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Dice Souls Lost on Black Tides [WoD]

Rolling to guess what happened


Occult (3) + Int (1) - 3 for lack of Investigation.


[dice]20797[/dice]


Critical Failure!


You believe that the student was dragged up to the roof and pushed off the edge by a person.


Time to search for suspects! Everyone thought this was Suicide, but it might be murder! You're going to need to find 2 more clues to prove this was a murder.


Meanwhile, you hear footsteps coming up the stairway. Looks like you've been noticed.
 
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Meditation - Wits (3), Composure (1) + 1 (Phone Music) = 5 Dice [ 4 Successes Req. ] [Extend/Y]


[dice]20799[/dice]


[dice]20800[/dice]


You meditate for one hour, +1 on your next Degeneration roll and you can spend Willpower on any unconscious rolls because it will be refunded.


[dice]20801[/dice]


Within your one hour meditation, you get enough sleep for 24 hours by using magic to alter your sleep cycle. Also, you are able to enter a lucid dream-state within that hour and perform one mental action if you choose.
 
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Xanthus is now able to use magic to manipulate his dreams with Mind 3, so we're clearing off his Nightmares flaw. This earns him a beat for resolution [1 exp unspent, 1 beat] and he earns 1 Arcane beat for making progress towards his Obsession of learning about his demonic-self.


We're basically going to be moving into the REAL fifth day of game-time. It's a Monday. Day 4 is a Sunday, ect.


Lupus is going to be up at 8


Saede is going to be up at 12


Yuzuki will probably be doing something that morning.


Xanthus and Naomi are still going to be acting during the middle of the night of day 5, and since Robbert only needs to take a rest [not sleep] he also has that option. Once everything's settled there, they will jump ahead to whatever time the others have gotten up to. That's all for now.
 
rolling for research into robert and affiliated matters. extended roll. 9 dice, 4 times due to time constraints. (Intelligence + Investigation + Notoriety -1 for obscure and +1 for internet use)


Giving robbert a beat for Notoriety


[dice]20827[/dice]


[dice]20828[/dice]


[dice]20829[/dice]


[dice]20830[/dice]


[dice]20831[/dice]


[dice]20832[/dice]


[dice]20834[/dice]


[dice]20835[/dice]
 
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@ValkyrieRose


You can't find information on a Captain of this gang, but just searching for 'Captain' brings up an interesting lead. By looking up information from the web as well as the museum records you find record of a Captain Robbert Maxwell who lived from 6/12/1840-1/5/1873. Many letters were recovered from inside his ship, as they were stored carefully. The ship in question was recently excavated and the artifacts were taken in by the Museum of Ancient Treasures for a special exhibit. One letter from one of his crewmembers called him Shark Feeder because there was a rumor he would bite people in the throat when taking a ship to attract the sharks in the sea, and then he would feed enemy crews to them. His body and treasures were recovered from his ship when it was found ashore on the beach of Black Bay. The museum doesn't have a big enough crew to haul the whole ship off, so it's still wrecked on the beach, but it's said to be haunted so most people avoid the ship. Some people report hearing screams or seeing blood near the ship.


There's another story about an insane criminal cosplayer who pretended to impersonate Robbert that was not affiliated with any museum promotions. He was recently locked away in the asylum, believed to be suffering from an identity disorder. All the info on this subject is held privately by the Voiler Asylum. Voiler is the name of the warden, and ironically also translates to Sailing Ship.


-----------------------------------------------------------------------------------------------------------------------------------------------------


That's two Clues for you, but they don't seem to put together the whole puzzle. The first Clue "History of Robbert" is worth [+2], and the next Clue "Voiler Asylum" is worth [+1].


You can attempt to come to a conclusion now and Uncover the Truth, but you risk being wrong and not being able to get more evidence.


For your Critical Success, you gain the Informed Condition that is tied to Captain Robbert:


[When you make a roll relating to the topic, you may shed this Condition. If the roll failed, it is instead considered to have a single success. If it succeeded, the roll is considered an exceptional success. The roll that benefits from the Informed Condition can be any relevant Skill roll outside combat.]


On top of all that, beat for working towards your goal. Plus, you're likely to earn Hunter EXP at the end of the Scene/Session now.


[Total = 5 Exp and 2/5 beats]
 
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wits+weaponry to check for a weaponized Cane


[dice]20858[/dice]


Critical Failure!


You're fairly sure he's going to attack you with that thing! Paranoia mode! There could be a gun or a sword in there, he's probably an assassin!


Seren's not saying anything to you, though, it doesn't really say anything unless you surrender your will to it.


For crit failing, you'll get the Condition of Paranoia (Temporary):


-2 penalty on Social rolls. You will gain a beat if you attack Lupus or force him to flee your house.
 
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Composure [3] - 1 + 2 from willpower [3/4]


[dice]20859[/dice]


Double Fail Combo


You'll earn a Beat [1/5], but you must tell her the truth, otherwise you will get shot.
 
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rolling to recognize the name of the Thules.


[dice]20860[/dice]


2 Successes


While this setting doesn't take place in the real world, I'd be fine assuming that certain historical events happened. For this campaign in particular, the French Revolution and World War II are now being used. If nothing else, these are events that played out similar to the real world versions, but slightly different.


---


The Loyalists of Thule is a reference to the original Thule Society. It was founded as a Nazi Occult Research group that believed that the Ancient Aryan master race held occult knowledge. Many of them disbanded after the fall of the Nazis. What you might suspect is that this man is part of some neo-nazi occult group that may have collected the old documents and information. He might not necessarily be a neo-nazi either, as it's likely based on his appearance and accent that is more Irish. This means that the organization he is talking about is probably composed of former/reformed nazi researchers and scientists who have regrouped as a Hunter group.


Based on what the Lucifuge know, they have traded notes with Occult scholars like the Thule, but the Thule are highly secretive and never reveal who they are. Whoever this guy is, he must not be a very well-trained agent because he broke their code of secrecy.
 
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Resolve + Composure for nightmares.


[dice]20861[/dice]


Nightmare Triggered. Take a beat [4/5] and we'll play out a scene. I'll reply to you in the in-character thread.


It's Shadow time!


I also realized that when you dropped to 0 Willpower, you owed me a Harrowing, so we're going to play that out too...prepare for pain.
 
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[dice]20862[/dice]


Critical Fail!


Well, obviously...you have no idea what to make of these documents. It's very clear that you have no idea too. Your life is in Yuzuki's hands.
 
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Rolling for shooting Lupus. Called shot- legs. penalties and bonuses cancels out. Using sleep for base damage of 2. Asset skills give me 9 again


[dice]20863[/dice]


[dice]20864[/dice]


[dice]20865[/dice]


6 Successes = 6 Lethal, and he can't move until the damage is healed. -2 wound penalty too.


Yuzuki gets a beat [3/5] for Paranoia! Condition Clear!
 
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Integrity roll [7 + 1 for high integrity, -1 for losing Pride, -2 for pain from gunshot]


[dice]20866[/dice]


Some changes to your character, Lupus:


You swallowed your Pride. Your new vice is your Wrath fueled by the wolf-blood.


You get one beat for advancing your goal of learning about Yuzuki [2/5].


You have joined her side. Your Status is now [Lucifuge] 1 and [Thule] 1.


You are now a member of Yuzuki's now formed Group called Performance.
 
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Rolling for Searching the School (Extended)


Wits + Occult - 1 = 5 dice -1 for it being a few days old, -1 because the body is missing, -1 for working alone, +1 for knowing the area = 3 + Willpower [3/4] [3] = 6 dice.


Six rolls of three dice


[dice]20873[/dice]


[dice]20874[/dice]


3 Successes.


Your feeling leads you down the halls to the stairway entrance. It leads down deeper into the school's basement. It must be underground...the next clue. It's dark down there. It seems like something is going on down there, and the sounds on the stairway suggest construction. Sounds like...welding torches? Are there people down there?
 
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Roll two of six! Sneaking into the hidden underground place.


Stealth (0) + Dexterity (5) + Dark (1)


[dice]20880[/dice]


[dice]20882[/dice]


1 Successes
 
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Roll Three of Six [investigation]


Rolling Wits (3) + Dex (5) - 1 to get a good photo


[dice]20909[/dice]


You gain a Clue:


Photo of the Hidden Basement Room [+1]
 
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Rolling for Divination. Uses 1 Willpower [5/6]


Composure 3 + Occult 3 + 2 [specialty included] = 8 Dice



[dice]20912[/dice]


[dice]20913[/dice]


2 Successes


 
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Dealing with mysterious people


Wits (3) + Manipulation (3), -1 from not supposed to be there, +1 from integrity - 2 from observers + Willpower [2/4] (3)


[dice]20914[/dice]


2 Successes


You also earn a beat [3/5] from your Amnesia flaw, because you would normally remember something at this moment that would be important, but it's not coming to you.


You also gained the Spooked Condition:


Your character has seen something supernatural -- not overt enough to terrify her, but unmistakably otherworldly. How your character responds to this is up to you, but it captivates her and dominates her focus.


This Condition is resolved when your character's fear and fascination causes her to do something that hinders themself or complicates things (she goes off alone to investigate a strange noise, stays up all night researching, runs away instead of holding her ground, etc.).
 
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Rolling for spotting the numbers


Wits (3) + Streetwise (0) + 1


[dice]20937[/dice]


You recognize that the coordinates correlate to the hospital where your parents work. The Memorial Hospital, you also have strong memories of it yourself because of the accident.
 
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Status Update [Week 3]


I'm hoping to end session one soon, and I've already worked out how some of the plots will wrap up. Keep in mind that by the start of session 1, everyone will timeskip to 12:30 PM on Day 5 (In-Game Time). Everyone will be gaining Beats and Special Beats based on their Template once the session ends [unless it takes another week].


Here's the breakdown of everyone's current status:


-Yuzuki and Lupus (@DARK7 ,@ValkyrieRose) will remain in the hospital for the duration of the timeskip, with nothing changing [their scenes are done, so no posting required.]. I will also note that Lupus' mission is officially considered a Failure. His aspirations will be cleared and he will receive no beats for them.


-Saede (@Zayuz) and Xanthus (@Trickster Queen) have planned out their last posts, so we just need to wait for the right time to post them. These posts are going to put them into new positions for session one. Saede gets a beat [4/5] based on her goal of Investigating this session, marking it as partially complete (the mystery is about half-solved).


-Ava (@Mistress Iris) still has two more posts to make, and is having hardware issues, so they may be delayed, but we're working things out. Ava is missing Aspirations.


-I have to plan out Naomi's (@Sigyn) last post for the session so we can wrap things up. Naomi is still missing Aspirations.


-Robbert (@Xistund) will continue his Harrowing while going into session one. Probably will need one more post from him to wrap up.


Whoever ends up posting last will be the one to conclude the session.
 
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So I get to ask 3 questions since I succeeded with my divination attempt. Lego!


1. Will the coven be endangered?



2. Will there be any important guests?



3. Will there be anymore emergency mage meetings?



SPEAK TO ME OH CARDS OF MINE!
 
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1.No


Fool > Lovers [Reverse] > Emperor


>Representing the Beginning of a turbulent relationship with a charismatic man.


2.No


Death [Reversed] > Hanged Man [Reverse] > Tower


>Coven will not be prosperous, there will be no grand events...stagnation and possibly bankruptcy. Going down a negative road. Change needs to occur, because nothing good will happen otherwise.


3.Maybe


Hermit [Reverse] > Wheel of Fortune [Reverse] > Strength


>The winds of Fate have yet to decide, the future is in flux. The mages are secluded and wise, but always willing to strike first at danger. They are strong and will endure into the future.


---


Beat for your awesome post. [1/5 beats]
 
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Rolling for being cool


Dexterity (5) + Athletics (3) + 'Bonus' (3) + Graceful Merit (1) - Difficulty (4)


[dice]21052[/dice]


[dice]21053[/dice]


4 Successes


You also get two beats, one for drawing attention to yourself and the other for resolving Spooked by taking drastic action. (6 Exp, 1 beat)
 
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End of Introduction Experience Awards [Cycle 1]:


-Aviana gets one more beat for participation [2/5 beats]





-Saede gets one more beat for participation, and I'm giving her back one Willpower for Victory against the Janitors.


[2/5 beats, 6 exp, 1 saved, 3/4 Willpower]





-Lupus almost died from a dispute, but he's still alive, so beat for you. I also gave him 3 exp to help catch up and reflect his experience in the field. [3 exp, 3/5 beats]


-Naomi earns her first beat of the new chapter for participation [3 unspent exp, 1/5 beats]





-Robbert is getting stronger through his Harrowing experience, bumping him up to the next level. [8 EXP, 2 Unspent]





-Xanthus gets 1 beat for participation, and another for partially completing his goal of finding Naomi. Now he just needs to confirm her identity. [5 EXP, 1 saved, 3/5 beats]





-Yuzuki stole the show, and even got herself a new partner. I demand an encore! [5 EXP, 4/5 Beats]





Practical EXP [for Hunters: Yuzuki and Lupus]


+2 base for being a partnership of two Hunters



+1 for starting research Robbert



+1 for negotiating with the demon Greg and establishing a relationship with him



+2 for both of you having one critical failure



-1 for Friendly Fire



-2 for Lupus losing his Pride [Failed Integrity roll]



Pro-tip: I suggest you guys don't attack each other from now on...



Total = 3 Beats divided among you. Yuzuki will take the majority.


Yuzuki = 2 practical Beats, Lupus = 1 practical beats


These EXP can be spent on Skills, Merits, and Tactics once they reach 5 beats. It is also Yuzuki's responsibility to report her findings on Greg and Robbert back to the Lucifuge at some point.
 
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%5BEclipse%5D+Rental+Magica+-+06+(h264)+%5BB2B56DCE%5D.mkv+-+00000.bmp



Seren Rolls for Precognition [Yuzuki Willpower: 4/5]


For now, he will have 7 dice for this. Thier sheet is still being worked on, but it seemed fair to give them at least 7.


Wits [3] + Occult [4] = 7 dice. One question per success.


[dice]21073[/dice]


Only one
 
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I'll be asking for clues related to Robberts nature, perhaps a hint to the nature of his being. If not that I'll take a location or something similar.


[dice]21074[/dice]


Clue get!


Vision of Robbert [+1]
 
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