Near Dark

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Stoic
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Near Dark

Post by Stoic »

The outdoor crew slinks into the bleak desert, heading for the vehicle. It's a few kilometers away, which is nothing for the strong physical types that populate Rifts earth. Only the edge of the sun is visible when the journey starts, and it quickly vanishes beyond the horizon. Now that it is no longer gracing you with its warmth, the temperature drops rapidly, the dry air offering no buffer. You hear a chorus of howls in the distance, a strange timbre to it causes a few extra shivers. @Jesse (Graunk) immediately recognizes what it really is: Wild Vampires.
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Describe what you are doing.
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Rio Vaughan
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Re: Near Dark

Post by Rio Vaughan »

Rio moves closer to Splash,
Notice: 1d6!!: [11!!] = 11
WD Notice: 1d6!!: [4] = 4
for danger. Splash assumes a defensive position, similarly
Splash Detect Arcana: 1d6!!: [5] = 5
WD Splash DA: 1d6!!: [2] = 2
for what might lie in the gloom. "I don't know what that was, but it isn't friendly. Nothing out here is." Within himself, Rio gathers the confluence of the elements in preparation for battle.
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Re: Near Dark

Post by Xiang »

Xiang rises from where he'd been napping and gives a lazy stretch, but his ears are perked forward in interest. "It is about time." he says before transforming into a diminutive felinoid form. His archaic armor of native central american design is a bit at odds with the high tech polimer TW shield that snaps open one one of his wrists.
Spellcasting d6!!: [21!!] = 21 Wild d6!!: [8!!] = 8
gleams from the armor as the cat-man mutters an incantation in an ancient language, then it flows to line the claws on his other hand.

"Let us see what these desert bastards have, shall we?"
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Scalawag
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Re: Near Dark

Post by Scalawag »

Scalwag has joined the outdoor crew, as his vision and powers are likely to be helpful. His hearing is not as good, but he does not miss the wild echoing calls.

He comments, "Tracking down evil is what I live for. Let's do this."
OOC Comments
Notice: 1d8!!: [1] = 1 , Wild Notice: 1d6!!: [8!!] = 8
Psionics (Detect Arcana): 1d10!!+2: [8]+2 = 10 , Wild Psionics: 1d6!!: [5] = 5 (forgot the +2)
Survival: 1d8!!+2: [6]+2 = 8 , Wild Survival 1d6!!+2: [2]+2 = 4
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Re: Near Dark

Post by Stoic »

@Rio Vaughan spots a lone coyote about 100 meters to the east. It is simply sitting there, watching the group. This doesn't seem to be typical behavior for a prairie wolf, so Rio is definitely suspicious. Splash however has his mystic senses active and can see the tell tale there is some sort of mystical effect happening with the coyote. @Scalawag is able to tell that this is some sort of psionic effect.
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Re: Near Dark

Post by Rio Vaughan »

Splash sloshes a bit. Rio nods. "I see it. That's usually a pack animal." Splash bubbles and gurgles. Rio gives him a quick side glance. "Mystic aura? Accounts for the funny behavior." He whistles to the rest of his friends. "Guys, turn your eyeholes out that way. Juuuust along that little rise. There's a coyote sitting by itself. Splash says it's got some kind of power aura." He turns to check the immediate area. "Maybe let's keep our eyes open."
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Re: Near Dark

Post by Scalawag »

Scalawag notes, "The aura appears to be psychic. I do not feel the creature itself to be evil, though it may be used by an evil being as a spy."

He should be able to tell if it is an evil supernatural creature, but his senses are less certain about other creatures being good or evil.
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Re: Near Dark

Post by Jesse (Graunk) »

Graunk grunts and nods. “my brethren, the baying sounds we hear in the distance are indeed pack communications, but that is no normal pack” He knowingly announces. “That is a roaming band of savage vamps, hunting and out for flesh and blood. If we have heard them then they are already stalking us and will soon close for the feast.” The Orc grinds a sharp toothed grin as his mystical silver blades stab forth from his ornate gauntlets. “ What say we grind and burn them from our world. I shall try and determine if they are indeed wild or if they are being driven by a greater force. Show NO weakness, give NO mercy. The light will prevail!” Determination and excitement carries his words as the capable group of adventurers prepare for conflict.

behind the scene
    Notice: d8+2 1d8!+2+1d6!: [7]+2+[3] = 12 total- (9)
      Occult: d6+2 1d6!+2+1d6!+2: [6!, 3]+2+[5]+2 = 18 total- (11)
        Survival: d6+2 1d6!+2+1d6!+2: [6!, 3]+2+[4]+2 = 17 total- (11)
          Elite Vampire Killer: Gains +2 on rolls to resist fear or mind-control effects from vampires and +2 on Networking and Research rolls to uncover their activities.
            Vampire Killer: Know vampire weaknesses and tactics. +2 on Occult, Notice, and Survival checks regarding vampires.
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              Re: Near Dark

              Post by Scalawag »

              Scalawag nods agreement in the human style, "We need a spot, some place to defend ourselves and also trap the enemy."
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              Re: Near Dark

              Post by Xiang »

              The werecats ears swivel around to the back and he stage whispers to the group. "This is where they will attack us, any second now. The coyote is a distraction. next comes mind control." With that he mutters some more prayers to Kinnich Ahau in Mayan.
              Boost Spirit
              PPE Use: Base 2, +3 recipients 3. Total 5
              Spellcasting d6!!: [5] = 5
              Sp Wild d6!!: [1] = 1
              @Rio Vaughan , @Jesse (Graunk) , and @Scalawag all suddenly see the sun in their minds eye. They can feel it's warmth on their skin and their spirits are
              +1 die type Spirit
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              Re: Near Dark

              Post by Scalawag »

              Scalawag says, "Perhaps the Elemental can create a moat around us, and keep it moving so they can not cross it to attack?"

              A good defense is to keep your foe at bay, though it is hardly perfect.
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              Re: Near Dark

              Post by Stoic »

              Instructions

              You have one round to prep. Any abilities us d/cast up to this point are consider d to have been just activated for duration purposes.
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              Re: Near Dark

              Post by Xiang »

              aside from deflection, which I can now do as innate, I'm buffed up.
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              Re: Near Dark

              Post by Scalawag »

              Scalawag activates his Arcane Protection, this should give him some defense against the psychic attacks of the Vampires. He also readies his Smite, prepared to either cast it on his ranged weapon or to use it as a psiblade.
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              Re: Near Dark

              Post by Rio Vaughan »

              Rio spins around. "Bad way to be, out in the open. Here. Cluster up!" Focusing his energy, he causes the water vapor in the area to condense into a

              Water Barrier: 1d10!!: [8] = 8
              WD Barrier: 1d6!!: [3] = 3
              Mods: Size (10" long, 2" tall), Shaped (horseshoe / dome)
              that encircles the group, leaving an opening facing the coyote in the distance. "Let's see a bunch of bloodsuckers get us through that!" Splash bubbles and gurgles, then steps in front of Rio. The elemental rises to its full height, taking up most of the opening of the barrier. Rio laughs. "Come on, you chickens! Come get a drink!"
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              Re: Near Dark

              Post by Stoic »

              A dozen shabby looking bats drop out of the sky, their ratty looking wings announcing their presence before you see them. Before they hit the ground, the transform into even shabbier looking men and women, clothing threadbare, many of them have blood obviously caked onto their clothes, skin and hair. Wild Vampires. They keep a wary distance of the water, and spread out near the opening of the churning waves.
              Instructions

              Roll Initiative (1d56). 53-56 are jokers. If your number is divisible by 4, it is a club for edges or hindrances that may factor those in. A 1-16 will trigger the Quick or Calculating Edge. If your number is before the wild vampires, feel free to act. If it is after, wait until they go. For the sake of simplicity I am rolling for them as 4 groups of 3. Depending on how well this works, I may alter this in the future.

              Finally, make a Fear Check at a -1.
              Group 1: Group 1 1d56: [50] = 50

              Group 2: Group 2 1d56: [3] = 3

              Group 3: Group 3 1d56: [31] = 31

              Group 4: Group 4 1d56: [43] = 43

              Group 2 Reroll for Quick
              Group 4 Quick Reroll 1d56: [24] = 24
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              Scalawag
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              Re: Near Dark

              Post by Scalawag »

              1d56: [37] = 37 initiative roll.

              Forgot my fear check If I understand my class abilities correctly, I get a +5 on fear checks, so if I have a -1, I get a total of +4. Therefore: 1d8!!+4: [5]+4 = 9 . Darn, forgot my wild spirit roll. 1d6!!+4: [4]+4 = 8

              (Oops, made a mistake on the roll the first time and had to correct, ignore the 15...)
              Dice rolls
              !d8!!+4: [15!!]+4 = 19
              Last edited by Scalawag on Fri Nov 19, 2021 5:14 pm, edited 3 times in total.
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              Re: Near Dark

              Post by Imperator »

              Initiative d56: [50] = 50
              Fear, not here: 6
              Spirit d8!!-1: [7]-1 = 6
              Spirit Wild d6!!-1: [1]-1 = 0
              Athletics to interrupt
              Athletics d8!!: [5] = 5
              Athletics Wild d6!!: [2] = 2
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              Re: Near Dark

              Post by Snake Eyes »

              Wild vampires are
              Spirit vs Fear with Brave: 1d10!!+1: [12!!]+1 = 13
              WD Spirit: 1d6!!+1: [4]+1 = 5
              for Rio. They are as frightening as a lone blowing tumbleweed. He has danced this dance before, so he

              Initiative: 1d56: [54] = 54
              while

              Splash Initiative: 1d56: [26] = 26
              for his friend to act. And act he does. Rio gestures at each of his friends. Condensation forms on their weapons until the sharp parts begin to drip...then

              Water Smite: 1d10!!: [5] = 5
              WD Water Smite: 1d6!!: [9!!] = 9 All weapons are coated in water with a Raise, adding +4 to damage and using a vampire weakness.
              . Then he makes his own direct impact.
              Spreading out his palms, two streams of superheated steam
              Onslaught Steam Bolt 1: 1d10!!: [3] = 3
              Onslaught Steam Bolt 2: 1d10!!: [8] = 8
              WD Onslaught Steam Bolt: 1d6!!: [5] = 5
              blasting them through the chest and

              Steam Bolt 1 Blaster Damage with Raise AP 1: 4d8!!: [5, 6, 4, 6] = 21
              Steam Bolt 2 Blaster Damage AP 1: 3d8!!: [1, 4, 2] = 7
              Benny Steam Bolt 2 with Joker: 3d8!!+2: [6, 1, 2]+2 = 11
              2nd Benny Steam Bolt 2: 3d8!!+2: [3, 4, 6]+2 = 15
              into mist. He laughs almost maniacally, then proceeds to mock them. "You sapsuckers didn't think you were going for a hot spring swim, did ya?! Come on! Got plenty for all y'all!"
              Splash bubbles eagerly, preparing to make his own waves.
              Beware the mesmerizing eyes of the snake!
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              Re: Near Dark

              Post by Stoic »

              OOC Comments

              Wild Vampire Interrupt

              1d10!!: [17!!] = 17

              Psionics - Slumber LBT
              Slumber 1d6!!: [1] = 1

              Psionics - Puppet Rio
              1d6!!: [11!!] = 11



              Rio's waves blast through the vampires causing them to melt into a liquid that reeks of death(1 from Group 1, 1 from Group 4).

              The vampires left in group one bare their fangs. One of them tries to put the entire group to sleep and fails, the other tries to puppet Rio and rolls an 11.
              The Elemental Fusionists blasts two of the vampires with piping hot steam, they scream not in pain, but in anger as their bodies melt away beneath them. One of the vampires stares into the tunnel of waves. His eyes shine but you feel nothing. The other looks directly at Rio, and Rio feels a pull at his subconscious. Does he really want to keep that wall up?
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              Re: Near Dark

              Post by Rio Vaughan »

              Rio falters only momentarily as the vampire's suggestion worms its way into his head. He
              Spirit vs Puppet: 1d12!!: [9] = 9
              WD Spirit: 1d6!!: [4] = 4
              Benny Spirit with Elan: 1d12!!+2: [1]+2 = 3
              Benny WD Spirit: 1d6!!+2: [17!!]+2 = 19
              and laughs. "Oh come on! You can't get in my head, bloodsucker. Try the direct approach next time! Right through my friend here!" He points at the massive water elemental.
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              Re: Near Dark

              Post by Xiang »

              While always up for a good fight Xiang is no fool, rushing into a pack alone, even with ranged support, was not the brightest idea. But then neither is sitting around and letting the bloodsuckers try and control their minds so he rushes out. A second too late to stop the first attempts but fortunately Rio's will is strong.

              Powering up
              Innate action: Psionics d8!!: [5] = 5 Psi Wild d6!!: [1] = 1
              as he moves in, his form becomes blurry and indistinct. With a dive he rolls around behind one then springs up into the air, twisting around to slash at the back of the vampires neck.
              Attack, 12 hit, damage 28 AP12
              Fighting d12!!+2: [9]+2 = 11
              Fighting Wild d6!!+2: [10!!]+2 = 12
              Damage d10!!+2d8!!+d6!!+6: [9]+[4, 4]+[5]+6 = 28
              The combination of sunlight and water sparking like a sun dappled stream make his claws more than a match for his targets invulnerabilities, its corpse simultaneously burning from the light and melting from the water.

              ((Combat note for @Stoic Xiang now has 12 parry and is -4 to be hit))
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              Jesse (Graunk)
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              Re: Near Dark

              Post by Jesse (Graunk) »

              OOC Comments
              Graunk Vampire Slayer
              initiative: 53
              Fear check (-1): Spirit 1d10 +2: 1d10!+1: [5]+1 = 6 , Wild 1d6!: [2] = 2
              (Spirit buff +1d; Edge: Brave +2 Fear check)
              Success: 6
              Inspired by the quick actions and determination of his companions,Graunk allows a moment to let the spiritual energies of the suns energy wash over him, lifting his spirits. The familiar feeling strengthening his Will. Xiang’s connection with the Sun is strong. As a Master of the Arcane, Graunk has Mastered the Light of the Sun as well, and can use its energy to fight the darkness and incinerate its minions. His Ancestral Vambraces dripped with the Elemental steam, a welcomed manifestation of Rio’s connection with the natural world.
              Instead of a flurry of silvered blades and martial prowess, an his instinctive immediate response to the materializing Wild Vampires, Graunk calmly produces from his gauntlet a small circular silver medallion. Taking it by the cord he begins to swirl it in a circular motion so fast it becomes a silver circle of motion before him. With a loud guttural Arcane shout “ SHI-RAK”- a ball of intense platinum white true sunlight snaps into place within the spinning disk. Immediately Sunlight burst out from the primal energy center Graunk created, emanating out in a blinding sphere, purging the darkness from a large radius surrounding himself and companions.
              silversun.jpg
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              OOC Comments
              Cast Power Light- (Spellcasting 1d8) Mega Modifier: (2pp)Exalted Light- radius Smarts (8),range Smarts x2 (16), Trapping True Sunlight harmfull to those Vulnerable to Sunlight
              1d8!: [8!, 7] = 15
              1d6!: [2] = 2
              Success with Raise: 15
              Dice rolls
              1d10!-1+2: [2]-1+2 = 3
              1d10!-1+2: [8]-1+2 = 9
              Graunk- Orc Vampire Slayer
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