Scarlet Vampire
A Lonely Hope
Scene 12
In the last scene,
Hanson tried and failed to find evidence to unravel Adrian’s web of blackmail.
Instead, his scheme to lure the mortal police into a direct conflict with Dona
and her followers resulted in death and a near rupturing of the Masquerade so
necessary to keep the vampires safe.
The prompt for this
scene is:
Eliminate
an outside Actor brought in to aid the foe. Face a Fight instead of a check.
Normally,
in this case, I rely on random rolls from Mythic
or the U.N.E. or my own Random
Vampire to generate the character. But this time, I have a pretty clear idea of
what I want from Erio. She is something of a mercenary brought in by Adrian.
Her job is to show up, spew a lot of rebellious rhetoric to Dona’s followers,
and thus convince the Prince to take direct action against them. There’s
probably more to it, but that’s as far as Erio knows at this point. I decide to
just go with the Physical Threat (7) and decide that, physically at least, she
is roughly comparable to Hanson. Here’s her sheet:
Just
past 11:30, the final train of the night pulled into the station. Only a handful
of passengers straggled out. A few were met by waiting friends or family, but
most were alone. They gathered up their luggage and trudged towards the exit,
heads down, exhausted from the long day and whatever burdens had compelled
them to travel at such hours. All except one.
It wasn’t hard to notice Erio. In fact, she seemed to demand to be noticed. Beautiful and dark and pale, she carried herself with a regal baring. The energy with which she moved made her seem to be the only thing truly alive amidst the half-dead mortals around her. The perfect vampire to lead a revolution Hanson thought. She stood up and casually walked towards Erio, until they were near each other. At her approach, Erio gave her a half-quizzical look, which Hanson tried to wave off. “Skylar sent me. I’m supposed to take you to the meeting, then get you to a safe house before anyone knows you’re in town.” |
Two
mechanical questions come up. The first, is does Erio “sense” anything amiss.
She has the Discipline of Auspex
which can provide an awareness of danger. The difficulty of this roll is up
to the Storytellers whim, so I decide to set it to 4. She’s in pretty big
danger from Hanson, and she has every right to be cautious.
Auspex [3] 1,3,6 No Successes. Her “spidey
sense” isn’t going off
Next,
does she believe Hanson’s bluff? She’s not terribly good at that, but she’s
trying. She really only cares enough to try and Erio away from the few
mortals who are around them. For this roll, I decide to go with an opposed
roll—both will roll at a difficulty of 6 and we’ll see who wins.
Hanson
Manipulation + Subterfuge [3] 9,10,4 for 2 Successes
Erio
Wits + Subterfuge [6] 5,3,10,9,2,4 for 2 Successes
I
decide that Erio will go along with Hanson for now, though is a tad wary. She
isn’t alarmed, but something isn’t quite right about this. Because of her
wariness, Hanson will not be able to pull off a sneak attack.
|
Hanson
walked them to the rear of the parking lot. By the time they approached the
Camry, everyone else had left the station, save for one lonely cab sitting
idly by the gate. Not that he mattered, he was far enough away and Hanson had
every intention of keeping this quiet.
As they came to the car, she reached into her bag and grasped her baton. “This is us,” she said, nodding at the car. Baton in hand, she dropped the bag and spun on Erio, only to be met with thin, sharp point of a foil. “You didn’t really think I was going to fall for this, did you?” “Honestly? I was hoping you wouldn’t” |
This fight is a
clear dual; both are armed and ready for the fight. Erio’s foil is slightly better
weapon than Hanson’s baton, doing damage of Strength + 3, but has a
Difficulty of 5. Hanson’s only does Strength + 1, but has a Difficulty of 4
(something I screwed up on the last session). The one advantage Hanson does
have is that she knew this fight was coming, and has spent 3 blood points to
increase all of her Physical Attributes by 1. While Erio was suspicious, she
hasn’t had a chance to spend her own blood—something I would have allowed had
she bested Hanson earlier.
Round 1 Both vampires spend a blood point to activate Celerity. As they are both in melee, no initiative is rolled. In addition, Hanson will spend a Willpower on her first attack to guarantee one automatic success.
1st Action
Hanson
Dexterity
+ Melee [7] 4,4,2,1,7,10,1 2 Successes. With the Willpower point, that
leave Hanson with 3.
Erio
Dexterity
+ Melee [7] 4,2,7,4,4,9,1 1 Success. Hanson bests her by 2.
Damage [8] 6,3,6,6,7,5,6,5 +1 for 6 Successes. But, unlike some of Hanson’s recent foes,
Erio can attempt to Soak. The
difficulty for this is 5+attackers successes (Max 10).
Soak [3] 10,5,8. She is able to
soak 1 level, but still stakes 5 levels of damage, reducing her to Mauled,
and in theory taking a -2 to all subsequent rolls.
I decide that she
will, naturally spend a Willpower point to ignore this penalty.
2nd Action
Hanson
Dexterity
+ Melee [7] 5,6,5,8,8,7,10 for 7 Successes
Erio
Dexterity
+ Melee [7] 10,3,10,3,5,5,8 for 5 Successes. Hanson beats her by 2.
Damage [8] 5,1,9,7,8,7,1,2 +1 for 3 levels of damage.
Soak [3] (Dif 8) 3,2,9 Erio gets 1 Success, but still takes 2 levels of damage. She
is reduced to Incapacitated, and can no longer take any actions.
|
Hanson quickly
stepped inside Erio’s reach, not intending on dragging this out any more than
she had to. When Erio took a step back
to better bring her sword to bear, Hanson cracked her against the skull.
Bits of bone, blood and brain splattered on her, and staggered Erio.
Erio recovered quickly, and deftly jabbed the blade where Hanson’s heart should have been. But Hanson had once again stepped to the side, and brought the baton down on her elbow, crushing the limb and leaving it dangling uselessly by her side. When Erio leaned over unsteadily to try and pick the blade up, Hanson contemptuously pusher her over, gratified to hear the sound of crushing bone as she landed. “You want to kill me, bitch?” Erio spat out. “I haven’t even done anything. Fuck you.”
Hanson picked up her
bag and began fishing through it. Half distracted, she answered “Kill you?
Why would I want to kill you? No. There are far too many people who would
love to have a chat with you.” Finding what she was looking for, she removed
the stake from her bag, as Erio’s eyes widened.
When she was finished, she stuffed the body in the trunk of her car and scattered the gravel to conceal the blood as best she could. As she was about to get in, she noticed the cab shift into gear and head out to the road. Guess his fare never showed up, she thought. No matter. She was sure he couldn’t have seen anything anyway. Besides, she had a special delivery for Gypsy, and the Prince. |
Thanks to a little
luck and healthy dose of violence, Hanson succeeded at this scene. As a
Conflict scene, she gains 1 Victory Point and Adrian loses 1, leaving them both
tied at 7. Now I have a choice for Hanson. She could move onto an Investigation
scene, hope to get a clue, then onto an Action scene and hope to get the
necessary 10 Points. Or, she could do another Conflict scene and hope to
further reduce Adrian’s total. For this, I actually “cheat” a bit. I roll a d10
for both Investigate and Conflict, and I pick the one I like better. I decide
to go with an Investigation Scene and get
An allied Actor can
get you a Clue at personal risk. Roll a die; on an even number make a skill
check to help them succeed. On an odd number, Fight to protect them.
Victory Points
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Heat
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Hanson
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7
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Opponent
|
7
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2
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Investigation & Action Scene Count
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7
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Willpower-Max 6
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5
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Blood Pool-Max 11
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7
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Health-Max 7
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7
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Scene Number
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Type
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Description
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Result
|
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1
|
Investigation
|
Tail an Actor who might have a Clue. On
a check failure, face a Fight.
|
Failed
to Tail, succeed on Fight
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2
|
Action
|
Face the foe's best warrior
|
Failure
|
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3
|
Rest
|
Hanson hunts, feeds, and heals
|
N/A
|
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4
|
Investigation
|
Trick an Actor into revealing a Clue.
|
Failure
|
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5
|
Investigation
|
Waylaid by hostile Actor
|
Success
|
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6
|
Action
|
Convince an ally of the foe to betray
them
|
Success
|
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7
|
Conflict
|
Suffer betrayal by an Actor.
|
Success
|
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8
|
Rest
|
Rest and Recover
|
N/A
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9
|
Investigation
|
Hunt down an Actor to provide a Clue
|
Success
|
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10
|
Action
|
Sabotage a tool, etc., to betray the
foes use
|
Failure
|
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11
|
Conflict
|
Steal foes possessions
|
Failure
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12
|
Conflict
|
Eliminate Outside Actor
|
Success
|
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13
|
Investigation
|
Work with Allied Actor to get a Clue.
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Rules and Mechanics
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