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Trial by Fire - IC Thread

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With a flash of metal in the sunlight, the Dragon Blooded manages to regain some of his footing and knocks Spider back a few steps, but her armor keeps her from getting hit any worse than she has been.

D. Rex D. Rex is up next

Round 4
6 - Bard
5 - Hound
3 - Dynast critically wounded
1 - Spider
 
It looks like the crowd is enraged, and seem ready to charge the Dynast and attack him themselves.
 
Deep underwater, Rivers worms herself forward slowly on the bottom of the river, a layer of silt covering her huge form.
She approaches the warship, slow motions causing minimal disturbances in the water before getting into position. There she waits for several minutes, lowering her heartbeat and lying absolutely still. In the space she takes her time, she observes. How the currents move to calculate her best approach, the ship above itself for the weakest structural point. Only when she had taken in every bit of information would she strike. That is the way of the patient predator.

Then suddenly, with swift and violent motion, she darts up. shooting like a massive undersea spear up towards the ship. Every fish who'd grown complacent within her stillness flees away from the docks as with sudden motion she rushes up with maw open wide and chomps down on the ship's rudder with crushing teeth.
The sheer force of the movement causes the ship to buckle and waves to splash in all direction, throwing up water onto the docks and nearby riverboats to strain on their moorings and roll precariously. With teeth sunken into the wood, she twists and turns her body in violent contortions. Not letting go like her the crocodillian part of her true form when catching on to a pray physically larger than itself.

Time to really get this party started.

I would like to attempt a feat of strength to demolish the ship's rudder. My current animal shape can do strength 5 feats. I use Lunar strength exellency to use both my strength and perception stats to get my dice pool up to 12.
 
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D. Rex D. Rex It is your action in the combat with the one Dynast. What do you wish to do?


Underwater at the river, Rivers locks her massive teeth onto the rudder of the ship and begins to rip it off. It is badly damaged, and will not survive much more before getting destroyed. As it is, a largeish chunk of wood is torn off in your mouth, making the ship much harder to steer than before.
 
(Sorry busy day)

With the crowd riled up, Bard whipped around to face the Dynast.

"Call off your hound and cease this madness, good Dynast." Bard demanded. "You have upset this town and they deserve an apology from you. Leave us be and think about what you have done. My bodyguard wont stand for this, and neither will they." Bard said as he gestured to the crowd.


Attempting to convince the Dynast to stand down, if possible.

4 personal mts for excellency.

10 successes
 
The wounded man seems to have had the fight taken out of him, and as he stumbles back, he calls out to his Hound, "Get me out of here!" In response to this command, the massive creature spins about and grabs the injured figure in its teeth, then hunches down and makes a massive leap into the angry crowd, bowling over people without any care as it goes along on its break-neck charge back towards the harbor.

The sight of the Hound leaping into their midst makes many of the people there scream in terror, thinking that they were under attack from the Hound and its master. People begin to scatter in panic.

Unless you plan on trying to pursue, we will move out of combat time.



Back at the harbor, the sight of some sort of river monster (that being Rivers) attacking the Realm warship is causing much chaos. People on the dock are backing away from the waterline rapidly, and the Dynasts both on the dock and the ship are shouting orders to the men around them.

On the Seagull, Dromond begins to swear up a blue streak. "Bloody hell! Marko! Get us free from the dock! Cut the lines if you have to, just get us out of here!" With the order given, the gangway plank is pulled up onto the deck by members of the crew, and they run about in a frantic effort to get the Seagull free and clear to navigate up the river.
 
Twisting and tearing, Rivers manages to tear off a chunk of the ship's rudder. But damn it, it is not enough! A competent captain could still steer this thing, and our riverbarge could never outspeed something like this.

Yet she could not stay here for too long. Given time to react, the Scions of the Dragons on board the ship would be after her. While she, in this massive form were among the rulers of the deep, some of the False Heirs carried the deep waters in their veins. They would move in water like others could in open air, and their agile forms could prove hard for her sharp teeth to catch hold of.

With one last great effort, she rammed her maw onto the rest of the rudder, catching hold of as much as she possibly could. Then undulating her vast body one more time in an effort of strength that would hopefully tear the whole thing off as she threw her body further out towards the center of the river.

I spend the same motes again, but this time i flurry my roll with a movement away from the ship.
 
With another vicious strike, Rivers slams into the rudder of the Realm warship, and this time, the rudder is ripped off with a spray of wooden splinters.
As you are smiling to yourself at the successful attack, Rivers hears the sound of something splashing in the water between you and the Seagull. Looking over, you see a pair of figures in armor with weapons in hand swimming towards you.

HumanPlus HumanPlus please give me a Join Battle roll.



D. Rex D. Rex and Psychie Psychie

The once happy crowd has now scattered in fear, clearing the street that you are on. I have to guess that Spider is not chasing after the fleeing Dynast and his Hound? Off in the distance, you can hear the sounds of guards sounding alert whistles as they are running in your direction.

What are the two of you doing now?
 
The two Exalts are swimming in your direction rapidly, marking both of them as Water Aspect Dragon Blooded. One is a man with a pair of Tiger Claws, and the other is a woman wielding a Daiklave. They both have medium armor on.

They both use their actions to swim into Close range of you.

HumanPlus HumanPlus is up.

Initiative order:
8 - Woman Dynast
7 - Man Dynast
5 - Rivers <====

Round 2
8 - Woman Dynast
7 - Man Dynast
 
The dynasts actions in his escape would surely cement the growing discontent of their kind. But now, things weren't going horrible. Guards were coming, but that was likely in response to the chaos and fight. Nothing he would have to worry about too much. Not if they moved on, anyway.

"Come, Spider. The time is now for us to exit. We can use the crowd and hide in the confusion. " he said.

"We must get to the boat now. That leaves us either the dock or upriver. Fancy one in particular?"

Without waiting for a clear answer, Bard took Spider by the arm and rushed her to ward the redirection of the river. They can discuss where to go specifically on the way.


Psychie Psychie
 
Spider is a bit disappointed that she didn't get the chance to finish off the wounded Dragon Blood, but she does recognize that chasing after him would probably be a dangerous decision. "Lets get to the river. If I were Dromond, I would be getting ready to sail, so we might do better catching our ride farther along."
 
This was what Rivers had feared. In a fight with one of these, she believed she would be the one in favor. Two, however, was going to be an uphill battle. All she could do was fight with her spirit aflame, a fight for her life.

As the two children of rain and dark waters neared, she would make use of her superior size. She flailed her massive form, her tail shooting towards one of the small targets with such force that the water pressure displaces both silt at the bottom and the surface of the river above causing great waves.

I make a withering attack against the Deeb with the tiger claws. My caste mark and tattoos are also glowing faintly at this point.

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

Willpower: 3/7

Essence: 1
Personal: 0/16
Peripheral: 30/38
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.
 
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Rivers lashes out at the man, but even though he is in armor, he is able to nimbly dodge out of the way of your attack.

Round 2, regain 5m

The woman with the Daiklave swings in a clumsy arc, and not only does she miss, she drops her sword and it quickly starts to sink down to the bottom of the river! (Not just a miss, but a Botch, with three '1's' rolled. Ouch!)

The man is so focused on the now glowing river monster that he doesn't notice that his companion is unarmed. He bolts forward and swipes with the claws, netting 5 successes on his hit. HumanPlus HumanPlus What is your DV, and do you wish to use any Charms to defend against the hit?

Round 2
8 - Woman Dynast with Daiklave
7 - Man Dynast with claws
5 - Rivers

Round 3
8 - Woman Dynast - dropped her sword
 
The claws hit you, scraping against your hide but does only 1i in damage.

HumanPlus HumanPlus is up

Round 2
8 - Woman Dynast with Daiklave
7 - Man Dynast with claws
4 - Rivers <====

Round 3
9 - Male Dynast with Claws
8 - Woman Dynast - dropped her sword
 
Rivers' predatory eye sees weakness in the now empty-handed swordswoman. She knows how much one who usually wields such weapons depends on them to defend themselves.

She opens her maw, neck frills spread wide in a tattooed bioluminescent display and gives off an underwater screech, before darting in maw agape towards the unarmed woman with the intention of cracking that shell of hers with her sharp fangs.

I make another withering attack, this time paying 1 initiative and lowering my defense by 1 until my next turn to ignore 4 points of armour soak with a piercing attack.

If I hit, my base withering damage is at 19
 
You manage to hit her Dodge DV of 3, giving you two successes over. Her soak is 8.
 
You slam into the woman, knocking her head over heels as she is nearly Crashed.

Round 3, regain 5m

HumanPlus HumanPlus is up

Round 3
11 - Rivers
9 - Male Dynast with Claws
1 - Woman Dynast - dropped her sword
 
Now that Rivers has the advantage, there is nothing to do but seize. She calls upon the inner catalogue of beasts that rests in her soul and finds one which at first glance may seem harmless but which is among the deadliest creatures she has ever hunted. A small jellyfish who's sting even numbed her limbs for a short while when she devoured it back when.
Her teeth takes on the luminescent purple hue of said jellyfish and she drives them through the female warriors armour, sinking into flesh. Corrupting.

I use my one combat charm Adder Fang Method to make a venomous decisive attack using jellyfish venom. I spend a WP for an autosuccess, and she should still have an onslaught penalty from my last attack.

Adder Fang Method
Cost: 3m; Mins: Stamina 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Protean, Totemic (Wits)
Duration: Instant
Prerequisite Charms: Scorpion-and-Toad Absolution
The Lunar creates toxic skin glands or venom ducts,
lacing her attack with deadly potency. She envenoms a
decisive attack with a poison with Damage 2i/round (B
in Crash), Duration (Stamina) rounds, and a –2 penalty.
Alternatively, she may substitute the poison of any animal
form she possesses. Normally, this can only enhance
unarmed or natural attacks, but she can envenom close
range weapons or physical projectiles with stunts.
Protean: In venomous or poisonous shapes, this Charm
may instead increase a dose’s duration by (Essence).

Jellyfish venom: A venomous jellyfish’s decisive sting attacks inflict a poison with damage 1i/round (B in Crash), duration 5 rounds, and a −4 penalty.

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

Willpower: 3/7

Essence: 1
Personal: 0/16
Peripheral: 30/38
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.
 
The point of Willpower you spent was just enough to latch onto the woman. Go ahead and roll your damage.
 

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