emotionaut Posted March 6 Clone Share Posted March 6 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 the creature meets its final end, it seems intent on taking the rest of them with it. The burst of flame catches them all by surprise, Sophie no less so than the others. But her skin doesn't redden, her hair doesn't singe, and her clothes do not burn. Perhaps it's luck. The fire breaking just so and sparing her the worst of it. She doesn't draw attention to it. She may even pat herself down as if extinguishing some spark or flicker of flame. The others have it worse, and so she doesn't expect any to have the focus to notice her going unscathed. When David hurries to combat the fire threatening the building, Sophie is quick to follow and lend a hand. "Here, let me get that for you," she offers. OOC Let's Help Out! Name xDiceName xDiceResult xDiceString xDiceRolls Help Out 13 2d6+2 6,5 Link to comment Share on other sites More sharing options...
Knave Posted March 13 Author Clone Share Posted March 13 (edited) David leads the crowd's effort to extinguish the flames, with many turning to lend a hand. It seems to have sprung up in several places around the ancient chapel, but by running into the places where the smoke is thickest, he finds them all. By the time the fire brigade arrive, all they find is some extensive charring and a lot of foam. They herd you outside onto Tom Quad just as the sun is rising. Price to pay David takes -1 ongoing to Tough, Cool and Charm rolls this week as he recovers from smoke inhalation. Some ancient relics and artworks are damaged. Edited March 13 by Knave (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spektor Posted March 14 Clone Share Posted March 14 (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 releases her healing spell on Hal just as he is able to put himself out. As the energy is expelled from her body, with the fire still raging around her, Annika sways on her feet and just barely catches herself from falling into an enflamed pew. “I…can try and call to the rain and…” She sways again nearly passes out, but adrenaline is a powerful chemical and she is able to maintain consciousness. Good thing, that. One might say that a burning building is just about the worst place one could faint. She sluggishly attempts to cast another spell without finishing her original sentence, muttering something about rumbling thunder and crackling lightning, but it doesn’t take. Whatever forces she is calling on either cannot hear her, or choose not to answer. “I-…I can’t.” She finally exclaims, rubbing her eyes like a tired child. When she blinks away the blurred vision, she sees that her allies have already taken charge of the situation and have thoroughly defeated both the monster and the ensuing fire. “Oh.” They are lead outside by the fire brigade and Annika lets out a hacking cough and peers towards the horizon, shielding her eyes from the rising sun’s light. Out of habit she fishes into her pocket and grabs the crushed pack of cigarettes, but another coughing fit makes her rethink the action and she tucks the pack back into her singed pants. She feels shaky and weak, like she hadn’t eaten in a day or two. But she guesses that’s what it feels like when you start to overexert yourself as a…witch? She supposes that’s what she is. With blurring vision, she looks to everyone else in their group. All accounted for; all alive. “Well, we did it. I think there might have been some…exposure; a lot of people saw some f*cked up shit. How are you holding up, mates? Ekram, Hal? You two saw the worst of it.” She leans to the side and spits out a glob of soot-stained mucus and immediately scowls at the sight of it before looking away towards the rising sun. “I have a feeling I will be missing class today.” OoC N/A Edited March 14 by Spektor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DoNotFearToTread Posted March 21 Clone Share Posted March 21 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 ** Does This Job Come With Medical? Reaching the outside takes a lot of effort but not burning alive is proper motivation. Ekram posts up on a bench in the quad as people move like ants through the front doors, in and out carrying water and extinguishers. He's had enough of the whole thing so he leaves them to it, touching the angry red patches on his left arm and the side of his face. Most of them don't even hurt anymore, which he knows from his basics in first aid to be a bad thing. No pain, no nerves, bad burn. Someone offers him water and he uses it to clear the ash and vomit taste from his mouth. When Annika inquires about his condition he gives a shake of his head, a motion that causes the lighter burns on his neck to scream out. "Any one you walk away from, right?" A saying he'd generally agree with, but turning over in his mind how long it is likely to take for these burns to form scars colors his perceptions. No stranger to scars, he'd be willing to blow the injuries off as 'part of the job' if it weren't for the source. Ghuls are kind of his deal and he's taken on plenty but this thing, this dragr from ages past, was something entirely different. He'd stake the claim that it was the most powerful thing he'd ever seen in his time killing monsters. And that meant there were likely even more powerful things out there. His face is tight, doing its best to seem unphased, but inside the truth is turmoil. Ekram's foundations have been shaken, and everything he's been doing has been called into question. "One more hospital stay won't be so bad." He mutters the words for nobody's benefit but his own, trying not to give voice to what is racing through his mind. He doesn't have magic like Annika. No magic sword like Hal. No strange kinship with monsters like Sophie. For the first time he has to consider that maybe he just isn't strong enough for this. OOC Stuff Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted March 22 Clone Share Posted March 22 ⛤᛭⛤ 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 doesn't hear much. He doesn't see much. All he knows is that he's over, and he's in pain. And smoking, maybe. But not in a cool Ekram way, more in a "ouch, wow, I'm not supposed to be on fire" kind of smoking. At Annika's question, he smiles and nods at Ekram's response. "I think I would like more morphene, please. And then.... back to work. Turns out Oxford's about as safe as Whitechapel at sundown, and we're the only thing standing between Saucy Jack and his prey." He stands. "Let's go test the NHS' patience." 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...
emotionaut Posted March 24 Clone Share Posted March 24 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 After the fire is under control, Sophie takes a moment to catch her breath. She feels like she's been in motion nonstop since the draugr first reared its head. But in that moment of reflection, she can't help but let the emotions of those around her seep into her mind. Beyond the lingering unease felt by almost everyone who escaped the church, she senses the weariness of Annika, Hal, and Ekram. Sophie and David have the benefit of years - no, decades - of experience. And while that experience was not particularly useful in preparing them for the draugr, they are perhaps better able to recover from the general stress of the entire ordeal. For the younger ones, recovery may require something more. Letting their emotions roll over her, Sophie starts to put together the beginnings of a plan. Coursework be damned. These three needed a holiday. OOC Sophie wants to take Hal, Ekram, and Annika on a weekend getaway! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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