Ride to Fort Mount Pleasant
Re: Ride to Fort Mount Pleasant
Reverend Flannigan holds forth his well-worn copy of the Holy Bible, bound in black leather, and rebukes the weeping child, calling forth the evil spirit within him using the words of Jesus. "You belong to your father, the devil, and you want to carry out your father’s desires. He was a murderer from the beginning, not holding to the truth, for there is no truth in him. When he lies, he speaks his native language, for he is a liar and the father of lies." Conviction flares in his eyes, though his body looks worn and tired, his voice is steeled. "Show yourself Satan!"
Force transformation [1d12+1] = 11+1 = 12[1d6] = 6
Ace re-roll [1d6] = 4
12 vs 6 - success with a raise!
Guts! [1d4] = 1[1d6] = 2
Recover [1d12+1] = 9+1 = 10[1d6] = 4
For a moment, the old man looks just like what he is... old, frail, and tired. But it is Faith which makes him whole. He steels himself with his conviction and redoubles his efforts to save this child.
I think that the Spirit success with a raise lets him continue acting normally, but if I need to also spend a chip to avoid derailing the overall exorcism, I will do so.
Force transformation [1d12+1] = 11+1 = 12[1d6] = 6
Ace re-roll [1d6] = 4
12 vs 6 - success with a raise!
Guts! [1d4] = 1[1d6] = 2
Recover [1d12+1] = 9+1 = 10[1d6] = 4
For a moment, the old man looks just like what he is... old, frail, and tired. But it is Faith which makes him whole. He steels himself with his conviction and redoubles his efforts to save this child.
I think that the Spirit success with a raise lets him continue acting normally, but if I need to also spend a chip to avoid derailing the overall exorcism, I will do so.
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Re: Ride to Fort Mount Pleasant
Malcom looks on, shaken by the display of power that the old preacher channels.
Guts [1d4] = 1 WC [1d6] = 2
Guts [1d4] = 1 WC [1d6] = 2
Re: Ride to Fort Mount Pleasant
Wina
Wina watches, resolute in wanting to see this through.
Guts [1d4] = 4 [1d6] = 5
Ace die [1d4] = 3
I think this passes, 7 total.
Wina watches, resolute in wanting to see this through.
Guts [1d4] = 4 [1d6] = 5
Ace die [1d4] = 3
I think this passes, 7 total.
Re: Ride to Fort Mount Pleasant
Billingham's Annexe. Fort Mount Pleasant.
Hours to midnight. May 2nd 1879.
Bram looses control of the spirit within. He transforms once again, not provoked by the effervescence of wolfsbane spores but called forth by divine unction.
"I will not go." The beast asserts, beast it is for Bram's childhood features are left behind as a wolfish visage and fang toothed snarl snap at the hands laying upon him. Over the following hours the lycan spews forth a multitude of vile corruptness, murderous words and threats, vomit and bodily fluids. Time and again, the shackles are tightened as the wolfboy violently protests his captivity, all the while holding the body of Bram captive to the blood curse affliction. Against a backdrop of howlings, someone strikes a tambourine and a chorus. "It's your blood that cleanses me. It's your blood that gives me life. It's your blood that took my place. In redeeming sacrifice..."
the duration of the initial Blessing and Cursing Boost/Lower trait over, this should normally be a straight Flanagan Faith vs Werewolf Spirit roll. I will allow a bonus of +1 to your roll for each of the helpers (to the Ganging up maximum of +4), as they support you in various ways throughout the 8 hour ordeal.
Werewolf Bram resists deliverance [1d6] = 2 WC [ 1d6] = 4
Werewolf Bram resists deliverance Fate chip re-roll.[1d6] = 1 WC [ 1d6] = 2
2nd Fate chip re-roll. (Reciprocate Lower Fear level). [1d6] = 6 WC [ 1d6] = 1
2nd Fate chip Ace re-roll . [1d6] = 6
2nd Fate chip Ace re-roll 2nd Ace. [1d6] = 6
2nd Fate chip Ace re-roll 3rd Ace. [1d6] = 5
Werewolf resistance 23.
GM spends Fate chip to re-roll first result then 2nd Fate chip to re-roll result again. Use of 2nd Fate will cause reciprocating result if opposed rolls are successful. Testimony of Deliverance lowers Fear level in vicinity of FMP.
Hours to midnight. May 2nd 1879.
Bram looses control of the spirit within. He transforms once again, not provoked by the effervescence of wolfsbane spores but called forth by divine unction.
"I will not go." The beast asserts, beast it is for Bram's childhood features are left behind as a wolfish visage and fang toothed snarl snap at the hands laying upon him. Over the following hours the lycan spews forth a multitude of vile corruptness, murderous words and threats, vomit and bodily fluids. Time and again, the shackles are tightened as the wolfboy violently protests his captivity, all the while holding the body of Bram captive to the blood curse affliction. Against a backdrop of howlings, someone strikes a tambourine and a chorus. "It's your blood that cleanses me. It's your blood that gives me life. It's your blood that took my place. In redeeming sacrifice..."
the duration of the initial Blessing and Cursing Boost/Lower trait over, this should normally be a straight Flanagan Faith vs Werewolf Spirit roll. I will allow a bonus of +1 to your roll for each of the helpers (to the Ganging up maximum of +4), as they support you in various ways throughout the 8 hour ordeal.
Werewolf Bram resists deliverance [1d6] = 2 WC [ 1d6] = 4
Werewolf Bram resists deliverance Fate chip re-roll.[1d6] = 1 WC [ 1d6] = 2
2nd Fate chip re-roll. (Reciprocate Lower Fear level). [1d6] = 6 WC [ 1d6] = 1
2nd Fate chip Ace re-roll . [1d6] = 6
2nd Fate chip Ace re-roll 2nd Ace. [1d6] = 6
2nd Fate chip Ace re-roll 3rd Ace. [1d6] = 5
Werewolf resistance 23.
GM spends Fate chip to re-roll first result then 2nd Fate chip to re-roll result again. Use of 2nd Fate will cause reciprocating result if opposed rolls are successful. Testimony of Deliverance lowers Fear level in vicinity of FMP.
Re: Ride to Fort Mount Pleasant
Holy shit.
...That's a big number!
I had really hoped the bless/curse would help on this roll.
The Reverend pushes forward, his conviction compelling him, as he abjures the evil spirit over and over. "The power of Christ compels you! Depart, demon! This child belongs to the Lord!"
Exorcism [1d10] = 4[1d6] = 5
The Holy Spirit drives him, as much in possession of him for a moment as the demon is in the child, as he exhorts, blood-sweat beading on his brow.
Exorcism - Fate point #1: [1d6] = 6
Exorcism - Fate point #1 Ace reroll: [1d6] = 5
Exorcism - Fate point #2: [1d6] = 5
Exorcism - Fate point #3: [1d6] = 1
So.. -6 Veteran move, +2 Conviction, +4 Helpers... starting at 0.
5+6+5+5+1 = 22
...looks like I am one short?

...That's a big number!
I had really hoped the bless/curse would help on this roll.

The Reverend pushes forward, his conviction compelling him, as he abjures the evil spirit over and over. "The power of Christ compels you! Depart, demon! This child belongs to the Lord!"
Exorcism [1d10] = 4[1d6] = 5
The Holy Spirit drives him, as much in possession of him for a moment as the demon is in the child, as he exhorts, blood-sweat beading on his brow.
Exorcism - Fate point #1: [1d6] = 6
Exorcism - Fate point #1 Ace reroll: [1d6] = 5
Exorcism - Fate point #2: [1d6] = 5
Exorcism - Fate point #3: [1d6] = 1
So.. -6 Veteran move, +2 Conviction, +4 Helpers... starting at 0.
5+6+5+5+1 = 22
...looks like I am one short?

Re: Ride to Fort Mount Pleasant
I am adjusting the scene so that successful help from supporting characters who may cause the werewolf to become shaken during the exorcism will reduce the resistance by -2. Just posted that in the ooc.
To be fair as well. Knowing the initial duration of three rounds was going to end, prior to the final command you could repeat the Boost/Lower attempts to gain more leverage. So I balanced that out with giving you a bonus from your aides passing successful Guts rolls.
To be fair as well. Knowing the initial duration of three rounds was going to end, prior to the final command you could repeat the Boost/Lower attempts to gain more leverage. So I balanced that out with giving you a bonus from your aides passing successful Guts rolls.
Re: Ride to Fort Mount Pleasant
I think it is wonderfully and beautifully poetic that the final success hinges on the others and not Rev. Flanigan. <3
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Re: Ride to Fort Mount Pleasant
Malcom decides to use his last fate chip to reroll his guts....
guts [1d4] = 4 WC [1d6] = 4
Guts Ace [1d4] = 4
Guts Second Ace [1d4] = 1
Good call on that reroll. I think that's 1 raise, if it matters.
Malcom will attempt to distract the werewolf, clearly, you know you are too weak to inhabit the body of a grown human. You are a coward that can prey only on the weak! You are no better than the dogs that race after carts, barking, but running away once the carts stop! You take the form of a child because no pack would have you!
guts [1d4] = 4 WC [1d6] = 4
Guts Ace [1d4] = 4
Guts Second Ace [1d4] = 1
Good call on that reroll. I think that's 1 raise, if it matters.
Malcom will attempt to distract the werewolf, clearly, you know you are too weak to inhabit the body of a grown human. You are a coward that can prey only on the weak! You are no better than the dogs that race after carts, barking, but running away once the carts stop! You take the form of a child because no pack would have you!
Re: Ride to Fort Mount Pleasant
Malcolm could use his Huckster skill to also cast the Boist/Lower trait spell? The timing would have to be right but could add a die type to the Pastor's roll.
There may be another helpful power. Not sure of the complete list available?
There may be another helpful power. Not sure of the complete list available?
Re: Ride to Fort Mount Pleasant
Wina
Wina offers her support.
"Be gone foul Wendigo, Evil spirit leave this boy and return to the dark lands!"
Wina offers her support.
"Be gone foul Wendigo, Evil spirit leave this boy and return to the dark lands!"
Re: Ride to Fort Mount Pleasant
Pastor Flanagan and Jack LaGrone both have the Intimidation skill which could be used to try to shake the werewolf and gain advantage.
Malcolm could aide with Huckster skill.
Doc Bolt could attempt a successful Repair skill on one of the wreaths as they seemed to provoke the manifestation when on the train. Maybe a reverse operation Pacify attempt could be done?
Wina, sorry with no Taunt or Intimidation you cannot advantage your support.
Could folk include Guts rolls with their posts please to demonstrate they overcome the shock of watching the transformation, thereby adding a +1 presence bonus to the Pastor's Faith roll.
Malcolm could aide with Huckster skill.
Doc Bolt could attempt a successful Repair skill on one of the wreaths as they seemed to provoke the manifestation when on the train. Maybe a reverse operation Pacify attempt could be done?
Wina, sorry with no Taunt or Intimidation you cannot advantage your support.
Could folk include Guts rolls with their posts please to demonstrate they overcome the shock of watching the transformation, thereby adding a +1 presence bonus to the Pastor's Faith roll.
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Re: Ride to Fort Mount Pleasant
Malcom will hope that his knowledge and skills can compliment that of the priest....
Huckster [1d10] = 10 WildCard [1d6] = 3
Huckster Ace [1d10] = 3
Total of 13, which would be 2 raises. Not sure how the mechanics work...
Knowledge-Occult[1d6] = 4, Wild Card [1d6] = 3
Malcom's known spells are bolt, hunch, and speak language, I don't think any of those would aid.
Huckster [1d10] = 10 WildCard [1d6] = 3
Huckster Ace [1d10] = 3
Total of 13, which would be 2 raises. Not sure how the mechanics work...
Knowledge-Occult[1d6] = 4, Wild Card [1d6] = 3
Malcom's known spells are bolt, hunch, and speak language, I don't think any of those would aid.
Re: Ride to Fort Mount Pleasant
I will adjudicate that you could 'Deal with the Devil' rather than use your Huckster points to access alternative powers.
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Re: Ride to Fort Mount Pleasant
In that case, let's gamble.
Boost is a 2 point spell, so I would need to draw a pair or better from 6 cards (5 +1 for grit). Hopefully, I don't bust and go insane this early in the game. 
I like the idea of dealing with the devil for powers not learned. It seems the sort of risky proposition that a huckster would go in for.


I like the idea of dealing with the devil for powers not learned. It seems the sort of risky proposition that a huckster would go in for.
Re: Ride to Fort Mount Pleasant
Billingham's Annexe. Fort Mount Pleasant.
The howling of the boy and clammy sweaty atmosphere of the annexe cellar begins to play on Malcolm's mind. He wants to help but how? He shuffles his cards and makes a decision he hopes he won't live to regret. Taking his mysterious tarot deck he fans a hand and looks intently staring at the features. Almost instantly he feels drawn into another world. A smoke filled room, hazy with tobacco and incense, brimstone and ash. Laughter and cackles are heard as you wander, sensing shadows seated at various tables. The fog in front dissipates and reveals a rich ornate table, veneered with some reptilian skin. Behind sits a a skeletal figure, puffing on a large Cuban cigar, his waistcoat draped over him like an ill fitting sack. He doffs his bowler hat and invites you to sit down.
"So you wanna play a game?" The skeletons hand fingers a fistful of poker chips, another pile rests by your chair. You sit and play a few hands, winning and losing, testing each others long game strategy. Finally the deal scoffs, "So you wanna go all in? You're not here to 'risk it for a biscuit'. Tell me Malcolm Rap, what do you really desire."
The howling of the boy and clammy sweaty atmosphere of the annexe cellar begins to play on Malcolm's mind. He wants to help but how? He shuffles his cards and makes a decision he hopes he won't live to regret. Taking his mysterious tarot deck he fans a hand and looks intently staring at the features. Almost instantly he feels drawn into another world. A smoke filled room, hazy with tobacco and incense, brimstone and ash. Laughter and cackles are heard as you wander, sensing shadows seated at various tables. The fog in front dissipates and reveals a rich ornate table, veneered with some reptilian skin. Behind sits a a skeletal figure, puffing on a large Cuban cigar, his waistcoat draped over him like an ill fitting sack. He doffs his bowler hat and invites you to sit down.
"So you wanna play a game?" The skeletons hand fingers a fistful of poker chips, another pile rests by your chair. You sit and play a few hands, winning and losing, testing each others long game strategy. Finally the deal scoffs, "So you wanna go all in? You're not here to 'risk it for a biscuit'. Tell me Malcolm Rap, what do you really desire."
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Re: Ride to Fort Mount Pleasant
Well, kind Sir, you play a pleasant game, and you play it fair. But you're right to suspect that I have more than diversion on my mind. I've come looking for some most unusual assistance, of a kind I know you can easily grant, should you be so inclined. It's a boon that I believe will intrigue you with its unusual twist. It's not a boon for myself, but for a friend of mine in the other world. He his fighting right now for the soul of a child, a young boy. His weapons of choice are not mine, nor frankly yours. In fact, you might say he works at against your kind at every opportunity, as he freely preaches a message of redemption. Imagine the irony of your strengthing the fervor of an exorcism!... Be that as it may, I ride with him and come to wager a bit of my soul against your strengthening this man's faith. Are you in?
Malcom pushes all his chips into the center of the table and raises an eyebrow.
Malcom pushes all his chips into the center of the table and raises an eyebrow.
Re: Ride to Fort Mount Pleasant
Somewhere in a purgatorial waiting room ....
Malcolm bluffs and banters, bidding for a jackpot win. The skeletal figure chimps on his cigar and downs a glass of spirit. "Oh I'm all in too. Been watching the show from afar. Ironic too. Was gonna give my life to Jesus too at the eleventh hour. Know what Sonny? I died at 10.30!" His teeth chatter in his head with a manic laugh.
"So you want me to bless your man. Seems like he is full of bluster and wind. Needs all the help he gonna get.
Seems like he be heading for the witching hour. Midnight and High Moon!" He cackles again, laughter echoes around the room.
"So just to be sure. You need me to bless him at the right time. Not too early. Not too late. Gotta get in just as he says his 'Amen'. Now how long you think he prays his grace for? Till his dinner stone cold! So you be wanting a few extra minutes. Keep that ole boosty boost going. What say we go for 10 minutes? No, too much risk? How about lucky 7 minutes, 5 minutes cutting it a bit short don't you think? Or you want me 'dead on midnight'?"
the boost duration is three minutes per 2 pp plus 1pp per minute after. How many points do you wish to bargain for?
Malcolm bluffs and banters, bidding for a jackpot win. The skeletal figure chimps on his cigar and downs a glass of spirit. "Oh I'm all in too. Been watching the show from afar. Ironic too. Was gonna give my life to Jesus too at the eleventh hour. Know what Sonny? I died at 10.30!" His teeth chatter in his head with a manic laugh.
"So you want me to bless your man. Seems like he is full of bluster and wind. Needs all the help he gonna get.
Seems like he be heading for the witching hour. Midnight and High Moon!" He cackles again, laughter echoes around the room.
"So just to be sure. You need me to bless him at the right time. Not too early. Not too late. Gotta get in just as he says his 'Amen'. Now how long you think he prays his grace for? Till his dinner stone cold! So you be wanting a few extra minutes. Keep that ole boosty boost going. What say we go for 10 minutes? No, too much risk? How about lucky 7 minutes, 5 minutes cutting it a bit short don't you think? Or you want me 'dead on midnight'?"
the boost duration is three minutes per 2 pp plus 1pp per minute after. How many points do you wish to bargain for?
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Re: Ride to Fort Mount Pleasant
Well Sir, that is surely a sorrow, your missing your timing like that upon leaving the physical world. But no one can fault you for not taking to your new duties well. You tempt a man, you truly do. Old Faust never dealt with a more agreeable sort, nor Webster with a more learned one. But, I think, given what you learned of the importance of timing just before taking your current position, and the relatively even flow of time out there, that knowing when the clock strikes 12 and the barriers are the least, that a straight 2 points should be all that are needed. But, so it cannot be said you didn't tempt me, I will wager for 3. That should give him 2 minutes on either side of perfect moment. Sir, will you deal?
I hope the preacher attends the clock well...
I hope the preacher attends the clock well...
Re: Ride to Fort Mount Pleasant
Somewhere in a purgatorial waiting room. . .
Malcolm sets his stall out and puts his terms and conditions on the table. The skeleton deals a final hand, cards are spread and the result shown. Did the Flop fail? Maybe Malcolm got swept with the River?
"Nice doing business with you boy? Play again sometime!" He offers you his hand across the table as the cards and chips go off into the ether. You shake his hand. A little finger snaps off. "Say, looks like I got a bone to pick with you!" he laughs again.
"But the bone on the table with your chips next time you play in the saloon, get an extra slice of luck."
With that the fog surrounds you once more and you return to your body not a moment later, staring at a set of five cards in your hand as Pastor Flanagan closes his exorcism with a prayer epilogue.
I will draw the random cards immediately , publish the whole list on my forum and post the specific cards dealt in your hand shortly.
Best of luck.
Malcolm sets his stall out and puts his terms and conditions on the table. The skeleton deals a final hand, cards are spread and the result shown. Did the Flop fail? Maybe Malcolm got swept with the River?
"Nice doing business with you boy? Play again sometime!" He offers you his hand across the table as the cards and chips go off into the ether. You shake his hand. A little finger snaps off. "Say, looks like I got a bone to pick with you!" he laughs again.
"But the bone on the table with your chips next time you play in the saloon, get an extra slice of luck."
With that the fog surrounds you once more and you return to your body not a moment later, staring at a set of five cards in your hand as Pastor Flanagan closes his exorcism with a prayer epilogue.
I will draw the random cards immediately , publish the whole list on my forum and post the specific cards dealt in your hand shortly.
Best of luck.
Re: Ride to Fort Mount Pleasant
Draw made.
Malcolm Sees the following cards in his deck.
[img] [/img]
Malcolm Sees the following cards in his deck.
[img] [/img]
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