Jump to content

Killer Shrike

HERO Member
  • Posts

    14,618
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Killer Shrike

  1. You'd have to keep the magic side of it completely secret and if you fkitup you'd have perpetuated an Accords violation. Let's re-word that to "Supernaturally aware customers..." and we can work with that. Yes, this definitely works. If you start leveraging your FBI influence for corporate advantage you run the risk of a conflict of interests. Of course, this sort of thing happens on the low down in reality, but you definitely don't want to make it part of your core pitch and you certainly can't rely on it. This already happens as part of you being "Special Assets"...the things they don't put on the bounty boards due to being too important or requiring more finesse than a bunch of murder hobo Hunters looking for scalps are available to you. And from time to time they will directly ask you to help out on certain things as needed. That's not a business opportunity, that's a function of the deal made when you became Special Assets. I would suggest you leave off trying to provide service directly to mundanes as it's just fraught with dangers. Here's a few business opportunities that you are well positioned to pursue that don't jeopardize your relationship with Section M or risk violating the Accords directly: Supernatural Wards are a commodity. They are very useful, it requires the highly skilled labor of very rare specialists. Those who are supernaturally aware who can afford them definitely want them once they know how great they are. Wizards generally don't like doing them en masse as they take time, they are somewhat vulnerable while they put them down as it requires concentration, and it is fkng boring. There are some non-Wizards who can do wards, and they tend to be the ones making money doing work for hire to lay down and maintain wards. The demand far exceeds the supply of practitioners willing to do the work. Thus, business opportunity. There are two basic kinds of supernatural problems: the more typical is low intensity weird happenings that people start to notice but which are not directly alarming, and high intensity / emergent threats requiring immediate action. The high intensity stuff is all reactionary, tactical response work...the last two things your group did for instance. The other sort tends to percolate a bit and eventually get noticed or reported and end up getting paid attention to...once Section M becomes aware of a new possible supernatural thing if it is not immediately obvious to the analysts what might be going on an Initial Assessment bounty is put up on the Hunter boards. IA's (as they are called) don't pay much compared to Sanctioned bounties on dangerous verified supernats but it is steady, reliable, and somewhat safe work. There is a strata of Hunters good at the investigative / information gathering side of things who make a chunk of their living off of doing IA's. Most of the time, its nothing and they get paid a flat fee and a per diem. Sometimes it is something and they get paid for Confirmation on a sliding scale based upon the threat level of the supernat thing they verified the existence of and the quality of the information they submit. In some cases, those same Hunters then turn around and collect the bounty on that thing if one is posted, but the meek and mild variety of Hunter is usually done and leaves the violent side of it to other Hunters responding to the posted bounty. Unconventional Solutions could start a line of business around IA work, with the expectation that they would be ideally situated to rotate out the investigative asset and rotate in a kill team (probably the PC's) to collect any bounties before other Hunters could respond when that pans out. Individual Hunters sometimes just can't handle a job, or get in over their head. If they don't have a personal network to call upon they're hosed. There are essentially mercenary Hunters who make their living responding to requests for help in return for a cut of the resulting Bounty or an upfront fee, but quality and timing issues abound as well as the problem of finding the guy with the skill set needed for a particular hunt in a timely manner. Similarly, quality information is a commodity. Most hunter groups don't have access to an actual wizard or an expert on killing vampires or a linguist who knows how to decipher the specific Sumerian dialect of the strange scroll they found. Your firm could offer a solution to this, becoming a sort of Hunter outsourcing firm. You could start up and support an affiliate network. As your clients are other Hunters (who usually have money to spend thanks to bounty pay offs)...you would be free and clear of direct violations of the Accord of Secrecy. Along the same lines, Claims and Asset Management. After a bounty job, Hunters have to file field reports and depending on the circumstances submit evidence, etc, to document their bounty claim. Then they have to wait for their claims to get processed. Sometimes there are problems or more documentation is needed, etc. Even when everything goes 'happy path', many Hunter are not very tech savvy so managing the online filing / e-processing / and automatic check handling flow that modern Section M uses for the money side of it is a bit of a strain for them. Then, when bounty money is paid out and available most Hunters don't know what to do with lump sum payouts beyond spend spend spend or let it sit in an account...they are not financially savvy enough to invest or to do anything intelligent with it. This extends eventually to retirement planning and preparation for potentially untimely death (a real risk in the Hunter's line of work), but that's a digression. Your firm could provide a managed solution to deal with bounty processing, with additional service available to distribute and / or invest bounty payoffs on behalf of Hunters using the service. This would potentially, over time, result in your firm having a significant amount of assets under management and proffer other possibilities.
  2. Ok, so we'll need to clarify terms here a bit to make sure there are no misunderstandings. "Mundane" refers to the majority of the worlds non-supernatural population who are unaware of the supernatural and whom the Accords are intent upon keeping that way ("for their own good", of course). Some mundanes may be _suspicious_ or harbor 'hippy dippy' affectations (like crystal power, etc) but they are essentially harmless and live their lives entirely unaffected by the supernatural world. There are of course mundanes who suspect the existence of extra-normal / supernatural things and pick at the fringes of the veil of secrecy, but they come in a Baskin Robbins variety ranging from "on to something specific and real" to "completely wrong and maybe insane". Those in this group who pursue quiet lines of personal inquiry are not a threat to the Accords. Those who are vocal / bring attention to cover ups / otherwise make people question "normalcy" are a threat to the Accords and steps might be taken if necessary. This gradually gives way to the next group of "normal" people on the spectrum of supernatural awareness. There are normals who are aware of or have even had direct non-reputable experience with one or more specific supernatural things. This relatively small group of people can be thought of as "partially supernaturally aware". It is important to note that this is not a binary situation...someone may have had contact with, say, some kind of Sidhe related supernatural activity; they may now have some vague or specific knowledge in the realm of Faery Lore; this does not mean they also somehow know about all the other kinds of supernatural things out there...it also doesn't mean what they know about what they actually encountered is objectively and academically complete and accurate. Such a person, having survived or witnessed such a thing, might go off and start trying to research / discover more, but they are going to have a very difficult time getting accurate information; the silly illustrated fairy books and confusing Celtic myths they're likely to find at the library / book store might have kernels of truth, but they are vague and misleading...if they weren't the powers that be who have been enforcing the Accords for a long time now would have removed those sources from the public purview. These people are dealt with on a case by case basis depending upon what they know. These people are borderline and this is a grey area...at a certain point a given individual may know enough to not be considered a mundane any longer...which brings us to the next group. Finally, there is a relatively very small set of people who are technically "normal" / non-supernatural but who have some level of accurate knowledge of one or more types of supernaturals, probably know at least the broad strokes of the Accords, and are essentially a lost cause from the perspective of the Accord of Secrecy. They may not know everything, but they know enough. From an Accords perspective, these people are not considered to be "mundane" and are themselves subject to the Accords (particularly the Accord of Secrecy) and are subject to the punishments for violating them the same as a supernatural. Professional Hunters obviously fall into that last group, as do past and present Section M personnel. There are also others scattered here and there, particularly in law enforcement, journalism, some branches of academia, locals who live near supernatural nexi (actually the plural of nexus is nexus but I can't stand to look at it), and of course survivors of past supernatural outbreaks who "saw too much" to be subject to the usual cover ups. All major and most minor cities have at least one person in law enforcement who has encountered some "weird shit" and has likely worked with Section M and / or one or more Hunters in the past. Older editors and show runners in news media have had at least one visit from a Section M agent in their careers and at the very least know that certain kinds of stories should not be reported on verbatim or at all. Etc. So...when you say you want to do work for Mundane customers using magic...that's problematic.
  3. Unconventional Solutions, LLC Privately held, board undisclosed Private Investigation and Security Risk Management firm Corporate Offices: Boston, MA ________________________________ Wealth: 6 Holdings: 0 Renown: 0 ________________________________ @Durzan Malakim @King Red : tell me more about what Murgy and Killroy set up for the company while the other Hunters were doing their things for the last two months. I'm also, I must admit, a bit fuzzy on what you intend for your company to actually do...who precisely are your clients? How do you advertise to them? How do you monetize your services? You know...what is your actual business plan, within the bounds of the setting and how hunting monsters for bounties is established as working?
  4. https://en.wikipedia.org/wiki/Qliphoth Hermetic Qabalah (from Hebrew קַבָּלָה (qabalah), meaning 'reception, accounting') is a Western esoteric tradition involving mysticism and the occult. It is the underlying philosophy and framework for magical societies such as the Golden Dawn, Thelemic orders, mystical-religious societies such as the Builders of the Adytum and the Fellowship of the Rosy Cross, and is a precursor to the Neopagan, Wiccan and New Age movements.[1]The Hermetic Qabalah is the basis for QliphothicQabala as studied by left hand path orders, such as the Typhonian Order. Hermetic Qabalah arose alongside and united with the Christian Cabalistic involvement in the European Renaissance, becoming variously Esoteric Christian, non-Christian, or anti-Christian across its different schools in the modern era. It draws on a great many influences, most notably: Jewish Kabbalah, Western astrology, Alchemy, Pagan religions, especially Egyptian and Greco-Roman (it is from the latter that the term "Hermetic" is derived), neoplatonism, gnosticism, the Enochian system of angelic magic of John Dee and Edward Kelley, hermeticism, tantra and the symbolism of the tarot. Hermetic Qabalah differs from the Jewish form in being a more admittedly syncretic system, however it shares many concepts with Jewish Kabbalah.
  5. SUMMARY Murgatroyd POINTS: 200 Total Points (STATS: 41, SKILLS/PERKS/TALENTS: 159, POWERS/M-ARTS: 0) PRIMARYS: STR: 10 DEX: 10 CON: 10 BODY: 10 INT: 18 EGO: 15 PRE: 15 FIGUREDS: PD: 2/8 rPD: 0/6 ED: 2/8 rED: 0/6 SPD: 2 REC: 6 END: 30 STUN: 20 Run: 12m, Swim: 2m, Leaping: 2m COMBAT: Initiative:10, PER:13-, ECV:4 - 4, OCV:4, DCV:5 plus +1 with Ring of Arcane Blasting, +3 with Arcane Magic; Only for OCV or OMCV (-1), +1 Any 3d6 roll pertaining to Cthonic SFX; (-2) SKILLS/PERKS/TALENTS: +1 with Ring of Arcane Blasting, +1 with Warding, +3 with Arcane Magic; Only for OCV or OMCV (-1), +1 Any 3d6 roll pertaining to Cthonic SFX; (-2), Conversation 12-, High Society 12-, Linguist, Language: Aramaic (basic conversation; literate), Language: English (idiomatic; literate), Language: Hebrew (Israeli) (fluent conversation; literate), Language: Latin (fluent conversation; literate), Language: Yiddish (basic conversation; literate), Jack of All Trades, PS: CEO 13-, PS: FBI Special Asset 13-, PS: Wizard 13-, Scholar, KS: Cthonic Lore 13-, KS: Hermetic Lore 14-, KS: History of the Last Century 13-, KS: L'Éminence Nocturne 10-, KS: Mystic Lore 13-, KS: Secrets of Life and Death 13-, KS: Supernatural World 13-, MVP x 2, Fringe Benefit: (Story Reward), CEO / Partner in Unconventional Solutions, LLC, Mystic Pool (103) (plus Character Creation Resource Points), Professional Monster Hunter, Favor: SAIC Harker, Permits: FBI: Section M Special Asset, Supernatural Hunter License, Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6, The Magic of Compound Interest (Money): Wealthy, Supernatural Resistance: 7, Miraculous Survival RESOURCES: (Mystic Pool (103/103)); Teleportation: Fixed Location (Section M Headquarters Quantico Teleportation Circle); Cognitive Cantrip(Improved Cramming); Working towards Immortality (Life Support); Amulet of Clear Seeing (Detect); Wristbands of Warding (Resistant Protection); Ring Mastery (Naked Advantage); Ring of the StoneRing of the Stone (Multipower); Arcane Blast (Blast); Arcane Shield (Barrier); Arcane Invisibility(Invisibility); Arcane Counter (Dispel); Hermetic Wizard Rote Magic (Variable Power Pool) DISADVANTAGES: Custom Complication ; Hunted (L'Éminence Nocturne); Distinctive Features (Magi); Enraged (Heightened Circumstances); Negative Reputation (Bookish Academic Magi Ill-suited To Violent Circumstances); Psychological Complication (Aloof And Elitist Attitude); Psychological Complication (Starting To Pick At The Frayed Edges Of What Is And Is Not "Real"); Social Complication (Slightly Anachronistic, Behind The Times On Technology And Pop Culture) Killroy POINTS: 198 Total Points (STATS: 83, SKILLS/PERKS/TALENTS: 115, POWERS/M-ARTS: 0) PRIMARYS: STR: 20 DEX: 13 CON: 15 BODY: 15 INT: 13 EGO: 10 PRE: 15 FIGUREDS: PD: 8/16 rPD: 0/8 ED: 3/11 rED: 0/8 SPD: 3 REC: 8 END: 25 STUN: 30 Run: 14m, Swim: 4m, Leaping: 4m COMBAT: Initiative:13, PER:12-, ECV:3 - 3, OCV:5, DCV:5 plus +2 Overall, +2 with Barret 95, +2 with Barret 95; OAF (Acog Doc Reflex Scope; -1) SKILLS/PERKS: +2 Overall, Urban Hunter, Climbing 12-, Concealment 12-, KS: Supernatural World 12-, PS: Hunter 12-, Paramedics 12-, Stealth 12-, Tracking 10-, WF: Small Arms, Blades, Recoilless Guns, Wheeler and Dealer Enhancer, Bureaucratics 12-, Conversation 12-, High Society 12-, PS: Real Estate Speculator 12-, KS: Conspiracy Theories 11-, MVP x 1, Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC, Money: Well Off, Professional Monster Hunter, Favor: SAIC Harker, Permits: FBI: Section M Special Asset, Heavy Weapon Permit, Supernatural Hunter License, Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6, Resource Pools, Contacts Pool (10) (Monitored Complication Offset), Equipment Pool (30), Professional Pool (72) (plus Character Creation Resource Points) RESOURCES: (Professional Pool - Superskills (66/72)); Barret 95 Mastery (Combat Skill Levels); Barret 95 Mastery (Range Levels); Eyes of a Hawk(Range Levels); Heavy Hitter (Hand-To-Hand Attack); Ain't Got Time To Bleed (Resistant Protection); (Professional Pool - Gear (26/72)); SpecTech Contact Lenses (Supernatural Detection); Rapelling Gun (Swinging); Sniper Rifle (Killing Attack - Ranged); (Equipment Pool - Sniper Rifle Kit (8/30)); Acog Doc Reflex Scope (Telescopic); Acog Doc Reflex Scope (Combat Skill Levels); Concealed Rifle Harness (Skill Levels); Holycrap Rounds (.50) (Blessed Bullets); (Equipment Pool - Other Weapons (18/30)); S&W .460 Caliber, Model 460 XVR Revolver - 8 3/8" (Killing Attack - Ranged); Holycrap Rounds (.460) (Blessed Bullets); Fairbairn Sykes Fighting Knife (Killing Attack - Hand-To-Hand); (Equipment Pool - Misc (4/30)); Flashlight (); Basic First Aid Kit (Paramedics); Cell Phone (Reliable); (Contacts Pool (9/10)); Societatis ex Monstrum Interfectorum (Contact) DISADVANTAGES: Hunted (L'Éminence Nocturne); Custom Complication ; Hunted (Societatis ex Monstrum Interfectorum); Distinctive Features (A big man, stands out in a crowd.); Negative Reputation (Hardcore Hardass Hunter; Uncompromising; Not Always A Team Player); Psychological Complication (Loyal, Will keep his Word.); Psychological Complication (Unwilling to Sacrifice the Life of an Innocent, even if it is for the Greater Good.); Rivalry ; Social Complication (Conspiracy Theorist); Social Complication (Intense And Driven; Makes Some People Uncomfortable) Joey Manegarm POINTS: 195 Total Points (STATS: 21, SKILLS/PERKS/TALENTS: 174, POWERS/M-ARTS: 0) PRIMARYS: STR: 20/30 DEX: 10 CON: 10/20 BODY: 10 INT: 13 EGO: 10 PRE: 10/20 FIGUREDS: PD: 5 rPD: 1 ED: 3 rED: 1 SPD: 2/3 REC: 4 END: 20 STUN: 24/36 Run: 15m/20m,, Swim: 4m, Leaping: 4m COMBAT: Initiative:10, PER:14-, ECV:0 - 3, OCV:5/7, DCV:4 plus +1 with Move Through, Grab, Strike SKILLS/PERKS/TALENTS: +1 with Move Through, Grab, Strike, CK: Tierrasola 12-, Computer Programming (Automation / Robotics Scripts, Cell Phones, Internet) 13-, Monster Hunter Enhancer, Bureaucratics 8-, Criminology 8-, PS: Hunter 11-, WF: Small Arms, Scholar, KS: Computer Science 12-, KS: Pop Culture 12-, KS: Supernatural Lore 12-, MVP x 1, Equipment Pool (20), Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC, Innatus Pool (plus Character Creation Resource Points), Professional Monster Hunter, Favor: SAIC Harker, Money (Bounty Pay-offs): Well Off, Permits: FBI: Section M Special Asset, Supernatural Hunter License, Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6, Vampirism Immunity, Lycanthropy Immunity, Necromantic Immunity RESOURCES: (Innatus Pool (101/156)); Senses: Alertness (Enhanced Perception); Survival: Garmr Resilience (Regeneration); Survival: Garmrhide(Damage Negation); Survival: Garmrhide (Resistant Protection); Stats: Garmr Strength (STR); (Innatus Pool - Only At Night (55/156)); Senses: Mooneyes (Nightvision); Senses: Tracking Scent (Tracking); Senses: Smell Supernatural (Detect); Stats: Garmr Durability (CON); Stats: Garmr Durability (STUN); Stats: Garmr Presense (PRE); Stats: Garmr Quickness (SPD); Stats: Garmr Reflexes (OCV); Stats: Garmr Strength (STR); Stats: Garmr Fleetness (Running); (Equipment Pool (20/20)); (Cell Phone - Reliable); (Laptop - Gaming / Programming); 12 Guage Pump-Action Shotgun (Killing Attack - Ranged) DISADVANTAGES: Hunted (L'Éminence Nocturne); Custom Complication ; Distinctive Features (Demimonde); Enraged (When reduced below 5 BODY); Psychological Complication (Impetuous); Social Complication (Orphaned / Alone In The World) Jack Maywood POINTS: 193 Total Points (STATS: 92, SKILLS/PERKS/TALENTS: 72, POWERS/M-ARTS: 29) PRIMARYS: STR: 15 DEX: 13 CON: 15 BODY: 15 INT: 10 EGO: 13 PRE: 15 FIGUREDS: PD: 8/16 rPD: 0/8 ED: 2/10 rED: 0/8 SPD: 3 REC: 6 END: 20 STUN: 30 Run: 14m, Swim: 2m, Leaping: 4m COMBAT: Initiative:13, PER:11-, ECV:1 - 3, OCV:8, DCV:7 SKILLS/PERKS: +1 with all Knowledge Skills, Scholar, KS: Alchemical Lore 11-, KS: Catholicism 11-, KS: Necromantic Lore 11-, KS: Philosophy and Theology 11-, KS: Supernatural World 11-, Vampire Hunter (Ordo Sanguine), Breakfall 12-, Combat Driving 12-, Fast Draw 12-, Language: Latin (basic conversation; literate), PS: Hunter 11-, TF: Common Motorized Ground Vehicles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles, WF: Common Melee Weapons, Small Arms, Weaponsmith 12-, Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC, Professional Monster Hunter, Favor: SAIC Harker, Permits: Concealed Weapon Permit, FBI: Section M Special Asset, Supernatural Hunter License, Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6, Resource Pools, Contacts Pool (10), Equipment Pool (70), Mystic Pool (6) (Unlock (Professional Origin)), Professional Pool (31) (plus Character Creation Resource Points), Vehicles Pool (15) MARTIAL ARTS: Ordo Sanguine, +2 HTH Damage Class(es), Divine Justice (1/2 Phase, +1/+0, 7d6 Strike), Final Judgement (1/2 Phase, +1/+0, Weapon +6 DC, Strike with Stake), Leap of Faith (1/2 Phase, --/+4, Dodge All Attacks, Abort; FMove), Stalwart Perseverance (1/2 Phase, +0/+0, 40 STR vs. Grabs), Turning the other cheek (1/2 Phase, +1/+1, Block, Target Falls), Weapon Element: Empty Hand, Stakes RESOURCES: (Professional Pool - Superskills (21/31)); Studied Lethality (Deadly Blow: +1d6); Mental Discipline (Mental Defense); (Professional Pool - Gear (10/31)); Bullet-resistent Trenchcoat (Resistant Protection); (Mystic Pool (6/6)); Elixir of Health (Recipe); Elixir of Enhanced Awareness(Recipe); Elixir of Vampire Repellant (Recipe); Unguent of Virtue (Recipe); Alchemical Smoke Bomb (Recipe); Alchemical Glue Bomb (Recipe); (Equipment Pool (70/70)); Desert Eagle .50 (Killing Attack - Ranged); Hi-Power Pistol Sights (Telescopic); Tactical Xenon Flashlight Attachment (); Holycrap Rounds .50 (Blessed Bullets); Holycrap Rounds .50 (Blessed Bullets); Holy Water Capsules (3 Hex AoE splash, Range Based On Strength, Triggers Susceptible to Holy Within Affected Area); Old Faithful (Wooden Stakes); Old Faithful (Wooden Stakes); Cell Phone (Reliable); Elixir of Health (Healing); Elixir of Enhanced Awareness (Supernatural Awareness and +1 PER and Night Vision); Elixir of Vampire Repellent (Vampirism Immunity and +15 PRE vs Vampires and trigger Vampiric Susceptibility vs Garlic); Unguent of Virtue (Cannot be Stunned & No Hit Locations); Alchemical Smoke Bomb (Change Environment); Alchemical Glue Bomb (Entangle); (Contacts Pool (9/10)); Ordo Sanguine (Contact); (Vehicle and Bases Pool (15/15)); (Armored Van) DISADVANTAGES: Hunted (L'Éminence Nocturne); Hunted (Ordo Sanguine); Hunted (FBI: Section M); Psychological Complication (PTSD from Childhood Trauma); Psychological Complication (Vengeance Seeker); Social Complication (Subject To Orders) Drew Altman POINTS: 200 Total Points (STATS: 53, SKILLS/PERKS/TALENTS: 110, POWERS/M-ARTS: 37) PRIMARYS: STR: 15 DEX: 10 CON: 15 BODY: 12 INT: 13 EGO: 10 PRE: 18 FIGUREDS: PD: 5/14 rPD: 0/9 ED: 2/11 rED: 0/9 SPD: 3 REC: 5 END: 20 STUN: 30 Run: 10m, Swim: 2m, Leaping: 2m COMBAT: Initiative:10, PER:12-/13-, ECV:3 - 3, OCV:5, DCV:4 plus +1 Overall, +1 with CQB, +1 with Pistols SKILLS/PERKS: +1 Overall, +1 with CQB, +1 with Pistols, Accurate: +2 vs. Range Penalties with Pistols, Ex-SWAT Turned Monster Hunter Enhancer, AK: Greater San Diego 12-, Bureaucratics 13-, Combat Driving 12-, Criminology 8-, Demolitions 8-, PS: Hunter 11-, PS: SWAT Officer 11-, Teamwork 11-, WF: Common Melee Weapons, Small Arms, Language: Spanish (basic conversation; literate), Survival (Central America) 12-, MVP x 1, Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC, Professional Monster Hunter, Money (Bounty Pay-offs): Well Off, Permits: Concealed Weapon Permit, FBI: Section M Special Asset, Supernatural Hunter License, Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6, Resource Pools, Equipment Points: 30, Follower/Contact Points: 10, Psychic Points: 78 MARTIAL ARTS: CQB, +1 HTH Damage Class(es), Bodydrop (1/2 Phase, +2/-1, 5d6 Strike, Target Falls), Defensive Strike (1/2 Phase, +1/+3, 4d6 Strike), Grapple Break (1/2 Phase, +0/-2, 35 STR vs Grabs, Abort), Ground & Cuff (1/2 Phase, +1/+0, Grab One Limb; 1 1/2d6 NND ; Target Falls), Gun! (1/2 Phase, +2/-2, Disarm, 30 STR to Disarm), Offensive Shot (1/2 Phase, -1/-1, Strike, +4 DC), Ranged Disarm (1/2 Phase, +0/+0, Disarm, +3 DC to Disarm), Spearing (1/2 Phase, +0/-1, 4d6 +v/10 Strike; You Fall, Target Falls; FMove), Weapon Element: Blades, Empty Hand, Handguns RESOURCES: (Enhanced Perception); (Contacts (10/10)); Old Cop Buddies (Contact); Special Agent Benjamin Matthews (Contact); (Equipment Pool (30/30)); 10mm Glock 20 (Killing Attack - Ranged); Cell Phone (Reliable); Concealed Bullet Resistant Vest (); Cop-style Flashlight (); Holycrap Rounds 10mm (Blessed Bullets); Sheath Knife (Killing Attack - Hand-To-Hand); Smooth Trigger Action (Penalty Skill Levels); Tactical Xenon Flashlight Attachment (); (Lucky Psi (78/78)); Lucky Shots (Penalty Skill Levels); (Combat Luck (9 PD/9 ED)); (Extreme Luck Dice (1D6+1 )); (Luck Dice (5d6)); (Lucky Damage Dice (2d6)); (Lucky Guess (1)) DISADVANTAGES: Hunted (L'Éminence Nocturne); Custom Complication ; Distinctive Features (Psychic); Rivalry ; Negative Reputation (Reckless Hunter); Psychological Complication (Adrenaline Junky); Psychological Complication (Reckless); Susceptibility (When He Runs Out Of Luck Points); Susceptibility (When an 18 is rolled for this character) Beretta Colt POINTS: 193 Total Points (STATS: 69, SKILLS/PERKS/TALENTS: 114, POWERS/M-ARTS: 10) PRIMARYS: STR: 15 DEX: 15 CON: 14 BODY: 12 INT: 8 EGO: 8 PRE: 18 FIGUREDS: PD: 5/11 rPD: 0/6 ED: 2/8 rED: 0/6 SPD: 4 REC: 6 END: 20 STUN: 30 Run: 14m, Swim: 4m, Leaping: 6m COMBAT: Initiative:15, PER:12-, ECV:0 - 3, OCV:5, DCV:5 plus +2 with Colt M1911; OIF (Colt M1911; -1/2) SKILLS/PERKS/TALENTS: Cheerleader / Multiple Supernatural Event Survivor, Paramedics 11-, Concealment 11-; Self Only (-1/2), Acrobatics 12-, Breakfall 12-, Charm 13-, Climbing 12-, KS: Supernatural World 11-, PS: Cheerleader 8-, Persuasion 13-, Stealth 12-, Survival (Parks) 11-, Combat Driving 10-, Fast Draw 12-, PS: Monster Hunter 8-, TF: Small Motorized Ground Vehicles, WF: Common Melee Weapons, Handguns, MVP x 2, Professional Monster Hunter, Money: Well Off (4), Favor: SAIC Harker, Permits: Concealed Weapon Permit, FBI: Section M Special Asset, Supernatural Hunter License, Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6, Pools (plus Character Creation Resource Points), Equipment Pool: 45, Vehicle/Base Pool: 6, Professional Pool: 53, +1/+1d6 Striking Appearance (vs. most men and some women), +1/+1d6 Striking Appearance (vs. most men and some women); Extra Time (20 Minutes, Only to Activate, -1 1/4), IIF (-1/4), Alert, Ambidexterity (no Off Hand penalty), Breath Control (Hold Breath twice as long as normal), Charm Resistance (+3 to roll); Only Vs. Charm Used For Sexual Seduction (-1), Fear Resistance (The effect of all fear and intimidation based abilities (including PRE Attacks) is halved vs this character.), Heroic Recovery: 3d6 (3), Necromantic Immunity, Vampirism Immunity MARTIAL ARTS: Final Girl Fu, Flying Dodge (1/2 Phase, --/+4, Dodge All Attacks, Abort; FMove), Defensive Block (1/2 Phase, +1/+3, Block, Abort) RESOURCES: (Equipment Pool (29/45)); Adventuring Wardrobe (Striking Appearance); Cell Phone (Reliable); Cool Shades (Flash Defense); Emergency Rations ((1 person / 1 week)); Field Medical Kit (Paramedics); Hatchet (Killing Attack - Hand-To-Hand); Miscellaneous Camping Gear ( Rope, Trail Supplies, Tent, etc); Mystic Rounds (Enchanted Bullets (.45 ACP)); Holycrap Rounds (Blessed Bullets (.45 ACP)); Wolfsbane Rounds(Silver Bullets (.45 ACP)); Old Faithful (Wooden Stakes); (Equipment Pool (15/45) -- Custom Punching Gloves And Combat Boots); (Climbing); (HA); (Resistant Protection); (Professional Pool -- Superskills (33/53)); Observant (Enhanced Perception); Crack Shot (Weapon Master: +2d6); Final Girl Survivability (Resistant Protection); (Professional Pool -- A Pair Of Custom Colt M1911's (20/53) ); Colt M1911 (Killing Attack - Ranged); Custom Grips & Trigger Action (Combat Skill Levels); Fast Draw Modification (Fast Draw); (Vehicle Pool (6/6)); (Small Sports Car) DISADVANTAGES: Hunted (L'Éminence Nocturne); Distinctive Features (Athletic, Busty Young Woman); Enraged (when fighting zombies, vampires or slashers while alone); Negative Reputation (Women whose boyfriends/husbands 'react' to her); Psychological Complication (Avoids Any Romantic Entanglements / Chaste Heroine); Psychological Complication (Hunting Supernatural Monsters That Prey On Humanity); Psychological Complication (Looks Out For Number One / Always Stays Armed); Rivalry ; Social Complication (Tends to attract unwanted male attention)
  6. Yeah...I imagine Murgy looking at all of his teammates like "for serious?" most of the time. I see business meetings at Unconventional Solutions LLC going something like this, with Murgy attempting to break things down for his "colleagues"... https://www.youtube.com/watch?v=luG5987YPlI&feature=youtu.be&t=75
  7. Nope. I picked that pic for his Mexico misadventure with that very idea in mind.
  8. https://en.wikipedia.org/wiki/Valknut An ancient symbol of Odin, in the Here There Be Monsters setting it is the symbol of the Kommer Aska, a group classified as terrorists in mundane society but in actuality a supernaturally active association dedicated to the goal of, as they put it, `restoring Midgard's connection to the Nine Realms, allowing the Midgard Serpent to fulfill its ultimate purpose and thus incite Ragnarok to begin`. Why they might want this to come to pass is deeply weird and a subject you may or may not want to broach should you ever have an opportunity to strike up a conversation with a member of Kommer Aska. The Valknut is also, semi-coincidentally, associated with nationalist organizations of a certain type as a symbol of old norse / Germanic heritage. I say semi-coincidentally because some of those groups have been manipulated by Kommer Aska towards their own ends and it can get a bit murky.
  9. It's even funnier when you know that L'Éminence Nocturne is strongest in South and Central America. Mexico City is one of their power bases. From their perspective, this crazy Hunter makes an enemy of them and then heads directly to a beach resort an hour east of Mexico City to hang out and imbibe umbrella drinks, kills the goon squad sent to take him out, and then benefits from the most outrageous string of improbable outcomes leaving a trail of havoc to their operations in his wake and then exits the country unharmed aside from his `fridged` lady friend. The next council of masters will have a few talking points RE: one Mr. Drew Altman...and his little friends too! You guys are starting to comprehend how Drew got a negative reputation as a "reckless hunter".
  10. (Click the pictures) Joey is fresh off his two months of training, sporting a new haircut and a clean Fed-friendly look. @Scything Drew survived a "cerveza, tequila, murdered girlfriend, Mexican prison, your enemies really do intend to kill you" kind of vacation, escaped, survived, resisted, evaded his way to Mexico City, and managed to stay alive long enough to call in his favor with SAIC Harker and get secretly extracted to the US on a banana boat headed to Miami by way of Guantanamo. In the process, divested of his trusty Glock 20 he was forced to rely more on his close quarters battle skills and make do from time to time with crappy pistols he acquired here and there from assailants and corrupt cops which incentivized Drew to broaden some of his "Glock 20" only skills to Pistols in general. He may have also gotten just a little bit luckier, if that can be imagined. @WilyQ Forced to adapt his usually methodical and thorough magical acumen to exigent conditions under extreme stress and imminent risk of death, and to stretch himself to harness more raw power than he is used to, Murgatroyd has found new depths to his ability to work powerful magics. He's also taking the idea of the company he proposed, Unconventional Solutions LLC, very seriously and has busied himself with incorporating and bending his considerable intellect to learning the necessary lore of being an effective CEO for a small but savvy business venture. @Durzan Malakim Killroy has been diligently taking care of the money and real estate side of things to get Unconventional Solutions LLC off the ground, but under his stoic outward demeanor he's quietly excited about being covertly approached by members of a very elite and secretive society he has been intensely interested in joining for many years. He's alert to possible further contact and also being very careful to always present himself in the best possible way just in case he is being clandestinely observed. @King Red Baretta has flourished under Harker's tutelage; in particular Harker has trained her on how to maintain the optimal distance from threats in a gun fight and honed her already excellent situational awareness to a razors edge. Additionally, having sold her share in the questionable business arrangement the other Hunters invested in to Murgatroyd, Baretta finds herself even more financially comfortable than she was before...she definitely isn't continuing to hunt monsters just for the money...it's personal. @Steve Jack's time spent at Harker's left hand over the last few weeks and the ensuing after hours "cross training" has paid off; Jack's reflexes are even more honed and he can take a punch even better than before. Additionally, he had time to brew up a new batch of Vampire Repellent...sure to come in handy in the nights to come. And also, I finally got around to writing up Jack's Armored Van. @L0rd_Magg0t Name DEX SPD SPD Chart REC END STUN OCV DCV Levels Beretta 15 4 3 6 9 12 6 20 30 5 5 +2 with Colt M1911; OIF (Colt M1911; -1/2) Jack 13 3 4 8 12 6 20 30 8 7 Killroy 13 3 4 8 12 8 25 30 5 5 +2 Overall +2 with Barret 95 +2 with Barret 95; OAF (Acog Doc Reflex Scope; -1) Joey 10 2/3 4 8 12 4 20 24/36 5/7 4 +1 with Move Through, Grab, Strike Drew 10 3 4 8 12 5 20 30 5 4 +1 Overall +1 with CQB +1 with Pistols Murgatroyd 10 2 6 12 6 30 20 4 5 +1 with Ring of Arcane Blasting +3 with Arcane Magic; Only for OCV or OMCV (-1) +1 Any 3d6 roll pertaining to Cthonic SFX; (-2) Name PD rPD ED rED Mental DEF Power DEF Powers & Equipment Murgatroyd 2/8 0/6 2/8 0/6 0 0 Wristbands of Warding: Resistant Protection (6 PD/6 ED) (Impermeable) (18 Active Points); IIF (-1/4), Perceivable (Those With Supernatural Awareness Can Detect This Ability Being Used If Its "On"; -1/4) Arcane Shield: Barrier 8 PD/8 ED, 5 BODY (up to 3m long, 3m tall, and 1/2m thick), Impenetrable (+1/4) (45 Active Points); Unanchored, Cost Endurance To Maintain, Emanates From Ring, Limited Range (up to 3'' away from self) ((Green Lantern style force shield); -1) Supernatural Resistance: 7 Miraculous Survival: 1 Killroy 8/16 0/8 3/11 0/8 0 0 Ain't Got Time To Bleed: Resistant Protection (8 PD/8 ED); Does not protect from first point of body (-1/2) Joey Manegarm 5 1 3 1 0 0 Survival: Garmrhide: Damage Negation (-6 DCs Physical, -6 DCs Energy, -3 DCs Mental) (75 Active Points); Perceivable (Supernatural Awareness; -1/4) Survival: Garmrhide: Resistant Protection (1 PD/1 ED), Impenetrable (+1/4) Jack Maywood 8/16 0/8 2/10 0/8 5 0 Mental Discipline: Mental Defense (5 points total) Bullet-resistent Trenchcoat: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4), Torso, Arms, Legs (-1/4) Drew Altman 5/14 0/9 2/11 0/9 0 0 Concealed Bullet Resistant Vest: (4 PD/4 ED) (12 Active Points); Torso Coverage (-1 1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4) Lucky Bastich: Combat Luck (9 PD/9 ED) Beretta Colt 5/11 0/6 2/8 0/6 0 0 Cool Shades: Sight Group Flash Defense (3 points); OAF (-1) Armored Boots & Punching Gloves: Resistant Protection (2 PD/2 ED), Impenetrable (+1/4); Hit Locations 6, 17, 18 (-1) Final Girl Survivability: Resistant Protection (6 PD/6 ED), Impenetrable (+1/4) (22 Active Points); Nonpersistent (-1/4)
  11. I had fun wrapping up Arc 3 and starting Arc 4 last night. Some good roleplaying was produced and we set the balls in motion for Arc 4, checking all the necessary boxes. We also introduced justifications for various character growth options some of you want to make. So, from my story-plotting perspective it was a successful session; hopefully all of you are happy with where your characters and their individual stories are heading. I'll be wrapping up the narrative of Arc 3: Trick of the Night and starting the Arc 4: Qlippothic Philosophic narrative on their respective threads as time allows. Ending out Arc 3, I awarded everyone 10 xp, rounding the team off to the ~200 character point level which is where I want them for the next leg of the campaign as they take on bigger threats. @King Red was voted MVP by his peers. As discussed at the end of the session, I expect to hear from each of you via PM as to what you want to spend your Arc outro xp on, in a reasonable timeframe to allow me to adjust the character sheets before the next session. You can of course choose to save your points and leave some or all of them unspent. Depending on how things go, you may not have another opportunity to spend xp for a session or two, so consider your options carefully. Thanks! - your friendly neighborhood GM
  12. I hope so! I've been swamped the last couple of weeks grinding out a big release (trying to get the last bit down before EOD today to end the sprint), and am really looking forward to a dose of fun.
  13. What version of HD? Works fine for me on a somewhat old build (20190210): Desolidification , Invisible Power Effects (Inobvious to [one Sense Group]; +1/4) (50 Active Points)
  14. In preparation for the next session, I implore you all to start thinking about the following: I'll be narratively ushering the PC's who chose to become Section M consultants (EDIT: which is everybody) out of the LA area to the Section M training facility at Quantico for a week of in game time immediately following the events of the last couple of sessions...for onboarding and orientation. Your bounty payouts will be expedited while you are in Quantico in recognition of your crew stepping up and doing Section M a couple of 'solids'. The Hunters will have their wealth bumps in pocket by the time the 1 week of orientation has concluded if that has any impact on your down time activities. After that, control passes back to you the players and you can decide to do whatever you individually want to do during "down time" and I'll react to it on the fly. This might be 100% narrative, or it might fork off into one or more encounters, depending on what you guys initiate. If you already have a feel for what you want your PC to be doing during this time, or an interesting character focused scene you want to interject, feel free to shape those thoughts and send them to me via a private message so I can prepare something in advance. I intend to let 4-8 weeks of game time unspool in this fashion before kicking off the action of Arc 4, depending on what makes sense given whatever you the players want your PC's to be doing. As @Durzan Malakim astutely points out, you all have a powerful enemy who wants you dead or worse. Also consider that in addition to the obvious vampiric threat vector, your enemy also likes to use normal minions, and also possesses vast resources to hire other types of threats as well. It would be a mistake to ignore this threat It would also be a mistake to get all super paranoid, turtle up, and refuse to go out or do anything, and shut the game down through analysis paralysis and FUD. Try to find some Goldilocks zone between blithe lack of concern on the one end and taking yourself completely off the grid to live on an undisclosed mountain top in Tibet ringed by an impenetrable defensive perimeter on the other end. Ask yourselves what would make a good episode of TV or a movie sequel? A bunch of scaredy cats hiding and not doing stuff, or bold men & women of action taking sensible precautions and then getting on with being awesome? Looking forward to the next session. @L0rd_Magg0t @King Red @Steve @Scything @WilyQ
  15. Most of the items that some mystics (particularly Hermetic ones) use in their workings are highly personal objects with little to no actual magical power unto themselves...they are merely tools that help the magicker focus their will. But some items are actual artifacts with intrinsic power. Almost all artifacts are still, for all their rarity and wonder, inert objects without agency...they must be wielded or are either 'on' or 'off' or function per some design of their original maker. But some artifacts...a rarity among rarities, have agency...decision making capability and some kind of sentience or awareness or some semblance of will.
  16. In the HtbM setting, wards can take all sorts of forms...
  17. Dramatis Personae SAIC Harker Section M Badass GM Baretta Colt Hunter (Professional) Steve Special Agent Matthews Section M Steve Agent Ethan Brooks Section M Scything Marcus Elder Vampire GM Julietta Elder Vampire Durzan Julian Elder Vampire King Red Marian McKrael Redcap Lord Maggot Rollo Fjor Trollkin WilyQ Antonio Aguilar Black Wizard WilyQ Part 4: We went a bit backwards in time and played out the assault on the Section M Riverside facility prior to the other Hunters timely arrival from the perspective of the bad guys and Baretta Colt. Steve played Baretta (his player character) and each of the players took on one or two NPC's. The scene opens with Agent Ethan Brooks opening a hidden escape hatch connected to the facility and allowing the elder vampires Marcus, Julietta, and Julian along with several fireteams of mercenaries to enter the base. It is revealed, via Marcus handing Agent Brooks one of his mother's fingers wrapped in a handkerchief as a goad, that the hapless Agent Brooks was being coerced into betraying Section M. Agent Brooks took Marcus and company through the escape hatch and down a long corridor and into the base proper. Most of the mercs began to infiltrate the base, but Brooks, the vampires, and one of the mercs took an elevator down to the cellblock floor where dangerous supernaturals are held pending disposition. An tactical agent at a guard station hailed the Agent Brooks when the elevator door opened and demanded an explanation. Brooks drew his pistol and shot the man dead. Marcus had a list of prisoners he wanted to free...the Redcap Marian McKrael, the Black Wizard Antonio Aguilar, and the infamous Kommer Aska terrorist (and Trollkin) Rollo Fjor. He made the same offer to them in turn...each wants / needs something locked up in the facilities Vault and so does he...he would free them if they agreed to help bust into the Vault...each would get what they want and then go their own way. All three took him up on the offer (though Marian can't recall what might be in the Vault that would matter to her, the idea of getting out of jail was a good enough reason to go along with the scheme). Julian and Julietta had a slightly different agenda than Marcus, and roamed the cellblock looking for Slip, whom they believe to be held somewhere in the base as they were fooled by SAIC Harker's ruse. Slip, actually being dead, was of course not in any of the cells. On the way out, Rollo field stripped the dead guard, taking his vest and armaments. Marian decided to make a light snack out of the corpse, chomping the poor guys arm off...Marcus rushed them to the elevator before she could really dig in. Meanwhile, Baretta arrived at the base in Slip's luxury electrical vehicle, and was met in the underground motor pool / garage by Special Agent Matthews who informed her that SAIC Harker was en route via helicopter and would arrive soon. The too decided to remain in the garage making small talk, awaiting Harker's return. Matthews found it necessary to speak sternly to one of the tactical officers (Larry), who had suffered a lapse in professional bearing in the presence of the titillating appearance of Baretta Colt. Harker arrived shortly thereafter. Upon joining the conversation, Harker immediately started giving Matthews a hard time and insisted that he call up his mechanics despite it being almost 4am and get them to work stripping Slip's car down. With Matthews off trying to wake up the relevant people via phone, Harker had a uncharacteristically jolly conversation with Baretta. Meanwhile, deeper in the base, the villains of the piece .... < more to come as time allows > << Part 3
  18. Here are some places to start... Magic System Design (abstract) Magic Systems (5e / Fantasy) There's a wide mix of systems with or without various power frameworks (including multiple VPP and MP based systems), some that use the rules as written, others that 'extend' or bend the official rules. And on another note, here are the types of 'magic users' available in my 6e urban fantasy setting, with links to specific system docs; all of the magic systems are usable in a fantasy or urban fantasy setting: Mystic Origin (6e / Urban Fantasy)
  19. Jack Maywood Slayer / Alchemist Lord Maggot Joey Manegarm Lokispawn Scything Beretta Colt Final Girl Steve Drew Altman Lucky Operator WilyQ Murgatroyd Arcanist Durzan Killroy Sniper / Cabalist King Red Session 1: Murgatroyd...aka Saul Jacobson (his true name was revealed for the first time thanks to having to file incorporation papers for the team's new company Unconventional Solutions LLC) was going about his routine in Boston, trying to drum up business for the fledgling firm. Cleverly, he was using magic to disguise himself as some other late middle aged business man (whom we'll call "Ira" to hopefully avoid confusion) each day when going about his day in public. About a month after the Hunters went their separate ways, as he walked from his townhouse to his office Ira was accosted very rudely by a trio of Boston thugs who were luckily fooled by the magical guise. The thugs' leader asked Ira questions about Murgatroyd in a somewhat comical conversation loaded with subtext and allusions to mobsters movies. The main thrust of the conversation was that Murgy was being offered a deal by "the powerful people he had made an enemy out of out west". A business card with nothing but a phone number printed upon it was pressed upon Ira to pass on to Murgatroyd and the thugs faded out of the scene. Arriving at the office clearly shaken, Murgy fortified himself in his office and cast a divination spell to trace the card's recent past back to the most magically powerful thing it had come into contact with...the resulting vision revealed the card changing hands a few times down some kind of crime organizations' chain of command to arrive in the hands of the goon who had handed it to Murgy. The card originated from a slim, charismatic, smartly dressed vampire...handed off to a local crime lord in the back room of what looked like a classy restaurant downtown several days ago. Murgy, characteristically, freaked out. With Drew somewhere in Mexico, Joey in FBI training, and Beretta and Jack somewhere out west running around with SAIC Harker...Murgy wasted no time calling Killroy who was in NYC doing Killroy-ish things. Once Killroy arrived in Boston late in the day, the two Hunters began to do some desperate planning. Killroy's plan basically consisted of "kill them all" but Murgatroyd pointed out the various flaws in that particular approach. The two of them then attempted to use their new access to secured online resources available to them as Section M Special Assets but neither one of them were technical enough to figure out how to manage it. The firm's new secretary Laverne, a nice older lady from a town north of Boston proper and a survivor of a ghoul attack many years ago which sadly left her family dead and eaten but happily made her hire-able by enterprising supernaturally active individuals such as our heroes, offered to help but as she lacks the necessary clearance Murgy thought it best to decline. Instead, it now being early evening, Murgy called Joey down in Quantico and asked for his assistance. Joey was able to pull up a significant amount of data including a surveillance photo about a suspected vampire fitting Murgy's description named Allan Carr active in Boston since perhaps the late 1930's. According to the case records, it appeared that as many as seven groups of Hunters had attempted to root this vamp out of Boston and none of them were ever heard from subsequently. Also, Alan Carr appeared to somehow be involved with an international shipping and industrial services company with a major office located in Boston, called Aleante. Murgy and Killroy decided to call the number and find out what the vamps wanted. His first attempt in the late afternoon went to voicemail, but a second try after sunset was answered promptly on the second ring by an urbane, persuasive voice. Murgatroyd was offered a deal...L'Eminence Nocturne was willing to "forgive" Murgatroyd's transgressions in L.A. if he would deliver "the young man" (meaning Joey) to them and agree to consider future business opportunities for his wizardly services "at fair market prices". The other Hunters would of course have to die. The vampire on the other end, Allan, did not identify himself and was playing the mysterious voice on the other end game, but at some point in the conversation Murgatroyd adroitly flipped the table on Mr. Carr by revealing that he knew who he was talking to. This obviously unsettled Allan a bit, but he adapted. He gave Murgy 24 hours to decide. However, determined not to get a clean win, Murgatroyd accidentally let slip that "the young man"'s name is Joey. Oops. Murgy, getting even more nervous, called Jack for vampire hunting advice. It turned out that Jack and Beretta were getting settled in to a highway motel somewhere south of Chicago, having just completed a armed delivery of cargo to a Section M facility in the region. Jack, hearing the promise of a vampire to kill, rousted Beretta from her room and convinced her to ride with him overnight to Boston to help Murgy and Killroy out. Beretta sensibly wanted to fly, but Jack pointed out his van is a rolling armory full of vampire killing stuff. It was also recently repaired and detailed, and he's keen on putting it back into service in his vampire slaying hobby. The two rolled eastward and arrived late afternoon the following day at Murgy's house where the wizard and Killroy had holed up for the night. Beretta, showing that Harker's field craft had been paid attention to, almost immediately spotted a couple of goons watching Murgy's house front and back. Various magic-facilitated shenanigans later, the team eluded the dopes staking out Murgy's sanctum townhousum, followed the trail of Murgy's scrying into and around downtown, and eventually arrived at a upscale condo highrise with heavy magical wards on it, where Allan's trail ended. Going off residual energy, Murgy was able to guess that either Allan lives in the building or visits very frequently. Murgy was also able to tell that the wards on the building were very old, and had been maintained and extended over the years by several practitioners. It was entirely possible that part of the reason Allan had been able to survive as a vampire in the city for so long without major detection was the anti-surveillance protection the wards on this building would have conferred to him. Surprisingly, Murgatroyd received a call from the number he had called Allan at the day before. A different, deeper and more menacing voice was on the other end. Even over the phone, Murgy felt an unpleasant tingling in the back of his neck. The thought crossed his mind that he might be talking to a master vampire... This conversation was short and couched in less friendly language. Murgy pointed out he had a couple more hours before 24 hours had fully elapsed, but the entity on the other end of the phone was not swayed and demanded an answer. Murgy politely declined and the phone simply went "click" Killroy did some leg work and found a boutique upscale hotel on the opposing street, catercorner but within view. The team relocated to a room with a view of Allan's roof and settled in for some surveillance. Joey, back in Quantico, was reached out to again and he was able to do some hacking and get a plan design document for the Boston City building department with the details of a fairly serious security-related upgrade to the top two floors of the building, including schematics and floorplan. Things got busy, particularly for Murgy...he teleported around a bit and retrieved Joey from Quantico. Then, back in the hotel once again but with plus one more meatshield, the Wizard patiently concentrated and began to bore a hole through the wards encasing the building. That took a while, but paid off, and Murgy was then able to scry into the building and get a tactical assessment. Finding three armed guards and Allan in the top two floors, Murgy described the layout and the positions of the guards to his teammates. Despite the sun having just gone down, the team (minus Drew) opted to press an assault, and raid the building. Using teleporation, Murgy moved the team to the roof of Allan's building. Moving down the fire escape to the floor below the top floor, Joey kicked the firedoor in and then everyone except Murgy assaulted inward to take out the vampires guards, one after the other. Shots were fired back and forth, blood was sprayed, a guard's leg was severed by Killroy's hand cannon of a pistol and a max-damage roll. Murgy had been maintaining an anti-scrying anti-video surveillance spell to cover the teams advance into the building and shield them from any street side cameras (metagame commentary: this was a very smart move by @Durzan Malakim). Once the Hunters were well inside the building and the lights had been killed, Murgy dropped that spell and quickly prepared a new one to make himself invisible to sight and hearing. This proved to be fortuitous, as while the other Hunters were clearing the lower floor and assaulting up the staircase to the vampire's lair on the upper floor, the vampire himself had dropped down to the fire escape from a balcony and was stealthily coming in behind the Hunters and the trailing far behind Murgatroyd was isolated and in the vampire's path. The vampire very nearly bumped into invisible Murgatroyd, coming to almost the same spot to look through a doorway from the back side of the condo to the front where the other Hunters were advancing. Seeing the situation had turned against him, with his guards taken out and a team of confident and well equipped Hunters leaving a trail of the odor of vampire repellent behind them, Allan decided to cut his losses and escape. However, before doing so, he muttered "Well played, wizard." As he was standing nearly shoulder to shoulder at the time, Murgy assumed the vampire could see him and lost his $#!^ (failed his freak out complication roll) and started screaming and gibbering uncontrollably. Fortunately, his invisibility covered sound and no one witnessed this and his dignity was retained. Allan Carr escaped down the fire escape and faded into the night.
  20. Ok, I've got some adminstrata to do to transition the campaign into Arc 4, and also write up last nights session to close out Arc 3: A Trick Of The Night (for now). But in the meantime, @Scything was eager to advance Joey, and he's even more beastly than before. @WilyQ verbally told me what he wants and Drew is bringing his A-game. @King Red is good to go; Killroy is deadlier than ever. @Steve is all in; Baretta is taking aim at whatever enemies the future might bring. @Durzan Malakim has immanentized the next stage of apotheosis; Murgatroyd is more potent and also scowlier than ever. @L0rd_Magg0t is locked in and Jack is back. (CLICK THE PICS) The important detail for everyone is the following: all the survivors of the Trick Of The Night have gained a shiny new 20 point Hunted: Hunted: L'Éminence Nocturne Infrequently (Mo Pow; Covert; Kill); 20 points Each character's complication limit has been raised by 20 points and the commensurate number of character points are added to their available xp. However, some of those points are spent on your behalf; Joey, Drew, Killroy, and Murgatroyd each have +2 points of the Wealth Perk applied representing a combination of their Cthonic and Vampire bounties. Baretta and Jack have +1 point of the Wealth Perk representing their Vampire bounties. All six characters have a 1 point Favor: SAIC Harker; you get to call in that favor exactly once, so don't waste it. All six characters gain a 1 point Positive Reputation (alternately if any of the characters already have a similar rep I'll bump their existing rep by one point): Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6 All six characters have the option (player's choice) to get upgraded to an FBI: Section M Consultant / Special Asset; this is a +1 point upgrade of your Licensed Monster Hunter perks. Each of you should let me know if you want to take the opportunity to become a Special Asset or not...if you don't that 1 point is available to be spent on something else as you see fit. FBI Special Asset: This is an upgraded version of a Supernatural Hunter License granted to certain Hunters or "special talents" in the US who have higher status and a closer relationship with FBI's Section M. This level grants limited access to federal facilities in general and Section M facilities in particular, and limited access to Section M resources. However, in return, the Special Asset will be called upon to assist Section M at the FBI's discretion. Ill be going through each character in turn over the next few days and will tally up the available points for each and post them here. I'm looking forward to the next arc. I do ask that when deciding what to level up on your PC's you reflect on the idea that the next arc will be more of a 50/50 split between [investigation & roleplaying] / combat so I encourage people to spend at least some of their points on other-than-combat abilities.
  21. The Hunters: Part 3: We resumed in the middle of the battle between the hunters and the three yuppy vampires from the end of Part 2. At the van, the dexterous vampire lunged across Jack in the driver's seat, reaching for Killroy in the passenger seat, in an attempt to get his dagger back. Killroy shot him in the forehead with his pistol, but as it was loaded with mundane bullets it failed to cause any harm, the bullet ricocheting harmlessly away. The vamp did not get the dagger, however. Jack had stealthily palmed a holy water globule earlier in the fight, and took the opportunity to awkwardly cram it into the face of the vampire reaching across him. The globule burst and resulted in an immediate catalytic reaction, burning and melting the vampire's neck and face like hydrochloric acid would a human. With a shriek of rage and pain, badly disfigured and with one eye severely damaged, the dexterous vamp leapt backwards out of the van and ran away from the fight. Off to the side, though laid out on his back with Joey standing on his chest crowing and showing off, the superstrong vamp was not out of the fight yet. He quickly grabbed Joey's ankles and flung himself upright with brute force, tossing Joey off to land on his back a few feet away, all in one abrupt moment. Joey's bragging cut off with a surprised squawk. Joey got up and took a big swing at his foe, but missed. The superstrong vamp stepped in with a boxer's confidence and unloaded a punishing triphammer jab to Joey's stomach, doubling the teen over with an "ooof!" of escaping air. In the wrecked government SUV, the tough vamp crouched on the passenger seat facing backwards towards the rear of the vehicle attempted to shoot Murgatroyd (who was in the back seat) in the face at basically point blank range. Drew, still a little off-kilter from getting shot in his armored vest, managed to throw a beefy arm out to push the gun aside and deflect the shot into the passenger's seat headrest instead of Murgy's nonplussed face. Improbably, in the kerfuffle the magazine release of the pistol was also depressed and the clip slid out, bounced off the seat and ended up somewhere between the seat and the center console, out of reach. The vamp was heard to say, "What the #*@! ", while attempting to pistol whip Drew with his now unloaded pistol. Murgy attempted to return the point blank favor, aiming his arcane ring at the vamp, but still shaken from his near-death experience the wizard was unable to focus the necessary magical forces...the ring momentarily began to subtly glow but then flickered out. Despite the awkward firing position created by the ergonomics of the small space in the cabin of the SUV, him facing forward and seatbelted in, his target crouching facing backwards on the seat next to him, Drew still managed to shift his bulk sufficiently to get his pistol out and put a bullet into the vamp's noggin. It didn't penetrate, but it whiplashed the vamp's head and neck with the audible popping of vertebrae and caused some obvious discomfort. Meanwhile, Joey continued to swing and miss his superstrong opponent, while in turn the vamp landed heavy golden gloves worthy hits...buying time for his regen to slowly begin to repair his damaged chest; Killroy got out of the van. Not having enough time to unlimber his sniper rifle, he snapped a shot off at the superstrong vamp beating up Joey, but the bullet bounced. After a couple of exchanges Joey got KO'd and dropped to the pavement. Superstrong vamp picked up Joey, probably intent on kidnapping the unexpectedly powerful youth and perhaps take him back to his master for study. Killroy concentrated and shot the vamp again in the head, and though his mundane round again had little effect, the kinetic energy of Killroy's shot did manage to knock the vampire backwards and off his feet, causing the vamp to drop Joey's unconscious form. But, undeterred the vamp stood again and moved to pick up Joey once more. Jack calmly drew his pistol and swapped from mundane ammo to something a little more effective vs bloodsuckers, unbuckled himself, and exited the van. Seeing that Joey was in danger of being carted off, Murgy displayed a rare moment of selfless heroism, focusing his will and concentrating intensely he projected an intense beam of UV-enhanced eldritch energy out the window of the gov SUV...striking the superstrong vampire directly in the chest. At first a moment of unnatural silence seemed to descend on the battlefield as a subliminal tension mounted and a pulse of power visible to those with supernatural awareness surged from the agitated Murgatroyd down the path of his arcane beam, culminating in a massive eruption of heat as the surprised vampire rapidly overheated and burst into intense white-hot flame from within...in moments nothing was left but a man-sized pile of fine ash which collapsed into a charcoal effigy of a man, streamers of ash drifting away on the wind. The tough vampire, seeing the writing on the wall, bailed from the gov suv and leaped to Joey's unconscious form, apparently intent on completing his dead ally's attempt to steal away with the boy. The vamp picked up Joey, but was pelted by a hail of bullets and an eldritch bolt. In the end Drew, having exited the ruined gov SUV, executed a flying tackle, taking the vamp out at the knees. The vamp decided to cut and run, and extricating himself from Drew ran away. The fight ended. Joey regained consciousness while the "adults" stood around over him taking stock of the situation and deciding what to do next... Drew wanted to split up and chase down both vampires, who had run away in different directions. The other Hunters were not keen on that idea. There was some indecision about which vamp to have Joey track down. While the discussion was developing, the rapidly recovered Joey got bored so Jack told the young man to pick up the very badly burned remains of the super strong vampire and put them into the back of Jack's armored van. Joey easily carried the corpse over to the van while the grown ups continued to argue in the middle of the street, opened the sliding side door and tossed the body in...then his sensitive hearing picked up the sound of a helicopter approaching. Soon most of the other Hunters could hear the helicopter as well. Drew said "It's just Harker again" and kept trying to convince the rest of the group to go after the super tough vamp instead of the holy water scorched dodgy vamp. A military surplus helicopter with a decidedly illegal nose mounted minigun cleared some buildings and did an attack run down the middle of the street, tearing holes in the pavement as its nose gat spat bullets. "WTF!" and similar exclamations of surprise were flung upon the wind as the Hunters all desperately dove for cover. The oversized Killroy was unable to get out of the way and was stitched by several rounds; a combination of his armored trenchcoat and his stubborn durability saved him from certain death, but left him with several flesh wounds. Jack took a glancing shot as well, leaving a bloody streak across one cheek. Drew and Murgatroyd were unscathed. Joey, still by the van, dove into the van and was unharmed...but the bullets probably would have bounced off his supernaturally resilient body anyway Joey jumped into the van's driver's seat and restarted the engine; moments later the van surged forward to close the distance to the Hunters picking themselves off the ground, as the helicopter was heard to be circling for another gun run. "GET IN!!!", Joey shouted. Drew, Killroy, Murgatroyd, and Jack did not have to be told twice; they all piled in to the van wily nilly. Joey stomped on the gas, and recklessly barrelled forward down the deserted side street... The helicopter executed a strafing run from behind, the armored shell of the van barely managing to stop the bullets pelting the rear and roof of the heavy vehicle with pings and pops, leaving bullet shaped dents visible within the cabin. "She can't take much more of this!", Jack yelled, trying to hold himself steady by gripping a utility rack mounted to the van's inner wall. "LET ME DRIVE!", Drew yelled over the din, and Joey slammed on the brakes...sending everyone lurching but having the benefit of causing the helicopter overhead to overshoot. Joey and Drew changed places rapidly while Killroy finished breaking out his big rifle and boldly took up a firing position by leaning far out of the passenger's side window, his blood dripping down the door panels. "Hold my legs steady, kid", Killroy told Joey. Drew snapped in and the van resumed its forward travel but in a much more confident fashion. The helicopter had managed to flip back around and started another gun run head on, basically playing chicken with the van down the long empty street. Before the helicopter could open fire, Killroy...hanging half out the window very precariously, with Joey the only thing keeping him from falling out, scoped in and put a bullet unerringly through the windshield of the approaching helicopter and into the forehead of the pilot...instant killshot. Unfortunately, this caused the helicopter to nose down and begin to crash...it would surely hit the van head on! "HOLD ON!", Drew shouted, and pressed the gas pedal down as far as it would go. Joey forcibly yanked Killroy back into the vehicle, and everyone braced for impact. But Drew's driving proved to be impressive once again, and he just managed to get under and past the helicopter as it crashed a few feet behind the van....the explosion knocked the back tires off the pavement and pushed the van forward abruptly and nearly flipped it, but Drew managed to steer out of it and get the vehicle stable again, then skidded off to resume pursuit of the runaway vampire...sparing only a single glance at the flaming pile of helicopter wreckage in the rearview mirror. "Since when do vampires have attack helicopters?", Drew asked Jack over his shoulder. Jack shrugged. That was exciting, but a Hunter's job is never done. The gang resumed their search for the super tough vampire that had fled the scene, Drew still driving Jack's van, Joey tracking by scent by standing behind Drew in the back of the van, sliding door locked open, head stuck out the side of the van. Via a series of zigs and zags, Joey navigated Drew around the maze of industrial and office buildings...and a few minutes later the van careened around a corner to illuminate the fleeing vampire limping down the street trying to get to a rare, lonely pay phone attached to the side of a brick building midway up the road (the vamp's cell phone had gotten smashed during the earlier battle). Wasting no time, Drew propelled the van hurtling forward and whipped it around into a vicious drifting sideswipe that sent the vamp flying off the sidewalk and into a pile of trash stacked up by an overflowing dipsy dumpster. Drew halted the van, and Hunters poured out to assault the hapless vampire in the shredded designer suit. Jack ended it by driving a stake through the vamp's heart, causing the undead to lock up into a rigid statue-like stasis. "YES! I DID IT! TAKE THAT BLOODSUCKER!!!" Jack crowed, taking out a cell phone and taking a selfie of himself posing in front of the vamp and emailing it to Harker. "Um...I thought you were a veteran vampire slayer?", Drew commented. "Oh, uh, yeah, I am. This is totally not my first staking.", Jack assured him. "...k..." Harker responded to Jack's text with a terse "good job...rtb"...i.e. return to base...the facility near Riverside. Joey tossed the staked vamp into the back of the van next to the crispy vamp's corpse, and the crew piled back into the van to resume their journey. The team relaxed as best they could for about an hour, as Drew continued to "drive with a purpose", making good time in the relatively light early A.M. traffic of L.A. County. Some side conversation between Hunters occurred, but for the most part people settled in for a drive. Jack's phone rang...it was Harker. Answering, Jack heard the distinct sound of automatic weapons fire and screaming in the background. "We're under attack!", Harker shouted into the phone so loudly almost all the Hunter's could hear it despite the phone not being on speaker. "The #$@$ing vamps and a bunch of mercs have penetrated the facility. Get here A.S.A.P.!" Jack said "OK!", and Harker hung up in the middle of a much louder series of gun reports. Drew grimaced and hauled ass, but knew there was no way they would get to riverside in time...they were still at least 45 minutes out. Drew glanced up and made eye contact with Murgatroyd in the back via the rearview mirror. "Fix this, wizard.", Drew commanded. Murgatroyd looked surprised to be directly tasked like that but got over it, nodded, and started digging through his travel notes trying to figure out away. He was coming up short, but then had a flash of insight...the teleportation room in the facility itself! He could attempt to open a portal using the teleportation room as the anchor for the other end! Looking back up he ordered, "Get off the freeway...find some place out of sight!". Drew wasted no time, and took the first exit. Finding an abandoned area beneath the overpass, he pulled over. Murgatroyd shared his plan, to open a gate to the t-port chamber in the facility, and everyone to cross through quickly, and then he'd let the gate collapse behind them. The van would have to be left behind...too big. Jack pulled everything useful out of the back and geared up. Joey grabbed the staked and barbecued vamp bodies, and everyone grouped up while Murgatroy'd sketched out a rough circle and star on the ground while mumbling various stanza's of a spell, making on the fly adjustments to suit the unusual circumstances. He directed everyone to stand in the middle of the circle. Murgatroyd's spell was true, and with a snap of eldritch energy, a shimmer formed around them and as quickly disappeared...leaving the team in the t-port chamber of the Riverside base! It worked! The sound of automatic weapons fire could be heard elsewhere in the building. Standing in front of the closed double doors exiting the chamber, was a surprised Special Agent Brooks...Harker's gofer. His pistol in his hand. Also in the room were the fresh corpses of two SWAT-geared tactical agents...both shot in the back of the head. Brooks got over his shock and said..."Thank goodness you're here! I was just about to teleport to Vegas for reinforcements!", he said. "What's going on here? We were told vamps are attacking? Where is Harker?", Drew pelted out. Brooks gave the exposition that a team of "a bunch of vamps" and "former sec force mercenaries" had assaulted the facility, somehow evading all the security protocols, and that the last time he had seen Harker was in the underground motor pool garage. "He sent me to teleport for back up", Brooks claimed. Jack took Brooks at face value, but Joey smelled the scent of fear and heard Brooks' heart skipping a beat...which made him intuitively think Brooks was lying. Drew, always suspicious, spotted subtle inconsistencies in Brooks' tale. Killroy's expert ballistic awareness had puzzled out that the two headshot corpses were likely shot from at or near Brooks' position. Murgatroyd was suspicious that Brooks, who gave no indication of being a spellcaster, would be able to operate the t-port circle in the first place. Collectively realizing that Brooks is a traitor, Joey, Killroy, and Drew surged forward to incapacitate Brooks. Drew got his gun away, Killroy and Joey battered him. Not understanding what was going on, Jack lurched forward and punched Drew in the face. "Brooks is a traitor, idiot!", Murgatroyd called out, holding well back from the altercation. To the Hunters' surprise, it turned out that Brooks was not a normie...he's a "special talent", as Section M refers to its supernatural Agents. Possessed of some kind of weird bio-energy field, he proved to be extremely difficult to injure and even pulsed out a bubble of disruptive energy at one point that numbed and briefly semi-paralyzed most of the Hunters. But despite this curveball he was badly outmatched by the Hunters and was soon wrestled down. At some point in the altercation with the traitorous Brooks, the sounds of a firefight outside of the room escalated. Killroy opened up one of the doors to peek out and do a threat assessment...outside the room a clutch of tactical agents were fighting a losing battle with a team of heavily armed mercenaries and several vampires...including two particularly monstrous looking ones. Getting a quick tactical read on the situation, Killroy dropped back from the doorway, sprawled out prone in the middle of the room, and set up his sniper rifle to project shots into the corridor beyond the t-port chamber. One of the mercs with an assault rifle noticed the opened door and fired a burst through it into Joey, who was still helping to subdue Brooks. The bullets ricocheted harmlessly off of the supernatural teen, but got his attention. Another merc threw a grenade, which bounced around and landed roughly in the middle of the Hunters...a nice little kill radius. Thinking fast, Drew snapped a shot off with his pistol and improbably rather than explode the grenade was deflected by the bullet like a billiard ball and bounced down the hallway to land at the feet of one of the monstrous vampires menacing the last few surviving tactical agents. The grenade detonated, injuring, aggravating, and getting the undivided attention of the frightening vampire. "Go deal with those mercs!", Drew barked at Joey, still wrasslin with Brooks. Joey unslung his shotgun and boldly strode out into the middle of the corridor, fully exposed to the mercs and vamps; he shotgunned the merc who had shot him, shredding flesh and ragdolling the human back into a wall to slump broken and bloodied. The other mercs, seeing this apparently suicidal young man pull such a stunt, turned their attention to him and a unloaded a lot of ammo into Joey's slim frame, but other than shredding his already badly abused clothing their mundane weapons had no effect. Joey returned fire, shotgunning one merc after another. Killroy took a shot past Joey down the long corridor, splattering one of the lesser vamps before it could finish off one of the FBI tactical agents. The monstrous vampire who had gotten grenaded hurled himself down the corridor at Joey but somehow missed and was carried into the t-port chamber by her own momentum. Murgatroyd, hovering somewhat anxiously towards the rear of the t-port chamber, was somewhat alarmed by the frightening vamp that was now in close proximity to him, but held himself together and unleashed a lance of energy from his blasting ring, which singed the vamp and angered her further...great, another extra durable vamp. Meanwhile Special Agent Matthews and the Hunter Baretta Colt had holed up in room further into the facility after intense fighting during the earlier stages of the assault; Matthews had gotten shot in the thigh, and Baretta had applied first aid to keep him in the fight. Hearing the boom of Killroy's big gun and guessing her allies from earlier in the night had joined the fight, Baretta made a tactical decision to leave the temporary safety of the room they were hiding in and press onward. Matthews agreed but insisted on coming with her...she helped him to his feet and provided a strong shoulder to help him limp along. Guns at the ready, the ad hoc duo crept through the hallways in search of things to shoot. The main fight had turned into a wild melee at this point, Jack got into the fight in earnest, demonstrating that he is indeed good at fighting vampires. Joey demonstrated that he's good at killing normal humans who lack the means to hurt him, Murgatroyd demonstrated he's good at mincing around and taking pot shots, Killroy demonstrated that he's good at killing things from far away, and Drew demonstrated that he's able to adapt to nearly any situation and do what is necessary in the moment. Baretta and Matthews, having dealt with a couple of minor vampires, rounded a corner and entered the main fight from the far side from the t-port chamber. Matthews moved to assist the last two surviving tactical agents, one of which was being fed on by a lesser vamps. Baretta took aim and exploded the head of the female scary vamp with a volley of highly accurate pistol shots. The other scary vamp, seeing this, lost their sanity and rushed Baretta at high speed, crossing the length of the corridor in a blur; latching on the vamp began to feed on her. A couple new lesser vamps joined the fight and jumped Matthews who was trying to finish off the lesser vamp he had attacked...the trio of lesser vamps bore him to the ground and began to feed on him. Finally getting Brooks under control, Drew cuffed the traitorous agent arm and leg to the two corpses of the dead agents Brooks had shot in the head. "You don't understand! They MADE me do it!", Brooks pleaded. Drew stuffed a dirty sock from one of the corpses in the traitor's mouth to shut him up. An invisible (or just very sneaky?) vampire materialized in the t-port chamber and menaced Murgatroyd and Killroy, but the sniper revealed that he also is pretty good in a brawl, and with Jack's assistance he fended off the vamp. Joey was finishing up the mercs, and Drew joined in. Jack, seeing Baretta and Matthews getting fed on, bravely ran down the hall and was just about to stake the vamp feeding on Baretta when another big boom of Killroy's rifle was heard and the vampire's torso simply exploded in a gooey burst of blood and viscera. Baretta and Jack worked together to save Special Agent Matthews, who was still getting fed upon. Seeing how that the fight was lost, the sneaky vamp disappeared and (apparently) fled the scene. The Hunters regrouped. Special Agent Matthews was in bad shape, but alive. He and Baretta provided some exposition on the current situation, and confirmed that as far as they knew Harker was last seen in the underground motor pool. The store was closing so we had to stop before closing out Act 2. Steve got 5 XP to apply to Baretta for his combined work of piloting Joey (Scything was unable to play) and Baretta and helping me track some of the combat details over the course of the night (I was operating on almost no sleep and not at full mental capacity, particularly as the evening wore on). Killroy got 3 XP; everyone else got 4 XP. Murgatroyd was voted MVP. No XP can be spent between this session and the next. @Steve@Durzan Malakim@WilyQ@Scything@L0rd_Magg0t@King Red << Part 2 ... Part 4 >>
  22. And...I'm back. I'm planning to resume normal service and run the next session this coming up Saturday at At Ease Games at 5pm.
  23. Hail Loki wolf‑son, child of the witch queen, he who can only be bound by trickery. Hail devourer of the heavens, sun and moons demise decreed. Hail he who will have vengeance at the end of all things. All hail the great consumer, breaker of chains, he who all gods but one fear. Hail mighty Fenrir, Aesir-bane, Odin's end.
×
×
  • Create New...