Ezeze Posted January 24 Clone Share Posted January 24 The Reverend Dr. David Beaumont, Professor Emeritus Sheet Luck □ □ □ □ □ □ ■ Harm ■ □ □ | □ □ □ □ Experience ■ ■ ■ □ □ "Well, then our next stop has got to be the Cathedral at Christchurch" David says. "I am going. You are free to accompany me." That last bit was directed at Sophie, Annika and Sigurdur all. Any of them, individually or as a group, are welcome to join him. But there isn't anything they can do to stop him. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted January 25 Clone Share Posted January 25 Sophie ●○ the Monstrous ○● StatsCharm -2, Cool +2, Sharp 0, Tough 0, Weird +3 Harm: ●●○ / ○○○○ Unstable: ○ Luck: ○○○○○○○ Exp: ○○○○○ Moves Unnatural AppealRoll +Weird instead of +Charm when you manipulate someone. Dark NegotiatorYou can use the manipulate someone move on monsters as well as people, if they can reason and talk. ImmortalYou do not age or sicken, and whenever you suffer harm you suffer 1-harm less. Unquenchable VitalityWhen you have taken harm, you can heal yourself. Roll with Cool. On a 10+, heal 2-harm and stabilize your injuries. On a 7-9, heal 1-harm and stabilize your injuries. On a miss, your injuries worsen. IC When Sophie followed David down into this hole, she was reasonably sure their quarry had gone. She accompanied him chiefly to make sure he didn't injure himself while poking about in such an unsafe, dimly lit area. But now he's talking about heading on to what may very well be a final confrontation with the wight, without their two biggest guns. It feels foolish, and that's not a characteristic she's associated with David in a long time. The man has a lifetime of world experience that puts hers to shame. And yet there are times like now when she has to remind herself she's his elder. Placing a hand gently on his arm, she looks him in the eyes with just the smallest tilt of her head. It's a posture that one might see before admonishing a child, and she knows it. "Come here, David. Now listen, we're not at our best. The boys are hurt. And we're all a little scratched up, aren't we? "It's late. We're tired. Don't you think we should be gettin' some rest? Church'll be empty at this hour. Little harm can be done, so. Let's leave it until the mornin'," she suggests. OOC Let's see about Manipulating David. Name xDiceName xDiceResult xDiceString xDiceRolls Manipulate Someone 13 2d6+3 5,5 Link to comment Share on other sites More sharing options...
Ezeze Posted January 27 Clone Share Posted January 27 The Reverend Dr. David Beaumont, Professor Emeritus Sheet Luck □ □ □ □ □ □ ■ Harm ■ □ □ | □ □ □ □ Experience ■ ■ ■ □ □ David rests his hand on Sophie's. "Now Sophie" he chides, gently. "I thought you knew me better than that." "If there is really no risk, I won't be harmed any by going to take a look. But if there is a risk, how could I live with myself when I could have prevented a disaster and did nothing? "I promise if I don't find anything, I'll right to home and we'll try again tomorrow. But I have to go look." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Knave Posted January 28 Author Clone Share Posted January 28 The three Hunters arrive back at Christchurch shortly after. Several police cars and vans are parked outside, and the Lodge is cordened off. A small crowd is standing around, some just looking curious, others in tears. The remaining porters are directing residents to enter through the meadow gate instead. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spektor Posted January 30 Clone Share Posted January 30 °•⌂→φ←ζ Aηηika, †hΣ HΣx ζ→φ←⌂•° Conditions: Persuaded Chaperone (+1 forward to protect Sophie & David) Stats: Charm +2, Cool +0, Sharp +0, Tough -1, Weird +2 Harm: ●●○/○○○○ Unstable: ○ Luck: ●○○○○○○ Exp: ●●●○○ Temptation: Power Moves & Gear Bad Luck CharmWhenever you use magic and miss, the backlash never affects you directly if there’s someone else around to hit. It’ll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. Cast the Bones Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you seek guidance by divination, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. On a miss, you get some information, but it’s not what you want to hear. Spend those holds to ask any question from the investigate a mystery move, or one of the following questions: • What can I gain from this person/place/thing/creature? • Who has touched this person/place/thing/creature before me? The Keeper will answer truthfully, with either a direct answer or how to find out more. Sympathetic TokenAs long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you try to use magic against them and miss, the token is lost, destroyed, or loses its power. Force of WillWhen you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1-harm as the strain of dismissing magic unravels you. Rotes: Leeching Enchantment(Must be cast at night. Requires the burning of pressed flowers.) This ability works similar to the Use Magic ability: Enchant a Weapon, but with extra bonuses. On a 10+ Enchant a weapon. It gets +1 harm and +magic and + Vampiric (1 healing for each time it deals damage). On a 7-9 The effect is weakened. Choose two of the three tags. On a miss The weapon turns on you as you attempt to enchant it. Take 1 harm ignore armour. Apply no Effects. Gear: Athame(2-harm hand magic silver) Staff(1-harm hand balanced large) Annika watches the interaction between David and Sophie with a quirked eyebrow. For the first time, she really observes Sophie’s way of communicating with others, especially when she wants them to do something. Annika notices her way of taking a gentler tone, of making physical contact, and of knowing exactly what to say to strum someone’s heartstrings. In fact, Annika is quite impressed by it. She isn’t certain that she understands Sophie’s abilities; it seems to her that empathy was an achievable power, if not a common one. But perhaps there is something to the idea that Sophie’s empathic capabilities are stronger than the average person’s. Come to think of it, she had taken to Sophie as a friend fairly quickly, which is uncommon for the teen witch, given her history. That has to account for something. Nevertheless, David is unconvinced. Perhaps he’s become immune to her wiles. Or maybe it’s merely that people’s lives are at stake. Suddenly, Annika is simultaneously happy that she stayed with David and Sophie, and anxious that they are down two hunters. “Sounds like we’re all going on a church field trip, then.” She says, looking to Sophie with a pitying shrug. As they arrive at the church, the flashing police lights immediately put her nerves on edge. “Shit, this thing isn’t exactly being subtle, is it?” She says, to no one in particular. Annika pushes herself through the crowd and towards one of the porters. “Hoi, maat! What’s goin’ on in there? Someone get sick on Christ wafers?” She asks the question as casually as possible, hoping she can at least get an idea what the creature had done already before seeking a way inside. OoC Not sure if I need to charm for info, or if this is just a reflavor of read a bad situation. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Knave Posted January 31 Author Clone Share Posted January 31 The man looks very harried and uncertain. He falls back on officiousness. "There was an incident in the lodge. A few hours ago. It's a police matter. There's no ongoing danger, so please go to your rooms". He points through the side gates. "The Censor Theologiae has sent all members an email explaining." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Knave Posted February 2 Author Clone Share Posted February 2 As you are about to head inside, David spots a familiar face: the Very Revd Alice Smith, who is the Precentor at the Cathedral. Since it is the cathedral church of the Diocese of Oxford, David has had occasion to speak with her before. Both have been around the city for a long time. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ezeze Posted February 2 Clone Share Posted February 2 The Reverend Dr. David Beaumont, Professor Emeritus Sheet Luck □ □ □ □ □ □ ■ Harm ■ □ □ | □ □ □ □ Experience ■ ■ ■ □ □ David taps Sophie and Annika on the shoulder. With a nod of his head, he leads them all over to Reverend Alice Smith. "Reverend" he says, politely. "Is anyone hurt? Can we do anything to help?" Name xDiceName xDiceResult xDiceString xDiceRolls Investigate a Mystery (+Sharp) 9 2d6+3 3,3 Link to comment Share on other sites More sharing options...
Knave Posted February 2 Author Clone Share Posted February 2 (edited) What happened here? She shakes her head sadly. "James, one of the porters, was killed. A couple of hours ago. The police are collecting evidence and talking to people. Everyone is very scared. I'm organising a vigil in the chapel at dawn, if you would want to come?" Edited February 2 by Knave (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted February 5 Clone Share Posted February 5 (edited) Sophie ●○ the Monstrous ○● StatsCharm -2, Cool +2, Sharp 0, Tough 0, Weird +3 Harm: ●●○ / ○○○○ Unstable: ○ Luck: ○○○○○○○ Exp: ○○○○○ Moves Unnatural AppealRoll +Weird instead of +Charm when you manipulate someone. Dark NegotiatorYou can use the manipulate someone move on monsters as well as people, if they can reason and talk. ImmortalYou do not age or sicken, and whenever you suffer harm you suffer 1-harm less. Unquenchable VitalityWhen you have taken harm, you can heal yourself. Roll with Cool. On a 10+, heal 2-harm and stabilize your injuries. On a 7-9, heal 1-harm and stabilize your injuries. On a miss, your injuries worsen. IC Sophie puts on her most forlorn face. "Awful. So awful. We were by just after studyin' and caught a sight. Then havin' to describe it all again to the police, we can't hardly get the images out of our heads. "Reverend Beaumont found us in a daze just now. He suggested it might do us some good to visit the chapel before we head to our beds. Say a prayer for the poor man. Would that be permitted?" she asks, linking arms with Annika to make it look like her tute daughter needs a steadying hand. OOC Let's see about Manipulating this chick. Ooops, I did subtract instead of add. That should be a 9. Edited February 5 by emotionaut (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Manipulate Someone 3 2d6-3 3,3 Link to comment Share on other sites More sharing options...
Knave Posted February 5 Author Clone Share Posted February 5 do something right now to show you mean it "Of course, of course. The cathedral is always open." She looks at you both with concern. "In fact, I'll come with you. I should check who is there, and start preparing for the morning vigil." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Knave Posted February 12 Author Clone Share Posted February 12 A short time later, and all of you are gathered in the large vaulted cathedral that was built on the ashes of the Church of St Frideswide, patroness saint of Oxford from before the University ever existed. A good number of students are here as well, clustered in small groups, sitting here and there in the pews, reflecting on the murderous events of the night past. The chapel staff move between them, softly testing if any need to talk. The sun is just threatening to come up. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spektor Posted February 16 Clone Share Posted February 16 (edited) °•⌂→φ←ζ Aηηika, †hΣ HΣx ζ→φ←⌂•° Conditions: Persuaded Chaperone (+1 forward to protect Sophie & David) Stats: Charm +2, Cool +0, Sharp +0, Tough -1, Weird +2 Harm: ●●○/○○○○ Unstable: ○ Luck: ●○○○○○○ Exp: ●●●○○ Temptation: Power Moves & Gear Bad Luck CharmWhenever you use magic and miss, the backlash never affects you directly if there’s someone else around to hit. It’ll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. Cast the Bones Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you seek guidance by divination, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. On a miss, you get some information, but it’s not what you want to hear. Spend those holds to ask any question from the investigate a mystery move, or one of the following questions: • What can I gain from this person/place/thing/creature? • Who has touched this person/place/thing/creature before me? The Keeper will answer truthfully, with either a direct answer or how to find out more. Sympathetic TokenAs long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you try to use magic against them and miss, the token is lost, destroyed, or loses its power. Force of WillWhen you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1-harm as the strain of dismissing magic unravels you. Rotes: Leeching Enchantment(Must be cast at night. Requires the burning of pressed flowers.) This ability works similar to the Use Magic ability: Enchant a Weapon, but with extra bonuses. On a 10+ Enchant a weapon. It gets +1 harm and +magic and + Vampiric (1 healing for each time it deals damage). On a 7-9 The effect is weakened. Choose two of the three tags. On a miss The weapon turns on you as you attempt to enchant it. Take 1 harm ignore armour. Apply no Effects. Gear: Athame(2-harm hand magic silver) Staff(1-harm hand balanced large) Annika feels a shiver run through her as she enters the cathedral with the others. It had been quite some time since she had been in a church like this, and she could immediately taste something sour in her mouth. Her experiences with being raised as a Catholic had contributed heavily to who she is today — particularly her rebellious nature. Part of her can almost empathize with that undead monster; she hates Christianity. She hates the guilt; the tradition of it all; the lies. But she could never justify pointless slaughter, not even of those she hated. That’s what separates the monster from the monster hunters. They would kill this thing — this Draugr — again. But only to save those that it planned to kill. Not for God or any other deity. But for the people who didn’t deserve this creature’s vengeance. She tries to keep a sneer off her face as her eyes pass over all of the religious symbology. She needs to focus. She needs to figure out if the Draugr is nearby, waiting for its chance to strike. Or worse, if it is planning something more ambitious… OoC Reading a bad situation EDIT: Nice! That’s Hold 3. - Are there any dangers we haven’t noticed? - What is the best way to protect the victims? I might hold my last one until its pertinent Edited February 16 by Spektor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Read a Bad Situation 10 2d6 4,6 Link to comment Share on other sites More sharing options...
Knave Posted February 17 Author Clone Share Posted February 17 Annika hears a quiet rattling. To the side of the altar, someone is trying to pull a door open - one of the cathedral staff is jiggling the handle with a frown on their face. At the same moment, she detects a strange scent - the scent of smoke. It can't be seen yet, but it's definitely there. There are probably a hundred people in here. They need to get out. OOC Annika gets +1 to finding and fighting the fire, and getting people out of the cathedral Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted February 18 Clone Share Posted February 18 ⛤᛭⛤ StatsCharm -1, Cool +2, Sharp 0, Tough +2, Weird +1 ⛤᛭⛤ Harm: ●○○ / ○○○○ Unstable: ○ Luck: ○○○○○○○ Exp: ●○○○○ Moves Cast Out EvilCast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect—the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (e.g. the Monstrous). On a miss, something is keeping it here. That’s bad. Lay on HandsLay On Hands: Your touch can heal injury and disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they’re stabilized. On a 7-9, you can heal the harm or illness as on a 10+, but you take it into yourself. On a miss, your aura causes them extra harm. No LimitsWhen you push your physical body past its limits, roll +Weird: • On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment. • On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now. • On a miss, something goes horribly wrong. Advanced No Limits. If you advance your no limits move, add this: • On a 12 or more, you can continue acting at your body’s limits for 30 seconds. For the purposes of this move, “physical possibility” means “conceivably possible for a human.” For example: • Physically Possible: Lift an SUV, Jump over a truck, Punch through a wall. • Not Physically Possible: Lift a building, Fly, Punch a blast of energy at a foe. SmiteSmite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2-harm intimate hand messy. IC Drugs are a hell of a thing. Hal, recovered from the hospital and wrapped in bandages over wounds and ribs, looks around like he's waking from a dream. He's not, not really, but he is very confused about what is going down. He knows what he's been told in the calls that brought them here: that the Draugr is still out there, that there's a vigil, and that this is a good way to meet back up. And so, here he is. And they have a problem. "I can speak in tongues. I can have a seizure. At this point I can do anything this high. Say the world and we'll get these people out of here." OOC Ongoing condition: +1 to avoid the cops, because now Hal doesn't talk to pigs either Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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