Part 4.1: Call for Heroes Round 1

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Pender Lumkiss
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Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »


+1 Benny for excellent RP in El Paso, don't forget to collect your benny if you posted in the rumor section. Please if you wish continue meeting with Grynn here: Grynn Introduction. I will assume he joins you.
Krys
You were young, and your father just returned from what he called his failure. Two friends accompanied him back a woman of fiery red hair, and a wise bald man of eastern decent. A week had gone by when the two "friends" found themselves at the mercy of Splugorth Slavers. Your father came quickly back home, shouting to your older brothers, even his young charge Ink to get ready. It seemed except for a few that were too young, the entire island emptied to go get your father's "friends" back. In three days mostly everyone returned unharmed, and they had the two individuals with them. It turns out, they were both dragons, a flame wind female and Chaing-Ku male. They would stop by now an again, they certainly never forgot the debt they owed the true atlanteans. The way your father told it, he owed them a debt for getting him out of the vampire kingdoms aliave. You maybe saw them 50 or so years ago. The female had a baby dragon, and they sought the blessing of the clan, and then the Chaing-Ku inscribed a series of tattoos on the baby dragon... Could this be the same?


Evening sets, and the arena beckons the vampire hunters to don their gear and prepare for the fate that awaits them. The arena seems larger than life in the pale moon light of the darkening sky. High above the town of El Paso a thin thread of blueish light can be seen, a leyline and it crisscrosses right through the heart of the towering arena. The group passes the bar, closed for the evening, a tumble weed blows through the streets, a cricket chirps, it would seem everyone is up in the arena.
Benny opportunity
Maybe you were curious, maybe you wanted a tactical advantage, maybe you were just board. Give us a short tale of one of the groups you saw fight in the arena. You can even decide the outcome.
  • Confessor vs Wildcats
  • CS Raven Squad vs Dragons
  • Glades vs El Paso's Police force the crimson blades
    Mot sure who the teams are, check them out here: Teams
As you walk up the arena ramparts to the staging area, faint screams and harsh snarls, like a jaguars roar can be heard in the night air. Rex greets you in a holding room. His eyes flash with a spark of electricity as he looks you up and down. Rex had just been talking to a well-to-do man, although they seemed quiet heated, Rex backs down as soon as you come in. The room is well furnished, couches of all manner. There is a large double door exit maybe about 10ft by 6ft, it is not solid but instead like a giant gate made of silver. The bars seem very strong, and the gate extends down at least 4 feet into the stone of the arena making it very sturdy indeed. The faint sheen of a force field can be just made out surrounding it, anyone with half a brain can tell the force feild is magical in nature. Next to the gate is an intricate lock, not techno wizard just a hi-tech lock. Another scream followed by a wild snarl come from the arena on the other side of the gate. It is hard to see into the arena as a steep ramp up essentially blocks the view. A key pass lies on the ramp a good 10ft on the ramp up. But a loud smashing sound accompanied by a guttural whine from some kind of animal along with the ruckus applause of the crowd leaves little doubt that the arena mostly likely lies beyond, or quiet possibly the acoustics of the next passage are just that good.

Near the well-to-do fellow a few trained soldiers or body guards shift nervously. They seem well armored and well armed. At least two of them have tw flame blades. Rex takes a step back letting the man approach. The man is well dressed, but perhaps has made too much of an effort to appear like a big shot you might see in Chi-Town. He doesn't look like he comes from old money, more like a 2-bit scoundrel that found money and is putting on airs. But those airs seem very important, and probably worth killing to maintain.
Notice of King Halloway
A Roll of 8 or more would reveal King Halloway is a holographic projection.
He grins back at Rex and nods to his body guards, " So these are the Heroes of New Del Rio, huh Rex?" He wrangles his hands together and smiles big, " The name is King Halloway, I would like to welcome you to El Paso." Another scream, decidedly human echoes from the Arena.

Halloway nods barely even acknowledging it, instead his eyes appraise the group " The woman who found my daughter in laws necklace, I kindly thank you. A mystic, I had hopped the other one would be with you."

The king steps close to Penitent, "Brooding countance, rugged determination another confessor of sorts, not as easy on the eyes though. I heard you stabbed one of my men last night, tsk tsk, we do not approve of that kind of wild behavior here."

He chuckles and looks at Ndere, " Looks like you are the one driving beast. A reckless vehicle if one was ever made. I hear you are also a master magician. Perhaps the most efficient to ever stroll into our fair city."

He almost pats Fizz on the head but stops short backing away he rubs his chin, " So this is the gnome who owns that fancy zone ranger, we moved your rig up to the arena. I hear you played a hand in making New Del Rio a safe heaven. Explosions from the arena slightly shake the ground. More yells, its sounds human and it is coming closer to the gate.

He looks Grynn over shrugging his shoulders. " A wild card, I like it. I have over 2 million credits that say you will triumph, perhaps you will be the deciding factor."

King Halloway seems absolutely thrilled when he comes to Krys, " Well someone who knew Leo, a daughter perhaps? He is something of a legend around here." He pulls a rune dagger out covered with TA markings. The dagger itself seems to shimmer as if part of the very ocean from whence it was forged. With no small amount of pride he boasts" My great grandfather was with him on his resplendent ride as he traveled deep in the vampire kingdoms."

When his eyes cast their gaze upon Vela he smiles ironically, glancing at the man in the corner he tips his hat, " A were-jaguar? Doc you have a sense of humor I suppose... Or was it coincidence."

The man in the corner is very quiet, shrouded in almost complete darkness. He would have gone unnoticed had Halloway not called him out. The man's glasses shimmer in what little light glances on him. Softly and yet with the intensity of a fury's storm the man whispers, " I had to see... She was very interesting... Fate that our rangers found them and she returns." Could this be the infamous Doc Reid? His four arms tap the table slightly. " For what it is worth, I had no idea it was you. I hope you survive to the next round. Should you make it all the way It would be my desire to explain." An explosion comes from the hallway you hand entered from and the door you entered slams shut. The familiar sheen of a force field surrounds it.

King Halloway rolls his eyes, " Well I suppose lets get started. While we were talking the door way you came in was sealed and then barred. Both the entrance, and the exit have had naruini force fields courtesy of Trevor place on them, not to keep you from leaving so much as to keep them from getting out." He points to a small grate in the corner of the room. A familiar vampire mist is seeping through.

He coughs, " During this exchange El Paso's heroes have been engaged in a fight for their lives against... Vampirecats, I suppose if I use the term loosely. They have not been doing well." As if on cue one of the members of El Paso's Hope, a blonde woman wearing crusader armor comes rolling down the ramp that leads up to arena. Her chest rises and falls, but barely. She has many lacerations on her face, and her right arm is mangled as if something like a large cat bit her. She looks through the gate with eyes of pure fear and goes unconscious.

Halloway continues, " Yes well, the gate has been drawn shut and is locked, oh and there is a fusion block in this room set to go off in 12 seconds. Its simple, survive, escape, save the the members of El PAso's hope, defeat their enemy and you win. We will be watching the excitement. Good Luck!" The "People" in the room shimmer and vanish. Four security cameras in the room come on with their lights blinking: someone is watching. The vampire mist finishes filling into the room and then the heroes find themselves surround by wild vampires in a lightly lit large room. To make matters worse the faint beeping noise of a fusion block is coming from some where in the room, under the table, inside one of the ornate chairs, inside the fruit-bowl on the table, who knows?

The sound of a PA system out in the arena can barely be heard over the hissing of the vampires. " Now the hunters, faced with their mortal enemy, must stave off the vampires while disabling a bomb and escaping to save your heroes of El Paso!!!" The crowd goes wild with thunderous applause and that is how your night starts.
Krys
You see your father and Ink training hard on the beech. Ink has taken several welts from a fighting stick. Your father comes over and looks at you with his fierce gaze. He pats his hip belt, and empty loop where a dagger had once been. " Krys, when you go out into the world. Go you will someday, you must choose your allies wisely. North of the Crystal caves are a pair of silver mines. There I and those who traveled with me into the heart of our burden were ambushed. No we were betrayed!" His voice unexpectedly rose, and you saw something in his eyes, uncontrolled anger. " He was a lesser man, I should have known better to accept him to our cause. He used me, used us. For what purpose I never found. He pushed us to those mines, pushed us hard. Now that I think of it, he was a snake, whispering and beseeching us ever closer to them. They came at us in the middle of the night. My dagger, one of the great rune weapons of our people was missing, Neptune's Blade, and so was he... Hallow, Hallow... Halloway."
Leyline
There is one, you are not quiet in reach of it, get up into the arena and you can draw on it.
Dramatic Task
Scene Modifier: -2
Option Complication: +1 Benny and describe the complication your character faces in the scene, take an additional -2 modifier
  • The room is about a size 3-4 room, large, but not dragon large. If Grynn goes dragon all players take an additional -2
Requisite number of success for a positive outcome: 5 successes needed from the entire group.
Objective: Escape and get up into the arena.
Directions: Choose the skill you want to use to accomplish your goal, make the roll with any scene modifiers. Narate what it looks like based on the roll.

Things to do:
  • Disable locking mechanism
  • Defeat the force field covering the gate
  • Lift the heavy double wide gate
  • Find fusion block bomb ( Players can decide where it is)
  • Defeat fusion block bomb
  • Defeat enough wild vampires to shake a stick at
  • Defeat ENOUGH wild vampires to shake a stick at
Field Team Six Bennies
3/6
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Sir Ndreare
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Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

Notice 4 or 6 ignores -2 in penalties, and Spellcasting 9
+2 with Sight, Body armor has optics package ignores 2 points of sight penalties.
Notice [dice]0[/dice]
Notice Wild Die [dice]1[/dice]

Exalted Boost Trait (D12+2, -2 Scene, -2 for Benny)
Spellcasting [dice]2[/dice]
Wild Die [dice]3[/dice]
Extra Effort on Spellcasting [dice]4[/dice]


.
Thinking back Ndreare remembered the pain of losing his last daughter to Empire politicians like this worm. It was the reason he finally chose resign his commision when his last term was up. The reason he came to this back water world so far away from everything else. He was sick and tired of these type. The men who sacrificed lives not because it was efficient or expedient to the cause, but who sacrificed lives because it gave them pleasure. The situation brought him pain and shook him momentarily, causing him to get hit by a vampire knocking him to the ground, he thought he had hardened himself to crap like that. Luckily his armor absorbed the blow, but it could have gone a lot worse.
Looking around the room for where the sound was coming from Ndreare was not surprised to see they barely took any effort to hide the Fuzion block. Having placed it in a planter and even left the audible alert turned on. He knew what he was going to do with that thing. But first he had to take a moment, a moment to look into a life he could have lived in a dimension where he chose special operations instead of Intelligence and Command. In that world he was a munitions expert the kind who used ones like this every day.
Letting the others take care of the Vampires Ndreare moved through them as efficiently as possible, like a ghost evading their attacks and relying on his team to do the killing. As he removed the fuzion block he popped it open and began working on disabling it. Sinking further and further into the memory of that other life when he was done he could see the block disabled. Now reprogrammed with a new code only he knew he placed the think in his sack. He will have some use for this in a little bit.
Letting the magic collapse Ndreare looked around to see the vampires destroyed and the force field down. Time to help those others.

Objective Completed - Fuzion Block
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Penitent
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Re: Part 4.1: Call for Heroes Round 1

Post by Penitent »

Notice 8, CK 4
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
This aced, too [dice]8[/dice]

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
Fighting 8, Success + Raise
Fighting -2, taking additional -2 for the Benny
[dice]4[/dice]
[dice]5[/dice]
Ace![dice]6[/dice]
Plus Extra Effort + Elan [dice]7[/dice]
Took the extra -2 for a Benny (which I then spent). Also took a Benny for describing what happens with the Confessor. Difficulties probably imp-related. I'll plan on killing some vamps and disabling the lock with my sword.

The imposter certainly fights like an apok, and the demon mask is convincing ... it even looks like the Confessor's, Penitent thinks as he watches the female avenger slice through another of the mutant cats.

She wielded silver blades, he noticed, perhaps thinking that the feline warriors were shapeshifters like Vela. But curiously, he noticed that she'd ensorceled the weapons with an aura of sunlight, which was strange, considering a true apok would be able to call the hellfire, which ought to be just as effective against mortal beastmen as demons.

Individually, the woman outmatched any of the cat-warriors, but their numbers soon began to wear on her. It wasn't long before a few landed lucky blows, piercing her armor in half a dozen places. The wounds at first did not seem to bother her much -- The work of a true demon mask, or some other sorcery? -- but eventually she slows, and one of the Wild Cats shoves a vibro-sword through her gut.

Helpers waiting in the wings rush out to drag her body out of the way as the Wild Cats celebrate. But Penitent snatches one last look before the Confessor is dragged out of viewm and he's sure he sees the eyes of her mask flash, and a hand twitch toward the wound in her side.

Bound to an apok's very soul, a true demon mask could stimulate miraculous acts of healing ...

I'm going to kill this bloated sack of offal, Penitent thinks as the sinner styling himself as "King Halloway" reveals his betrayal. Growling in rage, the apok dons his demon mask and draws his magic blade, calling forth a veil of sunlight around the blade -- not unlike the Confessor had done -- as he begins to hack apart the vampires that materialize all around.

Destroying the demons in such close quarters would be enjoyable, but there are other concerns. Penitent isn't sure what a "fusion block" is, but it doesn't sound good. And there's the matter of the blocked exits. Perhaps the imp ...

Penitent realizes that the fledgling sub-demon is no longer a weight on his shoulder, nor is it invisible. Screeching in either fear or anger, it has begun flapping around the room, alternately chasing and fleeing the mist-formed vampires, liable to be killed by friend and foe in equal measure.

"Stop that!" Penitent yells, grabbing the beast by the scruff of the neck and keeping it close as he fights off bloodthirsty vampires with Durendel in his right hand. "Until we get you an appropriate weapon, watch and learn. You will feel the joy of delivering holy vengeance when I'm sure you won't get in the way or fly onto the end of someone's blade."

Distracted, he still manages to glance around, and quickly spots what looks like a lock or control of some sort near the barred gate. Reversing the white sword in his hand, he jams the blade into the panel and twists it around, carving through metal and stone as if he was carving through the guts of an impaled opponent. With a spark and hiss, the lock disengages, just as the foreign priestess' newest pet begins lifting it.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
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: Improved Level-Headed (draw 3 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: 4/20 + 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Grynn
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Re: Part 4.1: Call for Heroes Round 1

Post by Grynn »

EARLIER

Earlier, Grynn had gone to see what it was that the others were talking about, what the 'arena' was for....and what was to come. He shifted to look like just another El Paso resident and attended the match where the Glades team squared off against El Paso's Police Force squad the Crimson Blades. And, boy, was it BRUTAL! No time was wasted in getting things started. Right out of the gate almost, the Crimson Blades went on the attack. They were fast, efficient, well-coordinated and...after watching for a bit...seemed to know some of the Glades' tactics and members. The Crimson Blades laid down suppressing fire on the bears to make them get to cover or take heavy fire. Meanwhile, two of the Blades went after the mice and ratling, dropping one one of the mice almost right away. The bears split up and began to make headway against the suppressing fire, even as the mice and ratling scattered, one seemingly disappearing from sight. Another hightailed it one of the bears and the two vanished for a second, only to reappear behind and to side of the Crimson Blades. The bear charged in to the group with a roar, swinging his weapon in a wide arc.

Things shifted at that point, and the Crimson Blades were put on the defensive while the Glades regrouped and poured on the offense. Magic came in to play and one of the bears threw a bolt of green something from his staff and completely en-wrapped one of the Crimson Blades in a verdant cocoon. At the end of things, Jared and one member of his team were left standing against a wounded Bentan, one of the other bears, and one of the mice. Jared took down the second bear while his teammate was taken down by Bentan and the mouse, and Bentan and Jared both fell with the mouse getting the final blow in from behind. Of course, most of the combatants weren't dead, and very few were maimed. Bentan wasn't out for blood, specifically, just moving to the final round as he been 'sent' to do.

It was an eye-opening experience, but it was too late to back out.

IN THE ARENA DEATHTRAP ROOM

Grynn had shifted in to a cute house cat form, a pretty orange tabby, and had spent the journey, unless objected or ejected, perched on Ashlynn's shoulder or in her arms. He had climbing up her earlier and licked her face once, before settling to look around and occasionally bat at her jewelry. He mostly made purring noises at her when she looked his way. Occasionally he forgot he was a cat and whispered something near her ear like, "oh wow look at that!" before being quiet once more.
redcat.jpg
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In the waiting room, he definitely didn't like the noises coming from the arena above, nor did he care for the arrogant man speaking to them. He narrowed his eyes and let out a small hiss when the man addressed him. The dagger was something that made Grynn's eyes widen a bit. That didn't belong to the man! He glanced at Krys to see her reaction. Then the man went on and talked about how they had to survive and escape. Grynn's eyes widened! The man meant to kill them! The people not on the team disappeared and Grynn frowned in confusion.

He quickly touched the tattoo on the side of his neck with one paw when the mist had started to roll in. He then looked around and saw the room was too small for him to grow to his full size. He let out a small hiss in his house cat form and leaped from Ashlynn's shoulder to the ground near the locked gate. He shifted in to a semi-draconic humanoid form, growing to around human size, but attempted to make himself harder to hit in case the vampires attacked him, causing shadows to drift around him. He was vulnerable in the non-dragon forms, and was a bit scared but trying to keep a brave face on. It showed a bit, however, as his form had several small patches of cat fur instead of the normal scales, where he'd made the transformation in haste and fear.

The door was locked and had a forcefield around it to protect it. It hurt to touch, and was difficult to grab the gate beyond. He struggled and slammed his hands against it to try and break it down. He grabbed the gate, strained mightily and began to slowly lift the gate. It hurt to do so, and he tried to hold in the sounds that threatened to bubble out of his mouth from the pain. He managed to lift it perhaps enough to allow people to get under, or maybe at least to grab the key pass lying on the ground on the other side to unlock the door fully.
Notice 3
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Activate Anti-Vampire Tattoo to try and not get eaten by vampires 10
Spellcasting die [dice]2[/dice]
Wild die [dice]3[/dice]
Benny for Extra Effort [dice]8[/dice]
Extra Effort ace die [dice]10[/dice]
Cast Deflection 5
Spellcasting die [dice]4[/dice]
Wild die [dice]5[/dice]
Actual Dramatic Task of Lifting the gate and maybe breaking through the forcefield to get the key pass 20
-2 to total for scene, factored in to the 1st die roll
Strength die [dice]6[/dice]
Strength die ace [dice]9[/dice] Ignore +4
Wild die [dice]7[/dice]
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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Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Part 4.1: Call for Heroes Round 1

Post by Ashlyn Alvarez »

Notice 7 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 14 2 Raises
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
Ace [dice]5[/dice]
***

Ashlyn attended one of the bouts earlier in the day to scout out the competition. The CS Raven Squad was battling with the dwarven Dragons. Ashlyn had not had a lot of dealings with the CS, but they seemed fairly brutal.

Of course, once the stakes were set, the dwarves were pretty brutal, as well, their enchanted steel slicing through the CS armor while their dragon dealt with the power armor.

The Ravens weren’t pushovers, though. Ashlyn didn’t particularly enjoy the violence, but neither could she look away, caught up in the bloodlust of the crowd. She crossed herself. However, the Ravens eventually proved victorious over the dwarves.

***

So this was King Halloway. Ashlyn didn’t like the look of the man, nor what she had heard of him. She eyed the gate and force field behind him. That seemed...odd.

“I do not know if we are heroes,” Ashlyn demurred. “We only did what we could. Many still died, may their souls find rest.” She nodded acknowledgement when he recognized her. “I was happy to return necklace. I also wish Leben were here, but he was needed in New Del Rio.”

Ashlyn glanced over at the four-armed man in the corner with a bit of surprise. So this was the Reid man they were to find?

“Spartacus sent us,” Ashlyn said to him.

Ashlyn jumped a bit and turned around when the door behind them sealed. And then Halloway told them their fate. A familiar tingling at Ashlyn’s mystical senses alerted her, and she stared at the mist coming from the grate.

One of El Paso’s Heroes stumbled into view down the ramp before collapsing, and Ashlyn took a step toward her before being stopped by the gate. “She is hurt. Needs healing!” Ashlyn protested.

But Halloway and Reid and the entourage had disappeared, leaving them facing wild vampires, and a bomb.

Ashlyn took her stand, holy dagger and water rifle ready. She prayed, and her silver necklace flared with mystical energy. It stopped several of the vampires in their tracks, and others simply dusted, buying Ndreare enough time to find the bomb and disable it. One problem down. She extended her hand, lancing out bolts of holy celestial silver at the vampires, slamming several more to dust.

Her new armor served her well. But it was heavier than her old, and she was still getting used to it. She missed a vampire coming from the side. It tackled her to the ground, biting at her protected throat.

Ashlyn boosted her strength to superhuman levels. She yanked her holy dagger from the end of her water rifle and plunged it into the monster, using her legs to kick him up into the force field. It sputtered and sparked. That gave her an idea. She started throwing more vampires at the field, then pinned one directly to it with her dagger, watching it burn from the contact with the holy silver, and shiver and shake as the field’s energy arched through it.

Unfortunately, the action didn’t short out the field like she had hoped.

***

Objective: Fighting vamps and trying to disable the forcefield. Failed :(

Conditions:
Mysticism 3 Fail
-4 Scene modifier
Mysticism [dice]6[/dice]
Wild [dice]7[/dice]
Benny to Reroll
Mysticism [dice]8[/dice]
Wild [dice]9[/dice]
Benny to reroll
Mysticism [dice]10[/dice]
Wild [dice]11[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
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
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
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: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Fizzwaite Zipwidget
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Re: Part 4.1: Call for Heroes Round 1

Post by Fizzwaite Zipwidget »

Notice 6 General 4 Hearing, Success. Techno Wizardry 10, Raise
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
-1 bennie for Extra Effort on Notice
Extra Effort Die [dice]5[/dice]
Techno-wizardry Die [dice]2[/dice]
Wild Die [dice]3[/dice]
-4 for scene (+1 bennie)
+2 for Machine Maestro
-1 bennie for Extra Effort
Extra Effort Die [dice]4[/dice]
Fizzwaite waits impatiently as this so called "King" Halloway drones on about how much he knows about the team. Blowhard. As the force fields come on Fizzwaite takes a bit more notice. When the vampires pouring in Fizzwaite takes a LOT more notice. Given the track record of the people around him with vampires he isn't overly concerned however. He is a little disappointed that those who are better equipped with dealing with the undead are wasting their time trying to force the force field with brute force. Leave that stuff to the professionals, ya knobs.

Grabbing the teleporter that he had built in New Del Rio off of his belt he took a moment to calibrate the distance and a moment later he was on the other side of the force field blocking the exit. From that point it was the work of a moment to rewire the controls and shut the force field down. Morons should have used a retracting armored door. Would have made it a lot harder to teleport though. Hee Hee. Shouting to his companions, Fizzwaite let them know the way out was open. "Hey, are you guys down goofing off yet? The way out is open. Next floor, sporting goods, ladies' lingerie and homicidal maniacs."
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Krysesia
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Re: Part 4.1: Call for Heroes Round 1

Post by Krysesia »

Notice 4
Notice [dice]10[/dice], [dice]11[/dice]
Krys glares hard at Halloway as he speaks. 'Is he a coward and snake like his forbear?' She does not miss the blade, and she definitely knows it immediately. She looks over to Grynn and sees that she noticed as well. Krys gives a very slight nod, confirming that she saw it too.

When the vampires are released, Krys opens a rift to a place very near to a sun, flooding the area in bright, stark sunlight. It is bright enough to obscure them from the cameras. She closes it once she sees the vampires destroyed by the sun's rays and her companion and allies. Not even mist form is enough to save them. As the light fades, she stands in the midst of the battlefield, her arms crossed, surrounded by piles of ashed vampires. She nods to Fitz's statement. "Lead the way."
Spellcasting 15
Spellcasting [dice]0[/dice]+1=Nat (m2), [dice]1[/dice]+1=6; -1 Benny [dice]2[/dice], [dice]3[/dice]; -1 Benny [dice]4[/dice], [dice]5[/dice]; -1 Benny [dice]6[/dice], [dice]7[/dice]+1+[dice]8[/dice]+[dice]9[/dice]
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Vela
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Re: Part 4.1: Call for Heroes Round 1

Post by Vela »

Notice [dice]0[/dice] or [dice]1[/dice]
Fighting [dice]2[/dice] or [dice]3[/dice]
Benny! [dice]4[/dice] or [dice]5[/dice]
This is feeling familiar. Benny. [dice]6[/dice] or [dice]7[/dice]
...why not? Last benny. [dice]8[/dice] or [dice]9[/dice]

Vela didn't know much about 'fusion blocks' or 'force fields' but when the room started flooding with vampires...well, THAT she understood. In as much time as it took the others to draw their weapons, she had transformed into her hulking hybrid form and waded into the horde...claws and teeth tearing into undead flesh!

Despite acting mostly on instinct, she had enough presence of mind to focus on attacking the vampires that seemed like they were heading for people who were busy with something else...giving them time to work without needing to worry about having their faces bitten off.
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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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

PA Announcer narration of groups actions
It would seem that your very actions are being narrated by some one up in the arena. You can barely hear, but hear enough of the PA drone recapping what you do.
" The Dark one barely finds the fusion block and oh what is this, did he just find an experienced computer hacker to reprogram the fusion block! Oh yes he did folks!!" Rumbling from above and more screams echo down into the chamber.
" Folks it looks like the Apok has something on his shoulder giving him a bit of trouble looks like he brought his imp with him. Full of surprises! His blade is flashing cutting down vampires. Oh my folks is that the mighty blade of Durendel???" The crowd goes wild as a thunderous boom echoes from above.
" Aww folks look at that cute Tabby, he thinks he is a True Atlantean touching his neck like that... Wow! looks like we have a partial dragon on our hands... A strong one! Remember folks betting is open until the heroes reach the arena floor!!" A great sizzle comes from above, barely heard, but the air feels electrified.
" Oh My folks, look at that a mystic! So worried about your hero of El Paso she forgot about the vampires surrounding her. Can anyone say take down?" The muffled cries of chanting fill the chamber you are in. Take Down, Take Down.
" Teleportation!!! How, why? Our friendly Nauruini rep, Trevor, promised those force fields would block just about any thing. That short guy must be non other than the legendary... Wait for it, Gnome Fizzlewick that is half way responsible for driving folks to that reputable safe haven of Ne Del Rio..." Strangely a series of Boos and hisses from the crowd echo in the room.
" Looks like the True Atlantean has her glare on. Bright lights will all but end those vampires!" A ball of fire comes down the ramp that reportedly leads up into the arena. It nearly hits Fizz, but fizzles out a few feet from him.
" Is that some kind of ware-cat? Boy is she in for a treat when she gets up here folks! Looks like she has currled up into a ball, jail bait! Just as a reminder, again betting closes shortly. Please see the western kiosk for your complementary I was at the Call For Heroes T-shirt, curtsy of King Halloway!!"
Having foiled whatever plot it was to possibly destroy or test the mettle of the hunters, the group surges through the lifted gate having destroyed the vampires and carrying a "disabled" fusion block ( what could go wrong... Please crit fail anything :D ). The body of the young woman lying on the ground wakes and drinks a potion, she seems worried that several of her other potions have broken and the liquids are forming a vapor that seems to eat through metal!

She coughs taking Fizz's hand, "We must hurry this gas will soon fill the chamber and above. It will eat anything, and choke the life out of any who oppose it. It was a mistake to carry all the components of Devil's Fog, I have seen it in action only once, it seemed not even a gale force wind could dissipate it." She moves slowly having not recovered enough from her wounds, but her pride keeps her mouth shut and she struggles to keep up. " We must see if my team has survived the vampire ware-cat assault... I fear the worst."

So up seems like a good choice, and the ramp turns into a spiral stair case/stone tunnel, that keeps going, and going, and going. The tunnel itself is worn rock, and the flooring is slippery and covered with moss. The faint sounds of the PA, crowd, roars and screams make their way down the spiral keeping you in good spirits. Perhaps it is during this flight to make it to the top of the case and out into the night air of the arena that jarred your memory of a time you also once were perhaps captured, or sprung a trap or had a trap sprung on you. In between frantic breaths, seeping gas that threatens to choke the life out of you, and perhaps as a way to cut through the tension of going up and up in a tunnel that seemingly never ends you decided for good or ill to make some idle chatter and share a story that relates to your current predicament.
Notice Roll Required
Please make a notice roll and list whether or not you have danger sense or other modifiers that would enhance your notice, or let you notice other things.
Time elapsed 5 rounds
I realize some of you can move faster than others, but I figured you would not leave anyone behind. If that is not true, narrate you leaving the group in the dust. Word to the wise, moving more than normal pace could be hazardous.
Interludes about a time you were captured, sprung a trap, or had a trap sprung on you: In most heroic tales, characters engage in small talk that reveals something about their past or further develops their personality. Such “Interludes” are rare in role playing games where we focus primarily on action and the next encounter. The system below formalizes these scenes and rewards players for role playing their character and revealing their backstory to the rest of the group.
Player Roll a d4
1.) Clubs—Tragedy: Describe a tale of tragedy or misfortune.

2.) Spades—Victory: Tell the group about a how awesome your tale is.

3.) Hearts—Love: You found love, a warm embrace.

4.) Diamonds—Desire: You found something you desired, or maybe you were captured trying to obtain it.


Reward: +1 xp this quad ( and Players choice below), Happy Holidays to those who needed 1 extra xp.
  • +1 benny in new quad
  • Extra adventure card draw for next quad
Attachments
Tunnel.jpg
Field Team Six Bennies
3/6
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Fizzwaite Zipwidget
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Re: Part 4.1: Call for Heroes Round 1

Post by Fizzwaite Zipwidget »

Notice 26, Hearing 24. Interlude Spades
Notice [dice]0[/dice]
Notice Ace [dice]3[/dice]
Notice Ace II [dice]4[/dice]
Notice Ace III [dice]5[/dice]
Wild [dice]1[/dice]
-2 to Hearing Notice outside 5" due to Hard of Hearing
Interlude [dice]2[/dice]
"I remember when some friends and I decided to take a road trip to Tolkeen, this was a few years before the war started, and ended up having to hide in a cave system to avoid getting nailed by some of the Emperor's CS goons who must have stumbled across a transmission or some such thing. It was just as well since we needed some time to do some repairs on the Ranger's drive system anyway."

Fizzwaite stomps his foot for effect and says, "I was just getting ready to pull the console in the driver's compartment when some kind of critter just suctioned itself onto the windshield! That freaked me out more than a little I'll tell you but in short order we were outside to see what was going on. Sure enough, it turns out it was some arcanocks, creatures that like to latch onto arcane devices to feed on their PPE. It was weird to find them there as underground tunnels weren't their normal habitat."

Pausing to catch his breath he mutters something about people who make little people climb stairs are all assholes and then continues...

"Now that turned out to be ironic seeing we shortly discovered we weren't in a tunnel at all. My friend Cogson tried to shoot one of the things with his brand new bolt caster and it appeared like he had set off a mini earthquake! Now that set off all kinds of alarm bells seeing as how most of the time shooting a rock wall does not result in an earthquake. Granted I'm no seismologist but it seemed unlikely to me."

This time Fizzwaite pantomimes being in an earthquake throwing his hands out and rocking around like he's trying to keep his balance.

"So to test my theory I blasted the floor with MY brand new Gauntlet of Amazing Arcing Amperage and wouldn't you know it set of another earthquake! At that point I was like OK boys and girls it is time to get the hell out of here! Now my friends thought I was crazy for wanting to leave the safety of the tunnel while the Coalition goons could be still around but they climbed aboard anyway and I got the Ranger fired up and moving in record time."

"As we approached the cave mouth my friend Sprockmore pointed and shouted that the cave was collapsing. Up ahead it looked like stalagmites and stalactites were forming out of the floor and ceiling. That's when I let the others know we weren't in any cave and I stomped on the accelerator in a latch ditch effort to escape. Fortunately the Ranger was pretty tough and though we had to knock a couple of the thing's teeth to get out we shot out of there just as the creature closed its mouth. Whew! Of course, those CS dolts were still out there looking for us but with the quick thinking we were able to give them the slip but that's a story for another time."
Last edited by Fizzwaite Zipwidget on Tue Dec 26, 2017 1:17 pm, edited 3 times in total.
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Sir Ndreare
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Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

Notice 11 also a 13 with sight and ignores -2 in penalties, Detect Arcana 12
+2 with Sight, Body armor has optics package ignores 2 points of sight penalties.
Notice [dice]0[/dice]
Notice Wild Die [dice]1[/dice] Wild Die Ace [dice]4[/dice]

Exalted Detect Arcana at Will +2 From Racial Ability
Spellcasting [dice]2[/dice]
Notice Wild Die [dice]3[/dice]

Interlude [dice]5[/dice]
3.) Hearts—Love: You found love, a warm embrace.
Walking down the spiral staircase Ndreare’s mind drifted back the the stairwell much like this one leading to her father’s shop where he had first gone to ask for her hand in marriage. Funny how scared he was that day, barely 100 at the time he was too young to be wanting marriage in many people's minds, but he knew what he wanted.
That of course was before a UWW warship killed her claiming it was an accident and before, before he joined the TGE and their children followed.
NO, he will not let his mind drift on those painful thing. She is too precious to be blasphemed with a place like this or with soured memories open to the kind of evil men that run this place. Ndreare focuses his will and returns to the task at hand.
His focus returning to the moment at hand Ndreare uses his true sight he looks around for traps and hidden risks.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Ashlyn Alvarez
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Re: Part 4.1: Call for Heroes Round 1

Post by Ashlyn Alvarez »

Notice, Danger Sense, Detect Arcana 7 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 7 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Interlude 1 Tragedy
[dice]4[/dice]
***

Ashlyn cleaned her blade and slipped it into her belt. She scowled as she considered what had just befallen in the prep chamber as they climbed their way up the steep, winding staircase toward the arena.

“I do not like surprises,” she muttered. “Especially when they are traps.”

***

Ashlyn sat in the cab of the old pickup as it bounced onto the drawbridge that crossed the moat surrounding New Alamo. The fourteen-year-old wore a simple, plain t-shirt, jeans, and boots, and, of course, her mother’s silver cross necklace. Her black hair was pulled back in a ponytail. She bent forward a bit, trying to ignore the cramping in her gut. The Mother said it was normal, that she was becoming a woman. Well, Ashlyn wasn’t sure she wanted to be a woman if it meant this!

Ashlyn looked over at the man driving the truck. Sir Pedro was an old cyberknight, long since retired, cantankerous and mean. All of the kids at the orphanage seemed afraid of him. But then, they were afraid of Ashlyn, too, after she had killed Manuel two years ago when he had come to her bed and tried to touch her. That was when her gifts had shown, and the Mother came and took her to the Magdalene House to train with the sisters there. The left side of Pedro’s face had been clawed by something, leaving it rather horribly scarred and his eye milky white. The wrinkles didn’t do much to make him any better looking. His white hair hung down over that half of his face. He wore his cyberknight armor, though his duties in New Alamo mostly consisted of sleeping on watch, and God forbid the poor person who interrupted the old knight’s nap!

“Where we go?” Ashlyn asked. She was trying to get better at her American by speaking it more as the Mother instructed.

“To church,” Pedro said.

“We have church in New Alamo,” Ashlyn said.

“Don’t ask questions. Just do as you’re told.”

“Sí, Señor,” Ashlyn answered obediently.

They hit the road out of town and bounced along. The suspension in this truck left a lot to be desired, and wasn’t helping Ashlyn’s cramps. She curled up on the bench seat, but refused to whimper. There was a loud clanging in the back, and she glanced at the bed of the truck, wondering at the long steel box wrapped in chains.

“What box for? What in it?” Ash asked curiously.

“Somethin’,” Pedro said.

Ashlyn sighed and leaned her head against the window, looking up as the sun climbed high in the sky. As long as the sun was out, it would be safe, though there were other dangers out here on the prairie than the vampires that roamed at night.

“When we coming back?” Ashlyn asked. “Tomorrow Sunday. My novitiate end, and I be taken as full sister.”

“Don’t worry about it,” Pedro grunted.

Ashlyn sighed and turned her gaze back to the window. Her cramps subsided a bit, and she felt herself drifting off.

Ashlyn awoke when the truck rumbled to a halt. The sun was heading for the horizon. They had driven for hours!

“Señor Pedro! Is late!” The teen pointed to the sun. “We not get back in time for safety!”

Pedro grunted as he levered his way out of the truck. He stretched, arching his back and cracking weary old bones and muscles. “We’ll be fine.”

Ashlyn looked around them. It appeared to be the ruins of a small town built in the bend of a river. On a hill overlooking the ruined buildings, and standing on a bluff overlooking the river, stood an old church. The church looked to have been maintained somewhat. It, at least, had a roof and doors, unlike most of the homes in the village. It even had a rusty iron fence around the church grounds.

“What is place?” Ashlyn asked.

Pedro shrugged. “Was a village called San MIguel, back when I was a boy,” Pedro said. “Back before the vampires started coming this far north. The devils had a good snack of ‘em.”

Ashlyn looked at Pedro. “Was it...your village?” she whispered.

“Sí,” was all Sir Pedro said. He moved around to the back of the truck and lowered the tailgate, dragging the heavy steel box off.

“I sorry,” Ashlyn murmured.

Pedro just grunted. “Go inside. Say your prayers.”

Ashlyn nodded and moved obediently toward the church. The gate squealed in protest as she tugged on it, and the path was overgrown. Here and there she could see fallen tombstones peeking through the grass.

The heavy wooden doors were a bit warped, but, grunting, she just managed to pop it open enough for a slender teenage girl to slip through. She didn’t bother closing it, unsure she could, anyway. Inside was dark, and a bit dusty, but someone was clearly keeping the church nice. Wooden chairs sat in the nave. The sanctuary was raised platform, the altar heavy wood and covered with a cloth. Two unlit candles were set in silver candlesticks flanking a silver cross.

Ashlyn crossed herself and knelt down in front of the altar. She was beginning to maybe understand Pedro’s purpose in bringing her here. The cyberknights did something similar, spending a night alone in meditation and contemplation before they were accepted into the order. Ashlyn figured this was something similar, though she hadn’t been told of it. She didn’t know why she couldn’t do it in the chapel in New Alamo, but maybe this place was special.

Ashlyn began her prayers, murmuring quietly. Again, she lost track of time, lost in meditation. Somewhere distant...was that the rattle of a chain? Ashlyn brushed it aside, refocusing. Her knees and back were beginning to hurt, and she shifted.

Then came the unmistakable groan of the heavy wooden doors as they slammed shut. Ashlyn gasped, startled, turning to look up the nave. Darkness had fallen, and very little moonlight made it through the windows. Only the light from the candles she had lit illuminated her and the area around the altar.

“Señor Pedro?” Ashlyn called into the darkness. It made sense. This would be the safest place to hunker down for the night, if it was still consecrated ground.

There was no reply to her call. Did she hear shuffling?

And then something at the back of Ashlyn’s neck tingled. She ran her gaze around the room, her skin prickling. She had never felt this before, but she felt her senses heighten. Something flickered in the corner of her eye.

Ashlyn threw herself backward, bringing her feet up, planting them right in her attacker’s stomach, using his momentum to throw him over her. She rolled to her feet, a lock of her black hair falling in her face, and she gave a puff to blow it out of the way. Her attacker slammed into the chairs, smashing several, scrambling up onto all fours.

Ashlyn saw the telltale aura of magic around the creature. Her lips curled back. “Vampire…” She hadn’t seen one since that day as a child when she watched her parents be murdered, but she never forgot them, and she had studied all she could about them.

The vampire hissed, baring sharp fangs, eyes glowing red, feral. A whiff of burning flesh hit Ashlyn’s nostrils. Ashlyn frowned. The creature must be desperate to feed to come hunting on consecrated ground.

The vampire gave a hungry howl and charged. Ashlyn did the sensible thing. She turned and ran. Slapping down a hand on the altar, she jumped and slid across the surface, scattering the candlesticks and crucifix.

Wait. Silver!

Ashlyn scrambled, managing to grab up one of the candlesticks and the cross just as the vampire leapt onto the altar. Ashlyn could feel its flesh scalding from contact with the consecrated piece of furniture. The vampire slashed at her with his claws, catching her, gouging her across the face. She felt the familiar, coppery taste of blood. She spun around, smashing the vampire across the face with the silver candlestick.

The vampire howled at the scent of her blood, driven more into a frenzy Ashlyn turned and ran. She needed some distance! Touching her mother’s necklace, she cast a spell, increasing her knowledge of fighting, her coordination.

The vampire scrambled after her, patches of skin actually on fire from being inside the most consecrated area of the church, though once it reached the nave, it settled back into a slow smoke. Ashlyn tossed her hand behind her, getting off another spell. Bolts of celestial silver slammed into the vampire, sending it into a dancing jig as it was peppered by magic.

But still the demon kept coming! It avoided her next spell, leaping up onto the wall and then off, sailing at her. Claws raked her back, shredding her t-shirt and drawing more blood, sending her hard to the floor. She flailed desperately with the silver cross, burning the holy symbol into the vampire’s face as she hit it.

The vampire screamed and knocked the cross away, breaking her arm. She gave her own scream of pain as she kicked and scrambled, managing to get onto her back beneath the inhuman beast. Eyes blood red, saliva dripping from its fangs, the vampire bit down.

Ashlyn managed to jerk to the side at the last minute. The fangs bit into her shoulder, tearing muscle, snapping her collarbone. She screamed again, her hand flailing for something, anything. It closed around a broken chair leg and she slammed it into the vampire’s side, into its heart.

It wasn’t a clean strike, though, only staggering the vampire. Ashlyn started to pray, chanting. Her mother’s necklace started to glow, and then light blasted out, surrounding her. The vampire shrieked in agony, staggering back, skin blackening, holding up its hands. It hit the window, cracking it.

Ashlyn rose up, dripping blood, hair free and falling in her face, eyes murderous. White, hot light surrounded her body with blazing intensity. The scent of burning flesh grew more potent as she stalked toward her prey, one arm hanging limp, the other clutching a small silver letter opener, her mother’s.

“Unholy spawn of Satan! Tonight you go to your just reward!” The small knife glowing with celestial silver power, the broken teenage girl charged at the vampire.

The vampire snarled and, despite its pain, met her. They collided and smashed through the window, still grappling as they fell into the river below.

Pedro was waiting for her when she finally pulled herself out of the river and stalked back to the truck, dripping, broken, bleeding, her tattered and torn wet t-shirt clinging to her budding young breasts, black hair bedraggled, hanging in her bloody face. The long steel box lay on the ground at Pedro’s feet, chains in a neat pile, as the old cyberknight smoked a hand rolled cigarillo.

“Well, you’re alive,” Pedro commented.

Ashlyn glared at the old cyberknight. Then came the stream of Spanish profanity.

“Now, what would Mother think of such language?” Pedro scolded. He tossed the cigarillo away and walked over to her, putting his hands on her and murmuring a prayer. Healing magic flowed into her, closing her wounds, knitting bone. Ashlyn couldn’t hold in the whimpering sigh as she sagged against the gnarled old knight’s chest.

“Change of clothes in the truck,” Pedro murmured. “Ya did good.”

Ashlyn sobbed, and Pedro awkwardly patted the young teen’s back before shoving her away. “Man up, girl,” he said. “Or...woman up. Yer a Magdalena now!”

Ashlyn blinked, staring at Sir Pedro. “Que?”

Pedro rolled his eyes. He reached down and grabbed up the chains, throwing them over his shoulder, and then wrestled with the steel box. “Ceremony’s just a formality. You don’t get the ceremony if the test kills you.” He tossed the box and chains into the back of the truck and slammed the gate closed. “You passed. Now get dressed. Got a long way back to New Alamo if you want to make it in time for your party.”

“But it’s dark. Not safe to travel!” Ashlyn protested.

Pedro gave a mocking laugh. “What? A cyberknight and a Magdalena are gonna be scared of a couple vampires? Please!” He opened the truck and pulled out a duffel bag, tossing it to her.

Ashlyn opened the bag to find a change of clothes and suit of light ley line walker armor with the symbol of the Magdalenas embossed on it. She looked up at the old cyberknight, tears in her eyes, as she clutched the bag to her chest.

“I still hate you,” Ashlyn said with a huff, stalking off toward the church again to change.

Pedro just chuckled and pulled out another cigarillo.
Last edited by Ashlyn Alvarez on Sun Dec 24, 2017 2:38 am, edited 1 time in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
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
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
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: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Krysesia
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Re: Part 4.1: Call for Heroes Round 1

Post by Krysesia »

Krys Notice 11 -- Detect Arcane 19 -- Interlude Spades
Krysesia Notice [dice]0[/dice], [dice]1[/dice]+[dice]5[/dice]
Detect Arcane [dice]2[/dice]+[dice]6[/dice]+[dice]7[/dice], [dice]3[/dice]
Interlude [dice]8[/dice]
Serenia Notice 5
Serenia Notice [dice]4[/dice]
"Reminds me of Nadira Prime. Sorry, world out in the back end of nowhere. My father took Ink and I there about five years ago. It was supposed to be a very minor stop over at a colony some friends had set up in the Thundercloud Galaxy. Whole world's equatorial band was more or less like here in the southwest. As it turns out, it also had a very large vampire presence. But they had adapted to the local sentients, a grasshopper like lizard folk. Their natural springing ability made them formidable - namely because they could cling to the very rock and leap 50 feet. They retained this as vampires, in addition to the other elements that make vampires problematic. Ink and I had been chose to deliver some supplies to a few hunters. We walked into this box canyon that led to them and immediately knew we were screwed. 100 meters in either direction, 50 meter climb in either direction, and it was a beautiful clear night. That was the first time I opened a rift to the sun for light. Ink, myself, and three angelic warriors I summoned fought for our very lives. Luckily the rift and its sunlight acted as a flare. The team we were coming with supplies for, and a quick reaction force from the main colony came. Ended up ten vampire hunters against fifty wild vampires and five secondaries. My worst fight until New Del Rio actually. She shakes her head. "But we fought the good fight and made it out of that box canyon alive. Better than can be said of our foes."

Serenia chimes in. "I remember Roderick's tale of that battle. He was the youngest of those spirits of light. Never met a more valiant defender of life. He's gotten more powerful now, nearly my own rank."
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Fizzwaite Zipwidget
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Re: Part 4.1: Call for Heroes Round 1

Post by Fizzwaite Zipwidget »

Fizzwaite shakes his head at Ashlyn's story. "Good Grief Ash, you would never see Gnomes doing that to their kids as a rite of passage. Of course there aren't so many of us that we have many to spare. Plus, when you are literally smaller than pretty much everything just making it to adulthood in one piece is a graduation exercise all on its own. Good job on that vampire slaying though. You would think you were called to it or something."
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Sir Ndreare
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Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

With only a cold comment on the impractical side of the situation Ndreare ignores the inhumanity of the system. "It shows and irrational and foolish willingness to deny many of the opportunity that correct training could provide. I would not be surprised to learn that the people are losing in the majority and decreasing in census from when this practice began. It was poorly selected leadership like that that caused me to turn over my commission and retire.
"Cyber-knight can be as emotional and foolish and any tribal leader."
it is apparent from his comments that he missed the emotional marker that signaled your growth in life and instead only analyzed the situation.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Penitent
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Re: Part 4.1: Call for Heroes Round 1

Post by Penitent »

OOC Comments
Notice 7 with Sense the Unholy[dice]0[/dice]
Wild Die [dice]1[/dice]
Benny for Extra Effort + Elan [dice]2[/dice]

Sense the Unholy: The Apok detects and senses demons and other supernatural forces. He gets a Notice roll to detect hidden dangers posed by supernatural beings and creatures of magic, including demons, dragons, vampires and alien intelligences. On a raise the Apok starts the first round of an ambush or surprise attack on Hold.
Penitent snorts at N'Dreare's criticism of Ashlyn's test.

"Training cannot eliminate inherent weakness, and weakness must be culled, lest it bring down others' strength," he says. "I have seen it happen many times, good men brought low by the failing of their comrades."

Taking stairs two at a time, never short of breath, the apok continues.

"Once was during an assault on one of the Unholy's Crawling Towers. They are filled with stairwells not unlike this, though the walls are like flesh, not stone. I was with a group of Hospitallers, on a mission to destroy a scrying orb so that the nearby army could be attacked the next day."

"Three of the men with me were seasoned veterans, but the fourth was a novice, some squire whose master had died two nights before during a surprise raid by flying demons. The boy was vengeance-minded, but ill-equipped to follow through. The senior knights let him come along out of some misplaced sense of justice, to their regret."

"We weren't three landings up when the boy triggered a trap that took the legs off of the man behind him. Two landings after that, with one of the remaining knights now burdened with the still-breathing corpse of his comrade, the squire triggered an alarm that set the entire tower after us. Not one of those knights made it to the top of the tower, though I was able to battle through and destroy the orb before escaping from the tower's aerie."

Penitent pauses, allowing the slower group members to catch up.

"They would have protested and taken up arms against me if I'd suggested it, but each of those men would have been better off if I'd slit the novice's throat before we ever entered that tower. Perhaps a little more time to train might have made the difference. But a stricter test would have done the trick, as well, with less time wasted on a lost cause."

Added Agility roll: [dice]3[/dice]
Wild Die [dice]4[/dice]
And a Benny for Extra Effort +
Elan cuz why not? [dice]5[/dice]
Total Agility roll = 9
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
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: Improved Level-Headed (draw 3 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: 4/20 + 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Vela
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Re: Part 4.1: Call for Heroes Round 1

Post by Vela »

Notice (Danger Sense) [dice]0[/dice] or [dice]1[/dice]
Benny for Extra Effort [dice]3[/dice]
Agility [dice]4[/dice] or [dice]5[/dice]
And extra effort on that too, happy new year! [dice]6[/dice]

Interlude: [dice]2[/dice]

Writing up!
Last edited by Vela on Thu Dec 28, 2017 11:12 am, 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 4.1: Call for Heroes Round 1

Post by Grynn »

Grynn ducked under the gate and then let it drop behind him once everyone else had gone through. He then dusted his hands off like he'd seen some workers do before. The small person, Fizzwaite, went to help the woman. Grynn watched the exchange carefully, watching their body movements, trying to figure out what was being exchanged for helping her. He suddenly perked up when he heard the words "Devil's Fog" spoken. "Um...excuse me? Devil's Fog? Why would you carry things that could make something that sounds so...sinister and harmful?" He looked to his companions. "Any weapon is good to carry and may be useful? Is that what is right?"

He looked thoughtful as the group began to make their way upwards. The tendrils of shifting energy and light around him slowly faded as the power he had activated faded, though the magic tattoo was still active. Some of the others spoke up about things that had happened to them before. Grynn perked up once more, listening attentively. His very expressive face changed several times, showing various emotions in response to the stories told.

He looked at Fizzwaite and asked in wonder, "You were chased by an Emperor's minions? Wow! How did you anger this Emperor?" When he pantomimed an earthquake, Grynn stopped and waited to see if something was going on or the earth was shaking but nothing happened. He shot the gnome a puzzled look.

He blinked at Ashlynn, making a mental note not to surprise her in the future...which he promptly forgot as she spoke on at length about a memory of someone setting her up to be attacked by a vampire. No wonder she didn't care for vampires too much. And that old man sounded mean! And when she tapped her forehead and talked about fighting there, he nodded sagely. "Ah, yes. Psionics. I understand. Smart."

He glanced at the others' reactions to her story but his eyes widened as the strange masked person spoke, and kept on staring at him eyes-wide as his short story unfolded. A tale of a horrifying and weird-sounding place. And Penitent sounded so...COLD and brutal! Grynn shivered a bit and took an involuntary step away from the Apok.

He thought for a long moment in silence, his face screwed up visibly in concentration as he pondered. Then he brightened. "OOH! I know! I got one!" He lifted his chin. "Among my people there is a tale, not like a tail like I have out of my butt, a tale, not a tail." He nodded as if that explained it all. "I don't know HOW I know this story, but I do."

He coughed from the gas but continued on. "So there was a young dragon like me, well not like MEEE but older young. He was staying in a lair, but it was like a small lair, with almost no treasure, since he was young still. That didn't stop some mean adivenchurrers," He struggled over that word and pronounced it like he didn't know what it meant, "from hunting him just because he was a dragon! I mean, SUUURE he ate a few sheep, but only a FEW! And he was HUNGRY! But they didn't care! They hunted him, harassed him, wanted to kill him, over a few SHEEP!" He threw up his hands in exasperation and shook his head at what he considered foolishness.

He waved a hand and continued. "Anyway. The hunters had an item with them, something they probably stole the jerks, something that could drain energy from a magic user. They planned to use it on the dragon, but the dragon, he was smart. He set a trap for them. Then he got their attention and pretended to run from them, let them chase him. He led them to his lair and then turned the tables on them and TOOK that magic item from them! It was SHIIIIINY!" He nodded several times in a row, clearly excited. After a long moment he came back to himself. "Uh. Anyway. It's like this, now. We get try to turn things around to our advanitagus, right?" He looked to his companions for confirmation.
OOC Comments
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Extra Effort die [dice]5[/dice]

Interlude die: [dice]2[/dice]
+1xp and +1 benny in the new quad? Hooray!

Corridor Height: [dice]3[/dice] = 6 feet tall.
Corridor Width: [dice]4[/dice] = 7 feet wide.
Last edited by Grynn on Thu Dec 28, 2017 10:37 am, edited 3 times in total.
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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Ashlyn Alvarez
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Re: Part 4.1: Call for Heroes Round 1

Post by Ashlyn Alvarez »

Notice, Danger Sense, Detect Arcana 10 Raise
Notice [dice]0[/dice]
Ace [dice]6[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Agility 1 Critical Fail
Rolling for acting on Hold
Agility [dice]4[/dice]
Wild [dice]5[/dice]
***

Ashlyn gave Fizzwaite an understanding smile. “The Magdalenas and Cyber-Knights do not wish to throw anyone at evil we fight unless they proven. Other lives may depend. Better lose one unprepared than lose all because unprepared. It creates bond among sisters. All know they can trust the one at their back, because all have done so.”

She looked up the stairs as they continued climbing. “Besides, vampire was weak, on holy ground, starving. It not think clearly. All it think was blood, feed. Not fight smart. I have to fight smart. I weak little girl. They teach us fight here,” she tapped her forehead, “before you fight here.” She lifted her arm, flexing a muscle. “I had everything I need. Holy symbol. Silver. Water. Magic. And Sir Pedro there. I do not think he let me die, in end. And I would have failed test and not been Magdalena. Then what I be, an orphan girl with no family? Now I have purpose.”

***

Conditions:
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
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
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
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: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Sir Ndreare
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Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

Hearing Penitent's story of the young one that doomed so many Ndreare again thought to himself that it was an example of incompetent leadership. A good leader would have left the child to natural consequences or finish the child's training to a level of competence before sending him in the field. To take him half trained in the field was simply a waste of resources. Knowing that the demon hunter's mind was already made up Ndreare did not continue the conversation instead only looking at him a moment and nodding. Looking at Ashlyn and Penitent he instead simply says. "I see."
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

As the group approaches the opening out to the arena they see in the distance about 60ft(11") a small leyline out in the open in an arena that looks like some kind of forest. Beyond the leyline another good 60ft(11") is Fizz's Zone ranger(far side of arena). Near it you can see a Blue giant, part of the Heroes of Hope team fall succumbing to what looks like large humanoid cats that have vampiric fangs.

The PA announcer can be easily heard giving narration of the events and perhaps a timely clue a to what lies beyond, " Ooo, ouch folks looks like Big Blue took a major blow to the noggin... That thunder hammer he was wielding looks might big and silver like lying next to his body. It looks like a pack of the were-cats have picked up the scent of the Heroes of New Del Rio about to enter the arena. Ohh look at that they disappeared, not even on the infrared sensors... Epic!!"

The woman fleeing with you seems nervous to go out, " I am sorry about the Devil's fog, I do not normally mix all my alchemical supplies at once, it can cause some random results. What out for these were-jaguars, they have been seized by vampires and are one and the same. Beware their pounce, we lost two in their first moments."

Your fate has been sealed, the arena beckons, but you are also heroes of New Del Rio, and by fate, luck, skill, or unbridled determination you are not a lesser foe that will be herded without resistance. The time for talking has ended as you are about to be thrust into an unknown combat.

You have 1 non movement action to protect yourself or some other non-movement action.
  • Note this is out of the order for a normal surprise but seems reasonable your characters might have a brief second to prepare before the devil's fog drives you out.
  • multiple non movement actions can happen and free actions except movement. Apply MAP as needed.
  • +2 Benny for anyone who is, " Naw, I am good to enter as is." Wow Pender really 2? Yes two, you will need it.
  • Going on Hold: It is being determined by danger sense already rolled and the agility rolled if asked for.


The passageway opens into the arena in about 10ft (2"). The order has been set, Vella, Ndrere, Ashlyn, Pen, Fizz, Krys, and Grynn and you are moments away from bursting forth out into the open. The only foes visible in this moment are three Vampire Catish Humanoids next to a blue giant and equally large hammer about 22" away. Once again the leyline is 11" straight in front off you. It is dark and they are a fair distance away, they are a bit hard to make out fine details. ( Pic forth coming in a future post).

No need to roll Notice, those rolls previously asked for will be used going in to the arena.
Attachments
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Field Team Six Bennies
3/6
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Sir Ndreare
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Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

Rolls from above Notice 11 also a 13 with sight and ignores -2 in penalties, Detect Arcana 12
+2 with Sight, Body armor has optics package ignores 2 points of sight penalties.
Notice [dice]26696:0[/dice]
Notice Wild Die [dice]26696:1[/dice] Wild Die Ace [dice]26696:4[/dice]

Exalted Detect Arcana at Will +2 From Racial Ability
Spellcasting [dice]26696:2[/dice]
Notice Wild Die [dice]26696:3[/dice]

Interlude [dice]26696:5[/dice]
3.) Hearts—Love: You found love, a warm embrace.
Knowing they are heading into a dangerous arena Ndreare prepares himself for the coming battle. With a a force of his will and some arcane words that can only be understood by other magic users he suddenly is shifted into and out of shadow his location spontaneously changes from one location to another as his steps are out of sync with the world around him. The disorienting effect makes it hard to focus on him.
"There are invisible lycanthropes, this guy is not looking for heroes he is culling them from his town.
"Be on guard and very careful."

Casting Ex Deflection attackers are -4 to hit and he is +1 to Stealth, Quickness Raise increased pace, agility and redraw cards under 8
Casting Exalted Quickness and Exalted Deflection, -2 MAP
Spellcasting Ex Quickness [dice]2[/dice]
Wild Die [dice]3[/dice] Extra Effort [dice]0[/dice]

Spellcasting Ex Deflection [dice]4[/dice]
Wild Die [dice]5[/dice] Extra Effort [dice]1[/dice]


Total Cost 7 Power Points


Second Turn
Reaching out Ndreare pulls in the power of the Ley Line and goes on there defensive.

Spellcasting Draw PPE [dice]6[/dice]
Wild Die [dice]7[/dice]

Total PPE is -7+12=+5 from base
.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Grynn
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Re: Part 4.1: Call for Heroes Round 1

Post by Grynn »

Grynn walked along with the others, wishing they could hurry up and get in to the wide open area so he could be a DRAGON again! The tunnel wasn't TOO confining, but it was still annoying. He noticed some of the others preparing themselves for battle, so he quickly decided he should do the same once more. He again whispered a few words in Dragonese to call the nearby shadows and light to him, and he became shrouded in tendrils of shifting energy and light.
Deflection 8, -4 to be hit, -5 ranged
Deflection with Shroud trapping
Spellcasting die [dice]0[/dice]
Spellcasting ace [dice]2[/dice]
Wild die [dice]1[/dice]
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 4.1: Call for Heroes Round 1

Post by Penitent »

Notice 7, CK 7
Notice from above.
Common Knowledge [dice]0[/dice]
Wild Die [dice]1[/dice]
Ace! [dice]6[/dice]
Stepping out into the arena, Penitent draws a deep breath in through what passes for nostrils in the demon mask. He smells shifters, supernatural and not unlike Vela, but layered over that musk, overpowering it, is the stench of the earth demons, the spirits that animate the bodies of the dead and feast on blood. He can't see them, but he expects they'll show themselves soon.

"Fly high, and stay out of sight," Penitent says, unwrapping the invisible imp's tail from his neck, using the brief contact to draw on its power.

As the others fan out from the entrance, Penitent mutters a simple prayer to summon the shadowy armor of the damned, reinforcing the protection granted by the enchanted suit he bought from the armorer at Survivor's Guilt. He follows it up with an even shorter benediction, one that comes to his lips as second nature, enveloping his already-drawn blades with the strength of the righteous and a consecrated aura of sunlight.

He feels the power of the divine potion fading, but it remains active, for the moment. He grins, the demon mask stretching into a snarling maw.

"Come, demons, that we may determine who is the hunter and who the hunted!"
Spellcasting
Faith to cast Greater Armor [dice]2[/dice]
Wild Die [dice]3[/dice]
Benny for Extra Effort + Elan [dice]7[/dice] + 5 + 2 = 11, Success with a Raise
Then free action:
Faith to cast Greater Smite on both swords (auto-raise) [dice]4[/dice]
Wild Die [dice]5[/dice]

Cast greater armor [shroud trapping] with a raise for +10 Armor and -1 to hit (5 PPE, from imp). As a free action (Battle Caster Edge) he then casts greater smite for +8 Mega Damage (auto-raise due to Master of the Mask Edge) on both weapons, which count as holy, silver (hallowed IF ability) and sunlight (from the trapping of choice for Greater Smite) (5 PPE, from imp).
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
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: Improved Level-Headed (draw 3 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: 4/20 + 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Ashlyn Alvarez
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Re: Part 4.1: Call for Heroes Round 1

Post by Ashlyn Alvarez »

Notice, armor compensates for -2 lighting penalties, Danger Sense, Detect Arcana 13 2 Raises
Notice [dice]0[/dice]
Ace [dice]8[/dice]
Wild [dice]1[/dice]
Ace [dice]9[/dice]
Common Knowledge 9 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Ashlyn frowned, hearing the announcer. “Watch for the invisible ones,” she warned the others.

Ashlyn touched her necklace and whispered a prayer. When her eyes opened, they glowed with silver light and she could see the bright interplay of magic in the arena, nearly blinding from the ley line running through it.

Ashlyn reached out for that ley line and drew in power.

***
Conditions
*Ley line: PPE Max 40
*PPE: 25/40
*ISP: 15/15
*Exalted Detect Arcana (Round 1)
Exalted Detect Arcana 5 Success
Mysticism [dice]4[/dice]
Wild [dice]5[/dice]
Draw PPE 7
Mysticism [dice]6[/dice]
Wild [dice]7[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
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
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
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: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Vela
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Re: Part 4.1: Call for Heroes Round 1

Post by Vela »

"Idiots," muttered Vela as she looked around. "The People cannot become Dead. We can die, but their bite cannot make us walk again."

Spirits could, however, hide the People from sight. This she knew. And she knew how to fight it...to see past the skin and bones of the world, to see the spirits themselves. She closed her eyes briefly and murmured an invocation, asking the spirits to grant her sight beyond sight.

When her eyes opened her feline eyes gleamed with a strange silver light.

(Detect Arcana [dice]0[/dice] or [dice]1[/dice])
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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Krysesia
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Re: Part 4.1: Call for Heroes Round 1

Post by Krysesia »

Notice 4 -- Invocation 8 -- Krysesia Spellcasting d12 Parry 6 and Agility d10 for 3 rounds
Notice [dice]0[/dice]
Boost Trait Spellcasting on Krysesia with modified Jazz Trapping (3 PP; +1 Parry, +1 DT Agility on raise) - 17/20 PP remaining Invocation: [dice]1[/dice] = +2 DT to Krysesia's Spellcasting for 3 round
Serenia reaches over and touches her friend on the shoulder. Knock them dead my friend. A warm feeling suffuses the True Atlantean and she feels more confident in her spellcasting ability, her combat ability, and agility. Krysesia nods and summons 3 celestial wolves from a small rift, and then draws from the ley line, filling her mystic reserves past the max. As the three majestic wolves with their silver and black coats pace around, Krysesia fills them in. "You hunt the dead, and they are cats." She indicates those around them. "These are your allies. Yes including the cat and the dragon. The big blue one that way is a casualty to be saved if possible. We go hunt, stand close for insertion." She shifts Vampire's Lullaby to where she can reach it if needed, but where it is secure while she moves. She grips her new staff, letting the smooth wood imprint upon her palm. She can almost feel it's electric charge as she waits. 'I really must get some protective spells.' she muses as she prepares to move in. Her other hand grabs the fur of one of the creatures as the Serenia does the same and touches the Shifter's shoulder. The last wolf nuzzles in, touching the flanks of the Angel and the Shifter.
Spellcasting 8 -- summoned 3 hardy celestial wolves with Force Multiplication -9 PPE -- Drew 15 PPE from leyline -- 26 PPE total afterwards -- Taking the two bennies
Spellcasting [dice]2[/dice], [dice]3[/dice]+[dice]4[/dice]-2 MAP; Spellcasting to draw from Ley line (within 24") [dice]5[/dice]+[dice]7[/dice], [dice]6[/dice]-2 MAP
Side note: Will use Inspiration Card at the beginning of the very next round: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

interlude Reward
Bonus xp was factored into xp calculation. Please note anyone who does the interlude also gets a choice of 1 benny or 1 additional adventure card draw. Good for new quad.
Field Team Six Bennies
3/6
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Fizzwaite Zipwidget
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Re: Part 4.1: Call for Heroes Round 1

Post by Fizzwaite Zipwidget »

As they exited the tunnel Fizzwaite spots his precious Phantom Cruiser on the other side of the arena. "You bastards so much as scuff the paint on the Cruiser and I'll personally cut your balls off with a silver butter knife!" he shouted at the combatants near his ride.

Seeing the cat people disappear Fizzwaite considered throwing together a Super Sight Spectral Enhancer gizmo to give the team an edge. Then he realized that the creatures appeared to be able to use True Invisibility so Darksight would be a waste of time.
Activating Exceptionally Effective Evasion Field, 9, Raise. -6 to hit, +2 Pace for duration
Techno-wizardry [dice]0[/dice]
Wild [dice]1[/dice]

+2 for Machine Maestro
Ignore
Changed Action. Second roll (and reroll not used.)
Techno-wizardry [dice]2[/dice]
Wild [dice]3[/dice]

-1 bennie for reroll of gizmo activation
Techno-wizardry [dice]4[/dice]
Wild [dice]5[/dice]
Still muttering under his breath he activates the evasion field and is immediately surrounded by the familiar charged energy field designed to deflect all but the most accurate attacks. "Ok campers, I got nothing for seeing the invisible kitties but give me a few seconds and I'll see if I can hammer together a few useful gizmos."
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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

Surprise Round
Krys played her inspire adventure card, feel free to be inspired by what I am will be some inspiring glances and words only a Lengdosia could give in a time like this! +2 to trait rolls for the entire round.

Map: https://1drv.ms/b/s!ApbK40F58-KNm38mMussTlIfSNeH
OOC Comments
Surprise Round.pdf
(1.92 MiB) Downloaded 176 times
Initiative:
Vamp Cats group 1- on hold agility 9 ( their actions resolved below)
Vela on hold, no drop from vamps goes after vampires 5 agility
Ashlyn on hold but goes after vamp cats, no drop from vamps, 1 agility
Fizz King of Clubs no drop from vamps-Dealt in, [dice]27116:5[/dice]
Krys 10 of spades no drop from vamps- Dealt in, no drop [dice]27116:7[/dice]
Ndreare 9 of clubs no drop from vamps [dice]27116:6[/dice]
Penitent 8 of hearts no drop from vamps [dice]27116:8[/dice]
Gryn, no card, drop. You can post but do not get to act in the surprise round.
Imp- Drop, no cards, no action
Serina- Drop, no cards, no action
Group 2 vampire cats ( the ones not attacking, in the west and east tree line, and by Fizz's zone ranger) were not on hold, and not dealt in.

The heroes are forced out into the area by the devil's fog which seems to linger for a bit effectivly barring any hope of retreat. Everyone besides Grynn can sense or see supernatural shapes of vampire werecats leaping from the near tree line onto the heroes!! A loud roar reveals the presence of 7 vamp cats pouncing upon the heroes as they exit. Those that threw up exalted arcana can see additional vamp cats approaching. 4 vamp cats on each side of the tree line quickly approaching (total 8). They have light cover -2 to hit in addition to the -8 invisibility. The tree line is about 5" away and the additional vamp cats are about that far. 8" straight a head is that glowing leyline. Then 11" beyong that is fitzz zone ranger and 3 more vamp cats biting a large blue giant who is on the ground bleeding with a huge hammer (d12+4 str min) fallen to the wayside next to him.

The Arena itself seems to be some kind of forested area with a dirt path you are on running south to the north, and two groves of tall pine trees on either side. A leyline splits the middle of it running east to west into two armored generators that perhaps are powering some force fields enclosing the seemingly open air arena. It is generally circular in shape wit ha throng of people sitting in grandstands watching the action in the field on on some large monitors on the sides.

Vela comes out first and even with the detect arcana she can ot make them out, her natural insticts made it so the surprise attack was less effective than normal. However she can feel the breath of a horrible extended maw trying to take a bite out of her. Vela took 2 wounds, if shaken or wounded vigor roll vs fatigue. Vela can almost sense that the vampcat is off balnce from the pounce. Vamp Cat is Parry 5, 13(2) toughness and leather armor. -8 to hit due to greater invisibility. Detect Arcana will only succeed in piercing their camouflage with a roll of an 8.

Nreadre comes out next, he can see the cats plane as day. Horrific looking amalgimations of a were creature and vampire. The horror!! Fear Check required!. The horrible creature that comes at him amazingly hits him with its foul mouth but the maw tries to bite breast plate armor and it is too thick. No damage. Vamp Cat is Parry 5, 13(2) toughness and leather armor.

Ashlyn follows right behind Nreadre. She can see them all, a horrible twisted combination of vampire and were-jaguar that couldn't possibly exist. Fear Check required! Ashlyn especially sees the vamp jag leaping out at her with its claw extended in a sickly manner wreathed in cold necro mancy. Surely the claw would have been a death blow, but instead Grynn intercedes!.
Grynn played an adventure card that lets him take the 4 wounds instead of Ashlyn No damage to Ashlyn. Vamp Cat is Parry 5, 13(2) toughness and leather armor.

Penitent comes up behind Ashlyn. His supernatural danger sense is tingling every which way. He is not able to get out of the way from a what could only be described as hot foul breath and the clang of grisly teeth. Fortunately his near dragon level combination of mundane and magic armor protects him well. Your imp flies higher to get to some saftey but soon flies into a force shield enveloping this arena. No Damage! Vamp Cat is Parry 5, 13(2) toughness and leather armor. -8 to hit due to greater invisibility.

Fizz bobs and weaves his way out opting to go with a form of deflection. The gnome easily gets a sense of how many foes the group faces.
Enemies
( 7 greater invisible ones adjacent to party members, 4 more coming from the eastern tree line, 4 more coming from the western tree line, and the three near his zone ranger with a big blue giant on the ground)
.
Fizz can also see some human bodies lying in the tree lines, 2 in the western tree grove and 2 in the eastern, probably about 4" Behind the camouflaged vamps. Fizz' techno wizard device works its charm as a claw narrowly misses! No damage, miss. But he hears an adjacent growl, guttural and distorted, " I eat little gnomes." Vamp Cat is Parry 5, 13(2) toughness and leather armor. -8 to hit due to greater invisibility.

Krys saunters out behind Fizz seeing all the invisible were-creature turned vamps. Who and how pale in concern as their true natures are revealed. Fear Check is required. Krys sees the one pounce on her its claw rather feeble looking, as if perhaps someone had broken it at one point. Perhaps it should have brought more to bear against this True Alantean! Its sad claw barely even scratches the paint on her armor. No damage. Vamp Cat is Parry 5, 13(2) toughness and leather armor.

Grynn strides out taking form is majestic display. He has some real trouble discerning where the foes are and whom if anyone is attacking. But what is certain, when Ashlyn needs him the most to defend her Grynn answers the unspoken call for a champion!! He takes the damage she would have suffered. Adventure card played, please include what it looks like in your narrative. Sadly Grynn hears more than sees a sick voice whispering to him as a horrible cold life draining bite sinks into his neck, " The master lost one, now he requires another."
Shaken, forgot your vamp armor! Vigor roll vs fatigue Vamp Cat is Parry 3, 13(2) toughness and leather armor. -8 to hit due to greater invisibility.

The crowd roars when the battle is joined! The crowd seems to be protected by a shimmering force field, or perhaps the hunters are being trapped by it... The PA announcer gleefully chimes in, " Look at that! Look at how that True Atlantean seems to inspire those around her. Woa did that dragon just have his heart pulled out saving the mystic??"

South end of Arena, Mouth of entrance
Combat data
  • Vella (1), Nd(2), Ash(3), Pen(4), Fizz(5), Krys(6), Gryn(7).
  • 7 Vampires are adjacent to each of you, all vamp cats are parry 7, 13(2) unless noted.
  • If you got two weapon fighting or want to make multiple melee attacks no problem. +1 fighting from gangup and you can easily hit 2-3 foes if you can see them.
  • Area attacks in this tight group will be prone to hit allies.
    • SBT-2 Vamp Cats roll 1d14/2 and look above for the number of the ally you hit
    • MBT= 4 vamps hit roll 1/d14/2 twice! Look above for the two allies hit, reroll duplicates
    • LBT= 6 vamps hit, roll 1d14/2 4 times! Look above for the 4 allies hit, reroll duplicates.
North End of Arena, approx 19" away, near Fizz Zone ranger
Combat data
  • 1 down frost giant and huge str d12+4 min great hammer
  • 3 visibile to anyone vampires, 7 parry 12(2) toughness
  • Impossible to not hit big blue and hammer with area attacks as they are biting big blue!
  • from this distance the zone ranger does not looked scratched... But you cannot see the other side.
Western Tree Line about 5" away
Combat data
  • 4 greater invisible vamp jags approach. -8 to hit unless successful exalted arcana or detect arcana at -4. -2 to hit from range as well from tree cover. Parry 7 toughness 13(2)
  • A bit behind them, 4" or so are a pair of human bodies. The wall of the arena is about 3" behind the bodies.
[*]If allies call out targets for area attacks to allies that cannot tell where they are ( Vela, Pen Gryn), smarts roll -2 to place it for maximum damage. Fail smarts and succeed in casting means we roll as if it deviated!!
  • SBT=2 targets
  • MBT=3 targets
  • LBT=4 targets
EasternTree Line about 5" away
Combat data
  • 4 greater invisible vamp jags approach. -8 to hit unless successful exalted arcana or detect arcana at -4. -2 to hit from range as well from tree cover. Parry 7 toughness 13(2)
  • A bit behind them, 4" or so are a pair of human bodies. The wall of the arena is about 3" behind the bodies.
[*]If allies call out targets for area attacks to allies that cannot tell where they are ( Vela, Pen Gryn), smarts roll -2 to place it for maximum damage. Fail smarts and succeed in casting means we roll as if it deviated!!
  • SBT=2 targets
  • MBT=3 targets
  • LBT=4 targets
Center of Arena, 8" away
  • A nice looking ribbon of leyline energy cutting west to east across the arena.
A few images of were vampires jags to help the imagination
They look something like this, use your imagination.
vampire were-jag.jpg
vampire were-jag.jpg (20.32 KiB) Viewed 21763 times
Vampire werejag.jpg
Vampire werejag.jpg (37.91 KiB) Viewed 21763 times
Players and vampires greater invisibility
The following is how your characters interact with greater invisibility. If you failed you can reroll notice, otherwise your successful roll lasts until circumstances change like Vampires break line of sight, or activly try to hide.
Detect arcana at -4 no penalties to target
Notice at -8. Note even with a successful notice you still are -8 to target them directly but you generally know where they are.
Exalted detect arcana no penalty, no penalties to target
True darksight per the mega power, seems to only work on invisibility.
I am open to something creative

Grynn- cannot see the vampires and is not sure where they are -8 to hit, and if directed by an ally make a smarts at -2 check for area attacks.
Fizz- knows where they generally still -8 to target directly
Ndreare- can see them normally
Ashlyn- can see them normally
Krys- can see them normally
Pen- cannot see the vampires and is not sure where they are -8 to hit, and if directed by an ally make a smarts at -2 check for area attacks.
Vela- cannot see the vampires and is not sure where they are -8 to hit, and if directed by an ally make a smarts at -2 check for area attacks.
Ok folks we are going to try real initiative and see how it goes. Use the OCC or gchat to post thoughts and actions so not everyone does for the same bad guy. Shoot me pm with any questions or goofs that need to be fixed. Sorry no map, I just find them hard to keep up. Tribe suggested battle zones in my other game. Let me know if it works, if not I will flippin make a map. Tactical OCC
GM dice rolls and scratch
OOC Comments
OOC Comments
Pender Lumkiss wrote:Call for Heroes Surprise Round:

Vamp Cats: On hold ( Just the ones near the door way) group roll Agility of 9 [dice]27116:0[/dice] Wild [dice]27116:1[/dice] GM Benny to reroll
[dice]27116:2[/dice] [dice]27116:3[/dice] Ace [dice]27116:4[/dice]

Heroes make notice rolls at -8, detect arcana -4, or danger sense to be delt in or on hold. Anyone who is not delt in or on hold the vamp cats will get the drop.
Greater Invisible Vampire Cats jump out of trees and strike at the hunters as they emerge. They rolled a 9 on their agility to act first and succeeded. .
Initiative in order: Feel free to post in any order, but this is how the action happens. It is a good idea to use the occ gchat to work out who does what. Or perhaps keep it vague, ex: Action: move and attack nearest vamp cat.
Initiative deal scratch work
Vamp Cats group 1- on hold agility 9 ( their actions resolved below)
Vela on hold, no drop goes after vampires 5 agility
Ashlyn on hold but goes after vamp cats, no drop from vamps, 1 agility
Fizz King of Clubs no drop from vamps-Dealt in, [dice]27116:5[/dice]
Krys 10 of spades no drop from vamps- Dealt in, no drop [dice]27116:7[/dice]
Ndreare 9 of clubs no drop from vamps [dice]27116:6[/dice]
Penitent 8 of hearts no drop from vamps [dice]27116:8[/dice]
Gryn, no card, drop. You can post but do not get to act in the surprise round.
Imp- Drop, no cards
Serina- Drop, no cards
Group 2 vampire cats ( the ones not attacking)

Rest of Vampire Cat danger senses. Group roll [dice]27116:9[/dice] wild [dice]27116:10[/dice]-
surprise Round:

Fear for Group 1 Vampire Cats: [dice]27116:12[/dice] wild [dice]27116:13[/dice]
Vampire Cats on hold, pounce and greater invisibility ( round 3).
Vella, 10 to hit, 2 wounds, Vigor or suffer a level of fatigue, adjacent vampire is 5 parry 13 toughness with 2 pts coming from leather armor
1 Cat pounces and bites you with its extended Maw. Fighting[dice]27116:14[/dice]
Damage [dice]27116:26[/dice] [dice]27116:27[/dice] Ace [dice]27116:43[/dice]plus 4 from pounce
Ndreare, 12 effective parry, 17 to hit, no damage, Adjacent Vampire cat is 7 parry 13 toughness 2 pts from leather armor and -8 to hit from greater invisibility
1 Cat pounces and bites you with its extended Maw. Fighting[dice]27116:15[/dice] Ace [dice]27116:21[/dice]
Damage [dice]27116:28[/dice] [dice]27116:29[/dice] plus raise [dice]27116:30[/dice]plus 4 from pounce
Ashlyn, 17 to hit, 29 points of damage, 4 wounds, Adjacent Vampire cat is 5 parry 13 toughness 2 pts from leather armor and -8 to hit from greater invisibility
1 Cat pounces and claws at you. Fighting[dice]27116:16[/dice] Ace [dice]27116:22[/dice]
Damage [dice]27116:33[/dice] Ace [dice]27116:41[/dice][dice]27116:34[/dice] plus raise [dice]27116:35[/dice] plus 4 from pounce
Penitent, hit, no damage, adjacent vampire is at parry of 5 toughness 13 with 2 pts being from leather armor and is -8 to hit from greater invisibility.
1 Cat pounces and bites you with its extended Maw. Fighting[dice]27116:17[/dice]
Damage [dice]27116:31[/dice] [dice]27116:32[/dice] ace [dice]27116:42[/dice]plus 4 from pounce
Fizz
1 Cat pounces and claws at you. Fighting[dice]27116:18[/dice]
Damage [dice]27116:36[/dice] [dice]27116:37[/dice] plus raise [dice]27116:38[/dice]plus 4 from pounce
Krys, no damage
1 Cat pounces and claws at you. Fighting[dice]27116:19[/dice]
[dice]27116:44[/dice] plus [dice]27116:45[/dice] plus 4 from pounce
Gryn, 14 to hit, 38 MD, 1 wound and Grynn needs to make a Vigor roll TN 4 or fatigued, vampire adjacent is at a parry of 3 and toughness 13 with 2pts from leather armor and -8 to hit from greater invisibility
1 Cat Psionics [dice]27116:11[/dice] for greater smite with a necrotic trapping( Life draining trapping pounces and bites you with its extended Maw and it is a wild attack. Fighting [dice]27116:20[/dice] pounce +4 hit, Headshot-4 hit, +4 Drop, Wild +2, Dragon size +2, -2 MAP, so forgot a +2, my mistake.
Damage [dice]27116:23[/dice]plus claw [dice]27116:24[/dice] plus raise [dice]27116:39[/dice] Ace [dice]27116:25[/dice] Ace [dice]27116:40[/dice]+14 ( Pounce, wild, head, drop)+4 greater smite and MD
Players and vampires greater insibility
The following is how your characters interact with greater invisibility. If you failed you can reroll notice, otherwise your successful roll lasts until circumstances change like Vampires break line of sight, or activly try to hide.
Detect arcana at -4 no penalties to target
Notice at -8. Note even with a successful notice you still are -8 to target them directly but you generally know where they are.
Exalted detect arcana no penalty, no penalties to target
True darksight per the mega power, no penalties to target
I am open to something creative

Grynn- cannot see the vampires and is not sure where they are -8 to hit, and if directed by an ally make a smarts at -2 check for area attacks.
Fizz- knows where they generally still -8 to target directly
Ndreare- can see them normally
Ashlyn- can see them normally
Krys- can see them normally
Pen- cannot see the vampires and is not sure where they are -8 to hit, and if directed by an ally make a smarts at -2 check for area attacks.
Vela- cannot see the vampires and is not sure where they are -8 to hit, and if directed by an ally make a smarts at -2 check for area attacks.
Field Team Six Bennies
3/6
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Grynn
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Re: Part 4.1: Call for Heroes Round 1

Post by Grynn »

Grynn was confused. Something hit him out of nowhere. It actually hurt a little. He lashed his tail around as he turned to try and see what it was. He inadvertently got in the way of something attacking Ashlynn as well and that one REALLY hurt! He let out a howl of pain as he was raked and clawed and bit! He frowned and looked around but didn't see anything. He fought back the tears that threatened to spill out, as well as the urge to just start blasting all around him with fire.
Playing Adventure Card for Ashlynn
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

1 Benny. Soak attempt vs 4 wounds, yikes.

Vigor die [dice]0[/dice]
Wild die [dice]1[/dice]

3 wounds. Benny to unshake immediately.
Hit on Grynn
Ignore one of the vigor rolls. Just shaken from this.
Vigor die [dice]2[/dice]
Wild die [dice]3[/dice]
Wild die ace [dice]4[/dice]

Virgor roll vs fatigue (-3 to total for wounds)
Vigor die [dice]5[/dice]
Wild die [dice]6[/dice]
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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Vela
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Re: Part 4.1: Call for Heroes Round 1

Post by Vela »

Vela on hold agility 5

The werejaguar is not quite taken by surprise by the attack...but she has no idea what quarter to expect the demon from. Whatever magic it has, the spirits Vela has summoned are not strong enough to pierce it! Claws tear into her, and she can see nothing of where the creature is!

Yet, while it touches her, she can feel it. Vela grabs the beast by its invisible wrist and lashes out at where it MUST be, given the angle of its arm. She feels her claws find purchase and with a sudden spike of concentration she draws power and pours it into those claws, lending them strength and sharpness.

And while the attacker yowls and dances backwards out of Vela's grasp, she can tell the strike is not mortal, nor probably even particularly bad. It's just too hard to go for important parts when she can't SEE!

Meanwhile, the opening it tore into her arm closes up again...the two warriors seem to be at an impasse, for the moment.
OOC Comments
Soak roll (Vigor): [dice]0[/dice] or [dice]1[/dice]; costs 1 benny, target is 8 to soak 2 wounds.
- 1 wound soaked, 1 wound suffered

Regeneration roll (Vigor): [dice]4[/dice] or [dice]5[/dice] (includes -1 for wound, +2 for card played)

Unshake roll (Spirit): [dice]2[/dice] or [dice]3[/dice]; will use benny to auto-unshake if this fails.
- Unshaken!

Smite! [dice]17[/dice] or [dice]18[/dice] on self as free action.

Attacks! Target is 11 (parry 5, -8 from invisibility, +2 from card played)
- [dice]6[/dice] or [dice]7[/dice]
Ace! [dice]10[/dice]
Damage [dice]11[/dice] + [dice]12[/dice]
Raise damage [dice]13[/dice]
Bennying damage [dice]14[/dice] and [dice]15[/dice] and [dice]16[/dice] so 11 +2 from improved attack +2 for smite is 15 damage. So vampire is Shaken.

- [dice]8[/dice] or [dice]9[/dice]
Last edited by Vela on Fri Jan 05, 2018 4:38 pm, edited 11 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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Fizzwaite Zipwidget
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Re: Part 4.1: Call for Heroes Round 1

Post by Fizzwaite Zipwidget »

Fizz king of clubs
Notice 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Fizzwaite felt the claws of the vampire kitty go for his throat but fortunately his evasion field through the cat's aim off just enough. His mind raced as he considered his options and what may be the best way to avoid getting killed. Dammit Sparky, THINK!

Unfortunately there were no good options he could think of that didn't require him trying to move away from the vampire currently trying to rip his throat out. The thought of whipping out his fire hose and trying to hose down the fang banger breathing down his neck flashed through his mind but the risk that he might miss was too great. He needed another plan.

In seconds he had assembled a new gizmo and he prayed it would do the job. The whole team needed some breathing space and he only hoped this would work.
Build the Summer Solstice Sunshine Lantern 5, Success. Activate Lantern 6, Success. 13 PPE remaining in gizmo
Light Gizmo with Sunlight Trapping
Build
Techno-Wizard [dice]2[/dice]
Wild [dice]3[/dice]

Activate
Techno-Wizard [dice]4[/dice]
Wild [dice]5[/dice]

+2 from Machine Maestro
-2 from MAP penalty
Slapping the last piece into place he thrust aloft the Summer Solstice Sunshine Lantern and hit the activation stud. Bright, warm sunshine flooded the area around him and he wrinkled his nose as the smell of cooked vampire reached him just as the screams began. I really hope I don't die but if I do at least I gave those bastards a first class sunburn!

"What's the matter you bloodsucking fiends from beyond the grave? Too bright for you? Better run for your holes you sorry bastards before I dial it up to an eleven!"
Sunlight Damage 12
Damage [dice]6[/dice]

Rats, I had hoped for better. I just hope it's good enough.
Last edited by Fizzwaite Zipwidget on Wed Jan 10, 2018 1:26 pm, edited 8 times in total.
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Krysesia
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Re: Part 4.1: Call for Heroes Round 1

Post by Krysesia »

10 of Spades -- Success v Fear -- Notice 4 -- Detect Arcane 17 -- Spellcasting 7 for Globe of Daylight -- 25 Sunlight Damage -- 3 Bennies used
Fear [dice]0[/dice],[dice]1[/dice]
Notice [dice]2[/dice], [dice]3[/dice]
Detect Arcana [dice]4[/dice], [dice]10[/dice]+[dice]13[/dice]+Extra Effort [dice]16[/dice]+[dice]17[/dice];

Heart Pierced by a Wooden Stake with no blood (Resistance to Vampires; 2 PPE for 1 hour.): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers.

Spellcasting [dice]5[/dice], [dice]6[/dice] (MAP-2, Inspiration +2); Bennied for reroll [dice]11[/dice], [dice]12[/dice]; Bennied for reroll [dice]14[/dice], [dice]15[/dice]
Globe of Daylight (-2 PPE): A globe of pure real Sunlight brightens up the space. Vampires take 2d10 damage from sunlight. Light negates any darkness/obscurement penalty up to −6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes), centered on the top of Krys's head.
Sunlight Damage: [dice]19[/dice]+[dice]20[/dice]
With casual disregard, she orders her hounds to destroy the vampire, knowing they will be unable. She touches her tattoo, activating it. She then touches the top of her head, near the crown and activates a Globe of Daylight there on one of her barretts, so her head (and body and everything else) is surrounded by a halo of warm sunlight. "Fear not, for no vampire can withstand the punishing glow of life!" The three celestial wolves snap and bite at the cat turned vampire. Unable to see it, they simply snap at it, driving it back from their mistress. One comes close to nearly biting the creature's face off.
Wolves Miss
Wolf 1
Fighting [dice]7[/dice] (vs 13; no damage since they missed with the penalty)

Wolf 2
Fighting [dice]8[/dice]+[dice]18[/dice] (12 vs 13; no damage since they missed with the penalty)

Wolf 3
Fighting [dice]9[/dice] (vs 13; no damage since they missed with the penalty)
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Sir Ndreare
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Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

Ndreare 9 club
Notice, Fear, and stuff
Notice and Detect Arcana carried over per Game Masters instruction.
Spirit [dice]25[/dice]
Spirit Wild [dice]26[/dice]
Looking at the situation Ndreare knows how dangerous things are. Looking around he sees how bad the situation is with the team getting ready to be flanked on two sides. His shadowy flames licking about his body he looks at the TW and says. “Can you make something so they can see the invisible, there are two sets getting ready to flank us. I will distract the ones on the East, there is another near those woods on the west.”
Then turning to Ashlyn he adds. "If you could find a way to heal that big blue guy I think it will help us distract the werevampires as well." Always good to get people used to hearing suggestions from a potential leader by asking them to do thing they are already inclined to do. With those words quickly spilling from his mouth he assumes the others are ready to defend themselves or die in the cause.
Focusing his mind on a version of himself from a timeline where he chose to be a purely dedicated Line walker far in the future he draws in the skills of that being mixing them with his own pulling in the power of the ley line he steps into the shadow of the staggering dragon and disappears from sight appearing close to the east wall of the arena only 30’ from the werevampires he continues pulling on the knowledge of the other worlds pulls his TW Big Ass Gun up to his shoulder now fueled with the power of the sun and lets loose a series of three shots obliterating three of the creatures instantly as the sunlight vaporizes them.
Once that is completed he looks around the arena and slides back through the Shadow of the tree coming out again as far away from any enemies as possible so he can have a moment to assess the threats on the arena and its layout.
Final Location
Ndreare's final location at the end of his action would be A25 on the map
Some Rolls, Basically 3 Dead Werecats unless they roll a 11 Notice then only 2 dead ones, Ndreare off on his own Away from all enemies being Stealthy
Turn 1 Summary = Exalted Boost Trait Spellcasting (4)> Greater Borrow (3)> Greater Smite (4) -4 Multi Action Penalty Exalted Quickness ignores -2 = -2 MAP off of d12+3 = d12+1
  • 1.1 Alter Self: Exalted Boosting Spellcasting [dice]0[/dice]
    Wild Die [dice]1[/dice]
    Raise +4 to Spellcasting: Cost 3 PPE

    1.2 Shadowwalker [dice]2[/dice]+4 boost trait [dice]4[/dice]
    Wild Die [dice]3[/dice]
    4 Raises: Cost 0 PPE
    • Stealth Roll for Appearing Behind them to add +2 to my attack rolls
      Stealth [dice]17[/dice]
      Stealth Wild [dice]18[/dice] Ace [dice]19[/dice] +2 Woods, +1 From Stealth Aura = 11
    1.3 Warrior’s Adaption: Sunlight on Rifle & Vibroblade [dice]5[/dice]
    Wild Die [dice]6[/dice]
    2 Raises: 8 PPE

    Total PPE This Turn Moved from 20 to 9
Turn 2 Summary Exalted Boost Spellcasting> Draw PPE > Shoot 3 Shots, one each at 3 Werevampires -4 Multi Action Penalty Exalted Quickness ignores -2 = -2 MAP off of d12+7 = d12+5
  • 2.1 Exalted Boost Spellcasting [dice]7[/dice]
    Wild Boost Spellcasting [dice]8[/dice]
    Raise Spellcasting Now d12+11: Cost 3 PPE

    2.2 Draw PPE From Ley Line [dice]9[/dice]
    Wild Draw PPE [dice]10[/dice]
    +16 PPE: New Total 22

    2.3 Roll is d8+2 shooting -2 for Rate of Fire = 1d8
    Targets Get a Notice versus 11, if they fail all attacks are +2 from Exalted Burrow or +4 if their roll is 7 or less.
    Shooting TW B.A.G. 7, 9, or 11 for 20 Mega Damage 27 if notice failed, 29 if 7 or less = [dice]11[/dice]
    • Damage [dice]20[/dice] if Notice Failed + [dice]21[/dice]

    Shooting TW B.A.G. Use Wild Die = [dice]12[/dice]
    Shooting TW B.A.G. 12, 14, or 16 for 21 Mega Damage 23 if notice failed, 25 if 7 or less = [dice]13[/dice] Ace [dice]15[/dice]
    • Damage [dice]22[/dice] + [dice]23[/dice]
    Wild Shooting 3, 5, or 7 for 24 Mega damage if notice failed, 26 if 7 or less = [dice]14[/dice]
    • Damage [dice]24[/dice]
    Extra Effort Benny [dice]16[/dice]

    TOTAL NEW PPE LEVEL 22
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Penitent
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Re: Part 4.1: Call for Heroes Round 1

Post by Penitent »

Notice 5, CK 4
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Ace [dice]4[/dice] = 11 -8 (greater invisibility) +2 (Krys card) = 5, Success

Common Knowledge [dice]2[/dice] + 2 = 4
Wild Die [dice]3[/dice]
Penitent growls, frustrated by the vampire cats' cowardly tactics. Still, it is not the first time he has clashed with invisible foes, and he realizes if he squints just so, he can make out shadows and disturbed dust, betraying the foes' position.
Buncha Actions
Turn 1
Cast exalted quickness on self for 8 PPE (-2 MAP, +2 Krys card)
Faith [dice]5[/dice]
Ace! [dice]11[/dice] = 17, Success with a Raise Penitent now redraws Initiative cards lower than 8
Wild Die [dice]6[/dice]

Attack adjacent vamp with Durendal (No MAP since spell successful and T-F, Ambi Edges; +2 Krys card, -8 invisibility)
Fighting [dice]7[/dice]
Ace! [dice]12[/dice] +2 -8 = 17, Success with multiple raises
Wild Die [dice]8[/dice]
Damage [dice]13[/dice]+[dice]14[/dice]+[dice]15[/dice]+8 +4 (silver) = 24 damage, AP 4, counts as holy, silver, sunlight = Success with three raises = dead vamp cat?

Attack vamp by Krys with chainsword (No MAP since spell successful and T-F, Ambi Edges; +2 Krys card, -8 invisibility)
Fighting [dice]9[/dice] -6 = -3, Miss
Wild Die [dice]10[/dice]

Turn 2
Cast greater blast (enhanced to LBT, 3d10 damage) for 10 PPE on the group of vampires to the west (No MAP, +2 Krys card)
Faith [dice]16[/dice]
Wild Die[dice]17[/dice] +2 = 7, Success
LBT affects all 4 vamps
Damage [dice]18[/dice]
Benny to reroll Damage [dice]19[/dice] = 14 +4 (silver) = 18 Damage (counts as holy, silver and fire) = Success with a Raise, so 1 Wound each

Then use an action to draw PPE from the ley line (No MAP, +2 Krys card):
Faith [dice]20[/dice] +2 = 10 PPE regained
Wild Die [dice]21[/dice]

Altogether, down 8 PPE and 1 Benny
"My blows fall with the frenzy of the righteous," he says, the prayer granting his limbs unnatural speed as he spins around the ghost-like monster in front of him. Durendal spins in his hand, flashing like a ray of sunlight as it slices through the damned thing, burning fur and flesh to ash. He follows up with a swing with his chainsword at the creature menacing Krys, but his aim is imperfect and he cuts only air.

"Let the flames of purity scour your taint from the earth," he says, another prayer summoning forth a great column of hellfire to the west, where four more of the creatures were advancing. The holy flame blasts them apart, though the bodies may still need to be cleansed with sunlight to ensure they don't regenerate.

Having expended so much energy so quickly, he reaches toward the ley line, drawing on its power to rejuvenate his own quickly.

Cast exalted quickness with a Raise. With second Turn 1 action attacked and killed the vampire cat at T14, missed the other. Turn 2 cast greater blast, embiggened to 3d10 and LBT, on the cats advancing from the west. Damage is 18 and counts as holy/silver/fire, enough to cause 1 Wound to each. With second Turn 2 action, regains 10 PPE from the ley line. Net use of 8 PPE and 1 Benny.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
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: Improved Level-Headed (draw 3 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: 4/20 + 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Ashlyn Alvarez
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Re: Part 4.1: Call for Heroes Round 1

Post by Ashlyn Alvarez »

Ash on hold agility 1
Notice, armor compensates for -2 lighting penalties, Danger Sense, Exalted Detect Arcana 7 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

As Ashlyn and her team entered the arena, she immediately realized how much trouble they were in. She gave a little shriek as she saw the inhuman monsters leaping at them, jaws distended, falling toward her.

But then Grynn’s bulk moved in the way, almost accidentally, and the vampire cat’s claws scraped along his hide in what certainly would have been a death blow to the much less armored mystic.

“Grynn!” Ashlyn exclaimed as the dragon was nearly eviscerated. “Dios mio! Heal!” she said, laying her hands on the dragon, pouring holy energy into him, her mind stitching up his wounds, feeling weariness pull at her as she gave up a part of herself to the dragon.

***
Conditions
*Ley line: PPE Max 50
*PPE: 30/50
*ISP: 12/15
*Exalted Detect Arcana (Round 2)
+2 all Trait rolls (1 round)
-1 Fatigue (1 hour, no succor)
Fear 12 2 Raises
Spirit [dice]4[/dice]
Ace [dice]6[/dice]
Wild [dice]5[/dice]
Healing 9 Raise 2 Wounds
Gift of Life +2, Inspiration +2, Grynn’s wounds -3
Mysticism [dice]7[/dice]
Wild [dice]8[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
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
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
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: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

Initiative: Round 1

Lucianna [dice]8[/dice] reroll 40 is a hot number [dice]10[/dice] Ace of Hearts
Gryn [dice]7[/dice] Ace of Diamonds
Vela [dice]1[/dice] King of Spades
Vamp Were Cats [dice]0[/dice] King of Diamonds
Fizz [dice]3[/dice] Queen of Spades
Ndreare [dice]5[/dice] Jack of Clubs
Krys Dogs and Serina[dice]4[/dice] 6 of Diamonds
Penitent and Imp[dice]6[/dice] Reroll [dice]9[/dice] 6 of clubs reroll [dice]11[/dice] reroll [dice]12[/dice] reroll [dice]13[/dice] reroll [dice]14[/dice]
Ashlyn [dice]2[/dice] 2 of Diamonds






If you go on hold please let me know!!

MAP
Looks like 1 vamp on the west side is still aliave, all the ones near you guys are dead. 3 are still near big blue, the red X ones are stirring, and I circled the heroes of El Paso that are in the woods in blue. Oh there are two vamp cats right next to the red guy behind the zone ranger in the top of the map. I just forgot to put them in... they are invisible.
Round 1.JPG
Beginning of Round 1 Narrative...

The crowd oos and ahhs as sunshine and rainbows echo forth from the vampire hunters. They start to chant... hunters! Hunters! Hunters! Perhaps it is that very chant that awakens the Archon from her blissful slumber. Several of the vamp cats stirr as well that litter the wooded area(marked with a red X).
Ndeare from his new position can see a red rhino cyborg missing an arm and leg trying in vain to reload his railgun. Unbeknownst to the red rhino man two were cats are standing next to him salivating and ready to finish him off.
Everyone can see one of the vampire cats sink their teeth deep into the big blue frost giant, a clear attempt to turn him...
The PA announcer chimes in " Wow folks that was furious! These heroes seem to have things under control... Don't for get to stop by the gift shop to get a t-shirt dysplaying everyone's favorite Apok, or an armband that says I am a true atlantean! Betting closes in 10...9...8 OMG is that a pit of Anger Worm??". The crowd cheers and King Halloway in his VIP box chomps on his hot dog. True enough the next round begins with a huge pit opening in the middle of the woods and a terrible hissing issuing forth ( What ever is lurking down there has yet to come out...).

Feel free to post it up. It does seem going in order or rough order seems to work best. Need to post some RP, check out what happened right before you came here. Click me for RP

Also the tactical OCC is here: Tactics
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Lucianna
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Re: Part 4.1: Call for Heroes Round 1

Post by Lucianna »

Lucianna - Ace of hearts
Arcane Feats of Derring-do and Great Wonder
Casting Greater Deflection with MAP for 2 spells
[dice]0[/dice] -- success with raise, all attacks -7 to hit her

WD GD
[dice]1[/dice]

Casting Onslaught - 3 bolts of Sunlight with MAP
Targeting I-4
[dice]2[/dice]

Damage I-4 with sunlight
[dice]6[/dice] AP 5
Ace one damage die with prior
[dice]9[/dice]
2nd Ace with prior
[dice]11[/dice]

Targeting G-15
[dice]3[/dice]

Damage G-15 with sunlight
[dice]7[/dice] AP 5
Ace one damage die with prior
[dice]10[/dice]

Targeting H-15
[dice]4[/dice]

WD Onslaught - replaces attack on H-15
[dice]5[/dice]

Damage H-15 with sunlight
[dice]8[/dice] AP 5

Benny reroll damage H-15
[dice]12[/dice] AP 5
Awaking in the middle of a massive conflict, Lucianna takes a quick look around to see her friend Vitan becoming a meal for vampires, and a variety of other chaos and destruction. "VITAN!" Summoning the magical absence of light, tendrils of darkness swirl around her, reaching out to bat away any incoming blows. From her outstreched right arm, she swings a right hook, blasting out three bolts of sunlight. The bolts find their mark, impacting on the vampire nearest her, as well as the two standing over the fallen giant. Their screams of pain ring out as the sunlight burns into their unholy flesh, burning two completely and making the third rethink its life choices. "Back, vermin! You will not feast on my friend this day!"
Last edited by Lucianna on Mon Jan 08, 2018 10:35 am, edited 8 times in total.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Grynn
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Re: Part 4.1: Call for Heroes Round 1

Post by Grynn »

Grynn felt a bit woozy and disoriented, even a little tired. The vampiric bad kitties had hit him pretty hard. He really wanted to just lay down and take a long nap. It was hard being a young dragon in an arena battle. Too many things going on. He shook his head and blinked a few times. So much sunlight suddenly too! Oh, that was nice and warm. Laying down for a nap really was starting to sound good.

But his new friends were still dealing with the catpires, and it was only right that he should help them. He saw some of the badpiric kitties struggling so he flew over and blew them a kiss, even if it was bit more toasty than they would have probably liked. Then the open mouth turned in to a really big yawn. He shook his head, frowning and looking sheepish at the same time.
Spirit to unshake
-2 total from Fatigue and Wounds. Spending Benny to unshake. Sigh.
Spirit die [dice]0[/dice]
Wild die [dice]1[/dice].
Flamebroil
Flying forward and to the left a bit, full movement of 12, and then breathing fire (I think I can get the 3 red x-ed vampire werecats that are kind of in-between Luciana and the blue giant in a cone, but not sure).

If it hits, every target within the cone makes an Agility roll −2 to avoid the attack.
Damage is [dice]2[/dice]
Last edited by Grynn on Mon Jan 08, 2018 11:45 pm, edited 4 times in total.
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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Vela
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Re: Part 4.1: Call for Heroes Round 1

Post by Vela »

Vela- King of spades

With a roar of fury at seeing her people so defiled, Vela rushes forward towards the three attacking the fallen giant. Well, the two. Oh no, just one left now! She had to act fast!

She descends on the remaining vampire-werecat in a frenzy of claws and fangs, trying to subdue the creature so it can be destroyed!

Fighting [dice]0[/dice] or [dice]1[/dice] for [dice]2[/dice] + [dice]3[/dice] damage.

Offhand [dice]4[/dice] or [dice]5[/dice] for [dice]6[/dice] + [dice]7[/dice] damage.
Wild dice ace [dice]12[/dice]
Benny to reroll damage: [dice]13[/dice] + [dice]14[/dice]

Frenzy [dice]8[/dice] or [dice]9[/dice] for [dice]10[/dice] + [dice]11[/dice] damage.
Last edited by Vela on Mon Jan 08, 2018 8:50 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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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

Vamp Cats king of diamonds


The two vamp jaguars near big blue snarl at Vela recognizing one of the people. " Join us! Serve lxzotz and find peace!" . The one that got hit by the sun bolt pats his fir trying to get rid of the smoldering embers, but then realizes he is undead and lunges at Vela's throat perhaps drawing blood. The second grins as he lets his inner strength fuel his rage making his claw turn silver. It would seem the second one remembers what hurts the people. Looped arround his wrist are a pair of fetishes that normally an elder would have. As the claw narrowly misses her Vela almost thinks the fetish is of an air spirit as she is almost certain had the blow connected she would have flown back many feet. Vela is also sure these two are more skillful in fighting than the ones that surprised the group.
Vela, 1 hit 1 wound from vamp bite, 1 miss
One shakes off the sun filled bolt. [dice]0[/dice] +2 to unshake yes! At first it seems too concered with patting down the fire's on his twisted fir, but then remembers it is undead and wildly goes for Vela's throat.
Fighting [dice]5[/dice] wild attack and head shot. Damage [dice]6[/dice]plus [dice]7[/dice] plus 6

The one who spoke lunges at Vela wildly with his claw. Th fellow werejag grins as he taps into his inner strength letting his claws take on a silver hue for he remembers what hurts the people. Vela notices the wrists of this vamp jaguar have sacred fetishes of clan elders tied in an ornate ribbon arround his wrists. They sparkle as the claw impacts Vela with a thunderous thump!

Greater smite [dice]1[/dice]-2 MAP, +2 leyline
Fighting [dice]2[/dice] -2 map +2, GM Benny to reroll [dice]3[/dice]

The claw misses and Vela can litterally see the great gust of wind that surely would have sent her flying had it connected!
Regenerate, fear, unshake
E8, F10, L18 regenerate! [dice]4[/dice] each one is -1
E8, L18 unshake [dice]8[/dice]
Fear roll for group 2 vmpires [dice]9[/dice] wild [dice]10[/dice]
Grynn the vampire at L18 regenerates, recovers and makes a be line towards you summoning dragon's bane onto its claw at it wildly flies through the air trying to hit you in the head! It does indeed connect and connects hard, but your scalely hide protects you just enough.
Grynn, hit but no damage.
Psionics[dice]11[/dice]-2 Map, +2 exta isp and leyline GM benny to EF [dice]13[/dice]
Fighting [dice]12[/dice]+2 wild, +4 pounce, +2 size -4 head -2MAP
Damage [dice]14[/dice] plus [dice]15[/dice] +4 pounch, +4 head shot, +2 wild, +8 greater smite, +2 dragon's bane( normals get a level of arcane resistance)
Krys the one at V22 rushes out of the forrest leaping through the air only to be burned and blinded by the light. He stumbles to a stop right behind you.

Ndeare, if you have ever wondered what it would be like to see a techno warrior dissmembered piece by peice and limp by limp, ypu do not need to worry about needing to see it. You would even surmise the two vamp jags are laughing as thry rip the last arm off the cyborg rhino man behind the zone ranger. Perhaps adding insult to injury, the vamps kick the arm less and one leg cybered rhino to the ground and open the side door to the ranger... Joy ride cometh?
Oh, if you thought loading a rail gun with one arm and one leg was difficult, try one arm... But kregor as your whitness the stubborn red dude almost has it reloaded!
sunshine damage
[dice]16[/dice]
Map
Round 2.JPG
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Fizzwaite Zipwidget
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Re: Part 4.1: Call for Heroes Round 1

Post by Fizzwaite Zipwidget »

Fizzwaite - Queen of Spades
Run 3
[dice]0[/dice]
Fizzwaite looked around the arena to see where he could do the most good. His eyes narrowed as he saw one of the Vamp Kitties trying to access his beloved Cruiser. Holloway, if those damned fang bangers so much as scuff the upholstery you are so much a dead man.

Breaking out into a run Fizzwaite heads for his Cruiser (K14) with his Summer Solstice Sunshine Lantern hanging from one arm by a hoop and banging against his side. Wish I could make this damn thing float along behind me and follow me around. Would be a lot less annoying that way. Pausing for a moment he quickly assembles a small gizmo and presses it to his temple where it adheres to his skin.
Build Ocular Occult Observation and Obfuscation Optimizer Gizmo 8, Raise. PPE 20 of 20
Building Detect/Obscure Arcana Device with Shroud Trapping
Techno Wizard [dice]1[/dice]
Wild [dice]2[/dice]
+2 for Machine Maestro
-2 for MAP

Note: for action economy I will activate gizmo next round.
Fizzwaite yells in anger and frustration at the were vamps messing with his ride, "listen fang face you so much as scuff a fender and I'll turn you into a charcoal briquette!"
Sunlight Damage 16
[dice]3[/dice]
Last edited by Fizzwaite Zipwidget on Fri Jan 12, 2018 2:42 pm, edited 5 times in total.
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Sir Ndreare
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Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

Ndreare keys the radio and shouts a short message hoping someone can respond in time. "We have several werevampirs on this side of the field about to turn the giant and kill the last of the heroes. I cannot get there is time to stop it, a little help if you can, bring sunlight thy are invisable!"


Ndreare-Jack of Clubs


Prepared to toss the Fuzion block in the hole Ndreare sees the Apok jump in and decides that the risk of injuring the demon hunter is too high. Turning towards the partial conversion cyborg being maimed Ndreare decides that is where he can do the most good. Concentrating for a moment and a few arcane words Ndreare draws on his previous experience as a soldier again to enhance his skill with side arms. Then sliding through the shadows he comes out at the tree line on the east side of the vehicle and opens fire on the two vampires tormenting the partial cyborg.
Turn 1, Sunlight 46 damage to A12, Sunlight 37 damage to A9
Exalted Boost Trait on Shooting, forgot -2 for maintaining Quickness and Deflection
Exalted Boost Trait Shooting [dice]0[/dice]
Exalted Boost Trait Shooting Wild [dice]1[/dice]
Raise = +4 Shooting, 0 PPE cost from Wizard

Shooting BAG With Sunlight Smite Autofire -2, base d12+4 = d12+2
Shooting [dice]2[/dice] East Vampire 12A
  • Hit With Raise - Damage [dice]6[/dice] + [dice]7[/dice] d10 Aced [dice]12[/dice]
Shooting [dice]3[/dice] East Vampire 12A
  • Hit With Raise - Damage [dice]8[/dice] + [dice]9[/dice]
Shooting [dice]4[/dice] West Vampire 9A
  • Hit With Raise - Damage [dice]10[/dice] + [dice]11[/dice] Raise Aced [dice]13[/dice]
Shooting Wild [dice]5[/dice]

Seeing Both Vampires Explode is balls of fire reduced to nothing but ash. Ndreare looks around and sees Vela under attack. Deciding helping her is better than killing the last beast he focuses his attention on the vampire she is engaged with shooting it as he runs up to her, knowing he is incapable of doing real damage to her with this spell. "Don't attack, this will spell will help." Then repeating the spell he called on earlier he empowers her claws with the power of sunlight.
Turn 2, Vela Greater Smite 8 extra damage Sunlight, Vampire VJ 37 Sunlight Damage
Shooting the WereVampire I15 called VJ engaged with Vela d12+4 - 2 for RoF 2 this time, -2 for moving = d12
Shooting [dice]14[/dice]
  • Damage on VJ [dice]19[/dice]
Shooting [dice]15[/dice]
  • Damage on VJ [dice]20[/dice] [dice]21[/dice]
Shooting Wild [dice]16[/dice]


Greater Smite Sunlight on Vela's Claws 17, forgot -2 for maintaining Quickness and Deflection
Spellcasting [dice]17[/dice]
Spellcasting Wild Die [dice]18[/dice]
PPE Cost 5-4=1, Current PPE 21
RAISE VELA DOES +8 Damage with Claws and they are Sunlight Damage
Current Effects
Current effects:
Exalted Quickness with raise
Exalted Deflection -4
Exalted Boost Spellcasting w/Raise x2 = d12+11 Spellcasting
Exalted Smite Sunlight +8 Damage on BAG and Vibro Blades
Exalted Boost Shooting w/Raise = d12+2 Shooting (BAG provides additional +2)
Final Position is H15 adjacent to Vela and VJ
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Penitent
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Re: Part 4.1: Call for Heroes Round 1

Post by Penitent »

Penitent 10 of hearts
Insanity! [dice]0[/dice]
Poison? [dice]1[/dice]

As the vampire-cats died all around, Penitent's demon mask began to throb, a sound like thunder building in his ears as his eyes were drawn to the black pit in the center of the arena.

Something wicked this way comes, the apok thinks, righteous fury burning through his veins, a volcano wakened and slumbering no more.

He surges ahead, blades out and trailing sparks of sunlight, his movements accelerated so that he seems out of step with time. As he moves, he reaches toward the ley line, pulling on its power, prayers falling from his lips with each step.

At the edge of the pit he pauses for an eternal, barely perceptible moment, sees the horde of ravenous worms hurtling up out of the darkness, slick with ichor and venom ...

Good, I was afraid it might have been something fuzzy, he thinks, before inertia carries him over the side, plunging down toward his foes ...

As he hurtles forward, another prayer escapes his lips -- the same prayer that moments before incinerated the vampire cats with hellfire. This time, Penitent centers the supernova of cleansing flame on himself, exploding like an erupting sun and filling the dark tunnel with fire just at the moment of impact.

Image

Blasting through a cloud of ash and burning worms, he spins, and sends another ball of hellfire to incinerate the writhing survivors.

Image

Just like the battle of Barrenforge, he thinks smugly, falling through the darkness trailing smoke. The blue line above calls to him again, and he reaches out, intending to taste its power ... but in his arrogance he leaves his own soul too open, and he feels the current running in reverse. He manages to clamp it off, but not before his own reservoir is empty, and the magical aura surrounding his blades has gone dark ...
Rolling them bones
First turn: 1st action - move forward (no run necessary) and draw PPE from ley line (no MAP)
Faith [dice]2[/dice] = 9 PPE gained
Wild Die [dice]3[/dice]

First turn, 2nd action - cast summon hellfire (Greater Blast, enhanced to 3d10 damage and LBT) for 10 PPE in the center of the pit; Large blast template has a 6-inch diameter, per the map the pit is only 5 inches wide, so everything in the pit (including Penitent) should be affected.
Faith [dice]4[/dice] = Success with a Raise
Wild Die [dice]5[/dice]
Damage [dice]6[/dice] = 18
I think Blast gets bonus damage on a Raise: [dice]7[/dice] = 19 damage, Success with 3 Raises = 3 Wounds.

Second turn: 1st action - another summon hellfire (Greater Blast, enhanced to 3d10 damage and LBT) for 10 PPE in the center of the swarms for good measure; Large blast template has a 6-inch diameter, per the map the pit is only 5 inches wide ... this probably still hits Penitent, as well as the worms.
Faith [dice]8[/dice] Nothing detrimental on a 1 with AB: Miracles
Wild Die [dice]9[/dice]
Benny for Extra Effort + Elan [dice]10[/dice] = 11 total, Success with a Raise
Damage [dice]11[/dice]+[dice]12[/dice]
Benny to reroll damage [dice]13[/dice]+[dice]14[/dice]
Ace! [dice]15[/dice]
ACE! [dice]16[/dice] = 32 damage, ie. 6 Wounds to any of the remaining swarms.
It's also enough to cause Penitent to be Shaken, which would prevent him from taking his next action ... but since I already rolled it, I'm fine with taking my lumps ...
Second round, 2nd action - Tap that sweet, sweet ley line for more juice
Faith [dice]17[/dice]
Wild Die [dice]18[/dice]
I actually expected this. Okay, so ... Critical Fail trying to suck down extra PPE ... Take a Benny in exchange for losing remaining PPE and [dice]1d3[/dice] spells drop... Hmm. Can't roll 1d3. Let's try and divide by 2: Not working, rolling in OOC thread.

Okay, per Pender, number of swarms destroyed: [dice]19[/dice]
Short version: Gained a Benny for playing Hindrance, used 2 Bennies, gained another Benny for taking the Crit Fail; net neutral. Seven of 8 swarms destroyed, Penitent is Shaken and falling through this hole ... lost remaining PPE and smite.
OOC Comments

GM Edit: 1 benny gained off the bat for playing hindrence
Penitent Stage Dive in the hole after " Anger Worm" Roll a d4 and then consult the below info ( they are all wild cards):
1, Gigantic Rage Monster worm
Toughness: 58(30), parry 6, fear -4 when first seeing it, +4 to hit, Bonus: Devek's body is clutched in one of its claws along with the dark sword!! Double bonus: Everyone gets 1 Benny if this is rolled.
Gigantic Rage Anger Worm.jpg
2, Fluffy Anger Worm
Toughness: 28, parry 6, physical attacks do half damage, even partially physical, +4 to hit, cross the streams: Any allies on hold attacking right after each other with two or more different forms of energy attacks get a +4 bonus to damage.
Bonus: Getting smacked by this guy is nice and fluffy, +2 to soak rolls.
Gigantic cloud Anger Worm.jpg
3, Worm swarm of Anger Worm, total of 8 swarms
Parry 7, Toughness 7(2), swarm: area effect attacks work normally, stomp deals str damage ( strength damage),
Bonus: Mind control leech!
Bonus Poison: Roll 1d4
  • 1-Kockout
    2- Paralysis
    3- Venomous (-2)
    4- lethal
Gigantic Worm swarm.jpg
4, Anger Worm himself with staff of obliteration and mask of multitude
Parry 9(2 from staff), Toughness 22(12) 8 pts from armor spell, Swarm: Area Effects work normally, stomp deals Str in damage ( have to be adjacent)
Anger Worm.jpg

Last edited by Penitent on Tue Jan 09, 2018 1:07 am, edited 4 times in total.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
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: Improved Level-Headed (draw 3 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: 4/20 + 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Krysesia
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Re: Part 4.1: Call for Heroes Round 1

Post by Krysesia »

Krys 6 of dimonds
Notice 8 -- Detect Arcane 6 -- Sunlight Damage 15 -- Teleport to G-13 6 -- Smarts Trick vs Vampire with Cool weapon 2
Notice [dice]0[/dice], [dice]1[/dice]+[dice]6[/dice]
Detect Arcane [dice]2[/dice], [dice]3[/dice] Benny reroll [dice]4[/dice],[dice]5[/dice]+1 (staff)
Sunlight Damage [dice]7[/dice]
Exalted Teleport (5 PPE) [dice]8[/dice], [dice]9[/dice] Benny reroll [dice]10[/dice],[dice]11[/dice] +1 (Staff)
Smarts [dice]24[/dice], [dice]25[/dice]
Krys nods to Serenia, who moves closer, and then commands the wolves. "Cluster for transit." They all move to obey and the true atlantean then grips the staff and points it downrange. A bird of lightning flashes from the end of it and lands nearly atop the fallen giant. An instant later the five of them vanish in lightning. They reappear where the lightning bird landed. As they land, the wolves move to surround the vampire with the interesting weapon (if it is still standing), or the nearest standing vampire. Serenia moves to heal the giant, while Krys simply looks at the creature facing Vela and smirks. "Creature, you have no idea who you face." Of course her delivery was more breathless than she intended, and carried none of her normal confidence. Once more she'd gambled putting herself in the firing line. Still she was confident she'd make it out. Heroes always do.
Celestial Wolf 1 at J-13 - Bite 6 - dmg 19 --- Celestial Wolf 2 at I-12- Bite 10 - dmg 11 - hits most weakly armored location --- Celestial Wolf 3 at H-13- Bite 5 - dmg 10
Celestial Wolves:
1: Bite [dice]12[/dice] with gang up bonuses, and +1 from Vela, dmg: [dice]13[/dice]+[dice]14[/dice]+[dice]21[/dice]+[dice]22[/dice] +2 (Champion)
2: Bite [dice]15[/dice] with gang up bonuses, and +1 from Vela, dmg: [dice]16[/dice]+[dice]17[/dice] +2 (Champion)
3: Bite [dice]18[/dice] with gang up bonuses, and +1 from Vela, dmg: [dice]19[/dice]+[dice]20[/dice] +2 (Champion)
Serenia - Healing [dice]23[/dice] while standing at G-14
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Ashlyn Alvarez
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Re: Part 4.1: Call for Heroes Round 1

Post by Ashlyn Alvarez »

Ashlyn- 2 of Diamonds

In Ashlyn's mind a demanding dragon's voice comes forth from the heart she carries. It is not debilitating but it is forceful. I feel your heart quicken Mystic. I was trying to nap! Now that you have awoken please indulge me with what is going on so I can assist you and quickly put an end to your anxiety... Oh if it is a boy, do not bother, I have seen human mating rituals... very disgusting!
Catching Penitent
Ahh going last does have its advantages, for you and only you can catch the man known as Penitent. He pops up 12" inches in the air, and you can save him from a crushing fall.
  • Agility -2. Fail on this you both take 1/2 damage.
Notice, armor compensates for -2 lighting penalties, Danger Sense, Exalted Detect Arcana 7 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 3
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Ashlyn blushed at the Dragon Heart’s words. “Is not a boy,” she said. “Someone has managed to turn these werecats into vampires. Many of them. Invisible. And they try turning giant.”

Ashlyn watched her teammates making short work of most of the vampire cats. But there went Penitent, jumping into a deep, dark hole. Something exploded down there, however, and then she saw the Apok appear high above.

Rushing forward to the edge of the pit beneath the falling Penitent, Ashlyn called on the powers of her mind, latching onto his falling body with telekinesis.

***
Conditions
*Ley line: PPE Max 50
*PPE: 27/50
*ISP: 10/15
*Exalted Detect Arcana (Round 3)
*Telekinesis (Round 1)
Move
To N14
Telekinesis Success 100 pounds
Mysticism [dice]4[/dice]
Wild [dice]5[/dice]
Benny to reroll
Mysticism [dice]8[/dice]
Wild [dice]9[/dice]
Benny to Reroll
Mysticism [dice]12[/dice]
Wild [dice]11[/dice]
Benny to reroll
Mysticism [dice]13[/dice]
Wild [dice]14[/dice]
Agility 5 Success
Agility [dice]6[/dice]
Wild [dice]7[/dice]
Extra Effort [dice]10[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
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
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
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: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Pender Lumkiss
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Re: Part 4.1: Call for Heroes Round 1

Post by Pender Lumkiss »

The crowd ooos and ahhhs at the groups efforts to save the heroes of el paso and at penitant's leap in the hole. The PA announcer cries, "She caught him! She caught him! Folks hopefully your eyes were glued open for that one. The Apok just dove in exploding as he went down. After our Naruni friends teleported him up above the arena the mystic caught him! Wow you just don't see that everyday.

Only a few Vampire Jaguars remain, each of them seems to grow to dragon size and toughness. Their claws are wreathed in silver shadow-flame, in a last ditch effort the remaining vampire jaguars go for the throats of those nearest. The annoucer on the PA screams with utter jubilation, "We have the final moments folks! Don't forget to pick up your everyone is a mystic commemortive shot glass on your way home tonight!"

Suddenly the tenor of the crowd changes as the one swarm of Anger Worms that survives somehow bypasses the force feild and splits into smaller swarms terrorizing the arena's attendants. The creatures are like flying swarms of worms that have tny tendrils and a barbed stinger, Perhaps they deserve it perhaps not, but by the way the first folks are hit by the flying worms poisoned stinger it seems many people will die. In the mid section of the arena near the hotdog stands several members of the Wild Cat gang have taken children shields in an attempt to gaurd their own lives in exchange of the children's. One of the wild cat member's falls as the female woman known as confessor comes up behind the member slashing him with a vibro blade. She seems weak from her battle and after a few stings from the anger worms it is clear she will not be able to save the children from the anger worms or the Wild Cat gang let alone herself. Strangely the PA has been quiet during this panick, and a quick look would revel his booth empty and his chair slightly spinning. King halloway seems mysteriously missing from the fray as well.
Single Anger Worm
Gigantic Worm swarm.jpg
Gigantic Worm swarm.jpg (29.79 KiB) Viewed 21472 times
The force field constricts upon the area contestants putting hero and vampire far too close to each other for comfort's sake. The two generators powering it do seem vulnerable to an attack, only guarded by two security officers each and to a trained eye or an imp willing to probe the field strength it would seem weakest at the point the force field is being generated.
OOC Comments
The Call for Heroes reached far and wide, it has attracted both the unsavory and righteous to the arena. As you glance up into the horror the Anger Worms have wrought each of you catch sight of someone or something familiar... Is it a dream or reality? When you glance back up the person or familiar thing is gone possibly swept away in the panicking crowd.
Krys
Up in the top teir where the wind whips and the crowd shivers from the cool night air. One man stand's alone the grim visage of Sebazio Lengdosia stares down at you... For a moment you think he smiles proud of his daughter and what she has become, but in the next he is gone.
Pen
Above the PA announcer's box you see the face that haunts you when you sleep. The pain that has torn your family apart smiles and mouthes Father!. She has King Halloway by the scruff of his shirt... Then in the next moment she is gone!
Grynn
Something draws your eyes to the heavens. A fierce voice fills your head! It has your mother my son! Blink and the dragon in the moon is gone.
Dragon in the moon.jpg
Nd
If your heart could freeze it might have. The face of your brother grins at you from the stands near the hotdog cart. Your brother could only mean one thing! When you glance back the individual is gone, but a half eaten dog hits the ground next to a dead wild cat gang member.
Luc
You see a regal man with noble blood in the crowd, he seems to exude confidence and command. He has a blazing psi-sword activated and is guiding people out through a side passage. He tips his head to you when your eyes meet. Blink once and he is gone swept aside by the crowd.
Fizz
You almost missed it, but as the folks try to flee from the anger worms two familiar faces smile knowingly at you, Cogson and Sprockmore! Cogson holds the flag of Lazlo up high towards you, but the other side of the flag has a strange sigil. You can almost feel a familiar rumble and then in the next moment they are gone.
Ashlyn
The oldest Knight in New Alamo Sir Pedro nods to you from the stands lower levels. His Psi sword is out as he cuts into a flying worm. He grins in recognition and yells something to you! In a half a heart beat he is gone.
Vela
A howl from the top of the arena draws your notice for a moment. A mournful howl of the jaguar people. A charred Fetish catches your eye lying on the ground next to you. When you glance back up the were-jaguar is gone, but the howl lingers.
Welcome to Quick Combat: The Vampire Hunters vs The panicking crowd, Small swarm of Anger Worms, and huge Vampire Jags!

Scene Modifier: -6 ( This is mostly do to the force field, disabling the force feild will reduce the penalty to -2)
Quick combat rules: Make your one roll to interact with the scene minus the above modifier ( If it is casting bolt, you roll spell casting... Damage is not needed. If shooting your weapon just roll shooting with the any applicable modifiers including the scene modifier above ). This roll needs to be some kind of combat related skill or action.

Generally only 1 success is really needed for a group success, but 5 or more successes will give a more favorable outcome to the next scene.

There is no initiative order, just make your post and use your roll to narrate how well you do. Try to leave something for everyone :D
  • a crit failure means you have received 1d3 wounds, and were not able to help the group succeed. Perhaps though, your defeat was epic.
  • failure you received 1 wound. You might have had some impact but you also were wounded in the process. 3d6 ammo or power points spent.
  • success, You did a good Job, maybe not a legendary victory, but you did what was required to save the day. 2d6 ammo or power points spent.
  • Success with raise(8), Wow! Did you write the book on how to be a legend? Bards will be singing songs for years to come about what you did this day. You certainly shined during this combat. 1d6 ammo or power points spent.
Field Team Six Bennies
3/6
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Ashlyn Alvarez
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Re: Part 4.1: Call for Heroes Round 1

Post by Ashlyn Alvarez »

Notice, armor compensates for -2 lighting penalties, Danger Sense, Exalted Detect Arcana 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Setting Penitent on his feet, Ashlyn’s back and brain ached from catching him. She looked around, surveying the situation. This was not good. The vampire cats were growing to giant sizes. The flying worms had somehow gotten through the force field, creating a panic in the stands. The Wild Cat gang was taking children hostage!

Ashlyn gasped as she saw a familiar face in the crowd. “Sir Pedro!” He cut down one of the worms and then grinned at her and yelled something she couldn’t hear over the crowd before disappearing in the mass of humanity.

Ashlyn spun around back to the situation. If they disabled the force field to save the civilians, then the giant vampire cats could escape and ravage the city. They needed help!

First, she tried to heal the fallen El Paso Heros, but their bodies were too injured to respond. She tried to reach through the field with her telekinesis to rescue the children, but couldn’t latch onto the Wild Cats. She tried to dominate the mind of the Wild Cats, and then the guards at the field emitters to let them out, but that failed, too.

Ashlyn wiped sweat from her brow, exhausted, trying to think what else she could try, she missed the vampire cat that swung at her, sending her slamming and rolling into the ground.

***
Conditions
-1 Wound
*Ley line: PPE Max 50
*PPE: 20/50
*ISP: 10/15
Mysticism 4 Success
+4 from fieald going down.
Mysticism [dice]4[/dice]
Wild [dice]5[/dice]
Out of bennies...

Power Points used: [dice]6[/dice]
Last edited by Ashlyn Alvarez on Mon Jan 15, 2018 12:23 pm, edited 1 time in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
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
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
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: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Penitent
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Joined: Thu Jun 29, 2017 9:32 pm

Re: Part 4.1: Call for Heroes Round 1

Post by Penitent »


>>>>Playing my Mechanical Malfunction Adventure Card on the force field generator, reducing everyone's scene modifier to just - 2.<<<<
Notice 1, CK 10, Fighting 14
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Hmmm, gonna say the audio in his armor malfunctions.

Common Knowledge [dice]2[/dice]
Ace [dice]6[/dice]
Wild Die [dice]3[/dice]

Fighting [dice]4[/dice] - 2 = 4
Wild Die [dice]5[/dice]
Benny for Extra Effort + Elan [dice]7[/dice]
Ace! [dice]8[/dice]
Penitent's stomach flips as the gravity in the black pit suddenly switches, sending him flying back the way he had come. Soon enough, he reaches the top of that arc and begins falling toward the ground with disconcerting speed.

At the last moment he feels a lightness of being, an unfamiliar feeling accompanied by the brief touch of Ashlyn's mind. He hits the ground with half the force he expected, rattling his armor but doing little lasting damage.

Or not. For a moment he thinks the silence is merely the side effect of a concussion or other trivial injury, but quickly realizes that the external audio pickups on his armor must have been damaged.

Inconvenient, but not debilitating, he thinks, turning to Ashlyn just in time to intercept one of the feline vampires, which had snuck up to attack her.

"MANY THANKS, LITTLE SISTER. YOUR TIMELY ASSISTANCE HAS KEPT ME IN ONE PIECE. I AM IN YOUR DEBT," he says, much too loudly, as he impales the bloodsucker on the end of Durendal. Calling on the ley line overhead, he sheathes both blades in sunlight again and gives the demon the final death it deserves.

Hoping that the invisible imp is nearby, Penitent calls out to it.

"KARL! UNLESS THE BARRIERS SHROUDING THIS PLACE ARE DISSOLVED, YOU AND ALL THE OTHER INNOCENTS IN THE CROWD WILL LIKELY DIE SCREAMING, DEVOURED BY WORMS AND VAMPIRES. SEE IF THERE'S ANYTHING YOU CAN DO TO SHUT DOWN THIS FORCE WARD SO WE CAN ..."

Penitent's entreaty is cut short as the force field blanketing the stadium is abruptly disengaged. His gaze drawn to the north, Penitent sees the smoke-shrouded form of the imp flying away from a pair of sparking generators, which appear to have been shorted out by an unfortunate guardsman wielding some sort of powered (and apparently quite conductive) metal staff.

"UM, GOOD BOY, KARL!" Penitent says, wasting no more time on words as he vaults into the stands with a telekinetic push from Ashlyn. Swords blazing with sunlight, he cuts through vampire cats and anger worms as he makes his way toward the woman known as Confessor, hoping to save her, if possible, and the children she shields.

As he advances, he glances toward the announcer's box and is stopped dead in his tracks by the sight of a young woman hauling King Halloway from the fight.

Artemisia ...

The roar of a vampire cat draws his attention and he reacts instinctively, severing it at the waist and kicking the remains aside. When he looks back, his daughter is gone, leaving him uncertain if he saw clearly the first time.

With a roar, he launches himself back into the fray, slaying the damned as he races to rescue the innocent ... all while pondering which side of the ledger his daughter will fall on when he finds her ...
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
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: Improved Level-Headed (draw 3 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: 4/20 + 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Fizzwaite Zipwidget
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Re: Part 4.1: Call for Heroes Round 1

Post by Fizzwaite Zipwidget »

Notice 4, Common Knowledge 6, Knowledge Arcana 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge [dice]2[/dice]
Wild [dice]3[/dice]
Knowledge (Arcana) [dice]4[/dice]
Wild [dice]5[/dice]
-1 Bennie to reroll
Knowledge (Arcana) [dice]6[/dice]
Wild [dice]7[/dice]
Techno Wizardry 19, Raise. PPE Spent 2
Techno Wizardry [dice]8[/dice]
Wild [dice]9[/dice]
TW Ace [dice]10[/dice]
Wild Ace [dice]11[/dice]
+2 for Machine Maestro
-2 for Scene

PPE Spent [dice]12[/dice]
Fizzwaite's face is grim when the anger worms burst from the hole and somehow manage to penetrate the force field surrounding the arena. Something about all this stinks to high heaven. Either this Halloway dude is a raging incompetent or he's playing some kind of game beyond what's going on in this arena.

Further contemplation on the matter would have to wait, however, has Fizzwaite notices the anger worms begin attacking the spectators. Almost at the same time Pentient's strange creature companion manages to short out the force field itself. Wasting no time Fizz makes good use of the opportunity and targets as many of the worms at a time that he can sending out arcs of electricity from his Gauntlet of Amazing Arcing Amperage frying a half dozen worms at a time only pausing when one of the remaining vampire cats got too close and forced him to turn his attention elsewhere.

Glancing back up at the stands Fizzwaite's jaw nearly hits the floor when he spies his friends Cogson and Sprockmore sitting up in the stands and waving some sort of flag or standard! What in the nine hells are those two idiots doing here! But having barely processed the fact that his old school friends were in the stands suddenly they weren't. I must have really drunk too much last night. Stupid Juicers and their drinking games. This is all Stabby's fault anyway. He had to go and sign us up for this crap and then goes around stabbing strangers with butter knives. And what was that sigil they were waving around? Seems like I should know it somehow...

His thoughts were interrupted as he sensed movement off to his left and whipping out his Fantastic Fire Hose gave the charging were vamp a blast of water sending its dissolving form hurling across the arena. Nearly as fast as it started the combat came to abrupt end as the last of the worms, vampire cats and other dangers were put down for the count. The panicked screams from the remaining spectators as they continued to try and flee seemed almost anti-climatic.

Abruptly sitting down in the middle of the arena Fizzwaite worked to catch his breath muttering to himself, "I am totally going to hire somebody to kick Pen's ass over this shit."
Last edited by Fizzwaite Zipwidget on Tue Jan 16, 2018 4:02 pm, edited 1 time in total.
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Vela
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Re: Part 4.1: Call for Heroes Round 1

Post by Vela »

The chaos and the carnage clashed with the primal insult that seeing her own people corrupted and made Dead, and for a moment Vela didn't know what to do.

Then she heard, as if from a distance, the yowling of one of The People. Not these pale imitations, but one of the tribes, one of her own. She looked up, just in time to see something falling from above. A small thing. It landed nearly at her feet.

A figure made of crossed wood sticks, tied with leather thongs, draped in certain herbs and dabbed with blood. She knew this thing, or at least what it was. Made to attract the attention of certain spirits, either in friendship or to compel fear and obedience. Vela wasn't sure immediately which it was, or what spirit it was made for, but she knew the craft of it. Not all the Jaguar People in this blighted place had fallen.

Anger was hot. It could push a warrior beyond her limits, but it came with a cost. In anger The People could slip back and become little more than beasts at times, surrendering their reason to instinct. But through anger there was another place. A place of cold fire, where a warrior could find their inhibitions peeled away just as if through rage...but in that cold clarity would retain their intelligence as well. The difference, Vela had been taught, was purpose. A powerful purpose that held the mind together, and turned the red fire blue.

First, destroy the Dead.

Vela whirled just in time to duck away from a descending clawed paw, and immediately grabbed the were-vampire's arm and pivoted her center of gravity. Its size and speed worked against it as she used its own momentum to bear it to the ground. Her claws still bore the enchantment of sunlight imbued into them...and she rammed them into the Dead cat's chest and silenced its heart once more.

Through anger was hate.

She launched herself at another of the vampire-cats, trusting the others to see to the worms for the moment. She needed to buy them time to act, keep them free of distraction and the need for defense.

Her claws slashed, opening great burning rents in the side of one towering undead feline, causing it to rear back and roar...then snap down at her. There was a problem being so large though. It was impossible for them to move without telegraphing themselves. It just took too much to get those oversized limbs going. Vela darted aside and lunged up to bite the jaguar-thing's throat, then yanked down to force it to stumble...giving her the opening she needed to finish it with another disemboweling strike from her sunstruck claws.

Vela had to keep moving then, forcing the vampire cats to follow suit; never giving them a chance to gang up on her at once. In the process, any vampire that paused to threaten someone else was immediately vulnerable to her attacks. The combination of hunter's instincts, feral strength, enchanted claws and the singular focus of hate created a foe that seemed to have been born specifically to combat this threat.

And all the while, the spirit fetish hung from where she'd tied it to her belt...perhaps looking on the gruesome scene with satisfaction.

Result: 14 (Success with 2 raises)
OOC Comments
[dice]0[/dice] or [dice]1[/dice]
Double ace!
[dice]2[/dice] or [dice]3[/dice]
Last edited by Vela on Fri Jan 19, 2018 6:37 pm, edited 1 time 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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Lucianna
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Re: Part 4.1: Call for Heroes Round 1

Post by Lucianna »

Magnificent Magical Maelstrom
Spellcasting at -2 for scene; net no bonus
[dice]0[/dice]

WD Spellcasting
[dice]1[/dice]

Ace WD Spellcasting with prior
[dice]2[/dice]

2nd Ace WD Spellcasting
[dice]3[/dice]
The chaos of combat and the vomit of charred anger worms erupting from the pit begins to overwhelm the lady archon, as she stands alone on the field of battle. She looks around at her fallen friends in El Paso's Hope, notes the remaining jaguar vampires swelling to an enormous size, and watches as the Wild Cat gang begins to seize children to use as shields.

No.

Her eyes close, and the faint glow of her skin goes dim...for only a moment. In the next moment, as she draws on practically limitless power running through the ley line, her glow amplifies; her eyes open with a flash, and a rage of magical lightning overtakes her. Beams of pure sunlight erupt from her fingertips, and massive blasts of fire rain from the sky, striking several of the remaining vampire jaguars and burning them to a fine ash.

In her rage, she doesn't forget the Wild Cat gang. One of their number, in particular, clad in high tech armor and wielding catclaws of pure energy, has a little girl gripped around her waist, her head next to his. The monster has an energy blade at the girl's throat.
"You coward! Let that girl free!" The cat either doesn't hear or doesn't care for Lucianna's command. He doesn't get a second chance to obey. With uncanny, frightening accuracy, a missile of pure magic speeds from Lucianna's hand, running the creature through at the shoulder, blasting the arm completely away from the rest of his body. The impact throws the little girl from her captor, and drops the cat to the ground. A second or two passes. Once the girl has run away and the immediate area is clear, Lucianna's fist reaches to the heavens, ripping down a blast of lightning out of the clear sky, ending the Wild Cat's life. The smell of electrified cat hair is powerful and pungent.

She looks around as the rage of magical violence subsides. She notes a man of exceedingly regal bearing, wielding an energy sword, and aiding the spectators in their evacuation of the stadium. Their eyes meet. She doesn't quite know why, but she smiles at the man. He disappears suddenly in the crowd of people, almost as if he blinked out of existence, or turned himself invisible.

She moves to check the state of her compatriots in El Paso's Hope, trying to ascertain whether they live or have been corrupted.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Grynn
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Posts: 89
Joined: Tue Dec 12, 2017 10:21 pm

Re: Part 4.1: Call for Heroes Round 1

Post by Grynn »

Notice 2
-2 to total from fatigue and wound.
Notice die [dice]0[/dice], Wild die [dice]1[/dice]
Fighting 4
-4 total from scene, fatigue and wound modifiers.
Fighting die [dice]2[/dice], Fighting die ace [dice]4[/dice], Wild die [dice]3[/dice]
Grynn reared up and drove his massive-sized foot down on the vampire werecat attacking him. He pinned it to the ground as others were nearby and anger worms as well. He tried to lash out at the numerous monsters with his claws and tail but he was SUPER distracted, especially with the one vampire werecat trying to get away, injure him, etc. - but mostly by what he'd seen, the other dragon that had mysteriously vanished after dropping a quick and cryptic message. Still, he managed to keep his mind more on the fight than inside his own racing thoughts as he was a whirlwind of dragon parts and subduals.
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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Krysesia
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Posts: 110
Joined: Wed Jun 28, 2017 11:36 pm

Re: Part 4.1: Call for Heroes Round 1

Post by Krysesia »

Notice 2 Spellcasting 11
Notice [dice]0[/dice],[dice]1[/dice]
Spellcasting [dice]2[/dice]+[dice]4[/dice],[dice]3[/dice]
PPE Spent: [dice]5[/dice]
Krys notes the appearance of her father and figures one of two things is going on. Either they are being shown their hearts desire to inspire them further, or her father is actually here, and about to reclaim his blade. Either one works for her, but she assumes it is the first. And may all the gods help the Halloways if it's the latter, because while it won't matter, it may at least ease their passing. For her part, Krys keeps opening minor rifts and using them to burn the vampires around her, letting Serenia focus on healing while her dogs focus on holding things down so Krys can drop sunlight on their heads. Vampire after vampire fall to her, even as her companions save the crowd from the worms and vampires that got free.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Sir Ndreare
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Joined: Wed Nov 08, 2017 2:38 pm

Re: Part 4.1: Call for Heroes Round 1

Post by Sir Ndreare »

Notice crit failure, Detect Arcana success, and Spell Casting 17
+2 with Sight, Body armor has optics package ignores 2 points of sight penalties.
Notice [dice]0[/dice]
Notice Wild Die [dice]1[/dice]
Technical Difficulties on Optics: [dice]4[/dice] Body armor bonus reduced by -2 so no longer providing a bonus.

Detect Arcana at Will (No Roll Required)


Spellcasting for Scene d12+11 boosted -2 for Scene penalties after force field was broken = d12+9
Spellcasting [dice]2[/dice]
Wild Die [dice]3[/dice]
Seeing the orms exploding into the crowd Ndreare instantly takes action, and does what he can. Reinforcing himself with fresh spells of speed and drawing on the power of the ley line and filling himself with additional knowledge of battles he has fought in other lives he sinks into a dance of blades destroying worms in mass. Slicing through one set then another as he spins about the room.
Suddenly he sees someone that looks familiar to him. “Bharā. Iha kivēṁ hō sakadā hai” Trying to follow the impossible apirision Ndreare lets his focus slip for a brief second when bright flash like daylight appears immediately in front of him. Someone's spell blinding his eyes as they burn from the intensity he stumbles and withdrawals. The pain in his eyes is so intense he finds himself frustrated as he find his normally keen vision blurred. Calling out Ndreare tries to find him again. “Yodhe, Yodhe.” But his eyes burning leaving him staggering he can no longer see the apparition, with no time to waste on his minds illusions Ndreare continues the battle. But it is impossible Yodhe has long since been in the service of the Naruni, how could he be on this world so far from the Three Galaxies and what would he be doing in the middle of nowhere. As good of a warrior as Ndreare was a general his skills always demanded the highest credits for even the smallest of jobs.
Yodhe had always been his protector and mentor, the one who taught Ndreare everything he knew about battle and warfare. What could bring him so far out of the into the wilds of this world. Did he need my help, is he simply checking on my safety. The thoughts fill Ndreare’s mind and he finds himself unable to shake them.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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