emotionaut Posted February 20 Clone Share Posted February 20 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 gives Hal a weak smile, the kind one gives a confused child or elder. She doesn't mean to be patronizing, but the truth will always be the truth. "Come here, Hal. You look like death three times over. Might be you'd scare these people out of here, but I think we'd be wantin' them calm. Let me have a crack at them before bloody Hal and his flamin' sword put the fright into them," she says, while giving him a friendly pat on the shoulder. She then approaches Reverend Smith and whispers, "We need to get these people out of here, without causin' a panic. You ask David and he'll tell you." Without waiting for a response, Sophie then hurries up the aisle toward the dais, her pace increasing as the smell of smoke reaches her nose. Stepping up to the lectern, she clears her throat and then addresses the masses in a strong tone that carries through the ancient space. "Ladies and gentlemen, I would invite you all to now kindly file outside the cathedral. There will be a procession and a blessing in the name of St. Fiacre, during which time the doors will remain closed. After all is readied, we will return for the morning vigil," she announces. OOC Let's first Manipulate the reverend. Then the whole place. Name xDiceName xDiceResult xDiceString xDiceRolls Manipulate Rev 10 2d6+3 4,3 Manipulate Everyone 9 2d6+3 3,3 Link to comment Share on other sites More sharing options...
Knave Posted February 20 Author Clone Share Posted February 20 The Reverend looks a little surprised, but a brief glance at David for confirmation is all she needs to give a terse nod. Sophie's blatant lie causes her to open her mouth but she doesn't seem very assertive and she lets it slide. The congregation looks at Sophie blankly. Most have been up all night, or else roused in the small hours by the commotion around the murder. She sees they will need a more physical cue to go along with this sudden request, and sets off up the aisle. One by one, they stand up and start to follow. But when Sophie reaches the main door, she finds it closed. The handle won't turn. It's locked, but something more than that. It seems not to move a millimeter in its frame as she pulls at it. The smoke by now is a little more perceptible, and a worried murmur grows behind her as a few of the more astute or awake start to catch on to the danger. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted February 24 Clone Share Posted February 24 (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 gives the doors a solid shove and furrows her brow when they don't move. She quickly looks about for another way out or a means to force the doors. OOC Let's Read a Bad Situation. "What's my best way out?" Edited February 24 by emotionaut (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Read a Bad Situation 7 2d6 3,4 Link to comment Share on other sites More sharing options...
Knave Posted February 25 Author Clone Share Posted February 25 (edited) This is magic, an imprisonment curse or something. Given you saw a door behind the altar sticking in a similar way, it's a fair bet there's no way out right now. You need to break the curse with magic of your own. OOC Sophie gets +1 to get people out The crowd is getting agitated. "Fire?" suggests someone, with some uncertainty. Edited February 25 by Knave (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spektor Posted February 26 Clone Share Posted February 26 (edited) °•⌂→φ←ζ Aηηika, †hΣ HΣx ζ→φ←⌂•° Conditions: Persuaded Chaperone (+1 forward to protect Sophie & David), Heated Situation (+1 to find, fight, and help escape the fire.) 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 scans over the interior of the church, looking for any signs of trouble. Being dragged to church as a child had made her a natural at tuning out sermons and prayers, and using those skills, she picked up on the sound of someone banging against wood. Then she spotted the smoke. “Shit…” She swears and looks to the others that had joined her, “We have trouble. Unless someone has fired up the after-church way too early, there’s a fire. Down there.” She points, and Sophie doesn’t hesitate for a second. She empathetically recognizes the dazed state of Hal who had offered to herd the sheep out of the burning barn and steps up to do it herself. For her part, Annika was already moving towards the hatch that belched smoke from below when Sophie attempted to open the front door. A quick call of her name pulls Ana’s attention back towards Sophie and redirects her pathing. “Seriøst? Yeah, I will take care of it. Just like - I don’t know - distract them.” She mutters. “If you think fire will start a panic, casting magic will really be hard for them to accept.” She steps to the door and places her hands flat against the wood. She tries her best to make it appear as if she is merely fiddling with the lock, with her back facing most of the civilians. Touching the wood directly, she can feel the magic barring their way as it propagates through the weathered grains. It feels ancient, like petrified centipedes chewing their way through the wood. She is unsure if an amateur witch like herself is capable of counteracting such old magic, but something about those ‘chewing centipedes’ almost feels familiar. Not the magic itself, but the intention when it was cast. For some reason it reminded her of the feeling she got when riding in a vehicle that was the same make and model of her father’s — like she had been ‘in’ it many times before, yet it is older, and the mechanics that make it ‘go’ are slightly different than what she is used to. The young witch begins to mutter in a low voice, reciting a rhyme to focus her intentions. “In shadows deep and moonlight bright, Remove this spell of ancient might. Unwoven threads, barred no more, Open now, and forevermore… …ᚴᛅᚾᛏᚱᛁᛁᚦ! (gandreið)” “It’s open, go!” She commands while jerking her head back towards the door where there had been an outpouring of smoke. She had heard banging within. Does it mean someone is trapped? Or is that the creature, hoping to shed a little blood before burning its victims alive? “There might be someone trapped...” She says, looking back to Hal and Ekram with an uncertain expression. “…or it’s that thing.” OoC Using my Force of Will ability to dispel! I think my +1 ongoing to help escape the fire will apply here but let me know if I’m wrong. Not sure if my +1 to help protect David and Sophie will apply too, so I’m just gonna leave that out. Edited February 26 by Spektor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Force of Will (Weird) 11 2d6+3 5,3 Link to comment Share on other sites More sharing options...
Knave Posted February 26 Author Clone Share Posted February 26 (edited) Annika speaks a word of command and the door flies open so hard that the ancient timbers crack and burst again the walls outside. There is a wordless scream of fury and the barrowwight erupts out of the stone floor in the middle of the crowd. The flames that perpetually sear its desiccated flesh are no longer dark, but a roaring orange inferno of heat. The surrounding pews start to smolder. The congregation yell and shout and rush through the exit, but the monster grabs one young man by the wrist. You can hear and smell his flesh burning away as he writhes and screams in the creature's grasp. Edited February 26 by Knave (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DoNotFearToTread Posted February 28 Clone Share Posted February 28 (edited) In Brief Ekram The Wronged Stats: Charm +1, Cool +0, Sharp +1, Tough +2, Weird -1 Harm: ●○○ / ○○○○ Unstable: ○ Luck: ●●●●●●○ Exp: ●●○○○ Playbook Moves I Know My PreyYou get +1 ongoing when knowingly investigating, pursuing or fighting the breed of monster that caused your loss. DIY SurgeryWhen you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it’s all good, it counts as normal first aid, plus stabilize the injury and heal 1 harm. On a 7-9 it counts as normal first aid, plus one of these, your choice: • Stabilise the injury but the patient takes -1 forward. • Heal 1-harm and stabilise for now, but it will return as 2-harm and become unstable again later. • Heal 1-harm and stabilise but the patient takes -1 ongoing until it’s fixed properly. Never Again!In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to “suffer little harm.” Trust Your Gut (alt Weird)When you consult your instincts about what to do next, roll +Weird: • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place. • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that. • On a miss, your instincts lead you into danger. InvincibleYou always count as having 2-armour. This doesn’t stack with other protection. ** Chosen move, Advancement ** Through the Fire and Flames Having refused the painkillers offered up by the A&E, Ekram is more stoic and somber at the vigil than usual. The pain in his throat is a dull aching throb at this point, but it's constant and thus more annoying than the bright, sharp pain for earlier. He moves among the people, listening in on murmured conversations as the others seek out the potential danger. The mention of smoke is enough to pique his interest and then Sophie's efforts, formidable as they are, are met with an unnatural obstacle. Again all eyes turn to Annika and again she steps up to meet the demand, her magic reverberating off the walls of the place with the power is commands. The response is immediate, and terrifying, as the viking zombie leaps through the floor in search of continued vengeance. "Back to it, then." The words are a weak growl, but no amount of pain or exhaustion can keep him back from an opportunity to kill just one more ghul bastard. He shoves through the crowd, literally shouldering people aside to get to the monster and the man he's laying into. Throwing his arms around the zombie's shoulders, he heaves with all the force his muscles can muster to try and separate it from the victim. "Hal, head out of clouds and sword into hand!" OOC Stuff Okay, gonna make a roll on this Protect to try and get the option to take less Harm cause this thing hits like a truck. No such luck, but it is a success so I'll take it. Protect Someone Edited February 29 by DoNotFearToTread Forgot I healed 1 at the A&E (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Protect Someone 7 2d6+3 3,1 Link to comment Share on other sites More sharing options...
Knave Posted February 29 Author Clone Share Posted February 29 (edited) Ekram tackles the flaming corpse to the ground, dislodging its victim, who sprints through the exit without a backwards glance. The rest of the society watch aghast as Ekram is engulfed in the unnatural flames. OOC Ekram takes three harm and is on fire. Edited February 29 by Knave (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted February 29 Clone Share Posted February 29 (edited) ⛤᛭⛤ 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 Hal grins at Sophie's reproach, agreeing and frankly relieved he won't have to speak in Welsh of any kind to scare people. Language is too pretty for that. If he were a proper Methodist, maybe, he'd just make it up as he went along, proper glossolalia, but unfortunately none of that matters now. What matters now is that there's a real fire. Or at least, a divine one. As the barrow wight reappears and ensnares a victim, Hal puts his hand out and obeys Ekram without a second thought, summoning forth the sword in a rivulet of flesh squishing into the flaming sword of ancient Britonnic make. "Let him go, you angstly ol' bastard. One more emo cliche and I'll have your head." And then he moves into action. OOC Kick Some Ass Ongoing condition: +1 to avoid the cops, because now Hal doesn't talk to pigs either Edited February 29 by Gregorotto (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Kick Some Ass 14 2d6+2 6,6 Link to comment Share on other sites More sharing options...
Knave Posted March 1 Author Clone Share Posted March 1 Hal can already see the hole he made in the chest of this thing, which didn't seem to finish it off before. But this time the sword seems to have other ideas; it slices through the smoke-filled air, the keen edge leaving barely a ripple in the dancing gray strands. Hal feels no resistance to the swing, but the of you see the barrowwight's head - the head of a man who was murdered right here a thousand years ago - tumble off and strike the cathedral floor. The flames explode. OOC Hal takes 3 Harm ignore armour and is On Fire Ekram takes 2 Harm ignore armour and is On Fire The others all take 1 Harm. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spektor Posted March 1 Clone Share Posted March 1 (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’s surprise and excitement from successfully dispelling magic immediately changes to surprise and horror when the wight bursts from the floor with deadly intent. “Oh f*ck!” Her shout is quickly followed by a wave of exhaustion from the expulsion of magical energy. Her eyes roll backward and she sways on her feet for a second. “Oh f*ck…” Thankfully, she is able to pull it together thanks to adrenaline fueling her consciousness. But, before she can jump into action, Ekram and Hal — those holy warriors — are already on top of the creature. Even with the heat from the flames blowing her hair back, Annika cannot stifle the shiver caused from watching Hal summon that flesh borne blade. But his use of the sword is masterful, especially with Ekram’s sacrifice of holding the burning wight in place. With one clean slice the being that had caused so much anguish and death, similarly born from such, meets its end. The following blast nearly knocks the young Witch on her rear end. The searing heat scorches her skin and causes her to whimper in pain. But she is alive. For that, she can be thankful. Others were not so lucky. She can only hope Hal and Ekram were not among those less fortunate souls. “Ekram! Hal!” She shouts out desperately, trying to blink away the spots of blindness caused by the sudden flare of light. She is already preparing a healing spell in a worried, shaking voice as she sprints over. OoC Apparently I need to spec into heals! Casting healing magic on whoever looks the worst off. I will take the 1-harm as my glitch, making me unstable. Edited March 1 by Spektor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Use Magic - Heal 7 2d6+2 4,1 Link to comment Share on other sites More sharing options...
Knave Posted March 2 Author Clone Share Posted March 2 As Annika summons the power to mend the worst of the burns, the corpse of the slain Viking is rapidly decomposing. The smoke continues to thicken in the close air of the Cathedral. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DoNotFearToTread Posted March 2 Clone Share Posted March 2 (edited) In Brief Ekram The Wronged Stats: Charm +1, Cool +0, Sharp +1, Tough +2, Weird -1 Harm: ●●● / ●○○○ Unstable: ● Luck: ●●●●●○○ Exp: ●●○○○ Playbook Moves I Know My PreyYou get +1 ongoing when knowingly investigating, pursuing or fighting the breed of monster that caused your loss. DIY SurgeryWhen you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it’s all good, it counts as normal first aid, plus stabilize the injury and heal 1 harm. On a 7-9 it counts as normal first aid, plus one of these, your choice: • Stabilise the injury but the patient takes -1 forward. • Heal 1-harm and stabilise for now, but it will return as 2-harm and become unstable again later. • Heal 1-harm and stabilise but the patient takes -1 ongoing until it’s fixed properly. Never Again!In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to “suffer little harm.” Trust Your Gut (alt Weird)When you consult your instincts about what to do next, roll +Weird: • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place. • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that. • On a miss, your instincts lead you into danger. InvincibleYou always count as having 2-armour. This doesn’t stack with other protection. ** Chosen move, Advancement ** Through the Fire and Flames The flames eat through jacket, shirt and skin with surprising ease and the flare of pain only makes him latch on tighter. The creature squirms and thrashes against his grip, and then the blade is flashing through the air and Ekram plants a foot in the monster's back and kicks him into Hal's swing. Falling back and away from the flames, Ekram stumbles over a bit of the scattered furniture and rolls over it, shielded from the worst of the blast. He hits the ground and rolls, trying to get further from the source of his agony and smother the flames. He ends up on his back, smoldering but no longer alight. "One week of no suffering is too much to ask." He groans against the pain in his arms and chest, reaching up to touch the side of his head where the hair has burned away. Waving Annika in Hal's direction, he lurches up to sitting and then doubles over to the side as his stomach, largely holding only Doc's booze and some hospital graham crackers, empties itself onto the floor. "One minute. Just need...one..." Slumping back, he sucks in smoke filled air and weighs his energy reserves against what it would take to crawl out the door and away from this inferno. OOC Stuff Spend a Luck point to prevent the last damage and immolation. Edited March 2 by DoNotFearToTread (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ezeze Posted March 4 Clone Share Posted March 4 The Reverend Dr. David Beaumont, Professor Emeritus Sheet Luck □ □ □ □ □ □ ■ Harm ■ ■ □ | □ □ □ □ Experience ■ ■ ■ □ □ The younger folk had been quicker to react than David, and he was lucky for it. But David knows something that they don't; where the fire extinguishers are kept. With the drauger defeated and gone, he makes a sprint (or as close as he can mange) for one. Because the first priority is always to save the congregation, of course. A church is its people, more than a building. But saving the building, too, sure would be nice. He'll pass the first few fire extinguishers he can lay hands on to willing volunteers - the other members of the Society if possible, but they've already done more than enough if not - keeping only the last one he knows of for himself. Name xDiceName xDiceResult xDiceString xDiceRolls Act Under Pressure (+Cool) 6 2d6+1 4,1 Link to comment Share on other sites More sharing options...
Gregorotto Posted March 5 Clone Share Posted March 5 ⛤᛭⛤ 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 He just had to threaten to take the damn thing's head. He doesn't register the flames at first, just a thin feeling of discomfort and a tightening of skin as it figures out what to do with itself. Only the flickering lights that destroy his shadow but reflect on the floor indicate the truth, and he realizes the draugr's final action was to catch flame and that included him. Hal is on fire. Oh shit, Hal is on fire. Ripping his flannel off with a scream and dropping his sword, he begins to beat the flannel on the ground, then stomping on it, to put out the flame, then uses the flannel to put out the fire on his shirt and jeans and body. Holes develop quickly and he begins to look like a slightly toasted Gap model on layaway. His skin charred in places, now a bright pink, once the flames die away the real pain begins. The burning is deep, the pain running almost to his bones, and he feels as if parts of him are going to whelp up soon. While he does not vomit from the pain, the involuntary shaking and the lack of mental capacity begins in earnest. "Can I... get more medicine?" OOC Spend a Luck to turn the fire off. 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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