The Place Between (Open Role Play)

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Ndreare
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The Place Between (Open Role Play)

Post by Ndreare »

As you enter the cramped room the smell of stale cigars and cheep whiskey strong enough to cover the smell of old sweat on the others in the room. The concrete walls are thick and uniform confirming it is unlikely there are any surveillance devices in the room or broadcasting out. The broken crates against the walls will allow you to rest your feet and sit down, but this is still not a place of comfort.

You need allies and Michael said this is the place, and time to meet them. "There will be people of like motivation there. Others who know, and others who want to see the Ba'al stopped." He said.




This is an abandoned hidden bunker accessed in the Seattle Underground. Accessed from a forgotten entry off of Denny Way and 6th street, once in the underground it is only a 0.5 miles walk to the hidden locations entrance. With crates full of resistance supplies needed for your various missions.

No die rolls normally needed here, just fun.

Michael Peterson
Facade
michael human.jpg
Morphus
Image
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Signal
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Re: The Place Between (Open Role Play)

Post by Signal »

Signal enters the room and takes a look around. Not Manny; not right now. Manny would be there for later, but for now he is just Signal, and more than Manny.

Without thinking he reaches out with his senses, probing for any broadcast signals in the room, any hidden electronic devices, and comes up empty. Satisfied that the room isn't under surveillance (or that it is under surveillance, but by someone so good he has no hope of countering them), Signal takes a physical circuit of the room. Hidden doors in these places sometimes, he tells himself. "Careful" doesn't get you killed.

That had been his father's saying. Careful doesn't get you killed. But something had killed Dad, and he had always been careful, hadn’t he?

Signal's form crackles with energy; he feels around for a power outlet and finds one. Good. A way out. A way in, too, if anyone knows how to use it. He goes and leans against the wall near the outlet and gives the other occupants an appraising look, his face quite literally an inscrutable mask.

"I'm Signal," he says. "Michael here has promised to help me settle a sizable score if I join up. What brings the rest of you to the city's armpit?"
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Clayton Hodge
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Re: The Place Between (Open Role Play)

Post by Clayton Hodge »

Clayton lights a cigarette as he opens the door and walks in, adding to the smoky atmosphere. He takes a puff and considers his suroundings, "Real charmin'. Ah hope these fella's are capable." He watches Signal prowl the room, thinking, "Nightbane that'n, or mah name ain't Clayton Hodge. Maybe these folks'll work out."

When Signal leans against the wall and greets him, Clayton responds, "Howdy, sparky. Ah reckon tha same thing as brought you around these parts."

Clayton takes another drag off his cigarette before continuing, "Ah ain't as young as Ah look, Sparky. Was a time back when Ah was a young'n when strong men took what they wanted from weaker men, an' there were only a few strong men tah put a stop to 'em. Thing of it was, Ah was strong, but not one ah tha few."

A wistful look comes across Claytons face and he says, "Young'n's got a sayin they like tah say now a days, 'Ya either die a heero, or ya live long enough tah see yerself become tha villain.' Heh. Ya see, its tha other way 'round for me. Tha strong are takin' from tha weak again, an' Ah aim to be one ah tha strong few this time 'round, Sparky."

Clayton finishes his cigarette, knocks the remaining bit of tobacco out of it, slides the butt into his pocket and says, "Cain't stand litterin'. Right shameful thing to do."

Then he introduces himself, "Mah name is..." He stops himself before he lets his name slip and then continues, "Heh. Call me Snakebite, Sparky. Ah ain't gone by that name for some time. Not many left that know me by that'n. Old age got 'em. Tha rest...Well, Ah reckon they done lived plenty long enough. It's high time they join tha old'n's.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Mel Richter
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Re: The Place Between (Open Role Play)

Post by Mel Richter »

Triessa pushed her glasses up onto her nose for the umpteenth time and took a deep breath to steady her nerves. She always got a little jangly under the Red Pill. The world was big and bright, in bold relief. Etheric flows echoed and molded around physical forms, like looking at a watercolor of reality superimposed over a photograph of it. If there was any funny business going on, she should notice it.

Unless it was just someone with a gun of course. There was pretty much jack shit you could do to see that coming, magicwise.

She pushed into The Place Between. Interesting choice of names, that. Names had power, in mystical circles. Declaring itself to be 'between' meant it wouldn't have much of a threshold. Nothing to keep folks in or out. All were welcome...provided, she was sure, that they played by the rules. A good trait to have in a neutral ground.

Sometimes neutrality smelled a little like complicity though. Didn't seem like the sort of vibe you'd want for 'The Resistance.'

Michael was still a bit of an unknown quantity for Triessa. Not human, that much was clear, but magically gifted. Seemed like an okay fella, but you never knew. So far at least, she'd only seen the Resistance trying to help people though...and that counted for something.

What she saw inside the Place brought Triessa to an abrupt halt. Not because of eldritch horror or anything, just...confusion.

It was like a fucking cosplay convention in here. A Clint Eastwood style guy, and some character from one of those Morpeegees the kids were all about these days. Blue glow leaking out around an angry looking mask. She didn't need the etheric tangle around him to know he wasn't human.

Her eyes flicked from Clint to Glowmask, and she said, "You guys sure you have the right room? I think the time traveler convention is around the corner."
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Re: The Place Between (Open Role Play)

Post by Clayton Hodge »

Triessa wrote:She pushed into The Place Between. Interesting choice of names, that. Names had power, in mystical circles. Declaring itself to be 'between' meant it wouldn't have much of a threshold. Nothing to keep folks in or out. All were welcome...provided, she was sure, that they played by the rules. A good trait to have in a neutral ground...

...What she saw inside the Place brought Triessa to an abrupt halt. Not because of eldritch horror or anything, just...confusion.

It was like a fucking cosplay convention in here. A Clint Eastwood style guy, and some character from one of those Morpeegees the kids were all about these days. Blue glow leaking out around an angry looking mask. She didn't need the etheric tangle around him to know he wasn't human.

Her eyes flicked from Clint to Glowmask, and she said, "You guys sure you have the right room? I think the time traveler convention is around the corner."
Seeing the new arrival - a lady - come in, Clayton grabs his hat by the crown and tips it to the lady. He chuckles at her comment and says, "Ah'm afraid so, li'l lady," he puts his hat back on his head and continues, "Ah'm tha genyooine article."
Notice 7, Common Knowledge 7
Notice: [dice]0[/dice] (+2 Acute Senses)
Wild: [dice]1[/dice]

Smarts: [dice]2[/dice]
Wild: [dice]3[/dice]
Ace: [dice]4[/dice]
Clayton calls upon his snake nature to shift to his snake tongue and sensory organs. He flicks his tongue out to taste the air and pull airborne particles into his sensory organs. Satisfied with the results, he lets the vestiges of 'thrope magic fade and asks Triessa, "So li'l lady, what're you? Ah would know if ya had some 'thrope in ya. Ah reckon your features are a mite dark for them Guardian types ya hear talk of, an' yer bearin' ain't that of ah fighter. Vamps 'n wamps got tha smell ah blood 'n fear 'round 'em, or no smell at all for them hygeenic types, no matter what they might try to tell ya. Ah reckon your smell is nice 'n human. Could be yer one ah tha nightbane, but Ah'm sure Sparky can figger that'n out for us. Were Ah tha bettin' type, and Ah reckon Ah am, Ah'd bet mah horse that ya dabble in sorcereh. If ah hadn't lost 'eem in another bet years back that is."
Last edited by Clayton Hodge on Fri Jul 06, 2018 11:14 am, edited 2 times in total.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Raphael
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Re: The Place Between (Open Role Play)

Post by Raphael »

Raphael walks in. He stands about five feet two inches tall. He has light blonde hair, icy blue eyes and a perfect face, so perfect that you mistake it for a mask at first. He is wearing a spotless white trench coat, charcoal gray slacks and a pair of black new balance shoes. "Hello, he says in a clear accentless voice, I'm Raphael.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Mel Richter
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Re: The Place Between (Open Role Play)

Post by Mel Richter »

Triessa had her mouth open to respond to Clint Woodeast, when the guy who was Clearly Not An Alien strolled in and announced himself. Which, admittedly, put his manners about 200% higher than literally every other person in the room, herself included.

"Of course you are," she replied. "Well, Raphael, this is The Genuine Article here in the hat, that's The Quiet One, and I'm Triessa."

Her eyes cut to Clayton as she added, "I'm a private investigator. Welcome aboard."

Introductions made, she went on in and found a nice...uh...broken crate to take a precarious perch upon.
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Clayton Hodge
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Re: The Place Between (Open Role Play)

Post by Clayton Hodge »

Raphael wrote:Raphael walks in. He stands about five feet two inches tall. He has light blonde hair, icy blue eyes and a perfect face, so perfect that you mistake it for a mask at first. He is wearing a spotless white trench coat, charcoal gray slacks and a pair of black new balance shoes. "Hello, he says in a clear accentless voice, I'm Raphael.
Notice 7, Common Knowledge 16
Notice: [dice]0[/dice] (Acute Senses)
Wild: [dice]1[/dice]

Smarts: [dice]2[/dice]
Ace: [dice]4[/dice]
Ace: [dice]5[/dice]
Wild: [dice]3[/dice]
When Raphael enters the room and introduces himself Clayton does his 'thrope snake-tongue flicking trick again. Then he laughs and says, "Well, speak ah the Devil! Ah reckon yer one ah them guardian types, huh?"

Clayton smirks and looks Triessa up and down one more time. Then he shrugs and says, "Most certainly not a guardian then, are ya, ma'am?"

Then he takes off his hat again and bows to Triessa, officially introducing himself to the newcomers, "It was remiss of me not to introduce myself to tha li'l lady. As Ah've told Sparky, call me Snakebite fer now. Seein' as how Ah don't know you fellas, and the lady, too good yet 'n all."
Triessa wrote:Her eyes cut to Clayton as she added, "I'm a private investigator. Welcome aboard."

Introductions made, she went on in and found a nice...uh...broken crate to take a precarious perch upon.
Clayton smirks as he places his hat back on his head and asks Triessa, "An' how well does investigatin' privates pay? Back in mah day we had us another word for it, but the young'n's today are a mite bit more sensitive than we used tah grow 'em. Y'all tend to use pretty words for ugly things nowadays."
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Mel Richter
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Re: The Place Between (Open Role Play)

Post by Mel Richter »

"I guess I'll have to think of a pretty word for you then," Triessa replies with a faux smile.
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Raphael
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Re: The Place Between (Open Role Play)

Post by Raphael »

Raphael smiles politely at Clayton's words and nods. "Yes, I am what they call a Guardian." He nods politely to Teissa. "Thank you for your warm greeting." He looks about for a moment and finds a relatively clean chair to sit on. You aren't quite sure, but it almost looks as if he floats down onto it.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Jack Tillmun
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Re: The Place Between (Open Role Play)

Post by Jack Tillmun »

Jack finally hunts down the correct address, after several hours of walking through the cold night air. Unsure of who or what could greet him at his destination, he took a shortcut through an alley as his skin started to dissolve. About half way to the other side his matter had finished diverting to create his exoskeletal armor. Turning the corner into the new street he saw his target just a block away. "For a secret organization's meeting hub, naming it something that suspicious isn't too smart." Jack remarks just as he approaches The Place Between. Forgetting his current appearance, including his very sharp and long knife claws, at just about the worst time possible, he reaches for the door handle.

From within the building you see giant serrated knives pierce the door all around the handle, followed by curses, and when they recede the handle goes with them. Just like that the door swings ajar and a figure covered in jagged armor holding the crushed handle is standing on the other side.

"I meant to do that." Quickly ejects from the stranger, before anyone else has the chance to respond.
OOC Comments
Not sure if Clayton can smell biomatter, but the arm clutching the door handle isn't from the same source as the rest of me. Also I am Monstrous so you might have to make fear checks, but my humorous entrance was supposed to try and counteract that necessity.
Jack "BiOden" Tillmun, Prototype Nightbane
Edgy but Light-Hearted Monster
Charisma: 0/-4; Pace: 6/6; Parry: 6/7; Toughness: 5/8 (2)

Martial Artist (Human) / Improved Martial Artist (Morphus): Never an unarmed defender and +d4 damage / +d6 damage
Dark Sight: May ignore Dim or Dark penalties in either form

Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Benny: 1/1
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Mel Richter
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Re: The Place Between (Open Role Play)

Post by Mel Richter »

When the claws plunged through the door and started sawing through the wood around the knob, Triessa jumped off her claimed box and onto her feet. She barely had time to start her first spell before the door burst inward, admitting a monster from anyone's worst nightmares into the room. It smugly declared its intention to break in...

...and then Triessa finished speaking a few words under her breath. Shadows around her lengthened, stretched, snapped off and surrounded her...blurring her outline; making it hard to tell where she really was within that murky soup.

"I thought this place was supposed to be safe!" she snapped to the others.
Spellcasting 8
Deflection to protect from the MONSTARR - [dice]0[/dice] or [dice]1[/dice]
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Jack Tillmun
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Re: The Place Between (Open Role Play)

Post by Jack Tillmun »

Staring at the wrecked door handle still held within his hand for a second, before chucking it behind him with a casual air, Jack turns to the sole female occupant. "Calm down lady, it's not like some kind of monster just barged through your door... oh." Quickly his razor sharp foot long claws shrink away and disappear into his armored skin, and you notice the spikes on his shoulders seem to be slightly longer now.


"I assume you all are here for the same reason I am? Some guy named Michael gave me the address. Hope I don't have to pay the repair bill, as I am unusually tight on cash right now." No matter what you could have been expecting from the sinister looking figure, his 'chatting around the water cooler' nonchalance just doesn't seem to fit.
OOC Comments
For the reference of Signal, I am thinking we could have made an anonymous trade at some point a couple weeks ago. I get you some information about a person you were looking for in exchange for a supped up phone. If I ever use my phone nearby you should be able to tell it was your work.
Jack "BiOden" Tillmun, Prototype Nightbane
Edgy but Light-Hearted Monster
Charisma: 0/-4; Pace: 6/6; Parry: 6/7; Toughness: 5/8 (2)

Martial Artist (Human) / Improved Martial Artist (Morphus): Never an unarmed defender and +d4 damage / +d6 damage
Dark Sight: May ignore Dim or Dark penalties in either form

Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Benny: 1/1
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Catie
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Re: The Place Between (Open Role Play)

Post by Catie »

Catie passes a random door handle on her way to the meeting. Is this related to where I’m headed or just more of this part of the city being only half a step above being an actual dumpster? She has to laugh when she arrives and sees a door with jagged holes and a missing handle. Well that answered that. What looked to be a stand-off was also happening right in front of it.
”Looks like the fun’s started already! Dare I ask how and why that happened to the door? I’m Catie. I assume you guys are also here thanks to Michael?”
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Jack Tillmun
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Re: The Place Between (Open Role Play)

Post by Jack Tillmun »

"I know I am, but not sure about the rest of these..." Jack starts to say in response to the new arrival while surveying the current occupants, before trailing off when his eyes land on one Clayton Hodge. Suddenly the armor just crumbles and falls away to the floor, before re-molding together layer by layer into a normal human body. First the skeleton, then the muscle, then the skin, and finally a layer of what seems to be clothes. "Well, well, well. Didn't expect to see you around anytime soon, old timer. What have you been doing since we parted ways a couple months ago?" The young adult standing before you now seems to have almost no guard up anymore, as if the thought of the people in the room attacking him didn't even cross his mind.
Jack "BiOden" Tillmun, Prototype Nightbane
Edgy but Light-Hearted Monster
Charisma: 0/-4; Pace: 6/6; Parry: 6/7; Toughness: 5/8 (2)

Martial Artist (Human) / Improved Martial Artist (Morphus): Never an unarmed defender and +d4 damage / +d6 damage
Dark Sight: May ignore Dim or Dark penalties in either form

Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Benny: 1/1
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Clayton Hodge
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Re: The Place Between (Open Role Play)

Post by Clayton Hodge »

Clayton just watches amusedly from his corner as Jack makes short work of the door and scares Triessa, thinking, "Ah didn't expect the kid to show up. Ah reckon it's nice tah see a familiar face, though. Jack's more trouble'n a cat wrapped up in ah wet paper bag."

When Catie shows up right behind Jack, Clayton tips his hat to her as well. He takes a moment to let his snake tongue flick out once more before asking her, "An' what are you li'l lady? Ah smell feline purdy strong. We got ourselves another genyooine 'thrope? Anyhow, Ah reckon Sparky here for nigtbane, obviously. The lady is human, but she won't talk. She mentioned something about investigatin' privates before picking a fight with my good friend Jack there. Nightbane, and a good kid. Angel here is a Guardian."

When Jack finally recognizes him, Clayton laughs good naturedly and responds, "Took ya long 'nough, Jack! Ah thought I taught yah to always check ah room and its corners before anything else? Ah'm glad to see yah though, kid. It really is. Ah been doing the usual - takin' what Ah want and helpin' kids like you. It led me here after a fashion."
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Mel Richter
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Re: The Place Between (Open Role Play)

Post by Mel Richter »

Triessa released the protection spell with an angry flourish of her hand, and the shadowy distortion surrounding her dissipated.

"Jesus CHRIST," she snapped at Jack. "Can you not just OPEN the DOOR? I could just as easily have..."

With visible effort she forced herself to cut the sentence off, and took off her glasses to wipe them on her sleeve before putting them back on.

"Okay," said Triessa, "Okay. Lets...try that again. Hi Jack, I'm Triessa. Sorry I nearly took your head off just now, I thought you were breaking into the room to kill us all."

She gave Catie a curt nod as well.

Am I seriously the only human being in this room?
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Catie
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Re: The Place Between (Open Role Play)

Post by Catie »

”Your sense of smell serves you well,” Catie answers Clayton. ”I am indeed a lycanthrope. Cougar. And you seem to be some kind of snake. If it’s not too prying to ask, are you venomous? I appreciate the run down of who’s who. Seems like I showed up a little later than everyone else.”

She returns the nod from Triessa with a smile. ”Handy spellwork. You’ve got great reflexes; are you really human?”
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Clayton Hodge
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Re: The Place Between (Open Role Play)

Post by Clayton Hodge »

Clayton smiles briefly, letting his hybrid form fangs peek out and drip venom onto the floor. Then he allows the 'thrope magic to fade and says, "Guilteh as charged, ma'am. Western rattler. Ah'm not a brute lahk some ah my constrictin' cousins. Ah'd like to thank Ah'm a mite bit quicker and far deadlier, howevah. There are perks to being smaller, too, in mah line ah work."

When Catie asks Triessa if she's human, Clayton chips in again, "If'n she ain't human, then Ah suspect we're all done for. Lucky fer us, Ah reckon that Michael feller is smart enough to root out any hollow men or dopplegangers before sendin' folks our way."
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Mel Richter
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Re: The Place Between (Open Role Play)

Post by Mel Richter »

"Nope, I'm human and a hundred..." she considers then amends, "like ninety-nine percent bug-free."
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: The Place Between (Open Role Play)

Post by Gravely »

For Gravely, this location is a place unfamiliar to a resident of Seattle. It exists but not where you think it does. Gravely thinks that it is some sort of pocket dimension or an in between place. In between places are like an oreo cookie. The in between is the white cream filling and the other dimensions are connected by the in between place.

In between places allow easy movement between to established locations. Because they do not exist on their own, they are harder to track and often only available to those that create them.

So while shocked, Gravely knows that he really shouldn't be. Micheal, or one of Micheal's associates probably created it.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
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Ndreare
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Re: The Place Between (Open Role Play)

Post by Ndreare »

OOC Comments
I am moving Tania's post to the Interlude post.


FROM HERE AFTER IS AFTER THE RESCUE OF MARRY

This means all of you can post freely to maintain post counts.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Gravely
Posts: 203
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Re: The Place Between (Open Role Play)

Post by Gravely »

Gravely stands in the Nightlands and is surprisingly nervous.

"I don't like entering a place that I have not thoroughly scoped out and analyzed. Especially one where I am planning to be a for an extended stay."

"I just don't know of any solid exits for us."
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: The Place Between (Open Role Play)

Post by Mel Richter »

"Yeah, well, we shoulda thought of that before we jumped over," Triessa sighs. "But then again, if we'd stuck around where we were, the question of exits would not have been our biggest problem."

She looks around and rubs the back of her head.

"But now it is. So...you night 'bane.' None of you have any tricks you can use to kick us all back to our world? Like, any at all. This would be the time."
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Ndreare
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Re: The Place Between (Open Role Play)

Post by Ndreare »

FROM HERE AFTER IS AFTER BURNING DOWN PNW LABS

The Cell members have had a lot of time to think about what went right and what went wrong. Michael was shocked to hear of Clayton's death. "He was so old and experience, I almost felt he would live forever." The funeral was small with only the Cell Members and Mary showing up. Michael officiated saying the barest of words.

Even with the help of magic, and hospitals the wounds you took still haunt you as each can feel a shadow of the pain before. Like something in them will not heal.
OOC Comments
Note the cursed blades used by the Great Hound and his Master Hounds had to recover the slow way, and would not recover with regeneration.

Your mechanically healed, but there is something intangible there.

@Peter you feel yourself growing attached to that strange weapon you took from the hounds. it calls to you and you find that when you do not have it, you feel distracted and unable to concentrate.



It has been a few weeks since the events of the Zero Facility. The group gathered together in The Place Between are told they will have another couple joining them. As a pair of new people are escorted in by Mary.

@Mikhail Peterov and @Thrand come in from the secret sewer entrance they stone woman showed them. As they enter, they find they are in a small warehouse like room. A group of half a dozen men of various descriptions sitting on crates of weapons and armor. One of them skips off the box of grenades he was sitting on and walks over offering a hand looking up to the giant viking like man.

Turning to the others he says. "This is Thand, he is a more traditional warrior than most. But he is willing to work with us." Then the athletic looking Asian turns towards Mikhail. "And this is Mikhail. A fellow Nightbane." He says his voice excited to have another brother on the team. "Your true form is a little to big to get through the doors into and out of The Place Between. But would you be willing to show the others." Michael nods as he asks, obviously a little giddy at the idea. "Biggest I have seen in 60 years. With training you will be able to be a true resource for the team."

Instructions, DO ALL 4
  • Finish polishing off your characters to the full SWADE Mechanics. Everyone will be at 7 Advances, and have full benny reset.
  • Compose an interlude about how your character handled the loss of a battle comrade and how you spent the last two weeks.
  • Introduce yourselves to one another.
  • Note: Each player please also include a Notice roll at the bottom of your post.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: The Place Between (Open Role Play)

Post by Gravely »

Gravely's time with the PAB and even his time with the Seattle Police Department prior to the Paranormal Activities Bureau, has sealed one fact: Death is inveitable. Everything and everyone will die.

Clayton's death is hard for the mortal champion. Clayton was the only person older than him and while not grossly superstitious, he does have to wonder if he is next.

Two weeks and he able to every other day, visit a grave or memorial of another fallen commrade. He finishes his last visit at Hodge's grave. Looking around he thinks how much the vibrant valleys contadict the dusty and arid life that seemed to be Clayton Hodge.

In between visits, Gravely began efforts to acquire better equipment. Suitable armor or reinforcements and a suitable stockpile of weapons and ammunition. The crates in The Place Between were roughly a week's worth of effort between himself and Micheal.

In a conversation between himself and Micheal, "Micheal, have you found any other locations we can train in?"

"Something with a fair distance for using firearms and a solid set of gym equipment or something similar?"

"Athletics. Firearms. Hand to Hand. Those are the areas we need to work on."

"Brains we have in spades, Second only to our Nightbanes and their array of powers."

Notice 6 _
Alertness: +2 Notice
[*] Notice (1d8) [dice:2ypnk0x2]60708:0[/dice:2ypnk0x2]
[*] Wild (1d6) [dice:2ypnk0x2]60708:1[/dice:2ypnk0x2]
Completed
Number 2
Number 4
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Place Between (Open Role Play)

Post by Ndreare »

Gravely wrote: Mon Nov 18, 2019 2:19 pmIn a conversation between himself and Micheal, "Micheal, have you found any other locations we can train in?"

"Something with a fair distance for using firearms and a solid set of gym equipment or something similar?"

"Athletics. Firearms. Hand to Hand. Those are the areas we need to work on."

"Brains we have in spades, Second only to our Nightbanes and their array of powers."
Michael nods. "You can use one of the other exits. Maybe the one in the park near the Historical Art Museum in mexico city. Once there is is easy to get to remote lands with low policing. Give me a couple weeks i may be able to pull something together for you."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: The Place Between (Open Role Play)

Post by Gravely »

Ndreare wrote: Mon Nov 18, 2019 2:34 pm
Gravely wrote: Mon Nov 18, 2019 2:19 pmIn a conversation between himself and Micheal, "Micheal, have you found any other locations we can train in?"

"Something with a fair distance for using firearms and a solid set of gym equipment or something similar?"

"Athletics. Firearms. Hand to Hand. Those are the areas we need to work on."

"Brains we have in spades, Second only to our Nightbanes and their array of powers."
Michael nods. "You can use one of the other exits. Maybe the one in the park near the Historical Art Museum in mexico city. Once there is is easy to get to remote lands with low policing. Give me a couple weeks i may be able to pull something together for you."
Gravely smiles, "Resitance leader and travel agent. Killer Combination."
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: The Place Between (Open Role Play)

Post by Thrand »

Thrand had felt restless for weeks. He had urges to go to new places and try new things daily if not hourly. It was abundantly clear that the Hönd ór Týr wanted Thrand to find something, or someone, but the axe was not satisfied with Thrand's wanderings. It didn't bother Thrand, though, as he had time to spare. If the axe wanted something then Thrand needed to make it happen.

Settling in for a coffee at a local shop, Thrand began flipping through his sketchbook when a sketch caught his eye. It was the image of a Young Asian man the axe had shown him recently. Looking up, Thrand spotted him in the flesh. Excited to have possibly found a clue towards what the Hönd ór Týr wanted, Thrand hustled over to the Asian man and introduced himself....

Thrand smiles genially when Michael offers his hand. He shakes it firmly and takes in the room and those assembled within. When Michael introduces him, he nods. Thrand reaches into his pocket and pulls out a navy business card embossed with golden metallic lettering. He deftly flicks it to the nearest member of the team.
Business Card
Image
With a mischievous smile he says, "Thrand of Thrand Cosplay and Make-Up. Maybe you've heard of me? Anyhow, I've...come to learn that you've recently lost a friend. My condolences."

After introductions are finished, Thrand sits down on a crate and opens up his sketchbook. To the common person, many of the sketches would seem to be fantastical creatures and monsters straight out of horror movies. Some people might recognize the images for what they really were. One page shows a snake-like being draped lifelessly around what seem to be two fallen and massive suits of plate armor.

When Thrand stops turning pages, there's a picture on the left page that looks remarkably like Michael. Except the sketch shows Michael wearing an outfit decades out of fashion and nothing at all like how he typically dresses himself. Thrand begins sketching a new image on the next page.
Notice - Critical Failure
Notice: [dice:1t50aw5d]60803:0[/dice:1t50aw5d]
Wild: [dice:1t50aw5d]60803:1[/dice:1t50aw5d]
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Ndreare
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Re: The Place Between (Open Role Play)

Post by Ndreare »

Gravely wrote: Mon Nov 18, 2019 5:03 pm Gravely smiles, "Resitance leader and travel agent. Killer Combination."
"To help you guys with escape and mobility this little place between worlds has been set up to allow you to go to many places. With the limited volunteers we had I was not able to get every place needed. But I think we did get the most critical of them."
Thrand wrote: Thu Nov 21, 2019 9:31 pm With a mischievous smile he says, "Thrand of Thrand Cosplay and Make-Up. Maybe you've heard of me? Anyhow, I've...come to learn that you've recently lost a friend. My condolences."
Shaking his head a little Michael adds. "Do not be fooled. He is much more than a man in a costume. He is an agent of one of the ancient artifacts fashioned to kill the Ba'al. From what I can tell the bonding is more than a quarter complete. So I am sure he will be an equal contribution to whatever missions we can find."

Then turning to indicate the brawny athlete to his other side he says. "As Tania and Manny can tell this one is is likewise a great partner to have on the team. And to be frank one of the strongest of the young nightbane I have seen. Speak up @Mikhail Peterov we will need to finish up these introductions soon. I have to be in London in half an hour."

REMINDER
As a reminder you can find all the places The Place Between links to by looking at the shared map.

If Triessa ever does get written up in the full SWADE version then we will likeily have an Astral Mage who can actually work it out with Michael and add more destinations.

https://drive.google.com/open?id=1gXb0Q ... sp=sharing
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: The Place Between (Open Role Play)

Post by Thrand »

Thrand closes his sketchbook, leaving his unfinished drawing for another time. He responds to Michael with his charming smile, “Way to ruin the air of mystery, Michael...“

The friendly demeanor slides off Thrand’s face in an instant, replaced with a quiet, calm intensity. He sits straight, prepared to react at a moments notice with his right arm hanging down and slightly away from his body. His gaze runs across each of the individuals in the room, memorizing their features and forming educated guesses about their capabilities and vulnerabilities.

“Let’s get on with it,” he states quietly.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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User avatar
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: The Place Between (Open Role Play)

Post by Tania »

Tania volunteers, "They call me Tania, and I am a Nightbane. Strength is not particularly my forte, combat skill is, even in facade I am a skilled martial artist. I have only a little grasp of our talents and none of other magic."

I will certainly want to try herself against this 'strongest nightbane' at some point, Tania thinks, strength is not everything.

She adds in a teasing tone, "A artifact to help slay the Nightlords is a good thing in my book, I guess we will have to take the wielder as well."
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: The Place Between (Open Role Play)

Post by Mel Richter »

Triessa came in late, and after she got in she seemed immediately interested in one of the Place Between's concrete walls, peering at it closely as the others spoke and even poking it with a fingertip. An alert eye might have seen the concrete shimmer slightly and distort around her finger, as though temporarily soft as clay. Just a little.

"Hmph," she muttered and finally looked up at the newcomers and old friends alike. Her face was a bit drawn, and she had some bags under her eyes, half-hidden by her classes.

She'd come out of the factory with burns down one of her arms, and nearly unconscious from that noxious smoke. It was little more than sheer stubbornness keeping her on her feet, and she didn't last long before needing to be helped along. Not long after that she finally passed out and had to be taken to a hospital. There Triessa had plenty of time to think about the debacle she'd participated in, consider all the things she could have done differently, and remember the friend she'd lost because of it.

Triessa hit a kind of rock bottom while convalescing...and vanished from the hospital entirely, causing no small amount of consternation.

Aside from a mysterious text a day later where she let the team know she was alright, that was the last anyone had heard from her.

And now she had a ring with the seal of the Seekers on it.

"Back when we took this...wipe out the fake food place job," she said, looking at Michael, "The subject of compensation was brought up. Not that any amount of money would make what we lost worth it, but several of us have hospital bills. So lets get the old business taken care of before we talk new business." On saying 'new business' Triessa nodded at the two newcomers.

Rolls
Notice [dice:35jgnqlq]60820:0[/dice:35jgnqlq] or [dice:35jgnqlq]60820:1[/dice:35jgnqlq]
User avatar
Mikhail Peterov
Posts: 9
Joined: Wed Nov 06, 2019 6:05 pm

Re: The Place Between (Open Role Play)

Post by Mikhail Peterov »

Mihail is seating in his favoriter coffee shop enjoying a drink when he gets the feeling he is being watched. ’”Hmm. Doesnt ring any supernatural alarms. So it must the thugs from the hood.” He throws a sly look over his shoulder and sees a teenager trying to not be noticed. With a smile, Mikhail finishes his drink and heads out. ’Time to go home. Been a good day. Now some sleep and then head the Nocturne HQ and see if they have anything for me.” After 3 bus and 2 subway trips, He finally returns to his house.

As he approaches he see 2 thugs hanging at the corner, trying to be invisible. It would have worked, but for Mihail knowing the streets and what to look for. Mihail then stops and takes a look around under the guise of tying his shoe. Seeing nothing else, he gets up and continues on to his place. Approaching his gate, he is jumped by someone, or someones. After a few minutes, Mihail’s skill shows and he puts 4 thugs down, HARD. He turns and heads for the house. Once his hand touched the door, he is thrown back by an explosive force. Sitting on the ground, shaking the cobwebs free, Mikhasil sees the smoke flow into 3 humanoid fiqures.

”We have been waiting for you!!” The vampire all look hungry. With a look of intense concentration, all three change into normal looking human males. ”You seem to have made the wrong people mad Nightbane, well your friends seem to have. but our client is not picky. Since you are a new one, you will be easy.”

Mikhail looks at them in shock ”W..wha...wha...what do you mean ? How do you know about me?”

Vampire 1 looks doown and laughs ’We asked your family.” He motions at the house. Mikhail’s eyes follow the hands as it motions. Seeing thru the open door, he sees his family dead, and kitchen in flames.

Mikhail looks at the house and then at the vampires and realizes he needs to go. He grabs his go bag and prepares. ’I got this!! I will see romorrow!”

With a howl, He gathers his willpower and shifts, almost instantly. As his demon form solidifies, Mikhail grabs one vampire and pummels it against the gorund till it doenst move. The other teo vamps then jump on Mikhail and proceed to thrash him. His size and strength is nothing compard to these two creatures of the night. He slowly regaind his feet, and then with a grunt stomps the ground. As the ground shakes and shudders, Mikhail leaps up and out over the wall. After a few more leaps, he is headed for the docks. ”Maybe i can leads them on a run away for HQ. When i lose them, i will head back. For now…. RUN!! For the next three hours, it is guerrilla warfare amonst the docks and alleys of the city. Finally Mikhail loses the last vampirs and heads back to the Resistance Cells HQ.






Upon entering HQ, ’Vamp following me. Killed 2… need help.. Family… dead..” He then collapes and shifts to human. There is a look odf utter sadness in his eyes as he looks at the otheres. ”They killed my family.” He then falls into a deep sleep right where he is...



GM EDIT: Time for reactions
Light Bennies: 2
Dark Bennies:
User avatar
Peter
Posts: 55
Joined: Mon Feb 11, 2019 8:08 pm

Re: The Place Between (Open Role Play)

Post by Peter »

Peter stands up. "Vampires?!" He immediately gets his coat on and walks over to Mihail. "Where are they?"
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: The Place Between (Open Role Play)

Post by Gravely »

Gravely looks over the Nightbane. A new threat but the same threat, someone trying to over throw humanity.

"We need to follow his back trail. @Signal and @Tania head back out and track his back trail to his house."

Gravely puts his hands on @Peter, " @Mikhail Peterov needs your attention. Find whatever traces you can from his assailants."

" @Triessa make sure our hideout is secured. Talk with Micheal about other wards and securities."

" @Thrand we need to make sure we have the appropriate ammunition for Vampires. 70% vampire and 30% Hounds."

Gravely takes a seat with his laptop and begins pulling up recorded information on Vampire nests throughout the Seattle area.

When Mikhail wakes he asks some directed questions about what he remembers of the Vampire assailants to add details to his research logs.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: The Place Between (Open Role Play)

Post by Tania »

Tania states, "I assume this is covert, meaning to be done in Facade not Morphus? Fortunately I have some skill at tracking, even without my animal senses."

She starts looking for signs to follow as directed, while thinking, The problem with working in areas with normal people, they are not going to be friendly if they see monsters running around.
OOC Comments
Notice: [dice:3evpu55a]61166:0[/dice:3evpu55a], Wild Notice [dice:3evpu55a]61166:1[/dice:3evpu55a] 5 = success, To find the trail
Survival [dice:3evpu55a]61166:2[/dice:3evpu55a], Wild Survival [dice:3evpu55a]61166:3[/dice:3evpu55a] WS Ace [dice:3evpu55a]61166:4[/dice:3evpu55a] 10 = 1 raise, To follow trail
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Mikhail Peterov
Posts: 9
Joined: Wed Nov 06, 2019 6:05 pm

Re: The Place Between (Open Role Play)

Post by Mikhail Peterov »

Mikhail opens his eyes as his body starts to regen. ”ouch.” He winces and activates his healing power. As the power flows over him, he lies back nad relaxes. When the others jump to thier feet to help, Mikhail lets out a smile. ”Thank you my friends.” He then takes a breathe and does his best to answer any questions.
Ram Thumbnail.jpg
Ram Thumbnail.jpg (20.45 KiB) Viewed 17716 times
Light Bennies: 2
Dark Bennies:
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: The Place Between (Open Role Play)

Post by Gravely »

Mikhail Peterov wrote: Tue Dec 10, 2019 6:23 pm Mikhail opens his eyes as his body starts to regen. ”ouch.” He winces and activates his healing power. As the power flows over him, he lies back nad relaxes. When the others jump to thier feet to help, Mikhail lets out a smile. ”Thank you my friends.” He then takes a breathe and does his best to answer any questions.

Ram Thumbnail.jpg
Gravely is grateful that Ram is back and that the vamps did not get him.

"Any other details from your fight with the vamps?"

"Is there anything that you need from your former home?"

"Do you have someone who can handle the funeral affairs of your family? We need to have you "buried" with the remains of your family."
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: The Place Between (Open Role Play)

Post by Tania »

(If Tania has not left yet when Mikhail awakens)

Tania will pause and ask, "Any signs they tried to convert your family? Do the bodies need to be blessed before burial and placed in holy ground to prevent transformation? Were any missing? Can you tell how many Vampires were in the pack?"

She thinks, Against Vampires, any information we have will be useful.

Vampire tactics often involve infecting as many people as soon as possible to try to strengthen the pack, until it reaches a size close to what the area can support. After that, they go for quality over quantity, knowing that replacing the lower orders will be necessary but trusting them to defend until the superior subjects can be found and converted.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: The Place Between (Open Role Play)

Post by Thrand »

Thrand remains mostly quiet while stragglers show up here and there. Tania doesn't even get a rise out of him with her comment, although he does acknowledge her with a slight nod.

As the meeting continues, Thrand feels an unexplained sense of urgency. It grows steadily more intense until the most massive creature he has ever seen in person throws the door open and collapses into the room.
Mikhail Peterov wrote: Thu Dec 05, 2019 4:13 pm Upon entering HQ, ’Vamp following me. Killed 2… need help.. Family… dead..” He then collapes and shifts to human. There is a look odf utter sadness in his eyes as he looks at the otheres. ”They killed my family.” He then falls into a deep sleep right where he is...
Immediately after the word "vamp" leaves Mikhail's mouth, Thrand jumps from his seat and crosses the room to the door. One moment he's seated and the next he's guarding the door and bearing a battle axe which seems to have appeared from nowhere. The axe bearer's face displays an eery smile as he stares intently out of the room. Thrand begins tossing his axe from hand to hand as he waits.
Gravely wrote: Thu Dec 05, 2019 5:46 pm " @Thrand we need to make sure we have the appropriate ammunition for Vampires. 70% vampire and 30% Hounds."
Monsters and Demons 5
M&D: [dice:12xa2ik2]61453:0[/dice:12xa2ik2]
Wild: [dice:12xa2ik2]61453:1[/dice:12xa2ik2]
Thrand's intense smile shifts to an amused smirk at Gravely's statement, "I always have the appropriate armament for the job. It's kind of what I do. If you don't happen to be bearing an aerodynamic teleporting battle axe forged to utterly destroy evil in all of its forms..."

Thrand shrugs, "I recommend silvered ammunition or blades. Wooden stakes are helpful if you can handle yourself in hand to hand situations or are capable of reliably restraining superhuman strength. If you're not inhumanely strong or durable, though, I heavily advise trying to avoid hand to hand. Protecting your neck, and any other exposed body parts, helps mitigate the risk of infection. If you happen to have a flame thrower in one of those crates, that wouldn't be a terrible idea either... Assuming we don't have one of those laying around, Molotov Cocktails would be handy."

"Oh, and hounds. Just keep hitting them until they fall over and don't get up. Magic works well, too, but you'll probably have to leave them to myself or the Nightbanes," Thrand adds, almost as if the possibility of hounds is an unimportant afterthought.

Despite clearly desiring nothing more than to charge forward and destroy Mikhail's assailants, Thrand restrains himself and continues to guard the door.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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