friends when they decide to break off from the cultist. Balitrox doesn't care. They bolt off towards the ogre mage, ignoring whatever
Soak: 12; 1 wound; 2 Wounds Healed by Marten; 0 Wounds
Soak 1d12!: [10] = 10
Wild 1d6!: [3] = 3
Burn Baby 1d6: [2] = 2
a moment ago. Balitrox swings his namesake with wild abandon as they approach the final cultist.

Balitrox
Forgot the Wild and extra +1 (Ignore Wound): 11
Fighting! 1d10!+1 (1 Wound): [7]+1 = 8
Wild 1d6!: [4] = 4
(Raise) Mega Damage, AP 10: 1d12!+2d10!+1d6!+9: [10]+[10!, 8, 7]+[5]+9 = 49

Forgot the Wild and +1 +2 because ignore wound: 11 and 13
Frenzy 1d10!: [7] = 7
(Raise) Mega Damage, AP 10: 1d12!+2d10!+1d6!+9: [7]+[6, 7]+[2]+9 = 31
Frenzy 1d10!: [3] = 3
Wild 1d6!: [6!, 3] = 9
(Raise) Mega Damage, AP 10: 1d12!+2d10!+1d6!+9: [1]+[8, 10!, 2]+[5]+9 = 35
the helpless magic user. His fun is soon cut short as Everett kills the connection, the soldier in him unwilling to kill the helpless or fleeing. With no threat remaining, the titan juicer has no one left to vent is frustration against. He won't risk his friends around the insane axe.

"Yes," Everett says quietly, "Let's finish this and go."
Last edited by Koshnek on Sun Nov 07, 2021 2:24 pm, edited 1 time in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

Surrounded by demons, Cole and Varig cease to fight, though they still maintain a defensive stance. It isn't enough, though, as @Everett Jackson weaves through the traffic to bury Balitrox in the skull of the ogre. Cole turns to face him, preparing for similar treatment. @Gaspard Gillead urges a stop to the conflict, and Everett obliges since the evil magic users have been terminated. The final cultist goon, well aware of his predicament, simply throws down his rifle and lifts his empty hands in the air, begging for quarter.

A spate of healings by @Adriana, @Kidemonas, and @Marten leaves the 12th more or less functional, though @Dominic Skodati is a little worse for the wear. The healing waves trigger another ripple in the Nihil energy, chilling your soul.

Almost as chilling, too, is the sea of grasping skeletal limbs and chattering of bones reassembling. The concentration of dead Shlaes near the mine is too great to be ignored. With the decision made to begin the ritual of departure and sealing, you opt to move further into the wasteland where the dead are less populous. As you begin the preparations, a look back towards the mine shows the animated bodies of the fearsome foes you just slew - Yori, Devak, Nevris and her mummy, Moriyah, Varig, and Cyril the dragon - rising to join the legion of the living dead. @Heather Todd feels Cole recoil at the sight, though he hasn't shaken her hold over him.

If only this were the most frightening thing you had to see today.

There is a tremendous, earth-shaking thump emanating from the mine. Then another, and pieces of rock fall from the outer face of the mine. With a third impact, the whole mountain explodes, showering the landscape with boulders of stone and gantrium and decayed bodies. Rising from within the ruined mountain is the single most terrible and horrifying sight you have ever laid eyes on.
Death Incarnate.jpg
Death Incarnate stands over 200' tall, but appears to be growing at an alarming rate. As it rises out of the mountain, an inky blackness leeches into the air, blotting out whatever sunlight can sift through the choking sandstorms. It points at you and howls, letting out an eardrum-splitting sound that will haunt your soul forever. In a united charge, thousands of long- and newly-dead creatures turn towards you and begin sprinting your way.

The cultist goon, consumed with soul-shredding fear, simply keels over. You can almost see his soul ripped from his body, only to watch his carcass rise a moment later.

You should probably leave this world.
Fast.
Nihil Draws
Heather: JD, QS
Kidemonas: KH
Adriana: QC
Marten: no draws, AB: Miracles
Total Clubs: 6/10
Fear
Roll Spirit vs. Fear at -4. If you fail, remember to add +4 to the Fear Table roll. Ignore results that compel you to run away.
Instructions
This will be a dramatic task to open the portal, escape, and to lock Death in before it forces its way through. Anyone with arcane knowledge or ability can contribute with those skills. Unfortunately, tens of thousands of shambling skeletons are unlikely to leave the only living creatures on the planet alone, and those with arcane ability or knowledge will need someone to hold off the dead horde. The appropriate combat skills are welcome there too.
You must collectively gain 10 tokens over each of 3 rounds (total of 30). On round 1, the scene penalty is +/-0 (in addition to any Wound penalties you may have). If you don't make the required 10 tokens in round 1, the scene penalty in round 2 increases to -2. If you don't make the required 10 tokens in round 2, the scene penalty in round 3 increases by another -2. If you don't make the total of 30 tokens...
To further complicate matters, the Magic and Psionic energy being flung around willy-nilly by Death, the 12th, and the raised dead is playing havoc with the Nihil storms. 2 Nihil cards will be drawn each round of the ritual / portal opening.
Initiative
Adriana: Joker
Dom: 5D
Everett: 6S, 4C
Gaspard: 3S
Heather: 7D
Kidemonas: 6C 9S
Marten: QC
Keep in mind that Clubs impose an additional -2 on your action this round, and failure on a Club fails the whole task. Benny for a new card?
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Gaspard Gillead
Posts: 144
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

Succeeded at Fear Check; 2 Tokens
PPE: 11/50
Bennies: 0/3
Got a Benny 'cause Party got a Joker

FEAR (-2 D'norr, +2 Seasoned Shifter, -4 because AAAAAAAHHHHHH!!!!)
Resist Fear 1d10!!-4: [9]-4 = 5
Wild Spirit 1d6!!-4: [5]-4 = 1
Holy fuckballs he did it!

Get the Flock Outta Here:
Spellcasting 1d12!!: [3] = 3
Wild Spellcasting 1d6!!: [5] = 5
Spend that Benny:
Spellcasting 1d12!!: [11] = 11
Wild Spellcasting 1d6!!: [2] = 2
Gaspard curses himself silently for failing to prevent the murder of the Ogre Magi. Yes, he was a monster, but there are rules, dammit.... Still, there was no time for that, now.... He runs with the others to get clear of the horde of undead, making sure the demons keep the remaining prisoners surrounded.

Then Death crashes the party. The last grunt falls, and Gaspard forces himself to look away from the towering figure. His heart feels for a moment like it is going to hammer out of his chest, but he shakes it off with a monumental force of will. Turning to Perdi, he snarls, "Cut that body's arms and legs off--I don't want it getting up and interrupting the ceremony!"

Perdi just smirks and hoists the chainsword, giving an evil chuckle. "Dismembering a corpse, Boss? Man, you know how to make an exit..."

The taunt just makes Gaspard add, "And shut up!" to his command.

Turning to the others, he nods. "Let's do this."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Adriana
Posts: 68
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Unleashing Death

Post by Adriana »

Fear roll sux
Fear 1d6!!-4: [5]-4 = 1
Wild 1d6!!-4: [5]-4 = 1

Benny

Fear 1d6-4: [5]-4 = 1
Wild 1d6!!-4: [4]-4 = 0

Benny

Fear 1d6!!-2: [7!!]-2 = 5
Wild 1d6!!-2: [9!!]-2 = 7
Spellcasting Raise
Spellcasting 1d8!!+2: [5]+2 = 7
Wild Die 1d6!!+2: [5]+2 = 7

Benny

Spellcasting 1d8!!+2: [6]+2 = 8
Wild 1d6!!+2: [5]+2 = 7
For a moment, just a moment she is stunned. Briefly frozen at the appearance of a 200 ft tall death avatar. But then she shakes it off with a growl and focuses on the Legion coming at them. "Yes, time to go"

She turns to help slice up the body then focus on creating the portal with the others. She may be decent but she knows she's not the primary of the group and so she follows the directions of those who know the ritual better adding her own feline flair to the steps. She growls at one point, paces at another. But all in keeping with the ritual to escape what they have unleashed.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 14/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6 , attack x2 per round

Edit Sig
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Dominic Skodati
Posts: 106
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Unleashing Death

Post by Dominic Skodati »

Seeing death rise before him Dom is scared and frustrated.

I'm never going to get to spend this money.

The realization that he could die on the verge of a major score sends chills down his spine. Using his staff to steady himself Dom rises unsteadily to his feet and channels his power.

"Looks like she's waking up, time to go before we have to stay for breakfast."

Blue ley line energy begins to swirl around him as Dom briefly toys with the idea of juts mustering enough power for himself. Then again if he gets them out then he can charge a tax on their gantrium too.

--
Rolls, 2 Tokens
Spirit d6 Fear 1d6!!-5: [5]-5 = 0
Wild Fear 1d6!!-5: [5]-5 = 0
Fear Table: 1d20+4: [6]+4 = 10 - Shaken
Spirit to Unshake: Spirit 1d6!!-1 / 1d6!!-1: [3]-1+[10!!]-1 = 11
Spellcasting 1d12!!: [10] = 10
Wild 1d6!!: [5] = 5
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Kidemonas
Diamond Patron
Diamond Patron
Posts: 577
Joined: Fri Dec 09, 2016 2:09 pm

Re: The Bleak Tome - Unleashing Death

Post by Kidemonas »

Dragons fear few things, but you don't live thousands of years ignoring fear completely...
Fear 1d8!! or 1d6!! With -4 penalty: [7]+[13!!] = 20

Spellcasting 1d8!! or Wild 1d6!!: [4]+[11!!] = 15


Kidemonas gets to work following the instructions given to him by @Dominic Skodati and @Gaspard Gillead. His magic was not very powerful for a dragon, but he was still a dragon and magic came naturally to him as he completed the instructions and fought off the dead.
Last edited by Kidemonas on Tue Nov 09, 2021 6:31 am, edited 3 times in total.
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Heather Todd
Posts: 124
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Unleashing Death

Post by Heather Todd »

Fear 7 Success
-4 difficulty
Spirit 1d6!!-4: [4]-4 = 0
Wild 1d6!!-4: [11!!]-4 = 7
Psionics 9; 2 tokens
+2 for 4 ISP Major Psionic
Psionics 1d12!!+2: [3]+2 = 5
Wild 1d6!!+2: [5]+2 = 7
Master of Psionics free reroll
Psionics 1d12!!+2: [7]+2 = 9
Wild 1d6!!+2: [4]+2 = 6
Amity
Afternoon
Round 0

Heather gave a relieved smile, glad to hear Dom was doing well enough to joke again. “I might have a bit much on my plate, but I could probably have Gaspard summon you something that could take good care of you.”

And then Heather was sprayed with blood as Everett hacked one of her puppeted enemies to pieces. Heather blinked, shaking, as she felt the ogre mage’s mind just...go out.

“God damn it, Everett!” Heather yelled in fury. “He wasn’t a threat anymore! I had him!”

But they had to move, had to get this ritual completed. Even as they did, the mountain exploded behind them, and Heather’s eyes widened at the sight of Death.

“Get us out of here!” Heather yelled at Gaspard and the other magic users. “The rest of you, hold off the hordes.” She looked to the remaining enemy under her control “You too, Cole,” and gives him a mental nudge, allowing him enough freedom to fight the hordes of undead.

Heather focused her mind, fighting back her fear. She drew on the psionic power that surged around the planet, drawing it to herself, and let loose with a massive telekinetic wave, smashing skeletons and corpses apart.

***

Mind Control Cole (28r)
Double ISP: 20/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 33/40
Blue Mind Gem: 35/35 ISP; intangibility
Bennies: 5/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 10/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, confusion, detect arcana*, empathy (free reroll), entangle, fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Marten
Posts: 29
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Unleashing Death

Post by Marten »

Distracted
Fear Check

1d8!! 1d6!!: [3]+[5] = 8

Benny

1d8!! 1d6!!: [3]+[1] = 4

Fear table 1d20+4: [1]+4 = 5
In spite of years of adventuring, Marten has never seen a horror such as this. Instead of springing to action he simply stares at the creature, frozen in fear (distracted).
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Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

@Heather Todd can almost feel Cole leap to action before commanded. Any dedication to Death appears to have gone out the window at the sight of the thing he once worshiped. He sets his cyber knight talents and abilities to cleaning up the ritual circle of the dead and shambling. Damn! He manages to outpace @Marten who stands simply paralyzed in fear. @Everett Jackson, strangely, does not appear to have taken notice of...anything. He stands paralyzed in what looks like a temporal shift, though where it came from and how long it will last is anyone's guess.
@Gaspard Gillead's morbid preferences for quartered bodies notwithstanding, he does good work at the ritual. He and the rift runner @Dominic Skodati work expertly together, so much so that you might think they were teammates. Perdi and the remaining Alu do little more than get a workout, as there appears to be very little joy to be had in slaughtering things already dead. Still, they make a convincing show of violence.
Get out? Fight? Get out? Fight? @Adriana and @Kidemonas choose to help with getting out, because there doesn't appear to be an end to the fighting. They lend their mystic talents towards the ritual.
The massive outflow of mystic and psionic power reacts with the planetscape. The embodiment of Death, too, overflows with beyond-mystic power. The resulting ripple in the power-fabric of this world imposes an impending sense of Doom most terrible. The avatar, though, shows no signs of caring. Now standing at least 300' tall, the fearsome being steps out of the remains of the mountain mine and begins moving ominously towards you. Dozens of long-dead corpses are pulverized beneath its feet. No matter. There is a whole world of minions to command.
And they're hemming you in on all sides.
The portal begins to open. You can see your escape route presenting itself!
Nihil Draws
Challenge: JC, 4H
Total Clubs: 7/10
Instructions
This will be a dramatic task to open the portal, escape, and to lock Death in before it forces its way through. Anyone with arcane knowledge or ability can contribute with those skills. Unfortunately, tens of thousands of shambling skeletons are unlikely to leave the only living creatures on the planet alone, and those with arcane ability or knowledge will need someone to hold off the dead horde. The appropriate combat skills are welcome there too.
You must collectively gain 10 tokens over each of 3 rounds (total of 30). On round 1, the scene penalty is +/-0 (in addition to any Wound penalties you may have). If you don't make the required 10 tokens in round 1, the scene penalty in round 2 increases to -2. If you don't make the required 10 tokens in round 2, the scene penalty in round 3 increases by another -2. If you don't make the total of 30 tokens...
To further complicate matters, the Magic and Psionic energy being flung around willy-nilly by Death, the 12th, and the raised dead is playing havoc with the Nihil storms. 2 Nihil cards will be drawn each round of the ritual / portal opening.
Initiative
Adriana: 3D
Dom: QD
Everett: 5H, JS
Gaspard: 5S
Heather: 2S
Kidemonas: 9S
Marten: QH
Current Token Count: 10/30
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Heather Todd
Posts: 124
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Unleashing Death

Post by Heather Todd »

Psionics 12; 3 tokens
-2 difficulty, +2 Major Psionics for 4 ISP, +2 Mentalist
Psionics 1d12!!+2: [10]+2 = 12
Wild 1d6!!+2: [4]+2 = 6
Amity
Afternoon
Round 2

Heather kept up the psionic assault, a whirlwind of mental energy around her sweeping through the undead. She kept her eye on the avatar of death striding closer toward them. They needed to get out of here!

***

Mind Control Cole (26r)
Double ISP: 16/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 33/40
Blue Mind Gem: 35/35 ISP; intangibility
Bennies: 5/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 10/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, confusion, detect arcana*, empathy (free reroll), entangle, fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Kidemonas
Diamond Patron
Diamond Patron
Posts: 577
Joined: Fri Dec 09, 2016 2:09 pm

Re: The Bleak Tome - Unleashing Death

Post by Kidemonas »

Out of Bennies so no Tokens
Spell Casting 1d8!! or Wild 1d6!!: [3]+[1] = 4


Kidemonas prepares for the ritual doing everything he can do to help, but the storm energy in the air prevents him from concentrating and performing. Frustrated the dragon is unable to help with the ritual as it is all he can do simply to stay aware.
User avatar
Adriana
Posts: 68
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Unleashing Death

Post by Adriana »

Spellcasting 16, (4 tokens)
Spellcasting 1d8: [8] = 8
Wild Die 1d6!!: [5] = 5

Taking a 1 from support

Spellcasting Ace 1d8!!: [7] = 7
Adriana is fueled by the looming death God to do her part in the ritual with such extreme precision that she is able to cover for any mistakes the others make as well. Perhaps it is her Wild nature taking to the primal magical winds around them. In any case, she is ready to gtfo.
Last edited by Adriana on Sat Nov 27, 2021 11:16 pm, edited 1 time in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 14/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6 , attack x2 per round

Edit Sig
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Gaspard Gillead
Posts: 144
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Unleashing Death

Post by Gaspard Gillead »

3 Tokens for Gaspard, fail to aid Kidemonas
Perdi Support:
Fighting 1d10!!+1: [4]+1 = 5
+1 Support Gaspard

Alu Demon Group 1 Support Gaspard:
Alu Group Fighting 1d10!!: [5] = 5
Alu Group Wild Fighting 1d6!!: [5] = 5
+1 Support Gaspard

Alu Demon Group 2 Support Kidemonas:
Alu Group Fighting 1d10!!: [1] = 1
Alu Group Wild Fighting 1d6!!: [3] = 3
Fail. Damn, thought we could push that over.

Spellcasting 1d12!!: [3] = 3
Wild Spellcasting 1d6!!: [2] = 2
Free Shifty Reroll
Spellcasting 1d12!!: [10] = 10
Wild Spellcasting 1d6!!: [2] = 2
With the +2, Gaspard has a 12 = 3 Tokens
The problem with a ritually-summoned portal is that when you try to run through it, you usually have to stop the ritual, which causes all sorts of headaches. Fortunately, Gaspard and Dominic, in one of their rare moments of being able to get through a conversation without getting derailed by mutual snark, managed to come up with a solution for this--since the portal would need to expand, anyway, they deliberately positioned it so that it would expand to cover the group as it reached full strength.

Perdi and a squad of Alu demons kept the undead horde clear of the Shifter, but a second squad, sent over to assist Kidemonas in the same way proved less successful--the dragon's immense size worked against them, here, as the line they attempted to form simply proved too porous to keep the undead from getting through.

Gaspard managed to stablize the Gate at the right point, leaving the group technically standing on their own plane. Now all they needed to do was close it--this time, shrinking it down in such a way as to leave them on Earth, before the undead legion pushed through enough to permit their Dread Master access to the 12th's homeworld.

"Dominic! Begin the sealing!"
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Dominic Skodati
Posts: 106
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Unleashing Death

Post by Dominic Skodati »

Spellcasting 1d12!!+1 / 1d6!!+1: [1]+1+[2]+1 = 5
Benny 1d12!!+1 / 1d6!!+1: [11]+1+[17!!]+1 = 30

Dominic begin the sealing, Dom says to himself mockingly. As if I don't know what to do.

To prove his point Don raises his staff and begins to seal the portal with a little dramatic flourish thrown in.

4 tokens (3 if we are at -2)
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Marten
Posts: 29
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Unleashing Death

Post by Marten »

OOC Comments

Healing 1d10!! 1d6!!: [4]+[4] = 8

Healing 1d10!! 1d6!!: [1]+[3] = 4
Marten focuses and says a prayer, laying his hands on @Kidemonas . Unfortunately, the gods are not listening right now.
User avatar
Snake Eyes
Game Master
Posts: 538
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Unleashing Death

Post by Snake Eyes »

The 12th, along with a few demons and a fallen cyber knight, work like a well-oiled machine. The ritual, despite its unique characteristics and extensive coordination required, seems old hat to those executing it. @Dominic Skodati and @Gaspard Gillead transition expertly to the sealing of the portal with Death left behind. @Adriana's command of feral magic lends a missing element to this ritual needed right at that moment. @Kidemonas, hampered ever so slightly by his wound, adds little to the proceedings. Amidst the chaos, the gods seem to have abandoned @Marten's calls for aid.
As a necessity, though, the 12th begins to condense into the location of the portal. This leaves little room for error in combat and in their arcane efforts. @Heather Todd hasn't sent Cole the message to move. He finds himself isolated with swarms of the dead hemming him in. Also curiously absent is @Everett Jackson who hasn't so much as blinked since the ritual began, still trapped in some kind of temporal stasis. The dead, strangely, swarm around and past him, not heeding his existence in the slightest.
Not so for you all. The chattering of the dead reaches a fever pitch. They surge towards you, redoubling their efforts. The avatar of Death, now towering at least 500' in the air, strides at frightening speed toward you. It knows what you're doing, and it has no intention of letting you complete this task. It screams out a spell not heard on this plane since before Time began. The winds of the planet howl at hurricane force. Chunks of rock and gantrium from the shattered mine mountain begin to pelt your circle. Flying dead bodies, thrown like darts against a dartboard, land at your feet, animate, and begin to attack with unholy ferocity. The massive outpouring of the most ancient of arcane force incites the Nihil energy already stirred up, and a feeling of utter gloom and dread cascades over you. You can feel the Nihil wave beginning to roll across the planet. You don't have much time!
The portal begins to close. Cole is surrounded and cut off from you. Those of you with greedy tendencies notice that sizable bits and chunks of gantrium ore have landed nearby your circle. Also present amidst the newly re-deceased are the now-familiar focus stones embedded in the skeletal structure of the Shlaes cadavers. Are you just getting out...or are you taking a risk?
Nihil Draws
Challenge: 4C, AC
Total Clubs: 9/10
Instructions
This will be a dramatic task to open the portal, escape, and to lock Death in before it forces its way through. Anyone with arcane knowledge or ability can contribute with those skills. Unfortunately, tens of thousands of shambling skeletons are unlikely to leave the only living creatures on the planet alone, and those with arcane ability or knowledge will need someone to hold off the dead horde. The appropriate combat skills are welcome there too.
You must collectively gain 10 tokens over each of 3 rounds (total of 30). You have only 6 tokens left in round 3. If you somehow don't manage to accumulate 6 tokens this round...
To further complicate matters, the Magic and Psionic energy being flung around willy-nilly by Death, the 12th, and the raised dead is playing havoc with the Nihil storms. 2 Nihil cards will be drawn each round of the ritual / portal opening.
EXTRA CREDIT
Cole has managed to get himself cut off from you, and there are goodies that have practically showered the area around you. Saving Cole and/or grabbing a focus stone or another chunk of gantrium will take more effort than just closing the portal. Incurring a -2 MAP will allow you to contribute to the portal closing as normal and take one other action. You must use a different skill (or Attribute) than what you've been doing to participate in this additional challenge. Liberating Cole? Some kind of Fighting, Shooting, Strength, or Athletics to represent clearing the path or going to get him. Grabbing some gantrium? Agility or Athletics. Is another focus stone more your fancy? No time for attunement. Let Luck and your Occult, Common Knowledge, Academics, or Research skill, or your Spirit Attribute, be your guide.
Feeling saucy and want to try two things? Go ahead at -4 MAP.
Initiative
Adriana: 9H
Dom: 5D
Everett: 8H, KH
Gaspard: QS
Heather: 3H
Kidemonas: 5C
Marten: 9C
Current Token Count: 24/30
Keep in mind that Clubs impose an additional -2 on your action this round, and failure on a Club fails the whole task.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Marten
Posts: 29
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Unleashing Death

Post by Marten »

Faith 5 (1 token) Fighting 0
Fighting 1d10!! 1d6!!: [1]+[3] = 4
Faith 1d10!! 1d6!!: [9]+[4] = 13
Benny fighting
1d10!! 1d6!!: [2]+[4] = 6
Marten spots the wayward Cole, and heads his way, slashing corpse after corpse but there are just too many of them. He barely escapes them himself and then,he feels it. The glow of inner light that connects him to the beyond. The gods are back. He murmurs a prayer of thanks and then Holy Light spreads from his fingertips and mouth, helping to guide his companions in sealing the avatar.
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