Nightfall - Fantasy Superhero Quest

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You are Benedict Wallis, the last scion of House Wallis. Your house is one of the oldest within...
Origin
Location
Southampton, Great Britain
Pronouns
He/Him
You are Benedict Wallis, the last scion of House Wallis. Your house is one of the oldest within the current nobility of Dusk City as they kept their titles and holdings after the Solaris Imperium conquered the city from the Forthwich in the 11th Crusade. Despite this, your house is weak, having been one of those that suffered greatly in the Blood Plague that haunted your youth.

It left you the only survivor of your family as by the time you were ten, your parents, your little sister, your uncle and your grandparents had all died to the vampires, leaving you in the care of Avitian, your family's lawyer and childhood friend of your great-grandfather, the founder of House Wallis.

He looked after you well, teaching you about business and politics, focusing on practical matters over the traditional affairs of nobles that had weaken greatly in the Blood Plague. Of course, it does occur to you in hindsight that You know how to run the family businesses and you know how to hold your own in the cut-throat politics of Dusk City.

He also taught you how to fight so you wouldn't go down as easily as the rest of your family had. Whereas your grandparents and parents were proper nobles who relied on bodyguards to protect them, you could more than hold your own in a fight, easily capable of taking on trained combatants. Even non-humans like Orcs, Elves and Dwarfs are within your ability to defeat.

Which is good because your city is rotten and dirty and you intend to clean it up.

Dusk City has never been a pretty place, not for centuries at least. Positioned on the southern end point of the Grand Ridge, Dusk City is located between the borders of lands worshipping the High Pantheon and the Elder Lords, putting it on the frontlines between the two. Traditionally, Dusk City has been ruled by followers of the Elder Lords, but a few crusades have been it change hands temporarily before reconquest or rebellion has returned to servants of the Elder Lords.

Right now, it is ruled by High Pantheon-worshipping Solaris Imperium and between the rising power of the Solarians, the decline of the Kingdom of Forthwich and the Blood Plague devastating the world, Dusk City might permanent change plans. And the half of the populace which pay tribute to the Elder Lords don't like that.

Beyond the religious troubles that plague Dusk City, you also got the high crime rates. With the constant back and forth conquests and general hostility amongst the populace towards each other and whoever is in charge at any one point, a lack of authority and respect for it has resulted in more and more finding crime to be an acceptable course of action. It doesn't help that Dusk City is a major smuggling port for getting goods from Elder Lord lands into High Pantheon lands and vice versa.

So yeah, religious troubles and crime running wild.

To top it all off, you got the authority that nobody has any respect for and unfortunately, those authorities don't deserve any respect. The city militia is corrupt as is the city guard as the two butt heads for more power and authority while the nobility is corrupt, engaging in petty power struggles and one-upmanship at the expense of the power they are supposed to be protection. The burghers are little better for the most part as the majority of them are willingly to do whatever it takes for them to get ahead and make some extra profit.

So corrupt authorities, religious tension with a brewing insurrection and rampant crime. Dusk City is something of a hellhole minus all of the demons and searing heat. But it is your hellhole and you are not about to let it become a bastion of evil if you have any say in the matter.

***​

You feel a little silly as you finally put on the armour, but you have decided on this course of action and you are going to stick to it.

Nothing you wear is normal except for the knuckledusters that rest in your hands. You wear light black armour outlined with dark blue while you also have a pair of gauntlets on, each one with a grappling hooks of your own design built into it. Your belt contains an assortment of items for you to use in battle, bolas for capturing or restraining foes, boomerangs knocking them out and smoke bombs to conceal yourself in case you need to get out of sight.

While the knuckledusters, bolas and boomerangs aren't new inventions, the grappling gauntlets and the smokebombs are the product of your own genius. You haven't heard of anyone else performing the same achievement without having to resort to magic or alchemy.

Now you have finished dressing up, you are going to do the silly thing and go out and illegally fight crime, concealing your identity and calling yourself the 'Night'.

It sounds silly even though it makes sense. You can't legally deal with the city's problems as pretty every other authority in it will try to stop you. You are the head of an important and decently well off noble house, but you are barely an adult and you haven't have time to build up political capital to make any sweeping changes. The other nobles will block any attempt to interfere with their little games and that makes making sure that the city doesn't improve lest their dirty deeds get uncovered.

You have the same problem with the city militia and the city guard as all of their leadership and most of the grunts on the street are corrupt. They are pretty much in bed with the criminals they are supposed to be stopping these days and they won't want to risk the losing the luxuries of the corrupt life and gaining the penalties of brought to justice for their misdeeds.

As for the criminals themselves? You can't touch them without the support of the city militia or the city guard. Any attempts to take them on as Benedict Wallis will fail without widespread support from the legitimate authorities.

And then you have the religious tensions. Frankly, you are unsure of what to do in this situation. You are nominally a follower of the High Pantheon like all of your family as your great-grandparents converted from worship of the Ancient Ones to the High Pantheon when Dusk City was conquered in the 10th Crusade. Yet you don't particularly care about the religions and deities of your world. Oh, you don't deny that they exist and the power that they wield is definitely real and almighty, but what do you care about all that? They haven't done anything for Dusk City beyond cause trouble and they certainly weren't there for your family when they all got killed by Vampires.

You only support the High Pantheon because Dusk City is ruled by the Solaris Imperium. It would be political and literal suicide for any legal authority figure to not do. The only authorities that dare to openly worships the Elder Lords are criminal leaders in the underworld of the city.

That said, if you have to choose between the High Pantheon and the Elder Lords, you would still choose the former as for all their flaws and those of their followers, the High Pantheon can still claim the virtue of being lesser arseholes than the Elder Lords and their followers.

But you are getting off topic. The religious tensions of Dusk City are something that Benedict Wallis can handle. You just need to crush the Elder Lords. While they make up half of the populace, they lack any official support and all of the authorities are High Pantheon supporters. The Elder Lord followers also won't be receiving any outside support as the Kingdom of Forthwich is still reeling from the 11th Crusade and the Blood Plague while the other Elder Lord countries are too distance. On the other side, the Solaris Imperium is at the height of its power and while they are looking internally right now, there are several powerful factions which would happily devote resources to driving out Elder Lord presence from a Solarian city.

You just need to get yourself involved in the politics of the Dusk City's leadership, making the right friends and allies, schmoozing to the right people in power and building up a power base. You would need to impose strict and unjust laws and policies to cut back on the power of any Elder Lord followers and slowly thin their numbers. Back proxy criminal groups to counter and oppose the Elder Lord influence in the underworld. Maybe provoke a rebellion or two when there are Solarian military forces on hand to crush them so you can have an excuse to get rid of them in large amounts. It would take maybe two or three decades to cripple the Elder Lord worship in the city, reducing them to a minority in the city they once dominated.

It would only require you to toss aside everything you believe and become one of the very monsters you seek to fight and bring to justice. It is not an option.

So you will dress up as a warrior and use a false identity as you inflict extralegal justice on the criminals of Dusk City. Perhaps Lady Myrtle is right and you are insane. In the end, it doesn't really matter. You have made your choice and you are going to stick with it. Right now, you need to decide what your action outing will be.

You could go after the Stone Crew. A prominent criminal gang led by the Orc crime lord Runestone, it is one of the more active and dangerous groups in the criminal underworld. Going after them would definitely help the city, but it would certainly be dangerous and perhaps not a group to go after until you got some more experience.

Other potential targets include the Chosen Men or the Last Servants. Both are ideological motivated criminal groups with the latter being the main Elder Lord organisation in the city while the former are High Pantheon human supremacists who have been becoming increasingly powerful as the Solaris Imperium strengthens its grip on Dusk City. Both are decent targets, but numerous and within certain areas of the city, powerful and dangerous. You would also be getting involved in the religious turmoils of the city. Maybe you ought to leave them alone until you have gotten a chance to research each group's beliefs and their respective religions.

Beyond that, you got the Bronze Thorns. Last of an organisation on its own and more a collection of several smaller organisations, the Bronze Thorns stalk the poor parts of town, claiming neighbourhoods of the poor as their own and generally committing crimes as they put up a united front against the other gangs. They easily one of the weakest threats in the city and disrupting their operations would help some of the poorer communities.

Finally, you could just patrol the city and tackle whatever crime you come across as a sad fact of life in Dusk City is that if you go looking for crime, you can fight it pretty easily. While you hope to change that with time, it is currently a viable option to just walk about the city at night if you wish to put an end to some criminal activity.

[] The Stone Crew. While dangerous, taking on the Stone Crew would definitely make an impact if you are successful. If you are successful, which is no guarantee. The Stone Crew is one of the biggest players in the city for a reason. High Reward, but High Risk.
[] The Chosen Men. The local human and High Pantheon supremacists, they should be an acceptable target if the city wasn't ruled by followers of the High Pantheon and its population made up of mostly humans. Taking them on should be doable, but it means getting involved in matters that you ought to research first.
[] The Last Servants. The largest, but also the most disorganised gang in the city, the Last Servants is the name for the collection of Elder Lord worshipping groups in the city. While numerous, their disorganised and mundane nature means that you should be capable handling whatever they have to throw at you. The only problem is that you will effectively be picking a side in matters that you ought to research first.
[] The Bronze Thorns. The Bronze Thorns are weak if numerous gang and should be easy pickings. They don't have anything that could propose as a true threat to you and you could free some poor neighbourhoods from their grasp. The only downside is that the same weakness makes them easy to beat also means that you are unlikely to make a major different to the city.
[] Patrol the Streets. A sad fact of life in Dusk City is that one can walk about the city and find some crime sooner or later and more often than not, it is sooner. You could get some real world experience at your chosen hobby and make a bit of a name for yourself, but you are unlikely to make a significant impact.
 
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Characters
Player Character

Night
Name: Benedict Wallis
Age: Male
Gender: 18
PL8

Powers
5/Implacable Determination (Talent): Immunity (Interaction Skills),
4/Genius Mind (Talent): Quickness 3 (Limited to Mathematics), Quickness 2 (Limited to Mental Tasks), Quickness 3 (Limited to Designing), Feature (+5 bonus to resist Mental Attacks),
1/Walk It Off (Talent): Regeneration 1 (1 per 10 Rounds),

Abilities
Strength: 4
Stamina: 4
Agility: 4
Dexterity: 4
Fighting: 4
Intellect: 8
Awareness: 4
Presence: 4

Defences
Dodge: 8
Fortitude: 6
Parry: 8
Toughness: 4 (6)
Will: 13

Attacks
Initiative +4
Unarmed +8: Close, Damage 5
Boomerangs +9: Ranged Damage 7, Critical 16-20, Subtle,
Bolas +8: DC14, Resisted by Dodge and then by either Damage/Sleight of Hand,
Smoke Bombs +8:

Skills
Acrobatics 6 (10)
Athletics 6 (10)
Close Combat: Unarmed 4 (8)
Deception 3 (7)
Expertise: Business 2 (10)
Expertise: Crime 2 (10)
Expertise: Politics 2 (10)
Expertise: Magic 1 (9)
Insight 4 (8)
Intimidation 3 (7)
Investigation 3 (11)
Perception 4 (8)
Persuasion 3 (7)
Ranged Combat: Throwing 3 (7)
Sleight of Hand 2 (6)
Stealth 8 (12)
Technology 2 (10)
Treatment 2 (10)
Vehicles 2 (10)

Advantages
Accurate Attack:
Assessment:
Benefit (Ambidextrous):
Benefit II (Independently Wealthy):
Benefit II (Important Local Nobility):
Benefit (Family Lawyer):
Diehard:
Eidetic Memory:
Equipment IV:
Evasion II:
Favoured Environment (Urban):
Fearless:
Great Endurance:
Hide In Plain Sight:
Improved Defence:
Improvised Tools:
Improvised Weapons:
Inventor:
Jack-Of-All-Trades:
Luck IV:
Power Attack:
Takedown:
Tracking:
Uncanny Dodge:

Equipment
1/Brass-Knuckles: +1 Damage to Unarmed Attacks,
2/Armoured Costume: Protection 2
2/Grapple Gauntlets: Movement (Swinging)
15/Utility Belt: 12 Point Array with 3 Alternative Effects.
-Bolas: Snare 4 (Resisted by Dodge; Hindered and Vulnerable, Defenceless and Immobilized)
-Boomerangs
: Ranged Strength-based Damage 3, Accurate 1, Subtle, Critical 16-20
-Smoke Bombs: Ranged Concealment Attack, (Normal Vision, Cloud Area 2 [16-Metre radius]), Subtle,

Dusk City

Known Heroes

Known Villains


Captain Hargrove is a corrupt captain of the Dusk City Milita.
Albert Sparkle is a neighbour gang leader within the Bronze Thorns and one of the Night's first targets.

Known Civilians

Grandfather of Benedict Wallis and founder of House Wallis. Migrated from the Kingdom of Wyr to Dusk City. Died in the Blood Plague.
Wife of Gareth Wallis and grandmother of Benedict Wallis. Died in the Blood Plague.
Elder Son of Gareth and Isolde Wallis and father of Benedict Wallis. Died in the Blood Plague.
Wife of Tristan Wallis and mother of Benedict Wallis. Died in the Blood Plague.
Younger Son of Gareth and Isolde Wallis and uncle of Benedict Wallis. Died in the Blood Plague.
Current head of House Wallis and sole survivor of the family during the Blood Plague. Currently operates the Dust City vigilante known as the Night.
Young sister of Benedict Wallis by two years. Died in the Blood Plague.
Childhood friend of House Wallis founder and the family lawyer of House Wallis. Raised Benedict Wallis after his family was slain in the Blood Plague and now supports him as in his ventures as both the head of House Wallis and the vigilante known at the Night.
Current head of House Cadwell and father of Francis Cadwell and Maria Cadwell.
Wife of Lord Cadwell and mother of Francis Cadwell and Maria Cadwell.
Son of Lord Cadwell and Lady Cadwell and is the current heir to House Cadwell.
Daughter of Lord Cadwell and Lady Cadwell and younger sister of Francis Cadwell.

Solaris Imperium

Known Heroes

Known Villains

Known Civilians


The World

Known Deities

Known Heroes

Known Villains

Known Civilians
 
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So I made the Fantasy/Renaissance Batman quest I was thinking about. I'm going for a more classic comicbook feel so expect some comic-book logic in play.

The Blood Plague was the local counterpart to the Black Plague and the world has just entered its version of Renaissance as the feudal system breaks down. I won't go into too much detail about the local politics and people to avoid info-dumps, but the world will be naturally explored over time and if it is desired I can write interludes or codexes about this fantasy world. That said, the quest will mostly focus on Dusk City so global politics won't be too relevant outside of what affects the city.

As for the super side of things, I am going for more mystical subsitutes. For example, the local Superman will be a demi-god rather than an alien, people will get powers from magic and deities rather than advanced techology and aliens, you will have enchanted items instead of superscience gadgets and you will have alchemy lab accidents instead of mad sicence lab accidents.
 
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5/Implacable Determination (Talent): Immunity (Interaction Skills),
Huh, I assume that is things like coercion or intimidation. Pretty cool, however with a +7 shift to will and a +5 to mental attacks I wonder if we're likely overspecialized towards things that will force Will checks.
Luck IV is interesting and probably a good choice, quests are less interactive than TTGs by the inherent distance and length of the feedback cycle so things going badly can be more painful than normal. I assume you'll be more willing to spend those as QM needs compared to photomajig otherwise its probably overkill.
Am I blind or do we not have any points in skill Unarmed or thrown? That feels like a problem, are we relying on jack of all trades to let us not suffer the unskilled penalty?

[X] The Bronze Thorns. The Bronze Thorns are weak if numerous gang and should be easy pickings. They don't have anything that could propose as a true threat to you and you could free some poor neighbourhoods from their grasp. The only downside is that the same weakness makes them easy to beat also means that you are unlikely to make a major different to the city.
 
This setting seems very exciting with the first interesting thing I noticed, was that if Wallis' house was founded by his great-grandfather and is one of the oldest of the noble families in the city, then the city nobility is not that old again.

@Oshha I got at couple of questions about the quest. How much do you intent for Benedict Wallis' personal life to fill? Also, what are Wallis' fortune invested in, local business or land? Lastly, how is the city governed, by a lord Mayor or something else?

[X] The Bronze Thorns. The Bronze Thorns are weak if numerous gang and should be easy pickings. They don't have anything that could propose as a true threat to you and you could free some poor neighbourhoods from their grasp. The only downside is that the same weakness makes them easy to beat also means that you are unlikely to make a major different to the city.

We ought to start easy.
 
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Huh, I assume that is things like coercion or intimidation.

Pretty cool, however with a +7 shift to will and a +5 to mental attacks I wonder if we're likely overspecialized towards things that will force Will checks.

Luck IV is interesting and probably a good choice, quests are less interactive than TTGs by the inherent distance and length of the feedback cycle so things going badly can be more painful than normal. I assume you'll be more willing to spend those as QM needs compared to photomajig otherwise its probably overkill.

Am I blind or do we not have any points in skill Unarmed or thrown? That feels like a problem, are we relying on jack of all trades to let us not suffer the unskilled penalty?

Yes. Immunity (Interaction Skills) is a canon power that is listed as an example of a Rank 5 Immunity Effect in both the main rules and Power Profiles. I will be using it for no selling bluffs, tricks, coercion, intimidation, persuasion so certain actions will be wasted against Night. Edit: It lets you autopass any saves made against Persuasion, Deception and Intimidation checks made against you by an opponent.

Pretty much, but also against I went heavier on the mental side of things as I picture Night relying more than his brain than his brawn. I also want his mind to unbreakable or close to as while his body might be defeatable, his mind will not be. You can break his bones and bind his limbs, but his mind will always defy you. I also intend for him to be local version of Leonardo Di Vinci so that is another reason I focused on his mind and mental abilities.

Yes, but I will generally reserve it for more situations where it makes sense narratively for Night to be heroic and successful in his efforts. I want to represent the good luck of Batman that was needed to be successful as he was and rather than one use each session, I will be limiting it to one use each adventure so it will just give you another edge rather than being a trump card which carries you to victory. It will make you harder to defeat and allow you to pull off more heroic stunts.

Yeah, I forgot about those. Thanks for pointing that out. I will add those in now. By the way, what is the unskilled penalty? The only thing I can find is that you can't skills or aspects of skills which require training if you don't have any levels in them, under which neither Close Combat or Ranged Combat fall under. I would like to know if I have missed something.

This setting seems very exciting with the first interesting thing I noticed, was that if Wallis' house was founded by his great-grandfather and is one of the oldest of the noble families in the city, then the city nobility is not that old again.

Most of the old nobility have been killed off or driven in the 11th Crusade when the Solaris Imperium conquered the place and then even more died when the Blood Plague broke out just as the 11th Crusade ended. Because of this, 80-90% of the nobility are either first or second generation, either being appointed as new houses or moving in from outside of the cities so while some Houses might be older, House Wallis is one of the oldest in the city due to having the right religion and a single survivor.

@Oshha I got at couple of questions about the quest. How much do you intent for Benedict Wallis' personal life to fill?

Also, what are Wallis' fortune invested in, local business or land?

Lastly, how is the city governed, by a lord Mayor or something else?

It will be secondary to his activities as the Night, but it will still be important. After all, Night will need to fund his activities and building up social connections and political capital will allow him to get things done that Night can't.


Some land and local businesses. Benedict has taken an interest in the latter over the traditional activities of the nobility and those businesses will be funding his secret hobby.

Technically a Lord Mayor is in charge, but the position is a proxy for the whichever guild or noble faction has managed get their hands on it. In practice, the city is all, but divided up between the nobility, the guilds and the crime lords.
 
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[X] Patrol the Streets. A sad fact of life in Dusk City is that one can walk about the city and find some crime sooner or later and more often than not, it is sooner. You could get some real world experience at your chosen hobby and make a bit of a name for yourself, but you are unlikely to make a significant impact.
 
[X] Patrol the Streets. A sad fact of life in Dusk City is that one can walk about the city and find some crime sooner or later and more often than not, it is sooner. You could get some real world experience at your chosen hobby and make a bit of a name for yourself, but you are unlikely to make a significant impact.
 
[X] Patrol the Streets. A sad fact of life in Dusk City is that one can walk about the city and find some crime sooner or later and more often than not, it is sooner. You could get some real world experience at your chosen hobby and make a bit of a name for yourself, but you are unlikely to make a significant impact.
 
Yes. Immunity (Interaction Skills) is a canon power that is listed as an example of a Rank 5 Immunity Effect in both the main rules and Power Profiles. I will be using it for no selling bluffs, tricks, coercion, intimidation, persuasion so certain actions will be wasted against Night. Edit: It lets you autopass any saves made against Persuasion, Deception and Intimidation checks made against you by an opponent.

Pretty much, but also against I went heavier on the mental side of things as I picture Night relying more than his brain than his brawn. I also want his mind to unbreakable or close to as while his body might be defeatable, his mind will not be. You can break his bones and bind his limbs, but his mind will always defy you. I also intend for him to be local version of Leonardo Di Vinci so that is another reason I focused on his mind and mental abilities.

Yes, but I will generally reserve it for more situations where it makes sense narratively for Night to be heroic and successful in his efforts. I want to represent the good luck of Batman that was needed to be successful as he was and rather than one use each session, I will be limiting it to one use each adventure so it will just give you another edge rather than being a trump card which carries you to victory. It will make you harder to defeat and allow you to pull off more heroic stunts.

Yeah, I forgot about those. Thanks for pointing that out. I will add those in now. By the way, what is the unskilled penalty? The only thing I can find is that you can't skills or aspects of skills which require training if you don't have any levels in them, under which neither Close Combat or Ranged Combat fall under. I would like to know if I have missed something.
Cool as long as there are enough villains with attacks and powers its relevant against.
One use of luck each adventure? But more ranks give you more uses per adventure. Why not just by rank 1 in that case and spend 6 points somewhere else?
I stand corrected, despite what I thought there is no untrained malus, some skills cannot be used untrained which I guess is what I was confusing it with.
 
[x] The Bronze Thorns. The Bronze Thorns are weak if numerous gang and should be easy pickings. They don't have anything that could propose as a true threat to you and you could free some poor neighbourhoods from their grasp. The only downside is that the same weakness makes them easy to beat also means that you are unlikely to make a major different to the city.
 
One use of luck each adventure? But more ranks give you more uses per adventure. Why not just by rank 1 in that case and spend 6 points somewhere else?

My apologies, I phrased that poorly. I meant that you get one use per an adventure for each rank instead of getting one use per a session for each rank since due to the nature of the quest, there won't be any sessions so I went for the closest equivalent, which would be an adventure.
 
My apologies, I phrased that poorly. I meant that you get one use per an adventure for each rank instead of getting one use per a session for each rank since due to the nature of the quest, there won't be any sessions so I went for the closest equivalent, which would be an adventure.
Given thats probably the closest a quest gets to a session, except for an update... which would be excessive.
Anyway great, I completely agree and thanks for clarifying.
 
[x] The Bronze Thorns. The Bronze Thorns are weak if numerous gang and should be easy pickings. They don't have anything that could propose as a true threat to you and you could free some poor neighbourhoods from their grasp. The only downside is that the same weakness makes them easy to beat also means that you are unlikely to make a major different to the city.
 
[X] Patrol the Streets. A sad fact of life in Dusk City is that one can walk about the city and find some crime sooner or later and more often than not, it is sooner. You could get some real world experience at your chosen hobby and make a bit of a name for yourself, but you are unlikely to make a significant impact.
 
Vote closed. I'm going to break the tie in favour of the Bronze Thorns.

Vote Tally : Nightfall - Fantasy Superhero Quest - Original - Fantasy - Superhero | Sufficient Velocity [Posts: 5-16]
##### NetTally 1.9.7
[X] The Bronze Thorns. The Bronze Thorns are weak if numerous gang and should be easy pickings. They don't have anything that could propose as a true threat to you and you could free some poor neighbourhoods from their grasp. The only downside is that the same weakness makes them easy to beat also means that you are unlikely to make a major different to the city.
No. of Votes: 4
[X] Patrol the Streets. A sad fact of life in Dusk City is that one can walk about the city and find some crime sooner or later and more often than not, it is sooner. You could get some real world experience at your chosen hobby and make a bit of a name for yourself, but you are unlikely to make a significant impact.
No. of Votes: 4
Total No. of Voters: 8
 
The First Night I
[X] The Bronze Thorns. The Bronze Thorns are weak if numerous gang and should be easy pickings. They don't have anything that could propose as a true threat to you and you could free some poor neighbourhoods from their grasp. The only downside is that the same weakness makes them easy to beat also means that you are unlikely to make a major different to the city.

You decide to go for some of the smaller targets. Sure you won't be making any big impacts, but you are just starting it out and playing things safe is probably the wiser option until you got some experience under your belt.

You decided to go for the Bronze Thorns. While they are one of the weaker gangs, their presence is still harmful to Dusk City and that is unacceptable.

It doesn't take long for you to find some suitable targets as like most criminals these days, the Bronze Thorns don't bother being subtle in their illegal activities. As helpful as it is for you this night, you find it frustrating that criminal organisations can operate so openly without consequence.

Until tonight that is.

It is something of a journey across the city before you each Bronze Thorn territory as you live in one of the richer districts built up against the mountains of the Great Ridge while the Bronze Thorns tend to control lands on the other side of town in the poor districts.

Once you arrived in one of the neighbours that the Bronze Thorns openly claim, it doesn't take long to find a patrol of Bronze Thorns. There is four of them in total and they brazenly stride down the street in the green and copper colours of the Bronze Thorns.

Moving cross the rooftop, you prepare to strike. But as you draw your boomerang, one of the louts below look up and see you just before you make your move. You throw your creation at the thug, but it is too late for the man has already managed to get a warning off for his fellows.

You throw a boomerang, knocking out the thug with a direct hit even as you draw a second to throw. Even as the first thug falls, your second boomerang makes contact with the head of the second thug, the impact of the blow knocking the man out cold as he collapses in the street.

The third boomerang isn't so lucky as while you strike the man in the arm, your foe just withstands the attack with a painful grunt, but no worse for the wear. With two of your foes down, you leap down from the roof tops catching the first two boomerangs in mid-air as they return.

Landing in a crouch, you come to your feet in time to see both of the remaining thugs coming at you with their swords drawn. You prepare to defence against the first one, but you are barely about to parry in time and the man leaves a nasty tear in your costume even if he doesn't draw blood. Still reeling from the first attack, you manage to deflect the attack from the second man, knocking the man to one side and sending him stumbling past you.

"You are going to pay for this you moron!" cries the man as he draws his swords back for another swing.

You reply not with words, but with a punch of your own into the thug that cut you, your fist slamming into his face and sending the man flying backwards. With that one dealt with, you spin around to deal with the last one, bringing a chop down on the back of his head before he can turn to face you again. Grunting in pain, he drops to his knees before toppling over to the side.

Looking around, you grin at the sight of all four thugs being taken out. Sure you almost got hurt, but these guys don't get to do about their business uncontested any longer.

Counting the time in your head, you decide that you got enough left in the night to seek out more Bronze Thorns to take care of.

It doesn't take you long to come across a robbery in progress as two thugs break into some peasant's home. You can't imagine what would be worth stealing in there, but it is, the rightful owners are definitely not rich enough to afford losing it and you would oppose theft out of principle.

You drop down and make your way into the building, preparing to sneak up on the closest of the two thugs. Just as you are about to get the drop on the first thug, you hear a voice shout out.

"Carl! Behind ya!" shouts the second thug as he rushes you from behind with a mace in head.

You easily dodge the blow with a sidestep before taking the man out with a punch. The man goes down without ever landing a hit on you. Unfortunately, he was able to alert his fellow to your presence.

"You're going to pay for that punk!" declares the remaining thug, Carl, as he draws his sword and charges you.

He swings at you and despite your best efforts, he manages to connect his weapon with your body. Thankfully, your costume is able to take the blade's strike and you are left unharmed.

Swinging a fist in return, you realise too late that Carl has already move, leaving your punch to only hit empty space. While you are caught off-guard, Carl takes the opportunity to attack you, his sword slashing you across your chest.

Thankfully, your costume is able to absorb most of the blow and the hit leaves you dazed even if you are pretty much unharmed. Reeling from the blow, you don't have the time or concentration to properly react. Instead of continuing to engage in fisticuffs, your hand goes down to your belt and you throw a set of bolas at Carl, hoping to disable the thug.

Despite the fact you are still recovering, you managed to get a hit on the man, only to have Carl smack it aside before it can properly settle on him. The thug stabs at you with his blade, but you are prepared and easily parry the blow as you switch to a defensive method of fighting.

Unleashing a kick, you managed to drive Carl back even if you fail to land a hit. Carl swings his sword at you and you dodge it, letting it fly over your head. Not letting the thug get another hit on you, you punch him in the face, sending Carl tumbling backwards into a wall with a broken nose and what is probably a broken jaw.

Letting out a sigh, you search both criminals, removing any valuables on them and placing them in a nearby basket. A few minutes latter and both of the robbers have been dumped in the street, still out cold.

You probably have time to take on another group of Bronze Thorns or you could just call it a night. You have already taken out six Bronze Thorns and stopped a house from being robbed and your costume has taken a pretty good beating. Combined with a pair of close calls and the tough fight that Carl put up, you might be pressing your luck if you continue.

[] Continue your hunt. You won a couple of fights, stopped a robbery and beat up half a dozen thugs. Surely you can spend a bit more time adding more achievements to that list.
[] Call it a night. You won a couple of fights, stopped a robbery and beat up half a dozen thugs. You shouldn't push your luck and should just call it a night and head home.
[] Write-in.

Element of Surprise?
Stealth vs Perception: 7+9 vs 16+2 = 16 v 18, 1 DoF, Night is spotted by the thugs.

Initiative Rolls:
Night: 17+4 = 21
Thug 1: 20+1 = 21
Thug 2: 6+1 = 7
Thug 3: 11+1 = 12
Thug 4: 7+1 = 8

Night attacks the Thugs:
Boomerang Attack, DC12: 14+9+2 = 25, Successful Hit
Toughness, DC22: 6+3 = 9, Thug 1 Incapacitated.
Takedown! (free extra attack)
Boomerang Attack, DC12: 19+9+2 = 30, Successful Critical Hit
Toughness, DC27: 5+3 = 8, Thug 2 Incapacitated.
Takedown! (free extra attack)
Boomerang Attack, DC12: 14+9+2 = 25, Successful Hit
Toughness, DC22: 20+3 = 23, Thug 3 is unharmed.

Thug 3 attacks.
Sword Attack, DC18: 14+4 = 18, Successful Hit
Toughness, DC20: 10+6 = 16, 1 DoF, Night suffers -1 Toughness,

Thug 4 attacks.
Sword Attack, DC18: 6+4 = 10, Missed Attack,

Night strikes back
Unarmed Attack, DC12: 20+8+2 = 30, Successful Critical Hit
Toughness, DC25: 4+3 = 7, Thug 3 Incapacitated.
Takedown! (free extra attack)
Unarmed Attack, DC12: 8+8+2 = 18, Successful Hit
Toughness, DC20: 8+3 = 11, Thug 4 Incapacitated.

Better luck on the second try?
Stealth vs Perception: 14+9 vs 20 = 23 v 25, 1 DoF, Night is spotted by the thugs.

Initiative Rolls:
Night: 11+4 = 15
Thug 1: 14+1 = 15
Thug 2: 17+1 = 18

Thug 2 attacks.
Mace Attack, DC18: 12+4 = 18, Missed Attack

Night's turn
Unarmed Attack, DC12: 14+8+2 = 24, Successful Hit
Toughness, DC20: 9+3 = 12, Thug 2 Incapacitated.

Thug 1 attacks.
Sword Attack, DC18: 15+4 = 19, Successful Hit
Toughness, DC20: 20+5 = 30, Night is unharmed

Night attacks
Unarmed Attack, DC12: 1+8+2 = 9, Critical Miss

Thug 1 attacks.
Sword Attack, DC16: 16+4 = 20, Successful Hit
Toughness, DC20: 5+5 = 10, 2 DoF, Night is Dazed and suffers -1 Toughness,

Night attempts to entangle his foe.
Bolas attack, DC12: 14+8 = 22, Successful Hit
Dodge, DC14: 15+2 = 17, Thug 1 dodges the Bolas,

Thug 1 presses the assault
Sword Attack, DC20: 12+4 = 16, Missed Attack

Night tries his fists again
Unarmed Attack, DC12: 3+8 = 11, Missed Attack

Thug 1 attacks again
Sword Attack, DC20: 8+4 = 12, Missed Attack

Night attacks
Unarmed Attack, DC14: 20+8 = 28, Critical Hit
Toughness, DC25: 3+3 = 6, Thug 1 Incapacitated.
 
[X] Call it a night. You won a couple of fights, stopped a robbery and beat up half a dozen thugs. You shouldn't push your luck and should just call it a night and head home.

Not worth pushing on minor cases.
 
We're at -1 toughness right? A round is a couple of minutes, so we'd probably have healed that by the time we find our next group. Time to find the (sub?)plot hook.


[X] Continue your hunt. You won a couple of fights, stopped a robbery and beat up half a dozen thugs. Surely you can spend a bit more time adding more achievements to that list.
 
We're at -1 toughness right? A round is a couple of minutes, so we'd probably have healed that by the time we find our next group.

A round is six seconds? You can recover from battle damage at one condition or -1 penalty being healed for each minute (10 rounds) spent resting. But yes, Night has recovered from the damage taken.
 
[X] Continue your hunt. You won a couple of fights, stopped a robbery and beat up half a dozen thugs. Surely you can spend a bit more time adding more achievements to that list.
 
[X] Continue your hunt. You won a couple of fights, stopped a robbery and beat up half a dozen thugs. Surely you can spend a bit more time adding more achievements to that list.
 
[X] Call it a night. You won a couple of fights, stopped a robbery and beat up half a dozen thugs. You shouldn't push your luck and should just call it a night and head home.
 
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