[Fate] Gunsmoke and Brimstone (Inactive)

Game Master kdtompos

Current Conflict Map
Table of Aspects

Game Aspects:
Sold My Soul
Laws Don't Apply Here

Rolling Fate: 4d3-8

Fate Core Cheat Sheet


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Orland, the plan seems a solid one, but the smooth stones lining the well prove to be much more difficult to grasp then you imagined. You’ve only begun to shimmy your way down the pit, braced with your elbows and forearms on either side, when both your leg and arm slip.

First, we are watching you from above, seeing the slip and watching you scramble for a hold that won’t come. In your frantic grasping you manage to pull a couple of containers loose from their cubbies in the walls—the unseen elements tucked in some of those ‘ladder’ crevices. They look like wooden box frames with walls of chicken-wire. We watch you, as well as the containers, scrape and skid down the pit and into the darkness.

Our next view is from your perspective as you rapidly descend. You may have lost your grip, but you’ll be damned if the royal scots fusiliers didn’t train you to fall well. You use the walls to control your dive as much as possible, landing hard enough to knock you on your arse, but free from any damage beyond the pride.

The two containers you pulled free must be down here as well, though it’s less likely that they fared as well. It’s as dark as sin down here though, and the faint hole of light from above does little beyond keep your directions straight. That’s when you feel something slither over your ankle, gone before you can react. You also hear that rattling noise you’ve likely heard a time or two since arriving in the states.

What do you do?

New aspect for Orland now that he's down the well: Pitch Darkness


Amaziah, as we flash back to you and Nora, it's clear that a bit of time has passed. You've been studying these markings for a while, probably 15-20 minutes. They remind you of some Native markings you've seen before, enough so that you're fairly confident these must be indian markings as well. But you can't tell at all what they say.

That would usually be enough to move on, but there's something about them that seems familiar, like an itch at the back of your mind that you can't find. Eventually it clicks--not the symbols themselves, but the pattern in which they're etched--is the precise pattern you've seen before in a warding circle. These would typically be inscribed to keep supernatural things out of a designated space... or possibly within.

Nora, I have a compel to offer you, for a free Fate Point! (Though it'll cost you a Fate Point if you want to deny it.) Seeing as how you have The Devil's Own Luck, it makes sense that in all this time you're waiting for Amaziah to study the markings, that some tragically unlucky event would occur. After leaning against the wall in an exercise of patience, you realize that you've erased several of the markings on the opposite wall that complete the circle.

Sound good? Or do you want to pay it off and defy your bad luck?


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

Orland will take a moment to catch his breath and listen. Then he calls out Made it down, lass! I recommend an easier method, perhaps He pulls out his matches and lights one, then pulls a candle and lights it.

He stands and checks the Webley to be in its holster.

At least let me get out from under if you are using my method

He stands to the side and looks around.

I think Huey is down here with me as I followed him?


Yes, I should also be there.

"Hopefully we can find a pillow here, or something to make the journey down more pleasant for the next time," Huey says, sifting through the room's contents along with Orland. "If someone makes the journey down regularly, he must have a way to do it safely."

In case a roll is necessary to find something:
Survival (Create an Advantage): 4d3 - 8 + 3 ⇒ (1, 1, 3, 3) - 8 + 3 = 3


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

Serra would have visibly winced if they could see any more of her than a silhouette. She avoids mentioning that they were supposed to be being quiet - not calling out to one another, but... there was nothing to do there, now. Oh well. People were going to find out, anyway. They always did.

So... she sets off to descending. "Probably a rope." she says in a hushed whisper that only just barely masks the sound coming from near Orland's leg, and even then for only a moment. She figured she could probably figure out the handholds... but didn't want to risk it. And they'd probably be easier to see on the way up, anyhow! Plus... there was light below, now. She was considerably less confident than the other two men as she made her descent, her body straining slightly under the pressure of muscles she hadn't used for quite so long.

Speed: 1 + 4d3 - 8 ⇒ 1 + (3, 1, 3, 2) - 8 = 2 Woots!


Huey is already down, revise my earlier statements about Orland to include Huey below who was clear enough of the space to avoid collision with Orland as he slid down. See discussion for more.

As Orland pauses and listens, the loudest noise is the loud rattling from the darkness nearby. Whatever he just felt against his leg is down here with him in whatever this space is. The moment he lights a match, he discovers what.

Strike, Create Advantage: 4d3 - 8 + 3 ⇒ (2, 1, 1, 3) - 8 + 3 = 2
Using 1 Fate Point to invoke Tight Quarters, as such confined spaces make it nearly impossible to maneuver or dodge. This brings the roll up to a Great (4)
Furthermore, I'm queuing up a second Fate Point to invoke Clinging Shadows as the snake strikes from hiding with little warning. This will be spent if there is any chance/need to push up to a Success with Style. So it's most likely going to be a Fantastic (6) unless 4 beats your opposition by 3 or more already.

Immediately upon seeing the flash of light, the coiled serpent strikes out at the hand holding the match. Huey notices another serpent, much darker than the diamond-patterned one striking the scotsman. This second serpent coils in the man's elongated shadow, pausing for a second in preparation of its own attack.

Trying to create the aspect Poisoned on Orland.

Orland, you can oppose this! You're likely rolling Speed, or I could see a justification for Survival if you can make it. You can use some of Serra's free invokes as well, if you can explain how that aspect works in your favor, for bonuses to your roll. +2 per invocation used. (Plus any of your own Fate Points you might wish to spend)

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

Huey, as soon as the flickering match-light appears, you notice both serpents (including the second that's prepared to strike as well). The brief glance you have of your surroundings is a tight earthen room, like a tunnel that continues off in opposite directions. To one side, North most likely, there are stacks of small, wood and wire boxes as well as a few barrels. You hear loud rattling from the serpent and smell the strange smoke from earlier much stronger here.


Serra, it's quite cramped below. Keep the roll. Do you still wish to descend on top of Mr. Delmar, or is there anything else you'd like to do while waiting?


"It would appear, Miss O'Leary, that this place may be some sort of mystical cage or cask. Are you acquainted, Miss O'Leary, with the darker ways of the world? These markings are support protections. They may keep something out, but I rather think that they keep something in. Please touch nothing. We wouldn't want to disrupt them."

Amaziah will continue on, tracing an S pattern in front of him with the cane so as to ward off cobwebs.


Huey was surprised by the snakes, but he didn't lose his composure. He had shot beasts of prey many times before with his gun, but he had never shot a snake, and he wasn't foolish enough to shoot a gun in a cellar, especially one that had a tendency to start fires.

Rather than shooting at the snakes, Huey decided to hold his gun menacingly. If it came too close, he could swing his gun at it, but he preferred not to, considering how poorly he had played cricket as a child. He hoped that his action would instead scare the snakes away.

Menace (Overcome): 4d3 - 8 + 1 ⇒ (1, 3, 3, 2) - 8 + 1 = 2


Female Human - Refresh Rate: 2 | Fate Points: 3

Once Nora got the lantern lit she'd follow Amaziah into the pit and do some poking around of her own, the markings weren't anything special but this place definitely gave her a bad feeling.

"So what exactly is your connect to this place? Seems like an owner would know what's under their doorstep."

Investigate ( Create Advantage ): 4d3 - 8 ⇒ (2, 1, 3, 3) - 8 = 1

After a short search, and not trusting the suit enough to let him leave her sight down here, Nora would wait impatiently as the man examined the wall markings. She'd find a place that could rest against without any worry of taking down a support while the man finished.

Seems like a waste to deny my first Compel, might as well kill us all


Huey, you'll overcome at a minor cost... I'll deal with that once I know what's happening with Orland. So don't worry, I haven't missed your post.

Nora, you've got 3 Fate Points now then, and the seals broken.

Just as Amaziah finishes his explanation, ending with the admonishment to "touch nothing [as] we wouldn't want to disrupt them," the two push off to explore deeper down the tunnel. The camera zooms in on a portion of the strange markings where it has wrapped around the tunnel to precisely where Nora was leaning. The markings there are now scuffed and worn from the soft earth, no longer recognizable. The bobbing lantern lights shrink out of view, leaving only the ambient light from the open cellar door.

Nora, Amaziah, the two of you continue for several more yards down this narrow path. Eventually your tunnel opens up into a corridor nearly twice as wide, where the ground is worn and packed from frequent and recent travel.

The scent of smoke is much stronger here, in fact the light from your lanterns struggles to cut through the hazy air. There are several tracks at your feet, though its hard to tell whether they come from different sources or simply several trips. There are also at least half a dozen furrows dug into the path as if several heavy objects had been dragged through here is well.

It's difficult to tell direction at all down here, underground, but down this corridor to the right is where the smoke appears thickest. To the left it is more clear. Who knows where either of them lead.

What do you guys do from here?

Scene Aspects (Your guys' aspect table is coming too...)

  • Hazy Smoke
  • Stone and Soil All Around
  • Clinging Shadows


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

Serra might as well appease her curiosity by fidgeting around with a hole or two while she's there, I think. Better to know what's in store for them... she'll be careful but she does want to see what's going on with the extra holes... taking her sweet time getting down in the process.

Discovery Investigation: 4d3 - 8 + 4 + 2 ⇒ (1, 3, 1, 2) - 8 + 4 + 2 = 5


No roll really needed on this one. If you're looking as you descend, you'll see what's going on. You're awesome at investigation though, so you might as well get lots of info, right?

Several of these recesses in the stone walls that line this well, while serving practically as a sort of ladder, also house wire cages--each with some manner of serpent within. There are several rattlesnakes, a handful of vipers, and even the odd exotic cobra. More importantly, you notice that every third recess is empty, serving as a safe spot to find your grip should you need to travel this way again. Reaching into any of the other ones, however, is sure to get one struck by the caged reptiles.

You also recall that 3 is one of the more significant religious numbers as well, giving context perhaps to the strange pattern.


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

Remembering his years on the trails in the Hindu Kush and the Indian Subcontinent, Orland knew very well the risk that snakes can present in the wild. planning on this to justify the use of survival in his roll

He also listened well to Serra - a keen eyed and quick witted lass who had already helped him out of one pickle in this town - regarding her comment to use caution, that something might be down in those crevices. hoping this justifies giving me a +2

Rolling to avoid the poisoned condition, adding 1 for survival and +2 for using Serra's warning?

roll: 4d3 - 8 + 1 + 2 ⇒ (3, 1, 2, 1) - 8 + 1 + 2 = 2 but fails the roll, gaining the Poisoned condition.

So is this an opportunity to use my Hard Boiled stunt and ignore a mild or medium consequence?


This isn't actually a consequence, but an aspect created on you. It will attack you periodically, costing you stress and potentially consequences later--which you could ignore through the hard boiled stunt.

Also, those were great justifications. Perfectly done. And using that free invoke forced me to use another of my Fate Points to get the success with style, so good job on wearing me down!


Huey Humphrey wrote:

Huey was surprised by the snakes, but he didn't lose his composure. He had shot beasts of prey many times before with his gun, but he had never shot a snake, and he wasn't foolish enough to shoot a gun in a cellar, especially one that had a tendency to start fires.

Rather than shooting at the snakes, Huey decided to hold his gun menacingly. If it came too close, he could swing his gun at it, but he preferred not to, considering how poorly he had played cricket as a child. He hoped that his action would instead scare the snakes away.

[dice=Menace (Overcome)]4d3-8+1

Huey's large presence, enhanced by the stretching shadows, sends both serpents winding further up the tunnel; but not before the rattler was able to pierce the sergeant major's arm.

A bit of blood soaks into the man's shirt, marking the spot where he was struck. The pain is mild at most, and for the moment Orland doesn't even feel it as long as he allows himself to think of anything else. There's no doubt that he's poisoned, however, so it won't be long before he starts feeling the effects.

Serra eventually touches down within the tunnel as well, lit with a flickering halo of light from the prayer candle. The smoke is thicker down here, and appears to grow even thicker in the opposite direction the snakes retreated--where the gradual slope of this tunnel appears to go down.

Above, the strange well--filled with penned serpents--also sheds the slightest bit of moonlight that manages to break through the cathedral and the hole beneath the altar.


"Until this very moment, I was unaware of these tunnels, Miss O'Leary. My ownership of The Morningstar is a recent development, brought upon by a run of bad luck on the part of the previous owner. But as they say, Miss O'Leary, where there is smoke, there is fire. What say we find the source of this smoke. I believe it may be incense."

Amaziah motions his lantern towards the smokier side of the tunnel, but he awaits Nora's response. Better to lead by offering rather than appear a tyrant.


Huey looks at Orland's bleeding shirt. "The snake bit you? I hear that it's possible to take poison out by sucking it. I've never tried it before, but unless we have something else to do, that might be the best option."


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

Well, lucky the bite isn't further down then, eh?

attempting to use his British Sense of Humor to keep folks calm

While he waits for Serra to descend, Orland wrecks his brains to determine if there is anything he can do here, such as make a cut over the wound to let more blood flow, or similar.

let me know if I need to roll


Yeah, sounds like you're Creating an Advantage, then Huey can roll the Overcome. I assume you're rolling Survival (+1) for this advantage. Tie or beat a 2.

Then Huey, you can try your hand at overcoming it. You'd have to tie or beat a 2 as well, but would have any invokes from Orland's advantage.


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

roll for advantage: 4d3 - 8 + 1 ⇒ (1, 3, 1, 1) - 8 + 1 = -1 for a failure


Survival (Overcome): 4d3 - 8 + 3 ⇒ (3, 1, 3, 2) - 8 + 3 = 4

Huey chuckles slightly at Orland's joke and sucks the venom, spitting it out immediately. "It tastes pretty bad. It's a good thing it's out of you."


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

I think Huey's uncertainty may have hurt him a bit. Prior to my leaving he had a roll in there with a result of 3. You don't have to ask to roll or ask what to roll, if you try to do it that way we'll be here a while. :) If you're lost, totally ask, though!


Female Human - Refresh Rate: 2 | Fate Points: 3

And where there's fire there's Nora. She thought to herself as the pit in her stomach steadily grew.

"Me and bad luck are well known associates, Let's do a quick search and see if there is anything worth our time down here and maybe let this place air out before coming back."

As the air got thicker Nora became more and more uncomfortable this was the perfect situation for something to go wrong and she'd prefer to be out of the way of this fire. "Let's make this quick, it's likely just some spare storage and you're still paying me."


For the poison, I was misleading with the target number, I'll explain it better in discussion. Long story short: you succeed at a major cost.

Orland, you try to draw some of the blood out, but the injury seems to quicken it instead. You know enough about poisons to recognize that this isn't normal.

With Huey's aid, you're able to quickly get a good portion of the venom out of your system. At least the man claims he got quite a bit out, which should at the very least lower it to a non-lethal dose. However, you can't help but shake the feeling that something's still swimmin' around in your blood. Call it premonition, call it instinct, but whatever it is you don't quite feel out of the woods yet.

The venom is gone, but the cost is that a condition remains: Marked by the Serpent. This condition requires narrative action/justification as well as the eventual overcome to remove.

Serra, you smelled it up above, but the pungent stench is rampant down here. While the others may smell smoke, you can sense the supernatural in it. This is clearly part of some ritual, and the thicker the smoke the nearer you come. Furthermore, it was hard to notice on the snakes as you descended, but you can smell something else unnatural about Orland now, something that wasn't present before.


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

Or, alternately, I saw that roll with a 4 there after I left for work and my home post hadn't updated, as I just opened an old tab... Iunno... pretty solidly thrown off these last few days.

Occult (Discover): 4d3 - 8 + 2 ⇒ (2, 1, 2, 3) - 8 + 2 = 2

Serra sniffs at the air, now that they're down below - it's exaggerated, though she doesn't seem to notice. Is the smell a good smell or a bad one? More referring to the smoke. Pretty sure 'snake venom' is gonna be 'bad'


The five of you delve deeper into these tunnels, pushing through the thickening smoke like curtains that twist and flurry at your touch.

Nora and Amaziah are the first to emerge into the natural cavern, trailing wisps of the fog in a wake behind them as they do. From another tunnel, the trio of Huey, Orland, and Serra also emerge cautiously.

It's likely that even through the scented fog you all are able to at least passively recognize each other. Perhaps a few inquisitive looks and explanatory gestures put to rest the prodding questions of what each is doing here. But this hardly seems the moment to ask directly.

Deeper into the center of this spacious grotto is the source of the smoke--a large fire piled with branches that billow the oddly scented fumes like a locomotive's stack. It crackles and surges on the far side of a large reservoir that covers a majority of the floor. Even through the smog you can see that this reservoir is rimmed with piles of bones, stripped of flesh but unbleached by the sun, loosely piled upon each other as if gathered haphazardly. There are also two silhouettes, largely masked by the cloud, just beside the fire. One is a large figure, waving his arms and cane as if trying to lift the smoke into the surrounding atmosphere himself.

Serra, you recognize the rotund figure without needing any detail that the fog conceals. You can picture the bald head, with the bearlike beard spilling over the man's impressive girth. Your mind's eye fills in everything, down to the man's clerical collar, simply through the recognition of Father Lazarus' outline.

The second silhouette is of a figure beside him, lying flat and rigid upon the ground. It rests just low enough beneath the cloud of smoke to recognize it as a body, but without the details it's hard to say whom.

Further from the flames, it's likely that none of you have been seen yet. Your own sources of light must be masked by the flames so near the other figures; but any careless noise or significant gesture is likely to reveal your presence.

What do you do?

Aspects
Thick, Scented, Supernatural Smoke
Skeletal Stockpile
Any others, such as the darkness or being underground I'm going to leave assumed. Feel free to treat them as established if you wish to use them.


The scent certainly isn't attractive to your senses, Serra. It's reminiscent perhaps of something you've smelled without trepidation before, though you don't recognize where. This time, however, there is a deep corruption in it.


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

The narrative says no. My skills say no. But my character says yes.

Stealth(Create an Advantage?): 4d3 - 8 ⇒ (3, 1, 1, 3) - 8 = 0 Can't see anything from this far away..

Serra had to know more of what was going on. Staying in the tunnel was good and safe and all, but... something wrong was going on here. And it was completely none of her business. So she had to know more. She slunk out of the darkness as quietly as she could, eyes on the pair lit by the fire and hunkered down.

Serra wasn't really built for being sneaky though, only nosy. Most people had always been at least somewhat forgiving of her nature; small towns always had gossips and know-it-alls, but this was probably a bit... different.


That sounds like you're coming close to a self-compel? How about this for a proposition on Skeletons in the Closet? Because you have a tendency to stir the pot, and the darker things always seem to come up when you're around, as you try to get closer--not only do you lose the element of surprise, but the spirits present here get the jump on you?

I wouldn't have seen the compel here if you didn't say something to somewhat suggest it. So I'm asking if this is a self-compel worth a Fate Point to you. If it isn't something you were going for you don't have to pay it off, we'll go with your roll instead, which will leave you more options.


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

Yup, it was totally a self-compel. I know it's a really bad idea to move forward, and it's not really in her skill set to do so, but several of her aspects support it. I'll take that compel, rising to 2 fate!


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

Orland sighs. The lass is moving forward, with the reconnaissance skill of a British Regiment on the move.

Which is to say, without much skill.

He sighs again, unsnapping the holster of the Webley .50 caliber and drawing it.

Something is very wrong here, but Orland isn't going to let Miss Willmore face it herself.

Orland moves up behind Serra, trying to stay low and slow and in the shadows, but he isn't altogether known for sneaking either.

He studies the scene, trying to learn what he can from the clues lying before him.

(investigate +2) - looking for an idea of what is going on here beyond a ritual.

roll: 4d3 - 8 + 2 ⇒ (3, 1, 2, 3) - 8 + 2 = 3, doing reasonably well.

Orland moves forward because of his Stands up for the Downtrodden aspect; he will protect a young lady from harm or perceived risk


Amaziah attempts to make eye contact with each of the others, giving them a smirk and a look that says, I'm willing to bet that you folk have my back.

Amaziah steps briskly into the light, forgoing any effort at stealth.

"Gentlemen, it seems most unusual that you are setting fires and butchering folks in my basement. This seems like most uncivilized behavior. Perhaps you could explain yourselves?"

Attempting to grant an advantage to the others here, maybe using The House Always Wins?


Sounds like a self compel for Orland as well. I'll propose how that goes wrong and see if you can accept that for a Fate Point.

As Serra creeps forward, weaving through the thick smoke as if parting curtains, she notices that hundreds of effigies hang from the roof of this cavern (wherever that may be, up in the smoke). Dangling all around are beaded poppets and wicker or bone trinkets that rattle as you brush against them. Serra becomes so focused on avoiding these hanging baubles that she fails to notice the way the piles of bones gathered around the edge of the reservoir are beginning to swirl and gather.

Orland, however, notices as he quickly follows the undertaker's daughter in an act of chivalry. He too is unable to react in time, but thankful that he's there to lend a hand as several of the remains gather together with mud and silt--forming misshapen humanoid forms, pulling themselves up from the ground.

Serra, you're compel is the rising forms--catching you all off-guard rather than the element of surprise you previously held. Orland, since you're so fixed on Standing up for the Downtrodden, you're quick to Serra's aid. This goes wrong, however, as you're too focused on keeping her out of harms way to do anything about these figures in the smoke performing the ritual. As long as Serra is in danger from these things, that's your sole focus. You in?


I'm drawing up a conflict map, which isn't easy on weekends ;). But I'll explain how conflict initiative will work in PbP over in the discussion thread. And Amaziah, I haven't missed your post. Your question will take place before initiative order as well.


This is in a spoiler just to save space. I don't usually have secret info, so anyone's welcome to look.

Orland's Investigate:
Orland, your mind is trying hard to put together all the pieces -- the dangling poppets, the scattered bones, the strange smoke. There have been a lot of dead brought here... drawn here perhaps? You suspect that the second figure up by Father Lazarus is another one, offered up in whatever sacrament this is. This is a sacrifice, albeit a dead offering, at least in one sense of the word.

Amaziah steps briskly into the light, forgoing any effort at stealth.

"Gentlemen, it seems most unusual that you are setting fires and butchering folks in my basement. This seems like most uncivilized behavior. Perhaps you could explain yourselves?"

Amaziah, roll and see if you can create an advantage. What specifically are you going for? Distracting the priest (Charm)? Intimidating him by asserting your own authority (Menace)? This will be just before round order so it won't take an initiative slot.

Resist with Grit: 4d3 - 8 + 4 ⇒ (3, 3, 2, 2) - 8 + 4 = 6

You can hear the southern drawl of Father Lazarus' voice. It has that silken, sonorous tone that resonates so powerfully from the pulpit. The reverberation of this cavern is no less impressive. "We're a long way from your basement... Mr. Bienville, right?" There's something both discomforting about the fact that he recalls your name from your voice, but also insulting that he acts as if your impression hasn't been strong enough for him to be certain. "In fact, I'd say you're a mighty distance from anywhere you could claim as your own."

As he speaks, the massing figures of silt and bone coalesce, lurching in on Serra before she has a chance to get very close to the father. Rising up around her, three of them grasp at her with muddy claws in an attempt to drag her to the ground.

Create Advantage Fight: 4d3 - 8 + 3 ⇒ (2, 1, 3, 1) - 8 + 3 = 2
Serra, you may actively oppose with a Fight roll as well. Aspect Grappled if unsuccessful.

One, which forms directly between Orland and Serra, quickly flings mud in the Sergeant Major's face, attempting to blind him even further than the smoke already has. This one has a skull of sorts, submerged at a tilt upon the muddy shoulders, as if caught in an inquisitive shrug. A second, unseen effigy grasps at Orland's back as well, hindering is ability to dodge.

Create Advantage Fight: 4d3 - 8 + 2 ⇒ (1, 1, 1, 2) - 8 + 2 = -1
Orland, you may actively oppose with a Fight or Speed roll as well. Aspect Blinded if unsuccessful.

All around the lake, like dust devils lining the reservoir's shore, swirl more bones and soil, silently rising from the ground. The five or six directly beside Orland and Serra only seem to be about half of them.

---------------------------------------------
Top of the order, with 2 PC actions.


I'm hoping to distract the priest from paying attention to the rest of us. That may be a little useless since there are mud creatures fighting us now. Hoping to keep him talking while they do whatever they are going to do. ;)

Create Advantage Distraction: 3d3 + 3 - 8 ⇒ (2, 3, 1) + 3 - 8 = 1


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

You forgot a d3! Also, I am railing against stealing people's good survival stats. :(

Fight(Defend): 4d3 - 8 + 2 ⇒ (1, 2, 1, 1) - 8 + 2 = -1 Looks like I'm neck deep in none of my business, now. :P


Amaziah, your roll would be higher (4d3 instead of 3d3), but even a 3 would put you below Father Lazarus' resist. He rolled high.

Father Lazarus will not be deterred from his work, no matter how persuasive Mr. Bienville may be. Whatever he's up to, the man appears quite singular in his intention to complete it.

Lazarus gained aspect Man on a Mission with a free invoke.

At the same moment, Serra is lost beneath a trio of muddy apparitions. One, with it's long, boney arms dragging along the damp earth, grasps her around the shoulders pinning her arms to her side. The other two likewise grasp at her face and her legs, working to drag her to the ground.

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

Still top of the round. None of these actions took turns up.


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

Mud flung by this .... this ... mud spirit?.

But flinging dirt is an old trick in hand to hand, and Orland has seen a lot of fighting in his life!

resist the attempt to create an advantage: 4d3 - 8 + 1 ⇒ (2, 3, 1, 1) - 8 + 1 = 0 (which I think is successful at resisting since it rolled a -1 on the attempt to put an advantage)

Orland moves under the spray of mud, then straightens and puts a .50 caliber Trantor bullet from his Webley into the head of the thing.

attack mud spirit: 4d3 - 8 + 2 ⇒ (1, 1, 2, 1) - 8 + 2 = -1, but the shot (likely) misses.

Man, do I suck at rolling virtual dice! On the other hand, not that different than rolling dice at a table for me!


Speed (Defense): 4d3 - 8 + 0 ⇒ (3, 3, 1, 1) - 8 + 0 = 0

Orland's bullet splatters out the back of the spirit with the tilted skull, spraying mud and bone shards into the smoke; but it does nothing to the creature beyond mangling its already unsettling grin. You don't doubt that bullets can take them down, but that apparently wasn't a very vital spot.


Huey hears the sound of a gun shooting, and he runs to bring himself through the Supernatural Smoke to where he can aim better at the priest.

Speed (Create Advantage): 4d3 - 8 + 2 + 2 ⇒ (1, 1, 2, 3) - 8 + 2 + 2 = 3
+2 from Swift Pursuit, but since no one is running away from him, I'm not sure if it counts

Shoot (Attack): 4d3 - 8 + 4 ⇒ (1, 3, 2, 1) - 8 + 4 = 3

Once Huey is able to see the priest through the smoke, he shoots his gun, and studies the fire next to Lazarus. He knew his gun was apt to make fires; maybe this time he could put the sinister fire under control. Huey will use his stunt, depending on whether he succeeds with style.


Huey, the movement's great. The priest is 2 zones away, so you'd need to roll an overcome action to get close enough to shoot him without doing so through mud spirits and smoke (That movement is a standard obstacle of +2, but I'd rather do active opposition with the mud spirits, so they'll roll to try and stop you). We could use that first speed roll if you want (though it's not particularly high, so feel free to roll again), but I'm afraid Swift Pursuit doesn't apply yet (though it likely will soon).

Spirit Opposotion (Brawn): 4d3 - 8 + 2 ⇒ (2, 2, 2, 2) - 8 + 2 = 2 There you are, just +2 opposition

Second, you can either Create an Advantage or Attack, but not both. Which is more important to you at this point?

Finally, I'm all for you using your gun to manipulate the fire! From my understanding though, that would be a Create Advantage (that doesn't need a success with style), rather than an attack. The success with style will wound that character with flames on an attack.


Oops, then change that to Create Advantage with Shoot for a 3. Based on what you said, I'll try to get rid of the smoke and any other ritual that's relying on the fire.


Immediately following Orland's shot, Huey's iron calls out as well, but his is aimed at the ritual fire at Father Lazarus' feet. It seems a rather peculiar place to send a bullet, until the area suddenly ignites in a pillar of fire that reaches to the ceiling of the cavern. The blast of heat fills the room and sends the flaming logs tumbling down into the reservoir where they're doused in a squeal of steam.

Father Lazarus is knocked backwards by the sudden conflagration, but gains his composure quickly. Cursing the now extinguished flame, instead of dealing with the interlopers he squats down to hastily lift this body resting in the dirt beside him. It's an incredible strain to lift him, but the father is a rather hefty man himself, eventually raising the body and turning to face the five of you using the corpse as a shield between.

Beat a 2.
Create Advantage (Brawn): 4d3 - 8 + 1 ⇒ (1, 1, 1, 1) - 8 + 1 = -3

Ha! Spending a Fate Point to reroll that. Because Father Lazarus is the Leader of the Church of Golgotha, he has the composure and presence to get done what needs to be done when he's in charge.

Create Advantage (Brawn): 4d3 - 8 + 1 ⇒ (3, 2, 2, 1) - 8 + 1 = 1

Even summoning his reserve of personal strength and composure, the body slumps in his arms--too much for the man to hold upright and shield much of himself for more than a second or two.

Other PCs are up.


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

Create Advantage? (Charm): 3 + 4d3 - 8 ⇒ 3 + (3, 2, 1, 2) - 8 = 3

Well... if she couldn't get close enough to see what was going on, and he already knew she was there, she might as well just ask. Villains liked to talk. And innocent people liked to tell you why they were innocent. So either way, it was win-win. She only had to get him to start talking. Well... there were these... things... holding her. But she wasn't sure of her ability to fight them off on her own by any means. And they weren't hurting her just yet.

Then came the flash of the fireball that was the pyre, sending the gush of wind flying overhead. "Father, would you mind explaining just what in the nine hells you're doing down here?"

I am willing to spend a fate point to boost that to a 5, using Blood Begets Blood; Serra wants to avoid violence if possible, and answers can get that for us. I will do so in order to at least succeed. I won't spend it to succeed with style.


Resist with Grit: 4d3 - 8 + 4 ⇒ (3, 1, 3, 2) - 8 + 4 = 5
He's a tough nut to crack there, but the fate point gets ya a boost at least, and he'll share some info. Call the boost whatever you want, and it should stick around until after your next turn (or until the situation changes enough... whichever comes first)

Serra, you hear the laughter first, echoing in the cavern as if coming from all around you. You can see the dangling fetishes, almost disappearing into the smoke above you as the muddy creatures drag you down. "Why, I'm releasin' a soul, mah child."

There's a chill that runs down your spine as the word 'child' echoes in that silken southern drawl. "Lester he-ur deserves better than an open coffin and a sign 'round his neck. I'm he-ur to release that soul, in a manner of speakin'. He's part of mah brood, and I do mah best to watch over those given to mah care."

It's interesting that he refers, presumably to his congregation, as his 'brood'. Isn't the term typically a 'flock', as sheep tend to be the traditional metaphor?

He doesn't have a lot to share, but you've got him talking for a few seconds. It's a potential window, right?

Amaziah and Nora are still up. I'll bot Nora if she isn't able to jump in before tomorrow night. She can join us when things calm down for her.


Amaziah ambles toward the priest. He brushes his raised cane against one of the carvings, causing it to strike others, setting of a sound like bamboo wind chimes.

"Of course he does. Lester didn't need to be struck down so carelessly. And of course you have your brood's best interests in mind. It seems the problem is that we don't understand."

Hoping to use Gamble (Deceive) to focus his attention on me. Maybe that is a provoke? If so, I have a stunt to let me use Gamble.


Gamble (Deceive) sounds good to me.

Gamble, Create Advantage: 4d3 - 8 + 4 ⇒ (3, 3, 1, 1) - 8 + 4 = 4
Gamble, Active Opposition: 4d3 - 8 + 1 ⇒ (1, 2, 1, 2) - 8 + 1 = -1

Ouch. You create the advantage. What do you want to call what you're accomplishing? Drawn Attention? Misdirection?

As Amaziah casually strolls forward, trailing his cane through the rattling, resounding fetishes above, Nora rushes around the right side of the reservoir away from the others. Four of these soil and bone spirits have pulled themselves from the mud on this side as well, but the bounty hunter charges into them, sliding one of the massive knives free from her belt as slashing into the gangly, earthen spirits.

Attack (Fight): 4d3 - 8 + 3 ⇒ (3, 2, 2, 1) - 8 + 3 = 3
Defend (Fight): 4d3 - 8 + 2 ⇒ (2, 1, 2, 1) - 8 + 2 = 0

One of the spirits collapses as Nora's blade slices through root and bone. The broken ribcage slumps with the animated mud, and the oddly positioned skull tumbles back to the edge of the reservoir. She also manages to remove one of the appendages of a second spirit beside the first, severing the long bone holding the mass of soil and stone resembling its arm.

One of them is out, another was pretty badly hurt

..........................

The other three remaining, including the one just injured, lunge over the slumping form of the first spirit Nora removed, attempting to pin the bounty hunter in the same manner as Serra.

Create Advantage (Fight): 4d3 - 8 + 4 ⇒ (2, 1, 3, 3) - 8 + 4 = 5
Oppose (Speed): 4d3 - 8 + 4 ⇒ (1, 1, 2, 2) - 8 + 4 = 2

That's a Grabbled advantage, with 2 free invokes, as it currently stands.


On the other side of this stale water, six of the spirits drag themselves toward the rest of the interlopers. Two pairs each try to drag Huey and Orland to the ground. Orland's attacker latches onto his arm with the slumping skull while the spirit at his back slings awkward earthen arms over his shoulders. Likewise, Huey is barely able to unleash his shot the blasts the ritual flame steaming and bubbling into the reservoir before two of his own attackers grasp at his clothes, scraping mud and boney hands against his cheeks and face.

Create Advantage on Orland (Fight): 4d3 - 8 + 3 ⇒ (3, 1, 2, 2) - 8 + 3 = 3
Create Advantage on Huey (Fight): 4d3 - 8 + 3 ⇒ (2, 3, 2, 3) - 8 + 3 = 5

You each may oppose these with Fight or Speed, depending on how you go about it. Otherwise, you too will be grappled.

Those that are dragging Serra to her knees, even as she calls out her accusations against Father Lazarus, start to pile on top of her -- digging at her with muddy hands and monstrously misshapen forms.

Spending both Grappled free invokes!
Attack (Fight): 4d3 - 8 + 3 + 4 ⇒ (2, 3, 3, 3) - 8 + 3 + 4 = 10

Whoa, that's a lot of stress, though you still may defend. You may also concede after this roll here, contrary to typical restrictions, since there isn't the typical pauses found at table play.

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