"sounds good. Thanks Kate. Let me know if you need anything from me. For now, we need to take care of this. I will not side with someone willing to use me for fodder. I'll see you all later."
With that said, Rick hefts up Sheriff's body holding the stake in, and flees as fast as his powers can take him through the shadows.
Not liking when people take decisions out of his hands, Primogen or Neonate, James attempts to position himself to catch Rick's eyes and use Dominate before he can run.
"*Drop* the sheriff, Rick. We need to have a discussion here."
past Finn, since the newcomers he doesnt know are not on Sheriff's side and he doesn't really know if the whole group is actually willing to believe Sheriff would help them, ever, but Morgrym already voiced somewhat of siding with Sheriff
BAPTISM OF FIRE - Saturday - January 3, 1993 - An Alley Across from Sear's Tower
James attempts to subvert Rick's expectations on exiting the alleyway with his prize but in a stunning turn of events, he is not able to overcome the Brujah's will and Rick begins to flee down the alley towards Finn.
Finn, what do you do? Do any of the rest of you give chase? Make an Intelligence+Politics roll DC 6 to consider the ramifications of what may happen here...
11 Gen Malkavian | Bloodpool: 12/12 | Willpower: 6/6
"As if!" As Rick darts by, Finn, also quite speedy, sticks out her leg to try to trip him.
dex+brawl?:5d10 + 3d10 ⇒ (10, 9, 3, 3, 2) + (2, 9, 10) = 48 I'm thinking that's what you would roll here. Let me know if I need to spend any blood for celerity "I'm no fan of the Anarchs, but at least they're giving you a chance to clear your name."
BAPTISM OF FIRE - Saturday - January 3, 1993 - An Alley Across from Sear's Tower
Rick is able to leap over Finn's outstretched leg holding the paralyzed Sheriff firmly in place across his shoulder. He is moving faster than any of the rest of you can move, at least with Celerity.
Do any of the rest of you give chase? Make an Intelligence+Politics roll DC 6 to consider the ramifications of what may happen here...
A map of the Sears (now Willis Tower) is linked above. The Coteries is in an alleyway that is now where the Tower Self Park building now stands. Rick is heading East towards South Wells Street. Everyone give me an Intelligence+Streetwise check DC 6.
11 Gen Malkavian | Bloodpool: 12/12 | Willpower: 6/6
"Well, that could have gone better. I don't think we can catch him on foot. And I'm not sure I want to. Funny how he doesn't want to side with someone 'using him for fodder,' but he's happy to side with someone using him as a patsy." Finn can't help but laugh at the absurdity of the situation. Who the hell programmed these guys? She giggles for a few moments and then shrugs her shoulders. This is why you should always rip their throats out after you stake them. int+street:4d10 ⇒ (2, 9, 6, 4) = 21
BAPTISM OF FIRE - Saturday - January 3, 1993 - An Alley Across from Sear's Tower
Damien shrugs, "That was pretty unexpected, I was just gonna grab him and stuff him in his own Haven until somebody found him.
So, are you all going to take my hand or stay playing the Elders game?
Regardless, if you need blood, head to the old 7-11 on the west end of town. A ghoul named the Ghoulie Man will provide you all blood for blood.
Tick Tock". The Anarch looks ready to leave...
---
Rick:
As you hit the street do you turn off Celerity or tear down the street still in full speed? Down the block is the metro, you get on that you lose the group. Of course you are also holding a giant southerner with a stake through his chest so there's that...
---
Intelligence + Politics 1 Success:
It does not take the most astute Politician to realize that if Rick slays Sheriff, that almost guarantees an admission of guilt on behalf of your group among the Elders for Lodin's disappearance.
To prevent your own deaths, you will need to either find Lodin quite quickly or turn in Rick as an Anarch.
Assuming Kate would be a witness, the blame for Sheriff's death could be pinned on him completely. Problem is, she came here at his request.
---
Intelligence + Streetwise 1 Success:
Dalton and Finn, you both realize that there is a metro station only a block south of here, if Rick heads for that you'll never catch him.
how high can I jump? I dont wanna do the metro, too obvious and hard to deal with carrying a dude. I was thinking maybe run fast, take another alley, leap up to a fire escape and lay low while the rest run around.
"If we're gonna get him, we got to get moving. The Quincy stop is only a block away, he gets on that and we'll never catch him...not to mention if that f!*+ing idiot kills Sheriff, it looks pretty bad for all of us." Dalton says, quickly stating the options.
You could hook a right at Qunicy and head down an alleyway off of Quincy. With a 1 Potence and if you pump your strength to a 5 you could likely look at a 10 to 15' vertical. That would cost you 1 more Blood Point.
Note that you can retain the Celerity as you have it for the scene but to head to the alley using that you are also Breaking the Masquerade.
Still, Diablerie is a worse crime so why not take it all the way!
Without Obfuscate though its just your stealth versus their alertness.
Let's discuss logistics for a moment. Rick is at the end of the alleyway here with his 2 Celerity. I believe maybe one other PC has a 1 Celerity which means that at best you will get three quarters to the end of the alleyway. On foot with no Celerity, you'll get halfway down. If he keeps on his Celerity you will at best be able to keep him in sight. I'll roll Wits+Alertness for everyone and away we will go!
"Call me if you have a better idea to control this idiot!" Rick calls behind him.
I figure we all have each other's cell phone numbers
ST:
I'll use celerity still. Worst case someone sees me but it's late so I figure just hobos are out. If I see some folks do I have to stop to use patience on them to make them ignore me and/or hinder the others? Or can I just speak to them as I run by?
"Let's head for that Quincy stop, then." James starts running (without Celerity) in the direction Dalton indicates (and I believe Victoria is already heading).
ok so my plan is to dash to an alley (i figure a man running at 60mph is going to be hard to identify. not to mention early 90s is the heyday of crack in chicago so who is gonna believe the crackheads on the street or anyone claiming to have seen someone moving at highway speeds). once in the alley i will go all the way up the fire escape after jumping up to it, and then once on the roof if people follow me i'll rip the ladder right off the building.
male Human Code name: "Black out" (soon to be Lasombra 9th generation)
Morgrym looks at the whole thing and blinks as Rick takes off running at such speed that he knows he could barely keep him in view. Considering things...
politics+int(brilliant):4d10 ⇒ (5, 8, 4, 6) = 23
no we are not screwed, he is. I will pin everything on him and leave this forsaken place
BAPTISM OF FIRE - Saturday - January 3, 1993 - An Alley Across from Sear's Tower
Morgrym does not give chase deciding that Rick can be the patsy that Ballard is looking for and letting everyone know it.
James and Victoria begin to run after Rick, getting halfway down the alley.
At that moment, Rick turns the corner into the street, still running at full tilt!
---
Rick:
You are moving at about 35 MPH with a 3 Dex and a 2 Celerity, enough to get around the corner and about halfway to your destination. (About 160 yards).
11 Gen Malkavian | Bloodpool: 12/12 | Willpower: 6/6
Noticing how fast he's moving, Finn makes for her motorcycle instead. She high fives Damien as she passes him. "I wanna see how this plays out!" Once mounted, she makes to follow the others. After all, she didn't get to ask what they found out yet.
She offers Morgrym a ride as she passes him. "Free ride if you're interested. One time offer."
BAPTISM OF FIRE - Saturday - January 3, 1993 - An Alley Across from Sear's Tower
James and Victoria continue to hustle down the alley and almost reach the end, they hear a few Mortals from the street calling out.
"Hey what the.
What the hell was that.
Watch it jackass.
How he doin' that?
What's going on!?
Man, he should be in the Olympics, boy is fast and he's carryin' some druggie!"
Rick:
You continue to move full tilt with Celerity passing by several Mortals who call out and complain, your afterimage trailing behind you are moving so fast. You turn the corner and see another alleyway to run into, heading for that...
Dalton continues his sprint down the alley as well but is about 10' behind James and Victoria.
Finn pulls up on her cycle and Morgrym gets on.
Finn, do you ride through the alley or around the block next turn?
---
Initiative Order -
James & Victoria - GO!
Rick
Dalton, Finn & Morgrym.
11 Gen Malkavian | Bloodpool: 12/12 | Willpower: 6/6
around the block sounds like a good idea "Ooo, an artist! I appreciate a good Tory," she replies to Morgrym. "Oh, and I'm Finn. Hang on." With that she revs the bike and rockets down the street.
BAPTISM OF FIRE - Saturday - January 3, 1993 - An Alley Across from Sear's Tower
---
James and Victoria turn the corner but do not see Rick. Did he head down to the subway or continue south?
Perception+Alertness DC 6 - 1 Success Victoria and James ONLY:
He must have continued south past the subway as people past the subway on the street appear to have seen him or not seen him...
---
Rick:
You head toward the alleyway across the street and see a fire escape to leap to. Dexterity+Athletics DC 7 - 2 Successes to make the leap onto the fire escape. Potence 1 already grants you an auto success here.
---
Finn tears down the street with Morgrym on the back you both turn the corner.
Perception+Alertness DC 8 - 1 Success Morgrym and Finn ONLY:
He went into an alleyway across the street and next to the Northern Trust Company Building!
---
Initiative Order -
James & Victoria
Rick
Dalton, Finn & Morgrym.
i guess if it IS possible to try again with my celerity then here we go. oh and i guess i did have 1 automatic success from Potence before.
6d10 ⇒ (6, 6, 8, 10, 7, 3) = 40 so that would be 3 more successes, or i use my celerity to get further up? when you split dice pools can you also take a move action?
Second edition was never very clear on move actions versus multiple actions in the same round. Generally you could either move OR act as we played it. Here, your action was to get to the Alleyway last round. This round you can try and jump twice BUT you will need to spend another Blood Point to do so. Your success puts you up on the fire escape.
Perception+Alertness vs Diff 6:3d10 ⇒ (3, 4, 10) = 17
Spotting the wake of Rick's passage if not the man himself, James heads south past the subway muttering under his breath. "Come to Chicago they say. It'll be fun they say."
BAPTISM OF FIRE - Saturday - January 3, 1993 - An Alley Across from Sear's Tower
James and Victoria hustles down the street coming past the subway stop but not quite around the corner yet. They both hear the sound of a motorcycle revving up around the block. For sure, Rick went left, you'll have to continue to hustle and hope you don't lose him!
I take it you keep running?
Rick:
You manage to land on the fire escape. The ladder is up so anyone following would also need to leap up after you. Do you wish to climb to the roof or just try and drink down Sheriff right here, right now? As you consider your options, you see Finn and Morgrym come around the alley in a damn motorcycle.
Finn and Morgrym turn the corner but the Brujah is not in your line of sight. Did he Obfuscate?
Finn and Morgrym ONLY Perception+Alertness DC 8:
He is about 20' up on a fire escape? Damned Brujah and their physical Disciplines!
male Human Code name: "Black out" (soon to be Lasombra 9th generation)
perc+alert:4d10 ⇒ (8, 6, 7, 10) = 31
Holding on tight to Finn as they take the corner into the empty alley Morgryms combat senses seem to whisper to him, years of training in gorilla warfare tough him that up was not safe so his eyes drift up with his head jerking and he says quietly to Finn
[B]our boy is up on the firescape 20 feet up.[b]
ST:
Spoiler:
can I pull one of my wooden short spears and take a shot at Rick from here?
11 Gen Malkavian | Bloodpool: 12/12 | Willpower: 6/6
per+alert:3d10 + 3d10 ⇒ (5, 9, 2) + (3, 1, 6) = 26 "I don't see him. Keep your eyes on him." She tries to pull the bike over to where they might have a good view/shot.
You can but he has clear line of sight on you (i.e. he'll have a Dodge) and the fire escape itself is a substantial obstacle to success. Certainly you can try and pull that off next round.
sorry for the sudden behavior from Rick, it's kinda a character motivation thing. if your character would attack him for it, i also understand. Vampires will be vampires.
Just an FYI, this is NOT a D&D game. The group can split up as it sees fit and stay split up if the story warrants it. Don't feel compelled to do what everyone else is doing if you think your character would not do something, don't do it.
Rick will be splintering off from the group, at least for now, if he gets away with Sheriff and he just may...
Just an FYI, this is NOT a D&D game. The group can split up as it sees fit and stay split up if the story warrants it. Don't feel compelled to do what everyone else is doing if you think your character would not do something, don't do it.
Rick will be splintering off from the group, at least for now, if he gets away with Sheriff and he just may...
i was just wondering if i would have to make a new character since we have mostly camarilla it seems
Just an FYI, this is NOT a D&D game. The group can split up as it sees fit and stay split up if the story warrants it. Don't feel compelled to do what everyone else is doing if you think your character would not do something, don't do it.
Rick will be splintering off from the group, at least for now, if he gets away with Sheriff and he just may...
i was just wondering if i would have to make a new character since we have mostly camarilla it seems
Nope, most of my Dark Ages game here on the boards (which has 14 players) is spent with the characters solo. Does all that solo time hurt that game?
Three players in this game can attest to whether it does or not :-)
As one of the three mentioned, solo time does not hurt the game at all. I might even go as far as saying the PbP format is better for a WoD than Pathfinder/D&D.
male Human Code name: "Black out" (soon to be Lasombra 9th generation)
As a second darkness to speak from the dark ages I would say play by post lends to alone and together time. Morgrym decided to let it go but he gets a ride and can at least watch and make a better report, right?
Hey folks, Father's Day today was great but long so feeling a bit beat after a grueling two weeks. I have one more long day at work tomorrow and an airport pick-up and a graduation on Wednesday morning. Wednesday night I should be re-energized and will get things started up that night.
Sorry guys, had to take down some stuff in the old house and still packing, going to push off updates until Sunday night. Apologies for the further delay.
Hi Folks, sorry for the long absence had to figure out a number of things in RL. Due to a significant change in circumstances, I will need to limit my presence on the boards and that includes dropping this game. I apologize for the long delay in making contact to inform you of this decision.
We had a good run but I think with the player attrition and my own life moving in a very different direction it was too much to overcome.
Thanks to you all for hanging in there as long as you did.