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Trial by Fire - IC Thread

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Lore
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Rolling damage. If i get 3 or more successes i'll spend a willpower on my current shape's ability Clamp Down, which will be uncontested since i'm legendary size unless she has specialized charms.

Clamp Down: A river dragon that deals 3+ levels of damage
to a victim with a decisive bite attack may pay a point of
Willpower to begin grappling them, making the opposed
roll to establish control over the clinch. A successful clinch
adds +1 to the base Initiative it resets to for every round
of control it gains. Once per fight.

Health Levels
- 0 [ ]
- 1 [ ][ ]
- 2 [ ][ ][ ][ ]
- 4 [ ][ ][ ][ ]
- Incap

Willpower: 2/7

Essence: 1
Personal: 0/16
Peripheral: 27/38
Committed: 0

Join Battle: 4

Parry: 3
Evasion: 3
Resolve: 3
Guile: 3

Natural Soak: +5
Armored Soak: 0
Hardness: 0

Weapon
Unarmed
Acc+1, Dmg+7, Def+0, O:1
Acc: 6, Dmg: 10, Def: 3, O:1
Tags: Bashing, Brawl, Grappling, Natural

Armor
None

Sea Serpent (River Dragon eel chimera)

Essence: 1; Willpower: 5
Join Battle: 5 dice
Health Levels: -0x4/-1x6/-2x6/-4x5/Incap. River dragons
will flee if dealt 10+ levels of damage, but refuse to release
their hold on any prey they have grappled, dragging it
back into the water with them to drown it if necessary.

Actions
Feats of Strength: 10 dice (may attempt Strength 5 feats);
Intimidate: 5 dice;
Resist Poison/Disease: 8 dice;
Senses: 5 dice (see Keen Nose and Night Vision);
Stealth: 5 dice (see Undertow Menace);
Tracking: 6 dice (see Keen Nose)
Resolve 3,
Guile 1

Combat
Attack (Bite): 9 dice (Damage 19, minimum 5, Piercing)
Attack (Grapple): 9 dice (11 dice to control). The river
dragon makes unopposed control rolls against smaller
opponents, unless its victims use magic that allows
them to clinch larger enemies, such as Dragon Coil
Technique.
Combat Movement: 6 dice
Evasion 0, Parry 4
Soak/Hardness: 16/10

Special Attacks
Clamp Down: A river dragon that deals 3+ levels of damage
to a victim with a decisive bite attack may pay a point of
Willpower to begin grappling them, making the opposed
roll to establish control over the clinch. A successful clinch
adds +1 to the base Initiative it resets to for every round
of control it gains. Once per fight.

Death Roll: A river dragon that has grappled an enemy
and built up to Initiative 11+ may use the terrifying death
roll, a decisive savaging attack that benefits from double
7s as the dragon twists to forcibly rip off chunks of flesh.
The death roll inflicts a crippling injury (p. 201) on its
victim, but with the river dragon’s player choosing how
severe an injury to inflict and forgoing the appropriate
amount of damage. Once per fight.

Lunge From the Depths: While the river dragon is underwater,
it may rush enemies on land from out to medium
range, moving one range band towards its victim on each
of that character’s turns in addition to its normal movement.
If it is concealed from its victim, it adds two successes
on the rush roll.

Merits
Bioluminescent: The mutant radiates light, equivalent to a
glowing anima banner. She can suppress this for a scene
with a miscellaneous action.

Fins (2): The mutant has fins, webbed hands, or a fishlike
lower body. She adds dice equal to this Merit’s value on
movement rolls while swimming, and ignores difficult
terrain from poor swimming conditions.
Drawback: The mutant suffers a penalty of half this Merit’s
value, rounded up, on land-based movement. With three
or more dots, she treats all land as difficult terrain.

Serpentine: Instead of legs, the mutant has a serpentine
lower body or similar anatomy. She ignores penalties for
being prone.
Drawback: The mutant suffers −2 penalty on jumping-based
movement actions.

Deadly Weaponry: This mutation depicts especially
dangerous natural weapons: long claws, piercing tusks,
stinging tails, etc. One of the mutant’s natural attacks gains
one of the Balanced, Chopping, Disarming, Flexible,
Piercing, or Smashing tags.(Bite attack gets piercing)

Bottomless Lungs: A river dragon can hold its breath
underwater for fifteen minutes before it needs to surface.
In a scene of combat or intense physical exertion, it may
hold its breath for the entire scene, but must then surface
at the end of the scene.

Keen Nose: River dragons apply the double 9s rule on
Perception-based rolls made using scent.

Legendary Size: The river dragon’s size makes it extraordinarily
difficult for human-scale enemies to engage it in
combat. It does not take onslaught penalties from any
attack made by a smaller opponent, although magically inflicted
onslaught penalties still apply against it. Withering
attacks made by smaller enemies cannot drop it
below 1 Initiative unless they have a post-soak damage of
10 dice (although attackers can still gain the full amount
of Initiative damage dealt). Decisive attacks made by
smaller enemies cannot deal more than (3 + attacker’s
Strength) levels of damage to the river dragon with a single
attack, not counting any levels of damage added by Charms
or other magic.

Night Vision: River dragons can see in dim conditions as
though they were in broad daylight, and reduce the difficulty
of Perception-based checks made in deeper darkness
by one.

Undertow Menace: The river dragon gains double 8s
whenever it attempts to establish Stealth while underwater.
 
You have her in the clamp down, and she's hurt bad, with the poison now flowing through her.

So, if I'm reading the Charm right, you are reset to an initiative of 4 thanks to the clinch if you are successful in the Clinch roll. Go ahead and make the Str + Brawl/Martial Arts roll to try and establish control.

Round 3
11 - Rivers
9 - Male Dynast with Claws
1 - Woman Dynast - dropped her sword - badly wounded

Round 4
4 - Rivers
 
You have her good. The woman is struggling against your crushing grip in vain.

The man, seeing his comrade in trouble, slices at you with his claws, scoring a total of 8 successes to hit. What is your DV and soak?

Round 3
11 - Rivers
9 - Male Dynast with Claws <====
1 - Woman Dynast - dropped her sword - badly wounded

Round 4
4 - Rivers
 
Your high Soak is able to keep you safe from the effects of the man's claws on you. His attack bounces off your thick skin, doing no damage.

Round 4, regain 5m

You are up again. Had to edit the post to reflect the fact that Rivers is up before the guy.
HumanPlus HumanPlus

Round 4
11 - Rivers
9 - male dynast with claws
1 - woman dynast - badly wounded
 
Last edited:
Rivers takes in the sweet taste of fresh blood from her victim, and the beast within rears it's ugly head.

There is a quiet heartbeat, as she locks eyes with the dynast who had futilely been clawing at her tough scales, with his wounded and poisoned companion in between her teeth. Just enough for the situation to sink in, a quiet before the storm.
Then the entire huge form of the river serpent in front of him convulses in savage spasms, her head rolling and shaking with violent terrible force. The water reddens visibly with blood and gore, bits rended armour tearing away from the whole with whatever inside. An absolute revelry of violence.

At the end of this messy animalistic display, Rivers tosses the remains still stuck in her teeth through the water in the general direction of the remaining dynast, so he could get an eyeful the ghastly remains.

This is a decisive savaging attack against a DV of 0 since i've got her in a grapple. I also get two autosuccesses on the damage roll from my remaining control rounds. Since i have 11 initiative i can trigger another one of my current forms special abilities, the Death Roll. Let's see how much overkill a girl can get.

Death Roll: A river dragon that has grappled an enemy
and built up to Initiative 11+ may use the terrifying death
roll, a decisive savaging attack that benefits from double
7s as the dragon twists to forcibly rip off chunks of flesh.
The death roll inflicts a crippling injury (p. 201) on its
victim, but with the river dragon’s player choosing how
severe an injury to inflict and forgoing the appropriate
amount of damage. Once per fight.


Health Levels
- 0 [ ]
- 1 [ ][ ]
- 2 [ ][ ][ ][ ]
- 4 [ ][ ][ ][ ]
- Incap

Willpower: 2/7

Essence: 1
Personal: 0/16
Peripheral: 27/38
Committed: 0

Join Battle: 4

Parry: 3
Evasion: 3
Resolve: 3
Guile: 3

Natural Soak: +5
Armored Soak: 0
Hardness: 0

Weapon
Unarmed
Acc+1, Dmg+7, Def+0, O:1
Acc: 6, Dmg: 10, Def: 3, O:1
Tags: Bashing, Brawl, Grappling, Natural

Armor
None

Sea Serpent (River Dragon eel chimera)

Essence: 1; Willpower: 5
Join Battle: 5 dice
Health Levels: -0x4/-1x6/-2x6/-4x5/Incap. River dragons
will flee if dealt 10+ levels of damage, but refuse to release
their hold on any prey they have grappled, dragging it
back into the water with them to drown it if necessary.

Actions
Feats of Strength: 10 dice (may attempt Strength 5 feats);
Intimidate: 5 dice;
Resist Poison/Disease: 8 dice;
Senses: 5 dice (see Keen Nose and Night Vision);
Stealth: 5 dice (see Undertow Menace);
Tracking: 6 dice (see Keen Nose)
Resolve 3,
Guile 1

Combat
Attack (Bite): 9 dice (Damage 19, minimum 5, Piercing)
Attack (Grapple): 9 dice (11 dice to control). The river
dragon makes unopposed control rolls against smaller
opponents, unless its victims use magic that allows
them to clinch larger enemies, such as Dragon Coil
Technique.
Combat Movement: 6 dice
Evasion 0, Parry 4
Soak/Hardness: 16/10

Special Attacks
Clamp Down: A river dragon that deals 3+ levels of damage
to a victim with a decisive bite attack may pay a point of
Willpower to begin grappling them, making the opposed
roll to establish control over the clinch. A successful clinch
adds +1 to the base Initiative it resets to for every round
of control it gains. Once per fight.

Death Roll: A river dragon that has grappled an enemy
and built up to Initiative 11+ may use the terrifying death
roll, a decisive savaging attack that benefits from double
7s as the dragon twists to forcibly rip off chunks of flesh.
The death roll inflicts a crippling injury (p. 201) on its
victim, but with the river dragon’s player choosing how
severe an injury to inflict and forgoing the appropriate
amount of damage. Once per fight.

Lunge From the Depths: While the river dragon is underwater,
it may rush enemies on land from out to medium
range, moving one range band towards its victim on each
of that character’s turns in addition to its normal movement.
If it is concealed from its victim, it adds two successes
on the rush roll.

Merits
Bioluminescent: The mutant radiates light, equivalent to a
glowing anima banner. She can suppress this for a scene
with a miscellaneous action.

Fins (2): The mutant has fins, webbed hands, or a fishlike
lower body. She adds dice equal to this Merit’s value on
movement rolls while swimming, and ignores difficult
terrain from poor swimming conditions.
Drawback: The mutant suffers a penalty of half this Merit’s
value, rounded up, on land-based movement. With three
or more dots, she treats all land as difficult terrain.

Serpentine: Instead of legs, the mutant has a serpentine
lower body or similar anatomy. She ignores penalties for
being prone.
Drawback: The mutant suffers −2 penalty on jumping-based
movement actions.

Deadly Weaponry: This mutation depicts especially
dangerous natural weapons: long claws, piercing tusks,
stinging tails, etc. One of the mutant’s natural attacks gains
one of the Balanced, Chopping, Disarming, Flexible,
Piercing, or Smashing tags.(Bite attack gets piercing)

Bottomless Lungs: A river dragon can hold its breath
underwater for fifteen minutes before it needs to surface.
In a scene of combat or intense physical exertion, it may
hold its breath for the entire scene, but must then surface
at the end of the scene.

Keen Nose: River dragons apply the double 9s rule on
Perception-based rolls made using scent.

Legendary Size: The river dragon’s size makes it extraordinarily
difficult for human-scale enemies to engage it in
combat. It does not take onslaught penalties from any
attack made by a smaller opponent, although magically inflicted
onslaught penalties still apply against it. Withering
attacks made by smaller enemies cannot drop it
below 1 Initiative unless they have a post-soak damage of
10 dice (although attackers can still gain the full amount
of Initiative damage dealt). Decisive attacks made by
smaller enemies cannot deal more than (3 + attacker’s
Strength) levels of damage to the river dragon with a single
attack, not counting any levels of damage added by Charms
or other magic.

Night Vision: River dragons can see in dim conditions as
though they were in broad daylight, and reduce the difficulty
of Perception-based checks made in deeper darkness
by one.

Undertow Menace: The river dragon gains double 8s
whenever it attempts to establish Stealth while underwater.
 
With an audible crunch, you bite down on the struggling woman and cut her in two. Blood fills the water as her severed pieces start to drift with the river current.

The man looks at the massive monster that just killed his comrade in horror, and he backs off rapidly, trying to get some space between you and him. He was obviously not expecting to be facing off against a Exalt, thinking that the ship was under attack from a wild animal, and not an intelligent Essence wielder. You have the opportunity to try and keep him from disengaging, or you can let him go. What do you wish to do?

HumanPlus HumanPlus

Round 4
11 - Rivers
9 - male dynast with claws

Round 5
3 - Rivers
 
Seeing fear in the puny man's eyes, Rivers pulls back her head to let him back off. Then when he doesn't escape fast enough for her liking she snaps her mighty bloody maw in his direction and gives another underwater screech with glowing gills spread wide.

After that she dives down to the deepest parts of the dark roiling river, turns off her bioluminescence, and begins her quiet swim upriver.

I'd like to pull on his current emotional state of terror to roll a threaten boosted by four motes of excellency.
 
As the one Dynast is pulling back, he darts down to the bottom of the river and recovers the dropped Daiklave of his now deceased comrade before heading up to the surface. On the Seagull, those looking back at the Realm warship can see that the thrashing in the water has stopped, and there is now a noticeable pool of blood rising up from the depths, and a keen eye may be able to pick out the distinct shape of something large swimming underwater heading down the river in the same direction as you.

On the dock, the crowd of curious onlookers and dock workers has scattered, fearing that there may be attacks on them from the river monster, and the Realm troops are now on high alert as they search for any signs of Rivers coming up to continue her attack on the ship. Speaking of the Realm warship, it is starting to settle down a bit in the aft section, showing that it is taking on a bit of water from Rivers ripping out the rudder. It is clear that they will not be able to use that ship to follow you anytime soon.

Standing on the deck of the Seagull, Dromond is demanding more speed from his ship as he tries to get away from the battleground and the Dynasts behind you. To be honest, he doesn't have to struggle very much with this, since his crew is very anxious to get some distance from the Wyld Hunt. At this point, they do not seem to have linked your presence with the Realm soldiers, so that is good news.

At this point, Melinda lets out a sigh of relief. In a quiet voice as to not be overheard, she says, "It would seem that we have dodged an arrow today. Hopefully Spider and Bard are resourceful enough to be able to find their way to us on the river, and have also gotten away from the Dynast and his Hound that was on the street." She looks around to make sure that she is not being overheard by the crew. With a sigh, she sits down at the prow of the ship and folds her hands over one another. "All that we can do now is wait and see, and hope for the best."



Inside the city, Bard and Spider are quickly making their way to the river to try and reunite with their fellows on the Seagull. You are passed by several guards in Sijan livery heading towards the street you were on, but they only glance your way and make no effort to stop you on your journey through the city. How do you wish to proceed?
 
With the ship now safely sailing away from Sijan, Kuaidao would seek to talk with Maja, and ask how she was doing after everything that had happened.
 
Maja gives Melinda a decidedly unimpressed look from where he sits on the deck [Really? All you can do is wait and see, huh?]. He pulls deck of ornate cards he picked up in the market out of a small cloth bag, spreading them on the crate beside him, picking out the Tower, Sun, Noose, and Judge, fanning them out in his hand. "Pick a card, any card," he says, wryly, the quirk in his lip and glint in his eye daring her to choose [You, who knew where I would be down to the minute days in advance?].

As Kuaidao comes into view he smiles and bows his head to Melinda in defeat, drawing the Sun and examining it. "Joy, success, and celebration, huh? Well played."

When Kuaidao inquires after his health he blushes slightly and looks down at his knees. Suddenly made aware of what his body looks like, he feels a jolt of alarm and his heart skips at least a handful of beats. He might not be into boys - what's he going to think seeing me like this? It's weird enough for me. Facing mortal peril his essence leaps to respond, chiselled lines and work clothes melting into flowing silver then reforming into soft curves and travelling furs. "I'm sorry, that's going to take some getting used to," she says, sheepishly, once again in her true form. "I'm doing okay, thank you. I just hope Rivers is fine," she says, embarrassed to be worried about her appearance when someone was risking their life for her.

It suddenly dawns on her that she's transformed on deck, and she whips her head around to see if anyone has noticed. Thankfully the chaos of their rapid departure, the attention grabbing scene on shore, and the cover provided by the sundries stacked on deck have conspired to ensure no one noticed. She pinches the bridge of her nose, They may well still notice the lack of a deckhand and a passenger who disembarked and never boarded, idiot. Still, better now while he still could have been left on the docks than in the middle of nowhere. I'd've been trapped like that the rest of the trip. This shape changing thing was hard.
 
Kuaidao would blink a few times as Maja transformed from man to woman right in front of him. "Sorry. I'm still not quite used to the fact that you can do that." he admitted, before grinning. "Have to admit, it would certainly be a useful ability to have."

He would then look around, joining Maja in checking if any of the crew had noticed the transformation, before turning his attention back to the Lunar. "Rivers is in her element here. And I can't see any further signs of fighting around the Wyld Hunt's ship. I reckon that means she's done enough damage to keep it from following us, at least for a good amount of time."
 
"Not even I'm used to the fact that I can do that. It just sort of happened when I didn't want to be recognized."

Maja struggles, and fails, not to laugh, "Really? Rivers is in her element here? In the river?" Maja looks up to meet Kuaidao's eyes and the confidence she sees reassures her. "Okay. Right. Yeah. She's fine," she says quietly. Her hands mime a sea dragon eating a regular dragon, with roaring and crunching [She even said Princes of the Earth were no big deal]. "What are Bard and Spider going to do? Swim aboard?" She rolls her eyes, [So much for appearing to be normal passengers].
 
"Well, she is capable of transforming into a giant water monster." Kuaidao would joke, regarding Rivers.

He let out a chuckle at Maja's suggestion about Bard and Spider, before becoming serious. "Spider might be able to get back on this ship if she can turn into a bird or a fish, but as for Bard...well, I'm not quite sure what exactly he's capable of."

He shook his head. "Hopefully they'll be able to catch up to us on land later on, and then we can either have the ship stop over by the riverbank, or send a rowboat to pick them up. They did act as if they'd be able to do so back in Sijan."
 
Thallus heard the commotion out on the deck about a sea serpent and then the sudden movement of the Seagull. He figured it was one of his compatriots, one of many he had no idea what their name was. In fact, besides Captain Dromond, Bard and Melinda he has no idea any of their names. The one that turned into a sea beast before. That was the one... He pondered for a moment before he walked up onto the deck just as the vessel left the dock and stared at the commotion of the dock and the immediate surroundings. He hoped he could spot Bard and his compatriot before they went too far up the river.
 
Would take advantage of the hustle and bustle cause by the recent happenings in town. Bard would play himself as but a worried citizen. What quickness in his step to be hidden by the discomfort of others on the roads.

There was no sense in hiding in alleys at this point. Best place to hide a tree was in a forest. After all.

"We probably wont get to the dock in time. Odds are they are probably already leaving. That leaves us too choice. Hope they haven't left the city limits. Which they would quickly if they cast off already... if we book it, we can make it out of the city and probably catch them on the east bank before it goes north."
 
Spider nods, then says, "If you don't mind getting a bit wet, I can turn into a dolphin and tow you along in the water. We can then catch up to the ship and climb up on deck."
 
Bard nodded. "A little water never hurt nobody." He said, despite knowing that the river had krakens. Besides. He was from the west. What self respecting islander minded getting wet?
 
A little more than twenty minutes after the commotion, an innocuous exhausted seagull lands on the Seagull's mast and settles down.

I am now the boat mascot
 
A little more than twenty minutes after the commotion, an innocuous exhausted seagull lands on the Seagull's mast and settles down.

I am now the boat mascot

Kuaidao would look at the seagull with mild interest.
 
The gull looks back down and opens its beak. A too-long dark purple tongue slithers out for a moment in a thoroughly disturbing display. Whereafter the bird then settles down for a nap.
 
Spider and Bard manage to make their way to the river without any problems where you are able to spot the ship working its way along and you are able to signal the ship for them to put a small launch into the water and recover you from the shore.

With the Realm warship being left behind, Dromond and his crew start to calm down a bit, easing off of the frantic pace that they had set earlier. Dromond approaches the group and quietly says, "While I am grateful for the aid you have given to me and my crew against the river kraken, facing off against the Wyld Hunt is a very different thing, and some of my crew saw the change you went through. It is dangerous for all of us to keep you on. There is a small town not far up ahead called Jaffa. I can take you as far as there, and you should be able to either go overland with a caravan or charter another ship to carry you the rest of the way up the river."
 
Kuaidao would nod in acceptance of this decision. It was hardly the most welcome news, but he could hardly blame Dromond for making such a choice.

"I understand." he said to the captain. "Thank you regardless for the help you and your crew have provided us."
 
Back on board, it seemed everything was ship shape. Though the news was a little off plan.

"Well, Captain Drommond. You did us right. And let no one ever tell you that you aren't one to go above and beyond."

Bard looked amongst the circle, "I understand this setback caused you a good bit of trouble as well. You and your crew. It was much more than they signed up for, and it would be unfair of us to ask anymore than what you have given. I also think it would be unfair if we didnt compensate you properly as thanks. I can't give you much in return but the gift of song or a little bit of jade. But a lowkey man like yourself, I think you'll find the latter much more useful. For you and the crew, pay off some officials, or buy some women and drinks all round."

Bard gave Drommond a winning smile and outstretched his hand to shake the Captains. "So let's leave on bad terms. We held you hostage and forced you along. Evil mind bending powers. You hate our guts and want to see our heads on pikes." He said with a wink, offering an excuse if Drommond ever got questioned. That Bard didnt mind getting blamed if it meant saving their hides from interrogation.
 

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