Voices From Beyond: A Skullgirls Quest

Might just be the paranoid in me, or the gamer. But a thing I would do as Double if I discovered surveillance on me would be to interrogate my tail and then pull a replace on them to get more info. This way there is free entry into the enemy stronghold, and a way to get closer to my objective.

True, thoguht and there lies the next step of the plan, had whoever is send to keep watcc of Double be checked by Marie herself! With her increased sense of smell, it should be likely that she can pick Double apart.

Also should probably have some password or secret handsigns for whoever we send to confirm they are who they are suppose to.

This is a high tech secret lab. I would hope that they would have some security systems with cameras, password locks, and anything else they can think of. That should provide some protection against Double, since taking it out would indicate her presence.
True, sure should have high security, but the problem is not sure the labs themselves are aware of Double and had taken appropriate measures against her.

Seems like Annie didn't tell many people about the blob, otherwise more people would beware of impostor.

And I would think Double doesn't have the skill or powers to infiltrate any blind spot there may be
Also, Kenshi from Mortal Combat has the ability to sense the souls of living things. While Double can change her appearance, she can't change her soul.
That's a really good idea I'm also considering, next chance we get we should give that power to her.
 
Seems like Annie didn't tell many people about the blob, otherwise more people would beware of impostor.
The crowd in the lunch room was about 20 or 30 people, and about half of them were scientists of some sort (assuming Double isn't in the room). For the quest, Lab 8 as a whole has about 150 people on its staff in total, and about 60 of them are scientists of one kind or another. Most of the staff is either medical people or the sort of unnoticed positions that make any large organization work, like janitors.
 
The crowd in the lunch room was about 20 or 30 people, and about half of them were scientists of some sort (assuming Double isn't in the room). For the quest, Lab 8 as a whole has about 150 people on its staff in total, and about 60 of them are scientists of one kind or another. Most of the staff is either medical people or the sort of unnoticed positions that make any large organization work, like janitors.
Oh, i didn't mean right now in this update, I meant more in general.

Annie has been at this Gig for centuries but never informed any of the concerned parties about the existence of a shapeshifter that was involved with/ leading the Skullheart? Maybe it's cause she didn't have any people to trust at the time but that I remember, not many in the series were aware of Double until they actually encounter her, that's what I meant.

Maybe I'm ignoring something about this, but revealing such an Allie of the skullgirl so they are know to everyone should be a good idea right? Specially to a group like the labs who is specialized in hunting Skullgirls.
 
Oh, i didn't mean right now in this update, I meant more in general.

Annie has been at this Gig for centuries but never informed any of the concerned parties about the existence of a shapeshifter that was involved with/ leading the Skullheart? Maybe it's cause she didn't have any people to trust at the time but that I remember, not many in the series were aware of Double until they actually encounter her, that's what I meant.

Maybe I'm ignoring something about this, but revealing such an Allie of the skullgirl so they are know to everyone should be a good idea right? Specially to a group like the labs who is specialized in hunting Skullgirls.
Ah, my mistake. Yeah, that's just kind of a plot hole in the actual game. I have some guesses as to why almost no one knows about Double, and they can be summed up as "Double is just that good at hiding and Annie hasn't really respected the capabilities of others for a long time so she doesn't think telling people would help." Then in the quest Double starts running into security measures she can't prepare for while Annie gets reminded that other people aren't totally helpless without her. That said, eventually I might try to address this question more fully in the story itself, there could be story potential here.
 
Black Dahlia Wants To Try Again
May 25th, around noon, a safe house in New Meridian

It's strange to see Black Dahlia looking like anything but an invincible force of nature, but Vitale Medici is now one of a select few to witness such a thing. If there existed any sympathy within him, he might say she even looks a touch pitiable now. Her legend has existed for so long that even he had started to believe on some level that she couldn't be harmed, and perhaps she believed it too. But the stump where an arm should be has put an end to that legend.

"Explain to me," he tells her. "Why I should help you replace your arm and let you chase after the Skullgirl. And I will remind you that if I am not convinced you aren't a liability, it won't be difficult at this moment to write you off."

Vitale does nothing so unsubtle as gesture or even glance at the enforcers standing near his desk. He has no need to. Black Dahlia may be a mad dog, but she isn't stupid.

The woman attempts to cross her arms over her chest, only to remember that she has a single arm now and scowl.

"Isn't it obvious?" She says. "You need to remind the world that the Medicis aren't weak. Send me to kill the girl who killed Lorenzo, and you send a message to everyone who thinks they can try something."

Like all the people who want your throne, she leaves implied. Vitale raises an eyebrow at her words.

"The girl who killed my father then sent you running? That girl?" He asks. "I have no interest in sending the message that I rely on you even for things you've already failed at."

Black Dahlia visibly bristles at that and takes a moment to master herself before saying, "And a single spot of bad luck means I've failed? I couldn't know the Skullgirl would electrocute me, they don't do that."

"And now that you are aware of that little ability," Vitale asks. "How do you plan to kill this Skullgirl? I know you won't do something sensible like blow her brains out with a sniper rifle from half a mile away."

"Get my prosthetics insulated, for one thing," Dahlia says. "And after that, well, I've got a chainsaw arm I've been saving for a rainy day. I'd like to see the Skullgirl try and blow that up with her electric punches."

"It would send a message to leave the Skullgirl in pieces," Vitale says, a hand on his chin. "But if I allow this, you'll come back with the Skullgirl's head or not at all, do you understand me?"

Black Dahlia laughs mirthlessly and says, "Oh, Vitale, I thought you could tell. This Skullgirl didn't chase me down. She killed Lorenzo, but not you or your floozy. Her body count's still in the single digits. She's denying her bloodlust, her nature, and that makes her weak. And in this world, the strong kill while the weak get killed."

The woman pauses and clenches her fist.

"I let her friends get in the way last time because I thought the soft touches at Lab 8 wouldn't matter. This time, I'll make sure it'll just be me and the Skullgirl, one-on-one."

The expression on her mask turns into an even more vicious grin than usual.

"Kill or be killed."

This woman, Vitale thinks and not for the first time, is completely insane.

But I can use her madness.


Either Black Dahlia successfully kills the Skullgirl and eliminates a threat, or she dies to the Skullgirl... and eliminates the threat of herself. This woman's particular brand of insanity makes her a useful assassin, but it also makes her the single greatest cause of feuds between the Medici Family and other organizations. And Vitale knows that for a fact, he keeps track of these things. Whoever dies in a fight between Black Dahlia and the Skullgirl, the Medici Family will benefit.

"Very well," Vitale says. "How long will you need to get ready?"

"How long will you need to find a few technicians who can work on my limbs and all the rubber they ask for?" Dahlia asks.

Vitale takes a moment to think before saying, "At least two weeks for the technicians, possibly three. The rubber shouldn't be more than a day, if that."

"There's your answer," Dahlia says. "These procedures aren't complicated, I just can't do them myself."

"I see," Vitale says. "I'll send you word when we've got your technicians."

Black Dahlia nods at the implied dismissal and makes her exit. The moment she's out of sight, Vitale lets out a breath he didn't realize he was holding. Whether or not that woman kills the Skullgirl, she'll certainly be the death of him.

A/N: Black Dahlia definitely wants a rematch, but you've got a while before she'll come after Marie, so downtime's still happening once the current mini-arc finishes. Dahlia does actually have a chainsaw in her concept art, along with a flamethrower. The concept art actually has both of those weapons and her gun all as different parts of the same prosthetic arm, in what seems to be a cartoony "one thing retracts into the arm and a different thing pops out" system. Since in-game Dahlia only has the gun on her arm, I've decided to treat the three different arm weapons as entirely separate arms she can swap between.
 
Hmmm, I think if Double's presence in the Lab is confirmed we could use the fabric and the Shapeshifting to lay a trap!

Have her Shapeshift into anyone else, then dress her in the fabric, covering as much of her body as possible.

Hopefully that's enough to hide her from Double at enough range so that when the Blob comes looking, she can be tricked into thinking Marie is simply any other staff member of the Lab, allowing Marie to attack Double from behind while she's busy dealing with Annie and the other Anti-Skullgirl fighters.
 
[X] Plan: Anti Double Measures Advice
-[X] (Voice 1): "It's a tought choice Marie. The clothes could be a better option, but might limit the use of your shapeshifting and you would need to be careful of not damaging them during a fight, depending how tought they are."
-[X] (Voice 1) "On the other hand, the "Z-Rays" thing, might even weaken you a bit as they reduce the Skullhearts energy, but we aren't fully certain of this."
-[X](Voice 4) "Hmm, I don't know kid, we don't really know what those science beams of theirs will do to you, I say it's better to wear the clothes, but it's your choice."


This is what i got so far, but not sure myself which option to go for. Any ideas?
 
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This is what i got so far, but not sure myself which option to go for. Any ideas?
Looks good, I still think she should disguise her body shape while wearing the clothes to ambush Double, we don't really know what the rays will do to her, if they weaken her too much she could be a sitting duck.

(Voice 4) Hmm, I don't know kid, we don't really know what those science beams of theirs will do to you, I say it's better to wear the clothes, but it's your choice.
 
Looks good, I still think she should disguise her body shape while wearing the clothes to ambush Double, we don't really know what the rays will do to her, if they weaken her too much she could be a sitting duck.

(Voice 4) Hmm, I don't know kid, we don't really know what those science beams of theirs will do to you, I say it's better to wear the clothes, but it's your choice.

Sorry for the late response, have been busy right now. Added to the vote plan

[X] Plan: Anti Double Measures Advice
-[X] (Voice 1): "It's a tought choice Marie. The clothes could be a better option, but might limit the use of your shapeshifting and you would need to be careful of not damaging them during a fight, depending how tought they are."
-[X] (Voice 1) "On the other hand, the "Z-Rays" thing, might even weaken you a bit as they reduce the Skullhearts energy, but we aren't fully certain of this."
-[X](Voice 4) "Hmm, I don't know kid, we don't really know what those science beams of theirs will do to you, I say it's better to wear the clothes, but it's your choice."

Will try to update Marie's current abilities and status of characters either tonight or tomorrow morning
 
Marie Gets A Break
[X] Plan: Anti Double Measures Advice
-[X] (Voice 1): "It's a tought choice Marie. The clothes could be a better option, but might limit the use of your shapeshifting and you would need to be careful of not damaging them during a fight, depending how tought they are."
-[X] (Voice 1) "On the other hand, the "Z-Rays" thing, might even weaken you a bit as they reduce the Skullhearts energy, but we aren't fully certain of this."
-[X](Voice 4) "Hmm, I don't know kid, we don't really know what those science beams of theirs will do to you, I say it's better to wear the clothes, but it's your choice."
May 25th, around noon, Anti-Skullgirl Lab 8

Maybe Marie should've expected that Myriad wouldn't be any more sure of what to do than she is. Magic is infamous for being complicated, and the Skull Heart is some of the most complicated magic anyone studies. But the mention of shapeshifting has reminded Marie that she still hasn't told anyone that she can do that, and mentioning that ability right after warning the people in Lab 8 about an evil shapeshifter would... probably go poorly. So if shapeshifting isn't an option for now, then energy-absorbing clothing is probably the way to go.

Once all of Lab 8's top staff are brought together to make sure they know about the problem of Double and the proposed solution (and Annie has to sheepishly explain why she kept that secret to herself for so long; there isn't a long and uncomfortable conversation about Annie's mistakes, but Marie is sure Annie's in for one soon), it takes another few hours before Marie's new outfit is ready, mostly thanks to the security measures everyone needs to follow to prevent Double from sabotaging things. The Lab has stockpiles of several different materials known to have anti-Skullgirl properties, so most of the work is finding one that can be made into something Marie can wear without any issues.

Once everything's ready and Marie puts on the... armor (she isn't sure what the right word is), she feels something change. Not in her body, but in her mind. The connection between her and the spirits of the dead, one she hadn't entirely noticed before, has become muted, while the whispers of the Skull Heart become just a bit louder. Trying to get her to take the armor off, telling her to find it uncomfortable, telling her it isn't necessary, and a dozen other things in that vein. Marie ignores the whispers. The rock can offer her nothing she wants now, just opportunities to practice self-control. Unnoticed, a janitor elsewhere in Lab 8 frowns and vanishes. The Skull Heart has disappeared, and it must be found again.

"How do you feel, Marie?" Dr. Avian asks her.

"The Skull Heart wants me to take the armor off," Marie tells him. "Does that mean it's working?"

"We aren't getting any signal from it on our equipment," Stanley says. "I think we can call this a success."

Cheers break out at that, and some tension in Marie relaxes. They've done it. Double can't track her down. Unless the monster has already caught sight of her, she's safe.

"So what're you gonna do now?" Annie asks her.

That... is a good question. Marie has a lot of things she'd like to do, but they're all things that can't be taken care of quickly. She's gotten some justice from the Medici Family, found Patricia, gotten out of Double's control, and even made some new friends, to say nothing of meeting the actual Annie of the Stars. Eventually, she'll need to finish things with Black Dahlia and Double, since she can't relax while either monster still has it out for her, and spending time with her friends has to take a long time by definition, as will watching the Medici Family collapse in infighting. The only thing she can really say is a thing she'll do next is...

"I want to watch Beowulf's comeback tour," Marie says. "Would you like to join me?"

"No thanks," Annie says flatly. "I don't really get along with him."

"That's a shame," Marie says. "Since you said you wanted to 'check up on me' sometimes, I thought it would be nice if we could do something fun together when we meet again. I'll have to think of something else."

"Don't worry about it, kid," Annie tells her. "I don't have a lot of hobbies, I'm too busy with work."

"Isn't your job hunting Skullgirls?" Marie asks. "If you don't need to hunt me, you'll have more free time. Maybe we can look together for something you'd have fun with."

"These days, it's my hobby," Annie says, looking a bit grumpy. "I have to make appearances in public to remind people about my shows, film the TV show, record for the radio show, write for both... Don't get into showbiz, kid. It'll eat all your time with crud you won't care about."

Annie writes her own shows? She really is a girl of many talents. But that does remind Marie of something that's been bothering her about Annie's shows for a while.

"Miss Annie," she starts. "Since you write your shows, would you answer a question about them for me?"

"Sure," Annie says with a shrug. "I don't get a whole lot of questions about the behind-the-scenes process from kids, this'll be different."

Marie gets the feeling that Annie's really bored with her work on her shows.

"For the last couple seasons, I haven't been enjoying your shows as much as I used to," Marie tells her. "Did something about the writing change, or am I just getting too old for them?"

"How old are you, kid?" Annie asks.

"I'll be turning 13 soon," Marie says.

"You're definitely not too old, then," Annie says, brows starting to furrow. "But now that I'm thinking about it, the writers have been phoning it in, and that probably includes me too, with how much I've been hating the job lately. It's a good thing the season hasn't wrapped yet, we haven't started working on the next one..."

Annie stares at nothing in particular, muttering things Marie can't be hearing clearly. Why would Annie be talking about a "coffee table monster?" After a few minutes, she stops muttering and looks at Marie again.

"Thanks for telling me about this," Annie says. "If kids don't like the show, they won't pay attention to what we're trying to teach them. And that'd just make it all pointless, so I, uh, I owe you one."

"You're welcome," Marie says, out of reflex more than anything. She doesn't feel like she's done anything worth thanking. Annie would have noticed the problem even without her saying anything, wouldn't she?

"I'd better get going," Annie says. "I need to get on some people about making the show better. I'll be seeing you... Marie, right?"

"Yes," Marie says with a nod. "And goodbye to you too, Miss Annie."

Soon enough, Annie's gone, and Marie's left to her own devices, at least as much as Lab 8 will allow her to be. Eventually, she goes back to the room she's been given to lie in bed and just let herself relax for a bit. There's no rush now, she can take some time to just... not... do anything...

Soon, the sound of snoring fills the air as, for the first time in far too long, Marie drifts off to sleep.

A/N: Downtime arc, begin! I'll be doing my best to give you all some time to do more long-term planning, have fun with some of the characters that've already been introduced, or anything else you feel like. Right now, Marie's mainly waiting for Peacock to get her operations so they can try blasting the Skull Heart out of Marie, and that's going to take a while. Also, Annie took Marie telling her "hey your show kind of fell off" seriously because the whole point of the show is to teach people not to use the Skull Heart, and the current Skullgirl, who's clearly been watching it for a long time, has just told Annie that it didn't teach her the intended lesson well enough. That and the whole thing with Double right before mean that Annie's open to rethinking how she's doing things. Like with Parasoul's investigation of Lab 0, I'm leaving Annie's work fixing her show vague for right now, so if anyone has ideas for what that might be like, feel free to share them!
 
Downtime arc, begin! I'll be doing my best to give you all some time to do more long-term planning, have fun with some of the characters that've already been introduced, or anything else you feel like.

I guess Squigly doesn't have her mouth shut anymore right? Maybe have her reexperience the joys of actually eating something and drinking water.
 
Man I missed alot, anyway I'll be sure to post some music and maybe cartoons for Marie in the morning.

Maybe even Scooby-doo, Looney Tunes, or other funny cartoons.
 
Man, finally have time to post, IRL had been entertaining me, let's see what we are working here.

he rock can offer her nothing she wants now, just opportunities to practice self-control. Unnoticed, a janitor elsewhere in Lab 8 frowns and vanishes. The Skull Heart has disappeared, and it must be found again.

I knew it! Sucks to be you blob! Time to go for a Merry goose chase!


Okey so recap, Blob has been dealt with at the moment, Annie is not gonna kill us right now, Black Dahlia needs a few weeks to be ready, Parasoul is auditing Lab 0 and they are stuck with them. Who are we missing?

Brain Drain? He might try somethign sneaky as the Audit goes...

Eliza...Someone to watch out for still.

Anywho, now that we don't have inminent death at our doorsteps what do we do?

Have Marie spent time with Patricia and Squigly is a must, maybe try and have Marie spent time with Big band, lets see if we can get Marie into music?

Probably advise Marie to tell Patricia and Squigly about us once they have a private time, would not be agaisnt that.
 
Have Marie spent time with Patricia and Squigly is a must, maybe try and have Marie spent time with Big band, lets see if we can get Marie into music?
Maybe see if Marie can copy some songs we play on a piano?

Probably advise Marie to tell Patricia and Squigly about us once they have a private time, would not be agaisnt that.
Any ideas on how to prove were real to them, cause while sure they'll accept it they'll probably think Marie made a Imaginary Friend or two.
 
Any ideas on how to prove were real to them, cause while sure they'll accept it they'll probably think Marie made a Imaginary Friend or two.

Easy! If we can time this right and give Marie a really out of there power when she is discussing it to prove it to them, that should be really good evidence!

Maybe see if Marie can copy some songs we play on a piano?

Not sure she can do that just like that without practice, maybe if we gave her musical abiltiies? Not sure how good Marie is at playing the piano. Still copying a song just from hearing it and not having the sheet might be a bit hard.
 
Not sure she can do that just like that without practice, maybe if we gave her musical abiltiies? Not sure how good Marie is at playing the piano. Still copying a song just from hearing it and not having the sheet might be a bit hard.


I gotchu fam.






 
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Skullgirls & Symbiotes
Now I'm curious on what a Valentine negaverse would look like, especially once Marie brings out her new move and power.
Not quite a Negaverse but something fun regardless.

Skullgirls & Symbiotes
GM: As you look around the place the Theonite detectors last went off you see a long figure approaching the MART station and attached trainyard.

Valentine: Can we roll Perception to see if it's the Skullgirl?

GM: Sure. Low DC, but details will be limited as the figure is still a bit away.

*The Party Rolls*

GM: You see the newest Skullgirl, dressed in a maid outfit, she looks young. She will be close enough to detect you soon. What do you do?

Christmas: Right, is there any cover around?

GM: There's some trees around and maybe some scattered bushes but nothing too substantial, perhaps a dirt mound near the perimeter road.

Hallow: But I thought we were in a trainyard? Shouldn't there be more cover, like cargo or unused train cars?

GM: No, the Skullgirl is heading towards the trainyard but not quite there yet, remember, you detected them on approach. Do you want to head there for the better cover?

Easter: We could, but that would mean that the Skullgirl would also have access to cover, and more importantly, the trains. So we might just have to make do.

Patty: Yeah, that is a major intersection, so she could use it to go anywhere. Especially if we lose her in there. I vote we try to deal with this out here.

Hallow: The lack of cover sucks but the risk of the Skullgirl escaping is worse.

Christmas: At least there is still some cover, instead of none. I say we stay, Val?

Valentine: No objections from me. Stealth rolls?

GM: If you're sure. Unknown DC for hiding.

*Everyone Rolls*

Valentine: Shit, low roll, at least I still have a decent modifier. Everyone else rolled great though.

GM: Okay... Everyone finds cover a bit off the Skullgirls path, except for you Valentine, the tree you picked is unfortunately directly over her path. You hold your breath as the Skullgirl gets closer and closer, before the she stops just before Valentine's tree. She appears to be really thin, like she hasn't eaten in a while, almost corpselike. *Rolls dice* She tilts her head as if listening to someone. What do you do?

Valentine: Well, it appears that my cover is blown. But she might not realise that the rest of you are there. We should be able to get a surprise round against her while she is off guard. Especially if I distract her, by jumping out of the tree, that way I can start within 5 feet of the Skullgirl and give the rest of us Advantage.

Easter: The malnutrition should also give us an advantage in the fight. Valentine might even be able to convince the Skullgirl that we are just hunger hallucinations.

Hallow: We can also use the opportunity to ready ourselves attack for Advantage when rolling Initiative if the GM lets us.

Patty: Everyone rolls for Initiative, but holds their turn until Valentine goes, I can work with this. Call it in while Valentine distracts her Christmas?

Christmas: Sure. While Valentine does her thing I radio back to HQ "I've got eyes on her, out in the open and heading to the MART station. We'll intercept before she gets there." Then I prepare to attack.

Valentine: I jump out of cover and in front of the Skullgirl what do I see?

GM: Are you sure you want to do that?

Valentine: Well my cover's blown anyway, so might as well use myself as distraction for the others.

GM: Alright then... Roll for Initiative everyone, and yes you all get Advantage. *Some rolls and organization later* As specified Valentine goes first.

Valentine: I move to within 5 feet of the Skullgirl, and then attempt a distraction with the Help action. How does it go?

GM: Right... you jump out in front of the Skullgirl in an attempt to distract her and set up your allies. Getting close enough to count her ribs, her exposed ribs.

Patty: You already said she hadn't eaten in a while. That's not new.

GM: I don't mean exposed like her ribcage is visible through her skin. I mean exposed as in, the Skullgirl is an undead that is missing most of her spine. So everyone needs to roll for Legendary Action Fearful Presence, Valentine gets disadvantage for literally seeing the Skullgirl's bones.

Valentine: And I just put myself in melee. Fuck.

*Everyone Rolls, the dice are middling, except Valentine's, she gets both a natural 20 and a natural 1*

GM: Everyone fails, and gets the Frightened condition. Valentine, while the Nat 20 is great, Disadvantage means we go with the lower of the two, the Nat 1 means you are also Stunned until the end of your turn. The Skullgirl goes next, she looks you up and down and says "Don't you all get cold in outfits like that?"

Christmas: But Hallow and Patty were only one point behind Valentine in initiative, and we all rolled well.

Easter: And what about Valentine's distraction?

GM: Technically, the Skullgirl tied with both of them for initiative, and had a higher modifier than both of them combined, so that means she goes first. Also, that was the Skullgirl's entire turn. I just declared that the distraction succeeded using GM fiat, also I am ruling that due to that the effects of Frightened don't apply for this turn. I suggest running. Hallow?

Hallow: Can I make a distraction as well? So that Valentine has time to run? She's still stunned right?

GM: Unfortunately yes, but the Skullgirl has dismissed her as an active threat so won't attack her if any of you successfully do anything threatening. Yes, successful attacks count as distractions in this case.

Hallow: Then I use my action to attack the Skullgirl, then move to a better piece of cover. *Rolls dice*

GM: You missed, the Skullgirl uses her Legendary Action to attack you back. She catches the syringe and attempts to throw it back at you, with Disadvantage for the unfamiliar weapon. *Rolls Dice* Your cover means that she misses your AC by one despite her bonuses and it rips up your sleeve instead. Patty?

Patty: I want to go up to the Skullgirl and attempt a trip action. It would make running away easier for Valentine.

GM: ...The GM asks 'Are You Sure?'

Patty: Not really, but what else can we do? Hallow was the only one of us with a ranged attack, and I'm not leaving Valentine out there with the Stunned condition to take the Skullgirl's attack alone. This is also the only round in which we can get closer to Valentine given the Frightened condition and the fact that she is standing next to the Skullgirl. Might as well so something useful while I'm there. So, yes, I am doing this.

GM: *Sighs* Okay then, make your roll.

Patty: *Rolls dice* And given it's lower than Hallow's, that's a miss. I assume that I'm being hit with a Legendary Action Attack?

GM: Yeah. *Rolls dice* That's a hit. First successful attack from the Skullgirl this combat. Now for damage. *Rolls more dice*

Christmas: Holy crap, that's a lot of dice. That's as many as me when I crit, and that's the entire point of my combat build.

GM: Well, you were the ones who decided to fight the endgame boss despite the warnings. And I think that is the same number as Patty's entire HP pool.

Patty: Yep, it is. Reduces me to zero exactly. I'm down?

GM: I'll just say that when you bring your IV pole down to sweep the leg the Skullgirl slams it down sending the other end straight into your jaw, giving you a severe concussion, the type that comes with a migrane, double vision, ringing ears, dizziness, etc. So in effect you are reduced to one hit point and get the Incapacitated condition until you regain at least one more hit point. That way you can still keep moving, and maybe help in later rounds.

Patty: At least that's better than going to death saves, looks like I'm going to be mostly useless until I get to Hallow. Unless... Hallow your syringes allow you to heal at range don't they?

Hallow: I need to make a roll to hit you or I do damage, but yes I can do that. I even go before you so you should be able to act fully on your next turn.

GM: I'll let you auto-succeed the roll for that, Patty's currently only standing by using her IV pole as a crutch, you've had harder targets in basic training. But that's next turn, it's Christmas up next.

Christmas: And I've got a plan. First, I go to the spot directly opposite Patty. Then I attack with my Scalpel, the fact that Patty is up and not Stunned means that I count a flanking. That means that I get the flat-footed bonus as well as the ability to choose a critical effect to apply even if I miss. *Rolls dice* Yes, Natural 20, that means that I get the full effects of a critical. This means that I get extra precision damage and two effects critical effects instead of one. *Rolls more dice* Hah, max damage, and for my critical effects I choose persistent bleed damage and to half the Skullgirl's speed while she is bleeding. And that means-

GM: CHRISTMAS!

Christmas: What!

GM: You do remember that undead are immune to both bleed and precision damage, right?

Christmas: ...

GM: Also that ability is if the other person is not Incapacitated, not just Stunned, which for the record, also causes you to be Incapacitated. You corrected me on it last session.

Christmas: *Checks rulebook* Crap... you're right. *Sighs* And the ability to apply critical damage through immunities is next level, not this one.

GM: Do you want to re-do your turn?

Christmas: No, No. This one's on me. I should have remembered, especially when the rulebook was open on the correct page in front of me. Just have my character be overwhelmed by everything and make a bad call, I was the one calling HQ so missing the fact that the Skullgirl is undead until after my attack lands is plausible. I guess I eat a Legendary Action Attack now?

GM: *Rolls dice* That's a hit, so you stab the Skullgirl with your scalpel and the Skullgirl rips it out and stabs you back. *Rolls more dice* That's you down, there's supposed to be more damage from a damage reflection thing the Skullgirl has here but since that might kill you instantly I'll ignore it for the good sportsmanship.

Christmas: Thanks. So that was a mess.

Valentine: Don't you mean a miss? *Everyone laughs*

Christmas: I hit the Skullgirl, first damage done so that's debatable. What are you doing Easter?

Easter: Joining all you fools in melee range with the Skullgirl so we can technically say we surrounded them and attempting a grapple, with a bonus from my body bag. Should neuter the Skullgirls turn. Then before running Hallow can heal Patty, allowing her to run. I delay my next turn to after Valentine's. Valentine picks up Christmas and runs. Then I release the body bag and run as well, this way only I have to take an Attack of Opportunity and I have the highest health. Sound good?

GM: Sure, if it works I'll just say that the Skullgirl has more important things to do and decides not to give chase. I'll even allow you to avoid the Attack of Opportunity if you leave the body bag behind when you run, the Skullgirl spends the chance getting out of the body bag instead. Opposed roll for the grapple?

Easter: *Rolls dice* Nice, a high roll. *GM rolls dice, frowns, then proceeds to reroll several before their face flattens and they manually changing the number displayed*

GM: *Ignoring the fact that he just messed with the dice* So you get the Skullgirl into the body bag and are attempting to pin her down. Now it is Valentine's turn, but she is stunned and can't do anything for now. Unless any of she has any objections?

Valentine: Nope. But how hard did you just fudge the dice?

GM: I have no idea what you are talking about. On a completely unrelated note, the dice seem to hate the party tonight. Anyway it's the Skullgirls turn and she proceeds to cast a spell. A giant skeletal hand reaches out to grab Easter and force her off the skullgirl. Strength save Easter, for half damage and to avoid being moved. You have Advantage as the Skullgirl is casting while you are holding her down. *Rolls dice, a smaller size than specified for the spell, they roll high anyway*

Easter: At least that isn't too much damage. *Rolls a 2 and a 3, obvious failures*

GM: *With an overly straight face* Oops. *The Party snickers as the GM proceeds blatantly knocks the dice off the table* I missed that, reroll please?

Easter: *Suppressing giggles* O-okay. *Both dice land on a 1, critical failures that double damage*

GM: *Lets out a sigh that morphs into laughter* You know what, I'm done. Easter the hand pulls you off and breaks some bones, at least one rib. You're down. At this point the Skullgirl speaks "You can come out now." An obvious offer of surrender, do you take it?

Valentine: Yes.

Patty: Obviously.

Easter: Duh.

Hallow: I come out of my hiding place with my hands up.

Christmas: Not like we have much of a choice.

GM: Then the Skullgirl waves a hand and a glowing portal appears. "Go through that and take your friends with you," says the Skullgirl "If I have a use for you, I'll let you out. Behave, and I might let you stay out." Valentine and Hallow pick up Christmas and Easter and move them on through, Patty stumbles in by herself. Inside you see a featureless white void with food, water and the medical supplied needed to keep Christmas and Easter alive. Valentine and Hallow are able to heal up Christmas and Easter while Patty can heal herself, probably by getting help from one of the others and then sitting down and waiting until the world stops spinning. Healing everyone will take up all the supplies and they vanish when used up. We will start next week's session with everyone at full health and sitting around debriefing.

Valentine: Out of curiosity, what was your plan for this session?

GM: You were supposed to detect the Skullgirl and then retreat into the trainyard. Then there would have been a game of cat and mouse as you try to keep track of the Skullgirl without being found out, and she tries to find out what's following her. Direct combat with the Skullgirl was supposed to end in disaster as you have seen but she would not have been all that interested in chasing you. Eventually the Skullgirl would get on a train to New Meridian and you would report in and take the following train. Then the campaign would have transitioned into an investigative one as you try to find out where in New Meridian the Skullgirl has hidden herself and stop whatever she is doing. But instead you decided to fight the end boss early and now I have to figure out where the campaign will go from here. If you have more questions ask, otherwise, good session.

The Party: Same.

AN: Originally each of the last hope and the GM were supposed to have names, but I thought that would be too confusing. I am leaving them here for posterity though. GM: George, Valentine: Valerie, Christmas: Christine, Hallow: Heather, Easter: Eliza, Patty: Patty.
 
Not quite a Negaverse but something fun regardless.

Skullgirls & Symbiotes
GM: As you look around the place the Theonite detectors last went off you see a long figure approaching the MART station and attached trainyard.

Valentine: Can we roll Perception to see if it's the Skullgirl?

GM: Sure. Low DC, but details will be limited as the figure is still a bit away.

*The Party Rolls*

GM: You see the newest Skullgirl, dressed in a maid outfit, she looks young. She will be close enough to detect you soon. What do you do?

Christmas: Right, is there any cover around?

GM: There's some trees around and maybe some scattered bushes but nothing too substantial, perhaps a dirt mound near the perimeter road.

Hallow: But I thought we were in a trainyard? Shouldn't there be more cover, like cargo or unused train cars?

GM: No, the Skullgirl is heading towards the trainyard but not quite there yet, remember, you detected them on approach. Do you want to head there for the better cover?

Easter: We could, but that would mean that the Skullgirl would also have access to cover, and more importantly, the trains. So we might just have to make do.

Patty: Yeah, that is a major intersection, so she could use it to go anywhere. Especially if we lose her in there. I vote we try to deal with this out here.

Hallow: The lack of cover sucks but the risk of the Skullgirl escaping is worse.

Christmas: At least there is still some cover, instead of none. I say we stay, Val?

Valentine: No objections from me. Stealth rolls?

GM: If you're sure. Unknown DC for hiding.

*Everyone Rolls*

Valentine: Shit, low roll, at least I still have a decent modifier. Everyone else rolled great though.

GM: Okay... Everyone finds cover a bit off the Skullgirls path, except for you Valentine, the tree you picked is unfortunately directly over her path. You hold your breath as the Skullgirl gets closer and closer, before the she stops just before Valentine's tree. She appears to be really thin, like she hasn't eaten in a while, almost corpselike. *Rolls dice* She tilts her head as if listening to someone. What do you do?

Valentine: Well, it appears that my cover is blown. But she might not realise that the rest of you are there. We should be able to get a surprise round against her while she is off guard. Especially if I distract her, by jumping out of the tree, that way I can start within 5 feet of the Skullgirl and give the rest of us Advantage.

Easter: The malnutrition should also give us an advantage in the fight. Valentine might even be able to convince the Skullgirl that we are just hunger hallucinations.

Hallow: We can also use the opportunity to ready ourselves attack for Advantage when rolling Initiative if the GM lets us.

Patty: Everyone rolls for Initiative, but holds their turn until Valentine goes, I can work with this. Call it in while Valentine distracts her Christmas?

Christmas: Sure. While Valentine does her thing I radio back to HQ "I've got eyes on her, out in the open and heading to the MART station. We'll intercept before she gets there." Then I prepare to attack.

Valentine: I jump out of cover and in front of the Skullgirl what do I see?

GM: Are you sure you want to do that?

Valentine: Well my cover's blown anyway, so might as well use myself as distraction for the others.

GM: Alright then... Roll for Initiative everyone, and yes you all get Advantage. *Some rolls and organization later* As specified Valentine goes first.

Valentine: I move to within 5 feet of the Skullgirl, and then attempt a distraction with the Help action. How does it go?

GM: Right... you jump out in front of the Skullgirl in an attempt to distract her and set up your allies. Getting close enough to count her ribs, her exposed ribs.

Patty: You already said she hadn't eaten in a while. That's not new.

GM: I don't mean exposed like her ribcage is visible through her skin. I mean exposed as in, the Skullgirl is an undead that is missing most of her spine. So everyone needs to roll for Legendary Action Fearful Presence, Valentine gets disadvantage for literally seeing the Skullgirl's bones.

Valentine: And I just put myself in melee. Fuck.

*Everyone Rolls, the dice are middling, except Valentine's, she gets both a natural 20 and a natural 1*

GM: Everyone fails, and gets the Frightened condition. Valentine, while the Nat 20 is great, Disadvantage means we go with the lower of the two, the Nat 1 means you are also Stunned until the end of your turn. The Skullgirl goes next, she looks you up and down and says "Don't you all get cold in outfits like that?"

Christmas: But Hallow and Patty were only one point behind Valentine in initiative, and we all rolled well.

Easter: And what about Valentine's distraction?

GM: Technically, the Skullgirl tied with both of them for initiative, and had a higher modifier than both of them combined, so that means she goes first. Also, that was the Skullgirl's entire turn. I just declared that the distraction succeeded using GM fiat, also I am ruling that due to that the effects of Frightened don't apply for this turn. I suggest running. Hallow?

Hallow: Can I make a distraction as well? So that Valentine has time to run? She's still stunned right?

GM: Unfortunately yes, but the Skullgirl has dismissed her as an active threat so won't attack her if any of you successfully do anything threatening. Yes, successful attacks count as distractions in this case.

Hallow: Then I use my action to attack the Skullgirl, then move to a better piece of cover. *Rolls dice*

GM: You missed, the Skullgirl uses her Legendary Action to attack you back. She catches the syringe and attempts to throw it back at you, with Disadvantage for the unfamiliar weapon. *Rolls Dice* Your cover means that she misses your AC by one despite her bonuses and it rips up your sleeve instead. Patty?

Patty: I want to go up to the Skullgirl and attempt a trip action. It would make running away easier for Valentine.

GM: ...The GM asks 'Are You Sure?'

Patty: Not really, but what else can we do? Hallow was the only one of us with a ranged attack, and I'm not leaving Valentine out there with the Stunned condition to take the Skullgirl's attack alone. This is also the only round in which we can get closer to Valentine given the Frightened condition and the fact that she is standing next to the Skullgirl. Might as well so something useful while I'm there. So, yes, I am doing this.

GM: *Sighs* Okay then, make your roll.

Patty: *Rolls dice* And given it's lower than Hallow's, that's a miss. I assume that I'm being hit with a Legendary Action Attack?

GM: Yeah. *Rolls dice* That's a hit. First successful attack from the Skullgirl this combat. Now for damage. *Rolls more dice*

Christmas: Holy crap, that's a lot of dice. That's as many as me when I crit, and that's the entire point of my combat build.

GM: Well, you were the ones who decided to fight the endgame boss despite the warnings. And I think that is the same number as Patty's entire HP pool.

Patty: Yep, it is. Reduces me to zero exactly. I'm down?

GM: I'll just say that when you bring your IV pole down to sweep the leg the Skullgirl slams it down sending the other end straight into your jaw, giving you a severe concussion, the type that comes with a migrane, double vision, ringing ears, dizziness, etc. So in effect you are reduced to one hit point and get the Incapacitated condition until you regain at least one more hit point. That way you can still keep moving, and maybe help in later rounds.

Patty: At least that's better than going to death saves, looks like I'm going to be mostly useless until I get to Hallow. Unless... Hallow your syringes allow you to heal at range don't they?

Hallow: I need to make a roll to hit you or I do damage, but yes I can do that. I even go before you so you should be able to act fully on your next turn.

GM: I'll let you auto-succeed the roll for that, Patty's currently only standing by using her IV pole as a crutch, you've had harder targets in basic training. But that's next turn, it's Christmas up next.

Christmas: And I've got a plan. First, I go to the spot directly opposite Patty. Then I attack with my Scalpel, the fact that Patty is up and not Stunned means that I count a flanking. That means that I get the flat-footed bonus as well as the ability to choose a critical effect to apply even if I miss. *Rolls dice* Yes, Natural 20, that means that I get the full effects of a critical. This means that I get extra precision damage and two effects critical effects instead of one. *Rolls more dice* Hah, max damage, and for my critical effects I choose persistent bleed damage and to half the Skullgirl's speed while she is bleeding. And that means-

GM: CHRISTMAS!

Christmas: What!

GM: You do remember that undead are immune to both bleed and precision damage, right?

Christmas: ...

GM: Also that ability is if the other person is not Incapacitated, not just Stunned, which for the record, also causes you to be Incapacitated. You corrected me on it last session.

Christmas: *Checks rulebook* Crap... you're right. *Sighs* And the ability to apply critical damage through immunities is next level, not this one.

GM: Do you want to re-do your turn?

Christmas: No, No. This one's on me. I should have remembered, especially when the rulebook was open on the correct page in front of me. Just have my character be overwhelmed by everything and make a bad call, I was the one calling HQ so missing the fact that the Skullgirl is undead until after my attack lands is plausible. I guess I eat a Legendary Action Attack now?

GM: *Rolls dice* That's a hit, so you stab the Skullgirl with your scalpel and the Skullgirl rips it out and stabs you back. *Rolls more dice* That's you down, there's supposed to be more damage from a damage reflection thing the Skullgirl has here but since that might kill you instantly I'll ignore it for the good sportsmanship.

Christmas: Thanks. So that was a mess.

Valentine: Don't you mean a miss? *Everyone laughs*

Christmas: I hit the Skullgirl, first damage done so that's debatable. What are you doing Easter?

Easter: Joining all you fools in melee range with the Skullgirl so we can technically say we surrounded them and attempting a grapple, with a bonus from my body bag. Should neuter the Skullgirls turn. Then before running Hallow can heal Patty, allowing her to run. I delay my next turn to after Valentine's. Valentine picks up Christmas and runs. Then I release the body bag and run as well, this way only I have to take an Attack of Opportunity and I have the highest health. Sound good?

GM: Sure, if it works I'll just say that the Skullgirl has more important things to do and decides not to give chase. I'll even allow you to avoid the Attack of Opportunity if you leave the body bag behind when you run, the Skullgirl spends the chance getting out of the body bag instead. Opposed roll for the grapple?

Easter: *Rolls dice* Nice, a high roll. *GM rolls dice, frowns, then proceeds to reroll several before their face flattens and they manually changing the number displayed*

GM: *Ignoring the fact that he just messed with the dice* So you get the Skullgirl into the body bag and are attempting to pin her down. Now it is Valentine's turn, but she is stunned and can't do anything for now. Unless any of she has any objections?

Valentine: Nope. But how hard did you just fudge the dice?

GM: I have no idea what you are talking about. On a completely unrelated note, the dice seem to hate the party tonight. Anyway it's the Skullgirls turn and she proceeds to cast a spell. A giant skeletal hand reaches out to grab Easter and force her off the skullgirl. Strength save Easter, for half damage and to avoid being moved. You have Advantage as the Skullgirl is casting while you are holding her down. *Rolls dice, a smaller size than specified for the spell, they roll high anyway*

Easter: At least that isn't too much damage. *Rolls a 2 and a 3, obvious failures*

GM: *With an overly straight face* Oops. *The Party snickers as the GM proceeds blatantly knocks the dice off the table* I missed that, reroll please?

Easter: *Suppressing giggles* O-okay. *Both dice land on a 1, critical failures that double damage*

GM: *Lets out a sigh that morphs into laughter* You know what, I'm done. Easter the hand pulls you off and breaks some bones, at least one rib. You're down. At this point the Skullgirl speaks "You can come out now." An obvious offer of surrender, do you take it?

Valentine: Yes.

Patty: Obviously.

Easter: Duh.

Hallow: I come out of my hiding place with my hands up.

Christmas: Not like we have much of a choice.

GM: Then the Skullgirl waves a hand and a glowing portal appears. "Go through that and take your friends with you," says the Skullgirl "If I have a use for you, I'll let you out. Behave, and I might let you stay out." Valentine and Hallow pick up Christmas and Easter and move them on through, Patty stumbles in by herself. Inside you see a featureless white void with food, water and the medical supplied needed to keep Christmas and Easter alive. Valentine and Hallow are able to heal up Christmas and Easter while Patty can heal herself, probably by getting help from one of the others and then sitting down and waiting until the world stops spinning. Healing everyone will take up all the supplies and they vanish when used up. We will start next week's session with everyone at full health and sitting around debriefing.

Valentine: Out of curiosity, what was your plan for this session?

GM: You were supposed to detect the Skullgirl and then retreat into the trainyard. Then there would have been a game of cat and mouse as you try to keep track of the Skullgirl without being found out, and she tries to find out what's following her. Direct combat with the Skullgirl was supposed to end in disaster as you have seen but she would not have been all that interested in chasing you. Eventually the Skullgirl would get on a train to New Meridian and you would report in and take the following train. Then the campaign would have transitioned into an investigative one as you try to find out where in New Meridian the Skullgirl has hidden herself and stop whatever she is doing. But instead you decided to fight the end boss early and now I have to figure out where the campaign will go from here. If you have more questions ask, otherwise, good session.

The Party: Same.

AN: Originally each of the last hope and the GM were supposed to have names, but I thought that would be too confusing. I am leaving them here for posterity though. GM: George, Valentine: Valerie, Christmas: Christine, Hallow: Heather, Easter: Eliza, Patty: Patty.
Oh, this is getting a threadmark for sure. You can choose a weapon or ability to give Marie, same rules as usual.
 
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