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 Ruins of New Del Rio 
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The blinding light of the rift dies down. You can feel soft sand beneath your feet. The stench of blood permiates the air, as well as the snarls of what can only be called wild vampires. The moon is out providing ample light when combined with your optics in modern day armor.
Lighting Penalty
The lighting penalty is at -2, most armors offset this

There is a nearby group of vampires to the south west that seem to have been chasing some psi-stalkers. The arrival of fresh meat as piqued their interest. From the north, just accross the small river, a group of vampire eating their fill of psi-stalker blood turn to look at the bright light of the rift. Just North of that group, a haunting female voice cries, " Interlopers, bring me their heads my pets... Probably come for their poor team... Hahahaha
Ashlyn
Ashlyn make a spirit roll as that voice sounds too familiar, way too familiar... Failure on the spirit roll means you are shaken! Meet your new mother!
Attachment:
Female Master Vampire.jpg
Female Master Vampire.jpg [ 14.87 KiB | Viewed 1098 times ]

Next to this master or secondary vampire a pair of winged monstrous vampire bats take to the air. These flying monsters look hideous, thick armored hides adorn their bodies, and their maw opens wide revealing viscous fangs. Their intention is clear, to dive bomb the specialists and tear them limb from limb.
Monstrous vampire bats
Attachment:
Flying Monsterous Vampire.jpg
Flying Monsterous Vampire.jpg [ 18.98 KiB | Viewed 1098 times ]


Far to the North west quadrant, near what looks to be the Mk 5 of the survey team are a group of soldiers. Most have laser pistols, rifles, and a vibro blade. But two have plasma weapons. These soldiers cry out and begin to fall into formation taking aim at the team. It is clear they are either under the thrall of some vampire or willing servants/slaves.
Slave Soldiers
Krysesia will notice something familiar about the red sashes they wear... A close inspection might be warranted.

Attachment:
Vampire Soldier.jpg
Vampire Soldier.jpg [ 27.01 KiB | Viewed 1098 times ]


Behind the spire lie a few dead bodies, most likely a night time snack. From the top of the spire ( d14, bits of concave metal can be seen sticking out). The temple itself seems to have been covered by dust and sand, but large metal doors bar the entrance. The words on the doors are barely visible: Laughlin

Vela you have ventured forth from the southwest moving along the river possibly back to the temple where you left the survey team. So far the vampires and soldiers have not noticed you. They seem to be looking at a blinding light near the leyline that in a moment vanished revealing 6 individuals and a water elemental ready for war.

There is in general something strange about these vampires their stench is potent, perhaps more so than normal as if emboldened by some greater force that lurks nearby.

Map and initiative draw: https://1drv.ms/b/s!ApbK40F58-KNmmYT0Lmp_B7rUmYv
Jokers Wild
Ashlyn drew the joker, everyone gets +1 bennie

PBP Conceit
I have found often times it is necessary to give players information regarding their enemies so they can better describe their narrative based on their rolls. I have tried to give some indication of the general tactics each group of enemy will utilize. If you do something that requires an opposed roll, I will edit your post in red and PM you so you can continue your narrative.

Wild vampires
  • Toughness: 11
  • Parry 7
  • Wielding vibro blades
  • They will close unless their progress is impeded, they will not blindly rush into sunlight, but will stop short relying on their vampire powers
Master/Secondary Vampire
  • Toughness: 12
  • Parry: 7
  • She does seem to wield some kind of arcane power, as she is getting ready to cast " Bloody Blast"
Monster Bat vamps
  • Toughness: 23(9)
  • Parry: 6
  • Wields Claws
  • The pair are closing quickly and will rake the nearest target
Soldier Slaves
  • Toughness: 10(5)
  • Parry: 5
  • Most have Laser rifles or pistols, and a vibro knife
  • Two have plasma rifles
  • Either way they are taking cover and preparing to shoot you

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Wed Jul 12, 2017 8:51 pm
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Vela flattened herself down atop the rocky crag she'd been sitting atop as light flared from across the river. The vampires hadn't noticed her yet, so intent were they on the 'psi stalkers' who had foolishly been caught out by them. There were too many to fight alone, and it didn't look as if any of the humans would be able to do more than distract them for a moment or two, so she was planning to hop down and cross the river and leave this pack behind. It was upsetting. She'd rather liked these humans...but it was far too late for them.

Then the light. Even this far from the green lands of home, she knew a rift when she saw one. A small one, and rather odd since the blue fire wasn't in the sky...but a rift nonetheless. That got her attention. Anything could come from one of those. Through it came more humans, and a spirit of water given form.

Well now. THAT was interesting. The vampires seemed to think so too.

An idea came to Vela then, and she surveyed the area with a sudden sharpening of eyes and mind. No longer just alert for threats, but eying it as a hunter searching for prey. Most of these Dead were Wandering Ones, but she'd seen that one...the one with the giant bats...still had a mind. She controlled the others. That was the way of the Dead. Normally there wasn't much way to get close enough to strike at her...but if she sent those bats away...and the Wanderers also converged on these newcomers...

Her eyes narrowed as her pupils dilated. Yes. A thinking Dead was worth ten or more Wanderers.

She drew on the gifts of her line, the shaman's blood. The smells of the world doubled as she focused on her spirit self. It was foul here. Not just the stink of Dead, but of something else...something deeper and darker.

Like a puddle of shadow, Vela slipped off the rock and trotted along the divot of a long-dry ravine. There was a 'car' up ahead, with human slaves arrayed nearby. The river snaked along just south of the vehicle.

She dipped into the river, a black shadow inside black water, with just her nose breaking the surface.

(Action: Activate Detect Arcana to get the Pace bonus. Move: Go north to the river, swim 2 squares of difficult terrain to L3)

Psionics (Detect Arcana) 1d6 (1) or 1d6 (4) wild. This also gives +2 Pace (total of 10).

Stealth 1d8+3 = 10 (7) or 1d6+3 = 8 (5).

OOC Comments
Image


GM Edit
Opposed Active guard notice rolls
Soldier Slave Group Roll- As a group add a wild die roll. Total 19
Notice 1d6 (6) ace 1d6 (3) bennie extra effort 1d6 (6) ace 1d6 (4)
Wild 1d6 (4)

Monster bat 1
Notice 1d8+2 = 4 (2)

Monster Bat 2
Notice 1d8+2 = 7 (5)

Wild vampires Group roll
Notice 1d6 (4)
Wild 1d6 (2)

Master/secondary vampire WC
Notice 1d8 (2)
Wild 1d6 (5)

_________________
Character Cheat Sheet
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


Fri Jul 14, 2017 3:02 pm
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To be redone
Notice 4: 1d6 (4), 1d6 (3)
Spending One Benny for Extra Effort on Spellcasting of Globe of Daylight.
20-4=16 P.P.E.


Krysesia steps through, shotgun in hand, and immediately knows what to do. But she pauses anyway, letting the ley line's light backlight her for a moment. Looking to her minion, she points with the longarm to five vampires before the bluff, as well as the mistress atop it. "Drown them my friend. Drown them to mud!" She then glances to her left and drops a Globe of Sunlight atop them, and then Blinding Globe of Sunlight in front of the powerful one, among its minions. "Hello fiends, I do hope we've not kept you waiting too long. It should not be long before you all die, bloodsucking monsters! I have vowed to see you all dust and mud! And it shall be so!"

As her twin flares go up, two of the wild creatures are turned to dust immediately, one is stunned, and those still in the bluff area are blinded as well.

Hold till 7 of clubs.

Free Action 1: Talk to Elemental, ordering it to attack the 5 vampires and the master.
Free Action 2: Walk to Q-16
Action 1: Spellcasting - Globe of Daylight (Light) 1d8-2 = 2 (4), 1d6-2 = 0 (2) + Extra Effort 1d6 (4)= 6 (Success) Centered on X-12; Duration 30 minutes
Vamp Damage: Wild Vamp 6: 2d10 (7, 10) + (1 die aced) 1d10 (3) = 20 vs. 11 (Shaken and Wounded)
Wild Vamp 7: 2d10 (10, 5) =15 vs. 11 (Shaken and Wounded)
Wild Vamp 8: 2d10 (6, 4) =10 vs. 11
Wild Vamp 9: 2d10 (4, 7) = 11 vs. 11 (Shaken)
Wild Vamp 10: 2d10 (3, 10) + (1 die aced) 1d10 (9) = 22 vs. 11 (Shaken and Wounded)

Action 2: Spellcasting - Blinding Sunburst (Obscure) 1d8-2 = 2 (4) + (auto ace) 1d8 (7), 1d6-2 = 1 (3) = 11 (Success with a raise) centered on I-16; Duration 3 Rounds
–6 obscurement penalty (from very bright sunlight) on large burst centered on I-16 (Contingency: If Ashlyn says not to harm her mother, target J-16 instead)
Vamp Damage: Master Vamp: 2d10 (9, 9) =18 vs. 12 (Shaken and 1 Wound)
Wild Vamp 5: 2d10 (1, 3) = 4 vs. 11
Wild Vamp 4: 2d10 (6, 1) = 7 vs. 11
Wild Vamp 1: 2d10 (10, 7) =17 vs. 11 (Shaken and Wounded)
Wild Vamp 2: 2d10 (3, 4) = 7 vs. 11

Water Elemental a frothing, manshaped creature of water and foam
Image
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 (Hardy)
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.

The elemental moves forward (to N-19) and uses Waterspout centered on I-19 (so it catches Vamp 2 and 3.
Shooting 1d8 (2) vs Agility or suffer 3d10 (10, 8, 10) =28 Water Damage vs 11 (Shaken and Wounded for Vamp 3 and Vamp 2; assuming it hits lol)

GM edit
    vampire 2 agility roll 1d8 (6)

    Vampire 3 agility roll 1d8 (2)

_________________
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.


Fri Jul 14, 2017 8:39 pm
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Stepping out of the way of the others so not to block their exit from the Ley Line Leben shifts his awareness to see into the arcane realm.
"You five, destroy those sky born abominations." Turning his head towards the two clusters of vampires Leben brings his mind to focus on the tasks at hand and summons a sphere of holy light on the cluster trying to flank us. "Please give this warrior the celerity to work your will." Surrounding himself in the blessing that allows him to react much faster than his could under mortal power alone.

"May the Holy Light of Life Scour These Abominations From The Earth!" Seeing the light burst forth as four of the vampire are set to flame but un-destroyed. Leben is surprised at their resilience as the continue their charge.

Lebens Actions
Notice: 1d8+2 = 6 (4)
Notice Wild Die: 1d6+2 = 4 (2)

Free Action
(RAISE) Detect Arcana: 1d12-2 = 6 (8) (d12+2 skill, -2 doe concentration, -2 for multiple action penalty)
Detect Arcana Wild Die: 1d6-2 = 1 (3)

(RAISE)Exalted Quickness: 1d12-2 = 10 (12) (d12+2 skill, -2 doe concentration, -2 for multiple action penalty)
Ex Quickness Ace: 1d12+10 = 15 (5)
Exalted Quickness Wild Die: 1d6-2 = -1 (1)

Sunlight Roll: 1d12 (1) (No MAP based on Ex Quickness Working)
Sunlight Wild Die: 1d6 (6)
Sunlight Wild Die Ace: 1d6+6 = 11 (5)
    Damage to Vampires 6,7,8,9, & 10
    Damage: 2d10 (1, 1)
    Bennie to reroll that garbage: 2d10 (10, 3)
      Damage Aced: 1d10+13 = 14 (1) total damage
    Raise does not allow extra damage, text changed to white as irrelevant. If Raise allows extra d6 then add 1d6 (4)


Angels Actions
All 7 Angel's go on hold until the abominations are within 10" of the party. Then they will attack.
Group Roll to Interrupt: TOTAL = 6

Agility Roll to interrupt: 1d8 (6)
Wild Die: 1d6 (2)
    Angel 1: Attacks Flying Beast 1
      Fighting Roll to Slay the Beast: 6 total 1d8+3 = 6 (3) (+3 for gang up bonus)
      Angelic Blade if the attack hits inflicts: 14 total 1d12 (5)+ 2d6+2 = 9 (2, 5)
    Angel 2: Attacks Flying Beast 1
      Fighting Roll to Slay the Beast: 7 total 1d8+3 = 10 (7) (+3 for gang up bonus)
      Angelic Blade if the attack hits inflicts: 20 AP 6 total 1d12 (12)+ 2d6+2 = 7 (4, 1) + d12 aced 1d12 (3)
    Angel 3: Attacks Flying Beast 1
      Fighting Roll to Slay the Beast: 6 total 1d8+3 = 6 (3) (+3 for gang up bonus)
      Angelic Blade if the attack hits inflicts: 13 AP 6 total 1d12 (5)+ 2d6+2 = 10 (4, 4)
    Angel 4: Attacks Flying Beast 1
      Fighting Roll to Slay the Beast: 4 total 1d8+3 = 4 (1) (+3 for gang up bonus)
      Angelic Blade if the attack hits inflicts: 22 AP 6 total 1d12 (10)+ 2d6+2 = 13 (5, 6) +d6 aced 1d6 (1)
    Angel 5: Attacks Flying Beast 2
      Fighting Roll to Slay the Beast: 5 total 1d8+2 = 5 (3) (+2 for gang up bonus)
      Angelic Blade if the attack hits inflicts: 30 AP 6 total 1d12 (9)+ 2d6+2 = 12 (4, 6) +d6 aced 1d6 (6) +d6 aced again 1d6 (5)
    Angel 6: Attacks Flying Beast 2
      Fighting Roll to Slay the Beast: 4 total 1d8+2 = 4 (2) (+2 for gang up bonus)
      Angelic Blade if the attack hits inflicts: 1d12 (1)+ 2d6+2 = 7 (2, 3)
    Angel 7: Attacks Flying Beast 2
      Fighting Roll to Slay the Beast: 6 total 1d8+2 = 6 (4) (+2 for gang up bonus)
      Angelic Blade if the attack hits inflicts: 8 total 1d12 (3)+ 2d6+2 = 5 (1, 2)

Total PPE Spent in Turn =10
Will post second Turn if Turn 1 quickness works.

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Leben on Mon Jul 17, 2017 11:52 am, edited 3 times in total.



Fri Jul 14, 2017 9:28 pm
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Learning of the relationship between the master vampire and his ally Leben chooses to finish off the vampires that survived the holy light, turning towards them and sending a blast of concentrated celestial energy at each of the survivors. Destroying three of the foul creatures before they have a chance to regain their whits and press the assault he is only mildly disappointed to see one survives the assault knowing an ally will finish it soon.


Turn1.2
Leben Draws from the Ley Line to Replace the Energy lost.
Mysticism: 1d12 (5)
Mysticism Wild Die: 1d6 (6)
    Wild Die Aced: 1d6+6 = 12 (6)
      Wild Die Ace Aced: 1d6+12 = 14 (2)

Ignores 2 points of Multiple Action Penalty and
Leben Casts Celestial Fire on the Master Vampire (3d6 AP5 Celestial Silver rate of fire 4) on the Master Vampire
Mysticism: 1d12 (5)
Mysticism: 1d12 (12)
    Mysticism Aced: 1d12+12 = 23 (11)
Mysticism: 1d12 (2)
Mysticism: 1d12 (1)
Mysticism Wild Die: 1d6 (5)

Two Hits and a Hit with a Raise
    Hit 1 = 17 AP 5 Mega Damage: 3d6 (6, 4, 3)
      D6 aced 1d6+13 = 17 (4)
    Hit 2 = 18 AP 5 Damage: 3d6 (1, 6, 2)
      D6 aced 1d6+9 = 15 (6)
        ace aced 1d6 (3)
    Hit With Raise = 12 AP 5 Damage: 4d6 (4, 2, 4, 2) Mega Damage AP 5

Spent Gained back 14 PPE to 38 max and spent 8 more for 30 current

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Leben on Mon Jul 17, 2017 11:57 am, edited 3 times in total.



Fri Jul 14, 2017 9:57 pm
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GM Request
Angels on Bat 1: 4d10 (4, 6, 7, 1)
Angels on Bat 2: 3d10 (8, 10, 3)
    Angels on Bat 2 Aced Die: 1d10 (2)


Holy Light Aura 22 and 16 respectivly
Vampire Bat 1: 2d10 (10, 7)
    Dice Aced: 1d10 (5)
Vampire Bat 2: 2d10 (8, 8)


As the unholy abominations fearlessly dive in at the collected adventurers the holy light radiating from the cross on Leben's chest scours one of the bat like creatures as if it were rice paper in set to flame. The remaining monsterous creature somehow resisting the holy light is simply set aflame as it continues its intended attack.

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Leben on Mon Jul 17, 2017 11:45 am, edited 2 times in total.



Sat Jul 15, 2017 10:04 am
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Rolls
Notice 1d6 (3)
Wild Die 1d6 (2)

Common Knowledge 1d6 (4)
Wild Die 1d6 (4)

Faith to cast greater armor 1d10 (9)
Wild Die 1d6 (6)



As his new companions summon spirits of light and spells sure to scorch the new enemies, Penitent dons his demon mask and calls upon its protective power, then moves at full speed toward the nearest ground-based foe that hasn't already been dealt with.

Success with a raise activating great armor, +10 Armor and -5 PPE from the mask.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: 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;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sat Jul 15, 2017 9:20 pm
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Notice 7 Success
1d6+2 = 7 (5)
1d6+2 = 3 (1)


Common Knowledge 7 Success
1d10 (7)
1d6 (3)


***

Ashlyn nodded to Krysesia as she gave the instructions. She could handle destroying the vampires.

When they stepped through the mist, Ashlyn could smell the blood and hear the snarls of vampires. She peered into the moonlight, looking of the shapes of her enemies with the enhanced mystical vision her faith provided. A voice sounded in the night and Ashlyn’s gaze shot north, her eyes widening.

“Madre de Dios!” Ashlyn murmured, crossing herself quickly. She hadn’t heard that voice since she was sixteen! “Mi madre!”

Ashlyn pushed aside her shock. They had more immediate concerns. A herd of wild vamps was coming on their left flank. The other vampires would be held back by the river for now, and Leben’s angels were handling the flying vampire bats.

“Mind those big guns,” Ashlyn warned the others as she strode forward toward the closest group of vampires approaching them from the west.

***

Buffs:
Mysticism boosted to d12 from Leben
Joker buff: +2 on all Trait and damage rolls

Spirit 11 Raise
1d10+2 = 11 (9)
1d6+2 = 7 (5)


OOC Comments
Drat! I have Power Surge and draw a Joker in the first round before I’ve spent any PP!


Turn 11
Move: To U18
Action: Turn Undead (Holy Warrior): Vampires 6-10 Spirit vs. Spirit roll. Failure Shaken; Raise Destroyed. Wild Cards take 1 wound instead.
Spirit: 1d10+2 = 11 (9)
1d6+2 = 7 (5)

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Mon Jul 17, 2017 2:16 am
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Mini Combat update

Ashlyn repulse undead
Opposed spirit, target is 11
Vampires 10d6 (3, 1, 4, 2, 4, 6, 3, 5, 5, 1)
Vamp 6 aced: 1d6 (5)
Vamp 2 and 10 destroyed, vamp 6 not affected, the rest are shaken. Ashlyn what did that look like?


Vampire Bats
The two vampire bats make a beline to Ink and Spartacus, they get caught in Leben's light. Vamp 1 is incinerated. Vampire two looks momentarily distracted but strikes out at Ink.
Vampire bat 2 flight run die need a 2: 1d8 (3)
Vampire bat 2 fighting vs Ink Fighting 1d8-2 = 5 (7). Bennie for extra effort 1d6 (3)
Total to hit is an 8, which due to inks special -2 to be hit from supernatural brings it to a 6 which should be a miss.
Vampire bat special ability: this close to the creature reveals exactly what kind of super natrual horror it truly is. All adjacent players must make a fear check, which is only ink.
The vampire bat 2 location is at s19. It is surrounded by Angels ink, 1 spot left for another melee combatant. While so ganged up on melee combatants are +4 to hit.
Ink what does it look like when the vampire bat comes in and narrowly misses you with its claws?
Leben what does it look like when 1 vampire bat gets dystroyed by your light, and the other makes it to ink?


Leben Turn 1
Leben needs to roll his aced sunlight damage, but as long as it is above 1 pt he destroys vampires 6-9(10 was vanquished BY Ashlyn). Leben's Angels shake the crap out of the remaining vampire bat.

Leben Turn 2
Leben lets loose on master/secondary vampire. I need some clarification on if the master/secondary vamp is being attacked
    wounds vs vigor ( 1 Bennie spent)
    Wounds vs vigor (2nd Bennie spent)


Spartacus Turn
Goes Super Sayeen and pulls a grenade, moves to M18 to block the bridge.


Penitent
Activates his mask- Greater Armor, and moves to nearest ground based foe ( V6)


Soldier Slaves
The Soldiers do notice Vela and yell out to the remaining vampire about some kind of cat creature stalking the land.
Vela
  • SS 2 and 6 fires on Vela with a Plasma rifle-no effect
  • Soldier slave 5 fires a laser rifle- no effect
Penitent
    Soldier Slave 4 fires a laser rifle at you-No effect MDC vs non heavy
Ink
    Soldier Slave 3 moves to K12 and pulls a frag grenade throwing it at Ink. " Save the Master!" 1d6-4 = -3 (1)
    • Grenade Deviates: Medium range 1d6x2: 1d6 (6)
    • Direction of deviation, like a clock face: 1d12 (9)
    • Cannot deviate more than half the distance: 5 squares.
  • Goes off in square S15, catches 2 angels dealing frag grenade MD damage: 3d6 (3, 4, 6) Ace: 1d6 (4) 17 total

Spartacus
  • Soldier Salve 1 opens fire using semi auto with his NG-L5 laser rifle 1d8+1 = 6 (5)
    • Damage AP2 Total 17: 3d6+1 = 15 (4, 6, 4) Ace 1d6 (2)
    • 1 Wound to Spartacus


Psi Stalkers Go wild
the pair of psi-stalkers look wounded, beat, and hungry. They move across the rickety wooden bridge to L18 and M18


Female Master Vampire
well really a secondary I have noticed a distinct difference between the two.
She unleashes Blood Blast centering it underneath Ink catching all the angels, the vampire bat, Ink, Ashlyn. Leben, Krys, and the water elemental. 4ppts for extra d6. Everyone within 10ft of ink feel as if their very blood is being torn out of them.
  • Spellcasting 21, Damage MD 17 ( goes against your lowest armored area, so if you are not wearing full environmental armor, it bypasses it. If you have bonuses to armor vs area effect attacks or vs vampire attacks you get those bonuses : 1d8 (8) Ace: 1d8 (8) Ace: 1d8 (5)Wild 1d6 (4)
    • Damage MD: 4d6 (1, 3, 2, 1)
    • 1 of 2 WC Bennies spent: Damage Reroll MD: 4d6 (5, 5, 3, 4)
  • Blood drain trapping effect: Everyone effected needs to make vigor roll or suffer a level of fatigue.
After she casts her spell she moves to behind the spire out of line of sight C14-15 or something.


Krys
Water Elemental vs Master Vampire, sunnlight obscure kills 2 vamps


Vela
Heads to a spot near the bridge and close to the river..


Ink
Slayed the bat vampire monster with the skill of an undead slayer


Vampires
Antonio Maraichi ( Promoted to a WC, thanks Ashlyn!) Serenades the sunlight 4 possibly putting them to sleep.Slumber with the deafen trapping, makes it a -2 to your notice to wake up. Psionics 1d6 (3) Wild 1d6 (3)
His buddy tries to put the 4 crossing the rickety wooden bridge to sleep: Psionics 1d6 (1)

More to come...

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Mon Jul 17, 2017 7:27 am
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Notice 5
Notice Die 1d6 (5)
Wild Die 1d6 (3)
Smite 6 Damage +2 Sunlight
Free Action
Psionics Die 1d8 (6)
Wild Die 1d6 (3)
Deflection 3
Free Action
Psionics Die 1d8 (1)
Wild Die 1d6 (4)

Spending a Bennie to reroll
Psionics Die 1d8 (1)
Wild Die 1d6 (3)

Spending ANOTHER Bennie to reroll
Psionics Die 1d8 (3)
Wild Die 1d6 (2)
Speed 7 Pace 22
Free Action
Psionics Die 1d8 (5)
Wild Die 1d6 (6)
Wild Die Ace 1d6 (1)
Agility 6
Agility Die 1d8 (1)
Wild Die 1d6 (3)
Extra Effort 1d6 (3)


Seeing the destruction of the vampires on the near side of the river Spartacus summons his power to him. His sword erupts from his right hand with a blaze of light then blazes brighter still as imbued with the power of the sun itself. His legs tremble as currents of electricity course through his body. He feels first elation has his cyber-armor envelops him as he summons it to his aid then dismay as he is unable to summon his Shield of Duty to his defense. There is no time for doubt, however, now is the time to act!

Surging forward he races to the center of the bridge and roars, "I am Spartacus of the Cyber-Knights! And we bring your destruction foul creatures! Face me if you dare!" With his left hand he reaches into the satchel slung over his shoulder and pulls free what appears to be a hand grenade and he shows his fangs in a wordless growl.

Actions
Moves to M18 to block the bridge. Ready's one UV grenade and waits.

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Mon Jul 17, 2017 4:38 pm
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Updated Map on 8 of clubs
Here is an updated map on the 8 of clubs to help let folks know who is left alive and where they are.
https://1drv.ms/b/s!ApbK40F58-KNmmi1jUAwznSqKNCY
  • Brown dot is the soldiers have taken cover gaining a -2 to be hit vs range
  • Yellow circle is Leben's sun light
  • There is also another globe of light I believe cast by Leben around w12, so if you take sunlight damage and move around the river there let me know
  • The green globe is where the blood blast just occured, 17 pts of MD area effect attack goes against your lowest armor value. Any edges or abilities that provide armor vs area effect attacks or vampire damage do apply. To soak spend a benny and roll vigor. Every success and raise lets you soak 1 wound. If you take at least 1 wound you are shaken, and must roll spirit to act the following turn.
      Best I can figure out:
    • Ashlyn takes 2 wounds ( you can post on your next turn, remember to take the +2 for your joker, and spend a benny)
    • Krys takes 1 wound ( Include the soak on your turn this round please)
    • Ink I am not sure if the trappings on your armor would be environmentally sealed ( Spartan armor does not sound environmentally sealed). Therefore you would not get the benefit of your 8 armor, but you do get your +4 vampire armor. So it looks like you will take 1 wound. If I am mistaken no wounds. ( If you wish to soak please spend a benny when you post, and roll your vigor)
    • Leben takes 2 wounds as well ( It does not look like you activated your heart pierced by a wooden stake, not on your sig, and I tried to look at the previous posts and I did not see it).
  • Ink, Leben, Krys, and Ashlyn need to also roll vigor or suffer a level of fatigue
  • Angels and Water Elemental are destroyed
  • Spartacus
    • Took a wound from a laser rifle, non MD. I did not see a note about you wearing MD armor. ( If you want to spend a benny next turn to soak go a head)

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Tue Jul 18, 2017 10:55 pm
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Soak 11 Raise and Resist Fatigue 13 two raises Smarts No longer needed
Vigor to Soak 1d6 (4)+6
Wild to Soak 1d6 (5)+6
    Auto ace from Patreon allowed with Bennie do to special circumstance per GM Fiat.:No longer required:
    Vigor to Soak 1d6+6 = 7 (1)
    Wild to Soak 1d6+6 = 9 (3)


Vigor to Resist 1d6+2 = 8 (6)
    Vigor Raise 1d6 (5)
    Wild to Resist 1d6+2 = 6 (4)

    Angel's Agility Roll to Avoid Grenade: 1d6 (2)

No longer required: [i]Smarts roll to avoid disruption of maintained spells. Currently Boost Mysticism and Summon Ally
Smarts 1d6 (1)
Smarts Wild 1d6 (5)


As the blood is pulled from Leben he looses his balancing stumbling from the pain. His mind spinning, he tries to resist succumbing to the dark powers of the vampire. Stumbling he barely prevents himself from falling to his knees as he realizes his mistake in letting the Master live. Leben is barely able to keep his spells from collapsing as he resist the more dealy effects of the spell.

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Leben on Fri Jul 21, 2017 8:28 am, edited 7 times in total.



Tue Jul 18, 2017 11:29 pm
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Notice 8 Raise
1d6+2 = 5 (3)
1d6+2 = 8 (6)


Common Knowledge 14 2 Raises
1d10 (10)
1d6 (1)
Ace 1d10 (4)


***

Silvery light washed out of Ashlyn, racing over the wild vampires. It arced in silvery electricity as it hit them, two of them turning to ash then and there. The rest staggered as the holy energy disrupted the necromantic magic powering them, though one of them managed to shrug off the effects. The rest of the vamps on their side of the river burst into Ash as Leben unleashed his sunlight.

Ashlyn turned her attention to the enemies across the river just as her mother unleashes magic. Ashlyn groaned as she felt her blood pull! She grunted as wounds opened on her body but she forced herself to fight through it.

***

Conditions:
Mysticism boosted to d12 from Leben
Joker buff: +2 on all Trait and damage rolls
-1 Wound

Soak 6 Soak 1 Wound and Shaken
Spending benny
1d8+2 = 6 (4)
1d6+2 = 5 (3)


Fatigue 9 Raise
1d8+2 = 9 (7)
1d6+2 = 6 (4)


Turn
Move:
Action:

1d10+2 = 8 (6)
1d6+2 = 6 (4)

EDIT: I removed a Spirit roll for Shaken since that technically happens on my next turn, but it keeps putting it back in, so ignore it. The modifiers were all wrong anyway, so it should be rerolled on my actual turn. I got ahead of myself and started writing my next action, forgetting initiative needs to be dealt again.

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
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Wed Jul 19, 2017 1:21 am
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As the large vampire bat swooped in to attack him, Ink leans back and brought up the silver short sword to parry the blow, the vampire recoiling at the close presence of silver. But then, before he could act, an explosion of what seemed to be blood sprouts up from beneath him, soaking him and injuring him. He lets out a grunt, and quickly touches the tattoo on his other wrist to ward off the vampiric powers and attacks further. Ink grins fiercely at the vampires, seeing so many of them around...and so many of them being hurt and destroyed by his allies. He taps the tattoo on his chest, the cross, to make his weapons flow with a silver light. Then he swings out with the extra-sharp short sword at the nearest creature, splitting the bat in to two equal halves, spinning away from him in a spray of gore.

OOC Comments
Soak Roll: 1d8 (4), 1d6 (1).
1 Wound. Forgot the -1 Wound Penalty below on the attack and tattoo activation (but not the spirit roll)so the attack still hits and still isn't a raise.

Spirit roll to unshaken: Spirit Die 1d6-1 = 2 (3), Wild Die 1d6-1 = 5 (6).

Free Action: 2 PPE to make his weapons Silver and Holy.

Activate Anti-Vamp Tattoo: Focus Die 1d10-2 = 1 (3), Wild Die 1d6-2 = 4 (6), Wild Die Explosion 1d6 (1).
Attack on Bat: Fighting Die 1d10-2 = -1 (1), Wild Die 1d6-2 = 4 (6), Wild Die Explosion 1d6 (3).
Damage (27, AP 4, holy and silver): 3d6 (6, 5, 6), Explosive Dice 2d6 (5, 5).

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Wed Jul 19, 2017 2:26 pm
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Notice 9
1d6 (2), 1d6 (6)+ 1d6 (3)


Shaken vs
Spirit 4
1d6 (4), 1d6 (4)
= no longer Shaken

One of the last ones out of ley line, Krysesia steps out to a cluster-frack. They are engaged in melee by large bats, and the spirits of light Leben had called where in melee with them. The the world explodes in red as her very blood begins to boil. She breathes deep and centers herself, withstanding the terror of it all. For a moment she is unsteady, but then she breaks free of it. Seeing the culprit go into hiding, and her elemental gone, she growls and strides forward, heedless of those around her. First she summons more elementals, sending them after the monster that is in Ashlyn's mother's body. "Destroy the abomination my dears. Then knock out the mortals over there." Then she drops a Blinding sunburst on the vampires in front of her. Two of them (5 and 2) spontaneously burst into flames and then become so much ash.

Move to O-16
Force Multiplication: -7 PPE = 3 Water elementals on G-13, G-14, and G-15
Spellcasting 4
Auto Ace 8+ 1d8 (4)-2=10, 1d6 (3)

Blinding Sunburst: -2 PPE = –6 obscurement penalty (from very bright sunlight) on large burst centered on I-17
Spellcasting 10
1d8 (8)+ 1d8 (2)-2=8, 1d6 (6)+ 1d6 (4)-2=8 centered on I-16; Duration 3 Rounds

Wild Vamp 5: 2d10 (8, 9) = 17 vs. 11 (Shaken and Wounded; Defeated)
Wild Vamp 4: 2d10 (5, 7) = 12 vs. 11 (Shaken)
Wild Vamp 1: 2d10 (4, 7) = 11 vs. 11
Wild Vamp 2: 2d10 (9, 6) = 15 vs. 11 (Shaken and Wounded; Defeated)
-2 PPE; Vamp 5 and 2 burst into ash

3 Water Elementals ... frothing, manshaped creature of water and foam
Image
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
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.

Elemental 1 moves from G13 to B13, Uses Waterspoint against Vampire Mage Shooting 1d8 (1) 3d10 (3, 3, 3) = 9 vs 11 (resisted
Elemental 3 moves from G15 to B14, Uses Waterspoint against Vampire Mage Shooting 1d8 (2) 3d10 (6, 7, 10)+ 1d10 (9) = 32 vs 11
Elemental 2 moves from G14 to B15, Uses Waterspoint against Vampire Mage Shooting 1d8 (2) 3d10 (9, 4, 6) = 19 vs 11

_________________
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.


Thu Jul 20, 2017 7:44 pm
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(Turn revision!)
Instead of activating Detect Arcana for the Pace increase, she activates Deflection for -2 to be hit (-3 for vamps to hit) and moves to L6. She's been spotted so she's not worried about stealth at this time.

_________________
Character Cheat Sheet
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


Thu Jul 20, 2017 8:06 pm
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Master Vamp resists Krys water elementals
1d8 (7) wild 1d6 (6)
1d8 (2) wild 1d6 (4)
1d8 (3) wild 1d6 (1)

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Thu Jul 20, 2017 10:22 pm
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Who is wounded
Ashlyn: 1 wound and shaken
Spartacus: 1 wound and shaken
Ink: 1 wound
  • Each level of wound gives you a -1 to pace and trait rolls ( Ability and skills)


Please note the "new" Initiative Block system. Thanks!

INIT ORDER
    "Initiative Block" = (IB)
    • Once we are in your initiative block actions will be handled in the order they are posted.
    • 3 days to post once your initiative block has been announced, and then you are considered to be On Hold


    IB1 (Post First in whatever order, 3 days to post and then you are considered to be On Hold):
  • Master ( Secondary) Female Vampire ( WC) - Ace of Hearts
  • Krys - King of Diamonds

    IB2 (Post after IB1, in whatever order):

  • Leben ( Quickness Power)- 10 of Clubs
  • Ashlyn -9 of hearts
  • Spartacus - 8 pf spades
  • Vela - 8 of clubs
  • Wild Vampire Antonio Marachi ( WC ) -7 hearts
  • Soldier Slaves - 7 Diamonds

    IB3 (Posts in whatever order after IB1 & IB2 post):

  • Ink - 5 of Spades
  • Psi-stalkers - 5 of clubs
  • Penitent - 4 of diamonds
  • Wild vampire ( non WC ) - 3 of diamonds


2nd Round Map
In the dark let the light ring forth


The vampires have been caught off guard, and their ranks are decimated. The two left alive snarl and try in vain to put the "Hunters" to sleep (V11 and Antonio Marachi). The soldier slaves with red sashes embroidered with a sigil Krys has heard her father describe at length, steady themselves preparing to unleash a fresh volley at the group of vampire hunters. The two psi-stalkers move in behind Penitent trying to cross the bridge. One of the stalkers smiles gleefully at all the vampires turning to ash, " I told you the Rangers would arrive!"

The vampire resembling Ashlyn's mom apparently not caring or perhaps not recognizing her prodigy in the group, summons her blood blast, sucking the life essence from many in the group. Interestingly and perhaps to your horror, just before she ducks behind the spire you notice her face and mouth flush with fresh blood!
She cackles, " Tasty hunters! Tasty! Just like those soldiers before we will kill you, and feast upon your soul!". Her horrific enthusiasm is short lived as she hisses at the freshly summoned water elementals. While none can really see her smile besides the elementals, she does, and her body becomes mist as she passes through the cracks in the rocks of the spire disappearing.

Sigils on Soldier Slave sashes
Sebazio Lengdosia looks off in the distance recounting a pitched battle he had with the minions of a vampire intelligence. There I was in the cavern of blackest night you will ever see. Not even my ever burning globe could penetrate its murk. I was surrounded on all sides by soldiers dedicated to their one master... Not a vampire lord... No something darker and more powerful, the true source of vampires! He absently traces a mark in the sand at his feet beckoning his daughter to come close. Many are fools stopping vampire's one at a time... So there I was, surrounded so much so, all I could see in the glint of my light, were the red sashes the soldiers wore... emblazoned with the mark of Ixzotz.


Initiative Block 1
Master Secondary Vampire Action
Mist form and escape through the cracks in the rocky spire.
Smarts -2 1d10-2 = 4 (6) Wild 1d6-2 = 2 (4)

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Fri Jul 21, 2017 7:49 am
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Notice 10
1d6 (6)+ 1d6 (4) Ace, 1d6 (6)+ 1d6 (3) Ace

common knowledge 20
1d8+2 = 6 (4), 1d6+2 = 8 (6)+ 1d6 (6) Ace + 1d6 (6) Ace + 1d6 (2) Ace

-1 Bennie for Extra Effort

Seeing the vampire escape into the rocks, the elementals do as they were told and pursue her, closing to grapple with her if they can, punching her repeatedly if not.
Elemental 1 - Move down into the rock (Pace 3), Punch the vampire as she withdraws, Waterspout as it clears the ceiling.
    Fighting 5...15 vs 11...Shaken and wounded
    1d8 (5) 1d10 (8)+ 1d6 (4)+ 1d8 (3) (ace)

    Shooting 2...Dmg 16 vs 11 Shaken and 1 wound
    Shooting 1d8 (2) Water damage 3d10 (8, 1, 7)

Elemental 2 - Move down into the rock (Pace 3), Punch the vampire as she withdraws, Waterspout as it clears the ceiling.
    Fighting 1
    Fighting 1d8 (1); 1d10 (3)+ 1d6 (2)

    Shooting 5 dmg 26 vs 11 Shaken and 3 wounds
    Shooting 1d8 (5) Water damage 3d10 (7, 8, 9)

Elemental 3 - Move down into the rock (Pace 3), Punch the vampire as she withdraws, Waterspout as it clears the ceiling.
    Fighting 14...7 vs 11...no damage
    Fighting 1d8 (8)+ 1d8 (6); 1d10 (1)+ 1d6 (6)

    Shooting 2 Dmg 48 vs 11 Shaken and 9 wounds
    Shooting 1d8 (2) Water damage 3d10 (5, 10, 8)+ 1d10 (10) Ace + 1d10 (10) Ace + 1d10 (5) Ace

"Ixzotz!"* She names the creature and means it as a curse. She calls back to the others "They serve a murderous beast who is a true source of vampirism." She aims for the closest vampire (V11) and shoots it with Vampire's Lullaby. "These creatures are far from their master in Central Mexico!"
Shooting 4
1d4 (2), 1d6 (3)+ 1d6 (1) (Extra Effort)

Damage 16 vs 11...Shaken and wounded
2d10 (9, 7)


Pronounced: Eesh-sotes

1d10 (1)/2=1

_________________
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.


Sat Jul 22, 2017 12:03 am
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MasterSecondary Vampire resist water elementals squirt
Agility 1: 1d8 (4) Wild 1d6 (2)
Agility 2: 1d8 (6) Wild 1d6 (2)
Agility 3: 1d8 (1) Wild 1d6 (6)





IB 2 you are good to post

IB2 (Post after IB1, in whatever order):

[*]Leben ( Quickness Power)- 10 of Clubs
[*]Ashlyn -9 of hearts
[*]Spartacus - 8 pf spades
[*]Vela - 8 of clubs
[*]Wild Vampire Antonio Marachi ( WC ) -7 hearts
[*]Soldier Slaves - 7 Diamonds[/list][list]

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Sat Jul 22, 2017 1:14 am
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The next few moments were a confusing maelstrom. The Dead charged the people who came from the rift, and suddenly night became day, and spirits exploded from nothing and Vela found herself peppered by bullets and sprays of flame by the humans who had somehow seen her. Meanwhile the thinking Dead had fled into rocks, and water spirits pursued her, and that was a place she couldn't follow without a lot of digging.

There were still a few Dead left though, and their slaves. Even though it seemed like these creatures from another world were strong enough to kill them, and maybe...MAYBE...even strong enough to be a threat to her, Vela still wanted to get at least one or two before retreating to watch them.

With all the noise and light though, this was not how she preferred to hunt.

She gave the humans a snarl, but wheeled away from them, bounding to the vampire who had gone farther south. His back was to her, facing the far more present threat of sunlight spells and magic silver. He never saw when a black-furred jaguar leapt onto his back from behind, sank its teeth into the flesh of his skull and neck, and using the powerful muscles of her neck and shoulders...yanked.

OOC Comments
Attack 1: 13 to hit, 18 total damage
Attack 2 (if possible; see below) 8 to hit, 14 damage.

(Moving to Q11 and Pouncing on Antonio! 1d12+4 = 13 (9) or 1d6+4 = 6 (2) for 1d10 (5) plus 1d6+4 = 8 (4) damage. Parry is 6 for this turn.)

Raise damage 1d6 (5)

If it's possible (not sure if I can move, attack, move again, then attack again...but Vela does have the ability to attack with 'offhand') Vela then moves to N12 to use offhand attack on the other vampire!

( 1d12 (2) or 1d6 (1) for 1d10 (9) plus 1d6 (5) damage.)
Bennying that, for pride's sake. 1d12 (8) / 1d6 (2)

_________________
Character Cheat Sheet
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


Sat Jul 22, 2017 6:30 am
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Notice 17, Common Knowledge 3
Notice 1d6 (6)
Wild Die 1d6 (1)
Ace! 1d6 (6)
Ace! 1d6 (5)

Common Knowledge 1d6 (1)
Wild Die 1d6 (3)


Penitent watched as the Spirits of Light decimated the vampires and their hellish, flying minions, so like the monstrosities the Unholy used in aerial attacks on Wormwood. He watched, as well, as the vampire witch drew the blood from his new companions with some foul incantation.

That one needs to be returned to the dust, he thinks, preparing to channel the power of the Light into his blades. Then the harlot's form dissolves into mist, retreating into the stone. But that may have to wait.

Scanning the area for more immediate threats, Penitent notes the two vampires still standing to the west. Fast as the Spirits of Light had been, a black shape streaks out from the west to tear and slash at the bloodsucking demons. Is the black shape some new threat? The apok doesn't know, but he long ago made peace with the idea of allies of convenience. For now, it slaughters my enemies. I will slay it later if I must.

Tapping Spartacus on the shoulder, Penitent slides past the Wolfen knight and vaults from the bridge. The mortal soldiers with their lasers and ranged weapons of war are the most immediate threat, he decides. Thralls of the vampires, they are not innocent, but not perhaps not wholly responsible for the evil they sow.

Deserving still of a chance at redemption. But only one.

The eyes of the demon mask glow darkly as Penitent advances on the soldiers, becoming inky pools that seem to both capture and reflect the light. The fanged jaw opens as Penitent's voice emerges, cracked and rumbling. A voice of doom, promising not mere death but damnation.

"You have been seduced by Darkness and have tainted your souls with its Corruption. Lay down your arms, flee and repent, for Judgment comes on the blade of the Executioner!"

OOC Comments
Moves 8 spaces to K13, then activates soul gaze (fear) using own PPE.
Faith 1d10 (3)
Wild Die 1d6 (5) = Success

The slave soldiers are Panicked. I think I can fit all of them under the large burst template, but if not, I'd center it to get everyone but Slave Soldier #1.


Confronted with the depths of their own depravity, the slave soldiers turn and run, slipping and sliding over the sandy dunes as they flee in terror.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: 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;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sat Jul 22, 2017 9:48 am
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Notice 6
Leben’s Notice: 1d8+2 = 6 (4)
Leben’s Notice Wild: 1d6+2 = 6 (4)


Staggering to his feet Leben looks around the battlefield. There is so much going on he tries to clear his head. Seeing the spirits fall Leben knows he needs more releasing his concentration he prepares new set of prayers to aid in this battle.

Leben Asks the aid of of the light in protecting himself and Ashlyn as he moves to the the cover of the stones. "We need your help in this task, as it is too much for us to do on our own." As a divine presence fills them both and they are filled with the light their faith is again reinforced and protection brought on them.

Turn 2.1
Leben Cast Exalted Boost Trait - Mysticism on Self, and Ashlyn: d12+2-1 for concentration of previous boost trait = d12+1
    Mysticism Roll: 1d12+1 = 13 (12)
      Mysticism Aced: 1d12+13 = 15 (2) Multiple raises add +4 to Mysticism for Ashlyn and Leben
    Mysticism Wild Die: 1d6+1 = 3 (2)

Leben Cast Greater Deflection on Self, Ink and Ashlyn: +4 to roll from above faith boost
    Mysticism Roll: 1d12+5 = 10 (5): A Raise means all attacks against us are -6
    Mysticism Wild Die: 1d6+5 = 9 (4)

Leben moves to O20 and takes cover.
23 PPE spent, 15 remaining




TURN 2
Lebens prays. “Please oh Light, your aid is still needed send your army to smite the infernal vampire that lead this assault.” As a set of 7 Spirits of Light come into being only 30’ north of him and immediately pursue the fleeing vampress Leben knows they will do all that is expected.
Turning to appraise the battlefield Leben sees one of the vampires still alive and closer than he would like he releases a barrage of Celestial Fire of the creature.
Turn 2.2
Leben Draws up as much power as he can from the Ley Line to replace the fatigue he is suffering.
    Ley Line Draw Faith Roll: 1d12+3 = 4 (1)
    Faith Wild Die: 1d6+3 = 5 (2)
    Draws up to 20 total PPE

Leben Force Multiplication Summoning 7 Spirits of Light (Water Elementals) sends them to hunt after the Master who escaped: -2 to faith for multiple action penalty.
    Faith Roll: 1d12+3 = 9 (6) a Raise all summoned beings are Hardy
    Faith Wild Die: 1d6+3 = 4 (1)
    Summoned elementals immediately take running action to pursue, and multi attack with water jets. 1d10/2 = 4 (8)
    11 PPE spent, 9 left

Leben Cast Onslaught launching a barrage of silvery fire on the vampire (Antonio)
    Celestial Fire Mysticism Roll: 1d12+3 = 12 (9)
      Hit with a raise inflicts 4d6 (4, 4, 3, 1) Total 12 AP 5 Mega Damage

    Celestial Fire Mysticism Roll: 1d12+3 = 11 (8)
      Hit with a raise inflicts 4d6 (3, 3, 1, 1) Total 8 AP 5 Mega Damage

    Celestial Fire Mysticism Roll: 1d12+3 = 6 (3)
      Hit inflicts 3d6 (5, 1, 2) Total 8 AP 5 Mega Damage
    Celestial Fire Mysticism Roll: 1d12+3 = 6 (3)
      Hit inflicts 3d6 (1, 4, 6)
        Damage Aced: 1d6+11 = 14 (3) Total 14 AP 5 Mega Damage

    Faith Wild Die: 1d6+3 = 6 (3)
8 PPE spent, 3 Left
While this higher roll would ne nice it was an accident, I indented to delete, as it needed to happen earlier in round. Leben Draws up as much power as he can from the Ley Line to replace the fatigue he is suffering.
    Ley Line Fire Faith Roll: 1d12+3 = 11 (8)
    Faith Wild Die: 1d6+3 = 7 (4)


Leben releases Maintained spells from before entering rift.

Total Faith Bonus for Leben and Ashlyn is currently: +4

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Sat Jul 22, 2017 3:26 pm
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Wild Vampire Antonio Marachi WC resist vs Vela attack results in shaken
1st attack 18 vs 11, 1 wound.
    1 wc bennie of 2 Soak: 1d10 (6) wild 1d6 (3)
: Soak
2nd attack 14 vs 11: shaken


Soldier slaves vs Penitent fear results in soldier slaves being panicked
5 vs six spirit rolls: 5d6 (2, 1, 3, 1, 2)


Wild Vampire Antonio Marachi vs Leben 4 onslaughts results in one wound
Antonio spends last benny to unshake,
Attack one 12 vs 11: shaken
Attack two 8 vs 11: nothing
Attack three 8 vs 11: nothing
Attack four: 14 vs 11: shaken> becomes a wound.

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Sat Jul 22, 2017 9:47 pm
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Notice 7 Success
1d6+2 = 7 (5)
1d6+2 = 7 (5)


Common Knowledge 8 Raise
1d10 (1)
1d6 (6)
Ace 1d6 (2)


***

Ashlyn shook off the effects of the blood spell as she felt Leben’s enhancement spell flow into her, bolstering her magic. She surveyed the battlefield. Only two vampires remained, and her mother had escaped into the stone, chased by water elementals. Ashlyn couldn’t pursue there, so she focused on the remaining vampires as they were savaged by a black panther.

Now wasn’t that familiar? Where had it come from?


She could figure that out later. For now, Ashlyn began her prayer. Silvery light built around her and gathered in her hand. She held it out, sending a blast of her mystical energy at the nearest vampire. Then she moved for cover behind the rocks by the river.

***

Conditions:
Mysticism boosted to d12+4 from Leben
Deflection -6 from Leben
-1 Wound

Spirit to remove Shaken 4 Success
1d10 (4)
1d6 (1)


Turn
Action: Cast Onslaught at Antonio Mariachi
1d12+4 = 5 (1)
1d6+4 = 9 (5)
Forgot -1 for wound, so that’s an 8, a Raise
Damage 6d6 (3, 4, 4, 1, 5, 3)
Raise 1d6 (6)
Ace 1d6 (3)
Total Damage: 29
Move: O21 for cover

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Tue Jul 25, 2017 1:45 am
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Antonia Marachi the serenading vampire sings his last song as Ashlyn's bolt turns hin into a pile of dust right before Vela's eyes. His other vampire friend succumbs to the vampire's lullaby blast Krys shoots forth. While incapacitated he did not turn to ash... Before Penitent can scare the soldier slaves into a wild panick they unleash their counter attack opening fire on the hunters hell bent on destroying their masters.
OOC Comments
Penitent was in the IB3 and posted a bit early


Soldier Slave 1 vs Krys result 5 hit damage 10 ap2
Shooting NGL-5 Semi-Auto (+1 shoot and damage): Shooting 1d8+1 = 5 (4)
Damage: 3d6+1 = 10 (4, 3, 2)


Soldier Slave 2 HW vs Spartacus
Shooting NG-E4 plasma ejector: Shooting 1d8 (2)


Soldier Slave 3 vs Ink 7 to hit Damage 29 AP2 vs 14 toughness is 3 wounds
Shooting NGL-5 Semi-Auto (+1 shoot and damage): Shooting 1d8+1 = 7 (6)
Damage: 3d6+1 = 17 (6, 4, 6) Ace 1d6 (6) Ace 1d6 (4) Ace 1d6 (2)


Soldier Slave 4 vs Ink 17 to hit Damage 22 AP2 vs 14 toughness is 2 wounds
Shooting NGL-5 Semi-Auto (+1 shoot and damage): Shooting 1d8+1 = 9 (8) Ace 1d6 (6) Ace 1d6 (2)
Damage ( Raise included): 4d6+1 = 21 (5, 5, 6, 4) Ace 1d6 (1)


Soldier Slave 5 vs Leben
Shooting NGL-5 Semi-Auto (+1 shoot and damage): Shooting 1d8+1 = 2 (1)


Soldier Slave 6 HW vs Penitent which jumps to Krys as it is a 2 to hit Damage 30 MD vs 13 toughness is 4 wounds
Shooting NG-E4 plasma ejector: Shooting 1d8 (2)
Damage: 3d10 (6, 10, 7) Ace 1d10 (7)
(In the Thick of It)

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Tue Jul 25, 2017 9:29 pm
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Ink is hit by laser fire and grunts several times, and drops to a knee in pain, barely standing. "Is...that...all...you got?"

OOC Comments
Soak Roll 1: Vigor Die 1d8-1 = 0 (1), Wild Die 1d6-1 = 3 (4).
Soak Roll 1 (Benny): Vigor Die 1d8-3 = 5 (8), Vigor Explosion 1d8 (3), Wild Die 1d6-3 = 2 (5).

Soak Roll 2: Vigor Die 1d8-2 = -1 (1), Wild Die 1d6-2 = 0 (2).
Soak Roll 2 (Benny): Vigor Die 1d8-2 = 5 (7), Wild Die 1d6-2 = -1 (1)

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Tue Jul 25, 2017 9:55 pm
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IB3 (Good to post: If you could post by Saturday that would be awesome and I will get to work on possibly the last round):

  • Spartacus ( on hold )
  • Ink - 5 of Spades (3 Wounds)
  • Psi-stalkers - 5 of clubs - Salivating over Ink?
  • Penitent - 4 of diamonds - already posted SS panicked
  • Wild vampire ( non WC ) - 3 of diamonds- Incapped

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Tue Jul 25, 2017 10:13 pm
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Soak Roll
1d6 (5), 1d6 (6)+ 1d6 (1)+2 auto aces = 19 vs 16 (4 wounds) = Soaked, and not shaken


Krysesia, as is her unconscious habit stands in the middle of the action heedless to the danger. She shoots her adversary, and drops to a knee, her braided hair whipping behind her like an impatient tail. Most of a shot meant for Penitent scatters to her, but her armor holds, and her hair seems to encircle the laser as it burns into her armor's shoulder, scoring it some. Her hair fails, unharmed by the blast and she meets the eyes of the mind-enslaved soldiers. She grins savagely at them and quips, "Oh boys, I was headed that way next, I promise!"

_________________
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.


Tue Jul 25, 2017 10:37 pm
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Ink walked calmly forward, even walked through part of the river, ignoring the bridge completely. He headed to where he saw a vampire, but it was already downed. He frowned at it and dismissed his armor. He then re-tapped the armor tattoo, pouring more energy in to it this time. He tapped another tattoo that looked like a body wrapped in a chain with a broken link. He looked at the soldier-slaves. "You ready to give up yet, amigos? You are alone and CLEARLY outmatched." He was attempted to draw more fire away from his cousin and the other casters.

OOC Comments
Sigh forgot this again. Spirit die: 1d6-3 = -1 (2), Wild die: 1d6-3 = 0 (3)
Benny to un-Shaken.
Move to N-14.
Activate MD Armor (free action): Focus Die 1d10-3 = 5 (8), Wild Die 1d6-3 = -2 (1).
Activate Boost Vigor: Focus Die 1d10-3 = 7 (10), Wild Die 1d6-3 = 3 (6).
Focus Explosion Die 1d10 (6), Wild Die Explosion 1d6 (6).

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Last edited by Ink on Thu Jul 27, 2017 9:46 am, edited 2 times in total.



Wed Jul 26, 2017 3:47 pm
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Notice 2
Notice Die 1d6 (3)
Wild Die 1d6 (2)
3 - 1 for wound = 2

Spirit 5 Not Shaken
Spirit Die 1d8 (6)
Wild Die 1d6 (6)
6 - 1 for wound = 5

Deflection 6
Psionics Die 1d8 (7)
Wild Die 1d6 (1)
7 - 1 for wound = 6


Spartacus moves to the incapacitated Wild Vampire and with a quick motion slices his head from its body. Dismissing his sword with a thought he reaches down and grabs the now headless body and with a wordless growl heaves it into the river.

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Wed Jul 26, 2017 11:17 pm
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The night erupts with loud panicked cries from the soldier slaves as they scatter in all directions fleeing from Penitent. Some of the panicked soldier cry “ Si Dios no te da hijos el diablo te da sobrinos!” But the soldiers only scatter so far and then their fear wears off and they turn to face the hunters with grim death like determination on their face. Their red sashes somehow look like they are on fire, the yellow script on them burns brightly. It is clear though cut off from each other, they will fight until they have no more life.

The two psi-stalkers cry out together “ Go Rangers!!” Then the two stalkers comb through the area where many of their brethren were torn apart looking for any survivors.

Penitent
you notice the spire the Master/secondary vampire went into appears to be some kind of metallic tower that over the centuries has been covered by rock. You also notice at your feet a set of dog tags belonging to coalition soldier Dirk Jordan, the tags are covered in dried blood and sand.


The Leyline Rift itself erupts in a grisly scene as your driver B'aughb finally comes through as much as he was ever going to be able too. The Truck pops out in shambles, bits and pieces torn everywhere. B'aughb himself is held suspended in the rift by 4 tentacles. He is barely conscious and crying out in agony. They are threatening to tear him apart! A voice chilling and terrifying thunders from the rift.
“ Hunters! You are too late… Too late… Your liquid minions decimate mine. It is of little consequence as the time draws near for me to unleash my dominion! What would your forefathers think if they knew you could not stop the perfect blending of my power and that of this world? The world and universe will soon know of your folly.”

Anyone with danger sense, sense supernatural, or sense vampires can tell something vile is going on somewhere under your feet!


So we will be using the quick combat rules for the rest of the combat against the six soldier slaves and tentacles
http://savagerifts.com/viewtopic.php?f=8&t=70#p619
Basically make a combat roll at no modifiers target is 4 ( Wound penalties apply). You gain a +2 as you outmatch your current foe. Your foes are as follows: There are six soldier slaves left, and 4 tentacles holding your driver.
There is no initiative order, just make your post and use your roll to narrate how well you do. Try to leave something for everyone :D
  • a crit failure means you have received 1d3 wounds, and were not able to help the group succeed. Perhaps though, your defeat was epic
  • failure you received 1 wound. You might have had some impact but you also were wounded in the process.
  • success, You did a good Job, maybe not a legendary victory, but you did what was required to save the day.
  • Success with raise(8), Wow! Did you write the book on how to be a legend? Bards will be singing songs for years to come about what you did this day. You certainly shined during this combat.

You will make a combat roll ( shooting, fighting, casting) with a +2 modifier, and then describe narratively what happens. Note: if you want to heal someone, like Ink, you can do that instead of making a combat roll.

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Sat Jul 29, 2017 10:00 am
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Seeing what is about to happen to B'aughb after he had helped Leben turns to prayer.

Faith to Save Baughb 15 success with 2 raises
Mysticism 1d12+2 = 11 (9)
Wild die 1d6+2 = 6 (4)
Forgot I had +4 Boost Active actually a 15


Leben releases a wave of life energy radiating with a holy aura that heals his injured comrades and the driver B'aughb. Then turning his focus on the writhing tentacles trying to force them to release B'aughb. Just as two of the things release him a bolt of fur and fury come of out of nowhere attacks the last of the monstrosities as B'aughb is dropped to the ground. Leben helps him get clear of the rift as he shouts out to the shifter “Krysesia, close it now, before he focuses all of his attentions on us.”
Looking at B’aughb Leben examines his aura to ensure he has not been infected with the intelligence's foul powers before saying. “You will be okay Bob. I am sorry you went through that, I know it is a little more than you signed up for.”
Standing to attention Leben looks around the battlefield assessing what other needs must be met.

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Leben on Sat Jul 29, 2017 9:23 pm, edited 2 times in total.



Sat Jul 29, 2017 10:16 am
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Vela fights because that's what Vela knows: 1d12+2 = 10 (8) or 1d6+2 = 5 (3)

Attracted by the motion of the fleeing men, Vela whirled and gathered herself to sprint after them...when they were saved by the arrival of something far, far worse. The Rift splayed wide, and through it came a man and tentacles. The fur along Vela's back and shoulders stiffened and lifted, and her ears flattened against her skull. She'd never seen anything like this before, but instinct howled in the back of her head.

She launched herself towards the shimmering Rift...transforming in mid-sprint into a humanoid feline creature. Tall and lithe and black-furred, clad in scraps of armor with a cloak of fur draped around her shoulders, she sped across the battlefield even as the monster bellowed its ultimatum into their minds. It had JUST had time to finish 'speaking' when she leaped up and caught one of its tentacles...and savaged it with tooth and claw, tearing out huge chunks of alien flesh!

(success with raise! She's technically not TRYING to help the human she doesn't know or care about, but the side effect of her attacking her instinctive foe will probably be beneficial to him :))

_________________
Character Cheat Sheet
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


Sat Jul 29, 2017 6:56 pm
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Fighting 1d12 (1)+2
Wild Die 1d6 (2)+2=4

Penitent watches the fleeing soldiers for only a moment.

A few might repent. Most will run, and either hide or return to wickedness, he thinks, before a flash of light catches his eye.

Curious. The spire the harlot faded into is man-made, a tower of metal that time has covered in sand and rock, he thinks, before his gaze is drawn to another twinkling metal object in the sand at his feet -- a medallion, stamped with a man's name.

Curiouser, still, he thinks, as he stoops to retrieve the dog tags, just as all hell breaks loose behind him as the rift re-opens.

Penitent has little chance to react to the voice calling from the rift, as two of the spooked soldiers begin unloading laser blasts in his direction. Crawling to cover, he sets his chainsword abuzz and goes after them, finishing them off as the others move to help Baughb. Even as the tentacled thing holding the driver is dealt with, Penitent senses a great evil stirring below ...

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: 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;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sat Jul 29, 2017 7:55 pm
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Ink turns slightly to look back over his shoulder as he feels a disturbance behind him. He feels a great evil but is a bit far from the newly-opened rift to really help and he feels a pang of loss when he sees his fellow True Atlantean being torn apart by the tentacles of what he can only assume belonged to the evil he felt, which he can only assume is the vampire thing in charge.

He turns back with narrowed eyes and focuses on the slave soldiers. He walks towards them as he puts away his flaming sword. He pulls out the rifle on his back, the old and familiar one from his homeland out of habit instead of the strange and odd new techno-wizardry one. He aims it at one of the slaves and fires, letting loose a flying orb of ice at it. "Freeze or die!" That might confuse them but he doesn't care, he just aims at another one and fires. He simply continues to slowly walk forard and fires at them until they die or run away....maybe if they surrender too.

He also on a whim turns and fires one ice orb at the tentacles as well, just for good measure. "Justice is a dish best served cold, hellspawn."

OOC Comments
Firing Manoan Ice Orb Rifle, -3 penalty from wounds.
Shooting Die 1d8 (3), Wild Die 1d6 (6), Wild Explosion 1d6 (1).

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Mon Jul 31, 2017 8:04 pm
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Notice 3 Fail
1d6+2 = 3 (1)
1d6+2 = 3 (1)


Common Knowledge 9 Raise
1d10 (9)
1d6 (1)


***

Ashlyn felt her stomach roil as something vile and evil manifested below them and the rift opened, spewing tentacles and a mishandled B’aughb.

Leben’s healing washed over Ashlyn and she watched as the fangs and fur of the familiar form dashed into the tentacles, clawing and biting, setting B’aughb free to be pulled clear by Leben.

Vela and the others seemed to have the tentacles in hand. Ashlyn decided they could use some intel before Ink and Penitent finished off the soldiers. Pushing aside her reservations about using her powers of dominion on a fellow human, Ashlyn reached out with her mind to try and capture the mind of one of the fleeing soldiers, making him hers.

The soldier pulled up short in his flight. “Come to me,” Ashlyn commanded in Spanish. “You will answer all of our questions and do what we command.”

***

Conditions:

Turn 10 Raise
Action: Casting Puppet
Psionics 1d10+2 = 10 (8)
1d6+2 = 4 (2)
Move:

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Tue Aug 01, 2017 5:01 am
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Notice 4...Success
1d6 (3), 1d6 (4)

Spellcasting 13...Success with 2 raises
1d8 (6), 1d6 (6)+ 1d6 (5)+2


Krysesia feels the presence below her and springs into action. First she summons three more water elementals and sends them down the spire with a simple command "Go down there and destroy any vampire you find.", as she races across the field to grapple with the Rift itself, not needing any prompting. As she engages in the battle of magical will with the creature taunting them, she strains and struggles, her face marred with the ugliness of the effort. The rift contracts a dozen times and is forced open eleven times. As B'aughb is saved from creature's grasp, she gives it that extra push and closes it tight. After it is closed she breathes hard from the effort, leaning on her own slightly bent knees, drawing in energy from the Ley Line to refill her stores of P.P.E.

"Well that was interesting." She says as she recovers her breath. She chuckles and rights her stance.

_________________
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.


Tue Aug 01, 2017 4:46 pm
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Fighting 11
1d12 (10)
1d6 (5)
+2 Quick Combat Modifier
- 1 for Wound


Surveying the scene Spartacus sees the slave soldiers fleeing and dismisses them as a minimal threat with their vampiric masters destroyed. Turning he sees the their transport driver B'aughb in the grasp of tentacles of...something in the Rift. In an instant a figure races across the battlefield and launches itself at two of the tentacles holding B'aughb tearing them into bloody chunks.

Once more his psi-sword erupts in his hand as he races back the way he came fueled by duty and honor to save his companion. With a mighty leap Spartacus raises his sword above his head and grasps it in both hands. The sword flares ever brighter as he uses strength, mass and spirit in an incredible blow that cleaves asunder the two tentacles on the opposite side from their unexpected ally.

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Tue Aug 01, 2017 10:15 pm
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Time of Day: Dead of Night

B'aughb is Saved
Through prayer, righteous fury, shiftiness, and a bit of cold B'aughb drops into the loose dirt just as the rift closes. He smiles at each of you in thanks before needing to sit down from his ordeal. His arms are marked with nasty welts, and a layer of skin has been torn off... The mark on both arms looks a little bit like a brand, the same symbol of Ixzotz, that the soldier slaves wear. While healing may make the marks heal over, nothing short of the destruction of the intelligence will make the brand fade completely. The fresh water elementals summoned go into the Spire searching for vampires, after 5 minutes you can still feel they are alive and well. Either nothing is impeding them or they are having no luck finding their commanded quarry. If summoned to return they come back out the Spire rather quickly as if they had not made much progress into whatever underground system lies below.


Last moments of the Soldiers

Blood curdling screams echo through the night as the soldier slaves are killed without mercy by two hunters bent of seeking their repentance and putting their ink into the sandy earth. However one hunter steps forward and uses her faith to dominate the mind of one of the soldier slaves.
He snarls at Ashlyn, " Damio will not b-b-betray!"
3 questions before he will start resisting Ashlyns control
Ask 3 question, then his spirit roll 1d6 (1) vs your arcane skill roll
  • Well you can get a few more, but eventually when you release him he will try to kill you!


There are a few bodies lying on the ground near the Spire. Two soldier slaves and one survey team member. The survey team member seems dressed in mechanic's coveralls, and has a pair of driving gloves on, the keys to the MkV are on his person. Most likely the survey team member is August Cooper, the technical support specialist and driver. All three bodies have a variety of puncture wounds and seem drained of blood.
Vela and Devek
However Vela and Devek would be able to tell the Survey team member dead on the ground is in fact not a human from the Survey team, but in fact someone wearing their gear.



Back of the MarkV

Devek awakes to the sounds of men crying out as if hell iself was consuming them. It is a bit muffled, and diluted with a slight rhythmic beeping noise. He is inside some kind of vehicular storage area, probably the mkV, the air is stale smelling of sweat and he is not alone.
A CS private drenched in said sweat is looking at a medical monitor whispering to himself, " No... No... I got to keep him under, captain Zack said keep him under. Frak, which button is it!" The private hits a few buttons on the monitor and turns a dial, button the screen flashes red. He is pretty anxious and laments, " Common Harris, remember you training. Frak! I wasn't trained for this. We take the survey team, part of some Legion easy enough. Ambush alpha target just fine, then the world erupts with a shit ton of mist, just came from nowhere. Then poof, the mist turns into a billion vampires. Shit, the captain stuck me in here and said don't come out, and if you want to live keep alpha under control. Frak, Frak Frak!"
OOC Comments
Devek is Justin's wraith Character, whom is no longer sedated.
    Your gear is underneath the gurney you are lying on
    The cargo hold is locked, and you have to wonder how long the air supply will last in a sealed cargo hold...
Private Harris Fighting roll if needed:
    Fighting 1d6 (3)



Bowels of the Laughlin ruins, or smoke from the city
The city of new del rio shines about 8 miles away. A plume of smoke or ash rises above it, visible even at night.

The large doors to the ruins await in a valley to the North West of the local. At the top of the doors the word Laughlin seems stamped into them. The doors seem old, as if fashioned from some kind of metal from the time before Rifts. They are also closed and do not budge on first inspection. Besides the doors the ruins itself have been caked and covered over the centuries with earth essentially becoming the ground you are walking on. Even at night the sandy ground near the sealed huge doors seems glassy and singe marks are everywhere. Only the rocky spire with its metallic protrusions here and there stands taller than the ground ( about 60ft above ground). While the group is deciding which direction to go the two psi-stalkers nod their heads in thanks.
The older of the two smiles half hardheartedly, " I am Zek, and this is my pledge Joe. Thank you rangers, we only wish you could have come sooner before our kin were slaughtered. I am afraid the war has begun, this is only the first stone. So many vampires and so far north does not bode well." If nothing else is asked of them, they head off in the direction of New Del Rio.



So what do you folks want to do next?
Combat is over this is open roleplay. But please try and come to some kind of consensus on where you guys want to go/do next.
Some fun rolls you can make for more info, just some examples...
  • make a notice roll for more info on the area.
  • Repair or kn electronics to get the doors to open should you so desire. B'aughb has a d8 in repair if you should need his assistance in this matter.
  • shooting roll to determine what might have turned the sand into glass.
[/list]
Attachment:
Laughlin Ruins.jpg
Laughlin Ruins.jpg [ 31.58 KiB | Viewed 601 times ]

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Fri Aug 04, 2017 7:36 am
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Rolls
Notice: 1d6+2 = 4 (2)
Wild: 1d6+2 = 7 (5)
Psionics, Soul Strike: 1d8 (2)
Wild: 1d8 (2)
Fighting, Grapple: 1d8+2 = 7 (5)
Wild: 1d6+2 = 4 (2)


Consciousness returns to Devek like a rapidly clearing fog. It creeps in at the edges first, just the muted din of battle making it through. Then with building speed, like it’s burning away in the sun it all comes back to him. Except there's no sun, just a dimly lit vehicle bay and the stale stagnant air of a sealed vehicle that’s been out too long. As his eyes focus on the private, the memories come rushing back before he moves much. The survey team, he had been meeting the survey team and they jumped him as soon as the doors to the MkV closed behind him.

The private mentioned vampires, which is good intel that will undoubtedly come in handy soon. Inside the sealed cabin Devek couldn’t sense their ‘stench’, which also told him none of them had forced their way inside. Knowing he had to act before the private figured out the device that had surely been pumping chemicals to keep him ‘under control’. Staying flat on his back Devek reaches out to blur the planes to and allow him to attack the private’s astral self, but finds the path resistant. Unsure if he just wasn’t focused enough, or if the drugs hadn’t fully cleared his system he knows he is already committed and can not wait. Rolling to his side his arms strike out like a snake, one snatching the private by his belt while the other issues a sharp strike into his dominant knee. Taken unawares the hapless soldier topples back across Devek’s chest where he expertly wraps the man in a choke hold before he can issue so much as a strangled gasp. ”You should have listened to Captain Zack, the Alpha is out of control Private Harris. Struggle and I’ll pull your head off like the ‘Cap warned, keep calm and you’ll just be having a nice nap.” He whispers into Harris’s ear.

_________________
Devek Ragaa
Wraith
Parry: 6/4; Toughness: 11/13 (5)
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
Current ISP: 18/20
Obi ISP: 610
Active Powers/Effects:
  • Quickness with Raise (-1 hit vs Melee)
Edges:
  • Auto Psi Nullification: Free Action automatic interrupt Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Bennies: 3/3


Sat Aug 05, 2017 1:20 pm
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Black-furred, with faint hints of spots dappling just visible, the cat-woman-thing rises from where it fell among the fragments of monstrous tentacle. Her eyes shine eerie green-gold in the lights of the team. For a moment she regards B'aughb but seems to lose interest in him almost immediately. The psi-stalkers merit a longer inspection.

"A good fight," she rumbles in English accented both by language and by not-quite-human vocal cords. Then grins sharp teeth. "Are these two your bait? Maybe their kind is good for something on a hunt after all."

A cry in the dark catches her attention; one of her ears pricks up and twists to monitor that direction. She looks maybe a little disappointed as she realizes what it is, and what it means. The hunt is over for now.

Notice 1d8 (7) or 1d6 (3) wild.

_________________
Character Cheat Sheet
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


Sat Aug 05, 2017 9:32 pm
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Notice 12 success and 2 raises
Leben Notice: 1d8+2 = 5 (3)
Notice Wild Die: 1d6+2 = 8 (6)
    Wild Die Explode 1d6+8 = 12 (4)


Replenishing his spent power Leben evaluates the scene to see if any other allies need assistance.
Mass Healing 9 all allies recover 2 wounds
Not really sure if anyone is even injured, but better safe than sorry.
d12+4 skill -2 flat penalty for mass healing = d12+2
Leben Mysticism for Healing: 1d12+2 = 9 (7)
Healing Wild Die: 1d6+2 = 3 (1)


After seeing to the wounded Leben says. "I am unsure of our best choice of action from here. Perhaps a prayer will provide some guidance, as my own inclination to simply enter their abode and continue the hunt may not be the wisest." Leben looks to the others for their assessments before entering his meditation.

Quite prayer. "Oh light what is your will for us, how best can we serve your cause, how may I best serve you in this trial?"
Communion 17 success and three raises
Spends PPE for from the ley line so as to not require a Vigor Roll
Leben Mysticism for Communion: 1d12+4 = 16 (12)
    Communion Aced: 1d12+16 = 17 (1)
Communion Wild Die: 1d6+4 = 8 (4)


Replenishing his power when he is done Leben releases the spells he has been maintaining and waits patiently.

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Sun Aug 06, 2017 8:35 am
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Inside the MkV
The air has gotten quite stale in the sealed cargo compartment. Now besides smelling like sweat it has the added bonus of the pungent smell of pee. Private Harris struggles against Devek to no avail. The man's voice is muffled, " Mmmhph... Mmmhph..." He tries to grab his radio but it clatters to the floor.
Devek does notice a hatch that may contain the emergency release for the cargo compartment. Given that the air is not circulating the vehicle probably has been turned off for at least an hour or more. Will opening the emergency release doom Devek back to the black vault, or does something more sinister await.


Psi Stalkers
They were just about to walk away, until they saw the werejaguar... And then it spoke at them.
The younger of the two stalkers Joe stops dead in his tracks, turns slowly, and smiles at Vela with a toothy sharp grin. Zek tries to hold him back but Joe walks right up to Vela. His eyes are red from anguish and rage, " Bait? Bait? You no good cat! My kind protect these lands, while yours does nothing!" From his belt he pulls a silvered vibro dagger, " Anytime... Anywhere monster." His Elder Zek rushes in seeing a weapon drawn and whispers, " We will kill her latter if your honor needs it to be done." The two warily back away and if nothing more stops them they continue their journey to New Del Rio


The Sky brightens for a brief instance after the commotion with the stalkers had past. The moon glows with an eerie red heavenly light. After a minute there is a gust of wind near the large door leading into the ruins. So strong this gust of wind is, that it knocks a semi-hidden door panel of its hinges revealing a control module in some disrepair that could open the doors. Then the moon returns to normal.
Repair
Just needs a repair roll at -2

Moon
Attachment:
Lunar eclipse.jpg
Lunar eclipse.jpg [ 3.73 KiB | Viewed 487 times ]


Leben
Attachment:
Arch Angel.jpg
Arch Angel.jpg [ 97.55 KiB | Viewed 487 times ]

While meditating on his quest for direction, Leben feels a strong familiar presence come from the heavens and standing him. The voice is a thunderous in gravity but silent like a whisper, " Leben, I had wondered why so many of our brethren had been vanquished. I was talking to Daniel when he heard your summons, it was sad when he did not return. You stand here before the gate of one of the great evils that plagues this world. Our father has said it is but a footprint that exists in these ruins, a heavy one, but its true power lies far to the south. IMy sight does not extend into the dark domain below, but I can feel something terrible that has been born. An abomination if you will." The faceless guardian turns visibly shaken by what he can feel. " Know this, you may wish with all your being to flee to the near by town and save whom can be saved, and you will do what you will. But leave these ruins as is will have far more terrible unending consequences." The angel reaches out taking Leben's hand in its celestial gauntlet. " Father gives you the choice as always. We will be ready should you need us." The Angel beats his wings and a mighty gust shoots him to the heavens. Leben notices a small white marbel left in his hand, in the darkness it glows faintly in rhythm to the heart beat of the universe.

Heart Beat of the Universe
A small marble shaped object that glows faintly with the heart beat of the divine.
  • Unshakable: Holding it makes one feel like they can accomplish anything
    • +1 to unshake
    • +1 vs fear checks
  • Illuminating Flare: The heart can have light cast on it maintaining the casters trappings and extending the unshakable bonuses to all allies in the radius of lights glow. This ability is even available in a realm that has no magic.
  • Hindrance: It beats to its own drum and cannot ever be made a permanent light source
Code:
[b]Heart Beat of the Universe[/b]
A small marble shaped object that glows faintly with the heart beat of the divine.
[list] [*][b]Unshakable:[/b] Holding it makes one feel like they can accomplish anything
[list][*]+1 to unshake
[*]+1 vs fear checks[/list]
[*][b]Illuminating Flare: [/b]The heart can have light cast on it maintaining the casters trappings and extending the unshakable bonuses to all allies in the radius of lights glow.  This ability is even available in a realm that has no magic.
[list] [/list]
[b][*]Hindrance:[/b] It beats to its own drum and cannot ever be made a permanent light source[/list]

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Sun Aug 06, 2017 10:29 am
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Looking at The gift entrusted to him Leben secures it as best as he is able and with this new understanding of the gravity of the situation Leben looks to the others. "I must go in to the darkness and continue this hunt. The Force that lies behind this evil must be stopped.
"I ask for you to come with me into the ruins. It is hard to leave the town, but it is what I must do or countless more lives will be lost."


OOC Comments
Is he able to secure the bead to a necklace or in a leather pouch? Something like this is too valuable to him to dare risking.

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Sun Aug 06, 2017 2:20 pm
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Devek’s forearm continues to squeeze Harris around the throat cutting off the blood supply to his brain. His feeble attempts at thrashing quickly subsiding as he loses consciousness. Rolling the private off his chest he swings his legs over the side of the gurney then stops suddenly. The noise from outside has stopped. Either the rest of the squad successfully fought off the vampires, or the bloodsuckers were getting ready to tear into this tin can. Given the level of competency Private Harris displayed, a betting man would favor the vampires. ”If you’re any indication of the quality of soldier sent after me Harris, I’m down right offended. Were you just in the area and happened across a lead or just the closest to dispatch?” he quietly asks the private, who unsurprisingly offers no response.

Stripped to the chest, he doesn’t like his own chances if he can’t find something useful. Taking a moment to slow his breathing to an even steady pace he stands and quickly scans the small compartment. Surprisingly he spots his helmet sitting neatly on top of his chest plate underneath the gurney he just vacated. ’Unbelievable, this really is amateur hour.’ he muses. Dragging the chestplate he sees the rest of his gear heaped in a portable tote further back. He suits up as quickly as possible, ignoring his increased heart rate and the spots beginning to form he pulls on each piece with methodical efficiency. Once his chest plate and vambraces are in place he slides his C-20 into his thigh holster, slings his C-10 barrel down behind his back, and pulls on the metal plated fist wraps the silver plating causing them to shimmer in the harsh lighting. Finally he slips the infamous spiked skull helmet over his head, the calling card of the CS warmachine. The helmet is defaced with six crimson lines that sweep from his eyes over to the back of the skull, lines which mirror the angry surgical scars on his own bald scalp underneath.

Picking up Harris’s dropped radio, he ties it into his helmet speakers and clips it in place. A simple process given his armor’s CS design. Making one final check of the compartment for anything useful he then approaches hatch which should hold the emergency release and opens it. Throwing the release he waits for the cargo door to open.

_________________
Devek Ragaa
Wraith
Parry: 6/4; Toughness: 11/13 (5)
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
Current ISP: 18/20
Obi ISP: 610
Active Powers/Effects:
  • Quickness with Raise (-1 hit vs Melee)
Edges:
  • Auto Psi Nullification: Free Action automatic interrupt Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Bennies: 3/3


Sun Aug 06, 2017 7:32 pm
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Notice 1d6 (1)
Wild Die 1d6 (5)=5 Success

Tracking 1d6 (4)+2
Wild Die 1d6 (5)+2=7 Success

Penitent tears a piece of tattered cloth one of the dead soldiers and begins to clean his weapons. As the others talk and pray and tend to their wounded driver, the apok removes his mask and begins to wander the battlefield, looking for the tracks and signs that might tell him what had occurred before their arrival. He makes a point of inspecting the stone and metal spire into which the vampire sorceress disappeared.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: 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;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Last edited by Penitent on Mon Aug 07, 2017 11:18 am, edited 1 time in total.



Sun Aug 06, 2017 9:10 pm
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Notice - See notes
Notice Die 1d6 (1)
Wild Die 1d6 (2)
+2 to Notice for senses smell and hearing
Notice 2 (4 for scent and hearing)

Grunting his thanks to Leben as he feels the pain of the laser burn fade Spartacus takes stock of the surrounding area. He searches the recent battlefield searching for any survivors as well as any surviving vampires. Once satisfied that the battle is well and truly over Spartacus returns to the south bank of the stream and sits down to rest and recover what he can of his mental strength before they face the next challenge.

OOC Comments
Deactivating armor to save power. Spartacus has rapid recharge so +1 ISP/ 30 minutes. Just let me know how much time passes before we move out again.

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Mon Aug 07, 2017 10:34 am
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Ready to Help or a while to Enter
B'aughb gets up and rummages through the rubble of the truck that had been destroyed while coming through the rift. He is pretty silent not saying a word. At Leben's words of entering the ruins, he ventures over to the divinely revealed panel near the Large doors leading into the ruins. He bends down at it with a few tools and does some fiddling... For a while. Once finished he indicates with gestures that if connects two wires the door will open!
OOC Comments
If he repairs the Panel alone it will take him 3 hours. If some one else wants to take lead, start at 3 hours and every raise -1 hour. Roll B'aughb's 1d8 (non WC) repair as an assist


The Cargo Doors of the MkV open with a BANG!
The cargo doors of the nearby APC open with a hiss followed by a fiery gout of heat and plasma! Inside the cargo hold, after hitting the release mechanism Devek sees a red light switch on beneath release switch. It rapidly flashes and a soft high pitch series of beeps follow it. Then the hold is incinerated in plasma fire!
Devek
Devek missed the booby trap by 1 pt on his notice check. Devek and Private Harris are the only ones in danger here as no one else had come to check the APC out.
  • Devek can make an agility roll at -2 to get out of the way or if you want to get you and Harris out Agility -4. The target for a success is 4. A failure he takes a wound.
  • This is plasma so bypasses any armor not environmentally sealed. Such has huntsman or a suit of damaged deadboy ( retrapped huntsman)
Damage: 3d10 (4, 8, 1)


The Spire with metal?
The Spire is really interesting. Clearly some kind of rock formation, but definitely not solid, its like something tall and old made of metal was under it, and over the centuries sand and mud has glued onto it forming a craggy rock spire. In the quiet moments before the explosion from the cargo hold, Penitent can hear if he puts his ear up to the pounding of water on something metallic, Thud! Thud! If penitent stay quiet there for a good 5 minutes, in between pounds, as if an echo he hears a snarling joyful vampiric yell " Sir! Hear she comes!!". Another distinct vampiric voice echoes back, " Rodger that! Pin those spouts down!" This strange echoing conversation ( as if hearing something through a ventilation system) is followed immediately by a terrible roar. While incapable of feeling fear, Penitents heart does skip a beat after hearing such a baleful roar of some unknown terrible creature.
OOC Comments
The pounds are Krys' fresh elemental unable to gain access to the area below. The roar of the creature coincides with the initial water elementals summoned by Leben and Krys ending.


Spartacus
While sitting and recuperating at the bank you recall the letter your cyberknight mentor Markus had given you. When and if you read it:
Spartacus,
I am sorry you had to take up this mission, and more so I am sad I could not accompany you. Our leader deemed only one of us would go to answer the call from the one known as Doc Reid. The lord's friend Erin Tarn has persuaded him to ask that one be sent to ascertain the true threat of vampire's. It has fallen to you my friend. When Lord Coake asked me who to send in my stead I answered You! I met Doc Reid once, strange and of parcular habits. But he knows vampires. He has asked for help, a special mission. The council was split, but the cyberknights need to find out what this mission is, and we need one of our own to find out if these vampire's are a menace greater than the coalition as Tarn would implore us to believe. You must find Reid's Ranger's strong hold and meet with Doc Reid... I do not know where this fort is, but I have a contact in El Paso, Rex Thunderpaw, a dogboy that owns the bar Pits & Bulls. He knows everyone in the area. Take the river north from New Del Rio, to El Paso, find Rex, then find Doc Reid. We must know if this threat is as credible as Tarn says. We went into the Siege of Tolkeen with little information and it split our order. We must make double sure this time!

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Mon Aug 07, 2017 7:52 pm
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Notice 7 Success
1d6+2 = 5 (3)
1d6+2 = 7 (5)


Common Knowledge 7 Success
1d10 (7)
1d6 (3)


***

“Oh, Damio, mi amigo,” Ashlyn said, putting a hand to the soldier-slave’s cheek. “Is no betrayal. You will help your amigos by helping us.” She gave him a smile. “Now tell me what is below us and that spire? How do we get there? How many vampires are there below?” she asked, feeling him starting to resist her control over him.

“And do not lie to me, Damio, because I will be knowing,” she warned him, opening her mind so she could read his thoughts that he was telling the truth.

She glanced around, noting the large door, and then the back of the truck exploded!

***

Conditions:
Maintaining Puppet: 3 rounds (3 questions)

Mysticism to maintain Puppet 7 Raise
1d10 (7)
1d6 (4)


Psionics 7
1d10 (7)
1d6 (5)

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Last edited by Ashlyn Alvarez on Tue Aug 08, 2017 12:56 pm, edited 2 times in total.



Tue Aug 08, 2017 3:56 am
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Joined: Fri Jul 21, 2017 6:04 pm
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Rolls
Agility 1d8-4 = 0 (4)
Wild 1d6-4 = 0 (4)
Extra Effort 1d6 (4)
-1 Benny
Strength for narrative 1d6 (6)
Ace 1d6 (4)
+1 Benny for Overconfident
Notice 1d6+2 = 5 (3)
Wild 1d6+2 = 7 (5)


Devek sees the tell tale light a fraction of a second after he hit the release. "BALLS." he curses as he drops back two steps to the gurney where Private Harris is peacefully sleeping on his stomach. Bending down he grabs Harris under his arms and with practiced ease hauls him up over his shoulder into an evac carry. Bolting to the slowly opening cargo door he runs up the steeply pitched ramp, grabs the top lip with his free hand and swings his legs over dropping to a crouch on the other side of the opening door just as the wave of plasma erupts out into the sky. The door screeches in protest, then stops moving as the mechanism is fused by the superheated plasma.

Backlit by glowing metal and wreathed in smoke he stands slowly and sets his legs shoulder width apart, raising his free hand in a defensive posture. Though patched and severely worn, there's no mistaking what he's wearing. The spiked skull helmet is marked with red lines and the breathing apparatus is plainly missing, but it's still the calling card of the Coalition and to anyone even remotely familiar with them it marks him as a psi stalker. The young man on his shoulder groans slightly, steam rising from his Coalition field uniform.

He'd been anticipating a horde of the dead to move on him at any moment, but as the smoke clears he sees a mismatch collection of fighters instead. Definitely not the hit squad either. Mercs then? He wasn't sure, but they had to be better than either of those alternatives. Standing slightly more at ease and lowering his fist he looks them over. "Tell me you guys saw that.'

_________________
Devek Ragaa
Wraith
Parry: 6/4; Toughness: 11/13 (5)
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
Current ISP: 18/20
Obi ISP: 610
Active Powers/Effects:
  • Quickness with Raise (-1 hit vs Melee)
Edges:
  • Auto Psi Nullification: Free Action automatic interrupt Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Bennies: 3/3


Last edited by Devek Ragaa on Tue Aug 08, 2017 8:21 am, edited 6 times in total.



Tue Aug 08, 2017 7:09 am
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Vela bared her fangs at the psi stalkers when silver was drawn. Did he think she'd back down just because of that?! But they were fearful after all, and backed down first. This wasn't her territory, not yet, but it still felt good to have stood her ground. Against the Dead, against their miserable slaves, against the sniffer-people! She let out a roar to follow them as they retreated. A warning, and a marker for anyone listening.

She could have warned them that the town belonged to the Dead now, but...eh. They'd find out soon enough. Hehe.

Now, these others. 'Rangers,' they'd been called? Hadn't the others working near here mentioned something like that?

One was babbling words that no one else seemed to be listening to. Another was off a little ways, questioning a slave or something; Vela couldn't quite tell. Another picking over the dead, and yet another sitting quietly by the water with his mask off. Strange thing, that mask. None of them seemed the least bit concerned with Vela, which struck her as more than a little strange as well. And off-putting.

Well. What did she care for the gratitude of creatures like these? They weren't why she was here. She'd rather hoped to see the 'survey team' again, but it seemed likely they were the victims of the Dead by now. But perhaps these knew more.

With a moment of effort, Vela forced herself from her true form into her disguise...the human-appearing shape she used to walk among these people. They'd already seen her in other guises, but even so they might react more favorably if she looked more like one of them. Plus, the armor fit a little more comfortably this way.

Now a caramel-skinned woman clad in loose-fitting, patchwork Huntsman armor, she approached the one with the mask...the one sitting quietly.

She hadn't quite reached him before the metal thing exploded violently, sending waves of light and heat cascading out into the desert!

Vela immediately swelled back into her battle shape, the humanoid jaguar creature, and whirled to face the explosion, expecting something horrific to come lurching out from the wreckage!

_________________
Character Cheat Sheet
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


Tue Aug 08, 2017 7:46 am
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Silver Patron
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Joined: Wed Jun 28, 2017 11:36 pm
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Notice 4
1d6 (4), 1d6 (2)


Pender Lumkiss wrote:
The large doors to the ruins await in a valley to the North West of the local. At the top of the doors the word Laughlin seems stamped into them. The doors seem old, as if fashioned from some kind of metal from the time before Rifts. They are also closed and do not budge on first inspection. Besides the doors the ruins itself have been caked and covered over the centuries with earth essentially becoming the ground you are walking on. Even at night the sandy ground near the sealed huge doors seems glassy and singe marks are everywhere. Only the rocky spire with its metallic protrusions here and there stands taller than the ground ( about 60ft above ground). While the group is deciding which direction to go the two psi-stalkers nod their heads in thanks.
The older of the two smiles half hardheartedly, " I am Zek, and this is my pledge Joe. Thank you rangers, we only wish you could have come sooner before our kin were slaughtered. I am afraid the war has begun, this is only the first stone. So many vampires and so far north does not bode well."

"We came from the Tomorrow Legion most recently, not Reid's Rangers. Though we share similar goals." Of course she knows who the Rangers are. Anyone who fought vampires in the southwest knows who Reid's Rangers are. This was not her first trip to the area, though it was to this town. She glances at the others. "I believe we intend to press while we are still fresh, though I imagine not too far. Go recover your strength, and do report in to your superiors that we are here. We would probably not turn down help from the most famous vampire hunters in all of Mexico, perhaps all of North America. But be careful. A den of this size, I would not be surprised to find them in town as well. I would sleep with garlic and a locked door tonight." Though even as she said it, she knew they probably would turn away the help of the rangers aside from perimeter control. In truth their band had little to fear from most vampires, but that would become more of an issue as they pushed further into the lair of the creatures.

She turns to look at Vela, intrigued. Of course she knew what she was. Her kind were a common enough thing in the jungles surrounding her home. It makes sense they would see psi-stalkers as rivals. She smiles wanly. "Oh, no, just part of those fighting the same enemy we are. We are from another group called the Tomorrow Legion, though in truth our allegiance even to them is one of mutual convenience. They support us in the fight to destroy the vampires. We are here to find our missing crew." She motions to the cat-shifter. "Join me if you care to."

Looking over to Leben, she nods. "There was no other destination in my mind."

As she walks towards the prisoner and the spire, the truck explodes. She brings the shotgun to bear, already grasping at magical energy, drawing it to her so she can unleash it as a spell, when another psi-stalker (Devek) stumbles out of the back of it. "Yes, we did. You with the psi-stalkers from the Rangers? And is your companion or you hurt?"

As she feels her last few elementals still held in place, she recalls them to her side, having them put out the fires from the plasma. "Do not harm yourselves my friends, we will be pursuing them soon." She says speaking to her allies.

_________________
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.


Tue Aug 08, 2017 7:10 pm
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Ink slowly turned around in a full circle to survey things after the slave soldiers were downed...or being interrogated. He barely stopped himself from killing that one as well. His instincts were geared towards two things - protecting and killing. Sometimes it was hard to run either off. But he restrained himself and let Ashlyn do her work.

He shook his head at the Psi-Stalkers assumption but didn't correct them. The were-creature gave him pause. He was just about to put away his sword when he saw her. Silver, right? Just like vamps? Coincidence? Pfah. His eyes didn't stray from the werecreature...

...until the explosion sounded. His eyes tracked over to where two figures emerged, smoking. He put away his clan blade, willing the energy to reform in to the tattoo on his arm. He let the energy fade from the silver cross tattoo as well. He slung the rifle on to his back once more, and left his armor tattoo going for the moment. He made sure he retrieved all his weapons and he let the ley line energy fill him, fill him to bursting...and his eyes stayed focused on Vela and Devek.

He tossed, without looking, to Krys in Spanish. "¿Vamos a recoger a los extraviados?*"

OOC Comments
*Translation: "Are we picking up strays again?"

Notice die: 1d8 (3), Wild die: 1d6 (2).

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Last edited by Ink on Tue Aug 08, 2017 8:23 pm, edited 1 time in total.



Tue Aug 08, 2017 8:05 pm
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(rolls held) Krys merely smiles and shrugs to her cousin. "Posiblemente."* She nods her head to Vela. "Hombre Pantera. Como en casa."**

*Spanish for possibly
** "Werepanther, like from home."

_________________
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.


Tue Aug 08, 2017 8:14 pm
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One eyebrow rose upward slightly. He echoed her word back to her. "Posiblemente." He wasn't sure if the were was like the ones back home or not, yet. Some had been friendly, some had not. This one...seemed...friendly thus far.

He let the anti-vampire tattoo drop as well. Only the glowing, translucent Greek-styled armor was still active. He looked over at the psi-stalker that had exited the vehicle, abruptly was a good word for it. "Hola. Sure know how to make an entrance." A smile flickered on his face, but it wasn't the friendly kind. "Bit far from home aren't you, Dead-Stalker?" The nickname was clearly a mash-up of Psi-Stalker and Coalition Dead Boy.

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Tue Aug 08, 2017 8:28 pm
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Notice 13 2 Raises
1d6+2 = 5 (3)
1d6+2 = 8 (6)
Ace 1d6 (5)


Common Knowledge 5 Success
1d10 (3)
1d6 (5)


***

As Ashlyn worked her way into Damio’s mind, her dark eyes flicked to the young woman. “Vela? Is that you?” she said, a bit astonished at seeing her old...friend?...Rival?... They had survived hell together, but hadn’t exactly parted on the best of terms the last time they met. “What are you still doing prowling around here?” There was a touch of warning in her tone. The cyber-knights and mystics at New Alamo had warned the shapechanger away from their territory, and Ashlyn had left her share of silver scars on the young woman.

***

Conditions:
  • Maintaining
    • Puppet: 3 rounds (3 questions)
    • Mind Reading

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Wed Aug 09, 2017 11:56 pm
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While waiting for his friends to prepare and seeing some are tied up with other tasks Leben thinks it would be good to see on the other side of the door where the elementals assault was arrested. Sitting down he begins meditating and he reaches out with his mind searching the other side to count the numbers and see if any traps or ambushes are assembled.


Exalted Detect Arcana 10, Clairvoyance 4, maintained for 15 rounds
Will use Mystics ability to pay double PPE instead of wasting ISP. Will maintain with PPE as well.
Free Action to Activate Exalted Detect Arcana
Exalted Detect Arcana: 1d12 (10)
Wild Detect: 1d6 (4)

Use Clairvoyance with activated with sight, sound, smell, touch and if allowed my arcane awareness for detect arcane.
Psionics: 1d8 (4)
Psi Wild: 1d6 (3)


Total Cost 17 PPE to activate, 3 to maintain after 3 rounds, giving two rounds to recover PPE
PPE Draw 1: 1d12 (12)
    PPE Draw Aced: 1d12+12 = 22 (10)
Wild PPE Draw 1: 1d6 (1)
PPE Draw 2: 1d12 (2)
Wild PPE Draw 2: 1d6 (6)

Can be maintained for 38/3+3=15 rounds total before ceasing.

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Thu Aug 10, 2017 7:41 am
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The emergence of the sniffer-man was something of a letdown after the explosion. Vela had been ready for some unspeakable monster held in reserve until the right moment...some secret weapon of the Dead... And it was just this. Bah.

"Everything all around for miles saw that," she snarled in retort. That wasn't necessarily a bad thing though. The night was young, and ripe for killing more of the Dead.

The conversation between two of the...rangers? They'd said they weren't though...caught her attention, especially the part about 'strays,' but before she could respond to that she heard a familiar voice.

"Ashlyn."

NOW it was starting to make more sense.

Vela returned to her human form. Partly so that communication would be easier, but also as a subtle dig. The mystic was clearly a bit on edge about her. Changing to human shape was a sign that Vela did not feel threatened.

"I could ask the same of you. You are far from your place here. As for me...I was exploring around the city. The Del Rio. Then the Dead came and took it, so I came this way to warn the...the..." she waved a hand at the ruins. "...there were people here. I liked them. But the Dead must have taken them too."

She sighed and looked off to the north. If the Dead were this strong here already, the way for the tribe would be difficult even if she found a place.

Abruptly Vela gave Ashlyn a considering look. "Are you here about the Dead? Do you have an army?"

_________________
Character Cheat Sheet
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


Thu Aug 10, 2017 9:27 am
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Damio's Answers
The soldier slave Damio rips off his red sash emblazoned with the symbol of Ixzotz. He seethes at Ashlyn, " This awaits you witch! Dragon eggs, their bloody mother, and this!" He emphasizes this with a shake of the red cloth. " Go witch and seek your death through those doors... Your man their with the One Scar seems competent to get you in. I too have been blessed like him." Damio shucks off his forearm guards revealing a set of similar scars that B'aughb now has ( from his encounter with the tentacles) Holds up both hands dropping the red cloth. " Over 1000 witch, what hope do you have of saving the surveyors, and the pretenders?" Damio casts a glance at the Rocky spire, " A Metal tower now covered in rock... Rooms stairwells, much darkness."

Damio Struggles against Ashlyn's will to no avail and he cries out, " Master they are here, the hunters are here... Give me your power and I will vanquish your enemy!"
Ashlyn
You notice the scars on the forearm of Damio begin to glow as if something heard his plea


Devek
Private Harris is still unconscious, he is essentially an uncooperative allied extra, he will remain asleep unless you wake him up or it is dramatically appropriate for him to wake


Leben
The elementals were going through the spire, Kry's last ones where able to pass into it but could not make their way through the structure as the previous ones before.
You find your self in a stairwell that is half filled with water. A red light about 20ft up is flashing intermitantly providing a breif burst of illumination in an otherwise completely dark stairwell. The door is barely visible through the water and it looks shut and well sealed. Manny divots and thump marks adorn the nearby wall and submerged doorway ( Basically the elementals trying to brake through). The stairwell itself has two soldier slaves sprawled on it, their heads have been detached as if hit with a fire hose. Along the wall with an arrow pointing up you can make out the words Communication Tower.


B'aughb gives you all the thumbs up! It would appear he is ready to connect the power leads opening the huge doors into the ruins.

Next GM post will be Sunday with you guys going into the ruins, looks like right now through the Huge doors ( Which are the old Hanger doors). Just to make it clear there are two ways into the ruins. The Large Hanger doors and the Spire ( which is the old communication tower) is another way.

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Thu Aug 10, 2017 7:58 pm
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Ink looked from the werepanther to Ashlyn. So they apparently knew each other. That was good to know, and very interesting. He hoped that the were-creature was friendly, and it seemed like it...SHE...was thus far. He didn't dismiss her as a potential threat just yet, however, neither did he seemingly actively guard against her. He mainly watched the Dead-Stalker who hadn't been too talkative as of yet.

The soldier-slave was a fount of information, though how much it was useful and intelligible rather than fanatical propaganda had yet to be seen. He raised an eyebrow at Ashlyn. "Are you finished with him?" He was clearly waiting to kill the man.

OOC Comments
Notice: 3.
Notice die: 1d6 (3), Wild die: 1d6 (1)

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Sat Aug 12, 2017 1:26 pm
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Joined: Sat Jul 01, 2017 5:16 am
Posts: 36
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[OOC=Notice #]
1d6+2 = 8 (6)
1d6+2 = 4 (2)
[/OOC]

[OOC=Common Knowledge #]
1d10 (3)
1d6 (2)
[/OOC]

***

Ashlyn gave Vela a bit of a surprised look. “Vampires...took New Del Rio?” she asked, a bit surprised. The city was a pit of scum and villainy, but it was a fairly strong one, and anchored by the river. “I not at New Alamo, at the moment,” Ashlyn explained. “I with Tomorrow Legion now, north long ways. But these men…” She gestured to the bodies lying around. “They were ours. We came down because we got word from them of trouble. No army, I am afraid. What I have is what you see.” She gestured to the rest of her team. “Is it as bad as all that?”

Ashlyn gazed back up at the spire for a long moment. “That...is my mother,” she said softly. She shook her head violently. “Was. Was my mother. It hasn’t been her for nearly two decades now,” she had to remind herself. “I didn’t know she had been turned…”

Ashlyn sniffed and quickly wiped at her eyes, turning her head away from Vela, lest she show weakness to the shifter.

Ashlyn returned her attention to Damio as he spouted off. Her face fell. So many vampires! And...something more. Much more dangerous and deadly. And a dragon! She was beginning to wonder if they didn’t need an army…

“Gracias, Damio,” Ashlyn said. “You have been mucho helpful.” She released Damio and looked over to Ink. “Sí, I am finished. Tie him securely and place him safely in truck. We will see what help we can get him when we are finished.”

Ashlyn turned back to Vela, extending her hand. “Is good to see you again. Am sorry for how we left things last.” She took a moment to replenish herself fully from the ley line before they breached the door.

***

Conditions:

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Sat Aug 12, 2017 2:07 pm
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A slow small smile crept on to Ink's face as Ashlyn turned away to talk to her were-friend. He gave a nod, slight sarcasm in his voice when he spoke again. "Yes. Gracias, Damio. You have been most...helpful." He then pulled out his pistol and shot the soldier slave in the head at close range. He stepped back and let the body fall.

"To the ruins then?" He asked calmly and without emotion as if the execution had been nothing to him.

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Sat Aug 12, 2017 2:33 pm
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Notice 5
1d6 (2), 1d6 (5)


Krysesia does not look surprised at Ink's execution of the slave soldier, but she does give him an admonishing look. "She told us she did not want to kill humans. The least you could have done is drag him off somewhere and done it quietly." Her concern was not killing the soldier, but of disturbing the young woman, and that was clear. "I am sorry dear, he is a trained killer and does not think of these things. Sadly leaving him alive is not an option with this monster. If he had the strength of will to resist the monster he calls master, he'd have shown it with you in control of him. We simply would have left an avenue of betrayal at our backs. We are not dealing with a simple nest of wild vampires here."

She glances at Devek. "I'd ask if the cat has your tongue, but it appears she does not. Are you and your companion alright?"

_________________
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.


Sat Aug 12, 2017 9:51 pm
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Vela shrugs at Ashlyn's questions about Del Rio.

"They have army...it would be good to have one for us too. If only to keep their attention while I kill them all." She grinned.

The grin didn't last long though at Ashlyn revealing the identity of one of the vampires. Fierce or no, Vela understood family, and the pain of losing someone. Especially like that. There would be no jesting or teasing about that. Other things, maybe, but not that.

She shook her head. "Do not apologize for other people being stupid. It may even be good. So many Dead around...Alamo may already be gone by now. If not, they will probably go there after they are done with Del Rio." With a shrug, Vela noted, "So it wouldn't have mattered. Even if I had gone to get the tribe, they would not be here in time. The Dead...they moved fast."

The werejaguar tilted her head curiously when she saw Ink draw his gun and shoot the man Ashlyn had instructed be taken alive. She thought the tattooed man had the right idea, but how would Ashlyn react to his defiance?

_________________
Character Cheat Sheet
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


Sat Aug 12, 2017 10:29 pm
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Notice 11 or 13 see notes
Notice Die 1d6 (6)
Ace Notice Die 1d6 (5)
Wild Die 1d6 (5)
+2 for scent or hearing

Common Knowledge 22
Smarts Die 1d6 (3)
Wild Die 1d6 (6)
Ace Wild Die 1d6 (6)
Ace Wild Die 2 1d6 (6)
Ace Wild Die 3 1d6 (4)


As he sat on the bank of the river Spartacus recalled the letter from Marcus given to him by Capt. Lumkiss. Pulling it from his armor he carefully read the letter and then read it again. So I must go to El Paso that much is clear. Gathering intelligence about vampire intentions is of paramount importance. Spartacus concentrated to recall everything he knew about this region and at how much he could recall. My teachers would be gratified to know how much attention I paid to my geography lessons. He chuckled silently to himself. A knight has to be able to travel anywhere at a moment's notice but learning dry facts about faraway places and where they were in the world were not the lessons that had interested him overly much.

If I remember correctly it is a little more than 350 miles from here to El Paso as the crow flies. Not being a crow, however, I think it would be closer to 400 miles. Rrrrrrrrrahhhh, that will take me something on the order of a week to ten days on foot just to get to El Paso. Longer if I the humans come along. Steady companions but slower than a frozen river on the trail. If I can liberate a hoverbike in New Del Rio I can be to El Paso in a day or two at most. It is worth the risk of delay to search the town for a working bike.

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Sat Aug 12, 2017 11:34 pm
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Notice
Notice 1d6+2 = 7 (5)
Wild 1d6+2 = 6 (4)

Krysesia wrote:
"Yes, we did. You with the psi-stalkers from the Rangers? And is your companion or you hurt?"

His helmeted head tilts to the side without understanding. ”No, I'm not a Ranger. As for Harris?” He shrugs noncommittally, ”As long as I didn't choke him for too long he’ll wake up nice and chatty.”

Ink wrote:
He looked over at the psi-stalker that had exited the vehicle, abruptly was a good word for it. "Hola. Sure know how to make an entrance." A smile flickered on his face, but it wasn't the friendly kind. "Bit far from home aren't you, Dead-Stalker?" The nickname was clearly a mash-up of Psi-Stalker and Coalition Dead Boy.

Devek had heard the woman claim they were from the Legion, but after recent events he was more than a little wary about such claims. ”We all find Refuge where we can.”


Vela wrote:
"Everything all around for miles saw that," she snarled in retort.

“...there were people here. I liked them. But the Dead must have taken them too."

”I meant the amazing escape with ‘Smoky’ here. I don’t think that was visible quite so far out.” Satisfied these newcomers weren’t going to attack at the moment he listens to the protests his back is expressing and sets Private Harris down so his face and uniform are clearly visible to Vela. [b]”When did you pass through here? Was this one of the men you saw? Best I can tell they’ve been standing in for the survey crew for quite some time.”

The crack of the lightning pistol cut through his words like a knife. He tensed his body without thinking, a near imperceptible shift in position to ready himself for an attack. It would be completely unseen by most, though other skilled fighters would probably see it. He doesn’t bother changing his posture when he sees it was simply an execution. He’s done his fair share of the same, but never when specifically asked not to. The woman brushes it off as ‘training’ but for Devek it’s the exact opposite. It’s the tell tell sign of a sociopath masquerading as a soldier. ”So, it seems you have some spare rope now. I could use it for Harris here.” He gestures to the soldier at his feet. ”And if you kill my prisoner, I’ll feed you that pistol.”

_________________
Devek Ragaa
Wraith
Parry: 6/4; Toughness: 11/13 (5)
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
Current ISP: 18/20
Obi ISP: 610
Active Powers/Effects:
  • Quickness with Raise (-1 hit vs Melee)
Edges:
  • Auto Psi Nullification: Free Action automatic interrupt Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Bennies: 3/3


Sun Aug 13, 2017 1:34 am
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Rolls carried forward...

The sound of an explosion rips into Spartacus' thoughts like a buzzsaw. Leaping to his feet he raced towards the explosion but left his armor unpowered. It would protect him well enough and the extra weight would not slow him down. Arriving at the scene he witnesses the exchange between the newcomers who must have come from the burning vehicle and his teammates. He is not so sure that they should take these newcomers at face value but the others seem to accept their presence so for now he is also willing to go along particularly since it is obvious that one of them took the effort to rescue the other from the vehicle. Then there was the shifter creature but she had fought on their side in the battle and helped free B'aughb from whatever that monster in the rift was.

Then just as things were settling down once more the Atlantean Ink, rather than secure the prisoner as asked, just shot him in the head as if it were nothing! In an instant Spartacus crosses the space between them a growl building in his throat. Grabbing Ink with both claws he shoves him back away from the body. "FOOL!" He roars, "HONORLESS CUR! Have we learned nothing from the death of Tolkeen? We combat the darkness WE. DO. NOT. BECOME. IT."

At Krysesia's comment he turns on her "A RISK?!? Of course keeping him alive was a risk! Everything we do here or anywhere for the legion is a risk! We are not here just to kill a few vampires no matter how satisfying that might be! Leaving aside for a moment of the depravity of killing a being while his hands are bound behind his back, that prisoner may have been a priceless intelligence asset but now he is dead and we will never know. PAGH!"

Turning back to Ink, Spartacus' eyes narrow and his body tenses with his desire to challenge him "If you were of the order I would be challenging you right now and if I were you're superior in the Legion I would be arresting you but you are not and I am not. However, I cannot trust one such as you at my back. As my father used to tell me 'It may be a wise commander that lets a Coyle fight for him but he is a fool that lets a Coyle fight with him.'"

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Sun Aug 13, 2017 1:56 am
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Notice 7 Success
1d6+2 = 7 (5)
1d6+2 = 3 (1)


Common Knowledge 5 Success
1d10 (5)
1d6 (2)


***

A new sense of worry unfolded on Ashlyn’s face when Vela mentioned New Alamo, her home, might be the next target. But she had little time to consider that when a laser pistol went off practically next to her.

Ashlyn spun around and watched Damia slump to the dirt, a nice hole drilled in his head, Ink standing over his body.

“Madre de Dios! Tu pendejo! I told you tie him! Not shoot him!” she shouted at Ink. “He was prisoner. Helpless. No danger to us!”

Her anger was more than matched by Spartacus as the cyberknight charged up on Ink. Ashlyn wrapped her arms around herself and stared down at Damio’s body, clearly shaken. She had been in the man’s mind, seen the evil there, but also the good, that he had a family. He hadn’t always served the vampires. He could have been saved. And now his two children would have to fend for themselves.

Ashlyn sniffed and wiped at her tears as she knelt down and closed Damio’s eyes. She started murmuring quiet prayers in Spanish over his body.

“We should bury the dead before we go,” she said, brushing back her long, raven hair.

***

Conditions:

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Sun Aug 13, 2017 3:05 am
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Posts: 40
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Devek Ragaa wrote:
”I meant the amazing escape with ‘Smoky’ here. I don’t think that was visible quite so far out.” Satisfied these newcomers weren’t going to attack at the moment he listens to the protests his back is expressing and sets Private Harris down so his face and uniform are clearly visible to Vela. ”When did you pass through here? Was this one of the men you saw? Best I can tell they’ve been standing in for the survey crew for quite some time.”


If Vela recognizes Devek's armor, or Harris' for that matter, she seems unimpressed by them. She looks down at Harris' face and shakes her head. "No. No armor like that. I did not see his face, but I did not see every one of them. The...exploding thing was not there." She waves a hand at the remains of the APC.

She spares a look back at the drama unfolding with Ink and smirks a little.

"So. You are one of the same army as him? Did the Dead pay you to fight?"

_________________
Character Cheat Sheet
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


Sun Aug 13, 2017 7:35 am
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Posts: 31
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Notice 4
1d6 (4), 1d6 (3)

At Devek's comment about Refuge, she snorts. "So Beacon keeps saying." Krysesia nods at the new information. "Standing in for the survey crew. Interesting. That has many ramifications. Any idea how long, specifically? They were supposed to use that Rift back there for communication."

At his request for rope, she drops her bag down and tosses him some of it. "I'd like it back eventually, but no rush. But do you have a name soldier? They usually give those in the Coalition States."

When Sparticus explodes on Ink, she says nothing. In truth Ink had overstepped his bounds. The prisoner had been bound, and there were long torturous means of removing the mind control, but such methods were not worth it on such short lived creatures. A being whose life is measured in decades is not worth a process that takes decades. Those he loved and would have to live for would be long dead or enslaved.

Then the wolfen rounds on her. Her voice does not raise in volume, though it becomes as hard as diamonds. Her voice is suprisingly matronly as she simply scolds the knight. "What do you know of risk? What do you know of sacrifice?! Have you watched loved ones be torn limb from limb for the crime of existing? Have you seen your kin enslaved or destroyed for thousands of years for the idea that one day you might rise to fight them effectively? My people have faced these monsters for thousands of years. I have personally fought them for fifty. Do not lecture me on subjects you are a mere novice at! I may not know the Legion as you do , or Tolkeen - the wars of the petty do not matter to me. Our wars are fought over thousands of years against a foe that does not forget, does not relent, and does not let go. Was there a way to retrieve the man's soul? Perhaps, but the process takes twenty or thirty years and the combined experience of ten thousand years! Yes, a risk of them taking that vehicle and using it to ram into us, trapping us underground, or worse turning it's ordinance on us. Or perhaps going into the town we now know to be under the control of the enemy and bringing a few dozen MORE hapless slaves and their vampire masters to hinder us further! Do not talk to me of sacrifice. As for intelligence, if she could not get more out of him while in control of him, what makes you think anyone else could!? I have full faith in her ability to do her job here, as I have you to do yours. But do not speak to me of darkness or war. You have seen neither on a scale I have lived with my entire life. You have not lost the relatives and friends I have to that war." Her voice softens sharply and there is sadness in her voice. "And I hope you never do. It is too terrible a burden for one so young to bear."

Spellcasting to summon earth elemental 15...success with 3 raises
1d8 (8)+ 1d8 (7), 1d6 (6)+ 1d6 (5)

Spellcasting to draw max PPE from ley line 7...success. Rolled Backlash, failed to recover by roll, Benny Spent
Spellcasting 1d8 (1), 1d6 (6)+ 1d6 (1), Spirit 1d6 (1), 1d6 (3); Spend a Benny to recover

At Ashlyn's statement that they should bury them, she nods. "Agreed." She raises her hand and speaks in soft tones, muttering an incantation, slightly different than before. She swiftly summons an earth elemental, and instructs it to make a hole for the body and how big. She then has it lift the body gently, unless the mystic wants to do it herself. She then walks over to the ley line and draws in enough PPE to fill her reserves and get as much extra as she can hold. Doing so, she is struck by the choices made by the desperate summoners of Tolkeen. It would be so easy to reach into the void and summon untold monstrosities that would help her destroy this all, but at what cost. She finds herself sobbing with the realization that it is so easy, and so hard to do the right thing. She tries to steel herself but cannot for a moment. When she does and collects herself, she moves back to the group. Upon returning and the elemental finishing it's purpose, she releases it from service, letting its earth body fall over the grave in a mound. She then takes a wooden cross from her pack and places it on the grave.

Krysesia seems to shift gears. "Tolkeen was a tragedy, but it was also inevitable. A bunch of loud mouth rabble, playing at greatness, mouthing off to an organized and well supplied enemy. And then the fools turned to demons when it got rough. Demons?!?! There are lessons there, one being that you don't antagonize a superior and organized foe without a plan of attack. I bring this up because we are about to do just that. So what is our plan of attack? There will be more slaves. Sir Sparticus, since you seem so worried about them, why don't you handle the slaves. I've seen your kind in battle, modern weapons are not real danger to you. Ink and our werejaguar friend here are best suited to take on the inhuman monsters we face. Leben and I can help cut down the field as well. Once we clear the rabble, it is time to focus on the devil in control. Senorita Ashlyn, I am very impressed with how well you handled her presence. I know many five times your age who cannot handle it so well. You and those two," she indicates Vela and Ink, "should focus on her the first chance you get. Leben and I will support you as best we can."

She looks at Devek. "What can you do? Will you fight the inhuman vampiric menace or simply walk away?"

Once everyone has agreed to her or another plan of action - she's not too picky - the True Atlantean turns with a smile as she walks towards the doors. "The second lesson is there are far more amenable battle companions, ever willing to bring the pain to the enemies of Life. No demons needed."

_________________
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.


Sun Aug 13, 2017 9:31 am
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Penitent sat removed from the others as they questioned the damned soldier and the newcomer. He knew enough about the situation to do what needed to be done. There were more of the undead demons below, and more in the nearby town. They would face them and they would kill them. Simple.

The Light shall suffer not the Darkness to spread, and will root it out where it festers, he says to himself in silent prayer, using a rag and a fistful of sand to to ritually scrub the drying blood from his chainsword as the rampant energy from the nearby ley line refill his own reserves and those of the demon mask.

He watches dispassionately as Ink executes the brainwashed soldier. Pragmatic. Penitent would have done something similar, but not without first offering absolution. Not that he would have taken it, and the end result would have been the same. But the Atlantean's coldness wasn't simple pragmatism ... there was Darkness in him, as well. But for the moment he had turned it as a tool against far worse things ...

Penitent finally rises when Spartacus explodes at Ink. Calmly, he places himself between the two warriors.

"Sermons have a place, and sin must be rooted out. But it is not the time for castigation when the Unholy's forces are at the gates," he says, leveling an unblinking stare first at Ink and then at Spartacus.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: 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;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); 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: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sun Aug 13, 2017 11:20 am
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Ink reacted with equal speed when Spartacus came at him, slapping his clawed hands away. "Keep your paws to yourself, Knight." His eyes narrowed at the Wolfen but he didn't look or sound angry...or like he much cared that people were angry with him either.

"I have honor the likes of which you couldn't even being to understand. I don't follow your code, but then I don't have the luxury of such quote unquote 'standards'. I live in a real world full of darkness, shit and war where things have to be dealt with like thralls need to be put down because they aren't going to come back to goodness and would have done evil deeds again soon enough. It was a risk. Now he's free."

He looked at Ashlyn and shook his head. "I heard you. I just don't take orders from you."

He looked at Krysesia and then back at Spartacus and Ashlyn. "I am sorry if I offended your belief systems." He didn't sound sorry about the death but more that he had caused allies to be angry with him.

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Sun Aug 13, 2017 2:10 pm
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Watching as the events unfolds Leben is surprised and appalled by Ink's actions. The reactions of the others however concerns him equally.

Walking over to Ink he lays a hand on his shoulder and simply says to him. "You have gone far in the path of becoming the enemy we hunt. You must fight this thing or the evil will overcome you in a way that will make you his."
Looking at Spartacus and Penitent. "This is the time for rebuke. We must all be aware of the evil that tempts us, less one of us fall to it completely and doom many lives."
Finally seeing Krysesia let loose in her patronizing tone towards the others he says. "We also must guard against our own judgments and hubris Krysesia. These abominations first came to this world not from the fault of Tolkeen, but of our own."
Turning to address everyone as a whole he finishes. "We must all fight this evil. Both the undead abomination without and the evil that grows in our hearts. Do not let hate grow for one another inside, for it will doom our mission and cause the evil to prevail. Make your final preparations it is time to go."




Divination can we trust the new comers to help slay the abominations 10
Leben Mysticism Roll: 1d12 (9)
Wild Die: 1d6 (6)
Wild Die Ace: 1d6+6 = 10 (4)




Looking ta the two outsiders he adds. "We fight the same enemy, you for your reasons and us for ours. We are with the Tomorrow Legion, join us in the hunt and have a chance to save many lives."

Replenish PPE
Leben Mysticism Roll: 1d12 (6)
Wild Die: 1d6 (4)

Second round replenish PPE
Leben Mysticism Roll: 1d12 (1)
Wild Die: 1d6 (6)
Wild Die Ace: 1d6+6 = 11 (5)




Finally after these things are done Leben decides to prepare for the troubles to come.

Heart Pierced by a Wooden Stake 4
Leben Mysticism Roll: 1d12 (4)
Wild Die: 1d6 (2)


Hands each character a marble with Holy Light spell on it 5
Leben Mysticism Roll: 1d12 (5)
Wild Die: 1d6 (3)


Replenish PPE again 11
Leben Mysticism Roll:
Wild Die:

Second round replenish PPE
Leben Mysticism Roll: 1d12 (11)
Wild Die: 1d6 (4)


Takes about 1-2 minutes of preparation.


Vigor Roll
Vigor
Wild Die

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Last edited by Leben on Sun Aug 13, 2017 9:51 pm, edited 2 times in total.



Sun Aug 13, 2017 3:51 pm
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(rolls held)

Lebens gentle reproach hits a nerve, but Krysesia held her tongue, barely. "Any comments on the strategy, or are we ready to simply charge this foe head on and fail like teams far more experienced than we have."

_________________
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.


Sun Aug 13, 2017 5:52 pm
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Joined: Fri Jun 30, 2017 6:07 am
Posts: 40
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Vela glances at the door and shrugs.

"There is only one way in. They will gather inside and hide, waiting for us. Then they will all attack at once, probably with the...the...stupid ones. The wandering Dead. And maybe humans."

"The rest will wait farther in. Less, but stronger. Some of you may die from the first attack. The ones who live will be tired. Then they will come again."

"So. Do not use all your strength too quickly. There is your...plan. Yes?"

_________________
Character Cheat Sheet
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


Sun Aug 13, 2017 7:50 pm
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Posts: 26
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Vigor 4 Success
Vigor roll for Leben, for some reason I try to edit in die rolls and it does not allow me.
Vigor 1d6 (4)
Wild Die 1d6 (1)

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Sun Aug 13, 2017 9:52 pm
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Joined: Sat Jul 01, 2017 5:16 am
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Notice 6 Success
1d6+2 = 5 (3)
1d6+2 = 6 (4)


Common Knowledge 8 Raise
1d10 (8)
1d6 (3)


***

Ashlyn couldn’t take the Atlantean’s superiority. “Don’t talk to me about loss, Señorita!” she snapped. “That is mi madre leading these devil spawn! I have lost my family to these monsters! And I will end her!” She can’t help the tears on her face any longer and turns away, angrily rubbing them away. She stepped away from the group for a moment to recompose herself. Despite Krysesia’s praise, she didn’t feel all that together. This was the stuff of all of her nightmares growing up.

Returning to the group, she said, “Krysesia’s plan is bueno,” she said.

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Mon Aug 14, 2017 5:34 am
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Posts: 28
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Ink looked around and then spoke something that sounded like a recitation or mantra possibly.

"I am not the Faith, I am the Sword.
I am not the Shepherd, I am the Hunter.
I am not Compassion, I am Righteous Wrath.
I am not the Innocent, I am their Avenger.
I am a Slayer of the Ancient Enemy and their works."


He then stepped back and began walking towards the hangar.

_________________
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Tue Aug 15, 2017 10:03 am
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Joined: Fri Jul 21, 2017 6:04 pm
Posts: 12
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Notice
Notice 1d6+2 = 7 (5)
Wild 1d6+2 = 3 (1)


Vela wrote:
"No. No armor like that. I did not see his face, but I did not see every one of them. The...exploding thing was not there." She waves a hand at the remains of the APC.

She spares a look back at the drama unfolding with Ink and smirks a little.

"So. You are one of the same army as him? Did the Dead pay you to fight?"

Nodding for a moment he shrugs, ”Perhaps you met the actual Survey Team then. Maybe we’ll find out when Harris wakes up, but it’s not terribly relevant.”

He shakes his head when asked about the dead paying him, ”No, Harris and his team are from the Coalition States. Largest military force in the continent. I defected about a year ago and joined the Legion. Somehow this team got pegged to bring me in. Bit sloppy of me to get shanghaied, but they had all the right responses from the survey team. Made a couple regret the decision before they dosed me.’

Krysesia wrote:
"Standing in for the survey crew. Interesting. That has many ramifications. Any idea how long, specifically? They were supposed to use that Rift back there for communication."


At his request for rope, she drops her bag down and tosses him some of it. "I'd like it back eventually, but no rush. But do you have a name soldier? They usually give those in the Coalition States."

Listening to the woman talk, Devek pulls off his helmet. He’s pale even for a psi-stalker, deep scars, dark angry red in color start at his brow and run back clear to the base of his skull. His eyes are sunken, but sharp and alert. While young in the sense of other races, he’s clearly older than many soldiers ever manage to get. ”I’m hoping to get that information out of Private Harris here once there’s time to spare. They knew enough to get me inside the MkV under the pretense of being the Legion, so that doesn’t sound good for the actual team.” He looks at her quizically when she asks his name, ”Name is Devek Ragaa, formerly Staff Sergeant Ragaa which is why they were so intent on carting me north in a doped up coma. They give names most anywhere don’t they? What’s yours?”

Krysesia wrote:
"Tolkeen was a tragedy, but it was also inevitable….

She looks at Devek. [b]"What can you do? Will you fight the inhuman vampiric menace or simply walk away?"

He remains silent regarding Tolkeen, he hadn’t been there long but it had been from a decidedly different perspective and not one he was eager to share with people who may have had friends and loved ones there. ”I was sent to assist the Survey Team with vampire attacks, if it turns out I was too late I’ll be sure to make sure the ones responsible pay for it. As for what I can do? That I can show you, just brace yourself this will feel…off.” With a break in tensions he steps slowly towards the rest of the group, watching for a misunderstanding as the plane of his invisible field crosses over them. He could point to where it stopped within half a foot, it was a critical part of the training for any nullifier to be able to avoid affecting his allies. ”I can bring that in in closer, but not get rid of it.” For anyone with a supernatural ability, it’s a physically palpable sensation, though hard to describe. Like a cold damp fog on the skin that just won’t quite settle or evaporate. The sensation of their connection to the arcane being constricted is much more pronounced and disconcerting.

Ink wrote:
"I have honor the likes of which you couldn't even begin to understand. I don't follow your code, but then I don't have the luxury of such quote unquote 'standards'. I live in a real world full of darkness, shit and war where things have to be dealt with like thralls need to be put down because they aren't going to come back to goodness and would have done evil deeds again soon enough. It was a risk. Now he's free."

He looked at Ashlyn and shook his head. "I heard you. I just don't take orders from you."

”You might not take orders, but you damn sure speak the language. I’ve met plenty like you, take any excuse to go to the extreme end, then not be able to understand why it bothers people. I’ll clue you in. It’s because that’s how monsters act. That what you are inside?’

Leben wrote:
Looking to the two outsiders he adds. "We fight the same enemy, you for your reasons and us for ours. We are with the Tomorrow Legion, join us in the hunt and have a chance to save many lives."

”I signed up for this hunt and the Legion well before this. I’ll be happy to venture into the dark with you.”

_________________
Devek Ragaa
Wraith
Parry: 6/4; Toughness: 11/13 (5)
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
Current ISP: 18/20
Obi ISP: 610
Active Powers/Effects:
  • Quickness with Raise (-1 hit vs Melee)
Edges:
  • Auto Psi Nullification: Free Action automatic interrupt Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Bennies: 3/3


Wed Aug 16, 2017 9:39 pm
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Joined: Sat Jul 01, 2017 5:16 am
Posts: 36
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Notice 3 Fail
1d6+2 = 3 (1)
1d6+2 = 3 (1)


Common Knowledge 29 6 Raises
1d10 (10)
Ace 1d10 (10)
Ace 1d10 (9)
1d6 (5)


***

Ashlyn shivered as Devek’s field washed over her. “That...is a decidedly unpleasant sensation,” she said. Her entire reason and ability to fight were tied to her mystic powers. To be cut off from them made her useless -- and that would mean she would be dead. “Please be careful with that when we go fighting.”

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
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Wed Aug 16, 2017 11:19 pm
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Silver Patron
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Joined: Wed Jun 28, 2017 11:36 pm
Posts: 31
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(rolls held)

She nods as he introduces himself. "Ah, wonderful. In any case, I am Krysesia Lengdosia. My cousin, who prefers to be called Ink, though it is an acronym," she indicates Ink, "Leben, and Penitent came via the cyber-knights to help out the Legion. It is there we met Sir Sparticus and Senorita Alvarez joined us at the Refuge." She indicates each person in turn. "And you and Senorita Vela, we have met here."

Krysesia has experience more life than any of them here, in terms of years. She had the luxury of 10 years of academic study in Lazlo and her home of Manoa. She's personally visited the realm of the Spirits of Light, and made friends with several. She's faced vampires by the hundreds. She's faced down a Splugorth assassination squad all on her own, at least at first. And she's even been to worlds without a lot of magic. So she knows what it is to not have this level of power flowing through her veins. Yet when she experiences the dull chill of the nullification field, she still shivers involuntarily. She cannot will it from her countenance, and it leaves her more vulnerable than she cares to admit to being. "I agree Senorita Alvarez. Most unpleasant." As it passes from her, she regains her confidence. "But most advantageous in combat with enemies such as we face. "

_________________
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.


Wed Aug 16, 2017 11:51 pm
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Joined: Sun May 14, 2017 8:56 am
Posts: 26
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Leben seems honestly interested as Devek recounts his his brief explanation. "I did not realize you where with the Legion. Excellent, the more we have with us on this difficult task the more likely we will survive when the mission is completed. By the way I am Leben Nicholas.
"As to your special talents, I think as long we we are aware and considerate it can be worked out as a weapon against our enemies and a boon for our allies."

_________________
Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Thu Aug 17, 2017 8:01 am
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Joined: Thu Jun 29, 2017 3:34 pm
Posts: 34
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Watching Ink stalk off Spartacus turns to the others, "There is something you should know," he says pulling Marcus' letter from his breastplate. "A request has been made by Doc Reid of Reid's Rangers for assistance. He may also have intelligence on what the vampires' intentions are moving in force this far north. According to this letter there is a man in El Paso that can provide directions to Reid's base of operations in Mexico. "

Looking to the hanger he continues, "I believe this assault to be a fool's errand but my duty is clear. What I want is irrelevant, it is my duty to support this team until its mission is completed. However, I believe it is imperative to proceed to El Paso and meet the contact as soon as we can." With that he returns the letter to his breastplate and summons his blade.

"At least your field does not seem to have an effect on my blade." Looking at last to Devek. "The sooner begun the sooner completed. Unless there is more to discuss we should go."

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Fri Aug 18, 2017 12:38 am
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Joined: Thu Mar 09, 2017 9:00 pm
Posts: 917
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Lebens second divination
can you trust the newcomers to help against the abominations? Answer: decidedly yes, but beware unfurling the bat cloak in the presence of the dark smithy.

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Fri Aug 18, 2017 2:46 pm
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