Rumors: El Paso Call for Heroes

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Pender Lumkiss
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Rumors: El Paso Call for Heroes

Post by Pender Lumkiss »

A courier reaches each group prior to midnight to give them their lot number ( 1-4). Rumors about the elite 8 groups abound. The Travelers Inn is one such place that even though the sun has set all manner of creature, D-bee, and human can be found drinking and spinning a tall tale. It takes one wise and crafty to sift through the bluster, ignorance, and half-truths... But if such a hero or hunter has the gall to wade into the restaurant at the inn they may indeed find bits of nugget sized information from a patron that knows too much.
  • Directions:
    • Choose a group you wish to know about ( this social gathering occurs prior to the 1st day of battle) . Each player can choose 1 group. Cooperative rolls can apply.
    • Make a Persuasion or Streetwise or I suppose if you must intimidation/taunt roll with a general scene difficulty of -2. Each group listed below has a 4, 8, 12 listing.
    • Failure Special: You come up with the rumor your character hears about, and it may or may be true
CS Raven Squad
Information
[dice]0[/dice]
  • 4- Captain Malvin Kurling, a hero in the CS. He at one point in his vaunted career was the captain of the Chi-towns pride the 6th armored division. In fact he made the 6th something to be admired. Raven squad is rumored to be a deep insurgent CS unit that is sent into trouble zones. They have never left a man behind.
  • 8- Second in command Shelly Olson. She is a product of Lone Star, one of Dr' Bradford's experiments. They say she can turn invisible at will. Raven Squad was originally tasked to hunt down a CS convict named Devek but got reassigned when they arrived in the Pecos Empire.
  • 12- They have 2 Power Armor soldiers that work best in tandem. When side by side the CS PAs can produce a reinforced force feild that protects their comrades. The two PA pilots have trained extensively with each other and know how to compensate for each other's rare failures. It is like they have a knack for over achieving when one fails. This CS hit squad has been tasked with finding Reid.
CS Raven Squad.jpg
Crimson Blades Police Force
  • [dice]1[/dice]
  • 4- El Paso's Finest group of police officers ever. Many people of El Paso say Rex has given them a heads up on the different arena configurations. They are the favored to win. The leader is Wyatt Halloways son Jared.
  • 8- They are well equiped having access to King Halloway's arsenal and armors. It is rumored the group will usually get a heads up from Rex about who they are facing and will have different configurations depending on who they come up against.
  • 12- Not well known, but Jared had a twin sister that was captured and presumed killed by vampires when he was young. This competition is not just about showing how great the police force/militia is, but it is personal vendetta.
Crimson Blades Police Force.jpg
Confessor
  • 4- Not much is know of her, she is the demon mask confessor, and has been in El Paso for a couple of weeks. Some say she dwells in one of the farms on the outskirts of town. For some reason she has been attacking without mercy the Wild Cat gang.
  • 8- She is from wormwood and has a passion for letting no foul deed go unpunished. The wild cats sent an envoy to the town of New Del Rio several weeks ago. These gang members reportedly kidnapped, tortured, and killed a little boy, as it was a ball of yarn: a play thing. It is rumored she came across them, and slaughtered the envoy and his protectors. She has come to El Paso to purge the world of such ilk.
  • 12- Strange, all those she encounters she says one word, a female name. It is rumored one person said Reid knew the name, whether or not it is true, the confessor joined contest right after she heard the Ranger's might have a lead. Most of the participants in the Call for Heroes seem nervous to face her. She is the only one entering solo!!
Confessor.jpg
Glades
[dice]2[/dice]
  • 4-A group that is pretty ironic. 3 bears, 1 badger, 3 mice and 1 ratling. They have magic, they have might, they have technowizardry! There leader you have already met Bentan is as kind and generous a soul you will ever meet. Several people wonder why he would get involved in such an affair.
  • 8-Bentan heard the call for heroes not through any means mortal man would or could have heard such a call. It is said Bentan stood alone in a cave for 10 years contemplating his place in the universe. The mother earth called to him, telling him this was where he needed to be. Bentan combed the lands in search of heroes big and small and found all his companions on his 4 month wondering journey to El Paso.
  • 12-All the information gathered about the Glades would lead one to think either great coincidence or divine hand threw the Glades together. One thing is for certain all the members of the Glades, even their gun running Panda, Port' are heroic... With the exception of their TW ratling named Muncher.
Glades Group 2 all mice.jpg
Glades Group 1 all bears.jpg
Dragons
[dice]3[/dice]
  • 4- These drawves are of the hammer-stone clan. They seem well regarded fighters, and a large flame-wind dragon keeps their company. Their equipment seems well suited for fighting vampires, silvery and shiny. A couple of them even have rail guns and weapon gimbals. It is rumored that someone from a great castle of refugee sent them forth.
  • 8-The dwarves are close cousins to the hammerhearts. From talking to them or people that know of them, Darhara Hammerheart herself sent them to honor the call for Heroes.
  • 12- Their equipment is of the finest dwarven steel and enchanted in such ways that are reportedly awesome to behold. Many seem to count the dwarves out, but everyone forgets about the young flamewind dragon. The Dragon's name is Vash!! Perhaps a weird coincidence but you did meet and free a flame wind named Vash only a few weeks ago.
IMG_0176.JPG
Wild Cats, El Paso Gang
  • 4- The Wild Cat gang is El Paso's most ruthless, arrogant, and cleaver gang. The wild cats have taken some serious losses over the last two weeks. This group has entered with the purpose to rectify that problem. They are lead by a mutant black panther.
  • 8-The mutant black panther leading them is none other than Donna the Dark Kitten the leader of the entire gang! The other mutant cats represent the best of the best from the Wild Cats. They embody the savagery that the gang promotes.
  • 12-The real reason the gang has joined is to confront the Confessor who has been killing their members droves at a time. Word is, is that Donna has paid Rex off to ensure the Wild Cats get the Confessor in an early round match.
    • Many people wonder just how, so many vampires could have appeared in New Del Rio, without so much as a warning. Turns out the Wild Cats had obtained a device or object of legend... Perhaps an old vessel of a vampire intelligence, perhaps a beacon of death itself. A bargain was struck, and an envoy was sent out to New Del Rio with that device...
      Is there a second, or third such device, what was gained in the bargain... No one knows.
Wild Cats group 2.jpg
Wild Cat group 1.jpg
EPH, El Pasos Hope
[dice]4[/dice]
  • 4- If the Police force are the favored to win, the Heroes of El Paso, Hope are the peoples favorites. Led by the ornery Rhino man, Ignis, whom has a bit of brodkill blood within him. They are only six, but the huge frost Giant, Vitan surely counts as three. These six individuals have on numerous occasions made El Paso safe from the villains of Juarez and vampires.
  • 8- They have joined because Reid has found something capable of destroying a vampire intelligence. They want to be the ones that put the big hurt on the vamps and help rid them once and for all. Ignis has no supernatural flavor to him, he is just red with one horn, and just as close as you can get without being a full conversion borg.
  • 12- Some say after the fall of Tolkeen the rangers tasked these six to go into the ruins of Tolkeen. They came out with something, something no bigger than a grapefruit. Upon handing it to Reid in the Travelers Inn about six months ago. Reid said one thing, This is what we have been waiting for.
El Paso's Hope.jpg
Have fun learning about your competition. 1 roll per player for now. If one player can also roll a 1d4 that would be awesome!
Benny opertunity
+1 Benny to anyone who rolls and provides a bit of narrative for what they find out.
Field Team Six Bennies
3/6
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Sir Ndreare
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Re: Rumors: El Paso Call for Heroes

Post by Sir Ndreare »

Notice 10, Detect Arcana, Boost Streetwise 8 raise, and Streetwise 15
+2 with Sight, Body armor has optics package ignores 2 points of sight penalties.
Notice [dice]0[/dice]
Notice Wild Die [dice]1[/dice]

Detect Arcana at Will (No Roll Required)

Casting Exalted Boost Trait Streetwise 'Arcane Insight' Raise
Spellcasting [dice]2[/dice]
Wild Die [dice]3[/dice]

Streetwise Roll (depends on result of boost)
Spellcasting [dice]4[/dice]
Wild Die [dice]5[/dice]
  • Wild Ace [dice]6[/dice]
    Wild Ace Aced [dice]7[/dice]
While interested in gathering as much information as possible on the other teams, as vital intelligence is always an asset. In an environment like this Ndreare knows he is not the right person. He sees if there is any way he can help the others in their efforts to gather information, while trying himself to get what he can. A few subtle words and incantations Ndreare concentrates on a version of himself who was forced to live on the streets as a youth, and with a excretion of will barrows the skills of the alternate timeline version of himself.
His incite leads him to offering some bribes here and there and a little bit of subtly as he moves unseen next to others discussing such things. Before finally going the extra step and simply spying on them.
Getting back with the others he shares the information he has, telling them about everything he learned of the CS Raven Squad.
CS Raven Squad
Information
  • 4- Captain Malvin Kurling, a hero in the CS. He at one point in his vaunted career was the captain of the Chi-towns pride the 6th armored division. In fact he made the 6th something to be admired. Raven squad is rumored to be a deep insurgent CS unit that is sent into trouble zones. They have never left a man behind.
  • 8- Second in command Shelly Olson. She is a product of Lone Star, one of Dr' Bradford's experiments. They say she can turn invisible at will. Raven Squad was originally tasked to hunt down a CS convict named Devek but got reassigned when they arrived in the Pecos Empire.
  • 12- They have 2 Power Armor soldiers that work best in tandem. When side by side the CS PAs can produce a reinforced force feild that protects their comrades. The two PA pilots have trained extensively with each other and know how to compensate for each other's rare failures. It is like they have a knack for over achieving when one fails. This CS hit squad has been tasked with finding Reid.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

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



Current effects:
  • Armor Features Activated




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




Adventure Cards
Special GM removed, need interlude to obtain
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Penitent
Posts: 189
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Re: Rumors: El Paso Call for Heroes

Post by Penitent »

Intimidate 10
Intimidate! [dice]0[/dice]-2
Ace![dice]2[/dice]
Wild Die [dice]1[/dice]-2
Spend the Benny on Extra Effort + Elan = [dice]3[/dice]+9 = 10
Damn, was hoping for the 12. Oh well.
After his excursion to the market and arena, Penitent returns to the Travelers Inn, obtaining a small, spartan room with a little more than a bed and a small table. The accomodations normally would be more than enough for the apok ... but in the cramped quarters, the imp (which he has taken to calling Karl, despite its attempts to be called Junior) quickly grows bored.

Penitent decides to visit the crowded common room, with two goals: One, the raucous gathering provides a good opportunity for the imp to practice at remaining undetected; Two, he hopes to procure a bottle of whiskey with which to put the toddler-sized imp to sleep -- or barring that, to knock himself out.

More than one patron is nipped by the invisible imp as Penitent shoulders his way to the bar. Handing over his credstick, he orders a squat, round bottle of the local spirits, which the bartender explains are made using some sort of weaponized desert plant that defends its internal water supply with fang-covered flesh. Thinking to find a corner booth with some privacy, Penitent is walking past a table full of drunks when one reaches over and grabs at his belt.

"Lookee, he's got one of them masks like that Confuser lady ..." the man says. Any further comment is lost in a scream as Penitent impales the offending hand on the table with a butter knife.

"The demon mask is not for touching," Penitent says, regarding the screaming man and his stunned companions the way one might regard a pile of horse shit in the street. "Now, tell me every thing you know of one who calls herself the Confessor, or I will feed your fingertips to my imp."

Karl/Junior is singing a perverse bar tune when the pair return to Penitent's room. Hopefully the whiskey and a full stomach will put the creature to sleep early, but Penitent's mind is preoccupied with thoughts to the woman calling herself Confessor. The drunken men had said she arrived in El Paso a couple of weeks ago and reportedly stays at one of the farms on the outskirts of town.

They also said she appeared to be engaged in some sort of feud with the Wild Cat gang, seeking justice after the shapeshifters tortured and killed a young boy they kidnapped in New Del Rio. Once again, Penitent was puzzled -- her appearance and behavior certainly sounded like that of an apok, but why would a true redeemer masquerade using the name of another apok, especially one as infamous as the Confessor? With the arena contest coming shortly, Penitent expects he'll be able to ask her directly, very soon ...

And here's a 1d4 roll for Pender:
[dice]4[/dice]
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Vela
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Re: Rumors: El Paso Call for Heroes

Post by Vela »

Streetwise: [dice]0[/dice]or [dice]1[/dice] at -4 because scene penalty and also unskilled. :)
Ace on Streetwise: [dice]2[/dice]

Vela discovers after the shock wears off from the blacksmith and his crew, that the cause for their alarm wasn't simply her transformation...they had thought for a moment she was a member of the feared Wild Cats gang. Evidently there has been talk that one of the other members is a cat-person who can change into a human being as well. An unusual thing, since most of them are just mutant cats, like Dog Boys are mutant dogs.

What a strange coincidence.
Last edited by Vela on Tue Dec 12, 2017 7:44 pm, edited 1 time in total.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

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

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

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Ashlyn Alvarez
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Re: Rumors: El Paso Call for Heroes

Post by Ashlyn Alvarez »

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

Ashlyn tucked Blanca and Wrecked into bed together on a cot she had moved into her room at the Travellers Inn. It had been an exhausting day for all of them. She would bring them up something to eat when she returned from her own dinner down in the restaurant.

The restaurant was crowded, but Ashlyn managed to find a seat. Of course, a pretty girl couldn’t remain unmolested for long, so Ashlyn graciously used the opportunity to chat up the gentlemen (and at least two lovely ladies) that came to her table, asking about one of the teams they would be competing against. She cast a spell, her skin glowing noticeably, but it only seemed to garner her more information, making people receptive to her queries.
Greater Boost Trait 25 5 Raises
Mysticism [dice]4[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
Wild [dice]5[/dice]
Crimson Blades Police Force Persuasion 6 Success
-2 scene penalty
Persuasion [dice]8[/dice]
Wild [dice]9[/dice]
Ashlyn learned that the Crimson Blades Police Force were favored to win the arena tournament. They were made of El Paso’s finest police officers ever. The scuttlebutt was that Rex Halloway had given them inside information on the arena configurations in advance of the tournament, the big cheaters! They were led by Rex Halloway’s son Jared.

***

Conditions:
*Holy Presence: +2 Charisma and +2 Intimidation; +2 to Notice rolls and attack rolls against her.
*Persuasion d12+3
Last edited by Ashlyn Alvarez on Wed Dec 13, 2017 3:09 am, edited 1 time in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Krysesia
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Re: Rumors: El Paso Call for Heroes

Post by Krysesia »

Rumor Mill on the Dragons 5
Persuasion [dice]0[/dice], [dice]1[/dice]
As she drinks, Krys asks about the other groups and after getting the basics, inquires after the Dragons, as they are called. When she hears they are of the Hammer-Stone clan and seemingly sent from Castle Refuge, her interest is picqued. They seem well regarded fighters, and a large flame-wind dragon keeps their company. She knows there are a few at the castle. Their equipment seems well suited for fighting vampires, silvery and shiny. A couple of them even have rail guns and weapon gimbals. It is rumored that someone from a great castle of refugee sent them forth. Her hand unconsciously goes to the shotgun sitting next to her staff. She turns to Serenia and smiles. "Someone from the Castle is here: dwarves and a dragon. We must take it easy with them."
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Grynn
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Re: Rumors: El Paso Call for Heroes

Post by Grynn »

Boost 5 and Persuasion 10
Unskilled and Outsider (despite being metamorphosed lol), so penalty abounds! But since everyone else is doing it, BOOST Baby!

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

-4 to the total (Unskilled and Outsider) - technically could use HJ roll to determine if people are lying/being evasive too.
Persuasion die [dice]2[/dice]
Wild die [dice]3[/dice]
Wild die ace [dice]4[/dice]
Wild die ace [dice]5[/dice]
Grynn, after having introduced himself more PROPERLY to Krys and Ashlynn (and possibly others), heard that he was going to be taken to a place to show off what he could do - it may have been explained better than that, but that was the gist of what he heard. Something, something, something DARKSIDE! Something, something, something SHOW OFF!

The rest of the group was trying to gather information on the other groups that they might be facing in the upcoming arena. Grynn didn't understand it all, but nevertheless he decided he would help. So he made his way to the Pits and Pull place. He looked in through the window for a bit and saw it was mostly humanoid-shaped animals inside. That seemed really great to him! Very fun! So he shapeshifted himself to look like a humanoid dog, tongue lolling happily out of his mouth.

He walked inside and plopped himself down at the bar. He grinned widely at the Dog Boy Rex person serving. "Hi! How are you being this fine day?" He nodded at, and eagerly eyed, one of the drinks. "May I drink one of those please?" He deflated a bit when asked if he had money, as he didn't have any money nor equipment at all. A Dog Boy sitting at the bar with a group of other Dog Boys - clearly already plastered - offered to buy the 'new guy' a drink and the other Dog Boys next to him all roared their agreement! Grynn perked back up, grinning widely and thanked them profusely, and moved to sit next to them.

Conversation among the Dog Boys turned to the upcoming arena battle. "Ohhhh, that sound fun! Who all is going to be doing this battle?" Of course they were only too happy to talk about what groups were in it, who the odds-on favorites were, and more. Grynn was most interested in the hodgepodge group of animal humanoids! They sounded like they would be tough and pretty neat to watch! Magic, technology, guns! Mice and Badgers and Bears, oh my!

He drank for a while with the overexuberant and drunk Dog Boys before slipping away to tell his new friends what he had found. It was very strange, however. He had never experienced the like before. The ground seemed to be very unstable in this town, and things seem to shift and slide around when he looked at them. He had trouble walking in a straight line due to it, but eventually he made it back to the group to deliver his findings in a very loud and very enthusiastic tone of voice, with lots of touching and being easily distracted.

The Glades
4-A group that is pretty ironic. 3 bears, 1 badger, 3 mice and 1 ratling. They have magic, they have might, they have technowizardry! There leader you have already met Bentan is as kind and generous a soul you will ever meet. Several people wonder why he would get involved in such an affair.
8-Bentan heard the call for heroes not through any means mortal man would or could have heard such a call. It is said Bentan stood alone in a cave for 10 years contemplating his place in the universe. The mother earth called to him, telling him this was where he needed to be. Bentan combed the lands in search of heroes big and small and found all his companions on his 4 month wondering journey to El Paso.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

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

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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