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Topics - BerkaZerka

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51
Sanitarium / Maps and Key
« on: April 22, 2015, 06:37:40 pm »

Welcome to Ansonia

Welcome to Ansonia, a wealthy Connecticut town circa 1928. Note the darkness of the map; the shadows have always held a bit of Ansonia – ever deepening, as impending threat of economic recession looms increasingly closer. The rise of darkness is near and the Mythos stirs…

The Charles Kaufman New Age Sanitarium

The Charles Kaufman New Age Sanitarium is a large two story stone edifice east of Ansonia in a secluded area atop a lonely hill. A long gravel drive opens through an iron gate off the main road and meanders up through dark woods, finally opening into a wide clearing, wherein sits the place.

For those unlucky enough to end up here, it is a hopeless abyss of forlorn suffering, from which there is no escape.

Points of Historic Interest

1927
  • A building in Missolongi Greece is bombarded with stones from the sky for a half an hour.
  • Bible Quoting Earle Nelson is hanged at Winnipeg for the international murders of at least 22 landladies.
  • Black rain in Ireland.
  • Capone crew estimated to reap $60,000,000 from illegal beer and liquor.
  • Charles Lindbergh Flies nonstop between New York City and Paris.
  • Dempse – Tunney fight broadcast in Chicago, 40 million claimed to listen. Five listeners died of heart failure during the famous 13 second Tunney recovery, another five died during other fight moments.
  • Earle Muller successfully uses x-rays to induce mutations in fruit flies.
  • Estimated 30,000 speakeasies in New York City.
  • Estimated 50,000 deaths resulting from bad booze since prohibition.
  • First remote juke box.
  • Iron Lung developed.
  • Lemaitre introduces the notion of the expanding universe.
  • Pop-up toaster.
  • Public opinion polls reveal majority of people in favor of 18th Amendment repeal.
  • Sacco and Vanzetti executed.
  • The Jazz Singer first feature length film.
  • Transatlantic telephone service established between New York and London.
  • Unprecedented Vermont floods carry strange bodies past observers (The Whisperer in Darkness).
.
1928
  • Amelia Earhart first woman to fly across the Atlantic.
  • Byrd expedition sails to Antarctica.
  • Danish training ship Kobenhoven disappears without trace after sailing from Montvideo.
  • First television sets $75.
  • Geiger counter.
  • Herbert Hoover wins Presidential election.
  • One divorce in six marriages.
  • Publication of An Experiment With Time.
  • Teletypes come into use.
  • Vitamin C.
  • Waterproof cellophane developed.
.

52
Sanitarium / Helen Childs (Seth's Nympho)
« on: April 20, 2015, 05:31:29 pm »
Helen Childs

Nurse
Nymphomaniac


Stats
Age 23; Gender Female; Height 5’8”; Weight 120; Eyes Brown; Hair Black; Skin Tan
Hit Points 15 13
Armor Class 11; Touch 11; Flat 10

Abilities
Str 10; Dex 13; Con 10; Int 13; Wis 8; Cha 18

Saves
Fort +3; Ref +4; Will +0
Sanity Points 16 -1; Max 99; Break Point 4; 20% 3
FARKING BONKERS

Movement
Init +1; Speed 30 ft

Attacks
Base +1; Melee +1; Ranged +2
Unarmed +1; Damage 1d3s; Crit x2
Crowbar +1; Damage 1d6; Crit x2
Whip +0; Damage 1d3; Crit x2; (reach weapon)

Skills
Appraise +1; Balance +1; Bluff +6; Climb +0; Concentration +0; Craft (general) +1; Diplomacy +10; Disguise +4; Drive +1; Escape Artist +7; Forgery +1; Gather Information +8; Gizmo Use +1; Heal +5; Hide +3; Innuendo -1; Intimidate +4; Jump +0; Knowledge (general) +1; Knowledge (biology) +5; Knowledge (medicine) +7; Listen +3; Move Silently +1; Performance (sex) +10; Performance (chamber music) +1; Research +0; Ride +1; Search +5; Sense Motive +3; Spot +3; Swim +0; Use Rope +1; Wilderness Lore -1

Feats
Melee; Seduction; Trustworthy

Possessions of Note
  • Hospital gown (open in back)
  • Smokes & matches (hidden in mattress)
  • 5ft leather whip (or) 15 ft rope
  • Crowbar, screwdriver, pliers
  • Flashlight
Notes
Plays the Cello

Background
Helen Childs Born 1905
In the Sanitarium for 'acts of sexual depravity' on the patients of the Coma Ward in the Hospital where she had been working. Her case caught the attention of the Sanitarium Director, Dr. Kaufman, who secured her committal to his facility by promising a Judge that he could cure her.

Since then, Helen has become one of Dr. Kaufman's 'special projects' - the two of them engaging in 'private therapy sessions' twice a day.

53
Sanitarium / Betty Mayfield (Aman's Klepto)
« on: April 20, 2015, 05:30:13 pm »
Betty Mayfield

Waitress
Kleptomaniac


Stats
Age 33; Gender Female; Height 6’; Weight 150; Eyes Green; Hair Red; Skin White
Hit Points 18 5 / 5 Subdual Damage DEAD
Armor Class 14; Touch 14; Flat 10

Abilities
Str 11; Dex 18; Con 11; Int 8; Wis 10; Cha 15

Saves
Fort +3; Ref +5; Will +1
Sanity Points 20; Max 99; Break Point 5; 20% 4

Movement
Init +4; Speed 30 ft

Attacks
Base +3; Melee +3; Ranged +7
Unarmed +3; Damage 1d3s; Crit x2
Hatchet +3; Damage 1d6; Crit x3

Skills
Appraise -1; Balance +6; Bluff +8; Climb +0; Concentration +0; Craft (general) -1; Craft (cooking) +1; Diplomacy +4; Disguise +2; Drive +4; Escape Artist +12; Forgery -1; Gather Information +4; Gizmo Use -1; Heal +0; Hide +6; Innuendo +0; Intimidate +4; Jump +0; Knowledge (general) -1; Listen +0; Move Silently +6; Open Lock +10; Performance (chamber music) +1; Research -1; Ride +4; Search +2; Sense Motive +0; Sleight of Hand +14; Spot +3; Swim +0; Use Rope +4; Wilderness Lore +0

Feats
Melee; Nimble; Toughness

Possessions of Note
  • Hospital gown (open in back)
  • Spoon collection (hidden in corner of yard)
  • Parker Duofold fountain pen
  • Wire whisk/Lockpicks
  • Small makeup kit
  • Hatchet
  • Hand drill and bits
Notes
Plays the Violin

Background
Betty Mayfield Born 1895
In the Sanitarium for compulsive stealing. Originally sentenced five years to the State Women's Penitentiary for repeat pickpocketing offenses, Betty was recently transferred to Dr. Kaufman's Sanitarium for an experimental 'Rehabilitation' program. If all goes well, she'll be out in no time.

Betty's habit is so bad however, that her room has to be searched every night before 'lights out'.

54
Sanitarium / Mildred O'Connell (Tans's Schizo)
« on: April 20, 2015, 05:29:24 pm »
Mildred O'Connell

Secretary
Hears Voices


Stats
Age 42; Gender Female; Height 5’5”; Weight 185; Eyes Brown; Hair Brown; Skin White
Hit Points 15 0 SACRIFICED
Armor Class 10; Touch 10; Flat 10

Abilities
Str 9; Dex 10; Con 10; Int 15; Wis 13; Cha 16

Saves
Fort +1; Ref +3; Will +4
Sanity Points 26 9; Max 99; Break Point 6; 20% 5
Compulsion: Needs to Drink Human Blood

Movement
Init +0; Speed 30 ft

Attacks
Base +1; Melee +0; Ranged +1
Unarmed +0; Damage 1d3-1s; Crit x2
Nightstick +0; Damage 1d4-1; Crit x2

Skills
Appraise +2; Balance +0; Bluff +10; Climb -1; Concentration +0; Craft (general) +2; Craft (write) +6; Diplomacy +12; Disguise +4; Drive +0; Escape Artist +0; Forgery +8; Gather Information +10; Gizmo Use +2; Heal +1; Hide +0; Innuendo +5; Intimidate +6; Jump -1; Knowledge (general) +2; Knowledge (business) +8; Listen +8; Move Silently +0; Performance (chamber music) +1; Research +8; Ride +0; Search +10; Sense Motive +8; Spot +3; Swim -1; Use Rope +0; Wilderness Lore +1

Feats
Melee; Alertness; Sharp-Eyed

Possessions of Note
  • Hospital gown (open in back)
  • 2 Nightsticks
  • Flashlight
  • Whistle
  • Master Keys
Notes
Plays the Clarinet

Background
Mildred O'Connell Born 1886
In the Sanitarium for listening to the voices in her head when they told her to attack her boss with one of his golf clubs. The voices have begun to make more and more sense lately...

Originally committed to the State Psychiatric Asylum in Hartford, Mildred was recently transferred to Dr. Kaufman's Sanitarium for new Experimental Therapy.

55
Sanitarium / Rupert Meeks (Killa's Bug Eater)
« on: April 20, 2015, 05:28:29 pm »
Rupert Meeks

Milkman
Bug Eater


Stats
Age 28; Gender Male; Height 5’10”; Weight 175; Eyes Hazel; Hair Brown; Skin White
Hit Points 18 DEAD
Armor Class 10; Touch 10; Flat 10

Abilities
Str 15; Dex 11; Con 12; Int 10; Wis 10; Cha 15

Saves
Fort +2; Ref +3; Will +1
Sanity Points 20; Max 99; Break Point 5; 20% 4

Movement
Init +0; Speed 30 ft

Attacks
Base +3; Melee +5; Ranged +3
Unarmed +5; Damage 1d3+2s; Crit x2
Shovel +5; Damage 1d6+2; Crit x2

Skills
Animal Empathy +8; Appraise +2; Balance +0; Bluff +2; Climb +2; Concentration +0; Craft (general) +0; Diplomacy +6; Disguise +2; Drive +2; Escape Artist +0; Forgery +0; Gather Information +4; Gizmo Use +0; Handle Animal +12; Heal +0; Hide +0; Innuendo +0; Intimidate +6; Jump +2; Knowledge (general) +0; Listen +6; Move Silently +4; Operate Heavy Machinery +1; Performance (chamber music) +0; Read Lips +4; Research +0; Ride +4; Search +4; Sense Motive +0; Spot +6; Swim +2; Use Rope +0; Wilderness Lore +0

Feats
Melee; Alertness; Animal Empathy

Possessions of Note
  • Hospital gown (open in back)
  • Pet rat in cell (lives in in wall crack)
  • Shovel
Notes
Plays the Double-Bass

Background
Rupert Meeks Born 1900
In the Sanitarium because Mrs. Kaufman, the wife of the Sanitarium Director Dr. Charles Kaufman, liked to flirt a little when Rupert delivered the milk in the morning. Nothing ever happened beyond that, but Dr. Kaufman is an insanely jealous man and believed that Rupert was having an affair with his wife because of it.

In a bold abuse of his power, Dr. Kaufman had Rupert committed to his Sanitarium under false diagnosis and is now going out of his way to punish poor Rupert for the perceived home-wrecking. Rupert was normal when first shanghaied into the Sanitarium, but has since developed Pica (a penchant for bug eating) due to all the Experimental Therapy.

56
Sanitarium / Earl Boggs (Daed's Abductee)
« on: April 20, 2015, 05:27:31 pm »
Earl Boggs

Mechanic
Alien Abductee


Stats
Age 21; Gender Male; Height 5’8”; Weight 210; Eyes Blue; Hair Blond; Skin White
Hit Points 21 -28 CTHULHU CHOW
Armor Class 10; Touch 10; Flat 10

Abilities
Str 16; Dex 11; Con 14; Int 13; Wis 11; Cha 9

Saves
Fort +5; Ref +1; Will +1
Sanity Points 22 13; Max 99; Break Point 5; 20% 4
Catatonic Shock

Movement
Init +0; Speed 30 ft

Attacks
Base +3; Melee +6; Ranged +3
Unarmed +6; Damage 1d3+3s; Crit x2
Lead Pipe +6; Damage 1d6+3; Crit x2

Skills
Appraise +1; Balance +0; Bluff -1; Climb +8; Concentration +0; Craft (general) +1; Craft (moonshine) +4; Diplomacy -1; Disable Device +7; Disguise -1; Drive +6; Escape Artist +0; Forgery +1; Gather Information +2; Gizmo Use +3; Heal +0; Hide +0; Innuendo +0; Intimidate +5; Jump +3; Knowledge(general) +1; Listen +3; Move Silently +3; Operate Heavy Machinery +3; Performance (chamber music) +1; Repair +9; Research +1; Ride +0; Search +4; Sense Motive +0; Spot +3; Swim +5; Use Rope +3; Wilderness Lore +0

Feats
Melee; Athletic; Gearhead

Possessions of Note
  • Hospital gown (open in back)
  • Empty bottle of hooch (hidden in supply room)
  • Lead pipe
Notes
Plays the Horn

Background
Earl Boggs Born 1907
In the Sanitarium for believing that he was abducted by aliens. Earl was out on a moonshine run late one night, when a bright light from above blinded him enough to cause him to go off the road. When he got out of the truck, the light whisked him into the air and up to some sort of weird alien ship with bizarre barrel-like creatures inside. He was poked, prodded, and probed, then beamed back down into a field.

Initially, Earl tried to relate his experience in the local bars, but was practically laughed out of town. Dr. Kaufman caught wind of Earl's story and actually had him kidnapped off the street, so that he could study Earl's derangement for himself - knowing that no one would miss the hapless mechanic.

57
Sanitarium / Archie Rouse (Drak's Naturalist)
« on: April 20, 2015, 05:26:13 pm »
Archie Rouse

Vacuum Cleaner Salesman
'Naturalist'


Stats
Age 66; Gender Male; Height 6’1”; Weight 240; Eyes Dark; Hair Bald; Skin Pale
Hit Points 15 1
Armor Class 11; Touch 11; Flat 10

Abilities
Str 12; Dex 9; Con 10; Int 11; Wis 15; Cha 17

Saves
Fort +5; Ref +2; Will +3
Sanity Points 30 -17; Max 99; Break Point 7; 20% 6
BATSHIT INSANE

Movement
Init -1; Speed 30 ft

Attacks
Base +1; Melee +2; Ranged +0
Unarmed +2; Damage 1d3+1s; Crit x2
Night Stick +2; Damage 1d4+1; Crit x2
Folding Chair +0; Damage 1d4+1; Crit x2

Skills
Appraise +2; Balance -1; Bluff +11; Climb +1; Concentration +0; Craft (general) +0; Diplomacy +11; Disguise +3; Drive +1; Escape Artist -1; Forgery +0; Gather Information +7; Gizmo Use +0; Heal +2; Hide -1; Innuendo +2; Intimidate +7; Jump +1; Knowledge (general) +0; Listen +6; Move Silently +3; Performance (chamber music) +0; Repair +4; Research +0; Ride -1; Search +4; Sense Motive +8; Spot +6; Swim +1; Use Rope +1; Wilderness Lore +2

Feats
Melee; Great Fortitude; Persuasive

Possessions of Note
  • Apron (as he refuses to wear a hospital gown)
  • Sun Valley Nudist Resort magazine in his cell
  • Folding Chair
  • Night Stick
Notes
Plays the Bassoon

Background
Archie Rouse Born 1862
In the Sanitarium for showing up to more than one 'free demo' appointment in the buff. Archie refuses to wear any clothing whatsoever, having a severe phobia against being constrained.

Originally committed to the State Psychiatric Asylum in Hartford, Archie was recently transferred to Dr. Kaufman's Sanitarium for new Experimental Therapy.

58
Adventure VI / Desecration
« on: March 09, 2015, 04:42:19 pm »


As her body transmuted into pure light, Yuki could feel herself – and something else with her – being ripped free and hurtling across the line of attunement that bound her to the mysterious Naga Shrine in the Spirit World. It was strangely reminiscent of Roka’s trip through the Heart of Creation that Yuki had witnessed second-hand through her Postcognition spell on Roka.

Was this what Sakura and Kaitaro had experienced? Was she dead? Would she…

*Nothingness…

---

Consciousness washed back into Yuki’s mind like tiny ripples dancing across a tranquil pond.

She opened her eyes and became abruptly aware that she was falling – literally!

Before she could do anything about it however, she crashed down into a crunchy pile of old bones, that softened her landing enough that she took no damage.

Looking around, Yuki recognized her surroundings. She was in the Inner Sanctum of the Naga Shrine. Only now, the place was completely desecrated and filled with the bones of fallen heroes that the Samurai had recovered from Sendai. The bones that Yunikawa had betrayed Sendai and murdered her people for.

The bones entirely choked the well, over which Sakura and Kaitaro’s bodies had once hung, and onto which Yuki had just fallen. And bones were scattered across the floor and piled along the walls of the circular chamber.

It was a lot of bones – only these were just half of the bones Yunikawa had stolen.

Then Yuki remembered that powerful magics had once protected this chamber from human intrusion – yet here Yuki was, inside and free of any restraint. In fact, she felt quite whole and completely re-energized. It was like none of the stresses and exertions of the recent past had even been real – though Yuki then realized that she still wore her Divine Ephemeral Soulsteel Scale armor.

‘Strange… something in its properties must have allowed it to come along with me to the Shrine when I was… Killed?’ Yuki finds herself getting distracted.

Focusing, Yuki noticed that the inlaid starmetal and oriculum script that had once been on the green soapstone columns had all been pulled out and was now completely ransacked. It was the power of the script that had caused the Samurai harm the last time they were here – when they had seen Sakura and Kaitaro’s bodies hanging naked in stasis over the well.

‘Speaking of Sakura and Kaitaro, where were they?’ Yuki’s thoughts continued to ramble.

Taking a moment to walk the perimeter, Yuki found two perfectly rendered stone statues – one of Sakura and one of Kaitaro; both in nude.

Using her Sorcerer’s Sight, Yuki checked the lines of attunement from the center of the Shrine. Two of them went to these statues; one to herself still; and two to the south-by-southeast; and one barely visible, pointing only a few inches to the south before disappearing entirely.

So, the statues really were Sakura and Kaitaro – and Yunikawa was still alive after all – as well as Roka and Udo.

‘Roka and Udo!’ Yuki gasped – suddenly remembering the battle that they had been involved in before she inexplicably ended up here…

59
Adventure VI / Bushido Code (Roka & Yuki)
« on: February 20, 2015, 05:28:48 pm »
It is just past nine pm when Roka and Yuki arrive at Sendai's Temple of the Ancestors. Priests and Monks still wander around, even at this late hour, going about their tasks and tending to Sendai's wounded...

60
Adventure VI / Forging Conspiracy (Rai)
« on: February 20, 2015, 05:09:02 pm »
Rai arrives at the home where Second Magistrate Juro Saito is staying while most of Sendai is being rebuilt. It is late at night, just past nine and visiting now would be considered rude, except under extenuating circumstances...

61
Community Conversation / GenCon 2015
« on: February 13, 2015, 08:53:16 am »
GenCon 2015

AW YEAH! Going to GenCon this year! It's been way too long haha! Plus Lady Z and I want some of that authentic Korean cuisine at Mama's Korean Restaurant, where you get to cook your own food on a charcoal grill right in your table! PURE AWESOME!  ;D

GenCon will be July 30 – August 2 this year and here’s what I’ll be tentatively submitting (keeping things sane again this year)  ^v^

Thursday 30th
1:00pm    Dungeons & Drag Queens PCs
You are the glamorous members of the Azure Moon Disco Cabaret - Drag Artists on the eve of a huge Pageant, when things suddenly go crazy and you find yourselves thrown into a fantasy world of swords and sorcery! Can you survive the perils, maintain your dignity, and find a way back to the real world in time to win the big show? (QAGS)

6:00pm    Nazi Sasquatch Death Squad! PCs
Nazis in America at the height of WWII? Robbing Fort Knox with a Sasquatch Death Squad? Not if the Bureau of Unordinary Gentlemen have anything to say about it! (QAGS)

Friday 31st
6:00pm    Sanitarium PCs
Dark Gods whisper to the mad, only their fractured minds able to comprehend. It's time to make the world see what you see. Time to make them believe as you do. Time to make them pay for their hubris. (d20 CoC)

Saturday 1st
6:00pm    Escape Facility Seven! PCs
Having been scientific experiments all your life, the time has come to throw off the chains of your captors and make a world for yourselves outside Facility Seven! Will you be a hero to many or the pawn of a powerful few? Brutally grim Superheroes in a dystopian New World Order. (BHB Superheroes)

Sunday 2nd
Open for Generics

62
Adventure VI / Mythic Nippon Adventure VI
« on: February 10, 2015, 05:47:27 pm »
12th Day of Mid Summer 1303
Day of Reckoning!


Between Yuki, Lady Shiriahata, (with their Feng-Shui knowledge), Roka (donating a number of fine gems), and Najin (with his Assembling Efficiency Process), the craftsmen are able to construct a graceful stone shrine over Kurokawa’s Spirit Well in a matter of hours, harnessing its energies and sealing it off from any more marauding Yori.

Lady Shirahata then drops a few silver charms into the focal point of the Shrine, explaining that in a day or so, they’ll be fully charged Luck Charms.

With the sun just about to dip behind the mountains to the west, the Samurai and craftsmen ready themselves to head back through Yuki's Gate to Sendai.

Before anyone steps through however, Yuki suddenly feels a titanic movement of Ki Energy on an almost incomprehensible scale. It is as if the energies of the land and mountains themselves, of not only their immediate area – but of all Nippon – are suddenly being drawn into some great and mighty magic – the likes of which seem to rival even the power of the very gods!

Then the ground starts to tremble and with it, a booming roll of thunder echoes across the sky. Villagers nearby, look to the south in horror, as the quaking of the earth shakes them off their feet – there, the horizon begins to darken and flickering tinges of red can be seen dancing below a colossal rising plume of boiling ash – two hundred and fifty miles to the south, the ancient and terrible mountain Fuji has just erupted!

A moment later, those Samurai who share attunement to the Naga Shrine (Yuki, Roka, and Udo), feel a sharp pain in their hearts – and know in that instant, that Yunikawa has just died.

Yuki meanwhile, observing with her Sorcerer’s Sight, sees the Samurai’s lines of attunement surge brightly for a moment, then almost die out sputtering, before returning to normal once again.

Slowly, the rumbling of the ground stops and the villagers lay still a moment, before picking themselves up and hurrying together around the Samurai to find out what it all means.

On the other side of Yuki’s Gate to Sendai, the Exalted Patriarch pokes his head through and asks – “Did you feel that? Something big just happened.”

Then seeing the rising plume of ash and fire, he adds in awe, “I think Sendai is going to be needing her Samurai now. You had all better come back through the Gate.”

Lady Shirahata meanwhile turns to Yuki and Roka – “We need to talk. You need to tell us (and General Meji) what is going on. What is happening to Sendai? What is happening to Nippon?”

63
Vampire The Masquerade / Steeple Carson Olaf Trevesky The Fourth
« on: January 09, 2015, 06:49:14 pm »
Health

BRUISED [   ] |INJURED (-1)[   ] | CRIPPLED (-5) [   ]
BRUISED [   ] |INJURED (-1)[   ] |INCAPACITATED [   ]
HURT (-1) [   ] |WOUNDED (-2) [   ]
HURT (-1) [   ] |MAULED (-2) [   ]

Willpower
Permanent: 10
Temporary: 10/10

Virtues
Courage: 4
Conviction: 2
Instinct: 4

Blood Pool
20/20
4 per turn

Path of Caine
7/10

EXP:
65/65

(Thaumaturgy 5, Celerity 1-2, Manipulation 2 | Survival 1-2, Path of Mercury 1, The Way of Fire 2 | Auspex 2, Empathy 1)

Base Initiative
15

Penalties
Must ask Prince Maurice to feed.

-2 to rolls that normally require two arms to use.

Must make a Courage roll (difficulty 8) whenever confronted with Priests or nuns. Failure to achieve 3 successes results in the character fleeing the object of their fear. If fleeing is not an option, the character continues but at a penalty of -2 to all dice rolls. (overcome by 'assimilating' two priests and a nun)

Must make a willpower roll (difficulty 9) whenever confronted by a cross, unless the vampire achieves at least 1 success they will be forced to flee. If they botch then not only do they flee, but if they are touched with a cross they will suffer a level of unsoakable aggravated damage.

Overconfident: Must roll willpower any time he chooses to be cautious. (This is reflected by Prince Maurice's urgings taking over Steeple's actions).

Behaves in a stereotypically vampiric manner, making his true nature rather obvious - behaviour is extreme and other Kindred find it embarrassing, suffer +2 to difficulty rolls with other, more discreet vampires.

Benefits
Must ask Prince Maurice to feed

Aura never shows the signs of diablerie.
Steeple gains a small advantage in acts of diablerie against other vampires (including acts against himself).

Specialties:
-1 to difficulty when rolling to lessen fall damage/trying to stick a landing.
-1 to difficulty to snake out of physical bonds.
-1 to difficulty when making special maneuvers with a sword cane.
+2 to intiative

Aura:  + 1 to researching a subject.

Can extinguish a bonfire sized flame 4 times today.

+3 strength
+1 dexterity


64
Adventure V / Hunting Lee (Roka)
« on: January 08, 2015, 06:46:54 am »
With everyone else gone to Kurokawa, Roka finds himself alone to deal with Lee and Yunikawa's four vampire samurai-ko...

Heading to the Temple of The Ancestors, to find the Exalted Patriarch, Roka sees that an outdoor triage unit has been set up outside, where many of Sendai’s wounded lay recovering on narrow stretchers. There are many horrifying burns, smashed limbs, and what Roka can only guess are huge bite marks – leaving grisly chunks of missing flesh on more than a few unfortunate victims.

Looking around, Roka sees the Priests and Monks of Sendai tending to the wounded.

Noticeably missing – the bones of fallen heroes and Exalted Patriarch Yasuo Sanjo...

65
Character Creation / BZ's Malkavian Menace
« on: January 04, 2015, 12:25:34 pm »
Steeple Carson Olaf Trevesky The Fourth

Player: BZ
Chronicle: Transylvanian Chronicles

Nature: Deviant
Sire: Stephan Vladivostok
Demeanor: Conniver
Clan: Malkavian
Generation 7th
Concept: Rich Lay-About
Coterie: The Squamous Thugs of Brutal Doomosity and Some Random Tzimisce Who Keeps Following Them Around All The Time

Attributes
Physical: Strength 2, Dexterity 6, Stamina 2
Social: Charisma 3, Manipulation 1, Appearance 2
Mental: Perception 2, Intelligence 2, Wits 4

Abilities
Talents: Alertness 3; Athletics 1; Awareness 0; Brawl 0; Dodge 3; Empathy 0; Expression 0; Intimidation 0; Leadership 0; Streetwise 2; Subterfuge 0
Skills: Animal Ken 0; Crafts 0; Riding/Drive 0; Etiquette 1; Firearms 0; Larceny 3; Melee 3; Performance 3; Stealth 3; Survival 0
Knowledge: Academics 0; Finance 0; Investigation 0; Law 0; Linguistics 2; Medicine 0; Occult 3; Politics 0; Science 0

Disciplines
Auspex 1; Dementation 0; Obfuscate 2; Thaumaturgy 4

Virtues
Courage: 4
Conscience/Conviction: 2
Self-control/Instinct: 4

Backgrounds
Generation 5; Resources 5; Herd 1

Adversity
(Leave this section of your character sheet blank. This part is here purely for my use. If you gain any enemies or adverse backgrounds during your in-game time, they will show up here.)

Humanity/Path
6/Path of Caine

WillPower
Permanent Willpower: 10
Temporary Willpower: 10

Health
Full; No penalty; 10/10

Blood Pool
Points: 20
Points Per Turn: 4

Merits and Flaws
Additional Discipline; Cost 5
Hidden Diablerie; Cost 3

One Arm; Cost -3
Phobia (Priests and Nuns); Cost -2
Repelled by Crosses; Cost -3
Stereotype; Cost -2

Magic

Paths
Elemental Mastery 4

Rituals
Elemental Strength (1)
Wooden Tongues (2)
Animate The Unmoving (3)
Elemental Form (4)

Derangements
Cannot function without pet rock ‘Maurice’ – must ask its permission to feed

Languages
Praugish, Jewish, & Transylvanian

Combat
Weapon/Attack: XX Difficulty: XX Damage: XX Range: XX Rate: XX Clip: XX Conceal: XX
(More will be added as needed)

Armor
Class: XX Rating: XX Penalty: XX
Description: XX

Expanded backgrounds
(Here you provide descriptions of your background)

Possessions
Gear (Carried): XX
Equipment (Owned): XX
Vehicles: XX
Feeding Grounds: XX

Blood Bonds/Vinculi
Bound to: XX (Rating: XX)

Havens
Location: XX
Description: XX

History
His story till now:

Steeple's vast resources are the result of a family inheritance; his father Moshe Soloveitchik of Prague having amassed a fortune in the salt trade - bequeathing numerous mines, trading routes, and holding companies to his only son Steeple.

Of course, Steeple doesn't run anything, being completely inept when it comes to governing such wealth (or anything else for that matter), and is largely just a figurehead or 'benefactor' to the many revenue streams across Europe, Asia, and Africa that still bear his father's name.

In fact, those actually running things, take great care to ensure that Steeple wants for nothing, constantly filling his coffers, under the express agreement that he stay out of the business and let them oversee things for themselves.

For the most part, Steeple enjoys the life of a fabulously rich lay-about, but deep down, harbors fear that the 'Businessmen' want him dead, so that they can own the businesses for themselves. He's probably correct, being that he's the sole heir of the family fortune with no-one to pass it along to.

Of course, all this wealth was the reason he was embraced, being a conveniently naive cash-cow for his Sire.

Goals/Destiny: XX
Why he is willing to join the cotterie (besides sire's request): XX
Connection to other characters: XX

Description
Steeple Carson Olaf Trevesky the Fourth (Steep to his friends) is a six and a half foot tall rail-thin lay-about with foofy white hair and a pathetic excuse for a goatee.  He carries a silver-tipped heavy mahogany walking stick (that doubles as a sword cane) and dresses in an orange and brown pinstriped suit with a short magician’s cape.

Hanging from his left shoulder is the empty armguard and gauntlet from an old suit of plate armor (where his arm use to be), while a he wears a garishly white codpiece over his clothing – because he refuses to go anywhere without his ‘protection’.

Steep insists he lost his real arm to fiendish nuns many years ago while he slept in a gutter near a cathedral.  To this day, he can’t go anywhere near a Catholic Nun or Priest without suffering debilitating ‘flashbacks’.

Steep always carries a strange rock with him and can sometimes be seen listening to it closely – On rare occasions, he has been know to argue with it.

66
Adventure V / Matters of Import (Rai)
« on: December 29, 2014, 05:38:38 pm »
With everyone leaving Chief Magistrate Yama-Uno's house, Rai leans up against a wall to wait for the Second Magistrate Juro Saito to take his leave.

A few minutes later, Juro exits and notices Rai waiting for him.

"Something I can help you with Rai-san?"

67
Adventure V / Visiting Old Friends (Roka)
« on: December 29, 2014, 05:30:45 pm »
Leaving Chief Magistrate Yama-Uno's house, Roka gathers up some Doshin, sets them to work, and then asks around to see if anyone has seen his old friend Yone.

Amazingly, Yone proves easier to track down this time, and Roka finds her staying in a large yurt hut, set up in the middle of a tent city, where Sendai's Merchant District used to be.

Some men outside the Yurt stand guard, but grin ear to ear upon seeing Roka.

"Roka-san!" they say bowing, "What a pleasant surprise!"

68
Adventure V / Seeking Wisdom (Udo)
« on: December 29, 2014, 05:29:53 pm »
Leaving Chief Magistrate Yama-Uno's house, Udo gathers up some Doshin, sets them to work, and then heads to the Temple of The Ancestors to find the Exalted Patriarch.o

Arriving there, he sees that an outdoor triage unit has been set up outside, where many of Sendai’s wounded lay recovering on narrow stretchers. There are many horrifying burns, smashed limbs, and what Udo can only guess are huge bite marks – leaving grisly chunks of missing flesh on more than a few unfortunate victims.

Looking around, Udo sees the Priests and Monks of Sendai tending to the wounded.

Noticeably missing – the bones of fallen heroes and Exalted Patriarch Yasuo Sanjo...

69
Adventure V / An Ugly Discovery (Miya)
« on: December 29, 2014, 05:24:18 pm »
Leaving Chief Magistrate Yama-Uno's house, Miya takes care to select her Doshin and assign them to work parties for the clean-up of Sendai; while waiting for the rest of the Samurai to finish their own business, before everyone meets up again at Yuki's house.

Being first to gather her men, Miya sets them up at the ruined castle of the Daimyo and watches them begin to clear rubble out from the broken foundation with scores of commoners already working there.

It's not long however, before her Doshin rush to her and bow low.

"Lady Sugai," one of them says with a worried look - "There is something you must see!"

Following the Doshin to a recently cleared set of stone stairs under the castle's foundation, Miya notes the tangy stench of vinegar emanating from darkness below.

"There's something else down there," the Doshin says, "you can just make it out under the smell of vinegar."

Concentrating and taking a sniff, Miya does indeed detect another scent - almost masked, but not quite, by the vinegar - the stench of carrion and decay...

70
Adventure V / There's No Place Like Home... (Yuki)
« on: December 29, 2014, 05:06:54 pm »
Leaving Chief Magistrate Yama-Uno's house, Yuki heads to the Temple of The Ancestors and finds Exalted Patriarch Onishi once again.

"Yuki-San, " he smiles upon seeing her - "I trust you squared things with the new Chief Magistrate then?"

71
Adventure V / Temple of The Ancestors (Yuki)
« on: December 15, 2014, 06:28:54 pm »
Leaving her friends behind and moving quickly down the steep slopes on her Air Elemental, Yuki make a beeline toward Sendai’s Temple of the Ancestors.

Arriving, she sees that an outdoor triage unit has been set up outside, where many of Sendai’s wounded lay recovering on narrow stretchers. Yuki sees many horrifying burns, smashed limbs, and what she can only guess are huge bite marks – leaving grisly chunks of missing flesh on more than a few unfortunate victims.

Looking around, she sees the Priests and Monks of Sendai tending to the wounded.

Noticeably missing – the bones of fallen heroes and Exalted Patriarch Yasuo Sanjo.

72
Adventure V / Mythic Nippon Adventure V
« on: September 30, 2014, 05:30:57 pm »
PROLOG
Sendai Wounded




Exalted Patriarch Yasuo Sanjo and his Priests hurried away from the bones recovered from the Village of Kurokawa. Something about those skeletons had really upset the Exalted Patriarch upon first seeing them. The signs were clear; the Mons were there; and the Postcognition confirmed it all – they were Rokurokubi. But was there really an infestation of them living unknown among the people of Nippon now? Exalted Patriarch Sanjo hoped that it was not true – for such a thing would cause much disruption and bloodshed before it could be rooted out completely.

Summoning the senior members of the Order to the holy meeting room deep within the depths of the temple, Exalted Patriarch Sanjo was just about to lay charge upon them to travel throughout Nippon and seek out these Rokurokubi – who would need to be discovered and exposed, before they could be dealt with – it would be a secret crusade – one that he could only trust to the highest and most honorable members of the Holy faith.

But before he could get into the matter, the entire temple shook suddenly to its very core, then again and again. A look of confusion and concern crossed everyone’s face, as Exalted Patriarch Sanjo commanded everyone to hurry from the temple, to see what was happening.

Once outside, everyone could see that the sky over Sendai was roiling black and unnaturally thunderous – and worse – fiery meteors were pounding down upon Sendai from the darkness above, shaking the earth with the force of their impact and ripping the city asunder. Fires were also springing up everywhere from the blasts and the ancestral palace of the Daimyo was being hammered most fiercely, crumbling under the assault.

“No!” Exalted Patriarch Sanjo gasped. Then turning to the assembled Priests, he recomposed himself and spoke – “We must get down into Sendai and help keep those fires in check.”

No one hesitated, immediately moving down into the city with the Exalted Patriarch, even as the meteors continued to fall.

As they went, two Earth Elementals and two Water Elementals manifested near Exalted Patriarch Sanjo, and he began directing them as to which places needed the most attention first. Once everyone was down in the city however, the bombardment stopped – thought the fires still raged uncontrollably.

Then suddenly, a female demon with four arms and a great rack of horns rose up from the ground in front of the company – it was Kyoso-No-Oni, the ten foot tall first circle demon – and concubine to the father of all demons – Massaki Dai-Oni. She held in her hands a black burning hoop of wailing steel, which she then threw at the feet of Exalted Patriarch Sanjo. When it hit the ground, it spread out suddenly with a shockwave to fifty feet in diameter and broke open the earth with a tremendous force.

Exalted Patriarch Sanjo leapt back from the hole before it opened under his feet, but half of his Priests were not so lucky; caught off guard and falling into darkness below.

No sooner had the hole opened to swallow the Priests however, than it began to disgorge a clambering hoard of thrall demons, all clawing their way up from the depths of hell below. The burning black hoop was a gate to the underworld and an open mouth that spewed forth the Oni therein – with no end.

It was something that the Exalted Patriarch could not close with casual magic – it was something of the gods themselves – forged from the blood of the Demon Father himself!

Immediately, the Oni pouring up from the earth began to attack everything in sight, particularly the Elementals that Exalted Patriarch Sanjo had brought to help put out the fires. As the remaining Priests engaged the demons in a fight for their lives, Exalted Patriarch Sanjo shook his head – “I was a fool to trust Yunikawa,” he said ruefully. Then radiating his spiritual energy in a blinding glory, and with a satisfied look of pride on his face, he stepped over the edge and fell into the hole.

There was then a sudden burst of searing white light and the cold ring of snapping steel – when the spots cleared from everyone’s eyes, they saw that the ground had suddenly closed up on the Oni and that only a broken hoop of black metal remained – its unholy flames even now flickering out.

Exalted Patriarch Yasuo Sanjo was gone.

The Kyoso-No-Oni meanwhile, frowned with a look of mild disappointment and then sunk back into the earth, not to be seen again.

The rest of the night was then spent fighting the hundreds of Oni that had crawled up from ground with every ounce of might the Priests, Samurai, and Occult community of Sendai could muster. The cravenous beasts would not stand and meet in a clean fight however, but ran amok throughout the city, killing and carrying people off wherever they could. It was a chaotic hunt to track them all down and kill or drive them from Sendai – while the city burned around everyone’s ears.

But by the next morning, the Oni had finally been dealt with, either slain or chased into the mountains; and the people left alive set about to recover from the horrible disaster.

High-Priest Midori Onishi; the High-Priest of Sendai’s Temple of The Five Gods (and now the most senior member of Sendai’s Spiritual Community), joined his own Priests to those of the deceased Patriarch and with them, returned to the Temple of the Ancestors – which by some miracle still stood undamaged by the fire and stones that had fallen from the sky. But that was little consolation; for they arrived to find that all the apprentice monks and those who had remained behind had been slain, and now lie scattered across the temple grounds in their own blood.

That and the bones from Kurokawa, which the Samurai of Sendai had brought back with them – they were gone! Only the broken and empty carts they had used to transport them remained.

As High-Priest Onishi took in this awful scene, a moan from one of the apprentice monks indicated that he was yet alive. Going to him, the High-Priest could see that he had been mortally wounded – he would die and there was nothing he could do to save him.

Opening his eyes, the lad forced himself to tell High-Priest Onishi what had happened –“We watched the fire fall on Sendai… When the others had left… four beautiful Samurai-ko and a Korean came among us and attacked… We tried to stop them… we tried… then two immense and corrupted boar demons appeared and gobbled up the bones… One went north and one went south …*

With that the young man died in the High-Priest’s arms...

73
Forum Games / Hunter In The Chantry!
« on: August 12, 2014, 08:25:46 pm »
Hunter In The Chantry!

Basics: http://wiki.mafiascum.net/index.php?title=Assassin_in_the_Palace

The new Vampire Prince has called a masquerade ball at his Chantry to introduce all the Heads of his new Vampire Faction to one another - but alas! - one of the Faction Leaders has been intercepted and dispatched by a wily Vampire Hunter along the way!

Using a magical artifact to disguise himself as the freshly staked Vampire, the Hunter is now among the rest of you here at the masquerade ball! He wants you take out your new Prince to deal a vicious blow to your kind.

You all know who the Vampire Prince is, but you have never met one another. You must find the Hunter and dispose of him before he can root out and Stake the Prince!

  • 1 Vampire Hunter - This devious bastard is magically disguised as one of the Vampire Leaders. He has only one shot to Stake the Vampire Prince. He can do this at any point during the game, even right before he is Blood Drained.
  • 1 Vampire Prince - Without him, the newly arranged Faction will fall apart (leaving all of you to face the ire of the other Factions that you rebuffed to come join this one.) His goal is to simply survive the assassination attempt.
  • X Faction Leaders - Your job is to protect the Vampire Prince at all costs. You all are willing to put your unlives on the line to protect him. You all know who the Prince is, but don't know who else among you that you can trust; and you must not expose the Prince's identity to the Hunter! And so, you'll need find the Hunter and suck him dry before it's too late...

    Not only that, but delegates from the other Vampire Factions are all outside the Chantry even now - just waiting for the new Prince to fail so they can swoop in and make example of you all...

74
Adventure IV / Asking Favors (Roka, Yunikawa, & Rai)
« on: June 15, 2014, 02:14:34 pm »
Roka meanwhile, finds Yunikawa, now rejoined by his four beautiful Samurai-ko, as they are leaving the Temple of the Ancestors after the meeting with the Exalted Patriarch.

As this goes on, Rai follows, but hangs back a polite distance, waiting for a moment to speak with Roka after he has finished his business with the Master Wu-Jen.

75
Hive of Scum & Villainy / Nigel Evans (Killa's Mercenary)
« on: May 18, 2014, 08:32:12 am »
Nigel Evans (8 of 8 XP Mercenary)

 
Abilities
Str 5; Agi 3; Con 4; Int 3; Wis 3; Pre 2; Vitality (0) 27 0; Wounds (-2) 14 0 (Armor 10) DEAD
Saves
React 8; Endure 9; Will 8; Luck 3 0; Surge 4 2 / 4
Movement
Init 13*; Move 30 ft (Run 150)

Attacks
Unarmed Strike 10/5S; Grapple Moves; Combat Axe 10/8L; Military Sidearm 11(12)/10L/50 ft (8); Police Riot Gun 12/10L/100 ft (8); 12mmL Hunting Rifle 12/14L-AP/400ft (12 8); Thrown Dynamite 9/8L A15’r♠/20x ft; Combat Knife 11/7L; Deck Pistol 12/8L/40ft; Concussion Grenades 9/0+S/20x (5)
Combat Skills
Dodge 10; Feint 5; Grapple 12; Melee 11; Ranged 11; Target 10; Throw 9; Unarmed 10
All Other Skills
Balance 6; Bluff 3; Climb (7.5’) 11; Conceal 9; Demolitions 11; Diplomacy 3; Disguise 6; Drive 6; Escape 6; Gamble 6; Gather Information 3; General Knowledge 6; Gunsmith 10; Hide 6; Intimidate 12; Interrogation 7; Jump (25’l/5’h) 11; Listen 6; Move Silently 6; Operate Heavy Machinery 8; Ride 6; Search 6; Sense Motive 6; Spot 9; Survival 8; Swim (7.5’) 8; Taunt 5; Treat Injury 9

Edges
Born Leader; Rapid Shot; Sharpshooter; Combat Reflexes; Hard to Kill; Spirited; Toughness; Marksman
Flaws
Greedy; Phobia (fear of deep water); Uncouth

Equipment Normal Load 100; Encumbered 200; Limit 300; Drag 1200
Camouflage (all types); Cold Weather Clothing; Police Armored Vest; Combat Axe; Military Sidearm w/ Laser Sight; Police Riot Gun; Dynamite (12); Cell Phone; Demolitions Kit; Electronic Binoculars; Electronic Compass; Gasmask; Micro Comlink; Outdoor Gear Kit (backpack, sleeping bag, tent, flashlight, lantern, signal flares, 150’ rope, climbing gear, survival kit); Pain Killer (10 doses); Pocket Secretary; Sports Equipment (diving gear, hang gliders, parachutes, skis, snow mobiles)

Pirate Loot & Other Gear: Camouflage (2); Skinsuit (2); Magnetic Boots (2); Zero-G Harness (2); Combat Axe (2); Combat Knife (2); Deck Pistol W/ 3 Extra Clips (2); Riot Gun (2); Concussion Grenades (5); Micro Comlink (2); Pain Killer (10); Hunting Rifle w/ Electronic Scope & 12 AP Rounds

Utility Vehicle w/ Vehicle Mounted Cable Winch: Handling 0; Armor 0; Structure 20; Systems 10

Notes
Born Leader: The character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to his own), which he can give to others within the sound of his voice. Unlike his personal Surge Points, these are not limited to being spent just one per round.

Rapid Shot: The character has superior speed and grace with a gun. He can use back-to-back Attack Actions (Attack + Attack) when using the Ranged skill, without spending Surge Points during combat.

Sharpshooter: The character has a dead aim and suffers no penalties for Small or Tiny Size; opponents with Partial Cover; who are Prone; or when firing into opponents engaged in Close Quarter Combat.  For targets of Miniscule Size the penalty is reduced to MTN 10 or Crit.

76
Anath Dustin (8 of 8 XP Disgraced Doctor)


Abilities
Str 3; Agi 3; Con 3; Int 4; Wis 4; Pre 3; Vitality (0) 15 0; Wounds (-2) 8 0 DEAD
Saves
React 8; Endure 8; Will 9; Luck 4 2; Surge 4
Movement
Init 12; Move 30 ft (Run 90)

Attacks
Unarmed Strike 4/3S; Grapple Moves; Spray Mace 7/♠/10’ flat (5); Spray Tranquilizer 6/♠ (5); Tranquilizer Syringe 4/♠ (12); Combat Axe 3/6L; Combat Knife 4/5L; Deck Pistol 5/8L/40ft; Riot Gun 5/10L/100ft; Concussion Grenades 4/0+S/20x (2)
Combat Skills
Dodge 9; Feint 7; Grapple 9; Melee 4; Ranged 4; Target 8; Throw 4; Unarmed 4
All Other Skills
Appraise 11; Balance 4; Bluff 7; Climb (7.5’) 4; Computers 13; Conceal 8; Diplomacy 12; Disguise 11; Drive 4; Escape 4; Forgery 9; Gamble 8; Gather Info 7; General Knowledge 8; Hide 7; Intimidate 7; Jump (15’l/3’h) 4; Life Sciences 16; Listen 11; Move Silently 4; Political Sciences 9; Ride 4; Search 8; Sense Motive 13; Spot 11; Streetwise 11; Surgery 13; Swim (7.5’) 4; Taunt 7; Treat Injury 16

Edges
Academic; Linguist (English; Japanese; French; Sioux; Sign Language); Low Profile; Lucky; Physician; Skill Focus (Surgery); Skill Focus (Treat Injury); Spirited
Flaws
Code of Honor (Against Killing); Geezer; Lecherous

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Casual wear, cell phone, diagnostic scanner, diagnostic workstation, drugs (Antibiotic (24); Antirad (12); Antitoxin (12); Pain Killer (12); Stimdose (12); Super-Coag (6 4); Tranquilizer (12)), first aid kit, notebook computer, pocket secretary, professional disguise kit, spray mace, spray tranquilizer, surgical tools, trauma packs (6), VR goggles, Micro Comlink

Pirate Loot: Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Micro Comlink

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

Notes
None

77
Hive of Scum & Villainy / Aadi King (Aman's Feng-Shui Master)
« on: May 17, 2014, 08:39:05 pm »
Aadi King (8 of 8 XP Feng-Shui Master)

 
Abilities
Str 4; Agi 2; Con 4; Int 3; Wis 4; Pre 3; Vitality (0) 17 0; Wounds (-2) 0 (Armor 10) OBLITERATED
Saves
React 9; Endure 9; Will 9; Luck 7 7; Surge 3 0
Movement
Init 13*; Move 25 ft (Run 100)

Attacks
Unarmed Strike 5/4S; Grapple Moves; Deck Pistol 9/8L/40’ (12); Combat Axe 4/7L; Combat Knife 5/6L; Riot Gun 9/10L/100ft; Concussion Grenades 5/0+S/20x (2)
Combat Skills
Dodge 8; Feint 6; Grapple 12; Melee 5; Ranged 8; Target 6; Throw 5; Unarmed 5
All Other Skills
Appraise 9; Balance 5; Bluff 6; Climb (6’) 7; Computers 12; Conceal 7; Diplomacy 10; Disguise 7; Drive 7; Electronics 10; Escape 5; Gamble 12; Gather Info 6; General Knowledge 6; Hide 3; Intimidate 7; Jump (20’l/4’h) 7; Listen 10; Move Silently 5; Physical Sciences 11; Ride 5; Search 9; Sense Motive 12; Spot 10; Swim (6’) 7; Taunt 10; Treat Injury 11

Edges
Fen-Shui Master; Computer Geek; Feng-Shui Powers (x5)
Feng-Shui Powers
Read Aura/*Killjoy; Danger Sense/*Jinx; Divine Location/*Discord; Alter Chance; Harmony/*Karma Drain
Flaws
Big ‘Un; Heroic

Equipment Normal Load 75; Encumbered 150; Limit 225; Drag 900
Business wear, cell phone, computer workstation, deck pistol, electronics tools, Lopan (with gatestone), pocket secretary, micro comlink

Pirate Loot: Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Micro Comlink, Police armored vest from Talyn.

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

Notes
Alter Chance: Alter Chance allows the Feng-Shui or Discord Master to alter the die result (the actual number rolled on the die) for a single roll by +/–4. Doing so requires one Action of Lopan study and a Luck Point, although it can be used to affect anyone’s roll (including the GM’s – who does not have to roll openly, but should take the result in the character’s best favor). Note that the die roll does not have to be adjusted if the natural result is better than an adjustment up or down.

Danger Sense: Danger Sense gives a Feng-Shui Master advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate. While in effect however, the Feng-Shui Master gets a +2 bonus to Initiative and Reaction Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll. Danger Sense lasts as long as the Feng-Shui Master has his Lopan in hand.

Discord (Requires a Surge to Use): Discord messes with another’s aura, placing it in temporary opposition to the natural flow of fate, luck, and Chi.  It takes an Action to use Discord against a single target, following which, the victim suffers a –2 Penalty on all die rolls for the next 24 fours.  Discord can be countered at anytime however, by receiving a Luck Point from a Feng-Shui Master using the Harmony power.

Divine Location: Divine Location allows the Feng-Shui Master to concentrate on his Lopan, in order to determine the direction to and vector (direction of movement) of any object or person he has ever touched. This ability does not provide information about the target’s range, although the Feng-Shui Master could triangulate a more exact position by using the ability from several different locations, charting each reading to the point they intersect.

Jinx (Requires a Surge to Use): The Jinx power can be used as a Free Action, but requires a Luck Point to activate.  When used, it causes another to automatically fail whatever it is they are trying to do at the time.  Victims can spend a Luck Point of their own to shrug off the Jinx, but doing so only removes the automatic failure and not the possibility of failure normally associated with the task (in this case roll or reroll as normal).

Harmony: Harmony and a Gatestone allow the Feng-Shui Master to attune himself more keenly than ever to the forces of fate and destiny, increasing his Total Luck Points by +4 for as long as a Gatestone remains in his possession. In addition, the Feng-Shui Master can now spend Free Actions (when desired) to give one or more of his own Luck Points to others for immediate use.

Karma Drain (Requires a Surge to Use): Karma Drain and a Gatestone allow the Discord Master to actually steal Luck Points from another, up to a maximum of four additional Luck Points to his regular total at any given time.  Stealing a Luck Point requires a line of sight to the victim and an Action of Lopan manipulation.  Needless to say, Luck Points can only be stolen from those who actually have any in the first Place.

Killjoy (Requires a Surge to Use): Killjoy allows the Discord Master to spend a Luck Point, as an Action, in order to Double the Cost of another’s use of Luck for one Scene. In other words, the target must spend 2 Luck Points to get the benefit of having spent 1.

Read Aura: Read Aura allows the Feng-Shui Master to spend a Round to study the Lopan in such a way as to reveal the nature and condition of anyone he concentrates on. Information gleaned from the Lopan includes whether the target has a good heart or is evilly inclined; what the target’s three highest skills are (but not their level); whether the target has Psychic, Feng-Shui, or other Powers; the target’s current health status, including internal injuries, diseases, common mental disorders (including Psychosis), drug use, poisons, radiation, implants, and memory loss; and when the target is lying.

78
Hive of Scum & Villainy / Julia Hopkins (Daedalus' Scoundrel)
« on: May 17, 2014, 05:12:33 pm »
Julia Hopkins (8 of 8 XP Scoundrel)


Abilities
Str 4; Agi 4; Con 3; Int 3; Wis 2; Pre 4; Vitality (0) 14 0; Wounds (-2) 8 0 DEAD
Saves
React 9; Endure 8; Will 7; Luck 3 0; Surge 3 2
Psychosis 5
Movement
Init 11; Move 40 ft (Run 160)

Attacks
Unarmed Strike 7/4S; Combat Knife 11/6L; Deck Pistol 12/8L/40 ft (12); Riot Gun 12/10L/100ft; Combat Axe 10/7L; Concussion Grenades 7/0+S/20x (2)
Combat Skills
Dodge 12; Feint 12; Grapple 7; Melee 11; Ranged 11; Target 6; Throw 7; Unarmed 7
All Other Skills
Appraise 9; Artistry 8; Balance 7; Bluff 13; Climb (10’) 7; Conceal 5; Diplomacy 8; Disguise 5; Drive 7; Escape 7; Forgery 11; Gamble 8; Gather Information 11; General Knowledge 6; Hide 10; Intimidate 7; Jump (20’l/4’h) 7; Listen 8; Move Silently 10; Pilot 8; Ride 7; Search 6; Sense Motive 8; Spot 5; Streetwise 10; Swim (10’) 7; Taunt 10; Treat Injury 5

Edges
Evasion; Mobility; Agile; Charismatic; Fast; Underworld Ties
Flaws
Distinctive Features (extensive tattoos); Outlaw

Equipment Normal Load 75; Encumbered 150; Limit 225; Drag 900
High Fashion Wear; Cold Weather Clothing; Combat Knife; Deck Pistol; Cell Phone; Micro Comlink; Pocket Secretary

Pirate Loot: Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Micro Comlink

Sports Car: Handling +2; Armor 0; Structure 20; Systems 10

Notes
Mobility: The character is skilled at dodging past opponents and can move through an opponent’s space when taking back-to-back Move Actions.

Evasion: The character has superior agility and grace when dodging attacks.  He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.

79
Hive of Scum & Villainy / Maurice Grimm (Aeon's Psychic)
« on: May 17, 2014, 05:07:47 pm »
Maurice Grimm (8 of 8 XP Psychic)

 
Abilities
Str 3; Agi 3; Con 3; Int 3; Wis 5; Pre 3; Vitality (0) 16 0; Wounds (-2) 8 0 OBLITERATED
Saves
React 8; Endure 8; Will 10; Luck 3 0; Surge 3 0
Psychosis 2
Movement
Init 13; Move 25 ft (Run 75)

Attacks
Unarmed Strike 6/3S; Grapple Moves; Deck Pistol 10/8L/40ft (12); Combat Knife 6/5L; Combat Axe 5/6L; Riot Gun 10/10L/100ft; Concussion Grenades 10/0+S/20x (2)
Combat Skills
Dodge 10; Feint 6; Grapple 10; Melee 6; Ranged 9; Target 6; Throw 10; Unarmed 6
All Other Skills
Appraise 8; Artistry 13; Balance 6; Bluff 6; Climb (6’) 6; Conceal 8; Diplomacy 11; Disguise 8; Drive 6; Entertain 11; Escape 6; Gamble 8; Gather Info 9; General Knowledge 9; Handle Animal 9; Hide 8; Intimidate 9; Jump (15’l/3’h) 2; Listen 8; Move Silently 6; Ride 6; Search 6; Sense Motive 13; Social Sciences 11; Spot 11; Swim (6’) 6; Taunt 6; Treat Injury 13

Edges
Psychic (Biokinesis); Psychic Power (x3); Psychic Superfluous Power
Psychic Powers
Light Touch; Close Wounds; Restore Vitality; Suppress Toxins
Flaws
Greedy; Short

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Cell phone, business wear, deck pistol, pocket secretary, micro comlink

Pirate Loot: Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Micro Comlink

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

Notes
Light Touch: allows the Psychic to telekinetically pick up and move any object (or creature) up to 50 pounds, within line of sight.  The object moves at a Base Movement of (5’ x WIS) and can be double moved (two Actions) if desired, but not ‘Run’.  Creatures caught with this ability can still change facing and attack (if in range), but have no control over their own Movement.  Light Touch can be maintained over multiple rounds with concentration.

Close Wounds: instantly restores 5 Wound Points each time it is used, Stabilizing Dying characters and taking Disabled characters back to Wounded.

Restore Vitality: instantly restores 10 Vitality Points each time it is used and counters the Conditions of Fatigued, Exhausted, Unconscious, Nauseated, and the special Disabled status induced by Surgery.

Suppress Toxins: instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.

80
Hive of Scum & Villainy / It's Dangerous Out There!
« on: May 17, 2014, 12:52:14 pm »
The Following are Setting Excerpts from Bounty Head Bebop and the Blast Off ship supplement.

81
Hive of Scum & Villainy / Tristan Cross (Sethaniel's Kidnapper)
« on: May 17, 2014, 12:29:58 pm »
Tristan Cross (4 of 8 XP Kidnapper)


Abilities
Str 3; Agi 4; Con 3; Int 3; Wis 3; Pre 4; Vitality (0) 14 0; Wounds (-2) 8 (Armor 10)
Saves
React 9; Endure 8; Will 8; Luck 4 0; Surge 2
Movement
Init 12*; Move 30 ft (Run 90)

Attacks
Unarmed Strike 10/3S; Grapple Moves; Deck Pistol 12(13)/8L/40 ft (12); Police Riot Gun (shot: 12/10L/100 ft (8), slugs: 10/16L/200ft (8) or thumper: 10/14S♠/100 ft (8)); Spray Mace 14/♠/10(flat) ft (5); Combat Axe 6/6L; Combat Knife 7/5L; 12mmL Hunting Rifle 12/14L/400ft; Military Sidearm 11/10L/50ft; Thrown Dynamite 7/8L A15’r♠/20x ft (12); Concussion Grenades 7/0+S/20x (2); Tranquilizer Syringe 7/♠ (4)
Combat Skills
Dodge 15; Feint 7; Grapple 11; Melee 7; Ranged 11; Target 6; Throw 7; Unarmed 10
All Other Skills
Balance 7; Bluff 10; Climb (7.5’) 9; Conceal 6; Diplomacy 7; Disable Device 12; Disguise 6; Drive 7; Electronics 7; Escape 7; Gamble 6; Gather Information 10; General Knowledge 6; Hide 11; Intimidate 7; Interrogation 7; Jump (15’l/3’h) 9; Listen 6; Move Silently 11; Open Locks 13; Ride 7; Search 9; Sense Motive 9; Spot 9; Streetwise 11; Swim (7.5’) 6; Taunt 7; Treat Injury 6

Edges
Mobility; Rapid Shot; Lucky; Marksman; Saboteur; Stealthy
Flaws
Mistaken Identity; Space Sickness

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Street Punk Wear; Cold Weather Clothing; Deck Pistol w/ Laser Sight; Police Riot Gun; Spray Mace; Electronic Binoculars; Electronic Compass; Handcuffs (2); Laser Microphone; Lock Picks; Micro Comlink; Notebook Computer; Permit to Carry Firearm; Permit to Hunt Bounty; Pocket Secretary; SOL Phone; White Noise Generator

Pirate Loot & OtherGear: Armored Vest; Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Micro Comlink; 12mm Military Sidearm; Slugs For The Riot Gun; Combat Knife; Hunting Rifle; Dynamite (12); Business Wear; Casual Wear; Hazmat Suit; Signal Flares (6); Video Recorder; Bugs (4) ; Bug Detector; Tranquilizer (4); Gas Mask

Utility Vehicle: Handling 0; Armor 0; Structure 20; Systems 10

Notes
Mobility: The character is skilled at dodging past opponents and can move through an opponent’s space when taking back-to-back Move Actions.

Rapid Shot: The character has superior speed and grace with a gun.  He can use back-to-back Attack Actions (Attack + Attack) when using the Ranged skill, without spending Surge Points during combat.

82
Raidon 'Wrench' Forrest (8 of 8 XP Gearhead)


Abilities
Str 3; Agi 4; Con 3; Int 4; Wis 3; Pre 3; Vitality (0) 25 0; Wounds (-2) 0 (Armor 10) SPLAT
Saves
React 9; Endure 8; Will 8; Luck 3 0; Surge 3 2
Movement
Init 10*; Move 30 ft (Run 90)

Attacks
Unarmed Strike 12/3S; Brass Knuckles 12/4S; Heavy Tool 8/4S; Deck Pistol 11/8L/40 ft (12); Thrown Dynamite 7/8L A15’r♠/20x ft; Combat Axe 9/6L; Combat Knife 10/5L; Concussion grenades 7/0+S/20x (2); Riot Gun 11/10L/100ft
Combat Skills
Dodge 13; Feint 6; Grapple 6; Melee 10; Ranged 10; Target 11; Throw 7; Unarmed 12
All Other Skills
Balance 7; Bluff 6; Climb (7.5’) 6; Computers 9; Conceal 6; Construction 10; Demolitions 12; Diplomacy 6; Disable Device 12; Disguise 6; Drive 9; Electronics 12; Escape 7; Gamble 6; Gather Information 6; General Knowledge 7; Hide 7; Intimidate 6; Jump (15’l/3’h) 6; Listen 3; Mechanics 16; Move Silently 7; Open Locks 11; Operate Heavy Machinery 9; Pilot 12; Ride 7; Search 7; Sense Motive 6; Spot 6; Swim (7.5’) 6; Taunt 10; Treat Injury 6

Edges
Evasion; Agile; Gearhead; Gunner; Skill Focus (mechanics); Spacecraft (frigate); Spacecraft (scout ship); Toughness
Flaws
Chain Smoker; Hothead; Impaired Hearing

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Street Punk Wear; Cold Weather Clothing; Brass Knuckles; Deck Pistol; Computer Workstation; Construction /Electronics /Mechanics Tools (common tools, chain hoist, cutting torches, fire extinguisher, portable generator, protective goggles, respirator, welding equipment); Demolitions Kit; Diagnostic Scanner; Dynamite (12 9); Emergency Beacon; Lock Picks; Micro Comlink; Permit to Carry Explosives; Permit to Pilot Spacecraft; Pocket Secretary; SOL Phone; Vac Suit; VR Goggles; Zero-G Harness

Pirate Loot & Other Gear: Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Micro Comlink; Armored Vest; Wire and Trip Switches; Remote Detonator & Trigger

Motorcycle: Handling +3; Armor 0; Structure 10; Systems 10

Ships
Frigate 'The Cardinal': Handling 0; Armor 25; Structure 100; Systems 40
Armed; Sturdy; Water Landing (F); 20mmL police ship guns +0/16L/PB; Air-to-Air Missiles +0/26L A40’r/L (6); Chaff Defense (6)

Scout Ship 'Little Bug': Handling +1; Armor 15; Structure 50; Systems 20
Armed; Docking Clamps; Stealthy; 20mmL police ship guns +0/16L/PB; 2 Banks of 60mm Mini Missiles +0/20L A30’r/S (6 & 6); Chaff Defense (6)

Notes
Evasion: The character has superior agility and grace when dodging attacks.  He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.

83
Hive of Scum & Villainy / Talyn Jackson (Drakilian's Cyberjock)
« on: May 17, 2014, 11:22:57 am »
Talyn Jackson (4 of 8 XP Cyberjock)


Abilities
Str 5(7); Agi 3; Con 5(2); Int 3; Wis 2; Pre 2; Vitality (0) 16 0; Wounds (-2) 12 4 (Armor 15)
Saves
React 8; Endure 7; Will 7; Luck 3 0; Surge 3 2
Movement
Init 12*; Move 60 ft (Run 420)

Attacks
Unarmed Strike 11/7S; Grapple Moves; Sword 11/10L;Combat Axe 10/10L; Combat Knife 11/9L; Sap 11/7S♠; Concussion Grenades 9/0+S♠/20x (2); Fragmentation Grenades 9/16L A20’r♠/20x ft  Police Riot Gun 10(11)/16L/200ft (8); 12mmL Hunting Rifle 12/14L/400ft; Deck Pistol 12/8L/40ft (3)
Combat Skills
Dodge 11*(13); Feint 5; Grapple 15; Melee 11; Ranged 11; Target 6; Throw 9; Unarmed 11
All Other Skills
Balance 6; Bluff 5; Climb (15’) 15; Conceal 5; Diplomacy 5; Disguise 5; Drive 6; Escape 6; Gamble 5; Gather Info 5; General Knowledge 6; Hide 6; Intimidate 15; Jump (35’l/7’h) 15; Listen 5; Move Silently 6; Ride 6; Search 6; Sense Motive 9; Spot 8; Streetwise 10; Swim (15’) 10; Taunt 10; Treat Injury 5

Edges
Adrenal Booster; Rapid Strike; Speed Switch; Combat Reflexes; Hard To Kill; Cyberjock; Muscle Wires
Flaws
Chain Smoker; Distinctive Features (Twitchy); Bounty Head

Equipment Normal Load 400; Encumbered 800; Limit 1200; Drag 6000
Camouflage (all types), casual wear, cell phone, electronic binoculars, electronic compass, gasmask, micro comlink, outdoor kit, pain killer (10), pocket secretary, police riot gun with laser sight and slugs, sports equipment, sword

Pirate Loot & Other Gear: Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Electronics Tools; Mechanics Tools; Micro Comlink;

Military Flak Jacket; Sap; Hunting Rifle w/ Optical Scope; Fragmentation Grenades (6); Police Riot Shield; Business Wear; Cold Weather Clothing; Hazmat Suit; Handcuffs; Signal Flares (12); Emergency Beacon; Video Recorder; Radio Uplink; Bugs (4); Bug Detector; Laser Microphone; Voice mask; Voice Analyzer; Guard Dog (the loyal hound's name shall be scruffles the destroyer!)

Motorcycle: Handling +3; Armor 0; Structure 10; Systems 10

Notes
Adrenal Booster: The Adrenal Booster intensifies the body’s natural adrenaline rush, granting the user +2 Initiative and an additional Action on the first round of every combat.

Rapid Strike: The character is lightning quick in Close Quarter Combat.  He can use back-to-back Attack Actions (Attack + Attack) when using the Grapple, Melee, and Unarmed skills, without spending Surge Points during combat.

Speed Switch: The Speed Switch sends unique bioelectrical signals throughout the body, which cause an explosive twitchiness in the muscle fibers. The effects of this allow for very quick gross motor movement, which doubles the user’s Normal Movement speed and grants an additional Dodge Action each round.

84
Hive of Scum & Villainy / Ship Deck Plans
« on: May 17, 2014, 11:17:38 am »
SHIP NAME: The Cardinal



Who's On Deck 1_
  • Maurice (Aeon) / Forward Cargo Bay
  • Julia (Daed) / Forward Cargo Bay
  • Anath (Fireplay) / Aft Cargo Bay

85
Hive of Scum & Villainy / Hive of Scum & Villainy
« on: May 17, 2014, 10:59:51 am »
Hive of Scum & Villainy

You are all aboard Wrench’s ship, ‘The Cardinal’, headed through Hyperspace to the Smuggler’s Moon, Ceres. Having heard of the ‘pirate paradise’, you and the newly minted crew have hopes of joining up with the scum that make Ceres their home, in order to make a name for yourselves – not to mention collecting your fortunes along the way. Everyone on the crew has heard of each other before; though this is the first joint venture for many of them. It remains to be seen if you have what it takes to mesh together into something to be reckoned with – or if you’ll just bring your own destruction down around yourselves through inter-party conflict and betrayal.

Recently, a new contact on Mars, by the name of Purgatory Bill, has sold the crew the time and coordinates of the current Gate Opening to Ceres, in which you now find yourselves. The information did not come cheap however, and everyone is anxious to get through the wormhole and land a job as soon as possible to bring the funds back up.

86
Adventure IV / Mythic Nippon Adventure IV
« on: May 14, 2014, 04:38:47 pm »
PROLOG
A Strange Messenger


Early on the morning following the Samurais' return to Sendai, Yuki Shirahata sat at breakfast in the front room of her mother’s family manor with little Kioko. As she sipped hot tea and considered what lie ahead for herself and the other time-displaced Samurai, a light rapping sound came to the door.

Seeing to the door, Yuki opened it to find no one there. Had she not just returned from a harrowing journey into the Spirit world, she might have dismissed the sound as a mischievous boy playing a prank – but activating her Sorcerer’s Sight, a small spirit came into view.

The spirit appeared as a small calligraphy brush standing upright near Yuki’s foot. Upon realizing that Yuki could see it, the spirit bowed and moved into the home, leaving a line of black ink on the ground behind it as it went along.

Kioko meanwhile, came along to see who was at the door and burst out laughing – “Oh my goodness! It’s making a mess all over the floor! Hee hee!”

Ignoring Kioko and drawing itself to a table, the calligraphy spirit flipped itself up and bowed again, before standing still.

“It wants a paper,” Kioko pointed out; and sure enough, the table it had hopped onto was indeed a writing desk.

Placing a large piece of parchment before the spirit, Yuki and Kioko watched as it hopped suddenly onto the paper and began scribing a message:

“Yuki-san, I am very glad to see that you and your fellow Samurai have made it back into the physical world and trust you have successfully recovered the Book of Secrets.”

“I am not currently at my mountain home, but will be arriving personally in Sendai one week hence. Wait for me there and alert the others of my impending arrival.”

“Uncle Yunikawa.”

Upon finishing the letter, the calligraphy spirit bowed once more and vanished back into the Spirit world.

87
Community Conversation / BHB Products Here On The Comlink
« on: May 11, 2014, 08:34:35 pm »
A Payable Permanent Subscription is now Available on the Comlink, that will not only grant you the BHB Titan Status, but will open up a section for you to download all of the BHB Products anytime you like.

These include_
  • The Bounty Head Bebop Core Rules PDF (With the Small Fry Adventure Included)
  • Jacked Up! Cyberware Rules
  • Blast Off! Starship Supplement and Setting
  • Five Villains Adventure Seeds
  • Mountain Man Mayhem Adventure
  • Hive of Scum and Villainy Adventure
  • Ghost In The Machine Adventure
  • Operation A.P.E. Adventure
  • Did Somebody Say Zombies?!? Adventure
  • Fortune Cookie Fix Adventure
  • Velociraptor Rhapsody Adventure
If you are interested, you may buy the Subscription from Profile > Actions > Paid Subscriptions.   8)

*Payment is made via PayPal (which also includes an Option to pay through a Credit Card)

88
Adventure III / Kirito Alone (Kirito, Yuki, & Roka)
« on: May 04, 2014, 08:33:16 pm »
Leaving the other Samurai, Kirito Teleports as close to Yunikawa's Mountain Citadel as he can, arriving about a mile further up the mountain trail from where he started.

It's ten more miles to go on horseback before he'll arrive. Good thing it's early morning...

89
Community Conversation / I Get to Run Dungeons & Drag Queens haha!
« on: March 31, 2014, 09:05:40 pm »
A friend of mine has successfully roped me into running Dungeons & Drag Queens in Pittsburgh this upcoming weekend at TekoShoCon!

(Please save me from all the Furries! I still have nightmares from the last time I went, about three or four years ago, haha!)

 ;D

90
Adventure III / Boiling Point! (Keitaro & Jei Hu)
« on: March 26, 2014, 07:11:33 pm »
GM DISCLAIMER – I do not condone Player vs. Player PC killing, but I also do not want to interfere with how you each want to run your own character. Daedalus chose to play Jei Hu as an antagonistic asshole toward Keitaro and Keitaro chose to be a vengeful backstabbing fiend.

This battle will be run fairly with the dice ‘falling as they may’ and the outcome standing.

If (and likely) it ends in a PC death, the losing Player will be out of the Adventure until the next one, with the option of creating a new PC) …


---

Jei Hu, leaving the Chief Magistrate’s house, does not notice Keitaro tailing him in the darkness.

Keitaro, burning with an unconquerable rage at all the insults Jei Hu has piled on him – and now making it even more personal with his Doshin Miko imprisoned – followed, and managed to sense motive high enough to correctly guess where Jei Hu was going.

Running ahead, Keitaro found a choke-point in a dark narrow alleyway and scattered some steel-jawed traps out, hoping the darkness would conceal them well enough to catch the Half-Blood Samurai in one or more of them.

Then hiding in the shadows, Keitaro waited… ancestral nagamaki drawn and ready for his treacherous work.

---

Walking into the area, Jei Hu failed to notice the traps and stepped into one (failed Reaction Save) – its serrated steel teeth clamping down on his foot for 10 Damage and the Bum Leg Flaw!

At that point Keitaro leaped out – blade flashing in his signature multi-attacks!

---

[OOC – Keitaro successfully Ambushed Jei Hu (should of bumped Perception JH) – which means that Jei Hu is Stunned for the First Round.

This is critical – It means that Jei Hui has a choice of spending his last Surge Point to shake the Stun and prevent Keitaro a free Round of Attacks or activate Vengeful Counter Stance and ride out the First Round. Unfortunately, if Jei Hu Choses the latter, Keitaro can always over-Surge Jei Hu to prevent that and the Surge Point will be wasted.

Choose wisely Daedalus!

I will continue Keitaro’s Attack after Deadalus’s post…]

EDIT - If Jei Hu Surges for Vengeful Counter Stance and Keiaro over-Surges him, the Surge is not wasted - the Vengeful Counter Stance still activates - just after Keitaro's first set of attacks.

91
Adventure III / The Jail House ... (Keitaro & Rai)
« on: March 23, 2014, 07:28:13 pm »
Formalities satisfied Keita quickly rushes out of the stadium to find Rai and Miko to get to the bottom of this disturbing chain of events.


Moving quickly, Keitaro catches up to Rai and Miko, as they walk toward the jailhouse (conveniently located in the Military District, not too far from the Grand Tournament Hall).

92
Adventure III / Mythic Nippon Adventure III
« on: March 14, 2014, 10:39:52 pm »
Mythic Nippon: The Demon God of Sendai



Story Three---

Prolog___
It had been just over a month and a half since the return of the Heroes of Sendai from their mission to Hirosaki and the fall of the traitorous Magistrate Ho Kasamatsu.

During this time much had transpired –

Jie Hu Okamura, the Halfblood Samurai, had been found, jailed, and then subsequently chosen to serve Noburu Saito and the Samurai of Sendai as a Yoriki-So (or Junior Yoriki), under Yoriki Keitaro Hokusai's watchful eye, until he could prove himself worthy of the honor of full Yoriki-ship.

The position had become available, with the departure of the unusual Priest Kirito Kirigaya, who had been called back to the Temple of Five Gods for unknown reasons.

The Samurai of Sendai meanwhile, traveled to Edo to compete in the famed Dragon Boat Races and had actually managed to finish the race in a very respectable 8th Place – also winning 3rd Place for the ‘most impressive ship’ – and winning a Siberian White Tiger for their troubles (or at least that is what everyone who saw Udo’s peroxide-bleached tiger thought when they first laid eyes on it).

As for the City of Hirosaki and the fate of Magistrate Ho Kasamatsu – The Daimyo Shinsen Hasekura had secured permission from Edo to marshal force against the Hirosaki; and the Armies of Sendai and Morioka marched forth.

Interestingly enough, a war never occurred. It was upon the Army’s arrival outside Hirosaki, two weeks after leaving Sendai, that the city was discovered to have been completely sacked and burned to the ground. A great siege had occurred against Hirosaki, but sometime well before the Daimyo’s forces had even arrived.

Signs indicated that a large Ebisu invasion force had wiped out everything before them and then retreated back across the sea to their home on Hokkaido. Apparently, the Ebisu King had not kept his end of the bargain when left by the Samurai of Sendai – though to be fair, the Samurai never really had any way to ensure that he did. He had gotten vengeance upon Magistrate Kasamatsu for kidnapping his daughter the Princess.

And so war was averted before it had really begun – thanks to the Samurai of Sendai (and a fat Ebisu King bent on making a real bastard pay).

Then, with Hirosaki empty, the Armies of Sendai and Morioka stayed on to begin rebuilding and a new Magistrate of Hirosaki was called – Rai Higoshi, the nephew of the Daimyo and an ambitious social climber. Though a man of renowned political savvy, one quietly wonders if the Daimyo presented him with the position just to get rid of him – perhaps feeling that the new young and up-comer was a threat to his own position.

93
Side Quests / Swordsmanship Event!
« on: March 12, 2014, 08:27:54 pm »
Event 3. Swordsmanship
  • No Armor
  • Bladed Weapons Only
  • Matches are To Blood (Wound Point Loss)
  • Healing will be provided for Advancing Participants before each New Match


---

Fight Roster_
Fight 1: Udo vs. Keitaro
Fight 2: Winner Vs. Jie Hu (minus 1 Luck and 1d3 Surge)
Fight 3: Winner Vs. Last Year's Grand Champion General Kaori Meji (minus 1 Luck and 1d3 Surge)

94
Side Quests / Archery Event!
« on: March 12, 2014, 08:26:37 pm »
Event 2. Archery
  • Rapid Shooting
  • Long Range Shooting
  • Mounted Shooting
  • Trick Shots
  • Best Score After All 4 Tests


---

Competition Roster_
Yuki
Miya
Last Year's Grand Champion Yuki's Mom

95
Side Quests / Unarmed Event!
« on: March 12, 2014, 08:25:51 pm »
Event 1. Unarmed
  • No Armor
  • No Weapons
  • Matches are To KO or Wounded (Wound Point Loss)
  • Healing will be provided for Advancing Participants before each New Match


---

Fight Roster_
Fight 1: Jie Hu vs. Udo
Fight 2: Winner Vs. Roka (minus 1 Luck and 1d3 Surge)
Fight 3: Winner Vs. Last Year's Grand Champion Sumo Guy (minus 1 Luck and 1d3 Surge)

96
The Call of PikaChulu / The Call of PikaChulu
« on: February 17, 2014, 07:54:55 pm »


The Call of PikaChulu
Join Ash, Misty, Brock, and Pikachu as they investigate the origins of a strangely mutated Pokemon captured by Professor Oak. A humorous adventure of cuddly madness and doom!

97
Forum Games / Mysterious Vending Machine
« on: February 14, 2014, 07:30:54 pm »
Mysterious Vending Machine
No Site would be complete without its very own Post-Spamming Mysterious Vending Machine!

Post what the person before you gets out of the machine and then what you put in. The person after you will do the same.

For Example
Poster A: I put in a Gold Piece
Poster B: You get a dry ham sandwich with note that reads: "sorry, we were out of mayo."
Poster B: I put in a wooden nickel

And so on...

So, in that light:
I put a crisp new dollar bill into the machine...

98
Forum Games / Forum Games Section
« on: February 14, 2014, 02:33:06 pm »
This is the place to run short-term or zany forum games. You can recruit players in the General Games Section first or just start up games off the cuff (totally up to you)  ;D

99
Community Conversation / New Global Mods
« on: February 14, 2014, 01:47:53 pm »
Congratulations Aman and Drakilian, who have accepted to become our Global Mods. Once set up (after I get done juggling the new layout of the Site) they will be able to help you set up your GM Forums and Game Boards  :)

100
The Call of PikaChulu / PokeThulu!
« on: February 01, 2014, 05:09:26 pm »
A Catalog of any PokeThulu Creatures Encountered During The Adventure.

May The Great PikaChulu have mercy on your Sanity...  ;D

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