Legends of the Vampire Kingdom (Kreeghor Aftermath)

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Pender Lumkiss
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Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Pender Lumkiss »


+1 Benny for RP and defeating the challenge!
Spoon Fed Video Recap
The bomb is diffused with plenty of time to spare. The anger worm momma seems to content to trample Holloway and then lay dead at one end of the cave thourly gutted by Penitent. The surviving men and minors throw down their arms and raise their hands. ”Halloway was a madman, working with D-bees, we give up!” After a quick search of the cave, you find some intact gear, and miscelanous supplies. The Kreeghor have up and vanished during the melee. The one interesting thing of note is that the device/bomb was sitting over a deep bored hole, examining the display equipment would indicate at the bottom of the hole lies a nexus point for a series of underground leylines. To far to draw upon, but if enough energy were channelled into it something absolutely catastrophic would have happened.

The heroes return from the ship with Taylor Thomas completely intact. They even have some fancy alien tech gear. Ashlyn looks down at the communicator device in her hand with curiosity and wonder. Tera Silverforge seems to be looking at Ashlyn in a fair amount of wonderment. A slight rummber would indicate the Kreeghor ship taking off.
Kreeghor Ship
During the battle Ashlyn notices the yellow eyed humanoid scientist seems rather preturbed by the distraction the battle is causing. All that it left in the end is he and those that came for the boy. The soldiers grab what alien gear they can, even Tera found something shiny. Devek pops out a hatch in the ceiling and perpares to punch the alien scientist who is furiously typing on his comupter. But a flash of light blinds everyone and you are all suddenly out outside the ship. Everyone except for Ashlyn is unconcious. Ashlyn is lying on the ground struggling to keep awake. The others are nearby. The rather tall alien looks down at you with his yellow eyes and strokes his chin with his spindly fingers.
He finally speaks, a voice that is soothing and warm, like one would talk to a favored pet ” Well, you are remarkable aren’t you? You must have a genetic code that bares research. Quite facinating how you overcame all odds... I would have thought that Elf Ndreare would have come himself. What drives you I wonder...” His voice peeters off and a series of microscope style goggles pop over his eyes. ” Oh interesting! My you are facinating... You fight the vampire intelegences no doubt seeking to eradicate them. But... “ His voice peeters off as he draws a surprising breath... The last thing she sees and hears is the tall alien reasercher place a device in her hand and whisper, ” When you have need of me, use this. I must continue my research immidiately as you have given me a new direction. Something good and unheard of has been born.”
Doc Reid and his three arms looks at the destruction the heroes caused. He smiles breifly, ”Oh yes... If we can figure out how to use this device we can put an end to the vampires once and for all.” He walks to Luccinnia and Grynn, ” I have some medical expertise, and can patch you up if you are too wounded to continue... You were remarkable.” He turns to Vela, ” I hope one day... Well I owe you.”

Rodney flies over clutching the device in two spindly arms, ” I have it, had it gone off it would have... I am still computing the destructive forces it would have unleashed. I was able to download much of the computer system. Unfortunately it was heavily encrypted and partially deleted. The Kreeghor are admarably effective, but not nearly as effective as all you. With time I can crack their secrets.”

Doc Nods, ” Good droid, good. Lets head back to the vehicles. I need to get back to my stgronghold. My people would not have willingly given this doomsday device over.” He heads back up the exit, most of the others follow him and let the heroes know they will get all the geared stowed and the vehicles prepped and readied. He and the others look back at the heroes with a somewhat amazed look at what they all whitnessed

Trampled and beaten at the edge of death Halloway cries out his scream echoing eerily, ” Is that it? You call yourself heroes?” His power armor much like the rest of his men is shredded and busted. The faceplate is cracked and broken revealing his bloodied wide eyed face. He screams again spitting up blood, ” I woould be lying if I said I’ve seen better! Common tell me your secret heroes what drives you into these lands? Goddamn it, why have you plagued us with your presence!!! What the frack makes you Legends!!!” His voice breaks and the cavern rumbles ever so slightly... Indeed Legends.
Neptune’s Blade
A small magical dagger, carved with runes of True Atlanteans. Some say it itself is a dagger that can draw tattoos eschewing any other materials. It was once held by the famed Sabazio and now it finds itself in the hands of his daughter.
Str+1d6 Ap6, 10 PPE for the items powers, they regenerate 1 ppe per hour( or 20 PPE and recharges 1 ppe every 1/2 hour in the hands of a True Atlantean).
Special abilities:
  • The blade itself shimmers like the ocean it was forged on, it deals water damage not steel or metal damage.
  • It is sharper than your avage vibro knife: +2 AP factored in
  • It allows one to be propelled by a jet of water soaring free and high: Flight Power
  • Calling upon the main element in the ocean the character can move and lift heavy things: Telekinesis Power
  • While the knife’s telekinesis power is active the hero can maintain a mastery over the water element: Elemental Control Water Edge
  • Power of the True Atlantean: In the hands of any True Atlantean the PPE this item has is doubled and recharges at a rate of 1 per 30 min.
C6005A4D-D642-4FB7-8A3B-5BB880C4A2FA.jpeg

Player Directions:
1) Chose one legendary table, and then roll 1d12. You only get one roll.
2) Answer Halloway based on your roll, what makes you that legendary heroe?
3)Feel free to RP, and or look arround. If anyone needs healing say it and Doc or even Tera Silverforge can each heal back 1 wound.
4) If you do not want to go to Doc Reids stronghold, now is the time to set an alternative course
Note: Allied extras and Sidekicks are not eligable to be a Legend.
The Legend
The legendary roll 1d12
This table represents what it takes and feels like to be a true legend on rifts earth. You are a larger than life character that has stories sung in bars, and parents tell their children bed time stories about how you held back a demon horde with nothing but a crow bar and some chewing gum.
  • 1)Weapon of Legend: The sword makes the man, or weapon rather. Folks will talk about your weapon long after you are dead and gone. Add two major and 2 minor modifications off the tw list or any 4 HJ gear related table to a weapon of your choice that can be used by your character. The character gets a +1 bonus to hit with it.
    2)Bad Ass Family: You mark the first in a great line of heroes. You represent sheer awesomeness and it caries down your bloodline. You and your decendants gain +2 ability pts to spend at character creation(Players can spend it now going beyond attribute limitations).
    3)The myth is true: Legends that live are impressive to be sure, just standing in ones presence can send even the most stout hearted into knee jerking I am not worthy mantra. As an action the character can reveal themselves as a true hero and legend of greatness. This works just like a fear check at -2 using the fright table but more for awe. If they already have fear as a natural ability increase the modifier by 2.
    4) Berserk Button: Your ability to hulk out makes it onto the nightly bard's tale across all the lands. You are a thing of beauty when the rage inside takes control. You gain the Beserk edge and as a free action when first beserking you can use the growth power once and it lasts until the end of your berserk. Use spirit as the casting roll. If you already have the beserk edge increase damage to +4. Your growth is locked in on a success at a 1d6+2.
    5) Arm and a Leg: Few are as hardy as yourself. Your ability to shrug off damage is truly impressive. +1 toughness and Once per session ignore the damage from one attack.
    6) After the end: When the end is neigh for your hero you just keep on ticking. Even when there is nothing left your spirit wills you onward. The amount of wounds it takes to incapacitate your character is equal to your spirit die type. However if at the end of the scene your character has not received immidate healing and he has over 3 wounds he perishes as his physical body can no longer maintain his legendary spirit.
    7) Cursed with awesome: Fate most of the time makes sure you come through in a big way. 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.
    8) A fate worse than death: Legends say when you try to take out your hero you best not miss because your hero can give as good as he can get. Missing your hero with an attack is worse because he has the ability redirect it right back at you! Chose, throwing, shooting, your arcane background skill, or fighting. Your receive the benefits of the counter attack edge appropriate to the skill chosen and a range that is appropriate for the one being used against you. If you already have counter attack and you choose fighting a second time gain one more use of the edge per round.
    9) There is no kill like overkill: Indeed the legends of your ferocity in combat will be told long after your blade becomes too heavy to lift and your rail-gun rusts over. Raise damage is increased by +1d6. Once per session declare an overkill moment and for each raise achieved add another +1d6 damage.
    10) World of Badass: Folks to this day still talk about what made you a badass. Its not about if you can suceed, its about by how much. Your wild die is always a d8.
    11) You know what to do: Your even keel and decision making is the stuff lesser mortals dream about. During the first round of combat you gain an extra card draw and +2 to your trait rolls, +2 damage, +2 pace ( stacks with a joker).
    12) Things you were not meant to know: You know what? You know and have seen all that lurks in the dark. You can look the deep dark abyss right in its oily face and laugh as you tear its heart out. You gain +4 vs fear checks and on a successful save act as though you are under the effects of an adrenaline surge.
Mythic Rifter
Mythic Rifter:
Rifts Earth is chalk full of the truely awesome. Your character is the embodyment of what makes rifts special and unique. Erin Tarin herself probably is working on a book describing your exploits and how you fit into the grand scheme of the post post apocalypse.
  • 1) Apocalypse Now: The next apocolypse is always riding on your shoulders. It is always a specter of doom that smiles wide making your enemies unlucky in all kinds of bad ways. You receive +1 benny per session and enemy agents in direct confrontation with you crit fail on 1 or 2, even extras!
    2) Mega Damage: You hit harder than anyone that has come before and anyone that will come after. It is a forgone conclusion your weapon of choice will be long preserved even after you are dead. Old grannies tell how you shreded a CS transport with your bare hands or wilks laser pistol. Choose a weapon of choice, something you would apply the trademark weapon edge too, and increase its Damage by 4 and ap value by 4. Once per session you can ignore the armor of a target and the weapon becomes a MD weapon for that action.
    3) Atonement: Righting wrongs is as natural as drinking coffee with milk. Your character has a special knack for sussing out when, where, and who is doing these wrong things. It is also said when you come accross evil dooers your vengece is mighty indeed. Your wild die for notice, tracking, investigation, and streewise is always a die type higher and if you ever spend a benny on those 4 skills you get a +2 bonus added to your total. Once per session double your damage against an evil doer you know that needs to have a wrong righted.
    4) Badass Clothing: The clothing makes the man, or hero. Folks might not remember your face or even name after you are long gone. They will however cherish your favorite hat, long coat, loin cloth, or pair of shoes. Chose an article of clothing that speaks to your character and give it a combination of a total of 4 upgrades. Choose from either allowable TW modifications or cybernetic upgrades. You can ignore strain.
    5) Big damn hero: Those out in the country remember you big as life, they say the feats you did were taller than the tallest tales arround. Spend a benny and add +2 to the result. For each benny spent this way you add an aditional +2. This stacks with Elan and applies to damage. Example: Your hero wants to spend 3 bennies for extra effort: roll 1d6+6 and add it to the result, if you had elan in the above senario, roll 1d6+8!. You also gain +1 benny each session.
    6)Can't get away: You are known far and wide as a hero that is ruthless in their pursuit for justice. Any time you shake an opponent that opponent actually takes wound. This will take most extras out of play and make wild cards think twice about what ever you got up your sleeve.
    7) Chainsaw of Good: Maybe you are a force for good, or have angels watching your back. Folks talk about your righteous fervor like they talk about a force of nature. Your attacks are treated as if celestial silver, and if they do a shaken or better roll a 6d, on a 6 your foe is vanquished by the almighty light of the celestials. If they already are celestial silver add +4 damage.
    8) Crapsack world: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
    9) He who fights monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +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.
    10) Ye Mighty and despair: Mounds of gear? No problem. Folks for miles can remember you hauling piles of equipment without breaking a sweat. They also probably remember you wielding two giant sized vibro blades or a vehicular weapon with ease. Shit folks even claim your mighty feats of strength could make lesser men tremble in droves. Treat your strength as 4 die types higher for encumbrance and treat your size as two steps higher for wielding vehicular weapons. You can also make a test of wills at a whole group of targets in a cone template laid down in front of you.
    11) 24 hour armor: Legends tell of an individual who walks Rift earth with skin tough as plate mail. Calculate your toughness by the full value of vigor instead of half.
    12) when planets align: Fate truly smiles on your hero. Bards across Rifts earth tell tale of a mighty individual whose luck is unparalleled. When the going gets good it gets real good. Any time dice ace for your hero add +4 to the result per ace.
Sabateour, Archetict, Commando, Agent
Sabateour, Architect, Commando, Agent: roll a d12
There is skilled, and then there are craftsmen. You don't always take the glory and in fact sometimes working from the shadows is your nom de plume. Through countless hours and will uncounted for your abilities would give any legendary hero a run for their money. Then after the race those would be legends would be found garroted 200 feet before the finish line.


1) Adaptation: You always have a knack for having the right tool to solve the right problem. You can analyze any situation, adapt, and then over come. Gain +4 to the attribute of your choice. You can spend a benny to use an edge until the end of your turn regardless of any requirement except for rank. Multiple bennies can be spent.
2) The quiet one: Stealth is your virtue and silence is your fortitude. Smoke grenades are your favorite weapon. On a successful stealth roll (an action) gain the invisibility power for 3 rounds with out paying ppts. Once per session you can activate the mega version of this power.
3) Blackmail: Who doesn't owe you money? Everywhere you go and most people you meet owe your character in some way. +2 on all connection rolls, I know a guy edge( or one more use to it, intimidation can be used in place of persuasion), and and you can use persuasion as a test of wills as you gently remind folk just how much they owe you.
4) Code Name: Spy masters, secret agents, universal soldiers and super heroes often only go by a special designation and your character is no different. You turn the impossible into merely the improbable. You can ignore 2 pts of multi action penalty and once per session declare your code name moment where you are able to ignore all penalties for 1 turn.
5) The Faceless: When you walk into a bar no one knows your name. Most folks have trouble even remembering your name let alone you were involved in anything important. You are almost impossible to find in a city with only a handful of people. You always get the drop at the beginning of combat and any attempt to find you using streetwise is at a -8.
6) Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.
7) It's Personal: It always is personal. Through sheer force of will you trudge on wards even through a hail of railgun fire. Even when there is no hope, you are always reminded of how much succeeding means you. You can add half your spirit die type to your toughness and once per session roll your spirit die type and add it to any roll.
8) Interrogation Technique: You are legend among black market enforcers. Word on the street no one has ever been able to with hold information from you, and those that try never get the chance to see their brains splatter. Use either intimidation or persuasion as the skill for telepathy without paying ppts. Once per session gain the mega version of this power. Additionally when you grapple a foe you can choose to do an immediate test of wills on them(free action). The raise effect of this special test of wills, is replaced by a wound instead.
9) Houdini: Handcuffs, electromagnetic bindings, a room with no way out? Not a problem for your character. He is a master escape artist. Using agility as the skill roll you can go intangible for 3 rounds to get out of a jam, as you find it ridiculous easy to escape being bound or held captive. Once per session you can even switch places with your captor.
10) Pretty Little headshots: whats better than one head shot? Two or even three of those suckers. You are the #1 speed dial option for those that need decapitations ordered. Head-shots or Vitals are only a -2 location penalty and add +4 damage per raise obtained when going for the head.
11) Right behind me: You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
12) Stray Shots Strike Nothing: You have been known to stand in a crowded area and open full auto at a whole mess of bad guys. When the blood spray settles only the bad guys were hit, and hit hard. Innocent bystanders are never hit by your full auto attacks and whats more, every successful hit adds the rate of fire to its damage.
Field Team Six Bennies
3/6
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Sir Ndreare
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Re: Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Sir Ndreare »

Ndreare watches Hallowway in his last ranting, thinking to himself if he should just shoot the man. But with some of his companions it seems doing the smart thing is not the thing they wish to see done.
Turning to Rodney he says. "Make sure it is destroyed sufficiently that no other could use it. Then I will melt it with my B.A.G.."
Looking around at the others he says. "Do we have a plan from here, or is it time for some R&R?"
Looking down the bored tunnel Ndreare is frustrated to see it is too small and too far away for him to get to the Nexus. Hopefully there will be a place to replenish their resources along the way. He is tired and so are his companions.

After a few moments Ndreare decides he would rather not take any risks of the man coming back later, there have already been too many risks. Reaching out with his magic he drains the man of his health, vitality, and sanity. Then when everyone is done talking to him shoots him in the head to be sure he does not come back.
OOC Comments
Use EX drain vigor, and EX drain spirit before shooting him in the face with his BAG.
No need to take risks of him coming back.
Current Status
Current Status
Parry: 6 (8 with honor Blade)
Toughness: 16 (8)
PPE: 8 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 6/10
Wounds: 0/3 (took a wound and was healed of 1, used EP to soak)
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:


Bennies: 2
  • +3 Quarterly Reset
    +1 1st Q 2018 Posting rate
    +1 Benny for Joker in Turn 2
    +1 Benny for mistake with Card
    -5 Benny for that stupid Slumber spell in first post of Q
    -1 Benny to Soak Ninja Fricken Vampire
    +1 Benny For Interlude
    -1 Benny for Ndreare to EE above
    +1 Benny for 7 Successes HERE
    +1 Benny GM reward to group for RP in Kreeghor Aftermath

Rodney Status
Wounds: 2/3


Adventure Cards (ALREADY USED 2nd Q of 2018)
Novice: 1d54 (37) [Make removable] = Villanious Verbosity "Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan." - Used last week of Q1 2018 vetoed by GM and repaid with Bennies
Seasoned: 1d54 (50) [Make removable] = Theme Song "It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words."
Veteran: 1d54 (24) [Make removable] = Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round." - USED
OOC Comments
Legendary Table Sabateour, Archetict, Commando, Agent.
[dice]0[/dice]

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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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Lucianna
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Re: Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Lucianna »

Legen...dary
Mythic Rifter: [dice]0[/dice] - Big Damn Hero: Each benny spent adds +2 to the roll, stacking with Elan, and can spend multiple bennies
Lucianna's body begins slowly regenerating, healing the wounds she had sustained. Help from Terra Silverforge is welcomed, as well. She sneers at Holloway as he demands answers. "If we are heroes, then we need not explain ourselves to the likes of you. You who have sold your kind for mere fleeting wealth. We are heroes, we are legends, because we defend the weak, even at the cost of our own lives. We are heroes because we expend ourselves in the pursuit of a better life for all. We are heroes because we are stronger in our light than people like you are in your darkness. And light always drives out darkness." With that, she hobbles weakly over to the defeated Holloway and kicks him feebly in his side. "That is for conspiring to destroy this world." She turns to her allies. "Let us be away from here."
Last edited by Lucianna on Wed May 23, 2018 12:27 pm, edited 1 time 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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Penitent
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Re: Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Penitent »

The Legend
[dice]0[/dice]
Weapon of Legend: The sword makes the man, or weapon rather. Folks will talk about your weapon long after you are dead and gone. Add two major and 2 minor modifications off the tw list or any 4 HJ gear related table to a weapon of your choice that can be used by your character. The character gets a +1 bonus to hit with it.

Fury's Fang
Infused with the blood of the Anger Worm and capped with it's razor-sharp teeth, the magic of Penitent's chainsword amplifies the apok's righteous wrath while carving through the most mammoth foes with ease.
Major: Grants the Giant-Killer Edge
Major: Grants the Frenzy Edge
Minor: +2 AP
Minor: +1 Parry
Special: Penitent is +1 to hit with it
Penitent emerges from the corpse of the Anger Worm, it's heart's blood soaking into the stained leather of his chainsword's grip, ichor greasing the gears and permeating the turbine that powers the weapon. He pries loose a few dozen of its fangs, thinking to mount them in place of the sword's existing teeth later.

Truly a weapon with which to eradicate evil, he thinks, sheathing the blade next to its cousin, the enchanted blade Durendal.

He walks over to the mewling, defeated Halloway, curious to see who will end the coward's blubbering.

"What makes us legends? Other men's fear, I suppose. The simple-minded like you might point to our weapons or armor, thinking the tool is greater than the hand that guides it. But even the hand is weak, without a strong heart."

Penitent crouches in front of the broken tyrant, the black pits of his eyes burrowing into Halloway's own.

"But even hearts are weak. Stab them, crush them, they stop beating. Strip them of love and faith and they falter. Soak them in loss and betrayal and they shrivel. But even the most blackened heart, hard as stone, can continue on with one thing -- defiance. The defiance that accepts one's sins but refuses to close the ledger. The defiance that forces muscles to move even when a body's been poked full of holes and drained of blood. The defiance that sees defeat and rejects it, conjures a path to victory where there is none, because anything less is unacceptable."

He rises, leaving Halloway to gasp in the dirt.

"That is what makes us legends. Now, finish dying. Your story is at an end."
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: Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Grynn »

The Dragon. The Myth. The Legend...in training. Table 1
[dice]0[/dice].

Shook the table or whatever for a +2 to the roll.

Cursed with Awesome: Fate most of the time makes sure you come through in a big way. 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.
Grynn shook his head from where he was lying, breathing heavily. He tried to speak but all that came out was a pained gurgling groan. He felt a bit light-headed after being partially eaten by the giant worm creature. He didn't trust Doc Reid, but soon enough, however, Terra Silverforge was able to get around to him and she began the process of healing him a bit.

Halloway spoke up with bitter words and asked them to give up the secrets of their heroics and drives. Grynn listened as a few of his allies spoke up first. He finally gave a painful shrug. "Blame it on my parents, I guess. I am cursed with awesome." He smiled a bit. "I AM a dragon, after all, both a blessing and a curse, but full of strange and awesome."

He looked over when Ashlynn arrived and smiled widely at her, grateful and glad she had not only made it out alive but had saved the boy as well. He limped over and gave her a fierce but gentle hug in his dragon form. He then shifted down to his humanoid armor-wearing form for the moment. "I am glad to see you are well and were successful."
Last edited by Grynn on Tue May 22, 2018 3:40 pm, edited 1 time 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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Krysesia
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Re: Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Krysesia »

Notice 5
Notice [dice]0[/dice], [dice]1[/dice]
Epic Heroic Stuff
Mythic Rifter [dice]2[/dice]+1 (from EP)=5: Big Damn Hero

Card Played: (Group) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you.
As Ash shows up, literally dragging those who came with her, Krys runs over and helps get everyone up. She pulls the last of the power from her staff, and summons Serenia again. "My friend, I am glad you are back. Help these people. Then we have much to discuss."

Serenia looks at her friend with a small amount of wonder. "You look exhausted, but you also look like you have grown...to be more."

Krys looks at her perplexed and then shrugs. "Perhaps so. Help heal the others, please."

The spirit of light nods. "Of course my friend, anything to help." With that Serenia moves to help heal the wounded, provide succor to those who need it, and otherwise comfort people, including Grynn. "We can't have been separated long my friend, but you too have grown in spirit." She runs a gentle hands over softer scales under his chin. "But rest for the moment."

Finding Terra, she pushes the shotgun she borrowed into the woman's hand. "Your assistant let me borrow this, and I must say it has been a most useful loan. But I think I am done with it." Terra tries to push it back to her, but Krys shakes her head. "Keep your young friend safe. Better yet, add a power source to it so he can use it. That way he can keep you safe."

To young Tylor, she smiles and strokes his head as he comes back to consciousness after Serenia heals him. "Welcome back young man." She gives him a kiss on the forehead and rises. If he tries for more, she stops him with a hand over his mouth. "I am literally old enough to be your grandmother and I will live long after you are dead. Your love is meant for someone able to be with you young one. But regardless, I would never be able to be that woman for you. But I will happily attend your wedding on the day you meet the woman that is worthy of your love. And later, I will dote on your children. Live long and prosperous young Tyler. And remember us fondly."

Once again tapped, she wonders at the blade her father bore. She can feel its purpose and its powers. She can't help but smile. And then a voice out of hell itself speaks.
Halloway wrote:Trampled and beaten at the edge of death Halloway cries out his scream echoing eerily, ” Is that it? You call yourself heroes?” His power armor much like the rest of his men is shredded and busted. The faceplate is cracked and broken revealing his bloodied wide eyed face. He screams again spitting up blood, ” I woould be lying if I said I’ve seen better! Common tell me your secret heroes what drives you into these lands? Goddamn it, why have you plagued us with your presence!!! What the frack makes you Legends!!!”
"The only plague is men like you, men who choose complacency and profit over basic survival of the species. Greed makes you small; weak; lesser. My companions and I are naught but Heroes. I've heard us referred to as that, and I claim that mantle. I'll be the biggest damn hero in the Megaverse if it allows me to eradicate vampiric existence from the reality itself. I gladly devote my life, my soul, my existence to that. You can't see beyond your petty greed and desire. I would pity you, but like I don't pity the anger worms for their existence, I will not pity you. Simply let it fade like the pond scum you are."

Serenia does not speak, but smiles. not just at Krys, but all of the Heroes. When Grynn speaks, she laughs lightly. "Cursed with awesomeness indeed my friend."
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: Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Ashlyn Alvarez »

Notice 5
Alertness, Danger Sense
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***
Legend Table Roll 10
[dice]2[/dice] - World of Badass: Folks to this day still talk about what made you a badass. Its not about if you can suceed, its about by how much. Your wild die is always a d8.
Ashlyn groaned as she found herself and the others outside. She was groggy, struggling to remain conscious, while the others around her were down. She looked, bleary eyed, but at the alien scientist, only barely making out the sense of his words as he studied her, and then pressed some kind of communication device into her hand to be able to contact him.

Ashlyn coughed and answered the alien scientist’s question. “I guess...I’m just...a badass,” she said wryly.

And then he was gone, leaving her alone with her unconscious companions.

Ashlyn found a scrap of metal big enough to act as a sled. Using her magic, she boosted her strength and loaded the unconscious bodies and their looted gear onto the metal siding. She looped her rope about it and dragged them back toward the cave entrance where the others were now emerging.

Letting go of her load, Ashlyn staggered to her knees in the dirt, slumping wearily forward, her long black hair damp with sweat and dangling in her face.

“The boy is safe,” she told the others

***
Conditions
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Wild Die always a d8
Dodge: -1 to by hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
PPE: 7/20
ISP: 5/10
Shield: 6/10 PPE
Bennies: 6/3
Adventure Cards
  • Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
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: Legends of the Vampire Kingdom (Kreeghor Aftermath)

Post by Vela »

A table of LEGEND
Sabateour, Archetict, Commando, Agent [dice]0[/dice]
Right Behind You...that is so cat.
Vela smirked at the captive's plea, and decided to humor him. She hunkered down near him and said, "You have not fought the Jaguar People before. We hunt. We stalk. We kill. We feast."

She gestured up with a hand. "My prey does not know it is prey. I am a shadow that walks with nothing to cast it. The breeze carries my scent away. The ground lets me pass with no sound or track. You may as well be hunted by a dream."

The jaguar-woman leaned in close, inhaled through her nose as if learning his scent.

"You feel something though. A fear you cannot name. You turn to look behind you...but there is nothing."

She abruptly struck out, grabbing his shirt hard enough to punch holes in it with her fingertips. "Then a weight falls on you from above! Claws grip. Teeth close around your head. A twist..."

Vela gnashed her teeth melodramatically in front of his face.

"Then all is dark for you. That is why."
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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