Part 7.1, Catacombs of Zacatacus

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Pender Lumkiss
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Part 7.1, Catacombs of Zacatacus

Post by Pender Lumkiss »

A hard Choice is no choice.
Cavern with crystal
Cavern with crystal
8D2DEC97-1503-4CAD-A3AF-C255630F85B1.jpeg (29.07 KiB) Viewed 19142 times
The rocky catacombs, a mishmosh of castled walls, and rocks being held together by some unknown force that trembles with laughter. The pink glowing crystal in the middle of this particular cave fractures and the swirling impenetrable darkness feels like it is choking. The vampires, what is left of them seem to slow down as an orange light fills the cavern the heroes are in. It spreads through it dissipating the darkness and reflecting off the large pick crystal in the middle of the room. As if frozen in time the vampire’s snarls freeze in their mouth, and the silivia dripping from their jowls hangs in mid air. A flash of warm light and a figure appears before you. He appears radiant with an orange glow and clad in a mediaval knights armor. Some of the resolute vampire hunters know the individual as the god Asnir!
Asnir
Asnir
F144FDF9-9AB5-4217-886F-18F423DBC1EC.jpeg (54.36 KiB) Viewed 19142 times
Asnir’s brow is drentched with sweat and his voice fill of command and bravado betrays a great struggle unseen except by those who can peer into the arcane ways. What they would see is a titanic struggle above them, in the rock two great powerful creatures there and not battling each other for control of what goes on in this domain. Decidedly if you had the sight into the arcane you would conclude Asnir was not strong enough and failing in his efforts.
” I have pushed this darkness back to its source deep below. For a moment the vampires are held by the bonds of time so we can speak. Below you the ships to take the 3000 rangers to Ixotic are nearing. You must press on if you have any chance. Above you will not like what has happened either. But to confront it you must have those rangers below.” A warmth passes from him into each and everyone one of you, ” There you have been refreshed and made whole.” He glances the way the heroes had come with trepidation and he cries out his face cracking like it had been shattered with a great hammer, ” YOU MUST GO NOW!” The god vanishes as he whispers almost sadly, If I can I will find those to aid you.
Demon??
Demon??
A great red shape looked through the protcullus the heroes had stepped through. A demonic looking creature if there ever was one. Those with a strong knowledge background in the things arcane would assume it was a greater demon. But that could not be further than the truth, for it was a creature none had encountered before. Like a playful child the creature roared, ” Peakaboo! I see you.” It cackled laughing at its own joke instilling a dreadful fear accross all the heroes. ” Get them I was more dead friends...” Upon hearing those words countless wild vampires, and more coherent secondaries, and even a beedy eye’d master appeared out of no where as if teleported in by some shadow magic. They and those whom survived the resolute vampire hunter’s onslaught join together in vast numbers and flood the caves with their haunting howls.

Karl raises his sword now enchanted with a holy silver aura of his own making and starts towards the horde of vampires as if the brazen apok fledling was going to kill them all. A the 1st of the horde decend Karl swings his blade cutting one in half. The imp’s celestial phone beeps with a message chime and he pauses ducking under a vampire’s swing pulling the phone out with his free hand. After glancing at it he chortles and slices into another wayward vampire, ”Not a demon, haha. I got this popa!”

The daughter of del rio seems nervous and backs away her dagger clattering to the ground. She yells clearly frightened, ” What is this creature? I know it from my dreams!!!”

Blanca, Ash’s white dog yipps towards the way down deeper into the catacombs as if urging the heroes to go. She bits the but of a vampire out ahead of the pack and smashes it into a rocky column.

Rod puts a voice to those yips and raises a point of his own, ” The dog is right we need to leave. If the god like creature is to beleived the enemy is simply stalling us. We have the chance to move now, and we should take it if we have any chance to save those 3000 rangers. Time is not on our side, and while we could no doubt kill these approximately 323 vampires and their greater demon we could end up arriving too late.”
Notice -2
As the vampires are coming down the passage that the heroes have traveled through it appears that a few of them are running through some some kind of gohstly human. Those that have heard tell of powerful psychics from psyscape would undoubtable recognize it as a psi-ghost! Interestingly this one has no symbols that would identify it as a reid ranger. Could this be an ally conjured by Asnir?
Notice
Only hard to miss but a dragon appears soaring towards the top of the cave recess. Wild vampires begin to swarm it to no avail! If you recalled the dragon pow-wow Grynn had with his family this dragon seems similiar in color to Grynn’s father. Could it be that Asnir was able to find an ally and bring in a mighty Chang-ku dragon??
Brody
A warm orange light surrounds you and suddenly you are in a cave underground. Onlky this cave looks half man made and half made from rocky rubble. If you were a betting psi-ghost you might think that you are under a remains of a mountain that had exploded! A horde of vampires are streaming down at you, as well as a large demon!(See the fear check notes) The first couple to reach you pass right through some trying to swipe other intent on their target... A group of folks, a lady wearing the cloth and garb of a magdalena of New Alamo, by his demonic mask an Apok, a dark elf that seems to have just finished a series of counter spells, and a dwarf clad in a shinning armor but by the gagets hanging off of him a techno wizard you would surmise. A friendly voice fills your mind, Help them, they will have great need of heroes like your self!

A tremendous feeling wells up inside you as you feel refreshed and restored. But something also feels different: +1 advance and +1 Roll on the F and G table ( reroll the vehicle option unless you really want it)
Hans
The familiar voice of Ansir presses against your mind as if clawing to remain in this plane. She is with her, and they are near the rangers...
Architect
In your mind you feel a voice call to you. It is not wholly alien as perhaps your father or mother passed down some semblence of whom the voice belongs to... An extra planar god of good and war. One who has waged an eternal fight against the forces of darkness since grasping the mantel of godhood... Ansir has come to call on your family line to aid a group of heroes in their unknownigly darkest hour. Your grace... I cannot contact your father or mother to fullfill a promise once long ago forged... I am struggling against the darkness as I try to aid a small group of heroes in the Vampire Kingdoms. Will you fullfill your families pledge and come to my aid now?
Assuming it is a yes, you find yourself transported into a dark cave with a large pink crystal in the center. A hord of vampires are descending crawling on the ceiling, running along the floors, and flying through the air. The first few rake their claws against you and another tries to invade your mind to little effect. Your ally Asnir pushes it out of your mind, and turns your attention to two things. A greater demon laughing like a little kid as it marches with a horde of vampires towards a small group of heroes. The second is your ally Brody fighting a handful of the first wave of this horde. They need to continue down to save their allies. Good luck and thank you.

You feel a warmth bath you completly resoring you in every way. You also feel a tremendous sense of glory. +1 roll on the F and G table.

Player notes: everyone is Full up on ppts, no wounds or fatigue. Quad resets along with bennies and once a quad effects. Thanks Asnir!

Directions: fear check -2 ( not pen, Karl, Rod, Blanca made their check. Daughter of Del Rio did not, but is holding it together best she can)

React to the scene hit me up with questions and then choose to fight the vampires that just appeared or rush headlong deeper into the catacombs trying to get to the rangers before the boats destined to take them away arrive. Either way it will result in the next GM post being a Quick combat.

+1 benny for the new quad if your post includes a bit of naration about killing a few vampires as the battle starts to resume.
- I did offer vampire kingdoms as a refuge for the players whose groups disbanded so some folks might get ported in by Asnir as they make their decisions.

Perhaps talk in hangouts about this decision or if someone wants to put up a poll fine with me.
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Architect
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Re: Part 7.1, Catacombs of Zacatacus

Post by Architect »

"Asnir, The Celestial Court heeds your call."

His shimmering arrival places Architect amidst a sea of wild vampires. His serpentine dragon form of dark green on black scales causes him to almost disappear amidst the onslaught of mindless horrors.

Notice Brody 11 _
[*] Notice [dice:27noi664]51209:6[/dice:27noi664]
[*] Wild [dice:27noi664]51209:7[/dice:27noi664]
[*] Aced! Wild [dice:27noi664]51209:8[/dice:27noi664]
@Brody Conrey "You have traveled here as well. You truly must be blessed."

"I am, Jiànzhú shī. Architect of the Celestial Courts. And there is some evil stuff going on down here."

His six legs and claws and his serpentine tail flash out almost of their own accord. Vampires are crushed, thrown, tossed and ripped apart. The precison of his movememnts are almost hypnotic and mesmerizing.

Architect continues to speak, "This hoard of undead is not the cause of so much evil. Where is its source?"

Notice 13 _
[*] Notice [dice:27noi664]51209:2[/dice:27noi664]
[*] Aced! Notice [dice:27noi664]51209:4[/dice:27noi664]
[*] Super Aced! Notice [dice:27noi664]51209:5[/dice:27noi664]
[*] Wild [dice:27noi664]51209:3[/dice:27noi664]
His head swivels back and forth as if in tune with the dance the rest of his body is moving to. And then he spots the demon.

Fear 4 _
[*] Spirit [dice:27noi664]51209:0[/dice:27noi664]
[*] Wild [dice:27noi664]51209:1[/dice:27noi664]
Benny for Extra Effort
[*] Extra Effort [dice:27noi664]51209:9[/dice:27noi664]
Fear Table
Archie struggles. The fight for control is real. Rage builds. It ebbs and flows. Archie finds serenity.

"It would have to be one of your kind now wouldn't it. Why expect anything less than the worst of your kind?"

Where the dragon was now stands a figure nearly 10 feet tall. Touching his first two fingers of his right hand to his forehead. As he extends his his arm to his side a Flaming Ōdachi (Great Sword) appears in his right hand. Archie takes a fighting stance and begins to clear out vampires, setting some on fire and other severing them in half.

"What is your cause here, heroes?"
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Hans Greuber
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Re: Part 7.1, Catacombs of Zacatacus

Post by Hans Greuber »

Fear 8
Fear at -2
  • Spirit: [dice:2e54k39p]51210:0[/dice:2e54k39p]
    Wild: [dice:2e54k39p]51210:1[/dice:2e54k39p]
    • Extra Effort: [dice:2e54k39p]51210:2[/dice:2e54k39p] (Elan)
    Result: 8 - Success with Raise.
First Notice 2
Notice at -2
Notice: [dice:2e54k39p]51210:3[/dice:2e54k39p]
Wild: [dice:2e54k39p]51210:4[/dice:2e54k39p]
Result: 2 - Fail
Second Notice 3
Notice: [dice:2e54k39p]51210:5[/dice:2e54k39p]
Wild: [dice:2e54k39p]51210:6[/dice:2e54k39p]
Result: 3 - Fail
Knowledge Arcana 8
For any Knowledge about the Demon
  • Arcana: [dice:2e54k39p]51210:7[/dice:2e54k39p]
    Wild: [dice:2e54k39p]51210:8[/dice:2e54k39p]
    Result: 8 - Success with Raise.
Seeing the Demon, Hans is momentarily taken aback by the appearance of the Demon. He almost gives into his fear before getting control of himself.

Pull yourself together, Dwarf. You have seen XY itself. No mere Demon should scare you!

With the energy surge out from Asnir, Hans notices that the power cores on the Gadgets he has recently made have been drained. Looking at his supply of parts, however, he sees that the new power cores are fully charged.

"Guys, those Gadgets I gave you have had the power cores drained. I have some new ones charged and ready for when we have time to hand out more. For now, I say we make our way down the tunnel to the Rangers... and my Sister, and try not to be overly delayed by these Vampires up here and the Greater Demon. We must make haste!"

With that, Hans gets out his pebble with the stable pinpoint wormhole to the sun and lifts it high, the sunlight radiating from it dusting any vampires in his way as he starts to head deeper into the Ruins.

With the appearance of the Dragon, Hans stops mid step. Seeing it change into its massive humanoid form, Hans answers it...

"I am here to save my sister. She has been taken deeper into these catacombs, as are the thousands of Rangers that the others came here to save. We must hurry if we are to be successful."
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Ashlyn Alvarez
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Re: Part 7.1, Catacombs of Zacatacus

Post by Ashlyn Alvarez »

Notice 4
-2 difficulty
Notice [dice:3jp9v1pw]51299:0[/dice:3jp9v1pw]
Wild [dice:3jp9v1pw]51299:1[/dice:3jp9v1pw]
Notice 9
Notice [dice:3jp9v1pw]51299:2[/dice:3jp9v1pw]
Ace [dice:3jp9v1pw]51299:4[/dice:3jp9v1pw]
Wild [dice:3jp9v1pw]51299:3[/dice:3jp9v1pw]
Fear 11
+2 Brave, -2 difficulty
Spirit [dice:3jp9v1pw]51299:5[/dice:3jp9v1pw]
Wild [dice:3jp9v1pw]51299:6[/dice:3jp9v1pw]
Ace [dice:3jp9v1pw]51299:7[/dice:3jp9v1pw]
Zacatecas, Mexico/Under the castle
Night
Round 0

“Blanca! Wait!” Ashlyn called to her puppy as it ran off further into the darkness, through the new horde of vampires.

Then Ashlyn noticed a ghostly figure out of the corner of her eye. “Who you?” the Latina asked.

And then a dragon joined them a well, fighting the hordes.

Ashlyn easily pushed aside her fear of the greater demon with the power of her faith. She held up her holy symbol and started to pray. First she blasted vampires back to clear a space around them, causing them to shake in fear or blow away into dust. Then she tied them with bands of celestial silver. “This way!” she called to the others, opening a path through the horde for the moment, if they were quick. “Follow Blanca!”
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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Penitent
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Re: Part 7.1, Catacombs of Zacatacus

Post by Penitent »

Penitent pauses for a moment as the vampires scatter, giving the Resolute a chance to regroup. He takes the appearance of Asnir in stride, welcoming the wave of energy the god leaves behind.

The apok frowns behind his mask when the "greater demon" shows itself. Even before Karl's text-induced remark, Penitent can sense something off about the creature. Although likely just as deadly, it's ethereal scent is not the same as the forces of the Unholy the apok once hunted. It reminds him more of the corrupted elemental spirits - the "earth demons" - that animate bloodsucking undead slinking in the shadows all around.

A vampire demon? What foulness could spawn such as that? he thinks, before calling to Karl and guiding the Daughter of Del Rio toward the passage leading farther down.

"Come, boy. Follow the nun's white dog. Slaughtering the damned here would no doubt provide satisfaction, but we could kill a thousand and have achieved less than nothing if the stolen rangers are lost to darkness."

As more vampires appear and join with the stragglers to attack, Penitent lopes forward, leading a counter-charge that cleaves effortlessly through their ranks. He hacks off arms and through legs, leaving crippled foes in his wake for Thana to finish, hoping the act restores some strength of mind to the shaken young woman. He pauses as more forms appear -- a dragon above, and some sort of ghost or phantom in the cavern ahead, but they seem inclined to ally themselves with the heroes rather than oppose them.

"Like an avalanche speeding down a mountain, we gather stones to rain upon the corrupted," he calls, trusting those behind him to follow, bringing death to the damned below.
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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Brody Conrey
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Re: Part 7.1, Catacombs of Zacatacus

Post by Brody Conrey »

WIP Brody Vampire hunter or you got to be Bat shit crazy I’m a Thief!


Notice Archie:
[dice:3lbdls31] 1d4[/dice:3lbdls31]
Wild Dice
[dice:3lbdls31]51489:0[/dice:3lbdls31]
Fear:
Spirit [dice:3lbdls31]51489:1[/dice:3lbdls31]
Wild Dice
[dice:3lbdls31]51489:2[/dice:3lbdls31]


Narrative: Last we saw Brody had put together, with the help of his friends a hovercycle. Yes it was not the best looking hover, Better than walking. As a matter of fact, god knows how it ever got started. And it’s airworthiness is still questionable as Brody is flying the piece meal machine, otherwise known as The Pile of Flying Crap! This is not to be confused with where the Nameless have found themselves in, known as The Big Pile of Furry Beetle Crap!

Well as they were traveling the intrepid team runs along a ley line. When a ley line storm opens up. Yep more crap comes flying, yep, a crap Tornado. Lighting flashes around the team and Brody finds himself tumbling in side. He sees a little girl and her dog, yep the flying witch not to mention the old hag on the bike.

So Brody’s brain goes a bit blank as a god appears and starts talking, this is when his invisible friend starts talking too, he is slowly coming back into focus. “…..No, I don’t want to do that again. ….Yes, it seems to be a god in front of me… No, I am not going to introduce you he is speaking to me.” Then all of a sudden.
A warm orange light surrounds you and suddenly you are in a cave underground. Only this cave looks half man made and half made from rocky rubble. If you were a betting psi-ghost you might think that you are under remains of a mountain that had exploded! A horde of vampires are streaming down at you, as well as a large demon! (See the fear check notes) The first couple to reach you pass right through some trying to swipe other intent on their target... A group of folks, a lady wearing the cloth and garb of a magdalena of New Alamo, by his demonic mask an Apok, a dark elf that seems to have just finished a series of counter spells, and a dwarf clad in a shining armor but by the gadgets hanging off of him a techno wizard you would surmise. A friendly voice fills your mind, Help them, they will have great need of heroes like yourself!
When the god has finished his short narration, Brody is about to tell him he has made a big mistake. Then he Disappears! and the Vamps rush by. “Excuse me, I think you have the wrong person,. I’m a thief not a Hero.”

The Psi Sword comes out.
Brody Catches a glimpse of Archy, “There is a hero. What, thank you for your faith in me”
@Brody Conrey "You have traveled here as well. You truly must be blessed."
“Blessed? Com on seems like the Universe is against me. Dang no use fighting it, Brody the Hero? Doesn’t have a good ring to it. ”

Brody Looks for a spot in the wall where he is protected before he can jump out and attack Florentine and with smite on both blades and Silver on one and Sunlight on the other Brody lashes out he notice the Sun light one is really affecting the Vamps enough that they try covering their eyes as it sets them on fire then with his main blade he slashes at the head and finishes the vamp off with a stab with the left vibro. as soon as that is over he ghost to get ready for another attack he slowly moves toward Archie. continuing his attacks when it is prudent.

[dice:3lbdls31]51489:3[/dice:3lbdls31] extra effort [dice:3lbdls31]51489:7[/dice:3lbdls31]
Wild Dice
[dice:3lbdls31]51489:6[/dice:3lbdls31]
Greater Smite
+8 Damage, Psi Blade Edge: Strength [dice:3lbdls31]1d8 [/dice:3lbdls31]+Spirit [dice:3lbdls31]1d10 [/dice:3lbdls31]+6AP Silver +4 Total 28 +6AP
Trapping Sunlight [dice:3lbdls31]51489:5[/dice:3lbdls31]On Armor Vibro Blade Strength [dice:3lbdls31]1d8 [/dice:3lbdls31]+6 AP4 Total: 30 +AP4
[dice:3lbdls31]51489:4[/dice:3lbdls31]
"Guys, those Gadgets I gave you have had the power cores drained. I have some new ones charged and ready for when we have time to hand out more. For now, I say we make our way down the tunnel to the Rangers... and my Sister, and try not to be overly delayed by these Vampires up here and the Greater Demon. We must make haste!"


Brody responds, "Yes,someone please bring the roof down on these and let us get out of here before they dig their way out."

"What's this dog doing here ?"
Then Ashlyn noticed a ghostly figure out of the corner of her eye. “Who you?” the Latina asked.
Brody hears and response, "Brody, Sorry this isn't my Idea of a first date! I think we should be running. "

Brody to some invisible thing, "Yes she is beautiful. There are important things going on here. Hey, if you would go and get us some help that might be good then I could talk to her." Silver and sunlight water too. Oh wooden stakes not the tooth picks you carry."

To the young lady, "Sorry about that, the fairies always want to help me. Yes I know you might not see them but sometimes you might catch a glimpse of them."
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
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Sir Ndreare
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Re: Part 7.1, Catacombs of Zacatacus

Post by Sir Ndreare »

Fear 7, success; Notice 10, success; Notice 12, success again
Spirit d10+4, Scene -2 = d10+2
Spirit [dice:2y52en8f]51666:0[/dice:2y52en8f]
Wild [dice:2y52en8f]51666:1[/dice:2y52en8f]

Notice d12+2, -2 scene = d12
Notice [dice:2y52en8f]51666:2[/dice:2y52en8f]
Wild [dice:2y52en8f]51666:3[/dice:2y52en8f]

Notice again
Notice [dice:2y52en8f]51666:4[/dice:2y52en8f]
Wild [dice:2y52en8f]51666:5[/dice:2y52en8f]
"You have my gratitude Asnir." Ndreare mumbles as he ponders how important this must be. Rarely does one see direct intervention from immortals without it being at the behest of a priest.

As the demon appears and begins rambling something unimportant Ndreare says to the others. "This battle is to big to be distracted by something so trivial as a demon. We must drive deeper. Rodney, you know what to do.

"Penitent is right this creature is only a distraction, delaying us from killing its master."
The the new comers arrive Ndreare's appreciation grows even more. Reinforcements for this most difficult of missions are not only desired, they are needed.

As the team races down Ndreare uses minor spells to aid his and Rodney's assaults ensuring that whatever vampires are slain stay that way. However such endless tides are rarely worth the effort of verifying their death. Doubting they could have killed more than a few dozen with true death, Ndreare knows the important matters are bellow.
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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Pender Lumkiss
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Re: Ruins of zacatecus

Post by Pender Lumkiss »


+1 Benny for being heroic
Spoon Fed Edition Recap
Where are we in the world?
Where are we in the world?
Where are we in the world?

Quick Encounter 1 of 4
Cave of vampire mists
Cave of vampire mists
Erin Tarin’s Chronicles of the Vampire Kingdoms
Erin Tarin snaps her book titled, The Chronicles of the Vampire Kingdoms, shut. The little hafling with wide eyes and redish hair sitting in a chair in front of her scowls slightly clearly not happy that her mom had stopped the story short. After the halfling protests Erin just smiles and shows the kid up to bed. Once the little kid was asleep she then retired to her study looking long at the book she closed. The sun outside had just barely set so her stopping was not that because it was bed time. It was that the tale of the Resolute Heroes mad dash through the catacombs of crumbled Zacatecus was far too harrowing of a tale to tell her daughter, even if she was half dragon. As if drawn to the book she settled down once again in her oversized comfy arm chair and turned to the page titled: And so they fled. She scowled slightly, she had never liked the title of this particular chapter as the Resolute heroes as they were to become known were not exactly the fleeing type. In fact each and ever one was like a rock wall which the vampires would countlessly clash against time after time. What the heroes were doing was fighting a runnign battle through razor sharp rock, caverns of uncertain stability, monsters of every ilk, and vampires a plenty. Why? Because over 3000 of the bravest and best men and women known as Reid’s Rangers had been taken capture by the lord of Zacatecus and his forces. They were about to be shipped out to Ixzotz as soon as the sun set on the lands.

As she read through the pages she smiled softly. While the tale presented, in her own hand, told of the Resolute’s journey it was missing a few peices of details that she had promised to leave out for whatever reason. How could she fully explain @Ashlyn Alvarez’s torment when her father appeared before her nearly strangling the life from her. Or @Penitent finding another apok, the confessor on death’s door brought low not by some valient worthy foe, but from her lack of an Apok’s mask and the sheer number of vampire’s at the Lord’s call. Was it right for her to share the final words of the confessor to her fellow Apok? What of @Hans Greuber’s own quest to find his sister now alone in the dark vampire ridden tunnels. Could Erin share @Architect’s prophetic vision of why the dwarven child had been brought to the catacombs and what sacrifice Hans would have to make?

Erin reached over and grabbed a cup of tea slowly sipping it. She had always been a perveyor of the truth and was torn about ommiting some of the truth of what had happened. Shouldn’t people know if @Brody Conrey had taken the hard road to save his allies from doom? And finally perhaps the greatest omittion, @Ndreare and his droid lost an item of legend. A small sphere capable of terrible things and quite possibily ending the vampire scourge. A wild tale to be sure and one her daughter was not yet ready to hear.
The heroes find themselves contantly harried by wild vampires, hardy secondaries, a few masters, and a terrible demon who spits immature slurs and insults like it is a favorite pastime. What was that? Celestial silver? Haha I brush my teeth with that silver!. They come to a particular jumbled area of cracked earth, castled walls, and earth torn assunder ever reminding the heroes that the area they travel underneath was a mountain made low. They pass under a seemingly iron portcullus into a warward section. Dark, filled of the heavy fog known as vampire mist which is just a nice way of saying a tremendous amount of intangible vampires floating about. I am coming heroes! Time to jump into my belly and feed me!

The fog floats admist the stalagtites and mites. Karl and imp born of an unholy coupling between a brodkill and a human woman coughs slightly choking as he inhails a wiff of it, ” This fog is vampire piss! I am going to be sick.” The adolecent glances down at his celestial cell phone in one hand and chuckles as it softly chimes. Of course to those not in the know the popa Karl was reffering to was Penitent the Apok.

Blanca the little white dog growls at the mist as it starts to form into many a wild vampire. The demon comes lurking in leading the charge of the wild vampires. Its voice is grating and still raises the hairs on your neck. Its bat like wings flap as it floats umong its legion of vampires, ”Peel their skin for me. I wish to make hand puppets, hahaha! That dog, if it is a dog would make for a nice pillow!” Blanca growls chewing an incoming wild vampire into little bits.

Rod floats near ndreare its armor plating extended and long ranged weapon ready to fire. ” Master we have completed 1/4 of our jounrey. At this rate we should make it to those 3000 rangers in time.” Rod goes invisible as the vampires surround him.

The three rangers with Hans take up defensive positions trying to cover the techno wizard while he bolsters his allies. Their super soaks seem to do a good job except they were constantly running low on water. They seem fairly competenthaving rigged up a purifier attatchment to one soaker. One of them shouts pointing at a series of marks on a rock, ” Over there, been some time since I read anything like it, but those markings look dwarven.” Indeed so, a messege from Han’s sister to her brother!

The daughter of del rio ducks under a wave of mist as it solidifies into a wild vampire. She seems to have gained her courage through the strength of her liege Penitent. Her silver dagger comes quicky slicing the vampire in the throat. ” Just like my home. These blood suckers were everywhere until you guys set up that holy field. Can we get that god guy to do something similar, where did he go?”

A good question indeed and for those able to see into the next realm over (detect arcana) a sight above you would you see. Two Gods, Asnir clad in male with an orange healthy glow arround him, whislt XY a terrible maleformed creature with mouths all over his body claw, bash and charge each other with what strength they have. XY summons a spear of solid black energy that peirces Ansirs right shoulder. With their stalemate broken, XY turns his attention to Resolute heroes sending down an after image of himself. Next to the demon lord a knight clad in black on a steed of hellfire takes shape spurning the vampires to fight that much harder.
XY takes the field of battle!
Vestige of XY
Vestige of XY

Scenes from the battle: These are little vignettes that characters can play off of, and if you roll high enough during the combat roll can change what I wrote (a little bit).
Ashlyn
As the vampires rush you, a familiar voice calls to you from behind you. The voice of your father! ”Ashlyn, mi hija. Cómo te he echado de menos. I have missed you my sweet girl. The time has come for you to come home.” His voice is so enthralling and powerful. Full of strange strength you do not recognize. As you turn around to face him, its too late his hands have already wrapped arround your neck. Like your mother for whatever reason your preternatural sense for danger did not trigger. Nearby Blanca yips tossing vampires aside as she goes for Vampire Ashlyn’s dad. The little dogs canines barred with vampire killing intent.
How does this end?
Penitent
This battle seems one test your mettle. As a survior of Crystal claw castle you know war, and this is anything but. If you were with anyone else you would assume it was a suicide mission. The mish mosh of castle, rock, and cavern makes it a jarring landscape but in one of the fallen stone alcoves of the once proud castle of Zacatecus you catch sight of the confessor. She is lying on the ground and her wounds look grave. Karl and the daughter of del rio nod seeing the same and watch your back so you can do what needs to be done: last rites. The confessor maskless and her sword broken on the ground next to her looks covered in as much vampire gore as her own indicating she had been down here for some time before you arrived.

Her eyes flutter, ” Penitent? The dwarven child... You must... argghhh.” Her eyes roll back into her head. With all the strength she has left she mutters, ” Your daughter... Left Calgary, she’s in Ixzotz... I lost faith Penitent... You Penitent... You are the new confessor... Uggghh...” She grabs his armor feverorishly, ”The dwarven chil...” Penitent has seen this many times on the field of battle and knows her life is in jepordy as her eyes perhaps close for perhaps the final time.

Do they close for that final time?
Hans
The markings are classic dwarven gliffs, in fact a special language so to speak Hans and his sister developed. I can’t go home... My dreams have led me here. The confessor helpped save me. I am sorry, I have to do this. Near the gliffs rocks have fallen and a wall crumbled. In the dark Hans can make out a familiar body buried beneath the rubble. For a second he swears it looks like his old Black Company friend Thrudh. A voice comes from the rock fallen rock pile, ”Hans...?”

Is it Thrudh?
Architect
During the running battle you are struck with a prophetic vision. An angel, dressed like a woman in robes appears before you near a black rock with an alien symbol on it in a language you have never seen. The place is ancient and deep underground like you are now. In fact the rock walls bare a striking resemblence.

She points to the rock slab with the unreadable symbols, ” The source of your enemies strength lies here. This dagger...” From her folds she produces a dagger, simple with a black blade. ” If pierced into the heart of one pure and touched by the devine it will cleanse it... I have called a young dwarven girl and given her the ability to touch the devine. Her protector has failed, it is up to you to finish it.” It dawns on you that as you are the architect, this must be Ishni the fabled scribe of the celestial courts. The deals she makes are written so they can not be unwritten. ” Take the knife in agreement to spill her blood thus ending the creature that you cannot hope to kill alone.” She offers the knife to you.
Ishni
Ishni
C7C512DB-B3D8-4D6A-A5F2-F213A8F5805A.jpeg (72.07 KiB) Viewed 18982 times

Do you take it agreeing to take the life of a young dwarven girl?
Brody
As the group enters into the cavern described. You notice the protcullis is not just any rusted metal or other wise, but in fact white silver! A fabled metal that even psi ghosts know is equally potent vs demons and vampires. The mechanism to lower it would require the untmost stealth to get there without the vampire’s noticing. Perhaps a team mate could be a timly distraction? Secondly to even get up to the mechanism that controls the gate would require a skillful climb, it was not easily accesible like most at the base, the mechanism to shut the portcullus was at least 60 feet up a solid rock wall with the portcullus beneath it. Even once there given the disarray of the cavern you travel in it is entirely possible that the levers and winches are broken so would need a quick repair.

If such a feat could be accomplished it would surley make the trek that much easier. Having the vampires unable to persue from the rear would indeed be a boon to the heroes as they moved further down the wild catacombs. The only catch was it was a ton harder to occomplish than just slaying vampires because it had to be done without anyone noticing. Powers were just too obvious, so great skill was needed. With a horde of waild vampires, a greater demon, and some foul black knight breathing down your necks being so stealthy would surely be impossible. Right?

This is where the rubber meets the road for our Mr. Brody. Unlike the rest of the team down below you can instead use one of these skills Climbing, Stealth, or Repair to tackle this dramatic scene. However if you do you will find your self at a further -2 difficulty. So that would mean you start at -10 with the bonuses getting you down to -6 (assuming you don’t also take on an aditional -2 for a hindrence). However this level of difficulty comes with a benny! In addition to the normal results described in the below player directions you can give everyone a +2 next round on a success, and a +4 on a raise!

Do you accept the challenge?
Ndreare
The attention that your droid sidekick is drawing does not escape your notice. Even when so invisible vampires wearing TW goggles or with their eyes so enchanted seem intent to hunt him down. There comes a moment in this cavern of vampiric mist that despite your very best efforts to counter every tactic the vampire’s throw at you their numbers overwhelm your best laid plans.

Your communicator beeps, Master, I cannot continue to evade the cunning vampires. They are lead by three vampire wizards that undoubtably can sense the device I am carrying. Across from you it appears Rod is cut off from the main group and surrounded by vampire’s dressed in coalition dead boy armor minus the helment and carrying coalition style weapons. The armor and weapons all have a red sheen to them. Each has a TW’d set of goggles helping them track down your valuable ally. Perhaps it has taken them this long becasue they wish to capture and not dystroy Rod. You are a calculating and crafty idividual, you know that even if Rod is taken you have the tech to track him down: Your communicator. You have a choice to make, to you save the droid or aid your allies in this particular fight?

Just then something small and sphereical about the size of a basketball drops out of Rod and disapears into the mists, and quite possibly down a chasm. Did the droid just loose the device capable of wiping out all vampires? Master...

What choice do you make? Save the droid and the success gained in this round do not count to the groups over all success numbers. Don’t save the droid and Rod becomes captured. But your successes count normally.
+1 benny for the situation you are thrust in.

Player Directions and GM notes
Player Directions:
GM note: this is the end game to save the 3000 rangers, stopping to heal and recover would take some doing and this is where narratively despite all the healing and succoring you may start see fatigue and wound penalties start stacking up.

Note about adventure cards: They can be played for +2 successes ( DO NOT ROLL, and DO NOT read further. Just play the card and narate the outcome)
—Scene Modifier: -8 (accounts for the heroes abilities, and the overwhelming numbers they face, as well as some of the special abilities of their foes, includes the -2 from the random roll). 8 successes must be acheived for the outcome to be a “win”.
—Random modifier Asnir vs Xy result(1-4 bad, 5-6 good): [dice:1oxlpikx]51619:0[/dice:1oxlpikx]
Optional negative to the scene: One of your hindrences interfers, describe how this occurs and take an aditional -2 to the scene but gain a benny.
—Bonuses to the scene:
  • Signature move: Narativly describe something your character is or will become known for and give it a cool name. This is a good chance to look at combat edges or powers and come up with a cool description of how it was used in the running battle: +2 bonus to your roll
  • Resolute Allies: While you might get seperated here and there when it comes down to it only a fool tries to fight alone. Discuss with another player how you can use their character in your scene to come up with something you alone could not do. Like when Thor smashes captain america’s sheild or Iron man uses cap’s sheild as a way to spread his lasers to hit multiple targets. +2 bonues to your roll.
(If you start at -8 and take the 2 bonuses you would be rolling at -4)


Step 1: The Skill Roll: Shooting, fighting, Arcane (Brody read your OCC, you have an alternative set abet at a personal cost, and an additional reward) please include all bonuses and negatives in your roll.
Step 2: The Result: Use the result of your die to shape your narative, if you failed how brillant of a falure was it? If you trimphed what was your greatest moment?
  • Critical Failure: exaughsted and 1d4 wounds (Can be soaked, remember your exaughsted so -2 to soak)
    • Special: Through failure wisdom is gained: If you are so unlucky to hit this level roll once on the experience and wisdom table.
  • Failure 1 fatigue and 2 wound (Soakable, and keep in mind the -1 from fatigue)
  • Success: Player choice 1 wound(soakable) or 1 fatigue
  • Raise: Roll 2d6 on the below chart.
    • 2) Second Wind: The foe's reaction gives your hero hope or allows her to catch her breath. She may remove a level of Fatigue or a Wound (her choice). If she doesn't have Fatigue or Wounds, next round a second random modifier is rolled and the best result is chosen.
      3) Inspiration: Fate favors the bold. The clever hero receives a Benny.
      4-5) Double Whammy: If Disaster or SNAFU is rolled next round the enemy roll suffers a -2 due to your heroics this round.
      6-8) Shaken: The Demon chasing the heroes rolls his spirit at -2 (1d12-2) and on a fail GM Looses a Benny
      9-10) Set Back: The enemeny through efforts has a harder time stopping your decent. A disaster roll on the random modifier is not possible (reroll if the result is a 1).
      11) Insight: The hero has new insight into the target's nature. Once during this encounter(Scene 2-4), she may add +d6 to any Trait roll made.
      12) Seize the Moment: After the hero resolves this roll, she immediately gets an entire additional roll at all the same scene modifiers and those results and successes count additional to the over success count.
  • Double Raise (12): The Champion rewites the day! Not only do you get to roll on the above raise table, you also get to change the narative the GM wrote for you! Either change up to three words, or add three sentances to what the GM wrote and altar your destiny!
Step 3: Ammo and Power Points: To me narratively I think it would be an exciting dramatic conlusion to this story arc if you arrived at the bottom of the catacombs fatigued, wounded and almost out of ppts or ammo ( don’t think anyone really uses guns). But that is me. I will leave in a manner of speaking how much ppts are spent up to player preference and what you find most interesting.
  • Directions: Start at 1/4 ppts and ammo if applicable used up narratively in this leg of the fight. Then if you like increase it or decrease it. Keep in mind this is very naritive and how many ppts or ammo used up tells you something about the scene as much as your result. For example maybe you have all the rapid recharge edges and the wizard edge but opt to go for broke and take the 3 bennies now completly depleting your ppts. Wow this leg of the battle must have been tremendously exaughsting in terms of ppts spent. You must have been flinging spells, boosting allies like their was no tomorrow. Folks should be thanking you for going nova.
    • Decrease: spend a benny and for each benny spent lower the ammount of ppts by denominator. So 1 benny spent gets you 1/5 of ammo and ppts spent. 2 bennies for 1/6 spent and so forth.
    • Increase: gain 1 benny for each increase of the numerator: +1 Benny if you spend 2/4, +2 Benny if you spend 3/4, +3 Benny if you spend 4/4
Step 4:. Tells us all what this looks like. A Note on vampires feel free to grab a benny if you narate a vampire wearing redish hue coalition gear.
Field Team Six Bennies
3/6
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Architect
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Re: Part 7.1, Catacombs of Zacatacus

Post by Architect »

Architet stands rigid bows his head with hand extended. Standing erect he sweeps the flaming blade back and forth as he tries to focus and find the only dwarf he has seen here. What was it, that Hans had said. His sister was here. Architect momentarily bowed his head.

Accepted _
There is reluctance. Architect has been a protector of mankind. Taking a life. An iinnocent life. Even one set aside by the Gods. Apossible new low for him.
Notice 13, Detect Arcana _
Their (Chaing-ku) awareness of magic allows them to detect arcana, interpreted as sight, for no P.P.E. cost using their Notice skill.
[*] Notice [dice:1ijtenls]51731:0[/dice:1ijtenls]
[*] Wild [dice:1ijtenls]51731:1[/dice:1ijtenls]
[*] Aced! Wild [dice:1ijtenls]51731:2[/dice:1ijtenls]
[*] Super Aced! Wild [dice:1ijtenls]51731:3[/dice:1ijtenls]
Archie pauses and hears the clash of battle above him. Looking high into the cavern top he sees the battle between Asnir and XY.
Pender Lumkiss wrote: Mon Apr 08, 2019 6:59 pmA good question indeed and for those able to see into the next realm over (detect arcana) a sight above you would you see. Two Gods, Asnir clad in male with an orange healthy glow arround him, whislt XY a terrible maleformed creature with mouths all over his body claw, bash and charge each other with what strength they have. XY summons a spear of solid black energy that peirces Ansirs right shoulder. With their stalemate broken, XY turns his attention to Resolute heroes sending down an after image of himself. Next to the demon lord a knight clad in black on a steed of hellfire takes shape spurning the vampires to fight that much harder.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
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Hans Greuber
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Location: The Black Company

Re: Part 7.1, Catacombs of Zacatacus

Post by Hans Greuber »

Roll
TW at -1
  • -8 due Scene
  • -2 due to Loyal causing Hans to try to rescue the Grackle he thinks may be Thrudh (+1 Bennie)
  • +2 for new Signature Move (Using McGyver and situational conditions for advantage - Sprinkler using purified and condensed vampire piss)
  • +2 for Teamwork with Ashlyn (Collapse)
  • +1 for using 1/2 PPE
  • +2 for using 2 Gadgets
  • +2 due Machine Maestro
TW: [dice:2395ozd9]51774:0[/dice:2395ozd9]
Wild: [dice:2395ozd9]51774:1[/dice:2395ozd9]
  • Extra Effort: [dice:2395ozd9]51774:2[/dice:2395ozd9] (Elan)
Result: 12 - Success with 2 Raises.
  • •Double Raise (12): The Champion rewites the day! Not only do you get to roll on the above raise table, you also get to change the narative the GM wrote for you! Either change up to three words, or add three sentances to what the GM wrote and altar your destiny
    • Raise Table: [dice:2395ozd9]51774:3[/dice:2395ozd9]
      • Result: 4-5 Double Whammy
        • If Disaster or SNAFU is rolled next round the enemy roll suffers a -2 due to your heroics this round.
Pender Lumkiss wrote: Mon Apr 08, 2019 6:59 pm The three rangers with Hans take up defensive positions trying to cover the techno wizard while he bolsters his allies. Their super soaks seem to do a good job except they were constantly running low on water. They seem fairly competent having rigged up a purifier attatchment to one soaker. One of them shouts pointing at a series of marks on a rock, ” Over there, been some time since I read anything like it, but those markings look dwarven.” Indeed so, a messege from Han’s sister to her brother!
Hans
The markings are classic dwarven gliffs, in fact a special language so to speak Hans and his sister developed. I can’t go home... My dreams have led me here. The confessor helpped save me. I am sorry, I have to do this. Near the gliffs rocks have fallen and a wall crumbled. In the dark Hans can make out a familiar body buried beneath the rubble. For a second he swears it looks like his old Black Company friend Thrudh. A voice comes from the rock fallen rock pile, ”Hans...?”

Is it Thrudh? But sadly, Thrudh was long gone. As Hans was about to find out, the Grackle buried was one of Reid's Rangers, Mi’ch Mclane, the Grackle whose charisma was only match by the size of his trademark rifle. Now he owed Hans.
For a second he swears it looks like his old Black Company friend Thrudh. A voice comes from the rock fallen rock pile, ”Hans...?”

Even though he doubted that it could actually be him, there was no way Hans could chance that it actually was Thrudh beneath the crumbled wall.

"Rangers, Follow me to near the glyphs. I think there may be someone alive over there."

Making their way over to the collapse near the glyphs, Hans quickly realizes that he won't have the time to rescue whoever it is without some more help to hold off the Vampires beyond just the Sunlight Pebble and the Rangers. Taking apart the condenser from his old tent from his Survival pack, Hans tweaks the power levels enough to give its manufacturers a headache and adds a filter, a pump, and a nozzle from among his spare parts. Setting it going, it starts to condense out the "Vampire Piss" and cleanse it into pure water... that it then sends up to rain around Hans, the nearby Rangers and the Grackle that is mostly buried under the rubble.

All it takes is a little bit of Science and some technical knowhow, and it is amazing what you can do.

With the portable rain shower now supplementing the Rangers and the Sunlight Pebble, Hans has enough time to Heal and dig out the trapped Grackle. Now that Hans can fully see the Grackle, he can see that it indeed is not his long lost battle companion, Thrudh, but instead an even larger Grackle.

"Thanks for the rescue and the patch up. Name is Mitch... Mitch Striker. I would thank you better, but with all of these vamps about, how about we find our way out of here."

Drawing upon his Quantum Accelerator, Hans speeds the five of them up so they can quickly regroup with the rest of their motley band.

Putting together a couple of Trans-Dimensional Hydro-Kinetic Directional Eruptors, Hans starts clearing a path first to the rest of the rest, and then for all of them to head further down towards where the Rangers were all holed up. Seeing Ashlyn's shield all set up, Hans lets loose with wave upon wave of water aimed at her shield, allowing it to spray and cover all the nearest vampires and melting them.

A flicker of light showed indications of a vein of magnesium in the rock as they passed beneath it. "Ashlyn, send as big of a fire bolt as you can at that silvery squiggle on the ceiling just over there. It will collapse the runnel behind us and slow them down." When Ashlyn sends the fire at the vein of magnesium, it bursts into a bright fire that heats up and cracks the rocks... sending the ceiling to collapse blocking the tunnel, crushing many of the vampires and forcing them into mist, and trapping many on the other side.

Red Coalition Armor on these vampires? Could they be from a secret subsect of the Coalition, or perhaps from an alternate dimension?
Last edited by Hans Greuber on Tue Apr 09, 2019 4:29 pm, edited 9 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Ashlyn Alvarez
Diamond Patron
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Part 7.1, Catacombs of Zacatacus

Post by Ashlyn Alvarez »

Mysticism 6
-8 difficulty, +2 signature move, +2 Resolute Ally
Mysticism [dice:1q96benj]51775:0[/dice:1q96benj]
Wild [dice:1q96benj]51775:1[/dice:1q96benj]
Benny to reroll
Mysticism [dice:1q96benj]51775:2[/dice:1q96benj]
Wild [dice:1q96benj]51775:3[/dice:1q96benj]
Benny to reroll
Mysticism [dice:1q96benj]51775:4[/dice:1q96benj]
Wild [dice:1q96benj]51775:5[/dice:1q96benj]
Benny to reroll
Mysticism [dice:1q96benj]51775:6[/dice:1q96benj]
Wild [dice:1q96benj]51775:7[/dice:1q96benj]
Soak 6
Vigor [dice:1q96benj]51775:8[/dice:1q96benj]
Wild [dice:1q96benj]51775:9[/dice:1q96benj]
Zacatecas, Mexico/Under the castle
Night
Round 0

The Resolute hurried into the cavern to be confronted by the demon, scores of vampires, and the evil god XY, fresh from wounding their patron Asnir. Blanca barked and growled. Behind her, Ashlyn heard a familiar voice. She spun, wielding her light blade to fend off the creature.

“Papa!” Ashlyn exclaimed, seeing her father for the first time since her childhood, now a vampire. “No! Not you too!” She had already turned her mother into dust! Her face hardened. “Do not speak kind words to me. I know your intentions. To kill me, turn me, like you. You are evil, just like mama!”

The battle was joined. Ashlyn slashed out with her light sword, scoring hits on a dozen vampires. Then she slammed the point of her shield into the ground, the holy fleur-de-lis emblazoned there, infused with the faith of Saint Joan of Arc herself, flared with bright celestial silver in a move that would be called Ashlyn’s Shield of Faith. The energy coruscated out, shaking the vampires out of their surety of triumph due to overwhelming numbers, even reducing several of the weaker ones to dust.

“Hans!” Ashlyn called. “It is shower time!” She slapped her shield and the dwarf grinned knowingly. He shot his water cannon toward her. Ashlyn ducked behind the shield, angling it so the water flew high and spread out like a cold shower. Vampires started to scream. Their skin bubbled and boiled away as they melted into sludge. “Keep it coming, Hans!” Ashlyn urged.

When the firehose ended, Ashlyn continued to heal, strengthen, and defend her comrades through her spells and mental powers. One couldn’t get through a battle like this unscathed, however. A vampire wearing oddly red colored Coalition armor leapt at her, knocking her down, knocking the wind from her for a bit, though she recovered quickly.
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).
User avatar
Penitent
Posts: 189
Joined: Thu Jun 29, 2017 9:32 pm

Re: Part 7.1, Catacombs of Zacatacus

Post by Penitent »

Fighting 14, demon is shaken and might lose a Benny
+1 Benny for being heroic

Going with Fighting 1d12+2, -8 Scene modifier, +2 nickname, +2 teamwork
Fighting [dice:1oi9xtky]51820:0[/dice:1oi9xtky]
Wild [dice:1oi9xtky]51820:1[/dice:1oi9xtky]
Benny spent for Extra Effort + Elan = [dice:1oi9xtky]51820:2[/dice:1oi9xtky] Derp, looked at wrong part of roll result above. Should have been 1d6+11, so total is just 14.

Raise table roll: [dice:1oi9xtky]51820:3[/dice:1oi9xtky] Shaken: The Demon chasing the heroes rolls his spirit at -2 (1d12-2) and on a fail GM Loses a Benny

Will take a Benny and mention red-clad Coalition armor, and use that to reduce PPE expenditure to 1/5th.
The fog-shrouded battlefield, full of the screams and blood-thirsty roaring of vampires, takes Penitent back to the final hours of the siege of Crystalclaw. With grim resolve, Penitent meets the terrors with a war cry of his own, stalking through the bloody mist to bring absolution to the damned.

He has lost track of steps, and blows, and screams by the time he stumbles across the Confessor -- one in need of redemption who he had not expected to see again. She lies broken on the ground, mortally wounded, and not just in body. As Karl and the Daughter of Del Rio stand guard, Penitent kneels, seeing immediately that the maskless apok is losing her grip on her soul, not just her life.

Her fingers reach for the hilt of her broken and gore-covered sword as her eyes flutter open.

”Penitent? The dwarven child... You must... argghhh.” Her eyes roll back into her head. With all the strength she has left she mutters, ”Your daughter... Left Calgary, she’s in Ixzotz... I lost faith Penitent... You Penitent... You are the new confessor... Uggghh...”

She grabs his armor feverishly, ”The dwarven chil...”

Penitent has seen this many times on the field of battle and knows her life is past saving. But he can give her some peace, at the end.

"Do not worry about the child. We will find her," he says. "All you must do now is find yourself. Remember your vow. Remember the fire."

Releasing her hand, Penitent holds out his own and summons hellfire, letting the flames engulf his hand, then his arm. The same flames once cleansed him, as they did her. Perhaps they can do so again, if she is willing.

"The fire, yes. I can feel it ...," she says, her eyes open but unseeing, her thoughts anchored in a distant scene, far removed in space and time, when she gave herself to the living planet, Wormwood, and was redeemed. "It still burns ... within me."

The Confessor reaches out her hand, grasping Penitent's, and it ignites, the fire spreading quickly, seemingly fueled by an inner flame that bursts from her chest. Soon she is engulfed, her body a pillar of fire that rises into the darkness of the cave and remains there, a soul eternal.

"That's my papa, Penitent the Pyre," Karl says, his fingers dancing over his celestial cell phone as he registers the name with the proper authorities, and reserves "The Pyre-Penitent" for good measure.

Rising to his feet, Penitent watches the ashes curl into the shadows above for a moment, then picks up his swords and reaches both into the flames. They come away blazing with a hungry light.

He nods to Karl and the Daughter, before calling out to the others of the Resolute: "Come, touch the flame and share in her faith. Carry her light into the darkness and use it to pierce the hearts of the evil who seek to devour the hearts of humanity. Let them taste the bitter poison of her sacrifice and be undone."

Like a comet, he charges into the darkness trailing fire, carving a path through the vampiric horde and leaving devastation in his wake. As others take up the flame, he sees the "demon" lord draw back in fear, momentarily off-guard even as it sends new waves of undead against the heroes.

Carving through the monsters, Penitent notes absently that many wear the skeletal armor of the Coalition, though colored blood-red rather than black.

Reid's Rangers are not the only human force to become chattel, it would seem, he thinks, as Durendel splits another armored vampire in half. Perhaps they will be the last.

Perhaps.
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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Sir Ndreare
Diamond Patron
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Posts: 151
Joined: Wed Nov 08, 2017 2:38 pm

Re: Part 7.1, Catacombs of Zacatacus

Post by Sir Ndreare »

The waves of vampires where insurmountable. Ndreare had been in many tough spots over the centuries. But this was more intense than any of those. Rarely was he so fully invested in the success, he had no desire to see another world fall to undead hoards.

Spining like a whirl wind Ndreare soon finds even knocking them down was not enough as each one would simply rise again and continue fighting. Ndreare has an idea, with his own magic focusing on temporal manipulation combined with Hans’ Dream Time weapon he thought perhaps he could manifest a new spell.

Asking Edin to run the numbers for his idea the Holo confirmed the principle. But this could even strain his own skills. “Hans, I need you to shoot me with Dream Time.” The look Hans gave Ndreare made it obvious the technomage thought the communications system was compromised. “This is not a test, I need your magic for something that may save us some time.” Seeing the acceptance from Hans Ndreare braces himself for the shot when suddenly a a giant explosion happens as Ashlyn reacts to Hans’ request for her to shoot the amplifying rune that helped trigger the idea in Ndreare.

Then the blast hit him. Grabbing the force of the magic and wrapping it with his own spells Ndreare amplifies it! Instead of falling into a mental haze exploring those alternate versions of himself Ndreare sees dozens, now hundreds of Duplicates splinter off of himself.

The hundreds of Ndreares move our like a counter wave against the vampires, cutting, impaling and slicing them. Rodney working as hard as he can begins working as a rely coordinating the efforts of so many soldiers was a natural course for the drone.

Suddenly one of the Ndreares burst into pure arcane energy, his body becoming near invulnerable, and his speed enhanced to its limits he moves through the vampires with supernatural grace, decapitating the vampires in blow after blow. Then like a wave more than half of the Ndreares perform the same energy transformation into pure arcane fury. Ndreare Prime see the spell he had been working on for years but never tried and decides this is the moment.

Suddenly bursting into energy himself Ndreare sets out grabbing the many vampires decapitated and hurling their bodies into the flame of the confessors release.

The whole scene of the battle was turning in their favor allowing the team to progress further when suddenly their relay stopped as Rodney alerted Ndreare to his own great danger.

Allowed to edit 3 words or 3 sentences
The attention that your droid sidekick is drawing does not escape your notice. Even when so invisible vampires wearing TW goggles or with their eyes so enchanted seem intent to hunt him down. There comes a moment in this cavern of vampiric mist that despite your very best efforts to counter every tactic the vampire’s throw at you their numbers overwhelm your best laid plans.

Your communicator beeps, “Master, I cannot continue to evade the cunning vampires. They are lead by three vampire wizards that undoubtably can sense the device I am carrying.” Across from you it appears Rod is cut off from the main group and surrounded by vampire’s dressed in coalition dead boy armor minus the helmet and carrying coalition style weapons. The armor and weapons all have a red sheen to them. Each has a TW’d set of goggles helping them track down your valuable ally. Perhaps it has taken them this long because they wish to capture and not destroy Rod. You are a calculating and crafty individual, you know that even if Rod is taken you have the tech to track him down: Your communicator. You have a choice to make, to you save the droid or aid your allies in this particular fight?

Just then something small and spherical about the size of a basketball drops out of Rod and disappears into the mists, and quite possibly down a chasm. Did the droid just loose the device capable of wiping out all vampires? “Master...”

Three of the Ndreares seeing the ball falling out of sight and immediately leap after it. Grabbing the device like a game of hot potato the sphere bounce from one to the other until finally it spings back from the edge into Ndreare Prime’s waiting hand.

Allowed to edit 3 words or 3 sentences

“Rodney, I will find you.” Ndreare commits. If he does not die from this he will find the drones remains and see if it can be repaired. He had the technology, but did he have the time…

The power of the Dream Zone spell collapses followed shortly by the collapse of the Arcane Transformation. Ndreare does not know if he can replicate the spell again, but he believes he can.


OOC Comments
Base Skill d12+5 Master with the -6 (shown bellow) it will leave me with d12-1.
I am going Hindrance (Cautious) will inhibit him, but working with team will give a +2 and of course his new signature move "Arcane Infusion" will give him a +2, so he will only be at...
-8 +2 +2 -2 = -6 to his roll

Spellcasting [dice:38i3zcjz]51828:0[/dice:38i3zcjz] Ace [dice:38i3zcjz]51828:2[/dice:38i3zcjz]
Wild [dice:38i3zcjz]51828:1[/dice:38i3zcjz]
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
User avatar
Brody Conrey
Posts: 93
Joined: Wed Jul 11, 2018 8:16 am
Contact:

Re: Part 7.1, Catacombs of Zacatacus

Post by Brody Conrey »

When Brody drops the Mic. or Gate!
Stealth Die
total 5
OOC Comments
[dice:1yco2yx4]51945:1[/dice:1yco2yx4] +2 Stealth bonus +2 signature move +2 Archie throwing me and the vamps bodies against the wall
Extra Effort
[dice:1yco2yx4]51945:2[/dice:1yco2yx4]
Wild Die
[dice:1yco2yx4]51945:0[/dice:1yco2yx4]

1 wound(soakable)

ignore
Raise Table
[dice:1yco2yx4]51945:3[/dice:1yco2yx4]
Random
Brody sees the portcullis he thinks of a plan if he could get Archie to throw him over there he could see if he can bring the portcullis down. He uses his Telepathic ability to talk to Archie.

Telepathy 2 PP

“Archie, it is me Brody. I was in Edges head when we first met, I am telling you this so that you know it is me. Nod your head if you understand.”
He pauses, “I am going to need you to kill a couple of vamps bring them together close to me and them so I can go from the back of your body into the vamps. I’m trying to hide from them so that they won’t stop me. Then I need you to throw them close to the wall near the Porticlus. Like you are getting rid of the bodies.” Jack ghost close enough to Archie and says, “I’m here. Let's do this thing”

Brody approaches and Archie thinks that he needs to clear a path for his friend and circle three time tail whipping the waves of vampires as they approach. His third turn and whip and he can not see Brody until he appears near one of the cavern walls, looking pleased with himself. A wave from Brody and Archie shrugs his shoulders, all six of them, Guess that went according to plan.

On the last whip, Brody goes flying inside the bodies of the Vamp. Arch, did his job even better by clearing a path and leaving total destruction as a diversion. No one was worried about the vamps splattered against the wall. All Eyes were on the Dragon and hoping it wasn’t coming their way.

Brody, slowly moved up the wall just having his top of his head exposed. He looked for crevices to help hide himself and there were plenty of natural rough walls. He eventually gets to the top and he ghost into the room. There he sees the silver all over the walls ceiling and floors. The mighty gear room, giant gears and chains hanging all over the place and an area with counter weight. Then Brody hears the shuffling of feet. From behind the gears. He finds a place and waits.

Around the corner, comes A Coalition armored person with dried Blood all over it he keeps checking the gear and he has aodd spear in his hands he seems to be checking the gears and watching them. Brody waits, he checks a box in the wall . and starts to head away yo the door slowly on the far side brody mooves close behind him then activates the Psi Sword. and stabs the armor in the back. the armor drops. to the floor and brody slices the head, off and looks in the helmet. Inside was a vampire's head.

Why the armor? To protect it from the silver. Brody goes to the box on the wall and opens it . inside is a hole something has to be inserted in it. Brody looks to the spear. The spear's base fits in and the with a twist and locks . The spear is a lever, he moves it and he hears a chink. but the gears do not move.

Brody starts looking around the gears eventually he finds a small box Crammed into the gear, Brody grabs the box and then ghost . all of the gears start to move he hears the grinding of the gears and the counterweights begin to rise up. with the Box in hand he goes back to normal and heads to the Spear. He touches it and ghost, freeing the spear. Down below through the gears grinding the vamps are starting to try to get to the gear house.

He thinks that he has to drop the gate faster, before they can do anything. He looks to the counter mass. "Cut the Chain!" And so he fires his laser At a pin in the chain and it breaks

The counter mass goes crashing into the floor of the base, the chain starts whipping through the gears Brody carries the Box and the spear out of the room as he ghost through the side of the wall and down to the others he can see the portcullis is moving fast and it lands with a crunching sound as it hits the floor beneath it, the entire room shakes, dust flies up, and the floors cracks.

Brody feels relief .

Used during the first part of Mission
[dice:1yco2yx4]51945:4[/dice:1yco2yx4] PPT
[dice:1yco2yx4]51945:5[/dice:1yco2yx4] ammo
Last edited by Brody Conrey on Fri Apr 12, 2019 8:05 am, edited 4 times in total.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
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Re: Part 7.1, Catacombs of Zacatacus

Post by Architect »

Architect stands like one large island in the ocean of undead. The see ebbs red and black. Architect watchs as the various heroes surface and then sink beneath the tide. Vampires fall and others fill the space, no thought or concern for the fallen or how they died. It is a stiff battle and the sea continues to churn red and black; it surges and tres to drown the heroes.

The heroes are reolute and unmoving. They push forward of their own accord. Determined, focused, and unwavering. Not knowing their stories and individual battles may be best for Archie. He tends to get attached to people, quite easily.

There is a low cry that comes from the sea and Archie hears it. Uncertain of what he is looking for he feels certain it is @Brody Conrey though he does not know why. It seems that Brody is passing through the waves of vampires on a full tilt run at Archie. Archie drops the Diamyo look and assumes his dragon form.

Brody approaches and Archie thinks that he needs to clear a path for his friend and circle three time tail whipping the waves of vampires as they approach. His third turn and whip and he can not see Brody until he appears near one of the cavern walls, looking pleased with himself. A wave from Brody and Archie shrugs his shoulders, all six of them, Guess that went according to plan.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Part 7.1, Catacombs of Zacatacus

Post by Architect »

In chaos Archie finds peace and serenity. Standing serene in the chaos, he pulls forth a stone of liquid blue and the color seems to shift between deep blue to foamy white. He holds the Stone of Quiet Ages in his talons.

Holding the stone close to his mouth, he blows a steady stream of air across it. Suddenly Archie is counteracting the current storm surge with a ocean surge of his own.The waves course and surge and provide additonal effects for Ashlyn and Hans and the rangers. The water courses down and finds its way to the column of flame. Utilizing the vaccuum in the center of the vortex Archie directs the healing to ascend to new heights and bathe Asnir.

Not knowing the effects of water on vampires, it does through Archie off a bit. But he continues to concentrate on blowing his PPE across and into the stone. When he is satisfied that the Stone has done its work, Archie puts it away.
Mass Healing _
PPE 6
Range Spirit x 2 (16")
Scene Mod -8
Signature Move +2
Team Resolute +2
[*] Alchemy [dice:koflw0qo]52031:0[/dice:koflw0qo]
[*] Wild [dice:koflw0qo]52031:1[/dice:koflw0qo]
[*] Aced! Wild [dice:koflw0qo]52031:2[/dice:koflw0qo]
The red and black sea surges and ebbs and flows. Archie realizes that he needs to move and that his target is further ahead. Watching vampires materialize and join the crush, Archie decides to take a page out of the book of Brody. Making short jumps, Archie assumes the form of a vampire and then goes gaseous and continues down the cavern. Each stop as a vampire he flicks forth his blade and decapitates a few vampires, then going gaseous he travels further down the cavern, searching for the young dwarf maiden the Choosen One.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Ruins of zacatecus

Post by Pender Lumkiss »


Demon Spiti, no benny lost :(
[dice:oibe1z0k]52017:1[/dice:oibe1z0k] wild [dice:oibe1z0k]52017:2[/dice:oibe1z0k]
Round 2/4
The resolute strike back.


The ebb and flow of this running battle is like a great swell of water during a white squall, there are low points and high points. This leg of the journey in no small was made a little easier due to the heroic efforts of Brody and lowering of what turned out to be a white fire forged portcullis temporarily slowing down the vampires behind the heroes. But in other ways having a Chang-Ku along the way has made things that more deadly. For good or ill these new allies have given the heroes a good chance to make it to the end of the endless catacombs. The demon is delayed drawing towards the last of the hordes number, yet it still is laughing like a child who just found out that the word poop is funny.

With the mists behind the heroes the catacombs continue with a mishup of cave, raw earth, and stone castled rubble. The heroes arrive and what could only be a fool hardy passage. A series of rock like branches stream out between a deep dark chasm. From above it would seem as if night has fallen and the moon’s light eerily filters down highlighting the dangerous path. While the vampires behind the heroes have been slowed countless wild ones emerge ready to barr any attempt to pass.

Erin Tarin in her critically acclaimed tale of these adventures titled Vampire Chronicles titled this chapter The heroes struck back! Indeed they did! But the heroes are not just alone, their allies spurred onward by their very strength sought higher and higher heights of glory in aiding them.

Below are little scenes I thought might be fun for each of the heroes allies. Everyone one is aware of the ongoings but for simplicity I broke it into little vingettes for your guys to RP off of.
Penitent’s allies
Karl the imp’s blade shown like silver holy light as he smashed into vampire after vampire. ” We have them now! Haha, say selfie vampire bitch!” With one hand on the blade and his other holding onto his celestial cell phone he took a picture with he and the vampire as his blade sliced through the vamps neck.

The daughter of Del Rio rolled her eyes behind him ducking a vamp’s fang, ” Stay focused Karl! We still have a long way yet to go.” The two nod at Pen ready to push through this leg of the journey.

Pen can see a great swell of ghostly mist form near his feet, and for a second perhaps he may have thought it was a vampire but his demon mask would smell nay. From the mist the ghostly image of Apok known as the confessor forms and she draws her blade as well ready to see Pen through these troubled times. In fact so adament was her furvor that her mask flew from Pen to her ghostly face making it seem as if a silvered blade and floating demon mask was guarding Pen’s back too!
Ashlyn’s ally
Blanca the little white furry dog of Ash’s bounded to and fro biting vampires and sticking them onto stalagmights. Yip yip yip. She seemed to zoom arround the cavern as if probelled by unseen rocket jets. The dog even rips off a gisnt stalagtite somehow holding it in its mouth. She rams vampire after vampire with it then setting it on fire with a white hot divine flame. Yip yip yip. Suddenly the dog howls getting overwhelmed and out numbered by the vampires only to grow to the size of a fury beetle! Yip yip!

Again the voice of your father calls to you but this time it echoes through the catacomb like a velvety whisper. ”Hija, únete a mí y vive para siempre.” Your arcane sight is being blocked and he does not cause your danger sense to trigger. Where is he?

Ndreare’s Ally
Ash’s dog yippin’ was a sad reminder that Rod had been snatched. With the sphere in hand, Ndreare can tell that Rod had been most likely interfacing with the sphere through two data exchange points on what could be the “bottom”. It also seems the sphere is not completly spherical anymore. Two impressions mark the “left” and “right” side. It appears each side has a detachable control unit perhaps. The one on the right was unfortunately missing. It appears very redily that Rod may have the information nessesary to activate this device, or at the very least had been working this entire time towards that end. If Reid’s words were to be believed he thought it was something that could end the vampires.

Beep Beep went the communicator. Rod was still active and he was down an offshoot. If Ndreare recalled Rod’s initial scans of the catacombs he could venture off leaving his allies to push on without his expertise and go rescue Rod meeting back up with them a bit down the “road”. If he did not take this chance to rescue Rod, he may only have one more chance until the droid was too lost or too far ahead. This offshoot seem packed with vampires so there was still a chance to thin their numbers, but skill and command of tactics would lend its self well to this kind of side venture.

Ndreare can instead of participating in the below challange, can instead strike out on his own trying to rescue Rod. He can roll at -4 his choice of Arcane, fighting, or shooting. Outcomes are the same below except as follows: In addition to the success he recovers Rod broken into component pieces. Repair -4 and 2 hours will be needed to put him back again. Raise is replaced by Rod Recovered intact and realitivly unharmed(1 wound) but the vampire’s have the second “controller”. Double Raise is replaced with Rod being recovered good as new along with the second controller (Ndreare is able to take a necklace off a vampire that is made entirely out of silver complete with a silver skull pendant).

Note: Either way Ndreare is unable to call upon an ally to aid him this round. However the Terrain bonus is available.
Body Ally
One of the rangers that had following Hans finds himself seperated from the rest of the heroes. She has blonde hair and goes by Penny. Brody spies her off to one side surrounded by wild vampires trying to invade her mind. She is armed with a super soaker filled with only a few shots left. There is no way she can make it alone.

Asnir fills your mind, Bravery so, I am moved beyond compare. Before Brody a sword made from the same material as the protcullis he had dropped earlier hangs for a moment for him to clasp. It is yours as long as your heart remains true!

I saw you picked the atless evicerator. You can make a spirit roll and show that your heart remains true and on a success I was going to give it the white fire trapping, counts as holy and fire damage.

Feel free to include a little bit about saving penny and then her returning the favor.
Architect Ally
One of the rangers that had been following Hans takes a keen intrest in you. He weilds a doubled bladed glaive swinging it overhead cleaving vampires in twain. His hits strangely while they do not set the vampires on fire or burn them do prevent the two haves from regenerating. At one point as a swarm of large bats with famgs like vibro swords decend on Architect this barrel chested ranger leaps impossibly high cutting two in half. As Architect flies by he catches a glimpse of the mans furrowed brow and crooked brow: The Celestial Enforcer! If a bargin was struck by the Celestial scribe its enforcer would ensure it was followed.
The girl Architect... The girl.
Strange bedfellows this adventure was turning, the scribe and now this physical formed enforcer. Feel free to use the enforcer in your helpful allied extra narative.
Hans allies
Mitch Striker a grackle umong all grackles. If Hans had fought in the tolkeen war he might have even met this grackle once or twice. Charasmatic as they come and twice as strong to boot. He was the co owner of the Tawdry and Hots risque D-bee centerfold maginzine that had relocated from Tolkeen to Merc Town after the war. Armed with only a wooden spear it seems good enough. Each thrust is coupled with a quick flex and smile at the women folk. He and Hans seem to find a good rythm with one of the rangers using either a super soaker or plasma pistol to water or burn as need be. Mitch yells with a sexy tooth filled grin if you go in for that, ” Dah! Push them back mates! Hans hit me with that crono field now!” The grackles wooden pole splits into four sharp ends in the end making it like the ultimate vampire fork.
The precarious chasm filled with vampires was before the heroes but high above in the pale moon light filtering down another battle in the higher plane was being fought. Those that could see into the astral or arcane would find Asnir clad in his gold armor with a sword of holy light outmatched by the evil creature XY. As the running battle and the heroe’s journey progressed XY began to take more and more of his immortal form both in his battle vs Asnir. His physical vestige grew in power and began to mercilessly plague the heroes. XY’s god form launches an electric attack on Asnir freexing the devine champion like he was paralyzed and then turned his eye to the mortals.

Thus the terrible creasure was able to send more of its power into the vestige embolding it to face the heroes at each and every turn. It might be there to counter Han’s technowizard spell, or perhaps negate Brody’s intangible nature, or even block Penitent’s blade at an inopportune time. Then again it could just turn off Ndreare’s connection to his psychic potential energy, and destroy Ashlyn’s faith. Finally, the black knight form that XY took on the mortal plane landed near Artichet bringing his blade down into the dragon’s side breathing, ” Immortal Chang’Ku... The Ceslestial Court holds no sway in this realm. You are in the kingdom of Vampires and will never escape. You will never recue the rangers below!”

One of the rangers rescued threw back his cowl revealing a dark thick brow and a strong angular face. The rangers muscles buldged as he brought a two handed glaive last second blocking XYs knighted blade. The ranger yowled, ” For the kingdom!”

This is the tale of the heroes of the Vampire Kingdom striking back!
Player Directions and GM notes
Player Directions:
GM note: this is the end game to save the 3000 rangers, stopping to heal and recover would take some doing and this is where narratively despite all the healing and succoring you may start see fatigue and wound penalties start stacking up.

Note about adventure cards: They can be played for +2 successes ( DO NOT ROLL, and DO NOT read further. Just play the card and narate the outcome. Adventure cards being played in this manner do not receive their normal benifits or any other benifits that 2 successes may gain.)
—Scene Modifier: -8 (accounts for the heroes abilities, and the overwhelming numbers they face, as well as some of the special abilities of their foes, includes the -4 from the random roll, and +2 from Brody last turn). 9 successes must be acheived for the outcome to be a “win”.
—Random modifier Asnir vs Xy result(1-4 bad, 5-6 good): [dice:oibe1z0k]52017:0[/dice:oibe1z0k] major issue.
Optional negative to the scene: One of your hindrences interfers, describe how this occurs and take an aditional -2 to the scene but gain a benny.
—Bonuses to the scene:
  • Use the Terrain: Moon light, criss crossing pathways, stalagtites and mights. Come up with a creative narrrative that uses the terrain to aid your advance or perhaps slow the vampires: +2 bonus to your roll.
  • Allied Extras: Each hero has a couple of extras that are as capable as they come. In your naration find some cool and creative ways to use them: +2 bonues to your roll. An additional +2 will be given if in your narative they end up giving their life to aid you in a significant way.
(If you start at -8 and take the 2 bonuses you would be rolling at -4) (Ndeare you have an alternate path)


Step 1: The Skill Roll: Shooting, fighting, Arcane (If you really want to use another skill hit me up) please include all bonuses and negatives in your roll.
Step 2: The Result: Use the result of your die to shape your narative, if you failed how brillant of a falure was it? If you trimphed what was your greatest moment?
  • Critical Failure: exaughsted and 1d4 wounds (Can be soaked, remember your exaughsted so -2 to soak)
    • Special: Through failure wisdom is gained: If you are so unlucky to hit this level roll once on the experience and wisdom table.
  • Failure 1 fatigue and 2 wound (Soakable, and keep in mind the -1 from fatigue)
  • Success: Player choice 1 wound(soakable) or 1 fatigue
  • Raise: Roll 2d6 on the below chart.
    • 2) Second Wind: The foe's reaction gives your hero hope or allows her to catch her breath. She may remove a level of Fatigue or a Wound (her choice). If she doesn't have Fatigue or Wounds, next round a second random modifier is rolled and the best result is chosen.
      3) Inspiration: Fate favors the bold. The clever hero receives a Benny.
      4-5) Double Whammy: If Disaster or SNAFU is rolled next round the enemy roll suffers a -2 due to your heroics this round.
      6-8) Shaken: The Demon chasing the heroes rolls his spirit at -2 (1d12-2) and on a fail GM Looses a Benny
      9-10) Set Back: The enemeny through efforts has a harder time stopping your decent. A disaster roll on the random modifier is not possible (reroll if the result is a 1).
      11) Insight: The hero has new insight into the target's nature. Once during this encounter(Scene 2-4), she may add +d6 to any Trait roll made.
      12) Seize the Moment: After the hero resolves this roll, she immediately gets an entire additional roll at all the same scene modifiers and those results and successes count additional to the overall success count.
  • Double Raise (12): You struck back with fury. Gain 1 Furry Benny. Can be used to add a 1d10 to any roll or at the end of this trek though the catacombs can be turned in for a roll on the Ultimate Fury Table (Yes I realize you do not know what this is).
Step 3: Ammo and Power Points: To me narratively I think it would be an exciting dramatic conlusion to this story arc if you arrived at the bottom of the catacombs fatigued, wounded and almost out of ppts or ammo ( don’t think anyone really uses guns). But that is me. I will leave in a manner of speaking how much ppts are spent up to player preference and what you find most interesting. So at this point characters should have expended 1/2 of their power points and ammo( basically another quarter has been lost). You can drop a benny to bring it down to 1/4 or gain a benny to up it to 3/4 of power points and ammo.
  • Directions: Keep in mind this is very narrative and how many ppts or ammo used up tells you something about the scene as much as your result. For example maybe you have all the rapid recharge edges and the wizard edge. Wow this leg of the battle must have been tremendously exaughsting in terms of ppts spent. You must have been flinging spells, boosting allies like there was no tomorrow. Folks should be thanking you for going nova.
Step 4:. Tells us all what this looks like. A Note on vampires feel free to grab a benny if you narate a vampire wearing redish hue coalition gear.
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Re: Part 7.1, Catacombs of Zacatacus

Post by Architect »

Signs of the Scribe fash before Architect's eyes as he descends down the cavern's varius winding ways. Distracted as he is by both recognizing and interpreting the signs, he fails to see XY's physical form get the drop on him. The enforcers blade meets the champion blade of XY and just the precise moment toprevent serious bodily harm.

Looking at the man, this mortal ranger, Architect can see the marks and runes of power. He has been touched by the Scribe herself. More allies for the cause.

Architect pulls up in a zig zag barrel roll, first to distract XY then to descend upon the mortal eenforcer.
Kuto~urufu no yami (Darkness of Cthulhu) _
Greater Confusion (Mega)
PPE 10, 1 PPE per target, Primary Target XY
9 of 25 remaining PPE.
Range 20"
Scene Mod -8
Racial Hindrance: Racial Enemy (XY): -2 (1 Benny)
Use of Terrain: Flight, Evasion, and Descent into the Depths: +2
Ranger - Sigil Enforcer: +2
[*] Alchemy [dice:2gqz0xcs]52170:0[/dice:2gqz0xcs] - [-1]
[*] Wild [dice:2gqz0xcs]52170:1[/dice:2gqz0xcs] - [1]
Benny for Extra Effort (4 of 4)
[*] Exrtra Effort [dice:2gqz0xcs]52170:2[/dice:2gqz0xcs] - [Total : 4]
Targeting XY and 9 of the strongest of his horde, Architect lets go with swrling mists far greater than those of the Vampires. Speaking to XY directly, "There are powers darker than you. That even you and your legions fear."

"Enforcer, i have need of you and you of me." Reaching the human warrior, Architect grabs him with four of his six legs in such a way that the ranger can easily swing his fearsome blade. "I am no physical warrior and have no trainng to battle these numbers. In our brief time together, I will learn from you as you protect me in accomplishing my new task. And I will take us quickly to our next destination."

Wages of War _
Toll
Pender Lumkiss wrote: Thu Apr 18, 2019 9:53 am Architect by my count you started at -10 ( take the benny for a hindrence at play) +4 is -6, rolled an 8 so a 2 total will be a failure: Failure 1 fatigue and 2 wound (Soakable, and keep in mind the -1 from fatigue)
Architect is not accustomed to this kind of intensity. Most of the battles he has been involved with were more entanglements and over quickly. He realizes now that his efforts are being hindered on multple fronts and these vampires actually raking the scales from his body, preventing him from naturally healing. He just does see the time to stop and heal.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Part 7.1, Catacombs of Zacatacus

Post by Hans Greuber »

Repair 13
Repair (+2 due TW Tools, +2 due Mr. Fixit, +1 due Machine Maestro, +2 due to Allies, +2 for using Terrain, -8 due Scene... so d12+1)
  • Repair: [dice:mwfk7mpi]52171:0[/dice:mwfk7mpi]
    Wild: [dice:mwfk7mpi]52171:1[/dice:mwfk7mpi]
    • Extra Effort: [dice:mwfk7mpi]52171:2[/dice:mwfk7mpi] (Elan)
    Result: 13 - Success with 2 Raises.
    • Staying at net 1/2 PPE but Spending 2 Gadgets to maintain Bennie loadout.
    • You struck back with fury. Gain 1 Furry Benny. Can be used to add a 1d10 to any roll or at the end of this trek though the catacombs can be turned in for a roll on the Ultimate Fury Table (Yes I realize you do not know what this is)
      • [dice:mwfk7mpi]52171:3[/dice:mwfk7mpi] - Shaken: The Demon chasing the heroes rolls his spirit at -2 (1d12-2) and on a fail GM Looses a Benny.
It was rough slogging making their way down through the caverns and tunnels deeper and deeper on their way to rescue his sister... and the 3000 Rangers . Hans, Mitch, and one of the accompanying Rangers fall into an easy groove, working so well that they looked as if they had been together for years instead of hours. Using his Quantum Accelerator on Mitch, the Grackle Tooth was able to spear and burn any and all Vampires that got past Hans's Sunlight Pebble, and the water used by the Ranger and Hans's Condenser-Sprinkler... for a while.

Eventually the Vampires started getting closer and closer to overwhelming them, though. Side passages forced the trio to split their attentions between multiple routes of access, and the air was getting drier and drier which meant that Hans's Condenser-Sprinkler was putting out less and less water. The Vampires were now able to get in a few swings before they were dispatched . Hans was having to spend more and more of his time Healing and less time tinkering with the condenser to squeak out as much water out of the drying air as he could.

Just when his condenser stopped being able to pull enough water out of the air to be able to spray it in quantity to deter the vampires, Hans saw their best chance of pushing back the Vampires for a while. Dragging out Satisfaction, Hans aimed the Sonic Cannon... not at the Vampires, but at a trickle of water that was coming through the rock. With each scream of its name in the voice of the long dead Quick Flex Juicer, Iron Tick, Satisfaction cracked more and more of the stone around the trickle of water... making it grow and grow. After almost emptying its Techno-Wizard clip, the water was now spraying out of the cracks with enough force to make the Vampires shy back and allow the Condenser to refill its reservoir and re-humidify the caverns as the water flowed in rivulets down the tunnels and caverns.

With a slap on the Dwarf's back, Mitch dipped his head into the spray of water.

"You almost had me worried there. Lets say you whip up a few of those light gloves and clear us a path to rejoin the others. I just have one question... anyone know why all of the turned Coalition soldiers are wearing red armor instead of their normal black and white colors?"

A few light globes later, Hans and his two companions had regrouped with the others, and over a dozen more light globes saw them make significant headway following the trickle of water down lower towards the ones they came to rescue.
Last edited by Hans Greuber on Wed Apr 17, 2019 2:13 am, edited 3 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Brody Conrey
Posts: 93
Joined: Wed Jul 11, 2018 8:16 am
Contact:

Re: Part 7.1, Catacombs of Zacatacus

Post by Brody Conrey »

The Sword called Whisper


Fighting 7 Success
OOC Comments
[dice:2eqt2tjq]52204:1[/dice:2eqt2tjq] aced [dice:2eqt2tjq]52204:4[/dice:2eqt2tjq] -8, +2 Allied Extras +2 Use the Terrain. Extra Effort [dice:2eqt2tjq]52204:5[/dice:2eqt2tjq]
Wild Die
[dice:2eqt2tjq]52204:0[/dice:2eqt2tjq]
Asnir fills your mind, Bravery so, I am moved beyond compare. Before Brody a sword made from the same material as the portcullis he had dropped earlier hangs for a moment for him to clasp. It is yours as long as your heart remains true!
Spirit Roll 4 Success
OOC Comments
[dice:2eqt2tjq]52204:2[/dice:2eqt2tjq]
Wild
[dice:2eqt2tjq]52204:3[/dice:2eqt2tjq]
Brody reaches for the blade
Brody reaches for the blade he grabs it and fill a little tingling in his Hand, to balance the sword properly he needs two hands, so he can wield this better. He cancels the psi Blade that was out on his right but keeps the vibro-blade with the smite/ sun light out just in case. Brody speaks to the god Asnir, “I thank you for this gift I hope I prove worthy of this fine blade, especially in this battle and many more to come.”
With that Brody adds his own special touch to the blade, Greater Smite (Auto success and a raise) -4PP


Brody continues to go on the offense again using his natural ability to Ghost and slide into the walls, column, Stalactites and Stalagmites. Most of the team armor is covered with blood. This gives them a ghastly, ghoulish look, if they were outside. But this is now, the new normal for the team during this skirmish and their allies during this hit and run battle. The occasional beam of moonlight from some fissures from far above allows the moon light to filter through this semi dark arena of death. It forms and looks like a moonbeam prison. An occasional Hero or ally can be seen jumping through one of the shafts of light then they would turn and slashing or squirt some humanoid creature as it tries to rush thought the gap of light. Screams from both sides as the wounds start piling up along with the dying and the dead dead. This continues for a long time. Brody pops up or out and attacking the Vamps from the side or the back, very rarely from above.. His new blade is devastating to the wild vamps.

*Whisperer’s Damage
OOC Comments
e [dice:2eqt2tjq]1d8 [/dice:2eqt2tjq]+ [dice:2eqt2tjq]2d10 [/dice:2eqt2tjq]+2, AP 2, MD + (+4 Damage from silver, +2 for fighting and + [dice:2eqt2tjq]1d10 [/dice:2eqt2tjq]Damage for Holy Symbol) Smite +8
One of the Rangers that had following Hans finds himself separated from the rest of the heroes. She has blonde hair and goes by Penny. Brody spies her off to one side surrounded by wild vampires trying to invade her mind. She is armed with a super soaker filled with only a few shots left. There is no way she can make it alone.


Brody Rescues the Valkyrie in Distress! ? Or Brody tries to Concentrate!

He spots one of the Rangers trouble, she has just been separated from the main group and a bunch of wild vampires are closing on her. As Brody looks around none of the team are looking or near to help her, “Yes I know, Igiles, I see your back.” Brody teleports all set to swing and the closing blood suckers Brody uses his telepathic abilities and warns her, “This is Brody I’m coming to help you get ready to grab on to me.”

Greater Teleport, 5PP
[dice:2eqt2tjq]52204:6[/dice:2eqt2tjq] +2
Aced [dice:2eqt2tjq]52204:7[/dice:2eqt2tjq]

Brody swings as he materializes his vibro blade with Sunlight on it sets the body aflame and the swing was true, slices the head off of the Vamp. The head on fire rolls to the feet of one of the other vamps. He steps back between the other Vamps and presents Whisper up high the Light from the Sun stuns the vamps and Brody speaks in a loud voice. “For the glory of Asnir.” A second later he feels arms wrapping around him and hears in his head a very sensual Voice, “I am ready, I’m almost all out of ammo” as he turns to look for a place to teleport to Brody he comes face to face with Penny. He looks at her eyes as she shoots at a wild vamp trying to get at Brody’s back. She Screams at him, “Snap Out of it. Get your Brains back in the Pants, and Get us the Hell out of Here!” Pooff as Brody complies.

Brody with Penny’s arms wrapped around him appear further down the cavern. Brody’s arms still up holding “Whisper” high. Penny makes the first moves at the one in his CS armor i front of her. She pushes away a little then looks at him, her hands going up his chest, and then. She takes his canteen off his rig unscrews the top and pours it into the Water gun. “Thanks, your Cute! We need to stick together.” She places the empty canteen back into his rig and gives him a wink. She speaks one more time, “Uh, you can put your arms down and start swinging at the Wamps coming behind You, don’t worry Sweetheart I’ll watch your Six.” Brody turns and swings again, cleaving a vamp from shoulder to groin. Blood gushing everywhere. As Penny just takes out any one coming around and flanking Brody. When the time comes and Brody spots his next jump. She anticipates the move and grabs Brody and hugs on tight, Pooff, Off they go retreating attacking and again and again.



• Integrated IRMSS: to heal [dice:2eqt2tjq]1D8 [/dice:2eqt2tjq]+2 to heal wounds. Aced [dice:2eqt2tjq]52204:8[/dice:2eqt2tjq] Success and a Raise cure 2 wounds

gained one wound
Last edited by Brody Conrey on Thu Apr 18, 2019 2:25 pm, edited 1 time in total.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
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Ashlyn Alvarez
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Re: Part 7.1, Catacombs of Zacatacus

Post by Ashlyn Alvarez »

Zacatecas, Mexico/Under the castle
Night
Round 0

“I will already live forever when I go to my God in Heaven!” Ashlyn shouted back at her father. “You are just demon wearing my padre’s voice! I denounce you to hell!”

Ashlyn spun about her with magic, celestial silver blasting vampires left and right. She watched with amazement as Blanca grew, munching and tossing vampires. She reached out, grabbed a handful of fur, and swung up onto the back of the monstrously sized puppy. She saw the celestial match above and frowned.

“Asnir, you are not my God. It is blasphemous to claim to be God. But you aid us, so I aid you!” She shouted a prayer, hoping to boost the so-called deity’s fighting prowess against the demonic XY.
OOC Comments
Playing an Adventure Card for +2 Success.
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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Sir Ndreare
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Re: Part 7.1, Catacombs of Zacatacus

Post by Sir Ndreare »

Ndreare’s Ally
Ash’s dog yippin’ was a sad reminder that Rod had been snatched. With the sphere in hand, Ndreare can tell that Rod had been most likely interfacing with the sphere through two data exchange points on what could be the “bottom”. It also seems the sphere is not completly spherical anymore. Two impressions mark the “left” and “right” side. It appears each side has a detachable control unit perhaps. The one on the right was unfortunately missing. It appears very redily that Rod may have the information nessesary to activate this device, or at the very least had been working this entire time towards that end. If Reid’s words were to be believed he thought it was something that could end the vampires.

Beep Beep went the communicator. Rod was still active and he was down an offshoot. If Ndreare recalled Rod’s initial scans of the catacombs he could venture off leaving his allies to push on without his expertise and go rescue Rod meeting back up with them a bit down the “road”. If he did not take this chance to rescue Rod, he may only have one more chance until the droid was too lost or too far ahead. This offshoot seem packed with vampires so there was still a chance to thin their numbers, but skill and command of tactics would lend its self well to this kind of side venture.
Ndreare can instead of participating in the below challange, can instead strike out on his own trying to rescue Rod. He can roll at -4 his choice of Arcane, fighting, or shooting. Outcomes are the same below except as follows: In addition to the success he recovers Rod broken into component pieces. Repair -4 and 2 hours will be needed to put him back again. Raise is replaced by Rod Recovered intact and realitivly unharmed(1 wound) but the vampire’s have the second “controller”. Double Raise is replaced with Rod being recovered good as new along with the second controller (Ndreare is able to take a necklace off a vampire that is made entirely out of silver complete with a silver skull pendant).

Note: Either way Ndreare is unable to call upon an ally to aid him this round. However the Terrain bonus is available.
Seeing the team managing well Ndreare feels torn. He cannot tell if the need to save Rodney is because of some strange attachment he may have grown to the robot or if it is truly needed to use the device. Identifying the conflict Ndreare accepts the rationalization for what it is. The robot must be saved, and with it the vampires eliminated. It would take him too long to access and perfect the device Rodney had worked on so long.

The descent into the tunnels and away from the team revealed something Ndreare was not expecting. Within a hundred yards the vampires died down to near nothing. The occasional vampire attempting to ambush him soon learned its folly, but most he saw well before they could take cover and eliminated. How could they have gone so far so quickly, wrapped in darkness Ndreare moved as fast as the reseeding light, but even then he could only go so far before he risked landing in something unseen.

Then he saw them. The clutch of vampires had Rodney secured in some sort of restraint while moving in a vehicle. The cave crawler was slow for a vehicle, but a stead 1 kilometers adds up quickly when fleeing from a group of people.

Wrapping himself in spells Ndreare prepared himself as he always did for battle. None of these creatures would be allowed to escape. But with 10 of them it was possible some could prevent him, he would need to be as efficient as possible or risk falling in their spells.

Results Double Raise!!!
Spellcasting d12+5, Scene -4 = d12+1
Spellcasting [dice:2w5nd48p]52277:0[/dice:2w5nd48p]
Wild [dice:2w5nd48p]52277:1[/dice:2w5nd48p]

Extra Effort + Elan = [dice:2w5nd48p]52277:2[/dice:2w5nd48p]

Double Raise is replaced with Rod being recovered good as new along with the second controller (Ndreare is able to take a necklace off a vampire that is made entirely out of silver complete with a silver skull pendant).

The fight was over quickly, Ndreare moved in on what appeared to be the lead vampire only to find he did not die so easily. Resisting the flames of Ndreare's arcane weapon Ndreare was forced to decapitate him. The creature must have been a secondary vampire. How could there be so many here in this one location, they must be getting close. Moving on to the others was easy, two of them tried to split off and flee, but Ndreare was able to turn them easily into globes of daylight and let the corpses they had stolen burn away as the demonic essence burned away.

Going back to the field Ndreare looked around to ensure all was safe as he freed Rodney. Examining him and ensuring he was safe Ndreare asked the drone. "Status report, do you need repairs?"

The strange glint of silver on the ground in the middle of the ashes where he had killed the powerful vampire caught his eyes. Heading over to it he examined it with his arcane sight learning all he could of the thing. Applying his knowledge he updated EDIN with the new information and the two exchanged a brief conversation about it potential. "How can we use this? He wonders out loud."

Exalted Detect Arcana 9, if needed Arcana 13
Curious, what is this item?

Exalted Detect Arcana [dice:2w5nd48p]52277:3[/dice:2w5nd48p]
Wild [dice:2w5nd48p]52277:4[/dice:2w5nd48p]

I doubt it, but if needed here is a Arcana check
Knowledge (Arcana) [dice:2w5nd48p]52277:5[/dice:2w5nd48p]
Wild [dice:2w5nd48p]52277:6[/dice:2w5nd48p]
Finding out for some reason they preserved Rodney does not make Ndreare feel any better. These vampires are acting far to intelligently and with to much purpose. Their master is wasting the lives f hundreds to stall the Legion in the cave above, while acting intelligently below. What could he be up to? No matter the cause it is time to get back to the others and continue their descent in to this well of corruption.
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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Pender Lumkiss
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Re: Part 7.1, Catacombs of Zacatacus

Post by Pender Lumkiss »

Looks like we are at 6 successes, 9 for a “win”.

Brody with 1 success you take either a wound (soak-able via normal rules) or a lvl of fatigue

Architect by my count you started at -10 ( take the benny for a hindrence at play) +4 is -6, rolled an 8 so a 2 total will be a failure: Failure 1 fatigue and 2 wound (Soakable, and keep in mind the -1 from fatigue)
Field Team Six Bennies
3/6
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Penitent
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Joined: Thu Jun 29, 2017 9:32 pm

Re: Part 7.1, Catacombs of Zacatacus

Post by Penitent »

Fighting 19, Enemy suffers Set Back
Fighting 1d12+2 +1 sword, -8 Scene +2 terrain +2 allies = 1d12-1

Fighting [dice:1hubuo9z]52301:0[/dice:1hubuo9z] = Ace [dice:1hubuo9z]52301:2[/dice:1hubuo9z]
Wild [dice:1hubuo9z]52301:1[/dice:1hubuo9z]

2d6 roll from Raise: [dice:1hubuo9z]52301:3[/dice:1hubuo9z]
9-10) Set Back: The enemy through efforts has a harder time stopping your descent. A disaster roll on the random modifier is not possible (reroll if the result is a 1).

Gained a Fury Benny

Spent a regular Benny to limit PPE expenditures to 1/5th (so 2/5ths used so far)
As the moonlight-drenched cavern unfolds before him, Penitent can't help but be remember the running battle that had followed the siege at Crystalclaw. There, the defenders had retreated through echoing, crystal-studded caverns, pursued by demons and their vampire allies. A rearguard, vastly outnumbered, had managed to hold off the pursuers, inflicting massive casualties, by using the terrain to advantage. Here, Penitent saw the opportunity to do the same.

"Stay close, and do not waste your blows," he says, closing his eyes for a moment as he communes with the runic angel embedded on his skin. Fiery wings sprout from his back; touching Thana's arm, he causes her to grow wings, as well.

The ghost of the Confessor, little more than a silver shroud, a blade and her mask, follows behind as the apok launches himself into the air, confident Karl and the Daughter of Del Rio will follow in his wake.

He aims for the closest stalagmite, the massive stone spire looming above the vampire horde. Keeping the stone to his left, he flies low over the heads of the damned, slaying all in his path as he winds around and around the pillar of stone.

"Let the stone shield your flank, as if you were defending a tower," he calls back to his allies. "It will prevent them from bringing their numbers to bear, and will shall cut them down like the turning blades of a saw."

"Wheeeee!" Karl giggles as he follows along, flying a bit higher than Penitent and keeping an eye out for any tricksy vampires that might try to drop down from above. His battle fury blade dips down into the throng of vampires like a plow blade, spreading drops of blood in its wake. "It's like we're farmers, Papa -- blood farmers!"

Penitent ignores the foolishness as he cleaves through the vampires like a fiery cyclone, leading the group from one blood-soaked spire to the next stalagmite, where they begin their murderous spin again. Thana falls behind, briefly dragged down by several vampires, but the Confessor's spirit wraps around her like a cloak and helps her cut free, silvery sword dancing alongside the blood-soaked soul knife in the girl's fist.

"We water the earth with the souls of the damned, salting there ashes so no evil grows," the Daughter of Del Rio says, her voice echoing through the Confessor's mask as it hovers in front of her face.
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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Pender Lumkiss
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Re: Ruins of zacatecus

Post by Pender Lumkiss »

Journey 3 of 4
Player tracker, please check. Each wound and fatigue level gives you a -1 on your roll
Architect: 1/2 PPE used, 1 wound from round 1, 1 fatigue and 2 wounds from round 2( 1 fatigue, 3 wounds)
Brody: 1/2 PPE used, 1 wound from round 1, 1 wound round 2(2 wounds)
Ashlyn: 1/4 PPTs used
Hans: 1/2 PPE used (4 gagets used)
Pen: 9/20 PPE used
Ndreare: 1/2 PPE used
Kir: 1 wound, and at 1/2 PPT ( take a benny)
Fortuitous Decent! The resolute heroes pass through the fragmented catacomb with ease making their way to a great hewn rock wall with many glyphs and symbols: The foundation of the one time castle of Zacatecus. The foundation has a singular path zigzagging across its length and extending all the way down. Most likely the path used by the foundations original builders. The good thing is that this foundational path lends itself well to a small group of adventurers as even with the hordes numbers only so many can surround the heroes and attacking them from all sides is neigh impossible.

The bottom of the foundation is a dark passage with wood planks and dark crevaces. Most likely a path had originally been part of some relief tunnel incase of a cave in. But that would have been long ago and it has been since hollowed out. Webs, rubbish, and bones littler the area making it seem like a nest of some kind. Here the horde descends like a red hue Coalition nightmare. The Bat like demon hangs in the back of the strange dead dead boy horde laughing and making fun of the heroes efforts, ” Such bravery of fools. My master The World’s Hate can’t wait to suck your skin off, hahaha.”

Above is frightful battle unseen except by those with the second sight. Asnir the brave a shinning knight clad in golden armor raises his sword(bolstered by Ashlyn’s spell) and drives it home passed XY’s horrid defenses and into its chest. The many mouthed creature cries in pain at the blow feeling its power weakening for a moment. The black knight embodiment of the old one lunges on the mortal plane at Architect only to evaporate as if a walking dream unmade. In its place an ally steps from shadow bloodied but breathing Kir, Asnir’s voice on earth, returns at the right moment to aid the resolute heroes.
From the heavens a voice like Kirs and yet more powerful echoes arround you, ” In this darkness, your love will be a mighty shield. Bring it forth and triumph!”

Below are little scenes each character/player can use to jump start their narrative. I tried to make it interesting and continue sort of little sub plots for each character.
Penitent
The demon mask hovers for a second as Vampires claw and scrap against the mighty forces. One vampire hulking as if a Titan Juicer made wrong grabs hold of The daughter of del rio and Karl despite their skill. You are just too far away and too many vampires piling on you despite your brilliant wings to make it in time. But the mask hovers waiting for the creed of the Apok to be spoken by the one deemed worthy to bind with it. Each creed is slightly different from Apok to Apok, but in every case the words are spontaneous and cannot be learned. Which of your two charges will carry on the mantel of the confessor? Do they yet have the strength to speak the sacred vow?
Ndreare
Rod beeps and whirls. Ndreare’s communicator beeps, Master, thanks you for rescuing me. During my time captured I gained insight to several things from the chatty group that held me. A small group of vampires lead by Lord Ruthvan have somehow overcome their natural weaknesses. Although it would still appear decapitation and a wooden stake still have their full effects. Two, I had an epiphany... I can now activate the device. I beleive if placed near the source of vampirism it would wipe it out, and have a cascading effect releasing those that were afflicted outside the blast radius. The blast would also kill any at the point of origin hence the two remote detonators. I wonder if vampirism has a single source... Working.... Working.... Unknown at this time.

Great news right?
Ashlyn
A howl floats through the stair case passage. The vampire like your father and yet not pursues you, taunting you. ”ven niño no quieres ver a tu familia? Todos estamos esperando por ti.” You feel his strange hand on your neck a cold reminder how he used fo rub your back to help you sleep as a child. When you turn he vanishes into the darkness as if a horrific dream. ”Ashlyn, hija, abandona estas tonterías y vuelve conmigo. Te extraño mi amor.” Blanca yips and growls clearly wanting to take a bite out of this so called father. A timely yip brings your attention to him as he scales down the wall of the foundation clearly going for your neck and possibly returning you to your family. What happens? Do the fangs of the father find its mark?
Hans
Erin Tarin herself wrote a special addendum on the bravery of Hans Gruber during his time in the vampire kingdoms. Whether succesfful or not her tale of the resolute heroes was incomplete without mentioning the dwarves painful decision.

There is a moment during your decent down or at the bottom where you catch site of your sister being mobbed by vampires being lead by the one in the red experimental CS armor you initially saw before(when this all started). They are down an offshoot tunnel that Hans can only hope meets back up with the resolute heroes. Rod the droid’s initial map would indicate yes it will. But taking it will prevent you from aiding your allies.

Hans and the red armored vampire lock eyes for a moment. Hans hears in his mind a pleasant voice not more than a whisper, You have come for her dwarve no? She said her brother will come for her and help end my reign. She has told me of her part in this. The celetial court has bid her as their pawn and she seeks to destroy the growing intelligence. I think not. I am Lord Ruthvan and she is mine!” At the time perhaps it was unknown to Hans that he was facing the Lord of Zacatecus himself. A vampire known in small circles as the day walker. In one hand he held a dark blade with a cruel tip. Runes were etched in red along its side: The soul drinker! In his other was the pearl of night an artifact surmised by Ndreare to be able to plunge the world into eternal darkness. He uses the pearl and the side passage filles with a choking darkness.

Mitch and the others are swept down the passage and only Hans can venture in alone. Not faith, no love, not even good fortune can aid this dwarf, only his skill and wits will seem him through if he takes up the challenge issued. The vampires will strike without mercy and Lord Ruthvan will try to drink Han’s very soul if he should take this hard road.

Han’s sister shrieks in the swirling darkness, ”Hans!!!!”. Will hans have another chance to save his sister...? Probably, possibly, hopefully.

Ok Hans you got the special option to go save your sister. Basically you can opt into a disaster here. Going with option means any successes do not apply to the group successes. Make a combat roll(Arcane, shooting, fighting) at -6 and TN is 13 . Bonuses listed below and adventure cards do not apply.
OOC Comments
[dice:2hvn4tdq]52392:3[/dice:2hvn4tdq] wild [dice:2hvn4tdq]52392:4[/dice:2hvn4tdq] ace [dice:2hvn4tdq]52392:5[/dice:2hvn4tdq] GM benny EF [dice:2hvn4tdq]52392:6[/dice:2hvn4tdq] .

Crit Failure and Failure are same as outlined in the player directions. Below are modifications to the rest of the outcomes:
  • Success- In additional to normal outcome add recover your sister barely alive( she has the one arm Hindrance).
  • Raise- replace with recover your sister whom receives a bump and bruise(fatigue)
  • Double raise- In addition to normal outcomes add recover your sister without a scratch and obtain your choice of either the soul drinker or pearl of night.
Brody
Penny indeed watches the psi-ghosts back! Down the foundation she keeps the wild vampires at bay with nothing but a super soaker and her own glistening sweat. Her hair moves like slow motion and she adeptly moves with grace and ease melting vampires left and right. She gives Brody a wink that makes his heart freeze because a gnarled hand of the demon that has plagued the heroes reaches out from the shadows of the foundation the group is traveling down. Its voice snickering like a child who first said the word poop. ”Penny bo penny fe fi foe Penny... Penny on the lane, penny about to be in pain! Penny dyin’ oh Penny Flying!” His red meaty hand grabs her neck and tosses her off the foundation into the darkness below. ” Bye Bye Penny! Better go save her ghost!”

The demon retreats to the shadow leaving Brody to decide if vengeance or heroism is the better path. Which one is it?
Architect
The enforcer takes you aside as his blade slices another vampire in two. His double barreled halberd is as famous as him. Pale Moon it is called rumored to be made from ore taken from the celestial body which bears its name. He grunts taking a blow from a vibro blade meant for Architect on his own back, ” You need The Protector Architect. I can kill and enforce the bargain made but I am not one to watch your hide.”

The vampires fling themselves off the ledge in attempt to cling to Architects wings or nape. The enforcer looks up grinning as blood is shed. He swings up over Architect slicing and dicing landing on the staircase of the foundation. ” Arggh, vampires you scum!”

Prior to XY’s knightly self dissolving like a bad dream it’s deadly blade comes close to Architect’s lithe body. While it was a narrow shave XY’s knighted form chides in a low grating voice, ”I love it when the court takes an intrest in my machinations. You took the deal with the Scribe didn’t Architect? But do you have the will?”

Good question Mr. XY, with the enforcer present could the scribe have sensed your wavering resolve to fulfill the contract?
Kir
As the group had started their travel through the catacombs Asnir swept you to him joining together on a higher plane. Asnir’s voice fills your head, ” I have need of you for a coming battle. The enemy of the celestial courts XY has been awoken on a world far from here. XY has turned his eye to this one. We just need to give the heroes time to make it passed his sight”

Later on, Asnir calls to you in the primordial bosom. His voice is shaky and full of dread, ” Kir... I was wrong, his sight is unending. I have a chance to blot him out from this word... You may not hear my voice as loud. I will send you back. Take care!”

Kir comes back surrounded by vampires whom each would like to take his blood. One in particular seems to have been touched softly by XY and can sense the immortal champion within Kir. ” Argghh. I will kill you my foe!” It’s dark eyes flare up and he lunges for your throat. Around its neck hands a piece of silver and for some reason it appears almost invulnerable to the most common ways to kill the vampire: silver, light and water.

Player Directions and GM notes
Player Directions:
GM note: this is the end game to save the 3000 rangers, stopping to heal and recover would take some doing and this is where narratively despite all the healing and succoring you may start see fatigue and wound penalties start stacking up.

Note about adventure cards: They can be played for +2 successes ( DO NOT ROLL, and DO NOT read further except for the bit about ppts and ammo lost. Just play the card and narate the outcome. Adventure cards being played in this manner do not receive their normal benifits or any other benifits that 2 successes may gain.)
Demon spirit(GM looses a benny): [dice:2hvn4tdq]52392:1[/dice:2hvn4tdq] wild [dice:2hvn4tdq]52392:2[/dice:2hvn4tdq]

—Scene Modifier: -6 (accounts for the heroes abilities, and the overwhelming numbers they face, as well as some of the special abilities of their foes). 9 successes must be acheived for the outcome to be a “win”.
—Random modifier Asnir vs Xy result(1-4 bad, 5-6 good) [dice:2hvn4tdq]52392:0[/dice:2hvn4tdq] Jackpot
Optional negative to the scene: One of your hindrences interfers, describe how this occurs and take an aditional -2 to the scene but gain a benny.
—Bonuses to the scene:
  • Describe the Jackpot or reversal of fortune that your character encounters that gives you a +2 vs the horde.
  • Asnir brings the light! He asks each of you to imagine a great love and wield it like a shield of pure light what form does your shield take: +2 bonus. This could be a person, a food, and animal, or object etc... Think Patronus from Harry Potter.
  • Adventure Card: play your card with some narration and gain a +2 bonus to your roll.
(If you start at -6 and take the 3 bonuses you would be rolling at 0, factor in any wounds etc...) (Hans you have an alternate option)


Step 1: The Skill Roll: Shooting, fighting, Arcane (If you really want to use another skill hit me up) please include all bonuses and negatives in your roll.
  • Sit this one out: don’t make a roll at all and instead shape your narrative with you sitting this leg of the journey out or on auto pilot. Remove 1 wound or 1 fatigue (do not read further).
Step 2: The Result: Use the result of your die to shape your narrative, if you failed how brillant of a falure was it? If you trimphed what was your greatest moment?
  • Critical Failure: exaughsted and 1d4 wounds (Can be soaked, remember your exaughsted so -2 to soak)
    • Special: Through failure wisdom is gained: If you are so unlucky to hit this level roll once on the experience and wisdom table.
  • Failure 1 fatigue and 2 wound (Soakable, and keep in mind the -1 from fatigue)
  • Success: Player choice 1 wound(soakable) or 1 fatigue
  • Raise: Roll 2d6 on the below chart.
    • 2) Second Wind: The foe's reaction gives your hero hope or allows her to catch her breath. She may remove a level of Fatigue or a Wound (her choice). If she doesn't have Fatigue or Wounds, next round a second random modifier is rolled and the best result is chosen.
      3) Inspiration: Fate favors the bold. The clever hero receives a Benny.
      4-5) Double Whammy: If Disaster or SNAFU is rolled next round the enemy roll suffers a -2 due to your heroics this round.
      6-8) Shaken: The Demon chasing the heroes rolls his spirit at -2 (1d12-2) and on a fail GM Looses a Benny
      9-10) Set Back: The enemeny through efforts has a harder time stopping your decent. A disaster roll on the random modifier is not possible (reroll if the result is a 1).
      11) Insight: The hero has new insight into the target's nature. Once during this encounter(Scene 2-4), she may add +d6 to any Trait roll made.
      12) Seize the Moment: After the hero resolves this roll, she immediately gets an entire additional roll at all the same scene modifiers and those results and successes count additional to the overall success count.
  • Double Raise (12): Jackpot unlocked, roll on HJ table of choice (choose table then roll).
Step 3: Ammo and Power Points: No ppts lost or gained due to the jackpot. The stairs down the foundation of the castle of Zacatecus make it so the vamp swarm is less than overwhelming.[/i]
[/list]
Step 4:. Tells us all what this looks like.
Attachments
Way down
Way down
Ending scene
Ending scene
Field Team Six Bennies
3/6
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Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Part 7.1, Catacombs of Zacatacus

Post by Ashlyn Alvarez »

Mysticism 4; 1 success
-6 difficulty, +2 Jackpot, +2 Asnir
Mysticism [dice:2bnql3h9]52502:0[/dice:2bnql3h9]
Wild [dice:2bnql3h9]52502:1[/dice:2bnql3h9]
Benny for EE [dice:2bnql3h9]52502:2[/dice:2bnql3h9]
Soak 1 wound 12
Vigor [dice:2bnql3h9]52502:3[/dice:2bnql3h9]
Wild [dice:2bnql3h9]52502:4[/dice:2bnql3h9]
Ace [dice:2bnql3h9]52502:5[/dice:2bnql3h9]
Zacatecas, Mexico/Under the castle
Night
Round 0

Ashlyn felt the comfort of her father’s touch in her mind. She was six again, resting in her mother’s arms, listening to her father’s soft voice. “Papa…” she whimpered, tears running down her cheeks.

Blanca’s yip brought her back to reality and she spun to see the vampiric form of her father leaping at her to bite her neck. His claws touched the silver of her mother’s cross and the power of her faith in that object flared viciously, burning him severely. He howled in pain, frustration, and rage before running off into the darkness again.

Ashlyn grasped the silver cross and prayed. She remembered her love for her parents, the love she held for the real them, not the abominations she had been made, the love of the sisters at the convent who had taken her in after their deaths, the love of the man Jude Maverick who had made her know what it felt to be a woman. The love flared around her as a shield, protecting her.

She lashed out with her prayers and magic again as the battle renewed, celestial silver blasting apart vampires, healing love flowing into her allies, bolstering and strengthening them.
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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Hans Greuber
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Re: Part 7.1, Catacombs of Zacatacus

Post by Hans Greuber »

Rescuing his Sister - Two Raises
Techno-Wizardry at -4 (-6 due Difficulty, +2 due Machine Maestro... TN 13)
  • TW: [dice:3byxqnhm]52513:0[/dice:3byxqnhm]
    • Ace: [dice:3byxqnhm]52513:2[/dice:3byxqnhm]
    Wild: [dice:3byxqnhm]52513:1[/dice:3byxqnhm]
    • Extra Effort: [dice:3byxqnhm]52513:3[/dice:3byxqnhm] (Elan)
      Fury Bennie: [dice:3byxqnhm]52513:4[/dice:3byxqnhm]
    Result: 22 - Success with 2 Raises.
    • Double raise- In addition to normal outcomes add recover your sister without a scratch and obtain your choice of either the soul drinker or pearl of night.
      • Pearl of Night
    • Double Raise (12): Jackpot unlocked, roll on HJ table of choice (choose table then roll)
      • Magic and Mysticism: [dice:3byxqnhm]52513:5[/dice:3byxqnhm]
        • More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
Seeing his sister being taken by Lord Ruthvan of Zacatecus, Hans knew he had to act... and act quickly.

"Mitch, take the Ranger and follow the others. I have something I need to do. I will join the rest of you as soon as I can."

With that, Hans activated his Chrono-Accelerator then takes a short cut after the Lord of Zacatecus… straight through the stone wall. The stone itself embraced the Dwarf as he stepped into the wall and travelled through it as if it was the air. With the stone itself showing him as much as his eyes would have on the surface, Hans quickly caught up to his sister and her captor. Along the way, Hans passed through some strange crystals, and as he did so, he heard Epim, the Keeper of the Hearth in his head.

"These crystals are of the Earth, and they will strengthen your internal magic to allow you to hold more within your soul. I cannot do much to help you here, but I hope this minor blessing will help in your battle."

Pacing them inside the wall for almost a minute, Hans saw his opportunity. Coming out of the solid stone wall, Hans grabbed his sister and the Pearl of Night from Lord Ruthvan. With the Pearl removed from the possession of the Master Vampire, the darkness receded and the light from his Sunlight Pebble was able to shine through. Pushing some of his power through the Quantum Accelerator into Gretel and himself, the two Dwarves ran as fast as a horse through the pack of vampires who were shying from the Sunlight released via the wormhole. Once there was an opening big enough, Hans picked up his sister and activated his Wings of Icarus and they flew through the passages and was soon able to catch up with Mitch, the Rangers, and the rest of the Vampire Hunters.
Last edited by Hans Greuber on Tue Apr 23, 2019 5:44 pm, edited 2 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Architect
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Re: Part 7.1, Catacombs of Zacatacus

Post by Architect »

The fighting goes on around him and Architect turns to the voice of XY.

"You don't seem to understand your situation here. The Great Mother Earth welcomes all intiailly and births many of many of us. When anyone goes against her wishes, their stay here will eventually be cut short."

"You have taken away Gaia's gift, agency, from so many of the horde's here. These wild vampires will, upon death be taken back to the breasts of the mother that gave them life. You however will disappear and be forgotten. Once you are purged from Earth, you will never be able to return. Consider it Gaia's Curse and you have earned every ounce of it."

"As to my task at hand, you know so very little about me, and therefore explaining myself is pointless. Trust me. Whether I succeed or fail, you will find your end here today, buried beneath the stone hands of Mother Earth."

Architect turns back to the Resolute and those who stand beside them. I may not make it to you in this life mother and father, but I will find you.

Calling on strength against his wounds and fatigue Architect is taken in a memory to the first years among the Tomorrow Legion and specifically the Nameless.

Ulhrich and his Scorpion Mech. Leoniadis. Zima the Glitter Girl Pilot. Radecliffethe smartest human he had ever met. Chevy the Quik Flex Operator. Whisper the Shadow Mage. Nomel the Glitter Boy Pilot. And Egil his closest friend.

His heart warmed at the thought of his family. His Friends. And his Teachers. His parents would have been proud of his associates and the fine influence they had been on him. Uncertain of where or how his memories would serve him, Archtect once agin straightens himself up and looks to the Enforcer and his direction.

Conserving _
Architect uses adventure Card for 2 successes.
Architect motions to the enforcer and they proceed down the narrow causeways. At one point a section of pathway has disappeared into the void of darkness down below and Archtect stretches himself to cover the distance in a dragon bridge cross over type kind of action. When the last of the REsolute are across he turns to smoke and ash and then rushes his way to catch up with the others.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Brody Conrey
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Re: Part 7.1, Catacombs of Zacatacus

Post by Brody Conrey »

"Brody goes for the Dive! or A Penny for his thoughts!"

Conditions
OOC Comments

Powers Activated: Smite, Telepathy, Teleport
Weapons and Ammo:
NG-33 Laser Pistol 20/ -5

2 Wounds

Power points: 35/ -18 Benny: 4/ -2 Stealth Rolls:+2, Mental Resistance: +4

Brody continues to deplete his powers and ammo, the teleporting seems to help him and Penny catch their breath so they aren’t as fatigued. Brody realizes that he needs to conserve his power a bit more he doesn’t realize how far away this Ranger group is he knows he can escape but he is worried about the others. but he seems to be running more
Spending a Adventure Card for +2

Brody is weakened but he continues on at times his mind isn’t in the fight thank heaven Penny is there and saving him. Her voice and winks keep him going. This was way worse then Tolkeen and the CS’ers hunting him in the ruins or the artifact hunters trying to kill him.

He then sees a Demon's hand coming out of the dark shadows grabbing. He pauses fearful that this fiend would just snap her in half. But instead the fiend in the shadows just talks, taunting him.

Brody tucks his sword into his Rig so as to not push the Shadow being from doing anything drastic. Brody eyes goes from Penney’s to the Shadow trying to figure out a plan but none come to mind. He reaches deep down inside himself and finds a source of power he never knew he had, then He Hears and sees, “oh Penny Flying!”

At this point Brody Snaps out of it. Things happen quickly but Brody seems to see it in slow motion. From his arm comes a small translucent flame, it rapidly increases and grows super large, It becomes a Phoenix, this ghostly Image attacks the dark shadow where the demon hand is still protruding. Bird Claws, Beak, Flames with Intense Sunlight! Dissolves the darkness as screams echo come from the place where darkness was.

At the same time Brody dives over the edge, he knows he can’t catch her in a dive, but he has to keep an eye on her or lose her. So he teleports besides her. The Sun Light from his Vibro Blade just gives him enough light to see her. He grabs her around the waist and supports her. He can’t see the bottom and he knows how dangerous it is to teleport into nothing.

Penny looks at him and he her. Both seem to know that this is the end. That is when the Phoenix dives pass them and into their path. It puts it back into the couple and then pulls up and unfurls its wings. There is a mild collision and as all three speeds decrease and the giant bird softly and the two on its back, slides off.

They seem to be racing each other the second larger light catches up and then merges with the smaller then the light grows large and from the ground one can see wings and the light slows down and comes in for a landing.

The Phoenix shrinks to a smaller size and the flames disappear. A voice inside Brody's head speaks and Brody responds, “Yes I know I saved Penny.” ... "Oh, the Bracers from the fairies finally activated. Oh I had to do something very brave.?”
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
User avatar
Penitent
Posts: 189
Joined: Thu Jun 29, 2017 9:32 pm

Re: Part 7.1, Catacombs of Zacatacus

Post by Penitent »

Fighting 12; Demon is Shaken again
Fighting 1d12+2 base, +1 sword, -6 scene mod, +2 jackpot, +2 lurv = 1d12+1

Fighting [dice:1lhb156u]52725:0[/dice:1lhb156u]
Wild [dice:1lhb156u]52725:1[/dice:1lhb156u]

Setback roll: [dice:1lhb156u]52725:2[/dice:1lhb156u] - Shaken: The Demon chasing the heroes rolls his spirit at -2 (1d12-2) and on a fail GM Looses a Benny

Magic & Mysticism HJ table: [dice:1lhb156u]52725:3[/dice:1lhb156u] Hmmm, not actually usable, so I'll just ignore it. Or maybe spend EP to rock the table ... Not sure yet.
As the battle rages, Penitent continues to carve his way through the vampiric horde, blazing wings carrying him through the demonic ranks like a scythe, reaping damned souls as easily as wheat. But even holy avengers have their limits.

Over time, his blows slow by a fraction, his breath becomes more ragged, as he feels his arcane reserves grow low. Trusting to his will and righteous fury to carry him through, the apok hurls himself among the enemy, killing many before they have a chance to touch him.

A few get past his guard, however, and he finds himself dragged down, the reeking breath of a wild vampire in his face as it gnashes and snarls. He shoves it away, but its scrabbling claws pull at the scales of the TW armor Audrey crafted for him.

Audrey, he thinks. Even as death surrounds him, he is unable to banish the thought of their parting on the surface, and her words as they embraced.

"How different would things have been if you hadn't stomped into my workshop in El Paso, looking for a suit of armor and a big gun?" she said. "Left you a surprise, by the way. Be sure you come back so you can thank me properly, alright?"

It's then that Penitent notices the silver capsule tucked beneath the scales of his armor, just over the heart. It's wired into the armor's arterial system, the one that can fill the apok's blood with enchanted venom on command.

"You glorious woman," he growls as he slams his fist against the capsule, forcing its contents into his bloodstream. The growl is quickly followed by a roar as mystic energy floods his body, empowering his exhausted muscles and restoring his reserves.

For her, and the others who wait behind, he thinks, as he casts off his vampiric attacker and reduces all those around him to meat and blowing ash.

With renewed vigor he sets off on a rampage, but finds himself too far ahead of Karl and Thana when he hears them call for help. Turning, he sees a hulking vampire, a turned Titan Juicer, holding the pair in his gigantic fists. Too many vampires stand between them for Penitent to reach them in time ... but hope appears in the form of the Confessor's mask.

Hovering near the captured pair, it drifts first toward Karl, then past him. Her eyes glowing with white fire, the Daughter of Del Rio speaks words that echo like a drum in Penitent's own heart. He feels joy, and sorrow, for he knows the fate that awaits.

"See me, and the darkness that stains my soul. Hear my confession and let my sins be scoured from me, so I may carry a fire among the damned and leave ashes where evil walked!" she cries, as the mask envelops her face. Hellfire erupts from its eyes and mouth, setting the Confessor's spirit shroud ablaze as it wraps around her. Flesh and bones are consumed, then reformed, as some scrap of Wormwood contained in the mask claims her as its champion. The giant vampire holding her lets loose, its hand burned away, just before the newborn apok drives her flaming blade through its chest.

Karl, pulling himself free from the suddenly disembodied fist that had been holding him, looks slightly disappointed for a moment, then grins and strokes one side of his wispy, carefully-groomed mustache.

"This mug is just too good-looking to cover it up with a mask," he says. "Looks good on you though. Maybe later we can take some selfies with a big pile of corpses we've redeemed!"

One brow of the Daughter's demon mask raises. She says nothing, turning her blade on the nearest vampire ... then tosses its severed head over her shoulder to Karl.

"Oh boy," the little imp says, nearly swooning before he flies off after her. "For an avenging angel, she sure makes me think bad thoughts. Hubba, hubba!"
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)
User avatar
Kir Gloryspirit
Diamond Patron
Diamond Patron
Posts: 60
Joined: Wed May 16, 2018 9:16 pm
Location: Texas

Re: Part 7.1, Catacombs of Zacatacus

Post by Kir Gloryspirit »

Mysticism 14
Mysticism: [dice:pe7nyubg]52745:0[/dice:pe7nyubg] (-1 Wound, -6 Scene; +2 Jackpot, +2 Asnir, +2 Adventure Card, +2 Battlestaff of Asnir's Faithful)
Wild: [dice:pe7nyubg]52745:1[/dice:pe7nyubg] Ace: [dice:pe7nyubg]52745:3[/dice:pe7nyubg] Ace: [dice:pe7nyubg]52745:5[/dice:pe7nyubg]
Wild: [dice:pe7nyubg]52745:2[/dice:pe7nyubg] Ace: [dice:pe7nyubg]52745:4[/dice:pe7nyubg]

Training Table [dice:pe7nyubg]52745:6[/dice:pe7nyubg] - 1 = 3 (+/- 1 for 3 EP)
An, apparently, human man appears before the Architect in place of the demonic knight. He is a rugged man with a kind, bearded face and long hair. He wears simple robes and wields a magnificent battlestaff radiating deific energy. From his neck hangs a simple medallion, likely a holy symbol of sorts, infused with similar energies. He seems every bit as haggard as the other Resolute Heroes despite having missed the frantic descent into the mountain.

Spying his allies, Kir manages a weak smile in greeting, "Well met, It is good-"
Pender Lumkiss wrote: Fri Apr 19, 2019 12:36 pm Kir comes back surrounded by vampires whom each would like to take his blood. One in particular seems to have been touched softly by XY and can sense the immortal champion within Kir. ” Argghh. I will kill you my foe!” It’s dark eyes flare up and he lunges for your throat. Around its neck hands a piece of silver and for some reason it appears almost invulnerable to the most common ways to kill the vampire: silver, light and water.
The mystic whirls his battlestaff defensively, knocking the vampire's hands away. His smile is replaced by a fierce scowl as touches the symbol of Asnir around his neck.

As he does so, he faintly hears Asnir's labored voice within his head, 'Kir..focus on your virtue. Wield it..'

The image of Asnir, resplendent in battle armor, forms in his mind and the tenants of his worship fill Kir's heart. The god-touched's metaphysical proximity to Asnir, his recent physical presence at the god's side, and the flood of piety in his heart and soul resonate profoundly with the fragment of Asnir embedded within him.

Still holding the medallion, Kir shouts, "Blessed be Asnir, protector of the Righteous!"

The mystic runes and holy symbols of protection that usually scrawl across Kir's skin do not appear, but instead a facsimile of Asnir's own armor encases Kir. Gentle orange flames flicker outwards from Kir's eyes as the shard of Asnir within the god-touched fills Kir with it's deific might. The warm, orange glow that usually accompanies this state instead shines through like a blazing bonfire.

You would challenge us when Asnir walks so near to us, as he fights so passionately on our behalf? You are but chaff in the wind before our might. Your master may have wounded our lord, but Asnir is war incarnate and his righteousness cannot be extinguished, foul one. Come, taste his might," Kir snarls at the profane creature.

Kir waves his battlestaff in an arc before him, and Spears of Divinity erupt forth from it, impaling the creature with celestial silver. While it is distracted, Kir charges forward with his battlestaff. As he approaches the vampire, Asnir's flame burst forth from the battlestaff and engulfs it completely.

The ensuing battle is fierce yet swift. While Kir's celestial silver has no effect on the vampire, the fiend's blows seem to glance off of Asnir's own armor. Kir whirls his flaming battlestaff, landing blow after blow and burning the creature with each strike. Finally, Kir finds an opening thrusts his staff towards the vampire's heart.

When the battlestaff makes contact, Kir releases Spears of Divinity from the head of the staff. Each spear pierces a little further into the vampire's chest, and Kir's battlestaff slides a little closer to his heart. With one final Spear, the battlestaff reaches the vampire's heart. The wooden staff pierces the vile organ and Asnir's flames burn it to cinders. The flames catch, spreading throughout the creature's body until little is left but ash. Without pausing to give fiend a second thought, Asnir turns to find Ndreare.

"Where might our strength be used best?" he asks the dark elf, "We know little of what occurred during our absence, but it seems we have new allies and new enemies."
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Part 7.1, Catacombs of Zacatacus

Post by Ndreare »

Rod beeps and whirls. Ndreare’s communicator beeps, "Master, thanks you for rescuing me. During my time captured I gained insight to several things from the chatty group that held me. A small group of vampires lead by Lord Ruthvan have somehow overcome their natural weaknesses. Although it would still appear decapitation and a wooden stake still have their full effects. Two, I had an epiphany... I can now activate the device. I beleive if placed near the source of vampirism it would wipe it out, and have a cascading effect releasing those that were afflicted outside the blast radius. The blast would also kill any at the point of origin hence the two remote detonators. I wonder if vampirism has a single source... Working.... Working.... Unknown at this time."

The journey back with Rodney was not going to be a fun one. But the intelligence Ndreare had gathered was to valuable for him to die here. When Asnir's voice echoes in his mind Ndreare is saddened. For the image of the one he loves most is that of his wife. Even after decades he still loved her and missed her. But as his thoughts of her came to his minds focus a glow came protecting him and somehow wounding the vampires.

Fighting their way forward Ndreare is uncertain how best to slay these vampires. While he could turn his weapons into ones that struck with wooed spikes, the consequence would be not having a way to burn the vampires. Suddenly Rodney notices something his initial scans did not detect. "Master, there is a false wall to the left ahead." Investigating the wall, Ndreare was unsurprised to find vampires waiting in ambush. But even more so the wall led to a long straight hallway.

"Rodney, you've saved us." Ndreare said realizing this hall led for nearly a mile straight to the place where the others where still descending! Seeing the battle ahead Ndreare and Rodney sneak up as subtly as possible to ensure it is their allies and not some other team of distractions. But upon seeing Ashlyn, Hans and Pen is knows it is them. But others, so many other great warriors. Asnir, must be recruiting from very far away to find so many champions.

Spellcasting 19 = 4 successes
Spellcasting d12+5, Scene -6, +2 Using Wife's Love, +2 Stumbled Upon a great help (tunnel) = 1d12+3
Spell Casting [dice:z118b0hs]52774:0[/dice:z118b0hs]
Wild [dice:z118b0hs]52774:1[/dice:z118b0hs]
Extra Effort [dice:z118b0hs]52774:2[/dice:z118b0hs] Ace [dice:z118b0hs]52774:4[/dice:z118b0hs]

Heroes Journey Roll Magic & Mysticism [dice:z118b0hs]52774:3[/dice:z118b0hs]
Born to fight the toughest threats, your hero’s combat spells are inherently potent. All of her damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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