Hankolijo

Untitled

Mar 15th, 2017
105
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.97 KB | None | 0 0
  1. RUN TITLE: Final Call
  2.  
  3. CONTENT: FIRST PART OF THE RUN: The Team has acquired all of the artifacts made by THE CREATOR with the exception of The Medallion, and The Guru has spoken up. Along with providing some information to Joseph and Lou during an 'interrogation' in Gone Guru, he's now told The Foundation that TC has issued his final challenge. The team is to take a train from Site-77 to Pompeii, where GOC members have been instructed, according to what The Guru has said, to clear the amphitheater from any civilians. The GOC will also be told to get their agents out of there until The Foundation team arrives, but they won't listen to that.
  4.  
  5. Along the way, the train will stop to pick up the teams lead by Samuel Valenti and Leonard Striker. They'll be present in jeeps with mounted machine guns, but, as they get on the train with members of their teams still in the cars to provide the train support just in case, they'll spot a quickly approaching car. It'll stop, and Vito will exit the vehicle.
  6.  
  7. He'll inform the team that The Guru had skipped some details when explaining the challenge. Only three challengers could come at a time, he'll say. The PCs can roll to call his bluff (DC 10), but if they fail, then just that will happen - three will have to enter the car and drive off to Pompeii. Vito will stay back, another car stopping by. As it does, he'll get in and smugly admit his lie, as the train will now be surrounded by Red Beings and vampires, the amount not being that important, as to kill the creatures the team will need to defeat the major opponent in this battle: Parker Kelly in her cloak. During this, the team can try to take out Vito or the car, but he'll try to drive off.
  8.  
  9. Once the cloak's PHealth or MHealth drops to 0, it'll release its grip for Parker's mind, and she'll come to her senses. The Red Beings will all die around her as she screams in horror and pain, and the vamps will give up as they stand no chance now.
  10.  
  11. The train will be disabled, the Red Beings apparently having damaged the engine. With time running short, they'll need to drive there, though the vamps will admit that there will be a rather nasty roadblock along the way. Parker will offer to drive them, and Samuel tells the others he trusts her. If the team agrees, she'll drive as her form slowly disappears, get them through the roadblock by controlling some of the Red Beings present, and take them to Pompeii. If they do not, they'll have a much rougher time getting through that roadblock, though it would still be possible. If they choose to drive with Kelly, Leonard and his team will stay back at the train.
  12.  
  13.  
  14.  
  15. Meanwhile, if the three previously went to the amphitheater, they'll be facing THE CREATOR. TC will be essentially playing with his food here, as there is little that can hurt him, though the players can try and get the medallion off of him with a precise shot to the chain or explosives if they have any. TC won't be attacking to kill yet, and the team can stall with conversation if they wish.
  16.  
  17. **Name:** Cloaked figure
  18. **Purpose:** Miniboss and persistent nuisance.
  19. **Nature:** Under THE CREATOR'S complete control. Doesn't get fazed by anything. Hungers for flesh.
  20. **Description/History:** A dark cloak with no visible figure behind it. The head of the wearer may be revealed if the cloak is removed.
  21.  
  22. **Physical Health:** 12
  23. **Mental Health:** 12
  24.  
  25. **Physical Defense:** 2
  26. **Mental Defense:** 6
  27. **Perception:** 6
  28. **Agility:** 2
  29. **Strength:** 2
  30.  
  31. **Melee:** 2
  32. **Ranged:** 2
  33.  
  34. **Sneak:** 6
  35.  
  36. **Skills:**
  37. * The Dark Cloak: The cloak the being wears protects it from harm in a peculiar way. It makes the attacker believe they haven't attacked in the first place, effectively stopping any damage from happening. To get by this, the attacker must roll mdef against the cloak's 4df+6. On top of this, the cloak ravages the minds of all attackers periodically, rolling a 4df+6 mental attack.
  38. * The Dagger behind the cloak: If the hood is, for some reason, removed, all PC's must roll MDef against a 4df+6 mental attack. If a character manages to beat the roll, they must face the creature in a battle of minds, in which MDef is rolled on both sides as both defense and an attack.
  39.  
  40. **Engagement Style:** Mental attacks. Doesn't approach opponents much, if at all.
  41.  
  42. **Name:** Red Being
  43. **Purpose:** Beings previously made by a person wearing The Cloak. Act as generic, but powerful enemies.
  44. **Nature:** Will mindlessly attack Psi-7.
  45. **Description/History:** Tall, red, twitchy. Large, red eyes, no other facial features. The claws are scary looking.
  46. **Other:** Transform into piles of internal organs when killed.
  47.  
  48. **Physical Health:** 8
  49. **Mental Health:** 8
  50.  
  51. **Physical Defense:** 5
  52. **Mental Defense:** 4
  53. **Perception:** 5
  54. **Agility:** 2
  55. **Strength:** 5
  56.  
  57. **Melee:** 5+2
  58.  
  59. **Engagement Style:** They swing their claws wide, often catching groups of opponents together.
  60.  
  61. **Name:** Red Doggo Being
  62. **Purpose:** Similar to regular ones, but created using dog or other animal bodies rather than human ones.
  63. **Nature:** Will also attack Psi-7 mindlessly.
  64. **Description/History:** Their flesh is the same as the regular ones, but they are notably smaller, with elongated snouts and jaws. Their bodies are horribly misshapen, and they lack eyes.
  65. **Other:** Transform into piles of internal organs when killed.
  66.  
  67. **Physical Health:** 5
  68. **Mental Health:** 5
  69.  
  70. **Physical Defense:** 4
  71. **Mental Defense:** 3
  72. **Perception:** 3
  73. **Agility:** 4
  74. **Strength:** 4
  75.  
  76. **Melee:** 4+2, but when dealing damage they do 1 as a minimum.
  77.  
  78. **Engagement Style:** They take weaker, but almost more dangerous as their bites, when they hit, hurt like hell.
  79.  
  80. **Name:** Vampire
  81. **Purpose:** A generic enemy.
  82. **Nature:** Arrogant and certain of their abilities. Devoted.
  83. **Description/History:** An assortment of various German folk made into psychotically devoted vampires. Equipped with tommyguns, as their armaments are still provided by Vito and the Merzallo gang.
  84. **Other:** Won't break mentally.
  85.  
  86. **Physical Health:** 7
  87.  
  88. **Physical Defense:** 5
  89. **Perception:** 4
  90. **Agility:** 6
  91. **Strength:** 5
  92.  
  93. **Melee:** 4+2
  94. **Ranged:** 2
  95.  
  96. **Sneak:** 6
  97.  
  98. **Skills:**
  99. * Bite: In close-quarters combat, the vampires can roll a 4df+3 bite against their opponent. Upon success, the target becomes incapacitated and begins to bleed heavily.
  100.  
  101. **Engagement Style:** Lots of pouncing on folks and trying to take hits on directly to prove they can take a beating. Will also use guns, but are not as good with them as the mobsters.
  102.  
  103. **Name:** The Car
  104. **Purpose:** Vroom
  105. **Nature:** Vroom vroom
  106. **Description/History:** A black, armored sedan.
  107. **Other:** VRRROOOOOOOOOM
  108.  
  109. **Physical Health:** 30, PDef = 1
  110.  
  111. **Name:** Vito Esposito
  112. **Purpose:** To trick the team and be a little shit.
  113. **Nature:** A little shit.
  114. **Description/History:** A man in a dark pinstripe suit with matching fedora, with a pencil-thin mustache. Now carries an even swankier cane with an emerald on top. Pointy vampire teeth.
  115. **Other:**
  116.  
  117. **Physical Health:** 12
  118. **Mental Health:** 9
  119.  
  120. **Physical Defense:** 5
  121. **Mental Defense:** 3
  122. **Perception:** 6
  123. **Agility:** 4
  124. **Strength:** 5
  125.  
  126. **Melee:** 6
  127. **Ranged:** 6
  128.  
  129. **Engagement Style:** They swing their claws wide, often catching groups of opponents together.
  130.  
  131. BACK ON SITE, EVENT: GONE, GONE, GONE: As soon as The Cloak is defeated, The Guru will act up. He'll break out of his cell, causing an alarm and a call for backup from any available MTF members. Those still back home can head to containment, where they'll have to fight him. The Guru will incapacitate a guard on his way out of his cell, but he won't kill any. The team will have to kill The Guru.
  132.  
  133. **Name:** The Guru
  134. **Purpose:** Run Boss.
  135. **Nature:** Slightly 'damaged' by TCs corruption, but still mostly sane. Will know when he's defeated, but until that moment will fight with all he's got and won't negotiate.
  136. **Description/History:** Muscular, much more than The Prophet. Dressed in a sailor's uniform. Has a shaved head and gravelly voice. Has the classic vampire teeth.
  137. **Other:** Can alter his opponents' moves.
  138.  
  139. **Physical Health:** 20
  140. **Mental Health:** 8
  141.  
  142. **Physical Defense:** 8
  143. **Mental Defense:** 6
  144. **Perception:** 6
  145. **Agility:** 6
  146. **Strength:** 8
  147.  
  148. **Melee:** 10
  149.  
  150. **Skills:**
  151. The Touch: When an enemy engages in melee combat, The Guru may roll agility against his opponent's. If the opponent's roll is lower than his, he may force the enemy's attack to head another way. If someone else is nearby, the attack will be directed towards them (Whether they're a friend, a foe or just an unlucky sailor), otherwise it'll simply equal a -2 malus. This is cumulative with The Prophet's clairvoyance.
  152.  
  153. **Engagement Style:** Little talk, lots of might.
  154.  
  155. SECOND PART OF THE RUN: The team is now at the amphitheater. Upon arrival, after Kelly disappears, Samuel will inform the team of his own plan:
  156.  
  157. He will have the two men he has with him set up explosives along the entrance tunnel to the place. Samuel himself will be holding the detonator. The plan is for the team to lead TC into the tunnel, where he can be blown up and buried in rubble, at which point it would be a matter of retrieving The Medallion and beating the snot out of him.
  158.  
  159. Problem is, TC doesn't fall for it. The team can still fight and attempt to remove the medallion, but the most likely way things will go is that Samuel will charge in like a dumbass and anger TC for interrupting his squabble with Psi-7. As he gets beaten up, he'll detonate an explosive he had in his own hand and had thrown on the ground under them. TC, while unharmed by this, will lose the medallion and his cool. He'll continue attacking Samuel and even rip off his arm just to hit him with it.
  160.  
  161. The team, meanwhile, can grab the Medallion, and assemble the rest of the artifacts together on one person with it. If they had previously lost an artifact to TC during this fight, they'll know for certain that the Medallion allows to wield multiple artifacts.
  162.  
  163. Once all artifacts are on one person, the final part of the run will begin.
  164.  
  165. **Name:** THE CREATOR (Act 1)
  166. **Purpose:** The final boss of the arc.
  167. **Nature:** Currently only seeks a way to feed and grow in power. Wishes for a challenge from Psi-7, and leads them to the five artifacts so that they would bring them to him.
  168. **Description/History:** The original host's form is twisted and contorted, before settling on an incredibly muscular build, with hardened skin and fanged grin. Doesn't retain scars. Currently doesn't wear any sort of shirt, while his pants slightly resemble the Bishop's garb in their details.
  169. **Other:** Won't directly engage Psi-7 for most of the arc.
  170.  
  171. **Physical Health:** 30
  172. **Mental Health:** 45
  173.  
  174. **Physical Defense:** 15
  175. **Mental Defense:** 12
  176. **Perception:** 8
  177. **Agility:** 8
  178. **Strength:** 8
  179.  
  180. **Persuasion:** 6
  181. **Intimidation:** 10
  182. **Bluff:** 5
  183.  
  184. **Melee:** 8+4
  185. **Ranged:** 6
  186.  
  187. **Sneak:** 8
  188.  
  189. **Skills:**
  190. * AWAKEN MY MINIONS: 4. Rolled against MDef, sends an impulse towards all affected to approach him and not fight. Anyone who attacks THE CREATOR would become a target to them. It's possible to have those affected snap out of it with the use of persuasion or intimidation, or, if all else fails, attacking them.
  191.  
  192. * FEAST OF THE CREATOR: Allows THE CREATOR to feast upon living flesh to grow stronger. Each time he succeeds to do so, he gains 1 point to maximum health.
  193.  
  194. **Engagement Style:** Likes to send minions at his foes first. When engaged in combat, tends to not dodge, as little can hurt him, especially with the amulet. Will go in melee, specifically hand-to-hand. It's advised not to fight him, for the most part.
  195.  
  196. FINAL PART OF THE RUN: When all the artifacts are assembled on one person, they will become immortal for a while and the transformation process shall begin. Their body will light up, and it will seem as though every artifact is melting and covering them in molten liquid, though they won't feel it. Instead, they'll find themselves transported, while to the others the figure will stay where it was when it put on the last artifact.
  197.  
  198. The one who assembled the artifacts will be taken to an entirely white, open field. In front of them will be a row of tables, seemingly from various eras of time, and behind them will be great leaders of nations TC aided: Alexander the Great, Julius Caesar, numerous Abbasid caliphs, Byzantine emperors and Ottoman rulers, Frederick III, Wilhelm II.
  199.  
  200. The 'council' will inform the 'chosen one' that they've been given a task from whichever God created both TC and the artifacts that they must kill him, too. To do so, they'll be given the power of all artifacts combined and the strength and guidance of those fallen by TCs will. To emphasize this, behind themselves the 'chosen one' will see every dead artifact holder and minion TC sent at them - Parker Kelly, The Queen, The Conductor, The Prodigy, The Prophet, The Swordsman, The Guru, The Martyr, The Trader.
  201.  
  202. Back in the real world, if Vito wasn't killed earlier, he'll bring TC backup in the form of a small group of unarmed vamps, plus himself with a Tommy gun. TC, now actually threatened, will go into his 'second form'. The team will need to hold their own until the artifact holder comes back. They'll get a bit of help from the two men Samuel brought with him, but not too much.
  203.  
  204. When the artifact holder comes back, they'll be wearing a full plate armor, in which one can slightly recognize details from the artifacts. The total bonus (No rollcap) to their stats will be double the bonus from each artifact separately. In total, this means both the bonuses from the cross and shield, +28 melee, +28 PDef against melee, +16 STR, +16 MDef. They'll also get a total PHealth of +20, and a bonus 4df+6 for every roll as they're being instructed on combat by Alexander the Great, who's had plenty of experience watching wars from wherever he went after death.
  205.  
  206. At this point, it would simply be a battle to the death, and when TC reaches 0 the first time, he'll transform into his final resort form. Once its done, Leonard's team and GOCcers will arrive. The team won't find out what happens to Samuel, and they'll only know he's still even breathing if someone checks before they're taken away by medevac.
  207.  
  208. **Name:** THE CREATOR (Act 2)
  209. **Purpose:** The final boss of the arc.
  210. **Nature:** Finally got the fight he wanted. Will give it all he's got, which is a /lot/.
  211. **Description/History:** The original host's form is twisted and contorted, before settling on an incredibly muscular build, with hardened skin and fanged grin. Doesn't retain scars. Currently doesn't wear any sort of shirt, while his pants slightly resemble the Bishop's garb in their details. In his secondary form, tendrils ending in sharp bone blades extend from his limbs. His grin widens even more, his mouth now capable of swallowing someone else's head whole. Its advised not to let him do that.
  212. **Other:** Get rekt.
  213.  
  214. **Physical Health:** 35
  215. **Mental Health:** 50
  216.  
  217. **Physical Defense:** 16
  218. **Mental Defense:** 14
  219. **Perception:** 8
  220. **Agility:** 10
  221. **Strength:** +18
  222.  
  223. **Melee:** 24
  224.  
  225. **Skills:**
  226.  
  227. **CHOMP:** His bite is incredibly dangerous. If he manages to pin his opponent via strength, he can add +10 to his melee attack so long as he's on his opponent.
  228.  
  229.  
  230. **Name:** THE CREATOR (Act 3)
  231. **Purpose:** The final boss of the arc.
  232. **Nature:** Desparete. Bit off more than he could chew, and now is trying to just /kill/.
  233. **Description/History:** THE CREATOR's form seems to sort of implode, instead replaced by a massive flowing wall of flesh. The bladed tendrils extend from everywhere, and it seems to constantly spew blood everywhere.
  234. **Other:** Get rekted.
  235.  
  236. **Physical Health:** 40
  237.  
  238. **Physical Defense:** 25
  239. **Strength:** 30
  240.  
  241. **Melee:** 24
  242.  
  243. **Skills:**
  244. **CONSUME:** What it says on the tin. Failing a strength roll against him in this form will result in the target (The artifact holder) to be engulfed by the mass of flesh. Every turn spent in there will do 1 damage to the target, though from the inside TC only rolls 20 PDef. Breaking out via strength has a DC of 20.
Add Comment
Please, Sign In to add comment