2020 Q4 GM Poll!

Against The Dark: 2 Openings
GM: Ndreare
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Rate Your Fun

Poll ended at Fri Jan 08, 2021 9:47 am

Poor = +0 EP (Please, please consider passing the reigns. We have characters we would like to keep.)
0
No votes
Good = +1 EP (We had fun and were entertained. Keep on going.)
0
No votes
Savage = +2 EP (We had a blast, some cool stuff happened we will remember.)
5
100%
 
Total votes: 5

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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2020 Q4 GM Poll!

Post by Ndreare »

FUN: Player Survey
The goal of gaming is fun. If players are enjoying themselves and having cool adventures then we are truly doing something right. Feedback from players also helps drive engagement as they have an influence on how things are going.
  • Poor = +0 EP (Please, please consider passing the reigns. We have characters we would like to keep.)
  • Good = +1 EP (We had fun and were entertained. Keep on going.)
  • Savage = +2 EP (We had a blast, some cool stuff happened we will remember.)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Seraph
Posts: 22
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Re: 2020 Q4 GM Poll!

Post by Seraph »

I'd have more fun if my characters stopped dying! :p

But, no, good stuff. Excited to see how long Seraph lasts.
Seraph, Angelic Nightbane (Koshnek#3472)
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Pace: 6(d6); Flight: 6(d6); Parry: 9; Toughness: 16(6)

  • Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
  • Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
  • Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
    Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration.
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
  • Supernatural Becoming: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn.
    • Dark Champion: Nightbane are natural enemies with the forces of darkness and gain the
      Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
      The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
      Edge whenever in their Morphus Form.
    • Seraph is Very Attractive and adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.). He is also Charismatic and gains a free reroll when using Persuasion.
      : Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil transforms into something more. When Seraph’s angelic morphus speaks, his words carry meaning. Anyone who hears them knows they are words of truth and can feel any emotion Seraph is conveying to be genuine and moving.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • Martial Warrior: Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase die two steps if you already have it).
    • Radiant Armaments: Seraph's Morphus form gains +3 Toughness and +6 Armor from its angelic plate armor. It's blade of light (Natural Weapons) deals Str+d6 damage, AP 2 with +1 to parry. (Martial Warrior bumps this to Str+d10.)

Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Light Bennies: 3/3; Dark Bennies: 0/1; Golden Bennies: 1/1
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 2020 Q4 GM Poll!

Post by Gravely »

Its Savage.

True horror. Appreciate the hard work.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
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