Part 6: Reid’s Rangers, They are on Fire plus 1000 vampires

Adventures south of the border. Wait, that doesn't sound right.
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Pender Lumkiss
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Part 6: Reid’s Rangers, They are on Fire plus 1000 vampires

Post by Pender Lumkiss » Wed May 23, 2018 10:33 pm


All Spell Casters are at their absolute Maxiumum PPE for this scene as if you drew from a leyline recently, +1 benny if you are nope I am at normal, +2 Bennies if you are like nope I am out of ppts(This last option is available for ISP, and includes items).
Spoon Fed Video Recap
—-The below scene assumes everyone is in the Zone ranger, not in the Zone you are in Beast ( Not a good idea!!).
The resolute and legendary heroes zoom through the waste land desert heading deeper south into the vampire kingdoms. There are plently of leylines that one can top off at and even go for broke at... Strangly for a good portion of the trek the mystical old junker Beast just drives along side sans driver as if it knows where to go.

Doc Reid tries to fill the void with idle chatter, ”Well heroes I am sure you have a thousand questions. Ask away and I will try my best to answer them.” He chuckles slightly rather mechanically, ” I actually have one for you, what shape did you leave that cuss Halloway in?”

Taylor Thomas chats up the heroes as well as making small talk the CS special forces whom often engage the young budding TW with tales of their heroism and dedication to humanity.
Heroes of Humanity
The soldier is a bit older than the rest of the CS special forces, he likes smoking an acred cigar and drinking a bit from a flask. He of course offers it to the heroes in the zone. Saergent Dolan Keen leans back in his seat, ” My brother Jack and I were once assigned deep in the federation of magic. We were tracking down a hunter of sorts, a bit of a joker covered from head to toe in green. O’maily was his name. Sure the hunter seemed friendly enough but if you had a trinket or bauble he wanted he would bash your brains in and smile telling you it was all right. High Command got word he snuck into Tolkeen after the victory and he stole some items out of the deep vault.” Dolan takes a long draw and blows it out easy. ” We’ll we tracked him to a small town, he had taken a CS samas pilot hostage... Nicole. We busted in and took him by surprised you should have seen him... Green breifs and all with a gold necklase, looking something like a tall naked leprechaun. A shame he escaped but we recovered all the items and Nicole. He got away with one though, some kind of device capable of making a city vanish into thin air. Probably a peice of junk or something.” Dolan smiles thinking of something pleasant. ” Jack and Nicole hit it off, they are actually getting married next month up in Iron Herart... It doesn’t matter that I will probably mis it, what matters is that the two found hapiness.” Dolan drinks a bit more of his cigar. Command Kurling’s voice pipes up, monotone and without feeling, ”If we can get you there Dolan, we will.”

For 3 days and 3 nights the group travels south, no sign of a vampire or even a creature of malice. On the fourth night, a night darker than most with no moon the group can see a terrible glow coming from the direction they are traveling in, as if something large is on fire. Faint sounds of explosions and railgun fire can be heard, as well as an infrequent super sonic boom. Doc’s fears are confirmed, ” Those Alien bastards hit my people... If our defenses have fallen the vampire’s will be seeking their revenge.” His mechanical voice falters...

Tera yells from the driver seat, ”Well hang on folks, get your gear ready because we are blowing through that leyline and onto the Stronghold. Taylor see any thing on sensors?” The vehicle roars as Tera pushes the technowizard enhanced pedal to the metal.

The vehicle’s headlights catch site of a group of folks about 10” away and Tera swerves the Zone slightly cursing under breath. Doc clearly recognizes the lead individual guiding the helpless through the night, he mutters surprised, ”Kir”..

Karl giggles, ” Ohh Asnir’s new boy toy papa!”
Karl’s unfathomable repository of knowledge
Sure the baby brodkill is a growing imp, but he also knows friend from foe and keeps apprised of celestial events. You should ask him what he does while you all sleep.
Taylor Thomas lifts his eyes away from Krys and finally gets to looking at the radar rather dreamily, ” Huh yeah it is beautiful... Oh damn Tera there are thousdands of vamps, oh man what is that...watchout!!”
Hi Kir
Yup, its one of the darkest nights you have ever seen. About five days ago some crocidile aliens calling themselves the Kreeghor blasted the rangers stronghold to bits. They stole a sphere of importance and left. The loss of life was not too much then, but after they left vampires decended on the forces at the stronghold. For four nights they have been under seige. Each night it gets worse. In a desperate attempt to get those who cannot fight to saftey Kir was tasked to lead a group to the silver mines far to the north. He was supposed to wait until day of course, but Asnir spoke to him that now was best. Kir and 20 people left at the right time, as over 1000 vampires came floating in the desert mist and ravaged the remaining rangers. The bad thing is a couple hundread are hot on his tail. Whats worse, from what Kir could tell some undead juicer like abominations and crooked sourcerrors where helping the vampires! But Asnir keeps saying go forward help is ahead. Thats when Kir sees two sets of headlights approaching real fast, the larger swerves. Then Kir gets that tingle on the back of his next that something super bad is coming!
3A6F3FE5-0EB6-469D-9375-F512E086A3FF.jpeg
3A6F3FE5-0EB6-469D-9375-F512E086A3FF.jpeg (36.06 KiB) Viewed 2759 times

Player Directions:
Watchout for what? Ok folks react, ask a question of Doc, tell a story, let us know what kind of grizzly fate Halloway met, RP a bit if you like. Kir tell us the story of our you came to lead this group of folks out of the ruined stronghold in the middle of the night. Or you can react to any of the stuff in the OCC comments. Kir, if it helps flesh out 1 or 2 of the folks you are leading to “saftey”.

But everyone make your notice check, please note without danger sense or sixth sense you are -4 for total darkness and -4 for cover on your notice check. TN is 4. Please, Please note if you have danger sense or sixth sense. This is supernatural if it matters.

Danger sense and sixth sense roll as normal. Sixth sense can take your defensive action as well.

Also note, you are making ONE notice roll.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Fri May 25, 2018 4:41 am

Notice -1
Alertness +2, Total darkness -4, cover -4
Notice 1d6-6 = -4: 2
Wild 1d8-6 = -1: 5
Mystic Awareness 10
Alertness +2, Detect Arcana
Notice 1d6+2 = 8: 6
Ace 1d6+8 = 10: 2
Wild 1d8+2 = 4: 2
Danger Sense 5
Alertness +2, Danger Sense -2
Notice 1d6 = 5: 5
Wild 1d8 = 5: 5
Benny
I will take 1 benny for being at normal power points
Ashlyn looked out the window of the Zone Ranger and jumped. Had something moved out there? She shook her head and clutched at her rosary beads, returning to her prayers. Ever since the battle in the Kreeghor ship fighting that Silhouette assassin, the darkness had made her jumpy, more jumpy than they should. Ever shadow seemed to shift and move, threatening to attack her from all sides.

Ashlyn smiled at Dolan’s story. “Is good when people find love,” she said. “I wish many happiness on your brother and his Nicole.”

Ashlyn sat up, though, when they come upon what appeared to be a group of refugees, and Taylor Thomas announces that they are surrounded by vampires.

“We need get those people inside! Now!” Ashlyn said, getting to her feet and lurching toward the door. “They will be torn apart. Krys, can you make car glow?”

***
Conditions
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 20/20
ISP: 10/10
Shield: 10/10 PPE
Bennies: 7/3
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
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Ndreare
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ndreare » Fri May 25, 2018 6:10 pm

Notice 13 (after all penalties), Detect Arcana 11
Notice
-8 Scene Penalty, Armor ignores -2, Racial Bonus provides +2 total Modifier -4
Notice 1d12-4 = 4: 8
Notice Wild Die 1d6-4 = 2: 6 + Ace 1d6+2 = 8: 6 + Ace 1d6+8 = 13: 5

Detect Arcana at Will
Spirit d10+4, Racial Bonus +2 with Sight
Spirit 1d10+6 = 7: 1
Wild 1d6+6 = 11: 5
(No Roll Required)

.
As the team takes the long road home Ndreare spends most of the trip alone with Rodney in the truck. The two of them frequently discussing plan for the future and potential upgrades Rodney could do to help Beast out. However they soon learned beast would have nothing to do with it as the old truck simply pulled over and stopped until Rodney promised not to go around messing under his hood.

The funny thing was Ndreare had checked multiple times. Beast did not have an AI and it was not enchanted with magic. There is no way the thing could possibly be alive, but the coincidence of the thing and the way it always showed up when needed had him convinced of something. Perhaps it was haunted by an entity. Whatever it was Ndreare was not one to look a gift ride in the mouth.

As the team settled down the first night around the fire and discussions turned towards Holloway’s fate Ndreare remained silent. What happened was what was needed. He was more interested in hearing the tale of what happened aboard the ship and who was on board. Recording every detail he could Ndreare wanted to compare the footage he had of the battle in the base with her tale of the ship. He did not like the idea of the Kreeghor presence here on this version of earth and was thinking if it continues he will have to arrange for them to have a run in with their former masters. The slavers hate the kreeghor with a passion equal to his own, and it would be good to see them moved along. He then starts compiling a report editing out any evidence of his team or the individual involved. Perhaps he will find a way to send it.

As the conversation developed Rodney and Ndreare moved their conversation on to potential upgrades to his armor, sacrifices needed for which features Ndreare was settled in. The ley lines they had come across had allowed them to refill more than once and he was buzzing with the energy of the things. The upgrades to his helmet where the ones he was most interested in, but many of them would require a technowizard or an amulet from an enchanter.

The second night however Ndreare found himself somehow drawn into the conversations. The archon was amazing, somehow she had arcane talent to rival his own, a firm foundation in arcane practice, but her talents in arcane lore and studies was about what he would expect from a university professor. Her willingness to learn and eagerness to discuss new or strange application was encouraging. Ndreare soon found he was himself entertained and before he knew it hours had gone buy.

When he and Lucianna were done talking Ndreare looked over and say Penitent working with the demon. Training him in how to be a better warrior. Ndreare had trained many soldiers, but he had never had the hand to hand or shooting skills to compete at the highest levels. Watching Penitent train the young demon Ndreare thought he would seize the opportunity. Knowing people learned fastest from pain and that it it would be painful he got up, stretched and went over to them.

Pen only nodded. As Ndreare fell in he set his mind to learning, not resenting the bruises he knew was coming. But by the end of the second hour even the endless healing provided by the ley line was not enough and he retired with his body aching and ready for rest. Deciding he would join them as often as possible Ndreare committed to spending as much time as possible in future breaks practicing and including the more basic combat arts in his meditations.

As they were coming in to the fort Ndreare heard the sounds of battle as soon as Rodney pointed them out with his incredible senses. Hearing the Robot say. “Ambush ahead, prepare for action!” Ndreare wasted no time.

Scanning for dangers and looking into the aether for any arcane threats Ndreare asked. “Can we make it to the Zone ranger?” When the robot confirmed the battle was far enough off to make it. Ndreare patted the truck and mumbles a bit to himself, but really to the truck itself. “We got some business to be about, see you when it is over.” Then calling on his will he slid into the shadows on the floorboard of the truck, coming out of the shadows in internal storage of the zone ranger and drawing his blades he asked the group. “Did you all hear Rodney’s message of the danger ahead?”

Rodney’s Notice 17 w/Danger Sense
Notice
Danger Sense Scene Penalty -2, Notice d8+4 = d8+2
Notice 1d8+2 = 10: 8 + Ace 1d8+10 = 17: 7
Notice Wild 1d6+2 = 7: 5

Mistakenly rolled wrong dice from copy and paste, ignore hidden rolls.
OOC Comments
Notice 1d12-4 = 7: 11
Notice Wild Die 1d6-4 = -1: 3
.

Rodney enjoyed spending time thinking of ways to stretch his potential and learning as much as he could from observing the others. But it was obvious something was not right in Ndreare’s head. Watching the idiot submit himself to a solid beating two nights in a row when he was already a master of magic made him doubt the fools sanity.

While they wasted time on such matters Rodney sorted, files and added appropriate meta tags to the files for the day. A lot of stuff happened and having a couple of sub-processors working on keeping things cleaned kept him from having hang ups in critical situations.

Preferring to do most of his patrols in stealth mode he was always surprised at how close he could get to most of these people without them ever knowing. His scanners worked far better than theirs apparently as the organics not only required constant rest, they required micro breaks throughout the day to keep their minds alert.

He was glad that as a machine he was designed perfectly and did not suffer all the insanities of these organics. Come to think of it, it had been a while since Fizz had checked in on him. He was supposed to be filing reports for Fizz to review, but without the techno-wizard he supposed Ndreare would have to review them, or they would just go into data storage.

As they came within a few miles of the site Rodney detected the sounds of battle ahead and alerted Ndreare and the team to the situation. “Ambush ahead, prepare for action!” Rodney shouted out over the radio channel going fully into stealth mode he followed Ndreare as they got in the zone ranger for the added defenses.





Current Status
Current Status
Parry: 6 (8 with honor Blade)
Toughness: 16 (8)
PPE: 40 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
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: 0/3


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
Ndreare
Ndreare
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .


Bennies: 13
Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

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

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

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

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Sat May 26, 2018 7:33 am

PPE
Going back up to full, but no more than that. +1 Benny.
Notice Fail
Modifiers: -8 (-4 darkness, -4 cover).
Racial Infavision reduce darkness to -2 and Armor reduce penalties by -2 further.
Total penalty: -4.
Notice die 1d6 = 3: 3, Wild die 1d6 = 2: 2.
Activating Anti-Vampire Tattoo
Spellcasting die 1d8 = 3: 3, Wild die 1d6 = 4: 4.
Grynn had shifted down to his human and body armor wearing form before entering the Zone Ranger. He couldn't really easily fit in there otherwise, and he wasn't too keen on being a flying crunchy snack for things out there at the moment. Things didn't just go bump in the night on the messed up world. Sometimes they went much more.

He glanced at Doc Reid when the man spoke up about questions about Halloway. "Hello. Were you born with four arms? I have seen creatures that have two pairs of arms before, but not humans usually. Are you originally from another place or were your people from another world or dimension? Did it hurt when one of your arms was taken off?" He left the fate of Halloway up to others to divulge.

The recently-rescued young man was very excitable and chatty, and was talked up by the Coalition soldiers. But then one of the Coalition in particular told a story involving his brother and soon-to-be-wife. He soundlessly mouthed the name 'O’maily' drawing the syllables out, making a mental note to himself about the person and the details in case it should come up in the future. He glanced at Ashlynn when she spoke up in reply, frowning slightly. Love. An interesting concept. He came back to the present and quickly nodded. "Uh, yes, many happiness wishes."

He frowned again as things began to take a turn. From what had been hinted at previously, he expected that Doc Reid's stronghold was no more, but now apparently there were vampires taking advantage of the situation. His eyes widened as they found various people heading their way...and like vampires as well. He touched the tattoo on the side of his neck and his body became resistant to vampires once more.
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: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Lucianna
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Lucianna » Sun May 27, 2018 9:30 pm

Notice and Detect Arcana
Notice
1d8-8 = -5: 3

WD Notice
1d6-8 = -2: 6

Ace WD Notice with prior
1d6-2 = 0: 2

Detect Arcana - regular (at will, no PPE)
1d12+3 = 12: 9

WD DA
1d6+3 = 5: 2
Lucianna spends the "down" time engaging with Ndreare about the nuances and finer points of things arcane. While she had a tremendous gift as a magical being, her knowledge of the specific functions paled in comparison with his. To her, knowing the why or how of her own existence never was a question. She simply was, and simply could do. She enjoyed the discussions immensely. What little other time she had, she spent diving out of the way of imaginary laser blasts, as if to increase her ability to avoid laser fire. When questioned, she responded simply. "I do not wish to be harmed in such a way and to such a degree if I can avoid it. It was very unpleasant, and I felt as if I contributed little to our victory over Halloway."
Her response to Doc Reid regarding Halloway's fate was short, and to the point. "It is the way of existence that actions have consequences, be they good or bad. That man had done evil things, and his motive was selfish at best. He deserved exactly what he received." She saw fit to speak of it no more.
When Ndreare and Rodney announced the ambush, she was unaware of what they were running into. Despite the light in her eyes, she couldn't see in the pitch darkness of the world outside the vehicle. She reached out beyond her normal senses, to perceive the arcane.
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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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Tue May 29, 2018 3:28 am

Ashlyn wasn’t sure why everyone was dancing around Halloway’s fate. She assumed they had killed him in battle. She wasn’t even sure why he was at the Kreegor base. No one had told her much of anything.

Ashlyn felt a bit sad for Halloway’s daughter, whose necklace Ashlyn had rescued. Would she take his place in El Paso, or would there now be a power struggle, and the people would suffer, the city be more vulnerable to the vampires.

Quietly Ashlyn said a prayer and crossed herself.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Penitent
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Joined: Thu Jun 29, 2017 9:32 pm

Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Tue May 29, 2018 7:16 pm

Sense the Unholy (similar to Danger Sense): Notice 15 = Starts on Hold
Notice 1d6 = 6: 6
Ace! 1d6+6 = 12: 6
Ace! 1d6+12 = 15: 3 = Success with a Raise, starts on Hold
Wild 1d6 = 3: 3
"Halloway? That fat pig?," Penitent says, interjecting as the conversation in the Zone Ranger catches his attention. "The Atlantean took care of him. The things she did with that water-blade ... I had to cover Karl's eyes. Even a demonling should not see such horrors."

Shuddering, Penitent returns to his work cleaning his chainsword, which seemed to somehow leak red, oily blood ever since it had soaked in the crimson viscera of the monstrous Anger Worm.

It was one reason he hadn't let Karl and N'Dreare practice with real blades, instead making them duel with wooden practice sticks as they balanced on the roof of the Zone Ranger. The chainsword seemed to thirst now, and while Penitent wasn't averse to a little soul-draining -- he'd carried such weapons before, to great effect -- he wanted to be sure he knew what to expect before handing it over to someone else.

The night outside was as black as the sanctum of the Unholy, when Penitent felt a familiar prickling sensation from his belt, where the demon maskseemed to shift and strain of its own accord, eager to join with the apok. Evil was about, and soon Penitent and his companions would face it.

As the Zone Ranger's lights flash on a group of refugees, Karl giggles: "Ohh Asnir’s new boy toy papa!”

"Boy toy? What do you know of such things, squire? Have you been looking through the nun's perverse paperbacks again?"

There is no time for further conversation, as the Zone Ranger swerves again and the threat emerges from the night ...
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Krysesia
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Krysesia » Wed May 30, 2018 11:45 am

Krys
Notice 8; -3 Bennies
Notice 1d8 = 4: 4, 1d6 = 5: 5 -8 + 1d6 = 5: 5 +6 (benny for EE, +1 extra Benny for Legendary and an additional for an extra +2)5+5-8+6=8
"I admit Neptune's Blade was perhaps a bit dramatic and overkill, but what it did paled in comparison to what the angerworm did to him. Of course in battle, one does what one must. After those two events, there was not much else for him to do but die. Anything afterwards is mercy. I regret the necessity of him dying. There will be reprecussions. Perhaps I can ask father send some heroes to guide the city to greatness. They could become a great force to fight the vampires, properly motivated. With Ink still hunting in its streets, there will be fewer vampires and monsters before too long."

Krys's time is spent conversing with the CS soldiers, Tyler, Terra, and even Doc, as well as those in the team.

At the request for light, Krys anchors a small mini-rift in front of the zone ranger, spacially linked to the spot 4 inches in front of its grill and outward facing with its light pouring forward like a miniature star. But behind them, they see only murky, purple magical power, shimmering slightly behind it. They can see, for the first time, that she is indeed opening a small golf ball sized rift when she "casts sunlight."


Serenia
Notice 1d8 = 4: 4 -6

Serenia for her part is quite sedate, though she looks after healing those who are hurt, either through care, use of medical supplies, or magic - depending on need and the patient. Her wings are hidden, though it cannot conceal her radiance. Much of Luciana's free time not already spent conversing with Ndreare is spent with Serenia and her sharing the memories and wonder of non-corporeal existence with each other and those willing to discuss it with them. The fact that Krys also has experience with the existance, however short, may come as a surprise to the archon.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Kir Gloryspirit » Wed May 30, 2018 9:52 pm

Recent Past

"Melody! Melody Valleroy!" Kir called out to the young woman, "We require your aid in an important matter."

A young woman of unusual height at the fringes of a crowd, busy nervously discussing matters in hushed tones, turned towards the man calling her name. Melody brushed a strand of dark hair out of her bright blue eyes and smiled at the god-touched.

"Kir, you made it through the assault and the vampire attacks! I'm so relieved to see you. Whatever could I do for you?" Melody asked while she approached the Mystic.

Melody was a young girl of approximately 16 years of age. Kir respected her judgment, which was remarkably good for one so young, as well as her conviction to her ideals. In some ways, she reminded Kir of the self of his youth. She was unusually tall if a bit homely, but she was one of those individuals whose inner beauty far outshone their outer beauty.

She also happened to be infatuated with the Mystic, but she was not old enough to realize how obvious her affections were or how uninterested Kir was.

Kir frowned at the girl before answering her, "Matters are dire. Asnir in his wisdom has suggested that we abandon Fort Reid; every night we delay brings us all closer to our doom. We have debated endlessly with those left in charge by Doc Reid's absence, but they are frustratingly unyielding. All of Reid's Rangers have been ordered to defend the fort, and none may leave their posts."

Kir shook his head, clearly frustrated by his inability to convince the ranger zealots to listen to reason. He continued, "No. They will not listen to us. However, we have been granted permission to leave with those too old to fight effectively or too young for even these..." Kir sighed and closed his eyes.

Opening his eyes, Kir nodded as if decided upon a course of action, and told her his plan, "We have gathered all the people we could within the restrictions imposed upon us," he nodded towards the gathered crowd and continued, "We will begin convincing the civilians to leave with us to safety. We have permission to leave at daybreak. Asnir demands we all leave. Now, tonight."

Kir gave Melody a stern look before instructing her, "You, Melody, must retrieve your brother, Leveret. His dedication to Reid's Rangers is commendable if misplaced, but he will listen to you if you ask him to come. He will be needed. If there is trouble, we will guarantee his safe passage out of the fort by force of word or arms," Kir paused long enough to gauge the crowd before he finished instructing Melody, "Meanwhile, we will convince as many to follow us as is possible. Meet us at the gate within the half hour. Do not tarry, Melody Valleroy! A single second could cost any of us life or limb, and once the darkness is complete we must flee."

Melody knew better than to question Kir and sped off to find her brother while Kir Gloryspirit approached to address the crowd.

The crowd of children, the elderly and the infirm argued against every point Kir brought up. They believed too heavily in Doc Reid and his damnable rangers and would not listen to reason. Kir had no more time to spend upon the gathered people.

"Enough!" Kir slammed the butt of his staff into the ground with emphasis as he shouted above the crowd, impossibly loudly. As he raised his voice, Kir's eyes shone with a glow akin to the warm, orange glow of a campfire. A similar aura enveloped his body and cast light into the night.

Kir surveyed the crowd before closing his argument, "We are finished! Those who wish to live follow us, the girl Melody and her brother Leveret. Those who follow will likely live. This fort will be emptied of all life before the rise of the sun. You have five minutes to decide. Leave or die."

Melody returned to Kir with her brother just before the darkest hour of the night. Leverat seemed distraught by having to choose between her sister and the rangers, but he made the right choice in the end.

Besides the siblings, Kir had a dozen children not of age to enlist with the Rangers, five elderly citizens that volunteered to keep the kids in line, and one male Quick-Flex. The quick flex seemed to be a warrior of some sort but, interestingly, not a ranger.

Kir had the small group waiting at the gates for the right moment, but Leveret was impatient. He brashly questioned Kir, "Mystic. First, you force my sister to bring me into your group. Then you insist that we'll all die if we don't leave the fort. Now that we have agreed to leave, you have us wait! Why do we not leave?"

Kir stared hard at the boy in an attempt to cow him, but the youth insisted upon receiving answers. Shaking his head, Kir obliged, "We shall lead you to safety once Asnir allows it. For now, be silent and do not draw attention..."

Kir stopped speaking mid-sentence and a blank expression came across his face. Inside his head, Asnir spoke to Kir, "Leave, now, and head north with haste. Kir, help the weak, inspire the wary, and encourage the weary, but do not allow the pace slow or help will not arrive in time. Go!"

After Asnir's instructions, Kir ignored Leverat and addressed the group as a whole, "We leave, now! Have no fear, friends. By the grace of Asnir, we shall protect you all. We travel north. Move as quickly as you can, and do not slow! Help each other and do not fear; we are here with you. Now, go!"

The group set off with Kir in the lead, the siblings seeing to the group's needs, and the Quick Flex bringing up the rear.

Present
Danger Sense (Supernatural, Detect Arcana)
Notice: 1d6 = 3: 3 (+2 Alertness, -2 Danger Sense)
Wild: 1d6 = 1: 1
EE: 1d6 = 6: 6
EE Ace: 1d6+9 = 13: 4
Also, I will not take up the offer for the extra bennies. First combat with Kir, I might decide to go wild :D .
Kir and the group make a good pace. The siblings help lighten the load greatly, and Kir draws upon the ley line to aid his charges when needed. The quick flex deters any vampire who gets a little too close.

There are hundreds of vampires on their tail, but the group manages to stay just out of reach. Everyone is exhausted and terrified of being caught, but they keep going. They have no choice but to keep faith in Kir and Asnir.

Just when the elderly and the children begin to lose strength, a zone ranger pulls over the hill and swerves to avoid the group!

Kir turns and plants his staff in the ground, ready to defend the civilians. He calls out to group as they pass him, "Help is here! Get to safety. We will buy you time."
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +4 Taunt/Intimidation, +4 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; PPE: 15/15; ISP: 0/20
Bennies: 5/3; Sun Dogs: 4/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Vela
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Fri Jun 01, 2018 6:06 am

For her part, Vela contributed little to the conversation. She had changed into her jaguar form and was curled up on the Zone Ranger's floor, just listening to the hum of the electric engine and the pleasant drone of her companions talking. Sometimes her tail would flick someone's leg, or her ears would tick one way or another, but in truth she was lightly dozing in the way cats had.

Abruptly she sat up, her eyes widening and her ears flattening against her skull as she emitted a low feline growl.

Something was wrong.
Rolls: Notice -6, Danger Sense 7
Notice: 1d8-8 = -6: 2 or 1d6-8 = -7: 1
Danger Sense: 1d8-2 = 3: 5 or 1d6-2 = 4: 6
Ace 1d6 = 3: 3
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

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

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

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

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Fri Jun 01, 2018 2:10 pm


+1 Benny to Rod, Pen, Krys, Serenia, Kir,
Conditions: Small Leyline about 30 minutes away.
Darkness: (Total, -4 to range attack) unless you are within 6” of the zone, then it is dim.
Vampires: 200/200
Next Round will be a normal intitiative, plyers posts are how the action happens.
Spoon Fed Video recap
Zone Ranger Flips!!
While, traveling pretty fast and gaining speed every second, suddenly and unexpectedly the The Zone Ranger flips as if being tossed like a rag doll over the heads of Kir and his charges landing end over end a short distance nearby. A baby imp falls out of it onto Kir’s shoulder mid air. Normally there would be first respondents and fire marshals ready to help these legendary heroes. All they got is Kir.
Inside the End over End Zone, Brace yourselves, Everyone except Kir
It hurts getting into a car crash doesn’t? What ever the state the heroes are in, Commander Kurling’s mechanical monotone voice dialed up to max volume yells over the fire and smoke, ”Men, vampire hunters, get up and out. I can hear the quiet footsteps of the incoming horde of undead monsters... This vehicle is done for!” The CS commander makes sure he is the last out grabbing anyone too injured to make it out alive. Five CS soldiers are on the ground unconsious, bleeding, and bruised. Most of your gear is within arms reach.

Doc Reid snaps too, now down to two arms, he has Tera (Dwarven TW)and Taylor (Young human TW) in both struggling to get out. ” Watch your feet, that might have been Anger Worm’s Mamma Mamma... I too can hear the vamps coming, but...” He smiles slightly, ” Far further down, I hear my people fighting, and the coalition commander is right this vehicle is about to blow.” He struggles again to lift the two technowizards out of the vehicle making little headway. Doc advises, ” We need to get folks out of the vehicle, and decide how to fight the incoming horde... It sounds like a few hundred of them...” He pauses and tilts his head, ” I can hear comm traffic but it is garbled at best, the comm tower must have been hit... Damn those Kreeghor assholes.”. The smoke and heat for the trashed vehicle is tremendous, its a good thing modern armors are designed to keep you cool! Although will they protect you when the Zone blows?

Rodney hovers over having been able to safely secure himself during the crash, ” Yes, your radio must be quite inferior. I have broken your crypto and cleaned up the transmission. I will spare you the gory details. But sufficient to say, the vampires are being supported by slaves from Ixzotz. Cult of Death and murder wraiths if the transmission is to believed...” The droid goes quiet, ” Oh yes, quite true, aaannndd the transmission has literally gone dead.” The droid beeps a few times and begins to head to the upturned vehicle’s exist dragging a soldier by its small extended arm, “Oh yes we should leave before this vehicle goes kaboom, and prepare for the impending assault.” A scream from nearby outside the vehicle indicates vampires may be close indeed. This screem is followed by two more outside possibly in dire need for help.
Outside watch out for the flying armor plating, Kir
Outside, Kir is treated with the a sight few others have ever seen. An ancient Anger Worm, about the size of a 100ft tall building roars coming through the earth bashing into the bottom of the zone ranger. The Zone flips end over end and the gigantic worm plunges back into the earth. Pieces of armor plating go flying each which way including right at Kir!! Kir would have normally have found this kind of surprise more than fighting, perhaps even terrifying, but the divine being within him told him that it was coming. A baby imp falls out of the Zone Ranger near Kir. The imps beedy eyes seem to smile and its whips out an archaic phone device with red jewels on it. He winks at Kir, ”Woa don’t shoot me I am just walking here, but I am glad you got my text Ass!”. The imp cackles!! The voice within Kir seems to understand the imp on some level, although it is just a barely tolerant level.

Several of the folks with him seem ready to bolt in any direction and could use some reassuring words. To make matters worst, its almost a certainty the vampires hunting after you have been alerted and will be upon you in a matter of seconds. Also it is clear that the crashed vehicle is filled with presumably injured passengers and is only a mer 4” away on fire and sizzling, its armor plating is in tatters... You see a two armed man you normally know to have four (Doc Reid) struggling to get out a gaping hole in the overturned vehicle. A strange looking hovering droid is yanking a coalition soldier out another hole. Strangely an only junker car was also tossed by the large beast but it lands on its four wheels and skids to a halt near Kir ( The vehicle has no driver). The Quick-Flex soldier yells pointing behind pointing his weapon into the darkness, ” There I see them... Vampires!!” The quickflex’s breath catches as he sees a pair of vampires grab hold of Melody and her brother dragging them into the dark.

Player Directions

Step 1: Did you make your previous asked for Notice check either modified by danger sense or -8( cover and darkness)? Players roll all damage.
  • Success: You were able to brace yourself successfully and only take 3d6 MD from the vehicle crash or a large piece of Zone Ranger armor hitting your body(Players can roll this damage, and spend bennies to soak).
  • Fail ( I think just Grynn Failed): Agility-2 to brace yourself and take 3D6 MD Damage from the crash. Fail this check and take 6D6 MD! (Spending a Benny for soaking is fine)
  • Need a Benny, by pass all the above options and just take the 6D6 MD Damage (Soak as normal).
Step 2: It seems likely that four things are going to happen after 6 seconds pass. You have effectively 1 round to prepare and resolve, MAP is totally possible. You get a regular turn... No need to roll notice you are surrounded by more vampires than you can shake a stick at. Nearest ones are 12” away...
  • 1) The old, sick, young folks Kir is escorting are going to panic and scatter in all directions. Persuasion -2 to keep them calm.
  • 2) There are three CS troopers that need help getting out of the Zone Ranger before it explodes( each 1 takes a str check and an action. Technically there are 5 but Commander Kurling will get two).
  • 3) Massive amount of vampires are about to descend onto you. It might be a good time to prepare and possibly form a defensive and tactical formation of your choosing. Kn Battle -4.
  • 4) Also you can ready yourself and weapons against the ensuing attack.
Get in the mood.
Attachments
D5D4CCB8-D428-4B30-89BC-9E0FAB86E49E.jpeg
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Ndreare
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ndreare » Fri Jun 01, 2018 3:43 pm

Seeing the others not responding fast enough to the coming battle Ndreare begins casting filling himself with arcane energy and wrapping himself in wards and protections. Then he starts organizing those sitting around and not responding fast enough with short and curt orders. Suddenly the truck goes flipping through the air and Ndreare finds himself spinning.
Looking around he tries to figure out the source when through the window he sees another anger worm. Damn those things are starting to annoy him. “I assume you will eliminate that thing?” Ndreare asks Penitent who by now has become a seasoned expert at worm slaying.
As the vehicles slides and spins Ndreare starts thinking of how best to use the vehicle as fortification from the coming vampires and finishes by shouting orders. The response from the seasoned CS troops who by now are used to action and following orders is immediate as they begin following instructions on using the vehicle for cover.

Rodney is hovering in mid air listening to Ndreare giving him his scouting orders for the upcoming conflict when suddenly the vehicles starts spinning. Without any bracing Rodney smashes against one wall after another. The damage recorded byu his systems is enough Rodney is shaken as as he stabilizes himself he complains to Ndreare through the radio. “We really need to see about getting a qualified driver Master. Whoever is behind the wheel of this thing must be new.”
Ndreare hears Rodney's complaint and takes a survey of who else was damaged. “nothing to do about it now.”
Turning his head towards Terra Ndreare appraises her condition if she needs help and asks her out loud. “Is there anything you can do to patch up Rodney? I need his eyes in the sky.”
Then finishing his battery of arcane spells Ndreare begins to burn himself from going to fast and trying to many things, but this is no time for slacking off. His head was really and he knew he needed to recover from the current situation. (Both Ndreare and Rodney are shaken)


Organize the Men
I do not know if this takes an action or not. I included a MAP bellow just in case, but really do not know.
Knowledge (Battle) d12+8, -4 scene 1d12+4 = 11: 7
KB Wild 1d6+4 = 8: 4
Quickness Turn 01; Boost Spellcasting Raise, Quickness Raise, True Sight Active
Intended Actions 0.1:
  • Cast Alternate ID (Greater Boost Trait - w/Shroud (shadowy aura), Spellcasting) on self -4 MAP -2 PPE
    • Spellcasting 1d12-1 = 9: 10
      Wild Dice 1d6-1 = 3: 4
    Casts Perfect Shadow Bound (EX Quickness+Jazz) on self -4 MAP -6 PPE
    • Spellcasting 1d12+3 = 11: 8
      Wild Dice 1d10+3 = 12: 9
    Casts True Sight (Ex Detect Arcana) on Self (No roll on this) No roll -0 PPE
    • Spellcasting 1d12+3 = 12: 9
      Wild Dice 1d10+3 = 10: 7
Quickness Turn 02; Organize the Men, Boost Spellcasting Raise, Deflection Raise but becomes shaken
Intended Actions 0.2:
  • Shouting out to Organize the Men (see above for rolls)
    Cast Alternate ID (Greater Boost Trait - w/Shroud (shadowy aura), Spellcasting) on self -2 MAP +4 Spell Casting -0 PPE
    • Spellcasting 1d12+5 = 14: 9
      Wild Dice 1d10+5 = 15: 10 + 1d10+15 = 17: 2
    Casts Blink (Greater Deflection w/Shroud Trapping) on self -2 MAP -0 PPE
    • Spellcasting 1d12+9 = 10: 1
      Wild Dice 1d10+9 = 17: 8
Tactician 16, need 4 extra cards
PLAN TO SPEND A BENNY FOR TACTICIAN: At initiative roll next turn for cards to hand out, hopefully we get a joker I can toss out. Rolls now to save you time Jon.
Knowledge (Battle) 1d12+8 = 9: 1
Wild 1d6+8 = 13: 5
  • Benny to Reroll
    Knowledge (Battle) 1d12+8 = 14: 6
    Wild 1d6+8 = 14: 6 + Ace 1d6+14 = 16: 2
Crash damage, Ndreare no damage, Rodney 2 wounds after soak
Ndreare Damage From Crash 3d6 = 8: 3, 1, 4

Rodney Damage From Crash 3d6 = 14: 6, 2, 6 Stupid Aces 2d6+14 = 25: 6, 5 More fricken aces 1d6+25 = 28: 3
What the heck, now on the brink of battle the dice decide to hate us hate us, after such a long love affair with Ndreare and Rodney, they chose this moment to betray us.

4 Wounds to Rodney!
-1 Benny to soak
Vigor 1d6 = 4: 4
Wild 1d6 = 6: 6 Ace 1d6+6 = 8: 2

.


Current Status
Current Status
Parry: 6 (8 with honor Blade)
Toughness: 16 (8)
PPE: 40 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Exalted Boost Trait Spellcasting w/raise x2 = d12+10 (+Item = d12+11)

    SHAKEN
    .




Bennies: 1
  • +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
    -1 For Tactician on first round of 200 Vampire Battle
    -1 to reroll on Tactician
    +1 From GM award in Hangouts for going balls to the wind.

Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset
    +1 GM Award
    -1 Benny to Soak crash damage

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
Ndreare
Ndreare
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .


Bennies: 13
Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

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

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

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

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Fri Jun 01, 2018 4:02 pm

Grynn was expecting to face vampires - and he would soon enough! - but was not properly prepared for the vehicle to suddenly flip over and crash! He was in the middle of looking over at Ashlynn and saying, "You know...love is fascinating. I would like to lea-" And before he could finish, he was thrown about, bashed face-first in to a bulkhead and then flung to the floor just in time to get accidentally tea-bagged by one of the Coalition soldiers being flung about himself. He muttered an expletive that sounded very muffled.

He was finally able to get up and shake off the dizziness from the crash - by closing one eye for a moment til everything righted itself. He let out a sigh but shook it off. He then picked up the hapless and injured Coalition soldier, stomping out of the vehicle. Once he was outside, he set the soldier down and then shifted to his dragon form to provide cover to the rest of his allies as he invoked his magic to make himself more durable as well. "This will hurt but it is what it is. I will be the shield that protects others."
Agility at -2, Fail
Agility die 1d6 = 3: 3, Wild die 1d6 = 4: 4.
Extra Effort 1d6 = 1: 1
Damage from Crash, Shaken and 1 Wound
6d6 = 17: 1, 4, 1, 4, 6, 1, Ace die 1d6 = 6: 6, Ace die 1d6 = 1: 1.
Soak, Success
Vigor die 1d8 = 1: 1, Wild die 1d6 = 5: 5.
Strength to pull out a CS dude, Success
+2 to total (+4 from strength, -2 MAP).
Strength die 1d12 = 1: 1, Wild die 1d6 = 5: 5.
Boosting Vigor, Raise
-2 MAP to total.
Spellcasting die 1d8 = 8: 8, Ace die 1d8 = 7: 7, Wild die 1d6 = 4: 4.
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: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Kir Gloryspirit » Sat Jun 02, 2018 3:33 pm

Notice, Damage, and Unshake
Notice: 1d6-2 = -1: 1 (-4 Darkness, +2 Alertness; Arcana; Supernatural)
Wild: 1d6-2 = 0: 2

Damage Taken: 3d6 = 11: 3, 4, 4 MD = Shaken

Spirit: 1d8 = 5: 5
Wild: 1d6 = 2: 2
The survivors of Fort Reid pass Kir as he prepares to face the coming onslaught when Asnir warns Kir, "Danger comes from behind!"

Kir turns around immediately just in time to see an enormous, terrible worm burst through the earth and send the zone ranger flying!

Asnir's faithful are Meditators by trade, but Kir is a warrior at heart. With two hundred vampires behind him, a giant worm in front of him, a self-propelled metal carriage in the air above him, and only himself between the three and his charges, Kir snapped. The calm and collected exterior Kir presents to the world shattered to pieces, revealing the chamber of battle-lust waiting to burst through to the surface at a moments notice.

Time seemed to slow for Kir. His thoughts became crisp, and his actions were apparent. First, he had to deal with the wheeled machine. The survivors seemed safe enough from it; however, an enormous chunk of metal plating was hurtling towards them.

"Asnir!" Kir roars as he grabs his staff with two hands and prepares to strike the incoming projectile, ignoring the imp completely. Once it is within striking range, Kir rotates his entire body, putting everything within him into the strike. The battlestaff connects with the metal plate perfectly, and when it does a surge of deific energy passes through the staff and combines with Kir's swing to knock the metal plate far away from any of the survivors. Kir is momentarily distracted by the vibration the impact sends through his body, but he shakes it off.

The Mystic turns back towards the vampires when he hears the Quick-Flex warrior call out that the Valleroy siblings have been snatched.
Asnir's Judgement
Exalted Slow vs the two Vampires holding the Valleroys.
Mysticism: 1d8-1 = 5: 6 (-2 MAP +1 Battlestaff of Asnir's Faithful)
Mysticism: 1d8-1 = 0: 1
Exalted Quickness upon Kir Gloryspirit
Mysticism: 1d8-1 = 6: 7
Wild: 1d6-1 = 0: 1
Fuck me. Critical failure: The two Vampires gain Exalted Quickness and Kir is afflicted with Exalted Slow for 3 rounds each.
Kir throws his arms wide in a pose reminiscent of a victory pose and laughs, "Hahahahaha! SO BE IT! Battle is joined!" Kir pauses to point his staff at the vampires holding the Valleroys before continuing, "Your charges need you, Asnir! This body is a vessel, fill it! This vessel is a weapon WIELD IT! AND IF WE FALL, GUIDE THIS SOUL TO THE HALLS OF HONOR!"

A strangely orange-colored bolt of lightning flashes down from the heavens when Kir finishes speaking. It looks like its about to strike the battlestaff, but it disappears from existence before it can. Instead of the expected effects, they are reversed! Kir feels sluggish and looks at his staff, obviously confused. After a brief moment Asnir speaks to him, "Kir! Be wary. There is someone interfering with your powers upon this battlefield."
Persuasion
Persuasion: 1d8 = 7: 7 (+2 Cha, -2 MAP)
Wild 1d6 = 5: 5
Disturbed yet determined, Kir turns to the survivors and addresses them, "Be strong. Our salvation is at hand, but it will be hard won. If you flee, the enemy will pick you off and none will survive. Have faith in us."

Kir looks at the Quick Flex and speaks to him next, "Quick Flex. We are remiss for not having asked your name, but we have learned that your kind are quick of foot and mind. If anyone could escape this battle, you could. Please, help these people. We know not what you desire, but if it is within our power we shall reward you for this."

Kir turns to survey the battlefield, wary of the enemy who would dare come between a man and his god. He finally remembers about the imp and looks over to its perch on his shoulder and whispers, "Alright fiend, if you have any contributions, now would be the time. This night has not gone according to plan..."

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

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Penitent
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Sun Jun 03, 2018 7:24 pm

Rolls
Crash Damage 3d6 = 11: 3, 5, 3 = 11 = Nada

Casting Exalted Quickness with -2 MAP
Faith 1d10-2 = 7: 9 = Success
Wild 1d6-2 = 2: 4

Dragging one CS soldier to safety, no MAP due to Exalted Quickness
Strength 1d12 = 8: 8 = Success
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 8: 2

Second round of actions: Drag another soldier free, draw weapons (no MAP due to EQ) and cast Greater Armor (free action)
Strength 1d12 = 2: 2
Wild 1d6 = 5: 5 = Success

Faith 1d10 = 5: 5 = Success, Auto-Raise
Wild 1d6 = 3: 3
Penitent was glad he'd skipped the soup the Coalition soldiers had offered to share at the last pit stop. As the Zone Ranger turned end over end, he imagined a few who did would puking in their helmets.

They landed badly, crippling the vehicle, but Penitent was unharmed, strapped securely into the safety webbing. His imp, however, was nowhere to be seen.

"Damn it, Karl, what did I tell you about wearing your safety belt!" he yells as he slips out of the restraints and stumbles into the darkness. "Junior, do you hear me?"

Groans behind him drown out any response. The Zone Ranger appears ready to burst into flames, and some of the CS soldiers are still inside. Sighing, Penitent turns back, the magic of the demon mask infusing him with great speed as he drags a Coalition soldier free, then returns to rescue a second before drawing his blades and calling upon the armor of the damned for protection.

"Karl!" he calls again into the darkness.

The only answer is the hungry roar of the mammoth Anger Worm, the grand dame of the line of anger worms he'd been carving through since El Paso.

"Ah, I suppose you are the root that must be cut out, Ancient One," he says, as the wyrm-toothed blade of his chainsword begins to spin of its own accord, filling him with a righteous frenzy as the angelic tattoos across his skin begin to glow with a holy fire, both beacon and warning for the forces of darkness arrayed against them.

Two soldiers saved, 13 PPE used, Exalted Quickness and Greater Armor active. Shroud trapping adds -1 to hit from ranged attacks.
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Lucianna
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Lucianna » Tue Jun 05, 2018 6:48 pm

Damage Avoidance
Agility -2 to brace (failed notice)
1d6-2 = 0: 2

WD Agility
1d6-2 = 2: 4

Benny for Extra Effort w/ Elan & Big Damn Hero
1d6+6 = 12: 6

Damage
3d6 = 10: 4, 5, 1
Preparatory Actions
Greater Boost Trait - Spellcasting (adding -2 MAP for multiple casts)
1d12+1 = 7: 6

WD GBT
1d6+1 = 4: 3

Casting Greater Deflection with MAP after GBT - adds +2 die types
1d12+3 = 6: 3

WD GD
1d6+3 = 8: 5

Activating Arcane Deflection from Scepter - (Spend 2 PPE/ISP as a free action to activate Arcane Deflection for 3 rounds, adding -2 to be hit by magical / psionic attacks, +2 armor vs. magical / psionic attacks, and +2 to trait rolls to resist opposed powers)
Lucianna's conversations with Krysesia and Ndreare are interrupted by a catastrophic vehicular accident. She manages to brace herself as the zone ranger tumbles end over end, lessening the impact of the crash. Springing free, she takes note of their predicament. The CS soldiers have been pulled from the wreckage, "This is most unfortunate. Very well. Let the combat be joined, and let us drive these vermin from this world!" She focuses her energy, causing magical darkness to swirl around her, further shrouding her form. She stands ready to receive the swarm of vampires.
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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Krysesia
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Krysesia » Wed Jun 06, 2018 9:05 am

Krys Shaken + 1 wound, Soaked all of it, Serenia - Dissipated to home dimension (Shaken and Wounded)
Krys Damage 3d6 = 12: 2, 4, 6+ 1d6 = 5: 5 - shaken + 1 wound - Soak 1d8+4 = 11: 7, 1d6+4 = 9: 5, Spirit to Unshake: 1d8 = 1: 1, 1d6 = 3: 3; Ignore this roll, the soak handled the shaken damage
Serenia - Agility to reduce damage 1d12-2 = 2: 4 6d6 = 21: 5, 5, 3, 2, 5, 1 damage = Shaken and 2 Wounds - (-1 benny) Soak: 1d10 = 2: 2 - dismissed due to being a wounded extra
Effect: Command Abilities: All allies within 10" of you are inspired by your presence and add the following to their own abilities.
  • Allies add +1 to their Spirit rolls to recover from being Shaken.
    Allies add +1 to their Toughness while in your vicinity.
Notice 5, Activate Vampire Protection 11, Sunlight 12, -2 PPE
Notice 1d8 = 1: 1, 1d6 = 5: 5
Spellcasting 1d10 = 3: 3, 1d6 = 3: 3 + 1d6+4 = 9: 5 (EE)+1-2 (MAP)= 11 - Activate Protection from Vampires for 1 PPE due to Raise
Spellcasting 1d10 = 3: 3, 1d6 = 4: 4 + 1d6+4 = 9: 5 (EE) +1-2 (MAP)= 12 - Activate Rift to Daylight for 1 PPE due to raise
Krys is tossed from the buggy, lands with a thud, but manages to roll to her feet as if she felt none of it. The dust literally fails to stick to her coat, and it lays perfectly on her shoulders as she rises. Her companion is not so lucky. Serenia is not so lucky as she is pinned beneath some wreckage with some of it running her through. The spirit of light cannot maintain her form and dissipates back to her home dimension. Krys moves a good distance (pace) from the buggy and the Anger Worm, letting the Apoc handle it. She then taps her wrist and then raises her hand, bringing sunlight to the night. She locks its position to 30 feet above her head, fixed on her, instead of a static point. "Let's have a little breathing room, form up under the light! Everyone, refugee and slayer alike! Then we make for Ndreare's objective."
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Vela
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Thu Jun 07, 2018 8:34 pm

Vela has time to realize that THIS is why people tie themselves down in these vehicles as she is thrown forward across the seats in the crash. Fortunately, the inside of the ATV isn't made of silver. She hits the forward compartment's wall with a sickening thud; an impact that would shatter the bones of most. There's a sort of meaty cracking noise as her body knits itself back together, and she shakes her head to clear it as the concussion fades.

Even so, others have acted quickly, and are already saving the Coalition troops. Outside, she can hear the howls of the Dead. Vela snarls and dons the golden mask, calling on its power even as she extends her senses into the grey mist of the spirit world and calls on the warriors there to rally to her cause. She feels them gather about her, supporting her against their ancient enemy.

None of the People ever fight alone.
Rolls: Shaken from crash; benny spent to unshake, 8 to activate Deflection (vamps are -5 to hit her)
Damage from crash: 3d6 = 14: 2, 6, 6 MD (can only shake) Aces 2d6 = 8: 4, 4: 22 damage, Shaken!
Ushake: 1d8 = 1: 1 or 1d6 = 1: 1
Bah! Benny to unshake. :(
2 PPE from mask spent to activate extra damage feature
Psionics to activate Deflection (-2 MAP) 1d8-1 = 1: 2 or 1d6-1 = 5: 6 Ace 1d6 = 3: 3
Last edited by Vela on Thu Jun 07, 2018 9:23 pm, edited 3 times in total.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

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

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

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

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Thu Jun 07, 2018 9:12 pm

They Are Every Where!!!
Spoon Fed Video recap
The sheer amount of vampires is staggering. Out on the sandy desert of New Mexico maddening growls, eerie chattering, and a solitary deep laughter find the ears of the heroes. Sure the Resolute Vampire Hunters have faced more, much more vampire’s at once, but this time something is different about the vampires and their allied dark forces. Something spurs them on ward as if a dark champion was some where in their midst inspiring the vampire’s to great heights. One thing is for certain, this fight might be the fight of the Resolute Hunter’s lives. Another thing is certain, the vengeance of the anger worms retreats under the earth leaving a giant hole. By the slight shaking of the earth it remains near.

Darkness is everywhere outside the sparkling light created by the heroes. Interestingly enough in a few places it seems like night itself hither here and there. Its not like a supernatural darkness or anything, its just where you expect to see the faces of vampires its almost like they are being hidden by another dark night. The heroes manage to save all the CS soldiers, their gear, and the pbeam cannon before the zone explodes in magic blue fiery flames. Out of the explotion a silver bladed vibro weapon comes careening toward Vela(yup same weapon that had impaled itself on you earlier)!! Even, despite the chaos and explosion, the folks traveling with the mystic Kir, whom Doc and Karl seem familiar with, are gathered saftely umongst the wedge formation the heroes aptly and smartly formed. A couple civilians take care of moving Tera and Taylor. A few other murmur at the loss of Melody and Her brother ( so savagely taken into the night last scene). Several others ready what silver weapons they have for the inevitable attack.

A leyline beckons about 8 miles away and the fire from Reid’s stronghold a painful memory for those that are escaping it. There seems only one way to go and that is towards the leyline in the hopes that unlimited power will be the heroes salvation. Doc Reid seems dejected about not heading directly to the strong hold but he does little grumbling and pulls out two pistols that fire wooden stakes. Doc nods to Kir, ” Thank you for bringing these people so far from the stronghold... Is it really that bad?” His voice grows dark and not waiting for answer he continues,” My people will never loose... Our hope will sustain these lands even if our numbers dwindle.”
Karl pokes his head out from behind the mystic Kir, slyly hiding his celestial cell phone, ” You got it backwards rust bucket, the hope you have lies on my daddies face.” Doc just shakes his head as Rodney zooms by invisible carrying the precious device recovered from the Kreeghor secret base.
Ndeare Communicator
Master, if you die which you might rest assured I will end the vampires despite your failure. If this device can destroy them, then I will uncover its secrets. On a side note, I am detecting radio transmissions coming from the leyline you are heading towards... I will ascertain if they are friend or foe.
The five CS soldiers and commander Kurling grab silvered vibro swords readying themselves against the incoming assault and taking their position in the wedge formation. Kurling is carrying both the b-beam cannon and a mini railgun on his back.
The CS borg commanders voice drones into the night echoing a sense of foreboding about the situation the heroes find themselves in, ” Stay close, listen to Ndreare for battle plans, Listen to the heroes to not panick, and if you need inspiration talk to the were-cat. It is an hour long journey to the leyline, hopefully we cam make it. They are descending—-” The commander’s metal voice catches in his throat as a bright light illuminates around Kir... Then it recedes and the two taken civilians Melody and her brother dressed in Ranger garb appear in Kir’s place...

An ominous voice echoes, ”THE EXCHANGE IS MADE OLD ONE!” The two saved siblings cast desperate glances toward Kir now being mauled by two hungry vampires almost 60 feet away (12”) that could only be Bloodfang and Dr. Acula.
Krys
You see the shadowy shape of your griffin high above you.
Vela
—-At the start of your turn please make an agility roll-2. Fail: the silver vibro blade will impale you giving you a level of fatigue until the wound his properly healed(This is the bad thing that happens on the crit failure).
—-I believe you can choose to begin anywhere on the map per your legendary ability. So just say, actually I am starting over here Mr. GM.
  • Silvered Vibro Blade: Str+1d10+4 AP8, silvered, integrated plasma laser...
.
Kir
You are slowed and grappled. Your location is 12” east of the main group.
  • Grappled: Once entangled, the defender may attempt to break free on his next action. Both the defender and attacker pick either their Strength or Agility and then an opposed roll is made. If successful, the defender is free but the attempt consumes his action. If he does so with a raise, he's free and may act normally. Failure means he is still entangled. Instead of breaking free the defender may attempt a different action but at a –4 penalty. After grappling, the attacker may attempt to damage his victim on subsequent rounds by making an opposed roll as above. On a success he does his Strength in damage (gaining the extra d6 for a raise as normal).
C575A9AD-9076-471A-99FD-4AC5D97A20ED.jpeg
Detect Arcana
if you get a success on this remember sight penalties like -4 pitch darkness, you notice that the vampire’s are being magically emboldened by something.

Initiative(Rolled on Roll 20): Players 1st, Badguys 2nd, Doc Reid and Civilians 3rd
The Action Happens as you post.
Scene Modifiers: These effects stack
  • Pitch Darkness 2” from the Krys’ light
    • Pitch Darkness: Targets aren't visible at all in pitch blackness, but if a character knows roughly where a victim is (he can hear him, target is in a confined space, a glint of light shines off his blade, etc.), he may be attacked at –4. This applies 2” away from Krys’ light that is currently surrounding 99% of you. Within the light you are at no illumination penalty. Note: Most modern armors offset 2 pts of illumination penalty. Armors that have night vision eleminate it entirely. Low light vision will not help you.
  • All Characters are +2 for one trait roll due to Ndeare’s awesome tactical advice
  • Vella and Grynn ( Thanks Ndreare) have jokers: +2 to all trait rolls and damage this round.
  • All players gain +2 bennies!!!!!!!!!!!
Things you can do besides attacking and smacking the army of vampires, murder wraiths, and martial art inclined necromancers... All these take actions...
  • Attack the Old One, seriously you can attack it and I will even give you a benny if you can remotely attach this fool hardy action to a hindrance.
  • Persuade the nervous civilians to stick together: Persuasion -2
  • Maintain the battle plan: Like any good commander someone can give orders that actually help,,, but fail on the roll it hinders... You can make a battle plan and for every success and raise you acheive you give Doc, the CS,Commander Kurling, and the civilian allies a better chance to help you in the fight against the vampires. Kn Battle check at -4, and +1 vampire destroyed per success and raise. Fail, 1 ally dies GM choice, crit fail 1d6 allies die...
Players actions and movement if you are able to edit the picture with your movement or where you are targeting and repost it that would be awesome. Or you can zoom in and state the hex location, or just use general terms in an OCC comment, like OCC= I throw myself at the nearest group of vampires within 6".

Maps and Badguys ( Please Note: The pictures for the badguys have their relevant Combat data, please note they in some cases have first strike or Elan, maybe luck, or damage resistances and you will find that out at an appropriate moment). In all cases before such a “surprise” maybe levied the GM will ask you if you want to spend a benny to obtain a better result. This does not guarantee there is such a surprise and or spending a benny will guarantee a positive result.
Vampires 200/200
Reid Mass Vampire Vamp.JPG
Parry:7, Toughness:11, (+2 toughness from supernatural effect)... Note: the two grappling Kir are wild cards with elan... Thanks Max/Vela. Their opposed STR are in an occ block.
Murder Wraith 4/4
Reid Mass Vampire Murder Wraith.JPG
Murder Wraith with a globe of darklight! Creates eternal darkness around him and it is unholy. As if conditions to see the target are made at total darkness -4 to see and hit. Parry:8, Toughness: 19(6), Uncanny reflexes: -2 to hit, plus other stuff...
Necromancer Martial Artist 4/4
Reid Mass Vampire Necroartist.JPG
Parry: 7(5), Toughness: 14(8), Deflection -2 to hit... Sigil of Ixzotz as an amulate (Detect Arcana: This sigil seems to be producing some kind of large effect that helps make other's stronger and tougher)
Old One 1/1
Reid Mass Vampire old one.JPG
I'll toss some stats if someone attacks it.
Maps, Closer, Close up and Big picture
22419A3C-FA69-463E-8478-6FE47D258FEF.jpeg
Closer
Reid Mass Vampire close Map.JPG
https://1drv.ms/u/s!ApbK40F58-KNn1FheDxqcLPIHaFR
Reid Mass Vampire Big Map.JPG
https://1drv.ms/u/s!ApbK40F58-KNn1JO21IXVdJiPURR
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Wed Jun 13, 2018 2:21 am

Notice 8
Alertness, Danger Sense, Mystic Awareness
Notice 1d6+2 = 5: 3
Wild 1d8+2 = 8: 6
***

Ashlyn looked down at Vela in her jaguar form as she growled. She reached down to scratch the large cat behind the ears. Que pasa, Vela?” she asked.

And then the world went topsy-turvy as the Zone Ranger was flipped high into the air and came down with a crash, tossing her and the others about the cabin.
Damage 13
3d6 = 11: 4, 6, 1
Ace 1d6+11 = 13: 2
Soak 7 Soaked 1 Wound
Vigor 1d10 = 7: 7
Wild 1d8 = 1: 1
- IGNORE. I was mistaken about how MD damage works against normal armor and didn't take enough damage to have to soak.

“Vampires!” Ashlyn could sense them all around, more numerous than she had ever seen. She shook off the effects of the crash, her armor taking the brunt of the beating. There were civilians around as well, seemingly fleeing the horde. Ndreare was trying to organize people into some sort of defense. Grynn and Penitent pulled unconscious CS soldiers out of the Zone Ranger. Lucianna was preparing herself for the fight, and the beautiful Krysesia had thrown up her sunlight above them to provide a hopefully safer area for them to make a stand.

Ashlyn grabbed her gear pack. It was heavy, and would weigh her down, but she didn’t want to lose it when the Zone Ranger exploded. She shrugged it onto her back and staggered out of the burning vehicle. She settled her shield on her arm and invoked one of the blessings from the holy artifact.
Greater Deflection 9 Raise -6 to hit
Mysticism 1d12 = 9: 9
Wild 1d8 = 7: 7
***
Conditions
Greater Deflection (Raise): -6 to hit (3r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 20/20
ISP: 10/10
Shield: 7/10 PPE
Bennies: 7/3
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
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Ndreare
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ndreare » Wed Jun 13, 2018 7:06 am

Notice 6 (after all modifiers, what does he detect?), Detect Arcana
Total Darkness -6, Racial +2 with Sight, Body armor has optics package offset illumination penalties by 2 and provide +2 to resist blinding attacks). = -2 total for Total Darkness
Notice 1d12-2 = 1: 3
Notice Wild Die 1d6-2 = -1: 1
Benny to Reroll
  • Notice 1d12-2 = 6: 8
    Notice Wild Die 1d6-2 = 3: 5
Detect Arcana at Will (No Roll Required)

.
Unshaken
Forgot to roll to unshake
Spirit 1d10+4 = 14: 10 + Ace 1d10+14 = 20: 6
Wild Die 1d10+4 = 8: 4
Turn 01.1
The situation was tense and Ndreare was not liking the way things had gone from casual to upside down so quick, but that is life in the vampire kingdoms. Assessing the situation he looks around and sees the mystic who was trying to save the villagers suddenly in the middle of a circle of vampires. Unsure if it is worth the effort to help the man, or if he is already dead. Not wasting to much time Ndreare decides he is worth one spell to aid him and no more.
“Grynn, we need a way out, can you clear some of those vampires in front of us?” The summoning his will with the powers already channeling through him Ndreare solidifies his mind and talents further increasing his accuracy with his magic, his mind is filled with a hundred lifetimes of being one of the greatest battlemages in the galaxy. Then calling on the experience he remembers a spell that can help the priest. Reaching out with his will he devours the magic around the mystic breaking the spell slowing him and hastening his allies. Then summing forth one of his most valuable spells he empowers his weapons with the damaging light of the sun.
Ex Boost Spellcasting x3 17, Ex Dispel 20, Ex Smite 24
Spellcasting d12+2 Master, Blade +1, Ex Boost +4, Ex Boost +4, MAP 3 actions -2 = Total d12+9
EX BOOST SPELLCASTING (-4 base PPE -4 from roll = -0 PPE)
Spellcasting 1d12+9 = 17: 8
Wild Die 1d10+9 = 14: 5

EX DISPEL (+4 from the above boost will increase this to d12+13, -6 base PPE = 0 PPE)
Spellcasting 1d12+13 = 15: 2
Wild 1d10+13 = 20: 7


EX SMITE (+4 from the above boost will increase this to d12+13, Both Blades, and the Fusion Block he carries so -12 base PPE = -6 PPE)
Spellcasting 1d12+13 = 24: 11
Wild 1d10+13 = 16: 3

.
Turn 01.2
Still watching out for those around him Ndreare then preparing for his role in defending the circle and calls on the centuries of experience as a battlefield soldier enhancing his combat abilities to nearly equal his brothers. Then he enhancing his combat prowess even more he grants himself the combat prowess of a shadow demon about to attack anyone or anything both unwanted and foolish enough come close to him and increasing his ability to move out of harm's way. Pulling forth the last of his spells Ndreare activates the powers on his son’s Honor Blade.
Keeping the people in line as much as possible Ndreare says. "Lets keep moving people, we need to get away from that thing." Then turning to Kryss he asks. "How many elementals can you give us? We could use some sweeping water jets and barriers."
Ex Boost Fighting 23, Ex Warrior's Gift 24, Activate Sword 30
Spellcasting d12+2 Master, Blade +1, Ex Boost +4, Ex Boost +4, Ex Boost +4, MAP 3 actions -2 = Total d12+13
EX BOOST FIGHTING (-4 base PPE = 0 PPE)
Spellcasting 1d12+13 = 23: 10
Wild Die 1d10+13 = 17: 4

EX WARRIORS GIFT (Improved Dodge, Improved First Strike, -8 base PPE = -2 PPE)
Spellcasting 1d12+13 = 24: 11
Wild 1d10+13 = 16: 3


Activate Sword (-4 base PPE)
Spellcasting 1d12+13 = 21: 8
Wild 1d10+13 = 23: 10 + Ace 1d10+13 = 20: 7 Should have been +23 so roll is a 30

.



Current Status
Current Status
Parry: +4 Boosted fighting to d12+2 = 9 +2 Honor Blade, -6 to all attacks From Deflection Raise = 11 Parry and Required 17 to hit
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Exalted Quickness w/Raise Now on turn 2/3
    True Sight w/Raise now on turn 2/3
    Deflection w/Raise now on turn 2/3
    Exalted Boost Trait Spellcasting w/raise x2 Now on Turn 2/3
    Exalted Boost Trait Spellcasting w/raise x1 Now on Turn 1/3
    Exalted Boost Trait Fighting w/raise x1 Now on Turn 1/3
    Warrior's Gift Improved First Strike Turn 1/3
    Warrior's Gift Improved Dodge Strike Turn 1/3

    Blade of Second Terrance Activated
    .




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
    -1 For Tactician on first round of 200 Vampire Battle
    -1 to reroll on Tactician
    +1 From GM award in Hangouts for going balls to the wind.
    +2 Double Jokers in Turn 01 of 200 Vampire assault
    -1 reroll notice in turn 1 of 200 Vampire assault (because Rob is scared)
    -1 To Use New Edge = Exalted Dispel

Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset
    +1 GM Award
    -1 Benny to Soak crash damage

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
Ndreare
Ndreare
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .


Bennies: 13
Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

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

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

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

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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Thu Jun 14, 2018 4:01 am

Notice 23
Alertness +2, Mystic Awareness, -4 Total Darkness, +2 armor
Notice 1d6 = 2: 2
Wild 1d8 = 8: 8
Ace 1d8+8 = 16: 8
Ace 1d8+16 = 23: 7
***
Detect Arcana (free action) 5 Success
Mysticism 1d12 = 5: 5
Wild 1d8 = 4: 4
To help her see beyond Krysessia’s’ light, Ashlyn activated her magic sight. The area was awash with magic. “Something is making them stronger, braver,” Ashlyn told the others. “It is come from those amulets the necromancers wear.”

Looking out across the battlefield, Ashlyn noticed someone out in the midst of the vampires, grabbed by two of the monsters, and not a vampire himself. He was in sore need of help.

“Grynn! Can you see man out there? He need help. You can fly. I will try and show you. Follow my bolts.”

Ashlyn moved to the edge of the light and started to cast two spells.
Bolt 1, 7 CRIT FAIL; Holy damage
-4 Total Darkness, +2 armor, -2 MAP
Mysticism 1d12-4 = -3: 1
Mysticism 1d12-4 = 3: 7
Wild 1d8-4 = -3: 1
Benny to reroll
Mysticism 1d12-4 = -2: 2
Mysticism 1d12-4 = -3: 1
Wild 1d8-4 = -2: 2
Benny to reroll
Mysticism 1d12-4 = 7: 11
Mysticism 1d12-4 = -1: 3
Wild 1d8-4 = -1: 3
IGNORE! TAKING 2 BENNIES BACK, AS THAT FIRST WAS A CRIT FAIL.
Damage 4, 7; These hit Kir, per Innocent Bystander rules
2d6 = 4: 2, 2
2d6 = 7: 2, 5
Greater Boost Strength on Kir 13; 2 raises; +4 die types Strength, Courage +2 vs Fear/Intimidation, -2 PPE cost
-2 MAP
Mysticism 1d12-2 = 2: 4
Wild 1d8-2 = 6: 8
Ace 1d8+6 = 13: 7
Ashlyn winced as her bolts flew awry in the night and slammed into the man she was trying to help. Well, that was one way to indicate to Grynn who to save…

At least her boost to the man’s strength took hold. Hopefully it would be enough to allow him to break free.

***
Conditions
Greater Deflection (Raise): -6 to hit (2r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 15/20
ISP: 10/10
Shield: 7/10 PPE
Bennies: 7/3
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.
Image
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Thu Jun 14, 2018 10:13 am

Ndreare and Kir
Old One Special ability to protect his minions 1d12+2 = 11: 9 Wild 1d10+2 = 8: 6
On a raise over the spellcaster the spell is reversed (GM special go go fun time ability)

The two vampires loose their quickness and Kir looses slow... Plus the vampire’s in the immidiate area of the burst return to a toughness of 9. Good thing, the Old one likes Elf Flesh.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Krysesia
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Krysesia » Thu Jun 14, 2018 10:27 am

Notice 7 with Detect Arcana Active
Notice 1d8 = 3: 3, 1d6 = 6: 6+ 1d6 = 1: 1
Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. The power can also be used to see through powers that conceal a single supernatural item, being, or effect. Those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
As the enemy and darkness closes, Krys tosses her hands left and right, opening two small rifts high in the sky above areas of darkness and vampires. She then sweeps her staff and 14 droplets of water fly off and form into water elementals. First she shouts orders to her summoned warriors. "Stick close my watery friends. All needs cleansing here. Spray down anything that approaches the group. Stay close and wipe out as many vampires as you can!" She then looks to those huddled around her. "Fear not good folk. Though the powers of darkness hover and cling to you, you will be safe this day! The forces of light will see you through this day! Stay with us and help those about you." and watching her summon armies of watery beings, tossing out what seem to be minature suns, its hard not to believe her.
Minor Rift to a Living Star - Spellcasting 4 - 11 and 4 damage to vampires; Too Close to the Sun - Spellcasting 4 - 27 and 12 damage to vampires and they take -6 to all tests from being sunblind; Force Multiplication - Spellcasting 9; Persuasion 6
Action 1: Minor Rift to a Living Star (4 PPE from staff) 1d10 = 9: 9, 1d6 = 3: 3 -6 (MAP) +1 (Staff)=4 2d10 = 11: 3, 8, 2d10 = 4: 2, 2
Action 2: Too Close to the Sun (4 PPE from staff) 1d10 = 3: 3, 1d6 = 2: 2 -6 (MAP) +1 (Staff) + 1d6 = 2: 2+4 EE (-1 Benny)=4 2d10 = 18: 8, 10+1d10, 2d10 = 12: 3, 9
Action 3: Force Multiplication (5+(2*13)-1 = 30 PPE from personal reserves and 1 from Staff) 1d10 = 9: 9, 1d6 = 4: 4 -6 (MAP) +1 (Staff)+ 1d6 = 1: 1+4=9 EE
Action 4: Persuasion: 1d6 = 2: 2, 1d6 = 4: 4 +2 (charisma) -2 from scene penalty +2 Benefit from NDreare = 6 to keep folks spirits up
Movement: Move 6" towards Rift
14 Water Elementals
Water Elemental x14
Image
Water spirits are frothing, manshaped creatures of water.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8, Swimming d12+2
Pace: 6; Parry: 6; Toughness: 7[8] (Hardy)
  • Elementals within 10" of Krys add +1 to their Spirit rolls to recover from being Shaken.
    Elementals within 10" of Krys add +1 to their Toughness.
Special Abilities
• Aquatic: Pace 12
• Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
• Invulnerability: Water elementals are immune to all non-magical attacks except fire. A torch or lantern causes them 1d6 damage but is instantly put out if it hits.
• Seep: Water elementals can squeeze through any porous gap as if it were Difficult Ground.
• Slam: Str+d6, nonlethal damage.
• Waterspout: Water spirits can project a torrent of water using the Cone Template. Those in the area may make an Agility roll opposed by the spirit’s Shooting to avoid it or suffer 2d8 nonlethal damage. This puts out any normal fires.
NE Elementals 6 vs Aglity - 22 vs vampires and 8 vs anything else | SE Elementals 2 vs Aglity - 16 vs vampires and 7 vs anything else | SW Elementals 5 vs Aglity- 25 vs vampires and 13 vs anything else | NW Elementals 7 vs Aglity- 6 vs vampires and 7 vs anything else
NE Elementals 1d8 = 6: 6, 1d6 = 4: 4 - 3d10 = 17: 1, 10, 6+ 1d10 = 5: 5 vs vampires and 2d8 = 8: 5, 3 vs anything else
SE Elementals 1d8 = 2: 2, 1d6 = 1: 1 - 3d10 = 16: 8, 1, 7 vs vampires and 2d8 = 7: 2, 5 vs anything else
SW Elementals 1d8 = 5: 5, 1d6 = 5: 5 - 3d10 = 19: 2, 10, 7+ 1d10 = 5: 5 vs vampires and 2d8 = 13: 6, 7 vs anything else
NW Elementals 1d8+2 = 7: 5, 1d6+2 = 7: 5 - 3d10 = 6: 2, 3, 1 vs vampires and 2d8 = 7: 3, 4 vs anything else
Krys-fied Map
krys-fying it up.jpg
ignore this crap
Each of the Elementals will form a circle 1" away from and around the group and use waterspout on any enemies within reach.
Elemental 1 (at group's 12 o clock due north) 2d8 = 8: 7, 1 in a Cone outward towards vampires and other enemies
Elemental 2 (at group's 1 o clock) 2d8 = 8: 3, 5 in a Cone outward towards vampires and other enemies
Elemental 3 (at group's 2 o clock) 2d8 = 7: 4, 3 in a Cone outward towards vampires and other enemies
Elemental 4 (at group's 3 o clock) 2d8 = 6: 1, 5 in a Cone outward towards vampires and other enemies
Elemental 5 (at group's 4 o clock) 2d8 = 7: 1, 6 in a Cone outward towards vampires and other enemies
Elemental 6 (at group's 5 o clock) 2d8 = 13: 8, 5 in a Cone outward towards vampires and other enemies
Elemental 7 (at group's 6 o clock) 2d8 = 13: 6, 7 in a Cone outward towards vampires and other enemies
Elemental 8 (at group's 7 o clock) 2d8 = 4: 2, 2 in a Cone outward towards vampires and other enemies
Elemental 9 (at group's 8 o clock) 2d8 = 11: 7, 4 in a Cone outward towards vampires and other enemies
Elemental 10 (at group's 9 o clock) 2d8 = 4: 3, 1 in a Cone outward towards vampires and other enemies
Elemental 11 (at group's 10 o clock) 2d8 = 13: 7, 6 in a Cone outward towards vampires and other enemies
Elemental 12 (at group's 10:30 o clock) 2d8 = 11: 8, 3 in a Cone outward towards vampires and other enemies
Elemental 13 (at group's 11 o clock) 2d8 = 6: 1, 5 in a Cone outward towards vampires and other enemies
Elemental 14 (at group's 11:30 o clock) 2d8 = 11: 5, 6 in a Cone outward towards vampires and other enemies
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Thu Jun 14, 2018 11:57 am

Krys and waterspout
Not Good! NE Vampires 1d8-2 = 5: 7 wild 1d6-2 = 1: 3
Made it, SE Vampires 1d8 = 6: 6 wild 1d6 = 5: 5
SW vampires 1d8 = 1: 1 wild 1d6 = 5: 5 Which 1/2 dies... odd back, even front 1d4 = 2: 2
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Thu Jun 14, 2018 2:39 pm

Grynn knew they were in trouble. There was a plan, of sorts, but there were a LOT of vampires, and some other things as well. Plus he was getting conflicting 'orders' and 'suggestions' from his allies on what he should do. First and foremost, however, the civilians needed to be saved. So that was his priority. He hoped that whoever the person was that Ashlynn pointed out could take care of himself for a little bit. He did involuntarily chuckle as Ashlynn's bolts REALLY pointed out the person she wanted him to save - squarely slamming in to the person!

"My first duty is to help those who cannot help themselves, Ashlynn. I will go help him as soon as I can but these civilians must get to safety!"

His tattoo was already active and he had made himself a bit more resistant to harm, so now he went on the offensive. He let out a roar and hissed out a few syllables as his amulet flashed and then sunlight burst forth, streaming from him. He hissed out another few syllables and a silver glow enveloped him, especially his tail. He surged forward, flying low to the ground towards the vampires in the most way of getting to the ley line....then he whipped around to show them his ass...AND HIS GIANT TAIL! He swung it like a wrecking ball to blast as many vampires out of the way as possible, as well hopefully hurting or driving away some with the sunlight.

And he moved his full flight distance towards the ley line from where he'd started.
Current Status
Anti-Vampire Tattoo: +2 armor vs. attacks from vampires and +2 to resist any vampiric powers.
Boost Vigor: d12 (so Toughness is 2 higher as well).
Light (Sunlight) on himself.
Smite (Silver) +2 damage.
Spellcasting: Casting Light (with Sunlight Trapping), 5
From Enchanted Item, centered on his amulet/himself.
-2 to total (+2 from Joker, -4 from MAP).
Spellcasting die 1d8 = 7: 7, Wild die 1d6 = 3: 3.
Spellcasting Smite (Silver) on himself, 7.
-2 to total (+2 from Joker, -4 from MAP).
Spellcasting die 1d8 = 8: 8, Ace 1d8 = 1: 1, die 1d6 = 5: 5.
Tail Lash on a swath of vampires on the way towards the Ley Line, 2" long by 4" wide rectangle, 15 to hit.
0 to total (+2 from Ndreare, +2 from Joker, -4 from MAP).
Fighting die 1d6 = 4: 4, Wild die 1d6 = 4: 4.
Benny to extra effort: 1d6 = 6: 6, Ace 1d6 = 5: 5.
Tail Lash Silver Mega-Damage 22
Strength d12+4, d8 tail lash, +2 smite, +2 Joker, +4 silver.
Strength die 1d12 = 1: 1, Tail Lash die 1d8 = 6: 6, Raise damage 1d6 = 3: 3.
Sunlight Damage 13
2d10 = 12: 2, 10, Ace 1d10 = 1: 1.
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: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Vela
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Fri Jun 15, 2018 3:44 pm

Somehow, the silver sword she'd taken twists in the chaos, and slices Vela shallowly as she tries to roll away...the cut isn't deep enough to be dangerous, but she can feel her vitality ebb from her, as if seeping from the wound it makes. With a snarl she grabs the clasp of her godskin cloak and concentrates. Within it is not a god, but the memory of a god; a hollow place that still has his shape, like a casting for steel. Into it Vela pours her own spirit, her own power...and while her strength is far less than an ancient god of rainfall, so too are her needs more modest.

There is a peal of thunder, and the stars begin to vanish as thick black clouds condense in the sky, roiling and thickening with each second. The vampires to the southeast of the group find themselves caught out below a thunderhead that has come from nowhere. The acrid smell of ozone suddenly hangs thick in the air...and then the rain begins to fall. As if someone had turned a handle, it's an instant downpour...wind whipping droplets into a haze that not even vision that pierces night can see through. And each droplet cutting vampiric flesh like a knife.
Rolls: Agility 1, Psionics 6, 21 water damage to a bunch of vamps
Agility 1d10-2 = 1: 3 or 1d6-2 = -1: 1

Psionics roll to activate Husk of Chac: 1d8 = 6: 6 or 1d6 = 3: 3 (forgot Joker bonus, which makes it an 8)

Damage to all vampires in LBT to the southeast: 3d10+2 = 21: 7, 5, 7 (includes Joker bonus)
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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Penitent
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Fri Jun 15, 2018 8:06 pm

Plan
Quickness Round 1: Cast speed from armor, charge Durandel with 5 PP (free), cast Greater Smite (free, auto-raise) on both weapons, move and attack Murder-Wraith NW of me 3 times (Frenzy, TWF+Ambi, and Exalted Quickness means no MAP).

Quickness Round 2: Assuming MW is dead, move west to Necro-monk, attack 3 Times (Frenzy, TWF+Ambi). If any vampires are still nearby, he'll cast fear in an LBT to cast the most possible (no MAP due to Exalted Quickness)
Rolls
Casting speed Faith 1d10 = 2: 2
Wild 1d6 = 4: 4 = Success, Pace is doubled. 1 PPE used

Durendal charged, gains AP 4, MD, +2 Fighting. 5 PPE used

Casting greater smite with a sunlight trapping, auto-raise
Faith 1d10 = 1: 1
Wild 1d6 = 3: 3
Benny used for Extra Effort + Elan 1d6+5 = 10: 5 = Success, both swords gain +8 damage and sunlight trapping. color=#BFBF00]8 PPE used[/color]

Attack MW with Durendel: Normal Fighting is 1d12+2, +2 from temporary boost, -4 to hit for darkness, -2 for uncanny reflexes, -2 for Frenzy = 1d12-4 vs. Parry 8
Fighting 1d12-4 = -3: 1
Wild 1d12-4 = 7: 11 = Fail

Attack MW with Fury's Fang: Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -4 to hit for darkness, -2 for uncanny reflexes, -2 for Frenzy = 1d12-3 vs. Parry 8

Fighting 1d12-3 = 7: 10
Wild 1d12-3 = 0: 3
Benny used for Extra Effort + Elan 1d6+9 = 13: 4 = Success with a raise
Damage 1d12 = 1: 1+ 2d8 = 7: 6, 1+ 1d6 = 6: 6 + 8 (GS) + 2 (Champion) +4 holy weakness = Ace! 1d6+22 = 28: 6 = Ace! 1d6+28 = 29: 1 = 29 damage, AP 4 (counts as silver, holy and sunlight) vs. Murder-Wraith = 3 Wounds on MW

Attack MW with Fury's Fang (2nd attack from Frenzy): Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -4 to hit for darkness, -2 for uncanny reflexes, -2 for Frenzy = 1d12-3 vs. Parry 8

Fighting 1d12-3 = 8: 11
Wild 1d12-3 = -1: 2

Damage 1d12 = 5: 5 + 2d8 = 7: 3, 4 + 8 (GS) + 2 (Champion) +4 holy weakness = 26 damage, AP 4 (counts as silver, holy and sunlight) vs. Murder-Wraith = 2 more Wounds on MW

Move to the west to the Necro-monk

Attack Necromonk with Durendel: Normal Fighting is 1d12+2, +2 from temporary boost, -2 for uncanny reflexes, -2 for Frenzy = 1d12 vs. Parry 7 (or 5?)
Fighting 1d12 = 6: 6 = Success
Wild 1d6 = 3: 3
Damage 1d12 = 9: 9+ 2d8 = 7: 5, 2+ 8 (GS) + 2 (Champion) = 26 damage, AP 4 (counts as holy, silver, sunlight) = 4 Wounds vs Necromonk

Attack Necromonk with Fury's Fang: Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -2 for uncanny reflexes, -2 for Frenzy = 1d12+1 vs. Parry 7 (or 5?)

Fighting 1d12+1 = 11: 10
Wild 1d6+1 = 7: 6 = Ace! 1d6+7 = 13: 6 = Ace! 1d6+13 = 15: 2 = Success with a raise
Damage 1d12 = 12: 12+ 2d8 = 9: 6, 3+ 1d6 = 6: 6+ 8 (GS) + 2 (Champion) =Aces! 1d12 = 11: 11+ 1d6 = 1: 1+37 = 49 damage, AP 4 (counts as holy, silver, sunlight) = 9 Wounds vs Necromonk

Attack Necromonk with Fury's Fang (2nd attack from Frenzy): Normal Fighting is 1d12+2, +2 from Durendel temporary boost, +1 from FF's ability, -2 for uncanny reflexes, -2 for Frenzy = 1d12+1 vs. Parry 7 (or 5?)

Fighting 1d12+1 = 9: 8 = Success
Wild 1d6+1 = 4: 3
Damage 1d12 = 9: 9+ 2d8 = 7: 5, 2+ 8 (GS) + 2 (Champion) =26 damage, AP 4 (counts as holy, silver, sunlight) = 4 Wounds vs Necromonk

If any vampires remain in his vicinity, Penitent will cast fear in an LBT to catch as many as possible.
Faith 1d10 = 6: 6
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 7: 1 = Success. The vamps in the area need to make a Fear check at -2 (due to Pen's Scourge of the Unholy ability)
Penitent's chainsword, Fury's Fang, whirrs with excitement as adrenalin courses through his body in anticipation of a colossal duel, but when he looks around, the Anger Worm has disappeared.

Cowardice. Disappointing, but not surprising among such demonic ilk, he thinks, as he surveys the battlefield, which is alternately cloaked in abyssal darkness and the light of the sun. Rain and lashing winds pick up as the others summon holy water soldiers and other magicks. Fixing his eyes on a globe of shadow to the northwest, Penitent feels a familiar twitch as his demon mask catches scent of something unholy. Summoning the light of the sun onto his blades and channeling power into Durendel's silver blade, he rushes forward with inhuman speed, ignoring the vampires that scream and melt all around.

Plunging into darkness, he lashes out with Durendel, feeling the magic blade blocked by something. Instinctively, he follows up with his chainsword, the hungry blade slashing once, twice into something solid. [One hit causes 3 Wounds, a second hit causes 2 Wounds]

Charging through, he spies one of the necromancer-monks, who seems to be empowering the nearby undead.

"Truck with dark powers, and the light will scour your flesh and lay your soul bare to the heavens, so the breath of the holy may scatter you as ash," he growls, the guttural prayer serving as a battlecry as he pushes through the ragged vampire horde to his prey. The monk never stands a chance: Penitent's first blow, with Durendel, cleaves the man's hands from his arms. Fury's Fang follows next, chewing through the man from skull to loins before separating the remaining hunks of meat into four pieces with a backhand slash. [One hit causes 4 wounds, the next hit causes 9 wounds, the third hit causes 4 wounds.]

As the bloody cloud floats away on the wind, Penitent spins around, ready to channel the fear of the holy scourge into any remaining vampires.

Final = 2 Bennies used, 14 PPE used (16 if fear is needed)
Last edited by Penitent on Fri Jun 15, 2018 9:23 pm, edited 2 times in total.
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Fri Jun 15, 2018 9:04 pm

First strike! 24AP5 MD from mr murder wraith.
NW MW, first strike fighting 1d12 = 12: 12 Ace 1d12 = 2: 2 probably a -2 for the darkness penalty.
Damage: 1d12+4 = 5: 1 plus 1d10 = 6: 6 AP 4 ace 1d6 = 1: 1 Benny to reroll 1d12 = 11: 11+4 1d10 = 8: 8 1d6 = 1: 1 last benny to reroll 1d12+4 = 8: 4 1d10 = 2: 2 1d6 = 6: 6 Ace 1d6 = 2: 2
Kill Count
Vampires:
  • Krys-47
    Gryn-5
    Vela 9
Murder Wraith:
  • Pen=1
NecroMart:
  • Pen=1
Attachments
Towards the end of round 1.JPG
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Lucianna
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Lucianna » Fri Jun 15, 2018 10:31 pm

Lucianna's actions
Notice to see Old One
1d8 = 8: 8

WD Notice
1d6 = 6: 6

Spellcasting - Exalted Dispel (sunlight trapping) angled outside Krys' light spell, hitting the Old One - taking MAP due to 2nd spell cast
1d12+3 = 9: 6

WD Spellcasting - Exalted Dispel
1d6+3 = 9: 6

Ace WD Spellcasting ED with prior
1d6+9 = 11: 2

Benny for EE Spellcasting Exalted Dispel with Elan and Big Damn Hero
1d6+15 = 18: 3

Spellcasting - Magic Missile (Onslaught big damage bolt) at Old One, taking -2 MAP for multiple spells, adding +2 due to Marksman
1d12+5 = 13: 8

Damage from Magic Missile - possibly with raise (raise rolled separately)
6d6 = 18: 2, 3, 2, 1, 5, 5
1d6 = 1: 1

Benny to reroll damage - with Elan & Big Damn Hero
6d6+4 = 27: 1, 6, 2, 6, 5, 3
1d6 = 4: 4

2 Ace damage with prior - does not include raise damage
2d6+27 = 32: 3, 2 - AP 7 (add 4 if raise damage applies)

WD Spellcasting - Onslaught
1d6+5 = 7: 2
Lucianna scans the darkened battlefield. Rifts to distant suns opened. The skies dumped their waters. All was arcane chaos, and vampires died by the scores.
An image, buried in the night, catches her illuminated eyes. A visage of evil. "You...I will bring you to your end!"
In a rage of magical prowess, Lucianna reaches out, the light of the Scepter of Spellweaving reaches towards her chosen foe. The area surrounding the Old One is illuminated in a magical sunlight, causing all magic in the area to be canceled or driven out. She immediately follows up with her Magic Missile, the arcane bolt lancing forth with devastating accuracy.
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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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Sat Jun 16, 2018 9:15 am

OOC Comments
Resist Dispel 1d12+12 = 17: 5 wild 1d6+12 = 13: 1 sorry only +6, so the 17 is really only a 11. Benny for EF 1d6 = 5: 5
The Great big Old One, a Cosmic Evil threat fades away, but not before the group of heroes forever earns it enmity.
” Archon, Mystic, Shifter, Elf, Apok, Asnir, Were-Jaguar, Dragon... I know all you and when your darkest moments arise, you will find me and my agents at every turn. I will never forget this and I shall never let you forget either... Hold the name Xy in your hearts!!!”

As its words echo across the night, the darkness seems to grow darker... Somehow, the heroes know the sun will not rise this morning. It takes the blasts from the mystic Archon and disapears laughing...
Old One Enhanced Crit Failure!
Anytime the dice just don’t go your way, you better belive the Old One knwon as Xy or its agents is going to show up in addition to any other bad things.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Sat Jun 16, 2018 9:14 pm

Kir Grappled, needs to beat an 8, 12 you may act normally
Once entangled, the defender may attempt to break free on his next action. Both the defender and attacker pick either their Strength or Agility and then an opposed roll is made. If successful, the defender is free but the attempt consumes his action. If he does so with a raise, he's free and may act normally. Failure means he is still entangled. Instead of breaking free the defender may attempt a different action but at a –4 penalty.

Vampire STR= 1d12 = 8: 8
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Kir Gloryspirit » Mon Jun 18, 2018 11:08 am

Notice
Notice: 1d6+2 = 4: 2 (+2 Alertness, Detect Arcana at will, sense supernatural creatures within LoS)
Wild: 1d6+2 = 7: 5
Kir turns towards where Melody and Leveret Valleroy were taken while considering his options to retrieve them when Asnir speaks into Kir's mind, "Kir. A deal was brokered..."

Before Asnir finishes speaking, a bright light envelops Kir. He disappears and then reappears where the Valleroy siblings were standing. The vampires instantly grab Kir as he appears.

"...And you might not like it. The children for you," Asnir finishes.

Kir sighs and thinks, "This is not desirable circumstance, no. However, it is much better than the children being stolen away by these creatures. Let us deal with this."

As he readies himself to slip through the vampires' grasp, the Mystic is quickly affected by a dispel ability and a pair of missiles. As the dispel affects him he feels the torpor leave his body, but he also feels the medallion and battlestaff become inactive. The bolts then strike him; they sting slightly as they connect with him, but he feels a holy presence from the contact. A moment after the missiles strike him, Kir feels immensely stronger, his confidence surges and he thinks to himself, "What a...strange ability."
Slipping the Grapple
Strength: 1d12+1 = 10: 9
Wild: 1d6+1 = 4: 3
EE: 1d6+10 = 12: 2
Despite being unfamiliar with vampires, Kir feels confident in the blessed strength he has received and decides to apply brute force to escape the vampires. He takes a balanced stance and swings his arms behind his body, literally bashing the two vampires heads together behind him. Kir takes off running towards the group, shouting back to the Old One, "Hah! Perhaps in the future you should select more capable minions to handle your dirty work!"

Still feeling confident in his abilities, Kir points the inactive battlestaff at Dr. Acula as he runs away and condemns him, "Creature of Evil, Asnir will no longer abide your presence, and we shall deliver his judgement. Begone."
Asnir's Wrath
Mega Bolt: 6 PPE; 6d6 Mega Damage; Ignore Armor but add Spirit/2 to Toughness
Mysticism: 1d8 = 3: 3
Wild: 1d6 = 5: 5 - 2 = 3 (-2 MAP)
EE: 1d6+3 = 7: 4
Damage: 6d6 = 25: 6, 6, 3, 6, 1, 3
Ace: 3d6+25 = 42: 6, 6, 5
Ace: 2d6+42 = 50: 4, 4
Dr Acula takes 50 damage. Toughness 11 + 3 (Spirit d6) = 14 (Ignore all physical armor, add half of his spirit die to his toughness to calculate wounds: Soul Blast special Mystic trapping)
50-14 = 36 / 4 = 9 Wounds.
Kir watches as the phantasmal energy strikes the vampire directly in the chest, and as it strikes, Asnir's Wrath passes through the vampire's body. When the divine magic exits the vampire, a barely perceptible, man-sized apparition is pulled partially out of the vampire. The vampire collapses when this happens, but as the the divine missile continues flying away from the vampire, there is a loud pop as the shape detaches from the magic and re-enters the vampire's body.

Kir turns his head back towards the retreating party as he runs, but he is clearly disturbed by what he saw. He question's Asnir, "Asnir, why did our attack not end this creature's existence? I hesitate to ask, but what power could these creatures wield that your wrath cannot undo? I have never seen such a thing."

Asnir responds, "These creatures are animated by a dark, alien force. Their souls have already departed and only the smallest fragments remain. You will have to dispatch them another way."
Running
Running: 1d6+6 = 10: 4
Asnir gets as close to the party's formation as he can this round.

Conditions
Greater Boost Strength: 3/3 Rounds +4 die types to Strength (d12+; +2 on Spirit vs Fear/Intimidation)

Grappled by two Vampires Broken with a Raise.
Exalted Slow Dispelled
Exalted Quick on Wild Card vampires Dispelled x2
Battlestaff inactive for 1d4 = 2: 2 minutes
Medallion inactive for 1d4 = 3: 3 minutes
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +4 Taunt/Intimidation, +4 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; PPE: 15/15; ISP: 0/20
Bennies: 5/3; Sun Dogs: 4/4
Adventure Cards
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Sat Jun 23, 2018 9:05 am


Conditions: There is enough twinkling sunlight effects that darkness is a thing of the past.
Round information: This is like round two, except we are doing opposed agility rolls to see who goes first in the below OCC comments. The next scene will still be round two but the resolution of the opposed rolls.
Spoon fed video recap

The sheer amount of wild vampires vanquished, the dark night turned bright, water seemingly summoned from an ancient source, and the dismissal of the “Old One” gives the Resolute’s enemies pause. The necromancer martial artist’s seem to even question their advance in the face of a surprising unrelenting assult. Afterall they were here for the rangers and were not prepared to confront such awesome heroes. The would be easy to kill civilians are being led expertly and well gaurded making it so frustrating. But the enemies regroup prepared to do there best, however before they can act one heroes greatest desire is granted!

An angry Showdown!

Not for the first time tonight the great beast full of rage and sensing the source of its brood demise is near makes its terryfiying return. Anger worm!!!!! The land beneath the feet of friend and foe is turned upside down as this gargantuan creature uplifts the land with a sizmec tremor unheard off except say for the legends of when the rifts were first unleashed so long ago. Ally and enemy alike are tossed into the air, in some cases 40 feet only to come crashing down admist the rock, dirt, and rubble. The creature seemingly with out any eyes roars deep into the spark lit night. Its massive feelers and pincers twice half the size of a titan robot armor twitch and thrash about. Its maw which a betting man would feel confidant could swollow a dragon whole spews forth a nurpernatural terror unlike any the heroes could have encountered before.

Dealing with supernatural terror and possible bumps and bruisers is one thing but the heroes quickly realize as they gain their feet from the upheavel that while not alone they are cut off from each other in their own personal contest for survival. Weapons, silver vibro blades, and a veriety of gear lay strewn across the landscap and at your feet or in hand. The hero and their would be assailant realize it is a race for survival. Whoever gains their wits and is able to act first will truly have the advantage.
Player direction: please follow the below steps in order
Step 1) Agility-4 or take a level of fatigue from bumps and brusies. Immune to fatgue then move to step 2.
Step 2) Fear check -2. Immune to fear then move to step 3.
Step 3) Consult your OCC comment and make an agility roll, then narrate the reaction to the scene and how well your above rolls went. The agility roll is an opposed roll vs your enemies agility. The highest roll goes first in your individual contest ( as if each person is on hold).
Step 4) Resolution: After players have all posted their rolls, the GM will post the bad guys agility roll. If any bad guys rolled higher their actions will be posted prior to the players. If player’s rolled higher then they will have an opertunity to go first.
Pen, Karl, and Grynn Vs Anger Worm
A foul familiar voice echoes in your minds, Grynn, Penitant? Arise, this is Soldad I sense you face a foe natural and yet not. Before you lies the angriest of the worms, the 1st and last of such ilk. My lady has brought me to my castle to rest, but I fear you cannot. You must face this foe and defeat it. Do your part in this war of wars against the vampire’s and in time we will meet again, one last time at the end. As his voice ends a tatoo of a Chang-ku dragon on each person’s forearm that glows green also subsides and fades as if it never were.

So there it roars no more than 30feet(5”) from you. Rock and dirt crumble off its thick gargantuan hide. Its head turns to Pen, Karl, and Grynn as if it can sense their horrid connection to its dead ilk. Even as many vampires run away its as if time itself stand still for the legends. Its this moment where the trio of heroes will either emerge victorious or suffer the wrath of the last of the anger worms. Its pincers and feelers crackle and click, blood will be spilled. Whose is the question.
Krys and Serrina vs wild vampires
Sabazio chuckles tossing his silver bladed dagger into the air. He looks down at a much younger Krys and ruffles her head. “I must leave Krys, its hard I know but there is much in the vampire kingdoms I left unfinished.” He stares across the calm watery landscape well viewed from the family home. At his feet is his bag packed and ready. His face is a mixture of hard determination and painful sorrow. “ I will return Krys, I will set right so much that I was unable to undo last time. Contrary to the stories those that tell in the bars or in the great dinning hall... I am no hero Krys. I lost my blade of the sea god to a lesser man. I lost so much that was precious and did far too little to balance the scales.” His voice is not much more than a whisper, ” I... I let loose something far worse than that which spawns the vampires. It was old, so very old... Connected to evil in a way that I had never seen before... I must try...”
The hiss and crushing off rock tells you that you are not alone. Your tatoos rage letting you know your foe is near. As the dust settles you can make out their horrid eyes. A calm steady hand lifts you up. Serrina! She nods ready to face whatever lunges at you.
Special player Choice: 1d10 wild vampires(Extras) or the newly regenerated Dr. Acula(Wild Card).
Ndeare and Rod vs Murder Wraith
Ndreare’s communicator Beeps, and Beeps again. Master a Murdering Zombie creature is swiftly approaching, I have the key’s to beast and the end all device. It appears the radio signals at the Leyline are from some person calling himself Leben? What is a Leben?
Ndreare can sense dread approaching... A culmination of necromancy and juicer technology, swifter than any creature has a right to be. It leaps over a pile of tumultous rocks landing 30 feet from Ndreare. Its chain sword roars to life and its grin is slimy and molted. ” Its been some time since elf passed through my lips... Arwen the fair madain of Lazlo was the last. Oh she was delectable, not of this world and she kept crying out for her father Elrond as she was devoured. Hard to best, but then I am the best!” The foul creature’s body tenses as it gets ready to close the gap and try to get some Elf. Its sword gleans bright catching the twinkling of the daylight spells. Elven runes adorn its blade!
Kir vs Blood Fang
Arise Kir! I sense someone has betryed us!
Melody, her brother, and Bloodfang all are about 30 feet from Kir as he regains his feet. Why would all three be standing next to each other is one strange thought. But Melody’s cry as he brother and Bloodfang grab her makes it all become a bit more aparent. ” Brother no!! Let go of me!!” Her brother, a young ranger laughes his eyes crazied and mouth quivering. He does not let go. The wild vampire known as Bloodfang laughs a horrid laugh, ” Don’t you see little girl our master Ixzotz calls to him, has called to him, is in him!” The vampire laughs and howls in gleeful irony.

Melody’s brother clutchers her with one hand and draws his vibrosword to her throat with the other. While his face is contorted with crazed emotion his voice is calm, ” Oh Melody I wish you had never found me... You were supposed to leave with Kir, I was supposed to be a spy in Doc’s army... Ahh why couldn’t you just let me go my way and you yours. I need to see our parents!”

Melody’s eyes go wide, ” But they died...”

He cracks her over the head with the hilt of the sword, ” No stupid girl, they came to me in a dream... Alive and well. Prospering even in his kingdom. I made a deal to see them again, and I will not let you stop me!”

Just about the time Melody’s brother raises the vibro knife to take her life, Bloodfang notices Kir still up and arround. The wild-vampire snears and its fangs protrude ready to get some devine blood. Its a moment of choices for Kir, will he act fast enough to save the girl and kill the vampire?
Ashlyn vs Necromancer Martial artist
” Is that you Ashlyn?” An old voice calls to the mystic from about 30 feet away. He is dressed in the garb of the necromancers that had been supporting the wild vampires. The voice is familiar like something from her past. A mentor perhaps. ” Is that you Ashlyn?” An old man’s voice calls again. The necormancer swirls its fists in a martial kata ready to end her life. The necromancer’s voice is filled with sincere sarrow,” I wish I could take you to them... To you family Ashlyn. I was able to protect them from the same fate as your mother... I will continue to do so even after I take your life. A promise is a promise my child.”
Something powerful wells up within the necromancers life force ready to explode forth. Can Ashlyn stop him before something terrible is unleashed upon her?
Vela vs Murder Wraith
The undead creature’s movements are well heard by the were-jaguar. There is no sneaking up on her tonight. A skeletal creature with a juicer bio-comp pack mysticvally attached to its back surges forth from the twinkling darkness. It carries in its hand an energy whip that seems to gleam in multiple colors. A whip of fire one moment, a whip of ice the next, a whip of silver sheen the time after that and so forth.
The undead monstrosity barks low at her and raises one hand dysplaying four fingers. ” Desh of Clan Marduk, Moana of Whanti, Kesslan the Raging beast, Horun of clan fastfeet... Tell me your name jaguar so I can add you to the list of werecreatures killed by my hand. By the hand of Dorlo the bearer of Desinty’s whip.” The whip comes aliave in his hand as he is no more than 30 feet from the jaguar as she rises from the cracked earth. ” I must know jaguar who you are so I can add you...” He touches his belt with a boney hand... Four fetishes that are of his kills line it with space for one more.
Luc vs Terror
A shadowy hand lifts you off the ground. It whispers in your ear that it had come at the Old One’s behest. Far it travelled over land, sea, space, and time. Through black night not unlike that which surrounds you. As your eyes refocus you see a gaunt man wearing archaic armor and a silver blade at his side no more than 30 feet away from you. His face is hard to make out as if obscured by the shadows themselves. ” Archon! You have toiled in forces greater than any mortal would dare. You have gained the attention of my master and it tells me to end you. Are you so prepared for a death quick and subtle like a knife through the back? I am Terror and it is slight and all around you.”
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Lucianna
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Lucianna » Sat Jun 23, 2018 9:08 pm

Lucianna's rolls
Agility -4 to avoid fatigue
1d6-4 = -1: 3

Benny EE with Elan and Legendary status
1d6+3 = 8: 5

WD Agility
1d6-4 = -3: 1

Spirit vs. Fear
1d10-3 = 7: 10

Ace Spirit with prior
1d10+7 = 14: 7

WD Spirit
1d6-3 = -2: 1

Agility to act
1d6-1 = 1: 2

Benny EE Agility with Elan, Legendary, and corrected for no fatigue
1d6+6 = 12: 6

Ace EE with prior
1d6+12 = 17: 5

WD Agility
1d6-1 = 0: 1
Lucianna is caught unawares by the explosion of earth created by the anger worm. She's quick on her feet, though, and manages to tuck into a roll, saving herself from an awkward landing. "Blast! Where did that monstrosity come from?!"
It doesn't take her long to regain her bearings. She is unafraid of the challenges in front of her. "Come one, come all. I shall vanquish each and every one of you, by hand if I must!" Scepter at the ready, she awaited the opportunity to strike.
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: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Mon Jun 25, 2018 10:24 am

Penitent resists Fatigue, Immune to Fear, Agility 11
Agility at -4 1d8-4 = -1: 3
Wild 1d6-4 = -2: 2
EDIT: If this is my last chance to use Bennies, I'll Benny for Extra Effort + Elan 1d6+1 = 4: 3 = Success, no Fatigue

Immune to Fear

Agility to act 1d8 = 2: 2
Wild 1d6 = 4: 4
Benny for Extra Effort + Elan 1d6+6 = 11: 5
Karl takes Fatigue, Spits in the Face of Death, Agility 5
Agility at -4 1d6-4 = -1: 3
Fear at -2 1d6-2 = 4: 6 Ace! 1d6+4 = 9: 5
Agility 1d6 = 5: 5
Penitent finds himself spinning through the midnight sky as the Mother of All Anger Worms re-emerges. As its roar echoes through the night, the darkened ground soon reappears, painfully, as he lands amid a rain of boulders. Karl lands close by, knocked down by the spray of debris, and shakes his head.

Regaining his feet, Penitent feels the awesome terror of the ancient worm wash over him, no more troubling than a mist of rain. He turns to Karl, expecting to see the imp cowering in fear or urinating on himself, but his squire stands tall -- as tall as a runty imp can stand, anyway -- his vibro-knife held defiantly in a two-handed grip.

"What's the plan of attack, Papa? I go high and you go low?" the demonic boy says, his lips hardly trembling as he faces almost certain doom.

Penitent's heart twitches with something -- pride? -- and he pats young Karl on his scaly, horned skull.

"High for you, yes, but as an observer. Make yourself unseen, and watch, my boy," Penitent says as he strides forward, blades bared and defiant.

"I have a plan."
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Kir Gloryspirit » Mon Jun 25, 2018 2:12 pm

Pender Lumkiss wrote:
The sheer amount of wild vampires vanquished, the dark night turned bright, water seemingly summoned from an ancient source, and the dismissal of the “Old One” gives the Resolute’s enemies pause. The necromancer martial artist’s seem to even question their advance in the face of a surprising unrelenting assult. Afterall they were here for the rangers and were not prepared to confront such awesome heroes. The would be easy to kill civilians are being led expertly and well gaurded making it so frustrating. But the enemies regroup prepared to do there best, however before they can act one heroes greatest desire is granted!

An angry Showdown!

Not for the first time tonight the great beast full of rage and sensing the source of its brood demise is near makes its terryfiying return. Anger worm!!!!! The land beneath the feet of friend and foe is turned upside down as this gargantuan creature uplifts the land with a sizmec tremor unheard off except say for the legends of when the rifts were first unleashed so long ago. Ally and enemy alike are tossed into the air, in some cases 40 feet only to come crashing down admist the rock, dirt, and rubble. The creature seemingly with out any eyes roars deep into the spark lit night. Its massive feelers and pincers twice half the size of a titan robot armor twitch and thrash about. Its maw which a betting man would feel confidant could swollow a dragon whole spews forth a nurpernatural terror unlike any the heroes could have encountered before.

Dealing with supernatural terror and possible bumps and bruisers is one thing but the heroes quickly realize as they gain their feet from the upheavel that while not alone they are cut off from each other in their own personal contest for survival. Weapons, silver vibro blades, and a veriety of gear lay strewn across the landscap and at your feet or in hand. The hero and their would be assailant realize it is a race for survival. Whoever gains their wits and is able to act first will truly have the advantage.

Player direction
please follow the below steps in order
Step 1) Agility-4 or take a level of fatigue from bumps and brusies. Immune to fatgue then move to step 2.
Step 2) Fear check -2. Immune to fear then move to step 3.
Step 3) Consult your OCC comment and make an agility roll, then narrate the reaction to the scene and how well your above rolls went. The agility roll is an opposed roll vs your enemies agility. The highest roll goes first in your individual contest ( as if each person is on hold).
Step 4) Resolution: After players have all posted their rolls, the GM will post the bad guys agility roll. If any bad guys rolled higher their actions will be posted prior to the players. If player’s rolled higher then they will have an opertunity to go first.
Kir vs Blood Fang
Arise Kir! I sense someone has betryed us!
Melody, her brother, and Bloodfang all are about 30 feet from Kir as he regains his feet. Why would all three be standing next to each other is one strange thought. But Melody’s cry as he brother and Bloodfang grab her makes it all become a bit more aparent. ” Brother no!! Let go of me!!” Her brother, a young ranger laughes his eyes crazied and mouth quivering. He does not let go. The wild vampire known as Bloodfang laughs a horrid laugh, ” Don’t you see little girl our master Ixzotz calls to him, has called to him, is in him!” The vampire laughs and howls in gleeful irony.

Melody’s brother clutchers her with one hand and draws his vibrosword to her throat with the other. While his face is contorted with crazed emotion his voice is calm, ” Oh Melody I wish you had never found me... You were supposed to leave with Kir, I was supposed to be a spy in Doc’s army... Ahh why couldn’t you just let me go my way and you yours. I need to see our parents!”

Melody’s eyes go wide, ” But they died...”

He cracks her over the head with the hilt of the sword, ” No stupid girl, they came to me in a dream... Alive and well. Prospering even in his kingdom. I made a deal to see them again, and I will not let you stop me!”

Just about the time Melody’s brother raises the vibro knife to take her life, Bloodfang notices Kir still up and arround. The wild-vampire snears and its fangs protrude ready to get some devine blood. Its a moment of choices for Kir, will he act fast enough to save the girl and kill the vampire?
Notice, Agility, Fear, C/Know, Agility
Notice: 1d6+2 = 3: 1 (+2 Mystical Awareness)
Wild: 1d6+2 = 4: 2

Agility: 1d6-4 = -1: 3
Wild: 1d6-4 = -2: 2
EE: 1d6-1 = 2: 3

Fear: 1d8-2 = 6: 8 - 1 (Fatigue) +2 (Greater Boost Strength) = 7
Wild: 1d6-2 = 2: 4 - 1 (Fatigue) +2 (Greater Boost Strength) = 3

Common Knowledge:
Smarts: 1d6-1 = 1: 2
Wild: 1d6-1 = 4: 5
EE: 1d6+4 = 6: 2

Agility Vs. Enemies
Agility: 1d6 = 5: 5 - 1 (Fatigue) = 4
Wild: 1d6 = 5: 5 - 1 (Fatigue) = 4
EE: 1d6+5 = 7: 2 - 1 (Fatigue) = 6
Kir is running at full speed back towards the group of civilians and allies when the enormous worm-like creature bursts out of the ground once more, knocking friends and foe alike high into the air! He attempts to kick off the larger pieces of rubble to land safely, but he misjudges one piece of hefty-looking earth and falls to the ground hard.

The creature roars with such tenacity that most would cower in fear, however Kir is a warrior at heart and blessed by Asnir and is not stricken by fear.

As Kir stands up, he notices Leveret Valleroy sneering at his sister Melody. He strikes her and is readying to finish her off when Kir stands up and shouts, "Leveret! Boy, do not do this. The Old One lies - he does not wish happiness for you. Do not harm Melody!"

Kir readies himself to stop Leveret regardless of what the misguided youth decides.

Conditions
Greater Boost Strength: 2/3 Rounds +4 die types to Strength (Strength d12+1; +2 on Spirit vs Fear/Intimidation)

Battlestaff inactive for 2 minutes
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Last edited by Kir Gloryspirit on Mon Jun 25, 2018 3:00 pm, edited 8 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +4 Taunt/Intimidation, +4 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; PPE: 15/15; ISP: 0/20
Bennies: 5/3; Sun Dogs: 4/4
Adventure Cards
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Mon Jun 25, 2018 2:37 pm

Grynn was surprised when the ground shook and then something erupted from underneath them. He was launched in to the air like everyone else, though being a dragon of several tons in weight, he likely didn't fly up quite as high as everyone else. He was almost a little less surprised to see that the cause of the problem was an anger worm - if only because the creatures seemed to keep showing up randomly where this group went and seemed strangely and hostilely attracted to this group for some weird reason.

He popped his wings out as he reached the apex of his flight. Most of the debris bounced harmlessly off of his well-armored hide. But his new traveling companions and possible friends had taught him that innocent lives mattered and were squishy, so they needed protecting. So the dragon tried to shunt a large majority of the flying debris away by flying at them...and driving them straight towards the anger worm's wide-open maw, with the dragon himself pushing right at it. He let loose a stream of his fire breath and a mighty roar as he followed, flying in down the thing's throat. "SQUISHY LIVES MATTER!"

People needed heroes and heroism required sacrifice, or so Penitent seemed to teach. Perhaps his parents would be proud of him, if they were watching. Maybe Ashlynn and Krys too. The creature might eat him or kill him or both, but Penitent had survived so maybe he would too. At the very least, he likely had the creature's attention.

No Fatigue, No Fear, and Scene Agility 15
Agility at -4 or suffer Fatigue = 9 total.
Agility die 1d6 = 3: 3, Wild die 1d6 = 1: 1.
Extra Effort 1d6 = 6: 6, Ace 1d6 = 4: 4.


Fear check at -2 (but +2 to Spirit rolls from Enchanted Item amulet) = 5 total.
Spirit die 1d6 = 5: 5, Wild die 1d6 = 4: 4.


Agility roll for the scene itself = 15 total.
Agility die 1d6 = 3: 3, Wild die 1d6 = 3: 3.
Extra Effort 1d6 = 6: 6, Ace 1d6 = 2: 2.


Notice if needed
Notice die 1d6 = 4: 4, Wild die 1d6 = 2: 2.
Last edited by Grynn on Mon Jun 25, 2018 3:23 pm, edited 2 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Ndreare
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ndreare » Mon Jun 25, 2018 3:19 pm

Falls for Bumps & Bruises -1 fatigue, Unafraid, Agility 9 for competing against Murder Wraith
Player direction: please follow the below steps in order
Step 1) Agility-4 or take a level of fatigue from bumps and brusies. Immune to fatgue then move to step 2.
  • Agility 1d10-4 = 2: 6
    Agility Wild 1d6-4 = -3: 1
= Fail, hits the ground rolling, bumped and bruised along the way.

Step 2) Fear check -2. Immune to fear then move to step 3.
  • Spirit 1d10+2 = 10: 8
    Spirit Wild 1d6+2 = 3: 1
Step 3) Consult your OCC comment and make an agility roll, then narrate the reaction to the scene and how well your above rolls went. The agility roll is an opposed roll vs your enemies agility. The highest roll goes first in your individual contest ( as if each person is on hold).
  • Agility 1d10 = 1: 1
    Agility Wild 1d6 = 5: 5
    Benny to Reroll
    • Agility 1d10 = 9: 9
      Agility Wild 1d6 = 4: 4Benny to Reroll
      • Agility 1d10 = 4: 4
        Agility Wild 1d6 = 1: 1
[ooc="Pender]Ndreare’s communicator Beeps, and Beeps again. "Master a Murdering Zombie creature is swiftly approaching, I have the key’s to beast and the end all device. It appears the radio signals at the Leyline are from some person calling himself Leben? What is a Leben?"
Ndreare can sense dread approaching... A culmination of necromancy and juicer technology, swifter than any creature has a right to be. It leaps over a pile of tumultous rocks landing 30 feet from Ndreare. Its chain sword roars to life and its grin is slimy and molted. "Its been some time since elf passed through my lips... Arwen the fair madain of Lazlo was the last. Oh she was delectable, not of this world and she kept crying out for her father Elrond as she was devoured. Hard to best, but then I am the best!” The foul creature’s body tenses as it gets ready to close the gap and try to get some Elf. Its sword gleans bright catching the twinkling of the daylight spells. Elven runes adorn its blade![/ooc]

Being thrown in the air unexpectedly was bad, but Ndreare felt he could have landed better. He was hurting and aching from the jostle and now this undead monstrosity is ranting about another tribe. This thing wasted a lot of time talking. Ndreare hopes whoever those others where they dies quickly because this nasty thing did not seem to be the sort to take it easy on someone. When the abomination finished its rant Ndreare nods in acknowledgement. "That's a nice speech."

Rodney watching the thing approach is glad he is out of the way. Whatever this thing is doing he wants no part of it and observation is the better way to go.







Current Status
Current Status
Parry: +4 Boosted fighting to d12+2 = 9 +2 Honor Blade, -6 to all attacks From Deflection Raise = 11 Parry and Required 17 to hit
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Exalted Quickness w/Raise Now on turn 2/3
    True Sight w/Raise now on turn 2/3
    Deflection w/Raise now on turn 2/3
    Exalted Boost Trait Spellcasting w/raise x2 Now on Turn 2/3
    Exalted Boost Trait Spellcasting w/raise x1 Now on Turn 1/3
    Exalted Boost Trait Fighting w/raise x1 Now on Turn 1/3
    Warrior's Gift Improved First Strike Turn 1/3
    Warrior's Gift Improved Dodge Strike Turn 1/3

    Blade of Second Terrance Activated
    .




Bennies: 0
  • +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
    -1 For Tactician on first round of 200 Vampire Battle
    -1 to reroll on Tactician
    +1 From GM award in Hangouts for going balls to the wind.
    +2 Double Jokers in Turn 01 of 200 Vampire assault
    -1 reroll notice in turn 1 of 200 Vampire assault (because Rob is scared)
    -1 To Use New Edge = Exalted Dispel
    -1 Reroll Agility for initiative versus Murder Wraith
    -1 Reroll Agility for initiative versus Murder Wraith again

Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset
    +1 GM Award
    -1 Benny to Soak crash damage

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
[/quote]
Ndreare
Ndreare
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .


Bennies: 13
Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

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

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

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

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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Tue Jun 26, 2018 2:43 am

Notice 3
Alertness +2, Mystic Awareness, -4 Total Darkness, +2 armor
Notice 1d6 = 1: 1
Wild 1d8 = 3: 3
***
Bumps and Bruises 8; avoid fatigue
-4 difficulty
Agility 1d4-4 = -2: 2
Wild 1d6-4 = -2: 2
Benny to reroll
Agility 1d4-4 = -3: 1
Wild 1d6-4 = 2: 6
Ace 1d6+6 = 8: 2
Ashlyn was thrown as the ground erupted beneath her. She managed to roll with the blow as she hit the ground and avoid any serious damage.
Fear 7
Spirit 1d12-2 = 0: 2
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 7: 3
Ashlyn stared up at the mother of all anger worms and felt her heart flutter with fear, but steeled herself. There was no time to be afraid..

”Is that you, Ashlyn?” An old voice called to the mystic from about thirty feet away. He was dressed in the garb of the necromancers that were been supporting the wild vampires. The voice was familiar, like something from her past. A mentor perhaps. ”Is that you, Ashlyn?” The old man’s voice calls again. The necromancer swirled his fists in a martial kata, ready to end her life. The necromancer’s voice was filled with sincere sorrow. ”I wish I could take you to them, to your family, Ashlyn. I was able to protect them from the same fate as your mother. I will continue to do so even after I take your life. A promise is a promise, my child.”

Ashlyn froze. “Tio Alfonso?” she gaped in surprise at her father’s brother. She had only met him a few times as a child, before being taken in by the Church. “What family? I have family?” she said in surprise. As far as she had known, she had been left alone in the world, only the Magdalenas and the Church left to her.

Ashlyn didn’t have time to weigh his words, however. It was clear he meant to kill her, and so she was already moving, but she tripped over the rubble and fell on her face.
Agility 1 Crit fail
Agility 1d4 = 1: 1
Wild 1d6 = 1: 1
***
Conditions
Greater Deflection (Raise): -6 to hit (2r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 15/20
ISP: 10/10
Shield: 7/10 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
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Tue Jun 26, 2018 10:34 am

OOC Comments
Forgot to react to one thing!!
Grynn's head whipped around for a second until he realized it wasn't being spoken aloud. And then his eyes narrowed when he recognized the voice. He was busy at the time, but he heard the words. He didn't think he could reply back but he tried regardless. He thought back, Really?? An anger worm?? I hadn't noticed. Thank you so much for that useful waning! Sarcasm dripped from the thoughts. Blah, blah, blah, just as chatty as in person I see. We're a bit BUSY right now! He was almost positive that his thoughts weren't heard by anyone but clearly some of his 'rougher' teammates were rubbing off on him.

Then he felt more than saw the tattoo flash on his arm and he recoiled slightly. How in all of the hells had that...undead unnatural thing!.....gotten a majestic and powerful Chiang-ku dragon to ally with him? Grynn might never know. It was certainly a mystery for another day.
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: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Krysesia
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Krysesia » Wed Jun 27, 2018 4:32 pm

Agility 4 vs Fatigue = no fatigue; 8 vs Fear = no fear; Agility 6 for Initiative faceoff against 2 wild vampires (extras)
Agility vs Fatigue: 1d8 = 3: 3, 1d6 = 2: 2-4+ 1d6 = 1: 1+4 EE=4
Spirit vs Fear: 1d8 = 5: 5, 1d6 = 6: 6+ 1d6 = 4: 4-2=8
1d10 = 2: 2 vampires (or however many Jon says)
Agility Roll: 1d8 = 6: 6, 1d6 = 5: 5
Krys smiles as she sees her friend. She looks over to the elementals, already reforming from the impact. "Two of you, with me, the rest of you, form a ring around the survivors and escort them to the ley line. Let nothing through. Go my friends, and good hunting!" With her staff in hand, she reaches into her jacket and places a hand on the hilt of Neptune's Blade. She had recovered one thing lost by her father, and soon she'd correct other mistakes as well. She glances to the elementals and Serenia, and her back straightens just a bit. "Come my friends, let us meet these foes. We have friends and survivors to save. And these two vile monsters will be no more than a speed bump along the way."
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Wed Jun 27, 2018 8:34 pm

Luc 17 vs Terror 9, Luc can go against it, figured you can toss in your final post before the end of the quad if you like
The shadowy figure assumes a coporal form as if a grusome dark knight of old. Its face still is unformed and shadowy. It lunges for the Archon at the will of its master Xy with a blade of dark silver glinting high over head.
” For my master Xy, and the unending shadow it births.” 1d8 = 7: 7 wild 1d6 = 5: 5 benny for ef 1d6 = 2: 2

It reacts, but not fast enough to drive its blade into the Archon’s heart before she can prevent it.

Parry: 7; Toughness: 15 (7)
First strike, Invulnerability: immune to damage from all mundane energy sources, including lasers, ion and plasma weapons, and normal fire and electricity. Magical sources of energy inflict half damage on him.
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Lucianna
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Lucianna » Wed Jun 27, 2018 9:55 pm

Lucianna's last blast
Onslaught - Magic Missile with extra AP
1d12+5 = 11: 6

WD Spellcasting - Onslaught
1d6+5 = 9: 4

Damage with raise
7d6 = 21: 1, 5, 5, 2, 2, 3, 3

Benny to reroll damage with Elan and Big Damn Hero: +4
7d6+4 = 34: 5, 5, 4, 6, 1, 5, 4

One Ace:
1d6+34 = 40: 6

One More Ace
1d6+40 = 41: 1
Lucianna turns to face the mystic knight. "You shall fall as readily to the personification of the arcane as your weak master did. Let the light of magic drive out your darkness forever!" Lucianna swings the Scepter of Spellcasting towards her foe. The light begins to glow. As she channels her incredible arcane might into the stroke, her body transmutes into a glowing essence. The glowing bolt of magic light arcs unerringly towards the fell knight, piercing through his core as if he were as thin as paper. The magic energy streaks out behind him. With a clap of thunder, a glowing purple rift opens and shuts in a flash...but not before absorbing both the magic essence that was Lucianna, and the mystic knight she struck.

For only a moment, that corner of the battlefield is eerily silent, as if all sound had been sucked through the same rift. The void left behind is soon filled by howling vampires and the violence to counter them.
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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Vela
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Thu Jun 28, 2018 10:34 am

Murder Wraith's Rant
The undead creature’s movements are well heard by the were-jaguar. There is no sneaking up on her tonight. A skeletal creature with a juicer bio-comp pack mysticvally attached to its back surges forth from the twinkling darkness. It carries in its hand an energy whip that seems to gleam in multiple colors. A whip of fire one moment, a whip of ice the next, a whip of silver sheen the time after that and so forth.
The undead monstrosity barks low at her and raises one hand dysplaying four fingers. ” Desh of Clan Marduk, Moana of Whanti, Kesslan the Raging beast, Horun of clan fastfeet... Tell me your name jaguar so I can add you to the list of werecreatures killed by my hand. By the hand of Dorlo the bearer of Desinty’s whip.” The whip comes aliave in his hand as he is no more than 30 feet from the jaguar as she rises from the cracked earth. ” I must know jaguar who you are so I can add you...” He touches his belt with a boney hand... Four fetishes that are of his kills line it with space for one more.
"I will tell you," Vela snarls in reply, "As I see the last light fade from your eyes. You will know the name of your killer." Her claws extend from her fingers, and she clenches them. "That is the only dignity I will offer you."
Rolls: vs fatigue 11, Fear 4, Action order 12
Agility -4 1d10-4 = 6: 10 or 1d6-4 = -3: 1
Ace 1d10 = 5: 5

Fear -2 1d8-2 = 0: 2 or 1d6-2 = 1: 3
Extra Effort w/Elan 1d6+2 = 3: 1

Agility 1d10 = 2: 2 or 1d6 = 2: 2
Reroll with Elan 1d10+2 = 8: 6 or 1d6+2 = 8: 6
Ace 1d6 = 4: 4
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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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Sat Jun 30, 2018 2:53 am

Notice 12
Alertness +2, Mystic Awareness, -4 Total Darkness, +2 armor
Notice 1d6 = 2: 2
Wild 1d8 = 8: 8
Ace 1d8+8 = 12: 4
***

“Luciana!” Ashlyn exclaimed in surprise as she lifted her head from where she had tripped on the ground to watch the archon turn into magical essence and disappear with one of their foes into a small rift. “Where she go?”

That left them yet another short, and facing a horde of enemies in the middle of hostile territory, one of whom was standing right above the prone Magdalena.

***
Conditions
Greater Deflection (Raise): -6 to hit (2r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 15/20
ISP: 10/10
Shield: 7/10 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
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vamp

Post by Pender Lumkiss » Sat Jun 30, 2018 5:33 am


Welcome to the new quad. Bennies reset. Xp has been posted. Matthew posted the adventure card roll post.

Pen, you have the option to hold the cards you currently have.

Spood Fed Video Recap

Ready Set Action

The night shakes and the howls of the mighty anger worm fill the air. The heroes not directly confronting it can see Grynn and Penitent standing in its way. But unfortuantely each heroe has their own evil to confront this errie night. Perhasp you were thrown too far to be of any help to others, or massive amounts of rock seperate you. The sounds of private wars fill the night and each of you knows in your heart this is the fight destiny has chosen for you.

One civilian in particular, a turtle looking humandoid, rolling on the ground in a tussel with a wild vampire finds himself splashed by Krys’ water elementals. He stands gathering a few other civilians just in time to see Luc and the one known as Terror disapear into silience and a purple impromptu rift. The ancient looking turtle man whispers in awe, ” An Archon rift, well I never... Folks say it is a portent to see such a thing. Weird things happen in those rifts, melding of minds and sometimes bodies... I wish I knew that Archon’s name, she sure seemed like a hero.” He notices Ashyln’’s cry and he nods, ”Lucinnia.”. Even though there are many water elementals to protect the civilians one has to wonder what else lurks in the night and will the vampires mount another offensive on them.

Player Directions: Ok folks we are still doing tactical combat here. All enemies are about 5” from you or closer. You are for what ever reason that you deem appropriate cut off from the other players until your personal combat is resolved.

Find your name and look at the occ comment, it has directions. Only Kir and Ashlyn need to resolve something before their action ( they lost the agility roll battle). Ashlyn yours in particular is a bit different so feel free to pm me if you need help figuring out what to roll.

Everyone else their action goes before the bad guys (There known and appropriate stat block is at the end of the OCC). Bennies have reset!

Action happens as you post. Any finished combats will move into a future dramatic task or join the combat vs anger worm.
Pen, Karl and Grynn vs Anger Worm- Grynn, Pen, Karl goes first
The land shakes as the creature tries to surge forth. At 5” away the mighty creature twists and turns both trying to swollow the dragon and lash out at Pen before either have a chance to react.

Agility 1d6 = 6: 6 ace 1d6 = 1: 1wild 1d6 = 6: 6 ace 1d6 = 2: 2

The dragon down the gullet proves to be too distracting and the worm gives Grynn, Karl, and Penitant an opening to strike first. The creature roars filling the night and its picers twitch whichway and that. Grynn and Pen both know its now or never.
Anger worm: Pace: 20; Parry: 6; Toughness: 58 (30)
Krys and Serina vs 2 wild vampires. Krys and Serina go first.
The two wild vampires are close 5” away, and they both hiss drawing their vibro blades clinking them together in celebration that a true atlantean might be their sweet sweet diner. 2d8 = 6: 2, 4

Perhaps if they were more concerned with killing they might have bested Krys’ reaction time. Sadly that is not the case.
Wild vampires(2) Parry: 7; Toughness: 9
Ndreare, Rod vs murder wraith. Ndreare and Rod go first.
How could such a horrible creature come to weild a sword so fair? At 5” away the wraith seems hell bent on killing another elf. Its undead flesh just hangs off it and its smell almost makes you vomit. It gives Ndreare a grizzled smile as it tries to best him.
Agility 1d12 = 4: 4 Gm benny for EF 1d6 = 3: 3
Parry: 8; Toughness: 19 (6)
First strike, -2 to hit in combat
Kir vs Bloodfang, Blood fang goes first kir takes 13 AP4 and after resolving any soaking or unshaking can go.
With Kir possibly distracted by two humans spouting at each other Bloodfang calls over the night air its voice foul and wretched, ” Yes Leveret fulfill your oath to the kingdom of Ixzotz and tonight I will turn you, and tomorrow you will see your family.” It lunges at Kir with vibro sword in hand trying to stop the mystic.

1d8 = 5: 5 wild 1d6 = 6: 6ace 1d6 = 2: 2

The creature of the night reaches Kir before he can quiet stop Leveret from completing his pact with the vampire. It swings its wicked blade wildly trying to hit Kir. The vamp croaks,” She will die!”
A voice fills Kir’s head assuming he survives. Its Asnir, In these lands we must show them our light, a celestial blaze made of pure silver!

Kir can see 5” beyond the wild vampire Melody’s terrified eyes pleading for help as her brother laughs ready to complete his bargin.

Fighting with wild attack 1d10+2 = 4: 2 wild 1d6 = 4: 4 +2 for wild attack WC benny for EF 1d6 = 1: 1
Damage: 1d12 = 3: 3 plus 1d8 = 8: 8 ap4 MD
TOTAL DAMAGE: 13 AP4 MD

Parry: 7; Toughness: 9
-2 parry for wild attack
You can make 1 of your bolt options celestial silver.
Ashlyn vs Tio the necro martial artist. Tio goes first and Ashlyn gets hit with a 10, takes 25 or with a raise 29 soul blast non lethal damage. See directions for special opposed roll.
Tio looks at Ashlyn surprised. He walks to her his feet barely making any noise as he moves swiftly to her side. In a sad way he says, ” Oh yes Child, alive and well under our kingdom. South from here in the kingdom of Ixzotz to the south they live and breathe. Only your mother was turned. Does that pain you child? “ His voice gorws hard and his hand glows with the power of his soul, ” Perhaps I should take you there.”
He lashes out with an intimate power chi strike bolt meant to incapacitate the foe. However, if the target of such a bolt has soul blast themsleves they can oppose it with their own spell casting possibly forcing the effect back on its user!
89D86793-3F3A-4031-822C-BF4F1EFCA061.jpeg

Agility to act: 1d6 = 3: 3 wild 1d6 = 5: 5
Casting 1d10 = 5: 5 wild 1d6 = 4: 4 WC Benny for EF 1d6 = 4: 4+2 for a ranged touch attack(Part of the crit failure)
Damage: Soul Blast Trapping, ignores armor but add 1/2 spirit to toughness. Mystic only option: If you have soul blast treat this attack as an opposed roll. Spend your own PPE to redirect this blast harmlessly on a success or back at the user with a raise. Failure you take the damage normally. TN is 10 in this case. This atack does not do MD it does non lethal instead. You can make this attack as a ranged touch attack +2 to hit.
Damage 19 or 23 pts: 6d6 = 19: 2, 4, 4, 1, 5, 3 Casting with a raise 1d6 = 4: 4
Last WC benny to reroll damage 25 or 29 with raise 6d6 = 22: 5, 6, 5, 2, 3, 1 Ace 1d6 = 3: 3Raise 1d6 = 4: 4
NecroArtist: Parry: 7(5), Toughness: 14(8), Deflection -2 to hit
Vela vs Murder Wraith Dorolo the bearer of desinty’s wip. Vela goes first.
The Murder Wraith is fast, its skin seems to hang loose and its skeletal gaunt frame seems both at once powerful and frail. It cracks the elemantal whip trying to beat Vela to the punch.
Agility 1d12 = 6: 6 GM Benny for EF: 1d6 = 4: 4

The Wraith roars about 5” away, shaking his collection of were-fetishes ” Tell me your name!! Tell me before I kill you!”
Perhaps he should have paid more attention to action than useless intimidation because while he is shaking he opens himself up to an attack by Vela.
Parry: 8; Toughness: 19 (6)
First Strike, and -2 to hit.
Ok post away and have fun!
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Sat Jun 30, 2018 3:46 pm

Current Status
Anti-Vampire Tattoo: +2 armor vs. attacks from vampires and +2 to resist any vampiric powers.
Boost Vigor: d12 (so Toughness is 2 higher as well).
Light (Sunlight) on himself.
Smite (Silver) +2 damage.
Notice 3
Notice die 1d6 = 2: 2, Wild die 1d6 = 3: 3.
Anger (worm) Management, Hit with a raise, Not even Shaken with 36 AP 4 MD
Fighting die 1d6 = 4: 4, Wild die 1d6 = 5: 5.
Extra Effort 1d6 = 3: 3.

Claws/Bite: d12+3d6+6 AP 4, Mega Damage
+2 to hit due to size appparently.
1d12 = 5: 5, 3d6 = 15: 3, 6, 6, Aces 2d6 = 8: 5, 3, Raise 1d6 = 2: 2.
Grynn flew forward, slamming himself and the debris in to the ginormous anger worm. Flame breath, claws and bite, tail, everything flashed and slashed around at large creature. Grynn gave it all he could, with a furious and ferocious roar...

...to no avail. The creature noticed him, but as a potential snack. There was no mark on the beast from his attacks. There was no damage. No blood. No cry of pain. Nothing. The dragon looked visibly shocked and dismayed. He knew he wasn't yet a mighty or adult dragon...but he thought he was kind of strong...The anger worm disabused him of that notion.

"..crap..."
Last edited by Grynn on Sat Jun 30, 2018 8:58 pm, edited 3 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Penitent
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Sat Jun 30, 2018 8:10 pm

Rolls
Active spells/effects: Exalted Quickness, Greater Armor (w/raise), Speed, Greater Smite (w/raise and sunlight trapping), super-charged Durendal for +2 Fighting

Intent: As a free action, spend 1 PPE to increase AP on all attacks by 2 for 1 round (Battle Caster Edge).
Quickness Round 1: Frenzy to attack x1 with Durendal, x2 with Fury's Fang; all attacks are Called Shots at -4 to hit for +4 damage
Quickness Round 2: Frenzy to attack x1 with Durendal, x2 with Fury's Fang; all attacks are Called Shots at -4 to hit for +4 damage

R1 Durendal: Fighting is 1d12+2, +2 from super-charged Durendal bonus, +4 b/c Mama Anger Worm is Gargantuan, -4 Called Shot, -2 Frenzy = 1d12+2; Damage is 1d12+2d8 + 1d6 (Giant Killer) +8 (Greater Smite) +4 (Called Shot) +2 (Champion), AP 6
Fighting 1d12+2 = 5: 3
Wild 1d6+2 = 7: 5 = Hit
Damage: 1d12 = 3: 3+ 2d8 = 16: 8, 8+ 1d6 = 1: 1+14 = Aces! 2d8+34 = 44: 2, 8 = Ace! 1d8+44 = 48: 4 = 48 damage, AP 6 = Nothing

R1 Fang's Fury 1: Fighting is 1d12+2, +1 from FF bonus, +2 from super-charged Durendal bonus, +4 b/c Mama Anger Worm is Gargantuan, -4 Called Shot, -2 Frenzy = 1d12+3; Damage is 1d12+2d8 + 1d6 (Giant Killer) +8 (Greater Smite) +4 (Called Shot) +2 (Champion), AP 6
Fighting 1d12+3 = 14: 11 = Hit with a Raise
Wild 1d6+3 = 4: 1
Damage: 1d12 = 12: 12+ 2d8 = 8: 7, 1+ 1d6 = 6: 6+14+ 1d6 = 2: 2 = Aces! 1d12+42 = 54: 12+ 1d6 = 6: 6 = Aces! 1d12+60 = 70: 10+ 1d6 = 1: 1 = 71 damage, AP 6 = 4 Wounds on Mother Anger Worm EDIT: Playing Kir's Adventure Card to double damage = 142 damage, AP 6 = 22 Wounds on Mother Anger Worm!

R1 Fang's Fury 2: Fighting is 1d12+2, +1 from FF bonus, +2 from super-charged Durendal bonus, +4 b/c Mama Anger Worm is Gargantuan, -4 Called Shot, -2 Frenzy = 1d12+3; Damage is 1d12+2d8 + 1d6 (Giant Killer) +8 (Greater Smite) +4 (Called Shot) +2 (Champion), AP 6
Fighting 1d12+3 = 4: 1
Wild 1d6+3 = 8: 5 = Hit
Damage: 1d12 = 11: 11+ 2d8 = 10: 5, 5+ 1d6 = 4: 4+14 = 39 damage, AP 6 = Nothing


R2 Durendal: Fighting is 1d12+2, +2 from super-charged Durendal bonus, +4 b/c Mama Anger Worm is Gargantuan, -4 Called Shot, -2 Frenzy = 1d12+2; Damage is 1d12+2d8 + 1d6 (Giant Killer) +8 (Greater Smite) +4 (Called Shot) +2 (Champion), AP 6
Fighting 1d12+2 = 6: 4 = Hit
Wild 1d6+2 = 6: 4
Damage: 1d12 = 9: 9+ 2d8 = 13: 6, 7+ 1d6 = 4: 4+14 = 40 damage, AP 6 = Nothing

R2 Fang's Fury 1: Fighting is 1d12+2, +1 from FF bonus, +2 from super-charged Durendal bonus, +4 b/c Mama Anger Worm is Gargantuan, -4 Called Shot, -2 Frenzy = 1d12+3; Damage is 1d12+2d8 + 1d6 (Giant Killer) +8 (Greater Smite) +4 (Called Shot) +2 (Champion), AP 6
Fighting 1d12+3 = 4: 1
Wild 1d6+3 = 9: 6 = Ace! 1d6+9 = 12: 3 = Hit with a Raise
Damage: 1d12 = 1: 1+ 2d8 = 8: 7, 1+ 1d6 = 3: 3+14+ 1d6 = 2: 2 = 28
Benny to Reroll Damage: 1d12 = 2: 2+ 2d8 = 13: 8, 5+ 1d6 = 4: 4+14+ 1d6 = 5: 5 = Ace! 1d8+24 = 25: 1 = 25 damage, AP 6 = Nothing

R2 Fang's Fury 2: Fighting is 1d12+2, +1 from FF bonus, +2 from super-charged Durendal bonus, +4 b/c Mama Anger Worm is Gargantuan, -4 Called Shot, -2 Frenzy = 1d12+3; Damage is 1d12+2d8 + 1d6 (Giant Killer) +8 (Greater Smite) +4 (Called Shot) +2 (Champion), AP 6
Fighting 1d12+3 = 9: 6 = Hit
Wild 1d6+3 = 5: 2
Damage: 1d12 = 12: 12+ 2d8 = 8: 4, 4+ 1d6 = 4: 4+14 = Ace! 1d12+38 = 49: 11 = 49 damage, AP 6 = Nothing
As the Mother Anger Worm rears above, Penitent rolls his shoulders and tosses his leather aleskin to Karl.

"Hold my ale, Karl," he says. "And do not drink it. You know what happened last time."

Without another word he turns and sprints toward the massive monster looming above, his swords weaving in a complex dance of death even as he wonders, in a detached sort of way, whether force of will can carry him through the confrontation.

Perhaps this will be my end, he thinks, as he brings Durendal around in a first mighty blow.

The enchanted blade bounces off of the ancient worm's hide as if striking titanium, the reverberation running up Penitent's arm like an electric shock. Grunting, he continues hacking at the eldritch scales, bringing Fury's Fang to bear, searching for a weakness.

Suddenly, he feels a presence at his neck, and a voice in his mind.

"What a strange thing you are, warrior who wears the face of a demon. Blackened soul, burned clean, skin crawling with an angel's runes. Wearing the skin of one serpent as you seek to slay another with a sword carved from the fangs of its progeny."

Penitent shrugs, never slowing as he rains blows on the unyielding hide of the Anger Worm. He'd heard voices in his head before, and rarely had anything good been gained by listening to them.

That is who I am and this is what I do.

"Yes. Single-minded. And brave. And if that were all you are, I might leave you to the death you so desperately seek. But your squire, Karl, speaks rather highly of his 'Papa,' and he is a very special boy. My servant, too, has asked me to grant you a boon. And so, I grant it. Eradicate this ancient hulk, and bring an end to its legacy."

Penitent imagines he hears sadness in the voice, but then it is gone and he begins to put it out of his mind. He draws back Fury's Fang, raising it to the sky, just an orange bolt of lightning flashes down from the sky, enveloping Penitent and the fanged sword in a nimbus of fiery light.

The strength of a god flows through his arm as the chainsword comes down, chewing through adamantine scales as if they were sand. Penitent surges forward, propelled by an unseen hand. Fury's Fang rips a man-sized hole in the Anger Worm's flesh, and Penitent squeezes through, never ceasing to hack and stab as he burrows into the great worm's body, wreaking bloody havoc on the gargantuan thing's guts as he angles up toward the string of beating hearts that pump its hateful blood. Enveloped in a cocoon of orange energy, he carves through each one in turn, swimming through blood and viscera, until he feels the worm shudder and fall, crashing to the ground like a redwood felled by a divine axe.

Crawling forth from another hole carved in the massive carcass, he shakes himself off as best he can, spattering Grynn and Karl with crimson drops.

"I think I like this new guy," he said, motioning for Karl to fly close with his flagon of ale. "And just because it worked out this time, don't think you're off the hook, boy. We're going to have a talk about phone privileges. Just who have you been calling?"

[Hit a bunch of times to no effect. Played Kir's Adventure Card to double the damage of the one hit that managed to cause some wounds. Doubled, it comes to 142 damage, AP 6, enough to cause 22 Wounds, I believe.
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vamp

Post by Kir Gloryspirit » Sat Jun 30, 2018 10:04 pm

Pender Lumkiss wrote:
Ready Set Action

The night shakes and the howls of the mighty anger worm fill the air. The heroes not directly confronting it can see Grynn and Penitent standing in its way. But unfortuantely each heroe has their own evil to confront this errie night. Perhasp you were thrown too far to be of any help to others, or massive amounts of rock seperate you. The sounds of private wars fill the night and each of you knows in your heart this is the fight destiny has chosen for you.

One civilian in particular, a turtle looking humandoid, rolling on the ground in a tussel with a wild vampire finds himself splashed by Krys’ water elementals. He stands gathering a few other civilians just in time to see Luc and the one known as Terror disapear into silience and a purple impromptu rift. The ancient looking turtle man whispers in awe, ” An Archon rift, well I never... Folks say it is a portent to see such a thing. Weird things happen in those rifts, melding of minds and sometimes bodies... I wish I knew that Archon’s name, she sure seemed like a hero.” He notices Ashyln’’s cry and he nods, ”Lucinnia.”. Even though there are many water elementals to protect the civilians one has to wonder what else lurks in the night and will the vampires mount another offensive on them.

Kir vs Bloodfang, Blood fang goes first kir takes 13 AP4 and after resolving any soaking or unshaking can go.
With Kir possibly distracted by two humans spouting at each other Bloodfang calls over the night air its voice foul and wretched, ” Yes Leveret fulfill your oath to the kingdom of Ixzotz and tonight I will turn you, and tomorrow you will see your family.” It lunges at Kir with vibro sword in hand trying to stop the mystic.

Original post: 1d8 = 5: 5 wild Original post: 1d6 = 6: 6ace Original post: 1d6 = 2: 2

The creature of the night reaches Kir before he can quiet stop Leveret from completing his pact with the vampire. It swings its wicked blade wildly trying to hit Kir. The vamp croaks,” She will die!”
A voice fills Kir’s head assuming he survives. Its Asnir, In these lands we must show them our light, a celestial blaze made of pure silver!

Kir can see 5” beyond the wild vampire Melody’s terrified eyes pleading for help as her brother laughs ready to complete his bargin.

Fighting with wild attack Original post: 1d10+2 = 4: 2 wild Original post: 1d6 = 4: 4 +2 for wild attack WC benny for EF Original post: 1d6 = 1: 1
Damage: Original post: 1d12 = 3: 3 plus Original post: 1d8 = 8: 8 ap4 MD
TOTAL DAMAGE: 13 AP4 MD

Parry: 7; Toughness: 9
-2 parry for wild attack
You can make 1 of your bolt options celestial silver.
Kir sees the dragon heroically dive-bomb the anger worm, and while it is distracted he spots a lone man bravely charge the humongous monstrosity!

Kir thinks to himself, "What a noble warrior. If any deserves a place within the Halls of Honor, it is this one! Asnir, we cannot hope to win this battle or secure our charges with that beast wreaking havoc upon the field of battle. A lone warrior approaches the worm by foot whilst the dragon is distracting it. Aid that man and entrust Melody to us!"

"So be it, Kir. Be wary lest you forget that these creatures cannot be put to death without my divine power," Asnir speaks within Kir's mind.

Across the battlefield all can hear a deep, booming voice proclaim, "MAY YOUR BRAVERY BE REWARDED, PENTINENT! I, ASNIR, GRANT YOU MY POWER. SLAY THIS ABOMINATION! KNOW THAT SHOULD YOUR GODS EVER FORSAKE YOU, AND YOU FALL IN BATTLE - YOU HAVE EARNED A PLACE BY MY SIDE WITHIN THE HALLS OF HONOR!"

As if to emphasize the proclamation, a bolt of orange-colored lightning streaks down from the heavens and strikes Fang's Fury. When the bolt touches the blade, an energy erupts outwards from it into a massive shaft centered upon the blade and stretching out several yards. It flickers like flame, yet puts off no heat.

Soak, Notice, Identity Shift (Puppet); -1 Benny, -7 ISP
Vigor: 1d6-1 = 5: 6
Wild: 1d6-1 = 3: 4
Ace: 1d6+5 = 7: 2

Notice: 1d6+1 = 2: 1 (Mystic Awareness, -1 Fatigue, -1 Wound)
Wild: 1d6+1 = 7: 6
Ace: 1d6+7 = 11: 4
Final Result: 10

Psionics: 1d8+1 = 9: 8 (+2 Major Psionic, -1 Fatigue, -1 Wound)
Wild: 1d6+1 = 5: 4
Ace: 1d8+9 = 10: 1
Final Result: 9

Identity Shift (Puppet; 3 ISP) [Veteran]
OOC Comments
Rank: Veteran
Range: Smarts
Duration 3 (1/round)
Trapping: Temporal Thought - Make Smarts roll or become Fatigued.
  • Kir uses his divine spark to assault his target's mind in an unusual, yet effective, manner; he desynchronizes their mind from its existence within this timeline. They become aware of hundreds to thousands of alternate selves, temporarily losing all sense of their self. While they are experiencing this, Kir searches his target's mind for the alternate self most likely to be sympathetic to Kir's will. Once he has determined which it would be, he locks the target's personality to the chosen one's for the duration of the spell. This is an extremely mentally exhausting ordeal for the target.
Effect: Mysticism vs Spirit to control target. Acting against will allows chance to break control.
While Kir is distracted by the sight of Pentinent charging the anger worm, Bloodfang has time to rush Kir and attack him with a blade. Bloodfang angles the blade upwards between Kir's ribs in an attempt to pierce his heart, but Kir's warrior's instincts kick in and he knocks the blade aside with a swing of his battlestaff! The parry saves Kir from a mortal wound, however, Bloodfang still manages to carve a deep gash along Kir's ribs.

Kir roars in pain and clutches his side, but he does not react to Bloodfang's attack. Despite being in mortal combat with a deadly vampire, Kir focuses his gaze upon Leveret Valleroy.

"Leveret! Boy, you will not harm your sister!" he commands as he locks eyes with the young man, who simultaneously hears the command with his ears and within his mind.

Kir assaults Leverett's mind with his own, and instinctively draws upon the spark of the divine embedded with his soul. Kir uses his divine power to loosen the shackles of space-time binding this reality's version of Leveret's personality to our timeline. What results is a rapid-fire shuffling of Leveret's altenrate-reality personalities rushing through Leveret's mind.

Kir's focus and grip upon Leveret's mind intensifies until he senses what he is looking for: a version of Leveret who has lived through this exact sequence of events up until the moment of his betrayal. However, in the reality this personality is from, Leveret was not able to betray Melody. His love for her was too strong, and he sided with Melody instead of the vampires.

Having found what he was looking for, Kir immediately snaps the shackles of time around that specific personality before it can be replaced. This sympathetic version of Leveret's personality temporarily gains control of Leveret's body.

Kir relaxes his hold on Leveret and shouts, "Protect your sister, boy! I will deal with this creature."

Leveret goes on hold until an enemy attempts to attack him or his sister. In which case, he will attempt to interrupt its action and protect himself or Melody.

Conditions
Greater Boost Strength: 1/3 Rounds +4 die types to Strength (Strength d12+1; +2 on Spirit vs Fear/Intimidation)
Leveret Valeroy Puppeted for 3/3 rounds

Battlestaff inactive for 2 minutes
Medallion inactive for 3 minutes
Last edited by Kir Gloryspirit on Sat Jun 30, 2018 11:29 pm, edited 18 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +4 Taunt/Intimidation, +4 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; PPE: 15/15; ISP: 0/20
Bennies: 5/3; Sun Dogs: 4/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Sat Jun 30, 2018 10:14 pm

Wraith first strike vs Vela 1d12 = 3: 3
Anger worm soak 1d12+4 = 16: 12 ace 1d12 = 2: 2 wild 1d6 = 1: 1
Last anger benny 1d12+4 = 9: 5 wild 1d6+4 = 9: 5
Levert Puppet TN 9 ( this shit has killer instinct) 1d6 = 5: 5
  • Just incase he does something against the following hindrences: Major(over Confident): 1d20 = 20: 20 Minor: Obese 1d20 = 16: 16 Minor: Outsider 2d20 = 17: 9, 8, Spirit 1d6 = 1: 1
    Leveret has always been a fat, overconfident outsider just looking for his dead parents. Now that he made a bad deal with some second rate wild vampires only Kir stands in his way.
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Mon Jul 02, 2018 2:00 am

Notice 8
Alertness +2, Mystic Awareness, -4 Total Darkness, +2 armor
Notice 1d6 = 6: 6
Ace 1d6+6 = 8: 2
Wild 1d8 = 5: 5
Common Knowledge 13
Smarts 1d10 = 7: 7
Wild 1d8 = 8: 8
Ace 1d8+8 = 13: 5
***

Ashlyn stared up at her uncle as he looked at her pityingly. Could what he say be true? Did she really have family alive?

Ashlyn felt the soul connection as her uncle blasted at her. She surged with her own power, her hand glowing with the power of her soul as well, trying to deflect or turn the attack.
Onslaught 33
Touch attack+2
Mysticism 1d12+2 = 6: 4
Wild 1d8+2 = 10: 8
Ace 1d8+10 = 18: 8
Ace 1d8+18 = 26: 8
Ace 1d8+26 = 33: 7
Not sure if I have to roll damage 29
Raise +1d6
7d6 = 26: 5, 5, 2, 3, 6, 3, 2
Ace 1d6 = 3: 3
Ashlyn screamed and shoved the blast back into her uncle, blasting him into the air and away from her, allowing her to clamber to her feet.

“And you?” she snarled. “Why you serve this evil? Why you come to slaughter innocents? To walk with dead?”

***
Conditions
Greater Deflection (Raise): -6 to hit (1r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 7/20
ISP: 10/10
Shield: 11/10 PPE
Bennies: 5/3
Adventure Cards
  • Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Re: Part 6: Reid’s Rangers, They are on Fcire plus 1000 vamp

Post by Pender Lumkiss » Mon Jul 02, 2018 3:44 am

Tio, wide eyed, crumples to the ground as his chi strike is rebounded upon him. His chest rises and falls, as he is only knocked out and at Ashlyn’s mercy.
Ashlyn
You still have your regular turn to do something to him if you like.
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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Mon Jul 02, 2018 4:24 am

Notice 4
Alertness +2, Mystic Awareness, -4 Total Darkness, +2 armor
Notice 1d6 = 2: 2
Wild 1d8 = 4: 4
Common Knowledge 6
Smarts 1d10 = 6: 6
Wild 1d8 = 2: 2
***

With her tio down, Ashlyn knelt next to him and pressed her fingers to his head, opening her mind, pushing into his. She would find where her family was.
Psionics vs Smarts 9
+4 ISP for +2
Psionics 1d10+2 = 9: 7
Wild 1d8+2 = 4: 2
***
Conditions
Greater Deflection (Raise): -6 to hit (1r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 7/20
ISP: 13/2010
Shield: 11/10 PPE
Bennies: 5/3
Adventure Cards
  • Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ndreare » Mon Jul 02, 2018 8:36 am

The ranting zombie having singled Ndreare out is not uncommon. These undead know who their enemy is. Ndreare prepares himself for destroying the creature. Drawing in a great breath of magic he again wraps himself in layer after layer of spells.
Turn 02.01
I missed a ex boost cast and Fatigue makes them 3 higher than listed.
Casting Boost Spellcasting (-0 PPE)
Spellcasting 1d12+11 = 12: 1
Wild Die 1d10+11 = 15: 4
  • Bennie to reroll
    Spellcasting 1d12+11 = 22: 11
    Wild Die 1d10+11 = 17: 6

Casting Greater Warriors Gift adding Improved Counter Attack and Improved Block (0 PPE)
Spellcasting 1d12+15 = 27: 12 + Ace 1d12+27 = 38: 11
Wild Die 1d10+15 = 21: 6
With a final breath of Magic Ndreare steps forward Ndreare moves like lightning so fast the Murder Wraith cannot even perceive him. With a flurry of blade Ndreare is not surprised to see his first blow deflected by the monsters toughness, but his second blow lands solidly and the wound inflicted is satisfying as the wraiths head tumbles off.
Turn 02.2, Hits Murder Wraith for 18 damage (no wounds) and 22 AP 12 (2 wounds)
Exalted Boost Fighting (d12+2 base, +1 Blade, +4 Exalted Boost Spell w/raise x4 = +16, -2 MAP, total d12+17) (0 PPE)
Spellcasting 1d12+17 = 19: 2 I forgot -1 for fatigue
Wild Die 1d10+17 = 21: 4

Slashing with Night's Kiss (d8 base, +4 Ex Boost trait x2 = +8, -2 MAP, -1 Fatigue, total d12+3)
Fighting 1d12+3 = 15: 12 + Raise 1d12+15 = 25: 10
Wild 1d10+3 = 12: 9
HIT WITH RAISE
Damage: 1d12+2 = 9: 7 + 1d4 = 1: 1 +8 Magic Silver Damage


Slashing with The Honor Blade of Second Terrance (Frenzy)
Fighting 1d12+3 = 6: 3
Wild 1d10+3 = 8: 5

Frenzy with Honor Blade
Fighting 1d12+3 = 13: 10
Wild 1d10+3 = 8: 5
HIT NO RAISE not a raise because of -2 to hit wraith
Damage: 1d12+2 = 5: 3 + 1d6 = 3: 3 +8 +8 AP 12


Bad Guys gets an attack on Ndreare, if Shaken I will be using a benny to still get my actions.
Current Status
Current Status
Parry: 15 Parry and Required 21 to hit from +8 Boosted fighting to d12+6 = 11 +2 Honor Blade, +2 Improved Block, -6 to all attacks From Deflection Raise.
To hit from Range is: 12 required
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 1/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Exalted Quickness w/Raise Now on turn 3/3
    True Sight w/Raise now on turn 3/3
    Deflection w/Raise now on turn 3/3
    Exalted Boost Trait Spellcasting w/raise x2 Now on Turn 3/3
    Exalted Boost Trait Spellcasting w/raise x1 Now on Turn 2/3
    Exalted Boost Trait Fighting w/raise x1 Now on Turn 2/3
    Exalted Smite on Both Blades, and the Fusion Block x1 Now on Turn 2/3
    Warrior's Gift Improved First Strike Turn 2/3
    Warrior's Gift Improved Dodge Turn 2/3
    Exalted Boost Trait Spellcasting w/raise x1 Now on Turn 1/3
    Warrior's Gift Improved Block Turn 1/3
    Warrior's Gift Improved Counter Attack Turn 1/3


    Blade of Second Terrance Activated
    .




Bennies: 3
  • +3 Quarterly Reset
    +1 2nd Q 2018 Posting rate
    -1 Reroll spellcasting in turn 2 versus murder wraith

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

Adventure Cards
...
Ndreare
Ndreare
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .


Bennies: 13
Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

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

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

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

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Mon Jul 02, 2018 7:49 pm

Ndreare
Assuming the weapon used against the murder wraith is arcane in nature it is dead as it is not a wild card.
Ashlyn
C48D7882-41E3-4185-B9DE-741C0C8F8476.jpeg
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Wed Jul 04, 2018 4:35 am

Notice 9
Alertness +2, Mystic Awareness, -4 Total Darkness, +2 armor
Notice 1d6 = 6: 6
Ace 1d6+6 = 9: 3
Wild 1d8 = 8: 8
Ace 1d8+8 = 9: 1
Common Knowledge 11
Smarts 1d10 = 4: 4
Wild 1d8 = 8: 8
Ace 1d8+8 = 11: 3
***

Ashlyn took in the image she got from her uncle’s mind and frowned. Tall, imposing walls, two seated, bearded statues, reliefs carved in the upper friezes. She didn’t recognize it, but then she had never been this far from New Alamo before. She imprinted the image in her mind so she would know it if she saw it. Perhaps they could get more information from her uncle.

***
Conditions
Greater Deflection (Raise): -6 to hit (1r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 7/20
ISP: 13/2010
Shield: 11/10 PPE
Bennies: 5/3
Adventure Cards
  • Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Vela
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Fri Jul 06, 2018 3:56 pm

Quick as a snake-strike, Vela is on the Murder Wraith facing her. Taken aback by the velocity and ferocity of her charge, the wraith is a hair out of position, a hair too slow even with its amped-up undead frame. Then the werejaguar was on him, her claws flashing black and cold...her rage at this creature pushing her to call on spirits of vengeance perhaps too rashly! For a moment she was nearly overcome by the ancient anguish, the ceaseless fury...but with sheer force of will she pressed the attack, ripping at the monstrosity with intent to kill!

Even taken off-guard though, the murder wraith is a juicer still, and ducks and weaves to keep just out of her claws' reach!
Rolls - 3ISP spent 1 benny
Spending 1 ISP to gain AP 2 on attacks (from Adept)
Smite as a free action: 1d8+1 = 2: 1 or 1d6+1 = 2: 1
lol...benny to unshake from the crit fail so she can still take her turn
Deflection still engaged for -5 for undead to hit her

Claw 1d12 = 8: 8 or 1d6 = 4: 4 inc fatigue, for 1d12 = 5: 5 + 1d8 = 5: 5 12 damage, 2AP
Offhand Claw 1d12 = 7: 7 or 1d6 = 4: 4 inc fatigue, for 1d12 = 4: 4 + 1d8 = 8: 8
Frenzy Claw 1d12 = 9: 9 or 1d6 = 4: 4 inc fatigue, for 1d12 = 4: 4 + 1d8 = 3: 3 9 damage, 2AP

Oops, forgot they're -2 to be hit.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

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

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

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

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Krysesia
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Krysesia » Sat Jul 07, 2018 9:19 am

Notice 5
Notice 1d8 = 4: 4, 1d6 = 5: 5
Krys could have toyed with her prey. She could be cocky, overconfident, and itching to take out her frustrations on this hapless pair of vampires. But with the field as littered as it is, and with her and her allies' kill count of vampires already measured in several dozens, she is none of these things. "My friends, join your weapons with mine." She draws the Blade of Neptune and holds it out. The water elementals touch it and their water merges with the blades as it feels its call to battle. Serenia touches her weapon to theirs and suddenly a beautiful, humanoid, bronze sea horse with pearl eyes and great stature, known as a tharsis, appears and grants an enchantment of holy vengeance on all of those joined. She departs in a spray of mist. The elementals glow with holy power, and Serenia's weapon, already fearsome and made of a holy metal, glows with the warmth of the spirit realm. The Neptune blade flows as water but within is a spark of holy power.

It is then that the group springs on the snarling and posturing vampires. She rips into the one on the left and kills it with the combination of water, muscle, and holy power. Serenia misses, but gives the elemental helping her an opening that puts it in front of a very large spout of holy water that threatens to wash it away into muddy dust.
Cast Touch of Angelic Vengeance (Greater Smite; 5+3-1=7 PPE), Hit Left Vampire for 13 Holy and Water Damage
Action 1: Draw Weapon
Action 2: Cast Touch of Angelic Vengeance (Greater Smite; 5+3-1=7 PPE) 1d10 = 10: 10, 1d6 = 1: 1 +1 -4=7+ 1d6 = 3: 3+4=14
Action 3: Fighting against left vampire. 1d8 = 1: 1, 1d6 = 2: 2 2-4=-2 + 1d6 = 5: 5+6 (2 bennies spent) = 9 2d6+8 = 13: 4, 1+ 1d6 = 2: 2 (Raise/crap ignore that) = 13 Holy Water dmg
Serenia Misses Right Vampire
Serenia: Attack Right Vampire Fighting 1d10 = 3: 3
Left Vampire already dead, but would have to roll Agility vs 3 or take 22 Water and Holy damage | Right Vampire Agility vs 6 28 Holy and Water damage
Water Elemental 1 Shooting 1d8 = 3: 3 3d10+8 = 22: 6, 5, 3 (vs Left)
Water Elemental 2 Shooting 1d8 = 6: 6 3d10+8 = 28: 2, 9, 9 (vs Right)
2 Water Elementals
Water Elemental x2
Image
Water spirits are frothing, manshaped creatures of water.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8, Swimming d12+2
Pace: 6; Parry: 6; Toughness: 7[8] (Hardy)
  • Elementals within 10" of Krys add +1 to their Spirit rolls to recover from being Shaken.
    Elementals within 10" of Krys add +1 to their Toughness.
Special Abilities
• Aquatic: Pace 12
• Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
• Invulnerability: Water elementals are immune to all non-magical attacks except fire. A torch or lantern causes them 1d6 damage but is instantly put out if it hits.
• Seep: Water elementals can squeeze through any porous gap as if it were Difficult Ground.
• Slam: Str+d6, nonlethal damage.
• Waterspout: Water spirits can project a torrent of water using the Cone Template. Those in the area may make an Agility roll opposed by the spirit’s Shooting to avoid it or suffer 2d8 nonlethal damage. This puts out any normal fires.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Sat Jul 07, 2018 1:45 pm


Spoon Fed Video Edition
Pender Lumkiss wrote:
Kir
Levert in a daze charges the wild vampire Bloodfand yelling ” I got this, I’ll protect you Melody just like that time those bandits tried to steal your necklace.” Melody clutches her necklace tightly sobbing. She shakes the tears from her eyes and clinks her wrists together causing her two hidden quick release holsters to drop a silver dagger into each hand. To Kir she mouths, thank you and in one moment changes her life. Melody threw the daggers towards the vampire. One hits Bloodfang in the eye, a black ichor spurts forth as the blade sinks deeper into the brain. The other dagger thunks into the back of Levert’s head. The young man falls to the ground dead and twitching.

Melody walks past Kir heading to the others, ”That was not my brother. He died a hero fighting vampires.” Tear stream down her face and her eyes glow with a hint of orange, ” Lets go finish off the rest of these monsters.”
Vela, Murder Wraith hits a 8 Parry, 27AP4silver MD, possibly 3 wounds. Vela if that hits you, soak as normal at the beggining of your turn.
Dorolo the bearer of desitny’s wip, the were creature killing murder wraith, touches the fetish on his belt, and more pointedly the fetish of Kesslan the Raging beast. In an instant the creature grows to the size of a small robot armor about 25ft tall. It howls in the night cracking its whip until it turns silver. ” Prepare to be added nameless creature!!” It strikes out with the whip only to have it knocked out of its hand by a thundering boom like shot that rings out through the night. The whip lies at its feet sparking.

The murder wraith howls with rage unaffected by the blast and pissed off. From its hands in a flash thunk out silver vibro vambraces, perhaps not as impressive as the whip, but they will get the job done. It looks down at the jaguar and punches wildly at Vela trying to take her head off.

From its high vantage, regardless if the hit connects, something in the east near the leyline the group of heroes are trying to get to gives it pause. In fact, Vela had never seen worry in a murder wraith’s face until now. At the call of its necromancy martial artist it move off towards the leyline in the east. As it leaves Vela it froths with rage unable to collect another fetish!

Vigor Invalid dice code!+4 sizes, +4 toughness +4 str die types! -2 to attack due to large size, -4 for headshot, +2 wild attack, -2 MAP
Fighting d12+2-2-4, Invalid dice code! GM benny for EF Invalid dice code!
Invalid dice code! Invalid dice code! ap 4 silver
Shooting Invalid dice code!
The Last Gasp: of vampires

Rodney the floating droid hanging onto a silver basketball shaped device pops on the comms letting the heroes, who are busy with their own personal contests for survival, know some important things. His voice is as incredoulus as it is snide. ” Master’s followers, attention, attention... I have been monitoring communications from the nearby leyline a few miles away. A Leben along with True Atlantean shifters have drawn a holy army forth through a ley line gate. How exciting that they know how to do that! A mounted brigade with white tabards is descending on our position. I have also detected the reminates of Reid’s Rangers coming forth taking advantage of the reprieve we have bought them. We have an opertunity to go on the offesive and sandwhich the remaining vampires between our two forces.”

From the burning stronghold to the west indeed comes a cyber night with a thorny crown fighting along side a supernaturally strong and beautiful woman. Together they lead about 200 of Reid’s remaining rangers and take up flanking positions with the resolute heroes for one final push.

Noticably a giant murder wraith has taken the battle field near Vela, and a boomgun like shot rang forth through the night striking the glowing whip in its hand. With the help of the remaining rangers the vampire’s still about 700 strong are being driven right into the oncoming holy army. The remaing murder wraiths flee with the surviving necromancer martial artists. A few of the civilians take protective care of Tera and Tyler who are still knocked out. A quick flex with a large rail gun commonly known as a manpack strapped to his back nods to Ashlyn and her unconscious uncle, ” I can secure him so you can freely do what needs to be done to end this night of terror.”

The rangers who have come to assist you look like they are all on the brink of exhaustion and only have mediocre weapons to put it best. Even well rested the rangers so few in numbers would be hard pressed to surivive such an assault. Even so the rangers seem to know who the heroes are and each player gets a contigent of 2O rangers to support them in their efforts to wipe out the remaining vampires of tonights horde. Among those 20 or so rangers one in particular might prove to be useful to the resolute vampire kingdoms hero. But they are ready to die if nessesary fighting the good fight!
Benny opertunity, each player has a chance to make up and RP with a Ranger
If you include in your narrative a name, some rp that informs us of who they are, plus your characters general attitude towards them you get a benny. These NPCs can be from any walk of life and generally any race. Have fun making a cool contact and helper.

So what does this mean to the player, well see below for directions.

Welcome to the quick combat:
Step one, Optional Theme: this is for a player who wants some random things to occur. Not interested don’t roll.
  • Roll 1d4 and receive an extra benny.
    • 1) Victorious: You lead your troops to great achievements. Reduce troops killed by 1d6 up to and including gaining 1d6 extra troops.
    • 2) Tragedy: perhaps through a grave miscalculation or prideful error you lead your troops into a tragic folly. You loose an extra 1d6 troops( minimum 1d6).
    • 3) Enemy: Out in the feild of battle either a new enemy pops up or an old one chooses this moment to strike. Increase the difficulty of the below scene by -2.
    • 4) Ally: In the heat of battle an unexpected ally shows themselves or perhaps a long time friend comes to your aid. Gain a +2 bonus to the quick combat.
Step two, Make your combat roll ( +2 modifier ) and consult the below chart to help inform you of your narrative direction. This is a battle that lasts hours and the above modifier takes into account your incredible talents.
  • Critfailure( players have the option to choose this): take 1d3 wounds( no soak, and golden hour has past) and loose 4d6 troops. Failure is the ultimate teacher: Narrate the worst night of your life and gain a roll on experience and wisdom table. No rerolls, just continue your path if you already got what it rolled.
  • Failure: things did not go your way, take 1d3 wounds ( soaking is fine) loose 3d6 troops.
  • Success: you made it out ok, and did not loose too many troops. take 1 wound( can soak) and loose 2d6 troops.
  • Raise: you did a great job and lost almost no one. take no wounds and loose 1d6 troops.
  • Double raise or higher (12): you covered youself in glory and kept everyone alive. no wounds and loose 0d6 troops.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Kir Gloryspirit » Sat Jul 07, 2018 3:56 pm

Notice 7, Wounds Taken 1, Soldiers Lost 14, More Experienced and Much Wiser
Notice: 1d6+2 = 7: 5 (Awareness, Danger Sense [-2], Sense Supernatural, Detect Arcana at will)
Wild 1d6+2 = 5: 3

Wounds: 1d6 = 1: 1/2 = .5 rounded up = 1

Soldiers Lost: 4d6 = 14: 5, 1, 2, 6

Experience & Wisdom: 1d20 = 3: 3 - Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
Pender Lumkiss wrote:To Kir she mouths, thank you and in one moment changes her life. Melody threw the daggers towards the vampire. One hits Bloodfang in the eye, a black ichor spurts forth as the blade sinks deeper into the brain. The other dagger thunks into the back of Levert’s head. The young man falls to the ground dead and twitching.

Melody walks past Kir heading to the others, ”That was not my brother. He died a hero fighting vampires.” Tear stream down her face and her eyes glow with a hint of orange, ” Lets go finish off the rest of these monsters.”
Winded and slightly wounded from the fall and the short battle with Bloodfang, Kir leans on his staff and rests a moment. He looks at Melody with concern and thinks, "The field of battle reveals to a freshly blooded man, or woman, who they truly are. It is sad that her blooding came so soon and was corrupted by the worst of betrayals."

Kir speaks to her firmly but not unkindly, "Melody Valleroy, hold," Kir waits for her to turn and face him before continuing, "By the laws of Asnir and our people, Leveret had earned his fate. To take the life of an innocent, especially with such evil intent, is unforgivable before the eyes of Asnir. It was not our place to interfere with the laws of your people - our duty was to save your lives. We were going to leave his fate to your people, and we now deeply regret that you had to deliver his just fate with your own hands. Being freshly blooded upon the field of battle is trying in and of itself, but to be faced with such deception at the same time... It is a cruel fate."

Kir sighs and watches her reaction, but while her face is streaked with tears it is also blank. He smiles slightly and continues, "Know, though, that you have our respect and that within your chest beats the heart of a warrior. Do not let these circumstances break you. Let them mold you.

"We sense that Asnir is with you, but we do not know yet what that means. Asnir has not spoken on the matter with me; it is a bond between a woman and her divine, and as such, it is not our business. I caution you, Melody, to keep your wits about you. Follow orders, and do not yet explore whatever connection you may now have. There is time for grieving, exploring, and learning when we are safe," Kir orders her. Melody does not say a word, but she nods in response.

Catching his second wind, Kir stops leaning on the staff and examines the battlefield. During his speech, many forces moved into play and the situation has reversed. A score of Reid's Rangers are approaching Kir and Melody's location. Leading them is a strange man covered in flames from head to toe. Whether he is truly human or not is difficult to tell as his features are difficult to see clearly through the flickering flames.

The flame laden man shouts, "Hola, amigos. Mi nombre es Tycho Emsworth. I'm with Reid's Rangers. My boys and I were told to help you and the señorita. Here's how it goes: my boys stake 'em or take their heads off, and I burn 'em out. It works pretty well as long as the boys stick to their formation and don't get overwhelmed. We're under your command for the time being, jefe."

As he speaks, two of his men fall upon the fallen Bloodfang. One of them stakes him through the heart while the other quickly cuts his head off with a chainsword, and then they both back away. Tycho then sets the corpse ablaze and says, "You gotta burn them amigo. Take their heads off and light 'em up. They never get up after that."

"Leveret. He was a good ranger. Everyone will know he was," Tycho comments as he burns the young man's body. He does not mention the knife sticking out of the back of his head, but he sees Melody's face and seems to understand something happened here and that it is not his business.

Then he says, "Burn the fallen too. It's a hard thing, losing a friend or family member and having to kill them again. I know. Mi familia was chased out of my hometown by vampires. Most of the townfolk didnt make it. The vampires didn't chase us, but the next night our friends and family caught up with us as freshly turned vampires. They killed everyone except for me. I ran away like a coward. Flew away actually. It was the first time - I didn't know I could do that. I do not run, now, amigo. I will never run again."

Kir nods in response and briefly considers his options, "Our mind is sharp and our power is still beyond its normal limits. We feel our staff awakening, and that will only bolster our reserves. Tycho seems confident in his abilities and that of his men. We should push ahead and take this battle to them. They hit us hard, but we have persevered. It is time to end this."

Kir orders Melody and Tycho to his side. He divides the troops up into four groups of five soldiers. Two groups surround Kir, Tycho and Melody - covering them as Tycho and Kir provide ranged support. The other two groups are mobile, and they are tasked with supporting the center or disabling fallen vampires for Tycho or Kir to destroy.

Kir blesses his ion pistol with the celestial silver Asnir has recently bestowed upon him and hands it to Melody and says, "Melody, this weapon will harm these creatures. Use it only in defense of yourself or one of our allies, understood?"

She nods once more, and Kir directs the group to head directly to the thickest of the fighting. They nod nervously, but they are confident in Tycho who seems indifferent to the Mystic's orders.

The battle started out well. The main group surrounding Kir charged the vampires. He emptied his staff of its power and dug into his reserves to slow five of the creatures down, and they fell quickly to stakes, chain swords and Tycho's fire. Empowered by their weakness, Kir used his newfound speed to simultaneously unleash a salvo of the holy silver projectiles Asnir had given him. This emptied all of his personal power, and he was forced to draw upon his mental strength to get the final bolt off. Every vampire fell. Nine vampires truly dead in moments!

The vampires quickly reacted to the new threat though. For every 2 vampires slain in the initial onslaught, one ranger fell. They did not die in vain, however, as each one drove a stake into their attacker's heart before succumbing. Tycho burnt them all, rangers and vampire, without mercy. Kir did not like his brutality, but could not disagree with it thinking, "To be eaten alive and live on to hunt your friends is a far worse fate."

Kir drained himself of his remaining mental power to strengthen his staff with holy silver, called upon the freshly awakened necklace to armor him, and joined the front line, leaving Melody in care of Tycho. He swung his staff like a wildman, quick as the vampires themselves. Every vampire he knocked out of the horde was set upon by the rangers, but vampires are stronger than men, and for every three vampires set upon by the rangers, one ranger met his end.

Once his divine armor consumed all the power stored within his necklace, Kir was beset by several vampires. One managed to gash his leg deeply before Melody saved him. She shot each through the head without missing once or hitting Kir. He quickly backed up and rejoined the group. Fourteen rangers had died, but 43 vampires lay truly dead upon the battlefield.

Kir stands upon the battlefield, bleeding heavily from the wound Bloodfang gave him as well as the fresh wound in his thigh. He laments the loss of his followers as the survivors regroup. Only Tycho, Melody and six of the rangers remain. "This was poorly thought out. These rangers are not battle trained warriors. Tycho is reliable, and Melody...has changed somehow, but the others are little more than poorly trained militia. We must join with another group or we shall fall."

Kir lead his group towards the nearest surviving force. He used his power as it recovered to harass and intimidate the vampires with holy silver or to aid his rangers, keeping the vampires at bay until he could combine strength with the next group. For the remainder of the battle, his small group supported their ally's flank and finished off stragglers when not needed.
Last edited by Kir Gloryspirit on Sat Jul 07, 2018 7:00 pm, edited 17 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +4 Taunt/Intimidation, +4 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; PPE: 15/15; ISP: 0/20
Bennies: 5/3; Sun Dogs: 4/4
Adventure Cards
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Krysesia
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Krysesia » Sat Jul 07, 2018 5:47 pm

Notice 4
Notice 1d8 = 4: 4, 1d6 = 2: 2
Spellcasting 12 plus in the heat of battle an unexpected ally shows themselves or perhaps a long time friend comes to your aid.
1d4 = 4: 4
Spellcasting 1d10 = 7: 7, 1d6 = 5: 5 +1 (Staff) + 2 (Scene Mod) + 2 (ally) = 12
As the Rangers arrive, Krys sees their bedraggled condition and understand immediately what must be done. With her watery dagger and her companions, it is plain to see she knows what she is doing and has the power to see them through. Those closest to her are emboldened by her very presence and fight hard. With her use of sunlight and her remaining water elementals, they tear through dozens of vampires before they begin running into some of the harder targets - the necromancers. While Krys is barely slowed, those around her start to falter. Two go down with vampires atop them - though the sunlight pouring from above keeps that from being a death sentence. But they are still wounded. Serenia heals the worst wounded, but that becomes a losing battle fast. One of them, an elven mystic called Bet'ani, joins in with the angel. A necromancer makes a move to slay the newest healer (having already failed to kill Serenia) and Krys interposes herself! "Not today you cretin!" She beats him back, but she is breathing hard, needing a break, but none is coming.
"Thanks!" comes the elf's reply.
Krys nods and calls to Serenia and Bet'ani. "No, thank you. Now, get them on their feet. We're not losing anyone if I can help it!"
The young elf grins and looks to Serenia. "I see why you like her! She's feisty!" Serenia laughs in spite of herself, and their patients give pained grins in spite of it all. Still, things were not looking good, despite the much needed levity.

Just then, arrows start piercing the hearts of vampires. One of the necromancers explodes as an explosive arrow rips his torso apart. Cries of "Carter the Immortal!" and "Grizzly Carter!" bring a surge of hope to the young atlantean. Her father had adventured with an elf called Grizzly Carter for a few years while north in the Colorado Baronies. As heroic figures, both men worked together well. In fact, they had intended to go to Northern Mexico to work together, but Sebazio had been forced to return home and the two never found each other again. As the necromancer fighting Krys goes down with explosive arrows and the slashes of Krys' Neptune Blade. As the area around them clears a bit, one of the most famous and well regarded of Reid's Rangers wades into the crowd. He claps a friendly hand on the elf's shoulder. "Good job Bet'ani. Get them up, we'll keep them off your back." The girl's grin is at least five miles wide as she works to get yet another ranger on his feet using a med kit. He glances at the blade and Krys and shakes his head. "With those eyes and that blade, you can only be Sebazio's daughter. I've heard about you recently, but it's good to see you. Thank you for keeping my people safe and inspired."

Krys can't help but smile. "One can see why they call you Immortal. Even for a long lived race you age gracefully, if at all. I can also see what father meant when he spoke of your archery. We are glad to have you with us."

His grin is answer enough as he looks to the Rangers. "Shall we show them what we're made of!?" The answering roar comes and the group moves forward, destroying the enemy as they go.
Grizzly Carter the Immortal.jpg
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Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Penitent
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Sun Jul 08, 2018 1:44 pm

Fighting 13
1d4 = 2: 2 = Tragedy, lose additional 1d6 = 1: 1 troops. Gain a Benny.

Fighting roll: normal 1d12+3, +2 scene modifier
Fighting 1d12+5 = 7: 2
Wild 1d6+5 = 10: 5 + Benny for Extra Effort + Elan 1d6+12 = 13: 1 = Double raise, no additional troops die.
Penitent makes a half-hearted attempt to clean some of the gore from his armor, but gives up when it becomes clear that the only thing that's going to wash the Anger Worm juice from the scales is full immersion and a hard scrub.

"If I'd have known how you were going to treat my work, I'd have charged you more," a voice says from behind him as a gauntleted hand claps him on the shoulder.

Penitent turns to find himself looking into ice-blue eyes set in a tanned face. Jagged scars meander over a strong jawline and down the woman's graceful neck, before disappearing into some sort of bulky combat armor powered by techno-wizardry.

Penitent smiles a little, although it doesn't quite reach his face.

"Survivor's Guilt. El Paso," he says, by way of greeting.

She smiles. "Well, the first part still applies, I suppose, but I left El Paso behind. After seeing what you all did in Halloway's arena, I decided to come out here and lend a hand ... ended up in a vampire apocalypse before I managed to unpack my bags."

She steps forward, extending a hand, and Penitent sees that her armor incorporates a network of arcane pistons to compensate for her withered leg. He takes her hand in his, a warrior's grip, and shakes.

"Name's Audrey, by the way. Although the rangers been calling me Rattler, for a call-sign."

"Well met, Audrey. I am Penitent," he says, before letting go of her hand, something he is strangely reluctant to do.

Karl picks that moment to fly over, a boy of perhaps 13 or 14 right behind him, struggling to lift a bulky Northern Gun rifle converted to fire streams of holy water.

"The vampires are trapped, Papa, with shiny knights coming to smash them between us like rocks and hard places," Karl says. "I found some warriors for us, so we can lead them into battle and drive the demons before us!"

The boy behind Karl grins, revealing two missing front teeth, and high fives the little imp. "Oh yeah! We're gonna teach them blood-suckin' bastards some learnin' we shore are. Me an' you, Karl, we'll prob'ly kill us a hunnerd a piece, just you see!"

"One hundred each seems a worthy goal. Be sure to keep an accurate count, so you can compare totals when the battle is done," Penitent says, patting the boy on the head. "Now, follow me and we will find a place to apply our strength to best effect."

Leading his impromptu squad into the night, Penitent searches for an unprotected flank that will let him drive a wedge into the vampires ranks. Spying an opening, he holds Fury's Fang high and signals a charge.

Too late, he senses the trap -- vampires waiting silently in the sand underfoot, rising with bared claws and fangs to grasp at his men.

Penitent kills those in reach easily, his swords blazing with silver light, before he hears a terrified scream from behind. Turning, he sees the boy Karl had befriended, falling backward in the grasp of several slavering vampires.

"Help me! Mr. Penitent I don't wanna ... No! God, what are you doing! Stop! Please! Aaahhh!" The boy's scream is cut off as a vampire rips open his throat, spraying hot blood over the vampires ripping into the boy's flesh. Karl swoops down with his silver knife, too late, as the other rangers fire bullets of silver and wood into the demonic horde.

Rage blooms within Penitent's heart like a fire fed with pure oxygen. He charges, ripping apart vampires with his blessed blades, before turning on the main horde, unleashing the terrifying power of his demon mask to strike horror into the still hearts of the undead.

"A true death comes for you, cursed ones! May your hunger be replaced with terror, as the anointed light your pyres. Flee, knowing it will serve you nothing. Judgment comes!"

With that, he leads the charge, rangers following behind him as they rain silver and holy water on the vampire horde.
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Mon Jul 09, 2018 2:46 am

Notice 6
Alertness +2, Mystic Awareness
Notice 1d6+2 = 6: 4
Wild 1d8+2 = 6: 4
Common Knowledge 5
Smarts 1d10 = 5: 5
Wild 1d8 = 3: 3
***
Rolls
Theme: 1d4 = 2: 2 - Tragedy: perhaps through a grave miscalculation or prideful error you lead your troops into a tragic folly. You loose an extra 1d6 troops( minimum 1d6).

Mysticism 6 Success
+2 scene difficulty, -2 Tragedy
Mysticism 1d12 = 6: 6
Wild 1d8 = 6: 6

Soak 9 1 Wound
Vigor 1d10 = 2: 2
Wild 1d8 = 1: 1
Benny to reroll
Vigor 1d10 = 9: 9
Wild 1d8 = 3: 3

Troops lost 4
3d6 = 4: 2, 1, 1
A quickflex with a large railgun commonly known as a manpack strapped to his back nodded to Ashlyn and her unconscious uncle. ”I can secure him so you can freely do what needs to be done to end this night of terror.”

“Gracias,” Ashlyn thanked him. “I will want to question him further.” Then she found some of Reid’s Rangers gathering around her. They were led by a man in big Samson power armor. He lifted his face plate, revealing broad, ruggedly handsome features.

“Hola, bonita,” he greeted. “Nestor Calis.” He offered Ashlyn his hand. She blushed a bit as he looked her up and down. “They may be a lot of rookies, but they have heart.”

“I have no doubt,” Ashlyn said with a smile. “Stay close.”

The rangers formed up with Ashlyn in the center. Nestor led the way in his power armor. She supported the rangers with her spells as they moved, healing or slowing the vampires.

The rangers held it together for most of the battle as they moved. As the hours wore on, though, the fatigue and strain began to show. The vampires faltered and looked like they were about to break. Four of the young rangers surged with adrenaline and dashed out to give chase.

“Stay in formation, you pendejos! Nestor yelled. But it was too late. The vampires turned. It had been a ruse! They swarmed the four young rangers.

“No!” Ashlyn screamed. She rushed out, casting bolts of celestial silver left and right to drive off the vampires. As she reached the bodies, she was pounced on from behind, taken down. She cried out in surprise and pain as a claw found a seam in her armor and punched through, nearly disemboweling her, but she fought through the injury.

Then the vampire was yanked off of her. Nestor put a silver knuckle blade through the creature. Then he helped her up.

“Leave them. We can’t help them,” Nestor said quietly, cradling Ashlyn in the arms of his power armor as he carried her back to rejoin the others. The vampires seemed to be truly scattering now.

Ashlyn rested her head against his power armor, taking the moment to weep quietly and regather her strength.

***
Conditions
Greater Deflection (Raise): -6 to hit (1r)
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 20/20
ISP: 20/20
Shield: 10/10 PPE
Bennies: 6/3
Adventure Cards
  • Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Mon Jul 09, 2018 2:35 pm

OOC Comments
Optional Theme: 1d4 = 3: 3.
Enemy: Out in the field of battle either a new enemy pops up or an old one chooses this moment to strike. Increase the difficulty of the below scene by -2.

Quick Combat roll: 5 total.
Spellcasting die 1d8 = 2: 2, Wild die 1d6 = 5: 5

Troops lost: 2d6 = 9: 5, 4.
Grynn was swatted aside like he meant nothing, his strikes not even scratching the Anger Worm's pride let alone it's hide. Then, once again, the Apok swooped in and laid waste. Grynn frowned a bit. He was happy the thing was gone, but it was starting to feel like he wasn't pulling his weight on this team. When he first joined, he couldn't even kill vampires and the team would slay them in the dozens at once. He became able to kill vampires, and they moved on to killing super-juiced undead, mothers of all anger worms, agents of gods and whatever else. He let out a small sigh.

As he began to pick himself off of the ground, he noticed that there were several new faces nearby looking on at him - some in shock, some in fear, some in wonder. He looked around at them for a second and then hesitantly smiled. One of the younger people starting crying, so he quickly stopped smiling. "Uh..hi...let's go...fight some bad things?" With that supremely confident not-statement-but-question, Grynn started casting spells to help aid people in the fight.

But some time in to the fighting, something literally landed on his back, right below his neck. Before he could wonder who or what it was, a sword swung in to the side of his neck - and it HURT! Apparently one of the undead juicer or whatever things had stayed hidden under some of the bodies of the fallen until it saw an opportunity to attack. It hoped to kill the dragon and strike down the morale of everyone around still fighting. Unfortunately, Grynn might be as that competent at killing as his teammates, but he was made of somewhat-tough stuff! He let out a yell of pain and surprise, then the fight began in earnest.

Sword, claws, fire, spells, undead regeneration, speed, reflexes, biting, hair pulling - nothing was out of bounds or off the table, and most of it got used! It was a dirty, brutal fight, blood and ichor spilled all over the place. In the end, Grynn ended up pinning the creature to the ground with his bulk, taking the biting and clawing long enough to cast several spells in to the things head, and end it. He let out a sigh and rolled over, letting out a weary groan.

Slow clapping was heard to the side and Grynn turned to look. "hmm?" Standing there was a Lyn-Srial, one of the Golden Ones, a birdlike humanoid with wings and four arms. Two arms were clapping, the other pair were part of the wings. "Sloppy, messy, and took you a while...but you got the job done," The birdman smiled and then gestured outward to show some of the other rangers and assorted civilians winning this small piece of the battle. "and you inspired others to fight on as well." One of the hands was extending in greeting and friendship. "My name is Akel-Rah Skysinger, a Mystic working with the Rangers. I am pleased to meet you." A golden glow washed over Grynn as the Mystic healed some of Grynn's wounds from fighting the undead. Grynn blinked and then smiled. "Uh, thank you. I'm Grynn...the, uh...Dragon. I don't have any impressive titles or anything." He shrugged a bit sheepishly, but the Lyn-Srial smiled and shook his head. "You will earn them in time. You are young, I can tell. Do not let it trouble you. Although, next time, you might try to be more mindful of your surroundings. I have others to attend to now, but thank you for your help." Grynn nodded and then quickly added, "Oh, uh, you too, and thank you for healing me." He watched the birdman fly away to help others, a small smile tugging at his lips. But then he saw that there were many dead rangers and civilians scattered around...some of them looking like they were killed during the fight with the undead. He let out another sigh.
Last edited by Grynn on Mon Jul 09, 2018 3:32 pm, edited 2 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Ndreare
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ndreare » Mon Jul 09, 2018 3:01 pm

Knowledge Battle 21
Base skill d12+2, +6 from Signature specialty. +2 from scene and +2 Random modifier from theme included.
1d4 = 4: 4
4) Ally: In the heat of battle an unexpected ally shows themselves or perhaps a long time friend comes to your aid. Gain a +2 bonus to the quick combat.


Knowledge (Battle) 1d12+12 = 13: 1
Wild Die 1d6+12 = 18: 6 ACE 1d6+18 = 21: 3

.
The tide of vampires falling in are broken as the unit of dark elf line walkers and battle mages come in clearing a path their weapons glowing with sunlight to Ndreare and the men they were escorting out. Led by his brother Yohd comes forward. “Brother, i thought you could use a little help out here. Rodney says you are still playing out here in the desert. I told you this rock is a waste of time, but if you must kill vampires, at least work with professionals.” As he looks around the faces of the men who joined them Ndreare is surprised to see they are all former soldier who had worked with him before his retirement.

Nodding to his brother Ndreare says. “Rodney send me their data.” He immediately began updating his plan for moving forward with a new plan taking advantage of the new assets. Ndreare was pleased to finally have skilled soldier who liked to work as a group with him.

As the team moved forward they maintained a defensive posture, the smell casters maintaining globes of daylight on each of the warriors, the warriors combining their battle magic and damage enhancing spells to devastating effect as they moved forward, each time a soldier took a blow the other moved to shield him, while the priests healed him. Within no time the battle was organized and under control, not a single man was lost as they worked their way to safety and began planning their offensive.


Current Status
Current Status
Parry: 15 Parry and Required 21 to hit from +8 Boosted fighting to d12+6 = 11 +2 Honor Blade, +2 Improved Block, -6 to all attacks From Deflection Raise.
To hit from Range is: 12 required
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 1/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Exalted Quickness w/Raise Now on turn 3/3
    True Sight w/Raise now on turn 3/3
    Deflection w/Raise now on turn 3/3
    Exalted Boost Trait Spellcasting w/raise x2 Now on Turn 3/3
    Exalted Boost Trait Spellcasting w/raise x1 Now on Turn 2/3
    Exalted Boost Trait Fighting w/raise x1 Now on Turn 2/3
    Exalted Smite on Both Blades, and the Fusion Block x1 Now on Turn 2/3
    Warrior's Gift Improved First Strike Turn 2/3
    Warrior's Gift Improved Dodge Turn 2/3
    Exalted Boost Trait Spellcasting w/raise x1 Now on Turn 1/3
    Warrior's Gift Improved Block Turn 1/3
    Warrior's Gift Improved Counter Attack Turn 1/3


    Blade of Second Terrance Activated
    .




Bennies: 3
  • +3 Quarterly Reset
    +1 2nd Q 2018 Posting rate
    -1 Reroll spellcasting in turn 2 versus murder wraith

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

Adventure Cards
...
Ndreare
Ndreare
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .


Bennies: 13
Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

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

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

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

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Vela
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Wed Jul 11, 2018 10:29 pm

There were twenty of them.

Twenty 'rangers,' staring at Vela with a mixture of fear and hope...many of them perhaps unsure whether the were-jaguar was much different than the threat they faced. Vela took her human guise therefore, but not before they'd seen her in her true state. It was not her intention to decieve; she simply didn't want them distracted.

"Tonight we fight Death," she told them. "You do not feel it yet, but you are all lucky. Death stalks most people in its own time. It strikes with hunger, or sickness that cannot be fought. Cannot be caught and slain and returned to the earth."

She grinned.

"Our Death can be killed. And as long as we can kill it, we will LIVE. It is not for us to die by slipping and falling, or drinking too much or anything like that. We will meet our Death face to face! We will CRUSH it, again and again! We will be heroes in life, and when Death takes us, we will be legends!"

She transformed, blossoming up to her full size, her bestial countenance, and she roared into the night.

"COME RANGERS! COME WITH ME AND HUNT THE DEAD TONIGHT!"

Vela whirled and bounded forward, and the twenty rangers assigned to her picked up the shout and charged after her.


The doctrine was that rangers fought in groups of three. Should one fall to a vampire's charms, the other two could focus that vampire down before too much damage was done. That was the idea. It didn't always work that way, of course. There weren't an even number of groups of three in 20 though...so Vela had to take on a pair of partners. Unlike the other six groups, who had ground to hold or take, Vela's team had one job. Keep the others alive.

Her team was a dogboy named 'Sam' and a pale-haired 'sort of' human with pointy ears named Sulannus. She used a large composite bow to good effect, firing wooden arrows. Sam had a couple of enchanted water-guns that he went to town with. However Vela had little time for them at first. She cavorted across the battlefield, slaughtering vampires with sun-gilt claws and summoned rainstorms. Leaping over the heads of her soldiers to find prey when necessary.

Then the time came when the cries of alarm she was reacting to came from Sam and Sulannus, as they tried to hurry after her. One of the thinking Dead, a 'secondary vampire' in English, had directed its minions to encircle them after cleverly waiting for Vela to become too separated...baited away by a batch of disposable wild vampires. She roared and started sprinting back, but the Dead clustered thick...throwing themselves away for the sake of killing a pair of good rangers, who had trusted Vela with their lives.

All she could think as she grappled and clawed at the undead around her was...if only she'd been less bloodthirsty, maybe she wouldn't have gotten so far away. If only she'd focused more on hunting in a group than on her own personal battle, they could have been saved.

Then the secondary vampire's smirk was cut short though when a silver blade sluiced down from above, and large shape landed among the wildlings. In a frenzy of bladework and blood, the vampires were cut down just before Vela managed to get close enough to leap free and arrive.

The hulking figure whirled, golden eyes glowing in the reflected lights. Vela's ears flattened out as she sniffed the air. This was one of the Jaguar People. Normally perhaps a cause for celebration, but she'd encountered too many corrupted ones.

But he HAD just killed those vampires.

"So it's you."

Vela's eyes widened. The voice. The scent.

"Meztli?"

His voice was deep, baritone, always with just a hint of growl far down in the belly as he spoke. His coat was lighter than Vela's, with darker dappled spots across his flanks. The 'armor' he wore was more traditional than Vela's...bones of jungle creatures, with strips of hide, mostly. As much ceremonial as protection. His many scars showed through it.

"And you remember," he chuckled wryly. "Or do you?"

Vela felt her hackles bristle at something in his voice. "Of course I remember you. When did you leave the tribe?"

"When you didn't return. When none of you returned. And after tracking you, for weeks and months, through desert and human...hives...and where do I find you?" The warrior gestured at the battle going on nearby. "Fighting the Dead."

"They attacked!"

"Of course they attacked! Look at you! Moving with these others! A large group! Impossible not to see! Of course they come boiling out at you!" The anger in his voice was more frustration than anything, Vela could tell. From his restless pace, from the flicking of his tail. "You were sent to find us a place. Travel quiet and fast. Avoid attention."

His voice dropped, and she could hear the worry powering Meztli's frustration then. "Time is short. The tribe is already starting to prepare to come north."

Vela felt her stomach lurch. "But...I haven't...we're not ready yet."

Meztli nodded. "Then get ready. Fight your battles, do what you must do...but remember, they are coming. And they will need a home. I will look too, but you know these lands far better than I."

He reached forward and put a hand on hers for a moment. "Do not forget us, Vela."

Then he was off...vanishing into the darkness, leaving howls of the undead that he had to tear through to get free of the melee on his way out.

Vela went to Sam and Sulannus and offered them a hand up each. Then the hunt resumed, together. And even with Meztli's words burning in her stomach...it was glorious!
Optional Theme
1d4 = 4: 4 An Ally Appears!
Battle! Fighting 20
1d12+5 = 17: 12 or 1d6+5 = 10: 5 Fighting 1d12+1, +2 for quick combat modifier, +2 for Optional Theme result. lol...it's excessive, but aced the d12... 1d12 = 3: 3
Last edited by Vela on Thu Jul 19, 2018 10:29 pm, edited 7 times in total.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

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

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

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

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Thu Jul 19, 2018 6:49 am


+5 Bennies for RP hindrences (Patrick you already got yours)
Spoon Fed Edition Video Recap
Is it really over? The host of Holy warriors receed back to the leyline a few miles away. If one has the wherewithal to gaze back at them you may see the shinning becon of hope waving back (Hi Leben!!). Doc Reid and the assorted allies gather and look towards the fortress in the distance. The seat of his strength is silent except for the burning, the great blaze of its walls and parapits cracks with screams and pops with the breaking of human spirit. Even the nearby river that runs south further into the vampire kingdoms is lit on fire. The few remaining solders look to their heroes for inspiration and to Doc for direction. At his urging and with the resolute heroes find themselves moved to the shell of a fortress staring up into its wreckage. The once famed stronghold is now nothing other than a pile of broken down rubble.

As the few remaining rangers come out bruised, battered, burnt and bloodied they look to Doc for reassurance that all is not lost. A pair of them hold a robed man, bald and dead. Anyone who has visited or even heard of Reid’s Rangers knows this is his second in command Planktal now evicerated by vampire claw and vibro blade. The cyber knight with a thorny crown brushes tears from his eyes as they are red with blood and exaughstion. He cries out, ” No... Planktal... He... I am sorry Reid.” A beautiful volupteous woman hangs on the cyber knight’s shoulder with eyes only for the knight(Mystics can tell she is supernatural). She too seems saddened at the bald man’s passing.
Sir Lazarious and Carlatta la Blanca
54D1AFDD-D756-4050-AB50-1323926C34C0.jpeg

Reid Unleashed Doc has been silent much of this time but the sight of someone so near and dear to him breaks his mouth, ” Sir Lazarious do not be sorry.” Doc looks out at the scattered and tattered few rangers left. His army has been reduced to a smattering of what it once was, now mostly the old or too young. They all lean in to hear the words of their famous leader.

To those on the outside looking in the words of Doc Reid seem fool hardy at best, and deranged or suicidal at worst. ”Rangers, the moment of our victory is at hand. We recovered the device of doom for all vampires back from those murderous aliens. I brought you the Resolute who will this very night lead us to the heart Ixcotoc and slay the vampire’s where they are born. This will be the first leg in our grand path to shed this world from their scourge. My dear friend Planktal would want us to take the fight to them on the eve of our bloodiest victory. It is a victory rest assured, we stand an army soaked in blood. An army with the resolute as our sword and sheild!!”

The cyber knight looks at Reid with incredous blood shot eyes, and his golden armor tarnish with the blood of his enemies and allies quivers with fury, ” I want revenge too Reid, for what the aliens did more than anyone. If I ever find out what brought them to the planet I will personally see to its destruction. I want revenge for the havok the vampire’s wrought, but we must gather all our forces. The blood slaves of Zacatacus, the Rahu-men, those 4 armed savages, hit us hard many days ago during the beginning of the seige. They took 3000 of our best and loaded them on barges heading south to that daywalker’s lair. They even took a female wearing a mask just like that Apok you now travel with.” The knight gestures to Penitent with a nod. ”You know who I speak of Reid... I know...” The cyberknight’s words catch in his throat as he catches a dagger of a glance from Doc Reid, ”We cannot leave them to that monsters mercy atop Vampire Mountian. We need to refocus, we need to gather our forces and then strike with our fury unleashed in full.”
Doc whips the crowd into a frenzy
Doc’s head shakes emphasizing how lost he is and how he is unwilling to listen to reason, ” No we go now! We have the Resolute. Look, there they stand with the rangers ready.” Doc feverently points to the vampire hunting heroes standing amidst the troops. Doc starts wildly calling out ally and hero and the crowd responds picking up Doc’s feverish pitch.

”There, the winged Akel-Rah Skysinger stands. You all remember how he purified our waters after so many got sick. He now stands ready to help the young dragon claim the greatest title of all.” ”Here, here.”

” In the samson power armor there with his rugged looks Nestor Calis. The hero of the Dove Feild Ford! He rests with Ashlyn a true Magdalena come to save us all!” ” Here, Here.”

” The dark one Yodh still draws breath! Remember how he saved the blue children in the open plains. He cajoles with Ndreare the most efficient!” .
Yodhe shrugs and under his breath whispers drowned out by the feverish chorus, ” They were just PPE Batteries.”

”Over there, over there Rattler our Techno Wozard from El Paso who keeps our armor like new. She she, leans against the Apok Penitent whom wields a blade bathed in the blood of anger worm!” ”Here, Here.”

”And here, and here... Look the Immortal Carter, Grizzly himself the master archer and scourge of the undead. His arrows and bow are held near the daughter of Sabazio: Krysenia! She holds the power and weapon not seen for an age. Neptune’s Blade!” ”Here, Here!”

By the rock still burning bright is Tycho the living bane! He parely’s with the gloryspirit of Asnir! We are not forsaken in these lands, the Gods are with us!!” ”Here, Here!

” The loyal, the ever present. Sam has survived the night. His twin enchanted water guns bubbles and boil turned the tide this night. There he stands with Vela from the jaguar clans. They mighty fury and beserk terror she strikes out with is un matched.” ”Here, Here
”Gather your arms and weapons from your dead comrades. Tonight and every night forth is a reckoning! WE HAVE THE DEVICE AND THEIR END IS NEIGH!”
The crowd goes balistic until Tera Silver Forge now awakened with purpose hobbles forth her injuries from the crash not forgotton. Tyler Thomas is by her side as well as a friendly ranger most call, Raynard Lucas. The two of them prop the wounded drarve up so she can say her piece.

Her dwarven speech is slured and unsteadied but she speaks with passion, ” You just got globbered you meat heads. Are you so daft that ye just toss your lives away? I took a look at the device, and it might do what you say but we need to study it. No one has ever been that far south Doc, you maybe but when? Years ago right? Sounds like ye have men taken to some kind of lair lets go get them. Or send a team to the heart of Ixcotoc. We are blind and we need intelegence. Most of all it is the time for rebuilding and not killing.” She sighs falling to one knee, ” I would do the same as you Doc, same as you I would. I would also be getting those left here killed if we leave in such an idiotic rush... There just gonna kill—-”

She falters and someone in the crowd yells, ” Kill her!” Did Doc throw his voice? Was it an agent of Xy? Or was the rabble rouser just a angry sarcastic ranger? Does it matter, because more of the crowd chants kill her, kill her, kill her! The ravenous crowd moves towards Tera. Doc seems either at a lost to control them or perhaps he just does not care. His eyes meet with that of the Resolute Heroes. You all see eyes of a madman, of one who thinks he is a god. He is a man who knows he is the lifes blood that beats in the hearts of the rangers. You see the eyes of the vampire kingdoms last best hope. The newly forged or reforged sturdy allies of the Resolute heroes seem torn on who to back and who to follow. As the crowd surges forth they threaten to demolish anything left of value in the once mighty stronghold. Chaos, bedlam, and a thirst for vengence or murder has taken is fast grip on these poor weary wounded rangers.
Krys
The night is dark and warm, you stumble into your father’s study. His wounds are fresh from his last foray into the vampire kimgdoms. Your brother told you father had gotten sooo close this time. He saw the eyes of the Ixcotoc intelligence. Right now though Sabazio looks over the book clutched his hand and sets his lit pipe on his desk in its holder. He smiles lovingly at you. He has never denied you the pleasure of his study and even up past your bed time he is not going to start now. He pats a nearby chair and puts a light blanket mostly for comfort over your legs. He taps the old red book he is reading. ” I came accross a most interesting vampire. It could walk in the sun, water had little effect...” Sabazio touches his silver dagger lying on his desk, ” Even silver does not incapacitate, although I suspect if driven deep enough it might leave a scarr that will last centuries. One of these daywalkers lives in a snowy mountain villa high in Zacatecus. The vampire mountain some call it for its icy slopes are jagged like their fangs. He is old and his villa holds an underground cave system and underground water way that feeds directly into Ixcotoc. My friends and I snuck past its 4 armed titan blood slaves and used its waterway to breech the vampire intelegences strong hold. We were close Krys, so close.” He smiles at her and pats her head. The cover of his book is the Biography of Lord Ruthven. He sighs remembering what could have been, ”If we had more with us, if we did not have such haste, we could have taken the villa and modified it. We could have used it as a base operations to perhaps take out all intelegences.”

Assuming, you all don’t just want to straight up kill the 200 or so rangers, Doc, and loose any kind of support in the area we are going to do a social combat. Persuation at -2 and you need at least 5 successes, more is always merrier. Some of the difficulty is do to the exausted state of the crowd, and the other is do to the multiple view points of what needs to be overcome. The players need to provide a clarifying view that gives direction and focus to what the rangers will become. Calmning people down is a good thing. Every success over 5 results in 1 extra build point the heroes have to rebuild a base of operations either here or a future base. ( using the super hero base, with a start of 5).

A Look into the GMs head. Clearly the Ranger’s and Reid are emotional. Tera Silverforge provides two good options:
  • 1) Head along the river south to Zacatecus and face the daywalker in its lair rescuing at least 3000 rangers.
    2) Go South to the Kingdom of Ixcotoc and scout out the “sources lair”.
Both the choices are definitely possible but will need to be done in some kind of order.
—— Krys’ occ gives some indication of the good tactical choice taking the fortress at Zacatecus and using it as a spring board to launch a campaign against the vampire kingdom of Ixcotoc.
Attachments
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13th GM bennies GM Bennies
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Penitent
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Tue Jul 24, 2018 10:15 am

Intimidate 14
Intimidation 1d6+2 = 7: 5
Wild 1d6+2 = 4: 2
Benny for Extra Effort + Elan 1d6+9 = 14: 5
Hoping that can remove the Persuasion penalty for others or do something useful.
Penitent watches, annoyed, as the surviving rangers and their rescuers fall into shouting and threatening one another. Doc Reid's eyes gleam with madness as he whips the crowd into a frenzy, preaching like one of the fanatical bishops of the Cathedral on Wormwood as he lays out a plan for mass suicide. Terra Silverforge, the dwarf techno-mage from the Legion, tries to talk some sense but quickly becomes the target of the mob's ire.

Idiots. They survive the demons, but are infected by their stupidity and bloodlust. They'll tear each other apart for nothing.

He considers tearing off one of the Doc's remaining arms, but decides against it. Like one of those crazed bishops, he's still useful for getting the mob marching in one direction. No need to make him into a martyr ... but an application of force, like a splash of cold water, might be what's needed to cool the survivors' passion.

As the mob makes for Terra, Penitent inserts himself between the rangers and the dwarf. The first snarling face to approach goes down with a bloody and broken nose. The second quickly shifts to strangled surprise as Penitent lifts him off his feet, holding him up by the neck for the rest of the crowd to see.

"Is this what you want, you cowards?," he growls, the demon mask granting his voice a terrible strength. "To tear each other apart and do the work of the earth demons for them? Idiots, and babies, turning on your saviors. My sword drips with the blood of abominations -- do you wish to throw yourselves upon it? Or would follow like dumb cattle as your addled master drives you off a cliff? You have escaped death once, do not rush so quickly into his arms again. Open your eyes, lay down your swords and let your blood cool. Listen to those among you with more wisdom, or else grant us all a boon and slit your own throats, rather than force me to wet my own blade again."

Seeing the crowd pause, at least, he motions for those with more diplomatic ability to take over, but nods and offers his support for any plan that foregoes the suicidal charge advocated by Reid.

"Sacrifice is a worthy use of our lives, but throwing away our strength in a blind charge is folly. Better to win a small victory and gain a foothold, so we can strike at our enemy's heart with a steady blade."

As Penitent speaks, the cyber-knight nods in agreement.

"The dread warrior speaks truth," Sir Lazarious says, focusing his words on the rangers, rather than wild-eyed Doc Reid. "Carlotta and I have fought beside you for years now -- you know that our passion and zeal for destroying our common foe is undeniable. But we cannot waste our efforts now, in these dire hours, fighting among ourselves or throwing ourselves to the vampire hordes like lambs to the slaughter. We must gather our strength, undermine theirs, and then sharpen a stake to drive through the devil's heart once and for all."
Lazarious Persuade 8
1d10+2 = 8: 6
Wild 1d6+2 = 4: 2]
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Raynard Lucas
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Raynard Lucas » Tue Jul 24, 2018 2:06 pm

Persuasion 9
Persuasion 1d4 = 2: 2 -2 +2 Charisma
Wild Die 1d6 = 4: 4 -2 +2 Charisma
Benny for Extra Effort 1d6 = 5: 5
Raynard is a tall man with shoulder length black hair, golden brown eyes and a constant smirk. He wears a dark jumpsuit made of a curious fabric. Anyone with the ability can see that it have magical energies woven into it. Like many of the Ranger's he is also armed to the teeth. He steps in front of Terra, putting his hands up defensively. "Friends friends! Please, put an end to this madness!" A few murmurs among the crowd. Raynard is well liked and so some have decided to give him the benefit of the doubt.

"We mustn't do their work for them! We are Reid's Rangers, the light amongst the darkness! Sure we may have our differences, but there is no need to resort to this insanity! Please, I beg of you, let your tempers cool so that we may work this out without further bloodshed."

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Tue Jul 24, 2018 5:12 pm

Spirit 1d6 = 3: 3 wild group roll 1d6 = 1: 1
13th GM bennies GM Bennies
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Vela
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Tue Jul 24, 2018 5:46 pm

Vela doesn't really get humans at the best of times, and even less now. Presumably this makes sense to them though.

But then her friends get involved. As much as she might be inclined to let these humans choose their new leader however they willed, she couldn't just let the others struggle in vain. They were the closest thing to a tribe she had.

She stepped over with them and said, "You are fighting the Dead. Killing each other only makes them stronger! What you are feeling...bring to them!"
Roll: 6
1d4-5 = -3: 2 or 1d6-5 = -1: 4
Benny for EE 1d6+2 = 7: 5
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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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Wed Jul 25, 2018 12:42 am

Notice 9
Alertness +2, Mystic Awareness
Notice 1d6+2 = 3: 1
Wild 1d8+2 = 9: 7
Common Knowledge 1 Crit Fail
Smarts 1d10 = 1: 1
Wild 1d8 = 1: 1
***

Ashlyn sagged against Nestor as the ragtag band of Reid’s Remaining Rangers made it to safety. Doc Reid went into a furious speech, rousing the crowd against the vampires for a suicidal attack. When Tera Silverforge tried to speak sense, the crowd turned on her.

Penitent stepped up, threatening the crowd, cowing it back momentarily, and his friend Lazarius tried to speak calmly to them. Another ranger speaks up, as well, as did Vela.

Ashlyn straightened her weary body. She touched her mother’s silver cross at her throat and said a prayer.
Greater Boost Persuasion 9 Raise; +4 die types, Holy Presence
Mysticism 1d12 = 9: 9
Wild 1d6 = 5: 5
Rolled wrong Wild Die 1d8 = 6: 6
A glow surrounded Ashlyn’s body, illuminating her for all to see, her beauty shining forth as strength seemed to flow through her body and her voice.

Amigos! she called out. “You have won great victory today! You have survived! The demons -- they try to wipe you out! But they fail! This--” Ashlyn gestured to the flaming ruins of the fortress. “This is only building. Stone. Wood. Metal. Not alive. It can be rebuilt. But you, your lives far more valuable! Cannot be replaced. Lives of your amigos, those taken to Zacatecas, cannot be replaced. You wish to follow victory by throwing away the very reason for victory! There always be vampires, plenty to kill. Tomorrow. Next week. Next year. We not stop. But foolish to throw away lives! Do not follow madness!” Ashlyn stared at Doc Reid. “Anger. Hate. Do not follow blindly. Think! Plan! Gather your resources. And then strike! We lost many today. We will lose more,” Ashlyn said sadly. “But there are those can be saved, can help in coming battle, in Zacatecas. You would leave them to a horrible fate, all to get yourselves killed? Ixtotz will be there tomorrow, next week, next year, when you ready. When you able to actually succeed. Now is not time. Now is time when others need us to value our lives, not throw them away.”
Persuasion 21; 5 Successes
-2 difficulty, Holy Presence (Charisma) +2, Greater Boost Trait (Raise) +4 die types
Persuasion 1d12+2 = 7: 5
Wild 1d8 = 5: 5
Extra Effort 1d6+7 = 13: 6
Ace 1d6+13 = 19: 6
Ace 1d6+19 = 21: 2
***
Conditions
Ashlyn Alvarez Character Sheet
Holy Presence: +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 6/20
ISP: 14/20
Shield: 10/10 PPE
Bennies: 10/3
Adventure Cards
  • Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Ndreare
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ndreare » Fri Jul 27, 2018 9:51 am

Notice 8*, Detect Arcana, and Intimidation 17
Racial +2 with Sight, Body armor has optics package offset illumination penalties by 2 and provide +2 to resist blinding attacks).
Notice 1d12 = 6: 6
Notice Wild Die 1d6 = 4: 4

Detect Arcana at Will (No Roll Required)

Intimidation 1d4+2 = 6: 4
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 10: 2 Extra Effort+Elan 1d6+12 = 17: 5

.

Ndreare instantly notices the two agitators, his arcane sight telling him they were normal humans meant little in a world with technoligy. Drawing his rifle he is about to shoot them both and allow the others to calm things down when Ashlyn yells at him "
"¡Santa María, baja eso!" Then correctling herself she says in her broken version of Trade 4. "No guns!"

Ndreare looks at her and shrugs. "That is fair, but if they riot, more will die than only the two who need to. But I think I will keep it out just in case." Ashlyn did not look happy, but she accepted it.

Ndreare looked out over the crowd his weapon still in hand and simply said. "They are with us." The words solid and spoken with such authority it was obvious that any violent option would only mean death for the attackers. Just is case through his radio to Rodney he says. "Stay in full stealth mode and move up. Do not let those fools have that device you are carrying. We may need to find a more efficient way to destroy it." Feeling annoyed, why was it every being in creation always wanted to use the most dangerous weapons without ever considering how it will affect anyone else.

"Roger sir. By the way the two instigators appear to be receiving radio communication from someone, but I cannot see who. I will try and break into their channel." Flying up to about 500' Rodney sets to breaking into the channel the agitators are using to find out who they are receiving commands from. Within seconds Rodney is able to confirm they are in communication with Doc Read. "Sir I have confirmed they are being used by Doc Read. This agitation is a deliberate effort to maintain control of the assembly."

"Roger that, tell the rest of the team." Turning to face the Doc Ndreare says. "I need you to stop agitating the crowd. I plan on killing lots of vampires, and your efforts are going to save their lives." The words are tight and with his face covered by his helmet it is hard to say if it is a threat or simply a request.

Rodney radios out to the rest of the Vampire Hunting team in Trade 4. "Ndreare ordered me to inform you all. I have confirmed they are being agitated by Doc Read. This agitation is a deliberate effort to maintain control of the assembly."

Rodney Electronics = 14
Rodney Electronics
Knowledge (Electronics) 1d8+6 = 14: 8
Wild 1d6+6 = 11: 5
Feeling motivated to keep people in line Doc Read goes ahead and does his best to start getting people called down. "Okay people calm down. We have agreat opportunity here. These heroes are professional vampire hunters like us. We can work with them and kill more of those blood suckers.

"Why this may be our chance to finally start killing the big ones. Let's not waste energy being upset with one person, when we have monsters to kill!"
As he spoke his voice rose in pain even breaking at the end as his madness started to show.
Doc Read's Persuasion 15
Persuasion 1d8+4 = 12: 8 ACE 1d8+12 = 15: 3
Wild 1d6+4 = 5: 1
Current Status
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .




Bennies: 3
  • +3 Quarterly Reset
    +1 2nd Q 2018 Posting rate
    -1 Reroll spellcasting in turn 2 versus murder wraith
    +5 GM Award for group roll play to all of us
    -1 Extra Effort in Dramatic Task

Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset
Ndreare
Ndreare
Current Status
Parry: 8
Toughness: 16 (8)
PPE: 28 of 20 base
Night's Kiss PPE: 10/10 | T.W.-B.A.G.: 5/5
Abrandis’ Honorblade PPE: 10/10
Wounds: 0/3
Fatigue: 0/2
Wilk's 237: 16/16 x2 | Wilks 447: 20/20 x2


Current effects:
  • Awesomeness +20
    .


Bennies: 13
Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset

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

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

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

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Fri Jul 27, 2018 11:43 am

1d8+2 = 3: 1 wild 1d6+2 = 4: 2
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Krysesia
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Krysesia » Mon Jul 30, 2018 12:52 pm

Persuasion 16 || Notice 3 || History 4 to remember any weaknesses from the Biography || Common Knowledge 11 to Remember anything else about the day walker or his fortress from other sources
Persuasion 1d6 = 4: 4, 1d6 = 1: 1+5 (+1 normal, +1 from Legend, +2 from headband, +1 from coat)+ 1d6 = 1: 1+6 (EE with two bennies)
Notice 1d8 = 3: 3, 1d6 = 2: 2 with detect arcana at will, with no PPE cost, as a free action
Knowledge (History) 1d8 = 4: 4, 1d6 = 4: 4 to figure out any weaknesses that were mentioned in the book.
Common Knowledge 1d10 = 9: 9, 1d6 = 2: 2 +2 for anything ELSE I remember about Lord Ruthven or his abode on Zacatecus that might come from sources other than my father
As the rage begins to subside, Krys speaks up, activating her communications headband to eliminate any language issues. It also helps boom her voice out to the assembled like a microphone. In her coat, she strikes an imposing figure as she hops onto something to get above the fray. Serenia, her wings unfurled, flaps up behind her. These to actions draw attention to them even before Krys speaks. "Now that everyone has settled down, let us talk of Zacatecus. My father has been there. I know of the Titans and the Day walker, immune to sun, resistant to silver and water. Called Lord Ruthven, he is no foe to take lightly, nor are his minions. Yet I do not doubt that we, together can take his fortress. And from there strike directly at the cancer that is Ixcotoc, and perhaps more. The mountain is a snow and ice filled hunting ground for those most familiar to it. The climb alone would be treacherous. None of these things should be decided in haste or rashly. But if we do it right, we recover three thousand of your own and get a fortified base of operations in the heart of this land. But we cannot rush this. That is why my father failed. he rushed forward, sure in his ability to deliver the final blow, sure in the strength of arms of his closest allies. I am sure of both of these things, but I see clearly that we are better together. For unity is the bane of evil. Together we can rip the cold vile heart out of Ixcotoc. Together we can achieve victory. Not a Pyrrhic victory won by the hopeless slaughter of a tired and battered mob of well meaning fools, but a final lasting victory won by intelligence, enduring pursuit of our goals, the viscous ends of our enemies and the freedom of the oppressed! You can make that happen But not by rushing anywhere. Now is the time to bind our wounds, gather our resources, make our plans, and get information to make a reasonable and audacious plan moving forward. What say you? Are you an army against darkness or are you a mob to die by the hands of those you hate? Come with us, and live to bring an end to this foe!"
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Kir Gloryspirit » Tue Jul 31, 2018 5:56 pm

Kir is weary from his wounds and battle aches, and he does not initially take notice of the manipulations of Doc Reid and the crowd's bloodlust. As the crowd's frenzy reaches its peak and his allies intervene, Asnir's presence, although never fully gone, finally returns to Kir and the deity scolds him, "Kir. You have suffered greatly this day, but you are needed. Dwell not on your failings - they have strengthened you in ways you have not yet discovered. These remaining men and women need your guidance."

"Our guidance has failed these men and women. We saved only a handful, but at the cost of a similar number of other lives. As you wish, Asnir, we shall guide them, but we hope it is not to their doom," Kir thinks as he surveys the crowd. Kir focuses upon what his ears heard while he was lost within himself. He is able to quickly reconstruct the recent clash of wills and decides upon a course of action.

Kir climbs up and stands beside Krys. He beats the butt of his battlestaff against the outcropping several times and shouts over the crowd, "Friends. We spent our first days in this land amongst you. We have broken bread with you, listened to your woes, and aided your cause as best we could. We led your elderly and children to safety when all was lost. Asnir, the God of War, led us to these heroes, and together we dispatched many vampires."
Thought Conversion 7, -1 ISP, -1 Benny
Psionics: 1d8 = 6: 6 -2 Wounds, -1 Fatigue = 3
Extra Effort = 1d6+3 = 7: 4
Wild: 1d6 = 4: 4

Thought Conversion (Speak Language; 1 ISP) [Novice]
Range: Self
Duration 10 Minutes (1/10 minutes)
Trapping: Holy Presence - +2 Charisma & Intimidation. +2 to be attacked and noticed.
  • Kir rewires his brain to be able to understand and reproduce any language he sees or hears with fluency. Of Kir's many powers, this one above all is the most quintessential to the worship of Asnir. When Kir uses Thought Conversion Asnir exudes His divinity through Kir. It becomes blatantly obvious that Kir's word carries the weight of a god.
Effect: Speak/read/write any language other than own.
Kir pauses, closes his eyes, and takes a deep breath. When he opens his eyes, they emit an orange glow. Immediately after opening his eyes, a more powerful orange aura radiates outwards from Kir.

Then he speaks once more, with the voice of Asnir added onto his. His words are spoken normally, yet they echo clearly across the gathering, "Now is the time to come together. Listen to our new allies. They are powerful, and they are wise. If we come together and take this fortress of evil from the Vampires, we will have struck a yet unparalleled blow to the vampires and secured a new stronghold! Together we can do this. Striking directly at the heart of the vampire kingdom unprepared is folly, but know that if you stand with these heroes and take the mountain, Asnir, god of war will walk beside you."
Persuasion 8, -1 Benny; Mend Wound 15, -3 ISP, -4 ISP: 2 Wounds Healed
Persuasion: 1d8+4 = 11: 7 -3 = 8
Extra Effort: 1d6+11 = 13: 2 -2 Scene, -2 Wounds, -1 Fatigue = 8
Wild: 1d6+4 = 5: 1

Mend Wound
Psionics: 1d8+1 = 9: 8 (+2 Gift of Life, +2 Major Psionics, -2 Wounds, -1 Fatigue)
Ace: 1d8+9 = 15: 6
Wild: 1d8+1 = 6: 5

Mend Wound (Healing; 3 ISP) [Novice]
Range: Touch
Duration Instant
Trapping: Gift of Life - +2 Faith, but gain a Fatigue level only restored by 1 hour of rest (no succor).
  • Kir has learned how to aid the wounded by focusing his mind upon an injury and willing it to heal. Kir inadvertently draws upon the divine power within him while using Mend Wounds. It is not a natural ability for Kir as a follower of Asnir, and it requires a great deal of focus from Kir. He is able to heal even the most dire of wounds, but it exhausts him both physically and spiritually.
Effect: Heal 1 Wound, 2 on Success. Cure Poison/Disease within 10 minutes of event.
As he attempts to persuade the crowd, for dramatic effect, Kir wills his flesh to mend itself. The crowd gasps as the fresh wounds on his leg and across his ribs stitch themselves together as he speaks to them. By the time he is finished, the injuries are completely gone. This trick was no easy feat, however, and takes a toll on his mind and body.
Last edited by Kir Gloryspirit on Thu Aug 02, 2018 8:58 pm, edited 1 time in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +4 Taunt/Intimidation, +4 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; PPE: 15/15; ISP: 0/20
Bennies: 5/3; Sun Dogs: 4/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Thu Aug 02, 2018 8:50 pm

Grynn frowned a bit at the sad people mourning their friend. He didn't know the person but he didn't like to see loss of life, especially someone good-hearted. But then things took a quick turn. The Doctor started getting all firebrand-y and riling people up. He started talking crazy about taking the group of like half-dead people straight at the vampires like it was going to be a glorious victory instead of a bloodbath. AND then people turned on the dwarf lady when she tried to speak against it. Grynn shifted his draconic bulk behind Terra and lowered his head a bit menacingly at the crowd.

His voice boomed out, loud even for a dragon, with the first word, "HEY!" Then he spoke on more quietly, having just been trying to startle people in to listening for a second. "This dwarven lady has been kind, well kind of gruff actually, but I think she has a good heart underneath all that prickly exterior. And she gave a good idea! People are in need of rescuing! That takes precedence over vengeance any day. At least for heroes. I thought you were supposed to be heroes. I thought you saved people from the vampires. Isn't that what you do? Shouldn't we do that? Shouldn't we save people from the vampires?"
Persuasion, haha
This is at a -2 scene, -2 unskilled, but +2 Charisma so -2 total.
Persuasion die 1d4 = 1: 1, Wild die 1d6 = 1: 1.
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: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Fri Aug 03, 2018 2:33 pm

For the time being the heroes have won the rangers trust mmollifying the crowd and even later it seems they found a great cashe of building materials that went un trampled. However, most notably at Grynn’s “Hey” the woman who hangs on the arm of Sir Lazerious whispers into his ear and he steps forward, ” True words great heroes and we thank you for your wisdom and counsel. We must now take stock in what we have left. Rangers to me and to the rivers edge!”

Out of the 200 or so rangers about half of them move off with Sir Lazerous however those that had allied themselves with the heroes stay.

Tera nods amiacably at the situation, ”Buch of vampire killin has rotted their minds. But it seems like ya each got a cadre that will follow ye and that cyber knight and his woman has about 100... Powers be at work and loyalties will be tested...” She pats her belt where her tools normally are, ”Where are me tools? Dammit my flipping tools are missing. All those years and gems, the white—-“ Tera stops suddenly and smiles, ” Bah, probably out in the sand and muck those elementals and water god wrought. Say I am hungry anyone gettin to the cookin?” She starts wandering arround looking at the ground. Someone falls over near Grynn. There is something wriggling near Penitent’s boot.
Pen
Something has wriggled its way to you, a worm... Slightly larger than an earth worm, bright red with anger. It is near your boot and but with a twist of the ankle its life will be ended. Karl comes over looking down at it. He has a satchel of gems and puts away his celestial phone. ”Papa, it looks cute and sort of angry. Diner?”
Raynard
Your TW and ancient wrist communicator activates, the dials spin slowly and fall silent on several numbers. 33, 15, 19, 40. You now know you must go to Zacatecus as well.
Vela
A Voice echoes in your head. A familiar one of the dead... Soledad. Such passion jaguar, so much passion indeed. Many days I yearn to feel that passion. Soon we will meet again and do things that will make us legends. You seek a place for your people. I can guide you to such a place. I will guide you little Jaguar. The skin on your forearm glows briefly in some kind of intricate pattern. A Trumpet with a serpent twisted around it.
Ashlyn
Something whet hits you on the forehead. It is a piece of slimy paper wrapped around a diamond worth at least 1million creds. The paper has one word scrawled on it in red ink, Tonight?
Ndreare
Before Doc moves to join Sir Lazerous you catch sight of him talking to Yodh. Doc passes him a golden dagger.
Kir
A whet peice of paper flies through the air at the end of your speech. It thuds against your forhead and drops to the ground. Wrapped in the paper is a small yellow stone. The paper a bit slimy and smelly has a few words scrawled into it in red ink. Tell Asinr your welcome!
Krys
All of their strengths and non of their weaknesses. However the book or Ruthvan did hold some interesting thoughts on his personality. Go ahead and choose three psychological hindrences and explain them when you get a chance.
Grynn
Well that happened. As things move on and folks move away you notice near you about 15 feet a way a turtleish humaniod, one of the folks Kir had been traveling with, looking at you rather funny. He points stammering in a language unknown, ”Kibba Babba, Kibba Babba, Kibba Babba!!” Then falls over dying from fright!
Shooting 1d6+2 = 5: 3
Shooting 1d6+2 = 5: 3
Well done indeed. 17 build points for a future base. Feel free to post any reactions or responses here. Otherwise Check out the interlude thread for what happens next.

Grynn’s crit failed just made it so that your ranger ranks do not get filled up to 20 rangers. They stay where they are.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Penitent
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Penitent » Fri Aug 03, 2018 3:10 pm

Penitent looks down as something wriggles near his boot ... Slightly larger than an earth worm, bright red with anger.With a twist of the ankle its life could be ended. Karl comes over looking down at it.

”Papa, it looks cute and sort of angry. Dinner?”

Penitent bends down, gazing closely at the worm, perhaps the last of its kind. He picks up an empty tequila bottle, the rim covered in a shade of lipstick favored by the scandalous nun, and scoops up the worm, plugging the end with a slim crystal pulled from Karl's satchel.

"Not today, I think. All things may find redemption, Karl. You were cute and angry when I cut you from your mother's womb, and look how you've turned out," the apok says, before going off in search of food for himself as well as the perturbed passenger coiled inside the tequila bottle.
Penitent
Quick Stats
Wormwood Apok
Bennies: 5/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 from demon mask + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 13 Speedy Gonzales: Gain +2 Pace for the rest of the scene. 40 That's Crazy Talk, Mister: All non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Active Effects:

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Kir Gloryspirit
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Kir Gloryspirit » Sat Aug 04, 2018 10:17 am

Kir picks up the small yellow stone and the slimy piece of paper. He frowns at it while examining it closely.
Notice
Notice: 1d6 = 4: 4 (Detect Arcana at Will, Awareness, -2 Fatigue)
Wild: 1d6 = 3: 3
"Asnir, this message is directed to you. Few should know of your presence gracing this realm. What might this be?" Kir asks of the shard of Asnir within him.

Seeing no immediate danger in keeping the stone, for now, he places both in his pocket.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 2; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +4 Taunt/Intimidation, +4 Smarts/Spirit vs Tests of Will
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; PPE: 15/15; ISP: 0/20
Bennies: 5/3; Sun Dogs: 4/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Grynn
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Sat Aug 04, 2018 7:20 pm

Grynn looked very surprised when the turtle-like humanoid suddenly fell over. The young dragon went over and quietly asked if the person was alright, but received no response. He nudged the person very gently with one clawed finger, being careful not to scratch. No response. Grynn looked one way and the other to make sure no one was watching. Then he tried to nonchalantly make his way over to Ashlynn.

"Ashlynn! Ashlynn! Hey, so, can you heal people that are dead? Are you good at telling if people are actually dead or maybe just unconscious? I'm not that good at telling, really." He lowered his voice even further looking around a little worried. "I think I accidentally killed someone!!"
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: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Wed Aug 08, 2018 4:21 am

Notice 4
Alertness +2, Mystic Awareness
Notice 1d6+2 = 4: 2
Wild 1d8+2 = 4: 2
Common Knowledge 13
Smarts 1d10 = 9: 9
Wild 1d8 = 8: 8
Ace 1d8+8 = 13: 5
***

As the mob broke up, Ashlyn sighed with relief. There would be no violence this day.

“I can cook,” Ashlyn told Tera.

Then something hit her forehead. Ashlyn picked up the wet piece of paper wrapped around a rock that had hit her. She unfolded it to reveal a large diamond that she estimated was worth a million credits! And a note in red ink that simply read Tonight?

Ashlyn blinked. Tonight what? She looked around, trying to spot who had thrown it. She didn’t know. So she simply nodded. It would be good to get the person responsible and find out what they wanted.

Grynn came over and nudged Ashlyn. She slipped the note and the diamond into a pouch on her belt and looked up at the dragon.

“Someone is dead?” she asked with a frown. “No, I cannot heal them if they are dead, but I can certainly look.”

Ashlyn knelt next to the turtle man with a frown. She started to check him.
Healing 5
+1 first aid kit, -4 heart attack
Healing 1d8+1 = 2: 1
Wild 1d8+1 = 5: 4
Extra Effort 1d6 = 4: 4
***
Conditions
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
PPE: 20/20
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis and 16 rangers
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 11/3
Adventure Cards
  • Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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Pender Lumkiss
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Pender Lumkiss » Wed Aug 08, 2018 7:36 am

Ashlyn and Grynn
The turtle man saved!
His eyes flutter open and he smiles up at Ashlyn, he is old and wise. His skin is well leathered and his shell is cracked from being under the sun for countless years. He reaches gently for the mystics face, ”Thank y—-“ His voice catches in his throat when he sees Grynn behind her. He seems saddened by his involuntary reaction.
”I am sorry... Tales of the great and terrible Kabbi Babba that my mother told me came back when I first saw Grynn... It caught me by surprise.”

The tutle man gets up wobbly with assistance, ” A great terrible dragon, half snow and half flame wind... It has plagued these southern lands for as long as time itself... Child of Quetzalcoatl and Jörmungandr. We who call these lands home call it Kabbi Babba.”

The sounds familiar to Ashlyn (nice common kn roll). Tales of such a dragon making Vampire Mountain home were told at the diner table.

Karl the imp seems super pleased once you pocketed the diamond. He follows her around like a puppy dog in love, making sure any possible suitors are too fightened to even talk to the mystic. If the diamond is offered back, Karl refuses it with a playful giggle. ” A pact is a pact!”
13th GM bennies GM Bennies
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Ashlyn Alvarez
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Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Fri Aug 10, 2018 1:57 am

Notice 4
Alertness +2, Mystic Awareness
Notice 1d6+2 = 6: 4
Wild 1d8+2 = 5: 3
Common Knowledge 18
Smarts 1d10 = 9: 9
Wild 1d8 = 8: 8
Ace 1d8+8 = 16: 8
Ace 1d8+16 = 18: 2
***

“Kabbi Babba,” Ashlyn mused. “I have heard tales. I was not sure if they were true. That is disturbing. Is he in league with the vampires? We wish him no ill if he is not. I would hope he could be reasoned with.”

Ashlyn glanced at Grynn. Dragons didn’t typically get along. Would he complicate this?

“Rest,” Ashlyn advised the turtle man. “Eat something and regain your strength.”

Turning, Ashlyn nearly tripped over Karl. Que? she asked him. “Now what do you want?” This was getting slightly annoying.

***
Conditions
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
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
Brave: +2 Fear tests
PPE: 20/20
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis and 16 rangers
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 9/3
Adventure Cards
  • Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

User avatar
Vela
Silver Patron
Silver Patron
Posts: 134
Joined: Fri Jun 30, 2017 6:07 am

Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Vela » Sat Aug 11, 2018 10:05 am

Vela frowns and looks around, but there's no sign of Soledad anywhere nearby. A vampire, one of the most powerful...he had been destroyed, had he not? How was he speaking to her now?

The flare of light on her arm catches her attention. The emblem there means nothing to her...but perhaps the others will know of it? Happily it fades off of her skin, but it stays fresh in her mind.

The werejaguar follows the scent of food, reasoning that there will be others gathered there, and is not disappointed.

Of the humans she trusts, Ashlyn is perhaps foremost, so she goes there first.

"Ashlyn," Vela says, "Do you know what a horn with a snake means?"
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

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

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

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

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Grynn
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Posts: 84
Joined: Tue Dec 12, 2017 10:21 pm

Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Grynn » Tue Aug 14, 2018 8:53 pm

Grynn lead after Ashlynn to where the turtle-like person was lying on the ground when she agreed to take a look - but she did much more than that! His jaw dropped open and he looked at her in amazement. He whispered, "you lied. you brought him back from the dead." He idly and unconsciously swatted away Karl who was attempting to push him away from Ashlynn.

He was interrupted by the man seeing him again, and Grynn ducked his head a bit not wanting to scare the person any further. The half-dragon spoken of was interesting, but seemed like a terrible creature. He shook his head. "I am called Grynn. I am sorry for scaring you." He ducked his head down again in embarrassment.

Then Vela came over to talk to Ashlynn. "A horny snake? That sounds weird." He then started to back away. "Sorry. I don't mean to interrupt or eavesdrop. I'll leave you to it." He called back, "Thank you, Ashlynn. You are amazing."
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: 5

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

Adventure Cards:
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
Wounds: 2
Fatigue:: 2

Currently playing in: Vampire Kingdoms

User avatar
Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 200
Joined: Sat Jul 01, 2017 5:16 am

Re: Part 6: Reid’s Rangers, They are on Fire plus 1000 vampi

Post by Ashlyn Alvarez » Wed Aug 15, 2018 2:55 am

Ashlyn gave Grynn a tired smile. “No, he was not dead. Only mostly dead,” Ashlyn tried to explain.

Ashlyn settled down next to the fire with Vela, scratching behind the were-jaguar’s ears, even though she was in human form as Vela lounged in her lap.

“Horn and snake?” Ashlyn mused. “I am sure I have heard of that. Let me think.”
K. Arcana 15
Not sure if this is the right one, but it’s what I have.
K. Arcana 1d6 = 3: 3
Wild 1d8 = 8: 8
Ace 1d8+8 = 15: 7
Character Tracker
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Rangers: Nestor Calis (Leader) and 15 rangers; 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: 4/3
Adventure Cards
  • Mechanical Malfunction: A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
  • Lucky Break: Play this card to completely negate the damage from one attack.

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