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ZeketheKid

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  1. I was running A Night in Rottenburg and the Fated had made it to the end. They beat Barone, rescued Lily Yi, whom Barone had possessed, and was wrapping up inside the dynamo. Our group doctor/Resurrectionist decided to check out the vat of roiling flesh, so on a whim, I had her make a Centering Duel. She flipped the Black joker. The good doctor began walking toward the edge of the vat as if in a trance, oblivious to the confused calls of her teammates. The party finally reacted when she pitched over the side and frantically formed a four person-long human (and one gamin) chain to prevent her from becoming one with the flesh. It was a great end to a great Penny Dreadful.
  2. This is perfect timing, as my last session was inspired by the Evil Dead series! An antique hunter's family on the edge of the bayou is possessed by an ancient evil and lure unwary travelers to their death. The Fated are tasked with meeting antique hunter Jean-Luc LaBelle who lives in an antebellum mansion on the edge of the Bayou. What the Fated do not know is that Jean-Luc was slain by his possessed family, caused by his most recent acquisition: the Scorpinomicon. I attempted to incorporate other movie references subtly, including a horde of animated severed hands, a gigantic possessed Waldgeist, mutating FM characters and a homebrew Possession condition. The group's doctor even had an evil duplicate split from her body (right in the middle of the last combat encounter) after her Possession counter got too high.
  3. My interpretation is that as long as a Fated has AP to use the Order Action, the subordinate character can act as many times as the player commands them (barring the Slow condition if they were summoned). Otherwise a subordinate character doesn't do anything if the player doesn't order them (Page 310). As for the related question, I'd have to re-read that section to give an informed opinion.
  4. My players are halfway through a campaign essentially inspired by "Evil Dead", set inside a French Colonial mansion deep in the Bayou. I even created Deadite-themed NPC's, traps and Conditions, as well as a Swarm of Disembodied Hands Minion. More than likely once this part of the campaign is over I'll share stats and stuff in the Player Creations page.
  5. For the few games I've run, I let my players draw tarot for up to 3 characters, and depending on the type of character they want to play, they then pick one with the stats/background they most like. That way it's still randomized but allows a bit more flexibility, especially if you want an Invested to get that Tome where needed.
  6. My players have a none-too-bright beatstick character in our current campaign, and I'm running them through "Night in Rottenburg". Due to a bit of unexpected exploration and improvisation, the Fated found themselves inside one of Barrone's topside labs populated with failed experiments. Towards the back of the room I described an elaborate set of beakers, tubes and refining equipment. The Beatstick, acting true to form, decided to punch the chemistry kit instead of investigating, thus setting off a massive Nitro glycerin fueled explosion that leveled the building they were in and almost dying in the process (but suffered no permanent effects). Thinking back, I really should have been a bit more severe with the repercussions. Nothing says "Hey, maybe don't punch random test tubes again" like having half your upper torso blown off.
  7. Super excited for this, as I missed the one from last year.
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