Part 6.6: JtoZ: Portal to Calgary

Adventures south of the border. Wait, that doesn't sound right.
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Pender Lumkiss
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Part 6.6: JtoZ: Portal to Calgary

Post by Pender Lumkiss » Wed Nov 07, 2018 8:30 pm

Jesse the inn keeper of the witchwell inn slumps unexpectedly onto the floor crying out, ”XY awakens!!” Then the inn vanishes and the heroes, allies, and Zacatecus are all outside facing the blistering snow as if the inn never was.
Brief Image
As the inn fades from view like waking from a cozy dream you may have caught a glimpse of a Giant Ogre like beast named Humble grabbing a smaller well armored dwarven technowizard named Hans and then the two leaping off the inn’s bar into a puple portal of black nothingness.
Zacatecus crains his neck and drops his last tankered of Ale into the snow as if the inn disapearing was of little concern. ”There now that this is done, lets be off. I promised you a tour de force of all this summit has to offer and I will not let you down.”

Doc, Raynard, Tera Silverforge, Taylor Thomas, and Commander Kurling (Whatever force seemed to be inside him or possibly controlling him has now dissipated with the disappearance of the inn) elect to stay behind. Doc Reid says with a feirceness, ” I must plan our next move against the vampires. Regardless if we capture the base I have many thoughts in mind to eradicate the vampire menace once and for all. I must speak with Raynard and Krysenia so my thoughts can become action.” Unexpectedly Krys agrees to stay behind for the moment promising to appear when least expected and the need is dire should the heroes require it.

The cs borg commander seems to have gone into a low powered mode and just lays there slumpped unable to respond to any of the questions or concerns the heroes may have asked him.

Tera and Taylor Thomas both would like to remain behind to work on Commander Kurling. While the snow is bitter cold, Tera had set up a command post nearby that is enchanted against the bitting cold. Her teeth are chattering but she manages to say, ” The boy and Iae willa take a look see at the commander and hes legs.” She hands Ashlyn a little communicator device, ”T... Take these and activate it when you get to the castle. It’ll allow me to home in on ye signal no matter the enchantments shrouding the castle from view.”

19848C20-335C-4501-8F79-0C3E3F81A2C2.jpeg
The trudging through the heavy blanket of blinding snow is slow, cold, and tedious. While the heroes might be doing well against the elements the rangers each hero has under their command fair wildly from hero to hero. But those rangers who have furrs and gear designed against the weather may find themselves best prepared.

The snow lets up at a great portal made of a a tall statue with an open ring. The statue backs up against a cliff face with a precipice high above. The ring is empty and able to be passed through with ease. Zacatecus sweeps his arms wide encompasing the inert portal. It is clearly not active and might even be debatable if it ever was. The heavy snow fall makes it difficult to tell. Zacatecus seems unfazed by the snow and speaks with a bold voice, ” As promised, the first stop. The Portal to Calgary. How is the snow treating you and your men? Haha, will they freeze before we even get to our destination? I wonder if the witches that make this part of the mountain their home will revive their frozen bodies as undead horrors that will forever haunt your dreams?” The 4-armed Rahu-man points to a small dial on the side of the portal, ”There it is... The clock of ages, in three days it will strike 1:00 in the afternoon. The portal will open and the way to Calgary will be open.” He mimes taking off a mask and laughs a below both haughty and mighty, ” The magic of wormwood will not pass through this portal, unless the wearer is truely brave enough to confront that which he fears the most...” He pauses making a thinking man’s pose. Almost taunting he whispers to Penitent, ” But how can one who knows no fear confront that which he fears the most?”

Zacatecus shrugs and seems about to continue when...

A snarl from atop the precipce the portal backs up against gives him pause. Zacatecus whispers, ” My master must have heard of those who lacked the grace of the dance and seeks to test you new in a different format. He sends those already turned!! Hahaha the time you have left to rescue those 3,000 rangers captured draws to a close.” Upon his words, that may remind the heroes of why such a journey up the mountain was being made, hundreds of ex rangers now turned vampires leap off the upper cliff face looking to take their brothers in arms to an early grave!

Foul seething snarls echo over the frozen landscape. The wild vampires wearing ranger clothes in tatters and barely visible cry out in a voice of hundreds, ”Join us brothers!” Most heroes notice that unlike your normal wild vampires many of the wild ranger vampires seem to be well equipped.

Player directions...

Step 1 make a vigor roll vs cold at -2 for you and your rangers ( assume a d6 vigor for rangers, and they have warm gear which is already factored. Need a benny, declare your rangers have no warm clothing and they take an additional -2 to their vigor roll. Spend a benny to have your rangers have modern cold gear from Wilks(+2 bonus), spend two bennies and your rangers have the best clothing gear the naruni sell and they get a +4 to the vigor roll.) Failure for the rangers on this roll and 1d6 rangers perish in the cold. Roll it as a group roll with a d6 wild die.
  • If a player is in full environmental protective gear the roll is not needed for them, but still roll for the rangers.
Step 2: defend yourselves against the vampire rangers! Make a combat skill roll at -4 and use the result to describe how well you fair as you beat back the vampires jumping down at you! Failure you loose 1d6 rangers and take a wound. Crit falure 2d6 rangers and 2 wounds.
  • Gryn can ignore the -4 with a sprit roll(TN 4). Failure and you loose 1d6 rangers as the vampires puppet you into acts of destruction. It is awesome to be a dragon.
  • Mcgyvver’s can use repair.
  • Danger Sense edge! Get a +2 for having this edge.
  • Ashlyn gets a +6 on top of everything else as you saw this coming when you were brushing your teeth in the morning. 31 noice are you kidding me?
  • Karl and Rod need to make combat skill rolls as well. They take a wound on failure. Every success they get their liege receives a +1 on his roll.
  • Need more of a bonus? Check out the options here!
  • Uhhh GM what if I score really high like an 8? Damn son! Every raise you get take either 40k or a major/minor mod of choice from any of the mod types available on the site( 2 ppts for supertech). Does this mean I can super tech an enchanted item, a tw item. Or tw a supertech item? Fuck yeah it does! Get enough raises and just convert the creds into an item listed in the TLPG of a same value or build that dream item you have been coveting.
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13th GM bennies GM Bennies
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Kir Gloryspirit
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Kir Gloryspirit » Thu Nov 08, 2018 5:58 pm

Vigor 5, -1 Benny

Vigor: 1d6-2 = -1: 1
Wild: 1d6-2 = 1: 3
Wild: 1d6-2 = 1: 3

Reroll
Vigor: 1d6-2 = 2: 4 (-2 Scene, +2 Elan)
Wild: 1d6-2 = 1: 3
Wild: 1d6-2 = 3: 5+2 = 5
The cold is biting, but not much worse than what Kir was used to at home in Valorheim. His simple robes and faith are more than enough to keep the god-touched mystic warm. He treks beside the rangers, bolstering their spirit with a kind word and a smile.

Kir ignores the rahu-man for the most part, until they reach the portal. He looks up at the rangers' former allies and growls at Zacatecus, "Such treachery is to be expected from one such as yourself. Tread lightly, rahu-man. We will strike you down and attempt this journey without you if we must."

Fighting 11, -1 Sun Dog
Fighting: 1d6-2 = -1: 1 (-4 Scene, +2 Danger Sense)
Wild: 1d6-2 = 4: 6 Ace: 1d6+4 = 7: 3
Wild: 1d6-2 = 0: 2
Sundog EE: 1d6+9 = 11: 2 (+2 Elan)

1 Raise: +1 to Mysticism from my battlestaff
"Come, my friends! Let us bring a final rest to these poor souls!" Kir shouts to his allies.

He charges forward as the first vampires land, and Kir's battlestaff erupts into brilliant orange flame as it strikes the first vampire. Its heart pierced, the vampire stares at Kir in shock before holy flame ignites its body.

Kir kicks the vampire corpse off his staff and moves to find the next. The sun dogs follow in his wake, keeping Kir's back safe and occasionally pinning a vampire long enough for the mystic to dispatch.

As the battle wears on, the runic carving down Kir's battlestaff begins to glow with the same orange light as the flames flickering at both ends of the battlestaff. As they do, the flames burn brighter and the vampires hesitate to engage the mystic.

A sudden wailing screech behind Kir and to the left catches him off guard. He whirls towards the sound in time to see one of his sun dogs on top of a vampire just feet away from Kir. Several bloodsuckers have begun to rip the creature apart before the mystic's eyes, but it still does not let go of the vampire which had tried to attack Kir.

With barely a thought, Kir raises his staff and points it at the vampires. The staff seems to know his intent immediately as the runes glow brighter, pulsing. With each pulse, a spear of celestial silver flies forth and impales a vampire.

"Thank you. Rest well, friend," Kir consoles the dying sun dog.

Then, he turns and unleashes his fury on the oncoming horde.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 0/2
PPE: 3/20; PPE: 3/10; PPE: 10/15; ISP: 0/20
Bennies: 3/3; Sun Dogs: 3/4
Adventure Cards
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Vela
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Vela » Fri Nov 09, 2018 7:52 pm

It was miserably cold.

Vela took her natural form, the humanoid jaguar shape, but even with her new armor and her thin fur coat, the mountain was horrible. Her rangers weren't doing much better despite their heavier clothing. Even so, it was something of a relief when red eyes shone in the darkness all around. The heart beat faster, the blood heated, and the cold could be forgotten for a time.

"They come!" the werejaguar shouted over the biting wind. "Weapons ready!"

Golden light flared as she infused her claws with the power of the Night Sun, and roared in challenge. Wooden arrows and bolts sailed past her towards the vampires as Vela rushed in to do battle!

Rolls: Vigor 6 (vela) and 4 (rangers) Fighting 5, 1 benny spent
Vigor (Vela) 1d8-2 = 6: 8 or 1d6-2 = 3: 5
Vigor (Rangers) 1d6-2 = 4: 6 or 1d6-2 = 1: 3

Fighting (-4, +2 Danger Sense) 1d12-1 = 0: 1 or 1d6-1 = 1: 2
Benny to reroll that shit, lol! 1d12-1 = 3: 4 or 1d6-1 = 2: 3 ack forgot Elan, so that's +2
Last edited by Vela on Tue Nov 20, 2018 4:09 pm, edited 3 times in total.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

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

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

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

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Grynn
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Grynn » Sat Nov 10, 2018 11:20 am

Step 1
Grynn is in his humanoid form and wearing FEP armor.
It's not that cold!: Ranger's Vigor die 1d6 = 2: 2, Wild die 1d6 = 2: 2.
Benny spent for Rangers: Vigor die 1d6 = 1: 1, Wild die 1d6 = 5: 5.IGNORE. Benny instead spent to negate -2. Still fail.
Rangers lost: 1d6 = 5: 5.
Step 2
Dragons are Awesome?: Spirit die 1d8 = 6: 6, Wild die 1d8 = 1: 1, Reroll 1s 1d8 = 7: 7.
Bolts of Light: Spellcasting die 1d8 = 1: 1, Wild die 1d8 = 2: 2.
Benny to reroll: Spellcasting die 1d8 = 4: 4, Wild die 1d8 = 2: 2.
Grynn was among the Rangers, traveling alongside them in armored human form. But the freezing bitter cold, coupled with the earlier hit to morale they took despite Grynn's attempt at moving words, caused several of the Rangers to drift off and slump in to the snow. One by one half the squad wandered off to die. Grynn glanced back and was heartbroken. They'd been through so much together! He'd sacrificed so much to try and keep them all alive - only to lose them on the precipice of their greatest triumph. Heart heavy, his nurturing and protective nature took a hit, and tears slid down his face partially, unseen inside his environmental armor.

Still dealing with loss, he was surprised when things started to go sideways. Anger suffused him and his spirit soared high once more, despite his small form. He let out a might yell and then began to fire bolts of light at the Rangers-turned-vampires, multi-colored sunlight slamming in to them one after the other as Grynn let loose several barrages of the Bolt spell.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms

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Penitent
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Penitent » Sat Nov 10, 2018 1:41 pm

Rangers Vigor 9; Karl is Fighting 12; Penitent Fighting 6
Spend a Benny so my Rangers have Wilk's survival gear, so it's a straight roll for them (no roll needed for Penitent)
Vigor 1d6 = 2: 2
Wild 1d6 = 6: 6 = Ace 1d6 = 3: 3

Karl fighting with his BFB and the -4
Fighting 1d6-2 = 2: 4

Penitent's Fighting: 1d12+2 +1 (Fury's Fang) -4 scene +2 Danger Sense
Fighting 1d12+1 = 6: 5
Wild 1d6+1 = 6: 5

EDIT: Karl is using his Benny for Extra Effort: 1d6+2 = 8: 6 Hahaha Ace! 1d6+8 = 12: 4
Penitent laughs darkly at the rahu-man's attempted threats.

”Four arms and no brains. Fear? You think because it does not un-man me that I do not know it? I have been drowned in fear, smothered in it, weighted down and eradicated by it. I have gazed upon the darkest depths of my own soul and the horrors there. I did not turn away from it like a lesser creature, you sniveling wretch, I embraced it, devoured it, gave birth to it and forged it into an adamantine blade to carry me on and punish the wicked. Fear is my constant companion, my child, my wife. I am fear, you pathetic dung stain, and I know whence it comes and where it leads, for it does so at my command. This mask is no more a thing of Wormwood than I -- it is my own fear, mastered and owned, a blade and a shield against the terrors that stand in my path."

Penitent considers ending Zacatecus then and there, but the fiend may still have a use ...though perhaps he could serve such a purpose with fewer limbs.

The arrival of the vampires proves a distraction from such plans, however, and Penitent and his rangers -- well-equipped an unbothered by the cold -- turn to the familiar work of eradicating the blood-sucking foes, even if some bear the faces of former companions. Audrey and the other rangers follow the apok's lead, fighting capably but conserving their strength, ensuring their full number survives for the battles to come.

Emboldened by his new enchanted blade, Karl ignores Penitent's orders and rushes into combat, where the imp's lack of actual ability appears destined to be his downfall ... until suddenly he emerges from a cluster of vampires in a whirlwind of blood, cutting left and right with his berserker blade in a display of combat prowess that leaves others to shame. It's only then that Penitent notices the massive silver belt buckle mounted on Karl's sword belt, carved in the shape of an anger worm's maw and twinkling with enchantments.

"Got this from Ares for Secret Santa! What do you think, Papa?" he says, before crotch-thrusting a vampire in the face to burn it with the silver buckle.
Karl's new belt
Two raises, so Karl will snag an enchanted belt with 2 Major mods: +2d Fighting
Penitent
Quick Stats
Wormwood Apok
Bennies: 3/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 2/20 + 10/10 (demon mask) + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales:

Active Effects: exalted quickness, greater armor

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Ndreare
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Ndreare » Tue Nov 20, 2018 3:21 pm

Seeing the strange sight of the giant grabbing the little creature Ndreare wonders what could cause something so large to run as if in fear. He did not recall anything so dangerous. But the two looks like they were in dire peril.

As they climb the mountain and begin experiencing the extreme cold Ndreare is glad that Yohd saw to it his men had the highest quality of gear to prepare for the coming trouble. This is one situation where it really is coming in handy.

Ndreare has FEP, Rangers vs Cold 6, no rangers lost still at 19
Ndreare's own armor protected him from most of the cold, but protecting the rangers with him was a little more difficult.

Vigor -2 for Cold, Spending Bennies for +4 total roll Vigor +2
Group Vigor of Ranger assassins d6
Vigor 1d6+2 = 6: 4
Wild 1d6+2 = 3: 1
As the exchange between the giant and Penitent, Ndreare nods. "Nicely said." Rodney not being so eleoquint mocks the giant.

"I bet you wish your masters gave you cool words like that. Heck he did not even need to rehearse it." When suddenly the vampire rangers begin dropping all around them.

Ndreare skips no time giving order. Form up, you know the drill these are not our friends. Yohd summons a giant globe of daylight to provide cover for the men to shoot from before going invisible and moving in among the vampires an invisible field if death identified only by the bodies that fall.

Ndreare himself begins shouting commands and orders, keeping everyone organized and focusing on keeping enchantments going on the weapons of his men so they can attack with sunlight and silver to keep the vampires from coming back again.

Spellcasting 30
Spellcasting d12+2, Gear +1, Scene -4, = d12-1
Spellcasting 1d12-1 = 5: 6
Wild Die 1d10-1 = 9: 10 Ace 1d10+9 = 13: 4
Extra Effort + Elan 1d6+15 = 20: 5
+1 from Rodney = 21
Once per session add Spirit to any roll Spirit d10+4 = 1d10+25 = 30: 5

6 Major/Minor Mods added to an item. I will need to work out with Pender what is appropriate.

From above Rodney watches out and helps direct information to Ndreare. His incredible senses, far better than Ndreare's he is says so himself, allow him plenty of notice before the vampires ambush. Maybe he should have warned him, meh, it happens.

But what matters is he is helping now!

Success +1 to Ndreare's roll
Notice d8+4, Scene -4, Danger Sense +2 = d8+2
Notice 1d8+2 = 3: 1
Wild Die 1d6+2 = 4: 2
Ndreare
Ndreare
Current Status
Parry: 12 (Attackers are -6 to hit in Melee and -7 to hit in Range)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 28 of 20 35 base

Gear Charges:
  • Amulet of the Archmage: 5/5
  • Abrandis’ Honorblade PPE: 1/10
  • Night's Kiss PPE: 10/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2

Current effects:
    • Turn 01 Spells
      EX Quickness w/Raise
      EX Deflection w/Raise
      EX Boost Spellcasting w/Raise
      EX Boost Fighting w/Raise


Bennies: 5
  • +3 Quarterly Reset
    +2 GM Award
    -2 Wanted better numbers
    +10 GM Award for one little jar.
    -4 on Dance (because why not)
    -2 on Saving Men from Cold with awesome gear
    -1 Extra effort on Roll versus Vampire ambush
    -1 for use of Imp Level Headed

Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

Adventure Cards
45 Dressed to Kill "Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”"

USED
19 Teamwork "Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus."

4 Love Interest "Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well."

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Ashlyn Alvarez
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Ashlyn Alvarez » Wed Nov 21, 2018 1:13 am

Ashlyn's rangers vs cold 14
Vigor 1d6-2 = 4: 6
Ace 1d6+4 = 10: 6
Ace 1d6+10 = 14: 4
Wild 1d6-2 = 3: 5
Mysticism 9
Mysticism 1d12-4 = 3: 7
Wild 1d8-4 = -3: 1
Forgot the +6, so 9
Zacatecas, Mexico/
Afternoon
Round 0

Ashlyn took the communicator from Tera Silverforge and put it away safely amid her armor. “Take care of the boy,” she said, smiling fondly at Taylor Thomas. “I didn’t pull him out of a Kreghor ship just so he could die some other horrible death. We will see you at the Castle.”

Ashlyn trudged up the mountain with her rangers, following Zacatecas. She already missed Kryseseia. At least she still had Vela. At the portal, she eyed the ring warily, and rolled her eyes at Zacatecas’ dramatics.

Ashlyn stared off into the distance. “We shouldn’t linger here,” she warned. “There is a mass of vampires coming.” She remembered the vision she had seen in the mirror at the Inn while readying herself this morning.

As if on cue, the howling began, not the wind this time, but a horde of former rangers and now vampires coming over the cliff above them.

“Too late,” Nestor muttered, already giving orders to his rangers, forming up around Ashlyn.

Ashlyn felt the warmth her mother’s silver cross at her throat as she prayed for the powers of God to fill her, to defend them against these monsters. Her hands glowed with power and she wrapped chains of holy light around a group of vampires on the right before blasting others on the left with celestial silver. From her backpack, Blanca yipped encouragement.

As she waded through the vampires, Ashlyn noted one she had dispatched, a spellcaster. She plucked a wand up from the woman’s belt.
Raise loot
Taking a Wand of Dispel (1 Major mod) for my raise.
Character Tracker
Remember Blanca
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 24/25
ISP: 20/20
Shield: 10/10 PPE
Wand: 10/10 PPE
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/3
Adventure Cards
  • No cards this quarter.

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Pender Lumkiss
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Pender Lumkiss » Sat Nov 24, 2018 2:06 pm

Hunters and Rangers

Krys: 17 Rangers lead by Grizzly Carter and Bet'ani, a young elven mystic
  • Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Kir: 0
  • Some might look down on these scrappy rangers. But their stake to kill ratio is some of the highest: Fighting is at a d10
Pen: 10 rangers lead by Audrey, the Rattler
  • Some might look down on these scrappy rangers. But their stake to kill ratio is some of the highest: Fighting is at a d10
Ashlyn: 15 Rangers lead by Nestor Calis
  • Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Grynn: 6 Rangers lead by Akel-Rah Skysinger
  • This is where the heavy artillery lies. Half the rangers have the auto firing plasma ejector, the other half has mini rail guns. D8 shooting.
Ndreare: 19 Rangers lead by Yohd
  • These rangers are apt trackers and sneaky bastards in the wilds and cities of the vampire kingdoms, Notice, Tracking, and Stealth is a d8.
Vela: 15 Rangers lead by Sam and Sulannus
  • These rangers are apt trackers and sneaky bastards in the wilds and cities of the vampire kingdoms, Notice, Tracking, and Stealth is a d8.
Raynard Lucas: 15 Rangers.
  • A lithe group of rangers that are hard to target from range and melee: d8 agility and parry 6
Rangers:
Each character is in charge of a group of rangers. Through conflict and heroics the amount of rangers a character has grows or diminishes. If a character ever is reduced to 0 rangers they have run out of resources to modify their roll. At 0 they may not use any of the Helpful Heroes abilities. When reduced to 1, the last ranger is the named leader. Rangers are extentions of characters and generally succeed when they succeed or fail when they fail. They can even help the character’s own roll.
  • Helpful heroes: Below are four ways your rangers can help you out.
    • Players may drop a benny: the rangers can roll a d6 skill die and a d6 wild die as a group roll. This is a complimentary skill roll and for each success and raise it may add +1 up to +4 to the player’s skill. Some groups of rangers may have slightly higher trait die. This complimentary skill roll is unaffected by any scene penalty unless specifically called out and the TN is 4.
    • The ultimate Sacrifice: loose 1d6 rangers to have them add 1d6 to any player roll (this is similiar to EF and can be used in conjunction with EF when applicable. This works with damage.)
    • We have your back: A player can drop a benny to gain any edges his or her rangers have as their group edges.
    • Heroic Shields: One of great things about these rangers is that outside of tactical combat(and even sometimes in it) players can spend a benny to have their rangers take a wound that would have normally been assigned to their character.
    • Failure of men: When taking advantage of any of the above if you or your rangers fail you loose 1d6 rangers.
The vampire’s are many but the heroes of the vampire kingdom fend them off and thin their numbers. But their are too many to completly dystroy. The bitter cold wind roars threatening to toss man child and beast off the precipice Zacatecus had lead the group too. Soon the portal to Calgary is half covered with vampire bodies and the other half is covered with snow. Dotting the snow among the vampires are men and women bald and clad with furs. The heroes find themselves in a precarious situation. They are on a stretch of the mountain that is a level plato, with the portal and the rocky mountain face on one side and a deep ravine to the other. The way back and forward is blocked by vampire and Rahu-man. Each hero and their rangers find themselves surrounded by about 10 vampires and beyond the vampires about 20” away is a half circle of Rahu-men armed to the teeth with all maner of heavy weaponry.

Zacatecus cries, ” The witches have come! My master seeks to test your mettle and kill me for my failure in the dance. One thing Lord Ruthvan despises is a lack of grace!” He forms a blade of pure thought in his hand. ” I must confess my men were instructed to take you here and free me from your company and you of your mortal coil.” He laughs with veild conern, ” Now I see my master’s mind. He has other plans protect me now or you will never find his castle!!” A vampire snarls lunging at him and he catches it by the throat severing the head and holding it aloft. A faint painted sigil three horns and a broom stick was etched into the former Ranger’s forehead. Zacatecus calls out angrily, ”The witches in this mountain have bolstered these wild vamnpires through some kind of dark ritual... The sigil...” His voice catches as he recognizes the symobol and then the world is covered in a thick blanket of snow. The rangers yell to each other to stay close to the mountain’s rock face least they be tossed off the precipise into a frozen grave.

Karl cries out into the night air, ” Papa? Papa? I cannot see anything in this blinding snow!... Argg back you vampire scum!” Swish and slash... A ranger’s voice cries out, ” No Karl! No! That was Devin!! Damn youi!” The soft gurgling sound of blood gushing out of the throat echoes through the darkness. The rangers under Penitent’s control are shaken by this accidental injury(Result of a crit failure).

Hundreds of vampire’s snarl in unision, and the hauty laugh of Rahu-men echo along the snowy banks of the precispise Zacatecus had lead you too. From the darkness the one named Dime laughs the most and yells, ” You failed in your dance Zacatecus! Ruthvan has commanded your end. My men have you all surrounded. Vampires and witches of this accursed mountain are near you in the blinding snow. What hope do you have? Magog activate the witches mark so that the vampire’s vision will be unimpeded!”

A sweet voice chants in the fridged night air, ” Zanth Rah Mal Co Distin Vash ran Dool!”. Eye see you!

The heroes while near each other in some respects find themselves caught in the snow surrounded by 10 vampires and at least 1 vampire mountain witch! The Rahu-man are have surrounded the heroes with their weapons drawn ready to kill anyone who survives the vampire assult.

Zacatecus calls to the heroes furious with his psi blade crackling. ” Allies... Yes, an enemy now is my ally. We move move off this presipise together if we have any hope of survival. Follow my voice and I will lead you to the castle!” He winks at Kir standing leaderless near him. With his words the battle is joined and the wild vampires with vibro swords in hand attack!

Pen
your rangers are shaken by KArl’s ill timed swipe of the blade, they are shaken and can roll a group roll 1d6 with a wild die to unshake at the begining of combat.
Karl and Rod
You act on your masters turn
Player notes: The vampires and witches are 4” away in the blinding snow ( -2 obscurement penalty, -2 darkness which is overcome by most armors or low light vision).

GM notes about the Combat: Each player and their rangers has sort of a little vinniette where they get to work together and take out some vampires. The snow both blinding and deep makes it too difficult to really help other groups (might become possible next round).

Step 1 Roll Initiative:
Initiative: Roll a 1d56 and consult the table here. Craft your naritive and if the bad guys beat you use the below info. Lets try just roll and consult the table below for your card draws. Assume we use two decks so hopefully that will limit the amount of rerolls. If you have edges like quick or level headed roll them appropriately.
Initiative table
To Facilitate GM's old and new, I'm posting this numerical list of cards. If anyone has suggestions, please voice them.

1 2S
2 3S
3 4S
4 5S
5 6S
6 7S
7 8S
8 9S
9 10S
10 JS
11 QS
12 KS
13 AS
14 2H
15 3H
16 4H
17 5H
18 6H
19 7H
20 8H
21 9H
22 10H
23 JH
24 QH
25 KH
26 AH
27 2C
28 3C
29 4C
30 5C
31 6C
32 7C
33 8C
34 9C
35 10C
36 JC
37 QC
38 KC
39 AC
40 2D
41 3D
42 4D
43 5D
44 6D
45 7D
46 8D
47 9D
48 10D
49 JD
50 QD
51 KD
52 AD
53 Red Joker
54 Black Joker
55 Extra Joker
56 Extra Joker
Step 2: Consult your card roll to the badguys Jack of Clubs! If you go first go straight to step 4! If you go after back guys drop down to step 3. Initiative: “Bad Guys”: 1d56 = 33: 33 Jack of Clubs!

Step 3: Click on the below OCC “ Badguys Beat you” and resolve all fighting and damage rolls. Ranger’s parry can be assumed to be based off a d6 fighting unless otherwise noted Here. Feel free to narrate some cool or tragic as the badguys roll dictates.

If badguys beat you, click here!
If badguys beat you: 4 wild vampires wildly leap at you! Fighting on you: 4 attacks. All attacks are MD vibroblades.
  • Fighting with wild attack and gangup: 1d10+6 = 10: 4 Damage: 1d12 = 9: 9 plus 1d10+2 = 5: 3 AP4
  • Fighting with wild attack and gangup: 1d10+6 = 12: 6 Damage: 1d12 = 8: 8 plus 1d10+2 = 6: 4 AP4
  • Fighting with wild attack and gangup: 1d10+6 = 13: 7 Damage: 1d12 = 4: 4 plus 1d10+2 = 11: 9 AP4
  • Fighting with wild attack and gangup: 1d10+6 = 16: 10 Damage: 1d12 = 5: 5 plus 1d10+2 = 12: 10 AP4
  • If needed Raise damage on all rolls is 1d6 = 5: 5
If badguys beat you: 4 wild vampires attack your men! Fighting on 4 men(if you have no men these attacks are against you): All attacks are MD vibro blades
  • Fighting with wild attack: 1d10+2 = 8: 6 Damage: 1d12 = 3: 3 plus 1d10+2 = 7: 5 AP4
  • Fighting with wild attack: 1d10+2 = 9: 7 Damage: 1d12 = 8: 8 plus 1d10+2 = 8: 6 AP4
  • Fighting with wild attack: 1d10+2 = 4: 2 Damage: 1d12 = 6: 6 plus 1d10+2 = 12: 10 AP4
  • Fighting with wild attack: 1d10+2 = 7: 5 Damage: 1d12 = 2: 2 plus 1d10+2 = 12: 10 AP4
  • If needed raise damage on all rolls is 1d6 = 4: 4
If bad guys beat you: Slumber! 2d6 = 8: 5, 3 you and 4 men need to make a spirit roll vs 5 or fall asleep.

If badguys beat you: Vampire Mouintain Witch: Mega Bolt ( freezing bolt, vigor roll vs fatigue on success) 1d10 = 2: 2, Failure!
Step 4: Your go and the rangers go with you! Assume rangers have a d6 in the requisit skill roll. Roll for each of them or every 4 make them a group roll. You are surrounded and in a snow blind ( Obscure -2 to hit anything or notice anything 10” arround you. After 10” it is impossible. Darkness -2 penalty as well. A Notice vs -2 will let you see stuff arround you but you will still take the obscurement penalty to target something individually like making a normal fighting attack. Area effect atttacks just need the notice -2 to be “well placed” and avoid collateral damage as the heroes are with their ranger allies. Kir is with Zacatecus since he has no one else. The rangers are assumed to be within the circle encompasing the player. I think Vela can chose where she is on the battle field so feel free to pop up anywhere.
  • Rangers: toughness 9(4) vigor d6, pace 6, basic vamp fighting equipment. Silver weapons, crosses, holy water. No wearing environmental sealed armor. Most skills and traits are a d6 unless specifically noted.
  • Badguy Stats:
  • Wild Vampires (On the map they are the turquoise blue V):Pace: 8; Parry: 7; Toughness: 9 “Darkvision” and vibroswords
  • Vampire Mountain Witches ( on the map they are Green W): Pace: 10(2); Parry: 5(7); Toughness: 18(10)(2) MDC, “Deevils Pact” and some other special things including -2 to hit via range... Champion edge will apply vs them.
  • Rahu-Men(Yellow R): Cha: 0; Pace: 6; Parry: 7; Toughness: 17 (6): Railguns, Chainswords, TW flame blades, TK mini guns. Dime noted by the yellow D has a draining blade(vibro vambraces) and his parry is a 11.
Attachments
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13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Ashlyn Alvarez
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Ashlyn Alvarez » Sat Nov 24, 2018 4:24 pm

Initiative
1d54 = 41: 41
Resolve attacks on Ashlyn
First attack misses Ashlyn thanks to Champion.
Second attack Shakes Ashlyn. Benny to unshake.
Third attack Wounds Ashlyn. Benny to Soak
Vigor 1d10 = 9: 9
Wild 1d8 = 2: 2
Soaked, so not shaken.
Fourth attack Wounds Ashlyn. Last benny to Soak
Vigor 1d10 = 8: 8
Wild 1d8 = 2: 2
Soaked, so not shaken.
Resolve attacks on men
I assume the men are wearing basic armor of 4, which is negated by the AP.
First attack kills a ranger.
Second attack kills a ranger.
Third attack misses.
Fourth attack kills a ranger.
Resolve Slumber
Ashlyn Spirit 1d10 = 10: 10
Ace 1d10+10 = 13: 3
Wild 1d8 = 4: 4
Ranger 1d8 = 7: 7
Ranger 1d8 = 3: 3
Ranger 1d8 = 8: 8
Ace 1d8+8 = 9: 1
Ranger 1d8 = 4: 4
Notice 15
-2 obscurement
Notice 1d6 = 2: 2
Wild 1d8 = 8: 8
Ace 1d8+8 = 15: 7
Light blade
1d3 = 2: 2 vampires take 2d10 = 8: 1, 7sunlight damage.
Holy Warrior
Opposed Spirit roll; +4 The Drop (He Who Fights Monsters)
Spirit 1d12+4 = 9: 5
Wild 1d8+4 = 7: 3
All supernatural evil within 12" needs to beat a Spirit 9 or be Shaken. On a Raise they are destroyed. If they are WC, they take a Wound instead.
Zacatecas, Mexico/Portal
Afternoon
Round 0

Ashlyn yelled to her rangers as the vampires leapt in, putting up her shield. She was dogpiled by four vampires, feeling the crush of their powerful blows slice through her armor, though she managed to avoid any serious wounds. She heard three of her rangers die gurgling in the snow, and another two dropped unconscious. She managed to block the freezing bolt from the witch with her shield.

Ashlyn surged back to her feet. First she needed to clear the area, get them some space. Ashlyn activated her light blade, bathing the area around her in sunlight, listening to the vampires scream. The silver cross at her throat glowed brightly as she shouted out a prayer and a holy command, bathing the area around her in silver light.
Character Tracker
Remember Blanca
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 24/25
ISP: 20/20
Shield: 10/10 PPE
Wand: 10/10 PPE
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/3
Adventure Cards
  • No cards this quarter.

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Penitent
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Penitent » Fri Nov 30, 2018 4:05 pm

Rolls
Penitent has the equivalent of Sixth Sense vs. Supernatural, so I'll roll that first:
Notice 1d8 = 2: 2
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 7: 1 = So he'd be On Hold to begin with anyway

Initiative 1d56 = 42: 42 = 4 Diamonds
1d56 = 37: 37 = Queen of Clubs = Beats the baddies

Roll for rangers to Unshake
Spirit 1d6 = 5: 5

Rangers will stake and kill vampires; There are 10, so two groups of 4 + 2 individuals, and they have Fighting d10.
Group 1 1d10 = 10: 10 = Ace! 1d10+10 = 12: 2 = Hit with a Raise; Damage from Silver sword = 1d8 = 1: 1+ 1d6 = 2: 2+ 1d6 = 6: 6 = Ace 1d6+9 = 12: 3 = 12 damage means 4 Wild Vampires incapacitated
Group 2 1d10 = 4: 4 = Miss
Individual 1 1d10 = 8: 8 = Hit; Damage from Silver sword = 1d8 = 4: 4+ 1d6 = 2: 2 = Nothing
Individual 2 1d10 = 9: 9 = Hit; Damage from Silver sword = 1d8 = 6: 6+ 1d6 = 1: 1 = 1 Wild Vampire Shaken

Karl is going to go Invisible (free action), power up his BFB (free action) and attack a Witch with Imp. Frenzy
Fighting 1d10+2 = 3: 1 = Nothing
Fighting 1d10+2 = 5: 3 = Nothing

Penitent will:
Round 1: Cast exalted quickness, then cast greater armor (free action), while powering up his weapons and armor (free actions), then move to a witch and attack with both weapons and Frenzy (-2 MAP to Casting Quickness, but no MAP to anything else if that's successful)
Round 2: Move to and attack the other Witch (both weapons and Frenzy) and cast Greater Fear at the nearest bunch of Rahu-Men (no MAP due to Ex. Quickness)

ROUND 1
Faith for Ex. Quickness 1d10-2 = 6: 8 = Success
Wild 1d6-2 = -1: 1
8 PPE spent, extra action each round and ignores one MAP

Faith for Greater Armor 1d10 = 10: 10 = Ace! 1d10+10 = 20: 10 = Ace! 1d10+20 = 30: 10 = Success with raise
Wild 1d6 = 1: 1
5 PPE, auto-raise = +10 Armor (MDC)

Attacks vs. Witch (Two-Fisted, Ambi + Frenzy)
Durandel 1d12 = 2: 2 = Miss
Fury's Fang 1 1d12+1 = 5: 4 = Miss
Fury's Fang 2 1d12+1 = 8: 7 = Hit
Damage 1d12 = 6: 6 + 2d8 = 10: 8, 2 + 6 (Champion + Chainsaw of Good) = Ace! 1d8+22 = 29: 7 = 29 damage, AP 4 = 3 Wounds vs. Witch

ROUND 2
Faith for Greater Fear 1d10 = 3: 3
Wild 1d6 = 1: 1
Benny for Extra Effort + Elan 1d6+5 = 6: 1 = Success
4 PPE spent; Nearest Rahu-Men in an LBT must make Spirit rolls at -2 (-4 if they count as supernatural or creatures of magic)

Attacks vs. Witch (Two-Fisted, Ambi + Frenzy)
Durandel 1d12 = 8: 8 = Hit
Fury's Fang 1 1d12+1 = 11: 10 = Hit with Raise
Fury's Fang 2 1d12+1 = 11: 10 = Hit with Raise
Damage 1 1d12 = 2: 2 + 2d8 = 8: 6, 2 + 6 = 16 damage, AP 4 = Shaken
Damage 2 1d12 = 12: 12 + 2d8 = 6: 3, 3 + 1d6 = 5: 5 + 6 = Ace! 1d12+29 = 41: 12 = Ace! 1d12+41 = 52: 11 = 52 damage, AP 4 = 9 Wounds
Damage 3 1d12 = 4: 4 + 2d8 = 13: 8, 5 + 1d6 = 3: 3 + 6 = Ace! 1d8+26 = 30: 4 = 30 damage, AP 4 = 4 Wounds
Vowing to dismember Zacatecus at the earliest opportunity, Penitent exhorts his rangers to do what they do so well, giving the final death to the encroaching vampire horde.

The rangers' deadly focus is broken for a moment, however, as a Karl's unusually expert swordsmanship inexplicably slashes off-course, and by the sounds of it injures or kills on of Penitent's own soldiers. Growling in frustration, the apok calls to Audrey to check on the fate of the ranger as he rallies the remainder to fight for their lives.

Taking the fight to the circle of vampires, the rangers manage to incapacitate four of the vampires and leave another one shaken. Swinging his berserker blade like a banshee, Karl goes invisible but is unable to catch the witch he sets his sights on.

With a whispered prayer and battle cry that chills the soul, Penitent charges past the circle of rangers, a dark flash in the blinding snow, targeting the closest witch. Once, twice he swings, then with the third carves Fury's Fang halfway through the witch. [3 Wounds to one witch]

Spying the debased Rahu-Men farther out in the blizzard, Penitent unleashes a demonic howl -- the sound of a predator that has found its prey. The roar is enough to stop the hearts of demons and sinners, but the apok does not wait to see who succumbs, turning instead and charging at the second nearby witch, who he cuts down in a spray of crimson that soaks the trampled ice beneath his feet. [9 Wounds and then 4 Wounds to the second witch]
Penitent
Quick Stats
Wormwood Apok
Bennies: 3/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 2/20 + 10/10 (demon mask) + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales:

Active Effects: exalted quickness, greater armor

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Ndreare
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Ndreare » Mon Dec 03, 2018 4:32 pm

Turn 01.1 Initiative 9 diamonds, Boost Spellcasting +4, EX Quickness activated = -9 PPE from Blade
Benny for Improved Level Headed
Initiative 3d54 = 75: 47, 1, 27 = 9 of Spades

Casting EX Boost Spellcasting, Casting Quickness, Drawing Weapons = 3 actions so -4 to both spell casting rolls.
EX Boost Spellcasting: spellcasting d12+2, Gear +3, -4 Multi Action Penalty = d12+1
Spellcasting 1d12+1 = 10: 9 = RAISE Spellcasting increased by 4
Wild die 1d10+1 = 9: 8

EX Quickness: spellcasting d12+2, Gear +3, -4 Penalty = d12+1
Spellcasting 1d12+1 = 6: 5 With above this becomes a 10 or RAISE
Wild die 1d10+1 = 7: 6

No roll to draw weapons.
Turn 01.2, Activate Blink -6 to be hit, -7 from range, EX Boost Fighting +4, Smite +8 Sunlight Weapon Damage, Two Vampires
3 Spells Blink, Boost, Smite + Frenzy, = 4 actions Two Fisted and EX Quickness reduce this to -2
Blink (EX Deflection): spellcasting d12+2, Spell +4, Gear +3, -2 Multi Action Penalty = d12+7
Spellcasting 1d12+7 = 18: 11
Wild die 1d10+7 = 12: 5

EX Boost Fighting: spellcasting d12+2, Spell +4, Gear +3, -2 Multi Action Penalty = d12+7
Spellcasting 1d12+7 = 16: 9
Wild die 1d10+7 = 14: 7

Greater Smite (Sunlight Blades): spellcasting d12+2, Spell +4, Gear +3, -2 Multi Action Penalty = d12+7
Spellcasting 1d12+7 = 12: 5
Wild die 1d10+7 = 16: 9

Fighting: Fighting d12, Spell +4, Gear +0, -2 Multi Action Penalty = d12+X
Fighting 1d12+2 = 10: 8
  • Damage 1d12+18 = 26: 8 + 1d8 = 7: 7 AP 12
Fighting 1d12+2 = 12: 10
  • Damage 1d12+18 = 26: 8 + 1d8 = 5: 5 + 1d6 = 3: 3 AP 12
Wild die 1d6+2 = 3: 1


Springing into action Ndreare warns his men. "Circle up, do not let them in among us. You know the drill." Then he sets to work, a series of spells and motions that accelerate ins speed until it is only a blur. When he is done it is like their are half a dozen of him moving around the encircled rangers protecting him men.

Playing
19 Teamwork "Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus."
Rangers go Full Defense until enchanted, Parries
The Rangers knowing their orders and doing as told immediately set to work in defensive action until the enchantments can be laid that will allow them to destroy the vampires.


Defensive Maneuvers
  • Group 1 (5 Men PARRY RAISED TO 12)
    Fighting 1d6+2 = 6: 4
    Wild 1d6+2 = 8: 6
  • Group 2 (5 Men PARRY RAISED TO 7)
    Fighting 1d6+2 = 5: 3
    Wild 1d6+2 = 5: 3
  • Group 3 (5 Men PARRY RAISED TO 7)
    Fighting 1d6+2 = 5: 3
    Wild 1d6+2 = 6: 4
  • Group 4 (4 Men PARRY RAISED TO 7)
    Fighting 1d6+2 = 6: 4
    Wild 1d6+2 = 4: 2
Tactician; 10H, Joker, 6C, 9S
Knowledge Battle 1d12+6 = 16: 10
Wild 1d6+6 = 7: 1
Cards 4d54 = 115: 22, 54, 31, 8
22 = 10 Hearts
54 = Joker
31 = 6 Clubs
8 = 9 Spades
Rodney seeing the ambush coming flies up. Instantly communicating with Ndreare. "Do you want me to attack or withdraw Sir?"

Ndreare replies back instantly in the blur of motion his voice accelerated from the power coursing through him. "Stay on watch, your weapon will not harm these things. Look for opportunities or remain invisible."

With the instructions laid out Rodney turns on his stealth system and gains altitude to see what other threats are above the cliff waiting to ambush the adventurers.

Stealth 9, Notice rolls are at -4 to detect Rodney
Stealth 1d6+2 = 5: 3 Extra Effort 1d6+5 = 9: 4 Notice Rolls against Rod are at -4
Wild 1d6+2 = 4: 2
Ndreare
Ndreare
Current Status
Parry: 12 (Attackers are -6 to hit in Melee and -7 to hit in Range)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 28 of 20 35 base

Gear Charges:
  • Amulet of the Archmage: 5/5
  • Abrandis’ Honorblade PPE: 1/10
  • Night's Kiss PPE: 10/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2

Current effects:
    • Turn 01 Spells
      EX Quickness w/Raise
      EX Deflection w/Raise
      EX Boost Spellcasting w/Raise
      EX Boost Fighting w/Raise


Bennies: 5
  • +3 Quarterly Reset
    +2 GM Award
    -2 Wanted better numbers
    +10 GM Award for one little jar.
    -4 on Dance (because why not)
    -2 on Saving Men from Cold with awesome gear
    -1 Extra effort on Roll versus Vampire ambush
    -1 for use of Imp Level Headed

Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

Adventure Cards
45 Dressed to Kill "Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”"

USED
19 Teamwork "Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus."

4 Love Interest "Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well."

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Grynn
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Re: Part 6.6: JtoZ: Portal to Calgary

Post by Grynn » Wed Dec 05, 2018 9:09 pm

BLAZE OF GLORY!
Initiative: 1d56 = 8: 8.
Bad guys go first. All attacks against Grynn hit with a raise and more than enough to drop him, especially with no bennies to soak (shaken and I believe 5 wounds).
17 vs 13 - 1 wound. 19 vs 13 - 1 wound. 20 vs 13 - 1 wound. 22 vs 13 - 2 wounds.

I suppose with Blaze I need to make the spirit roll vs Slumber too.
Spirit die 1d8 = 3: 3, Wild die 1d8 = 8: 8, Ace 1d8 = 1: 1.

Tail Lash: Fighting die 1d6 = 3: 3, Wild die 1d8 = 6: 6 = MISS.
Damage: Strength die (+4) 1d12 = 8: 8 + 1d8 = 5: 5 = IGNORE.
Rangers - Sleeping or Sleeping Eternally
Bad guys go first. 4 of 6 Rangers are downed, the other 2 fall asleep.
Spirit vs Slumber for remaining 2: 1d6 = 4: 4.
Grynn was in his humanoid form, overly confident or just hadn't taken the time to change forms yet. Hell, he hadn't even had the time, or foresight, to activate the tattoo that would have fortified him! The speed at which the vampires moved and how quickly they sprang in to action from the sudden snowstorm was astounding. Thus he was a bit unprepared for the enhanced ferocity, accuracy and brutality of the vampires that attacked them. He whipped this way and that as the claws and fangs tore in to him. Bits of armor, blood, scale and flesh ripped from him, spraying all around him as the vampires tore in to him.

But...somehow...he stayed standing despite the grievous wounds - some of which seemed to disappear almost like magic! Maybe the sight of the Rangers - the Ranger he had worked SO damn hard to keep alive - falling all around galvanized him. Maybe it was his draconic heritage. Maybe it was someone, or something, looking out for him from above. At that moment, however, it didn't matter. All that mattered was what those bloodsuckers were going to taste like in his dragon mouth as he shifted forms and swept his tail around in a mighty circle. Unfortunately, all it did was make the vampires duck, dodge and step back - this just angered Grynn all the more.

He let out a loud roar, a mixture of pain, anger, regret and a promise of vengeance!
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms

User avatar
Kir Gloryspirit
Diamond Patron
Diamond Patron
Posts: 44
Joined: Wed May 16, 2018 9:16 pm
Location: Texas

Re: Part 6.6: JtoZ: Portal to Calgary

Post by Kir Gloryspirit » Sat Dec 08, 2018 11:28 am

Initiative - Queen of Spades
Initiative: 1d56 = 11: 11
Notice 11
Notice: 1d6 = 3: 3 (Scene -2, Alertness +2)
Wild: 1d6 = 5: 5
Wild: 1d6 = 6: 6 Ace: 1d6+6 = 11: 5
Asnir's Judgement 5 / 5 + Asnir's Guidance 17; - 22 PPE & 1 Benny

Asnir's Judgement (Exalted Quickness Self / Exalted Slow vs 5 Vampires, -18 PPE)
Exalted Quickness
Mysticism 1d8 = 1: 1 (-2 MAP)

Exalted Slow vs 5 Vampires
Mysticism 1d8 = 3: 3

Wild: 1d6 = 6: 6
Wild: 1d6 = 3: 3

Reroll:
Exalted Quickness (Self)
Mysticism: 1d8 = 5: 5 (-2 MAP, -2 Scene, +2 Battlestaff, +2 Elan)

Exalted Slow vs 5 Vampires
Mysticism: 1d8 = 5: 5

Wild: 1d6 = 2: 2
Wild: 1d6 = 1: 1

Asnir's Guidance (Exalted Deflection Self -4 PPE)
Mysticism 1d8+2 = 9: 7
Wild: 1d6+2 = 4: 2
Wild: 1d6+2 = 8: 6 Ace: 1d6+8 = 14: 6 Ace: 1d6+16 = 19: 3 - 2 = 17

Celestial Silver Shards (7, 7, 4) + Ward of the Righteous 4, -3 PPE / -5 PPE

Celestial Silver Shards (3x 2d6+6 Holy/Silver Bolts; +4 Silver, +2 Champion)
Mysticsm: 1d8 = 7: 7 (-2 Scene)
Mysticism: 1d8 = 7: 7
Mysticism: 1d8 = 1: 1
Wild: 1d6 = 4: 4
Wild: 1d6 = 3: 3

Damage: 2d6+6 = 9: 2, 1 If Raise: 1d6+9 = 14: 5
Damage: 2d6+6 = 14: 5, 3 If Raise: 1d6+14 = 19: 5
Damage: 2d6+6 = 16: 5, 5

Ward of the Righteous (Exalted Armor)
Mysticism: 1d8+2 = 5: 3
Wild: 1d6+2 = 6: 4 -2 Arcane Resistance
Wild: 1d6+2 = 3: 1

Kir has two separate and independent turns per round, and he may ignore up to two points of MAP on each turn. 3/3 Rounds.

All attacks directed at Kir are at -4, and this counts as armor vs AoE. Kir also has one level of Arcane Resistance. 3/3 Rounds.

Kir is at 18(13) toughness. With champion, that becomes 20(13). 3/3 Rounds.

5 Vampires must roll Spirit vs Mysticism 4 to avoid Exalted Slow. (Movement = Action; Pace = Half [Round down] and cannot run; Parry reduced by 2 & ranged attacks made at +2; All agility and linked skills are rolled at -2). 3/3 Rounds.

Note to self, sucked last 6 ISP into 3 PPE
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 0/2
PPE: 3/20; PPE: 3/10; PPE: 10/15; ISP: 0/20
Bennies: 3/3; Sun Dogs: 3/4
Adventure Cards
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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