09 You've Got a Friend in Need - Texas

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

09 You've Got a Friend in Need - Texas

Post by Ndreare »

I am assuming a basic success for Triessa
Arrival Distance 1d6*10 miles: [6]*10 = 60


As Triessa’s bus accepts the heroes, they find the trip in the outer plane amazing. Able to race along without fatigue or effort the trip to Roanoke takes only a few hours. Triessa is able to avoid the hostels and get where they are needed soon. Landing the Cell members in the center of Texas.

It takes the Cell only a couple minutes to figure out they are in Royce Texas, only about 60 miles from Roanoak, but unfortunately on the other side of Dallas. Gravely is familiar with the area and knows at 5 am the drive could be done quickly, perhaps as little as an hour with the right willingness to drive aggressively.

They know they need a vehicle, and fast.


Instructions: Time to steal a car. This is a simple thievery roll and describe the plans.

Also, I need to know if any of you have a cell phone or other trackable electronic device, so include that in a OOC statement.
  • 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
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: 09 You've Got a Friend in Need - Texas

Post by Seraph »

Seraph frowns at the suggestion of stealing someone else's property, but a life cannot be replaced and time is of the essence. While others stand lookout and break into the car, Seraph
Supporting the lead thief: +1
Performance 1d6!: [3] = 3 Wild 1d6!: [2] = 2
Performance Light Benny 1d6!: [2] = 2 Wild 2 1d6!: [5] = 5
. He ruffles his hair, changes his posture and turns the crazy eyes on. Then Seraph hustles anyone walking nearby for money, drugs, alcohol, gas or anything else he can think of.
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
Edit Signature
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Survival Support Roll
Survival 1d6!!: [1] = 1
Wild 1d6!!: [2] = 2
Streetwise Edge
Gravely has a Cellphone.
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
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Mel Richter »

Triessa doesn't know anything about stealing cars, but with a little magic she's able to help conceal the illicit works with a bit of conjured dust, or a glamour that makes it hard to see. And of course, any tools that are lacking can be pulled from the proverbial hat, which has its uses...

Support Roll: Spellcasting 11!
Spellcasting 1d10!!+2: [9]+2 = 11
Wild 1d6!!+2: [5]+2 = 7
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Morri »

"So this is Texas, the land o' the cowboys?" Morri said, keeping a straight face. "Does this mean we get ta wear funny hats and shout yeehaw like in the movies?"

She then grinned to show that she was just joking around, hopefully lightening the mood and helping the team to relax a little. She then took up a lookout position, her glaze glancing up and down the street as she kept an eye out for potential trouble.

Notice 5
Notice 1d6!!+2: [3]+2 = 5
Wild 1d6!!+2: [1]+2 = 3
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
User avatar
Alexis
Posts: 26
Joined: Mon Aug 03, 2020 12:17 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Alexis »

Alex looks around with wonder as Triessa shifts the group back into the real world. Still not used to traveling astrally he has temporarily forgotten about their encounter in the domain and it's weighty consequences. After a short bit he realizes that the group has stopped talking and all seem to be looking at him.

"Oh, right. Wheels. Be right back,"he tells the group before heading for the street, his flesh falling off of his frame to dissolve before hitting the ground. Walking out of the alley he quickly spots what he was looking for. "Perfect."

Image

A pair of black demonic wings unfold from Alex's torso and he launches into the air. Looking through the lot as he approaches Alex spots a late model SUV. Not the lots pride and joy, but new enough that it shouldn't have problems and roomy enough to fit the whole group. As he banks down towards the office Alex disappears from view, a hazy shimmer the only sign of his presence.

Gotta be quick. No time to do it the usual way. Alex steps from one shadow in the lot into a convenient back corner of the office. Looking around the only real storage to speak of is a locked file cabinet. Quickly picking it, Alex pops open the drawer to reveal a tray of keys and a couple dealer plates. Bingo. Grabbing the SUVs keys and a set of plates Alex locks the cabinet and shadow steps back into the lot.

Running to the SUV, he jumps in, starts it and drives out of the lot. Since the lot was blocked off by some of the other cars for sale, Alex has to go over the curb but realizes too late the festive decorations marking the edge of the lot. Careening back onto the road, streamers flapping across the hood, Alex finally comes to a stop halfway on the curb, nearly running the group over.

Fading into view as he climbs out of the car, he sheepishly apologizes. "Sorry. Uh, I think someone else should drive the rest of the way."

OOC: Alex has a burner phone that he cycles out once a month or so. More if the situation requires it.

Thievery 1d8!!+1: [1]+1 = 2
Wild 1d6!!: [3] = 3 +1 = 4

1 Light Benny due to Rob posting late. Used against Shadow Mantis in the Void
2 Light Bennys for updating signature
1 Light Benny for remembering to forget the basement
1 Light Benny for good astral RP

Name: Alexis "Alex" Hamilton
Discord: Bai Shen
Edges: Charismatic (Free reroll when using Persuasion.), Streetwise (+2 to Common Knowledge and criminal networking.), Thief (+1 Thievery, Athletics rolls made to climb, Stealth in urban environments.)

Wounds: 0
Fatigue: 1
PPE: 10/15
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09 You've Got a Friend in Need - Texas

Post by Ndreare »

The new ride comes over the curb sliding to a rough stop, detritus falling off it as it does. The Cell members jump in leaving it time to head out. Gravely begins giving instructions on where to go to get where they need to be. His phone tells him the trip will take 1 hour 13 minutes, Gravely can feel the urge to go faster, as they need to balance the risk of police interference slowing them, to the benefits of arriving potentially earlier.

Luckily for the team, Gravely has driven on this high way enough to know that 80 MPH on the highway marked 65 would be average and usually ignored by the police. But are they willing to go faster?

As they begin driving @Morri sees a small murder dancing around a fallen nest, eating the eggs while a hawk watches.



INSTRUCTIONS: Please let me know who will be making the drive? Then that person make a Driving roll, only one person can support this by making a Notice -2 roll.

EVERYONE Make a Notice roll for me. Please include in the text any potential modifiers you may have for notice.
  • 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
User avatar
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Kriza »

Sam, who has been oddly quiet in the back of the vehicle, raises a hand. "Wait, guys. This is wrong. Something is wrong. We're going the wrong way."

He looks up, his eyes now completely white, and continues, "they're closer than that. Twenty minutes, maybe, that way," and he waves in the opposite direction the car is traveling.

Notice 1d8!, Wild 1d6! (+2 to final result): [3]+[4] = 7
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Alertness +2 (Notice)
Danger Sense +2 (Notice)

Cautious
Calculating

Gravely gets in the passenger side of the SUV. "@Morri you can handle this. You drive."

"@Alex excellent selection. Little rough on the delivery but no forseeable complications."

"@Triessa I am proud of you. Your parents are as well."


Support Notice 5 -
Scene Modifier -2 Alertness +2 Support Notice 1d8!!: [5] = 5 Wild 1d6!!: [4] = 4
General Notice 4 -
Alertness +2 /Danger Sense +2 Notice 1d8!!+2: [1]+2 = 3 Wild 1d6!!+2: [2]+2 = 4
Last edited by Gravely on Wed Nov 25, 2020 4:58 pm, edited 3 times in total.
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
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Morri »

"Um yeah...I can do that...totally do that." Morri replied. "Which side o' the road ye guys drive on again?"

She climbed into the driver's seat and spent a moment adjusting the seat and the controls so that things were more comfortable for her short stature, then spent another moment familiarizing herself with the various buttons.

It was as she was adjusting the mirrors that she spotted the fallen nest and the crows mobbing it. There weren't many trees around, just buildings though a nest could've just as easily been made on one of those. She was also no wildlife expert, but surely the hawk would be taking an exception to the crows raiding the eggs?

She frowned, but right now they had other much more bigger things to worry about.


Driving d4!!: [2] = 2
Wild 1d6!!: [4] = 4

Notice 1d6!!+2: [5]+2 = 7
Wild 1d6!!+2: [3]+2 = 5

Morri has Alertness and Danger Sense (extra +2 if triggered).
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Sam wrote: Wed Nov 25, 2020 10:36 am Sam, who has been oddly quiet in the back of the vehicle, raises a hand. "Wait, guys. This is wrong. Something is wrong. We're going the wrong way."

He looks up, his eyes now completely white, and continues, "they're closer than that. Twenty minutes, maybe, that way," and he waves in the opposite direction the car is traveling.

Notice 1d8!, Wild 1d6! (+2 to final result): [3]+[4] = 7
Resisting the urge to quote Lord of the Rings, " @Sam @Pursuit describe what you are seeing. The more details the better."

A second cellphone was in his hand ready to dial the only number stored on it.

"Quickly Sam, I need to know what you see."
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
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Gravely digs into his coat pocket and extracts a well worn map. Quickly checking landmarks and road signs.

"Guess the Nightlords hacked my phone."
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
User avatar
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Kriza »

Sam just gives his head a shake. ”It doesn’t always work like that. Sometimes it’s a vision, but sometimes it’s just a feeling. I know that’s small comfort... um, brother?”
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

@Pursuit "Sam says we are closer than we thought we were."

"@Morri we need to turn around."

Gravely pulls out his cellphone and flips it over. Taking the back off he slips out the sim card and then disconnects the battery. "Will need to research the failure issues later."

Taking out a non descript flip phone, he powers it on. Pressing the speed dial button, he waits....


A sleepy female voice answers, "Frank?"

"Yes, Rho."

There is a pause on the otherside, Gravely follows up with, "Königin Seite Rochade."

Another pause, likely the female voice is clearing sleep from their mind and body. "We will be ready."

Gravely powers off the phone. flipping it over he takes out the sim card and the battery out. A ziploc bag receives all three parts and then goes back into one of his coat pockets.
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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09 You've Got a Friend in Need - Texas

Post by Ndreare »

Gravely wrote: Thu Nov 26, 2020 8:03 am Gravely pulls out his cellphone and flips it over. Taking the back off he slips out the sim card and then disconnects the battery. "Will need to research the failure issues later."

Taking out a non descript flip phone, he powers it on. Pressing the speed dial button, he waits....
GM EDIT to Player Post


After ringing only once a machine comes on the line answering the following. "The number you have reached is unable to receive a call.
"If you believe you have reached this message in err please hang up and try your call again."
The line then disconnects leaving Gravely to make his next decision.

Gravely wrote: Thu Nov 26, 2020 8:03 am Gravely powers off the phone. flipping it over he takes out the sim card and the battery out. A ziploc bag receives all three parts and then goes back into one of his coat pockets.
  • 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
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Gravely points to an exit ramp that leads to an overpass and back onto the freeway heading the opposite direction. " @Morri take that exit. Pull over on the right shoulder we need to get our bearings."

He continues searching landmarks and signs trying to discern how they got turned around and where exactly they are.

@Ndreare
Means to Get Back on Track
Is Gravely going to have to guess, or can he gather the location from his surroundings?

Common Knowledge 1d8!!: [10!!] = 10
Wild 1d6!!: [4] = 4
Last edited by Gravely on Sun Nov 29, 2020 10:59 am, edited 2 times in total.
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
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Morri »

"Hope ye figure out where we're meant ta be bally going soon." Morri grumbled, taking the exit as instructed and pulling the SUV over to the side of the road. Driving such a large vehicle she found daunting enough, but having to drive on the highway in a foreign country (from her point of view) with only a handful of driving lessons under her belt was an even more anxious prospect. Despite only having a provisional license, which was in another country, she somehow was the only driver in the group.

She hoped that trouble didn't flare up whilst they were on the move.
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Morri wrote: Sat Nov 28, 2020 8:54 pm "Hope ye figure out where we're meant ta be bally going soon." Morri grumbled, taking the exit as instructed and pulling the SUV over to the side of the road. Driving such a large vehicle she found daunting enough, but having to drive on the highway in a foreign country (from her point of view) with only a handful of driving lessons under her belt was an even more anxious prospect. Despite only having a provisional license, which was in another country, she somehow was the only driver in the group.

She hoped that trouble didn't flare up whilst they were on the move.
"If you aren't comfortable driving, then we can have Sam @Pursuit take over."

"Just remain alert and attentive."
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
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: 09 You've Got a Friend in Need - Texas

Post by Seraph »

OOC Comments
-3 and Crit Fail
CK 1d6!: [1] = 1
Wild 1d6!: [1] = 1
Seraph frowns at @Sam's premonition and asks @Gravely, "Should we trust this vision from...whatever force drives these guardians? Sam seems like a good enough fellow, but I find it strange that his people wait until the world is in crisis to reveal themselves. Then when they do, they purport themselves as warriors for good bearing these mysterious visions. It has always seemed a little too convenient to me."
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
Edit Signature
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Morri »

Gravely wrote: Sun Nov 29, 2020 10:35 am"If you aren't comfortable driving, then we can have Sam @Pursuit take over."

"Just remain alert and attentive."
"No." Morri replied curtly. "I'm fine."

"I'd be even better if ye lot could make up yer minds over where the heck we're meant ta be going."
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

"I am not denying Sam's @Pursuit impressions. Someone does need saving towards Greenville. "

"We need to continue on our course towards Roanoke. "

Pointing forward, Gravely directs Morri to cross through the quiet intersection and continue on their original course.

As he waits, he turns towards Seraph, "You know, its nice when you have the luxury of time to bury the mistakes you have made. Would highly recommend that you keep your opinions and observations to yourself. Sam @Pursuit is new to his role as a Guardian."

"Since it is also likely that family ties have faded long ago for you, I will shut you down if you cross my family in any way. Do you understand me, Seraph?"
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
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: 09 You've Got a Friend in Need - Texas

Post by Seraph »

Seraph gazes at @Gravely for a moment before responding, "Peace, Gravely. I have no fear of mortal men nor should good men fear me. I do not mean to disparage @Sam. Rather, I question the motives of unknown, outside forces which could have little concern for the lives of those dearest to you. I do not yet know enough about these guardians and their unknown leadership to place much faith in their visions. Would the leaders of the Guardians have any qualms about directing us to aid in their objectives even if it meant you losing friends and family? That is not the kind of leadership that inspires me."
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
Edit Signature
User avatar
Alexis
Posts: 26
Joined: Mon Aug 03, 2020 12:17 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Alexis »

"Look, if you two are finished with the ruler, I can get us another car. Sam and I can go check this out while the rest of you continue to Roanoke,"Alex interjects.

Without waiting for an answer he climbs out of the parked SUV and begins scanning the area for parked cars. As he waits on Sam he contemplates the fastest methods.

1 Light Benny due to Rob posting late. Used against Shadow Mantis in the Void
2 Light Bennys for updating signature
1 Light Benny for remembering to forget the basement
1 Light Benny for good astral RP

Name: Alexis "Alex" Hamilton
Discord: Bai Shen
Edges: Charismatic (Free reroll when using Persuasion.), Streetwise (+2 to Common Knowledge and criminal networking.), Thief (+1 Thievery, Athletics rolls made to climb, Stealth in urban environments.)

Wounds: 0
Fatigue: 1
PPE: 10/15
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: 09 You've Got a Friend in Need - Texas

Post by Seraph »

Seraph glances over at @Alexis and back to @Gravely and sighs, "Very well. Disregard my experience and, dare I say, wisdom. When you require my aid, my sword will be ready and myself willing."

He tries to make himself comfortable in the SUV and relaxes against his seat. Modern vehicles do comfort well, despite the fact that they hurtle their occupants down the road at insanely deadly speeds while wrapping them within thousands of pounds worth of a lethal metallic cocoon. Surrounded by equally fast and deadly cocoons. All driven by potentially erratic men and women who may or may not be intoxicated, exhausted or distracted. Such is the modern life.
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
Edit Signature
User avatar
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Kriza »

Sam shrugs. ”I get it, guys. Oh, believe me do I get it, and there’s nothing convenient about it.” Sam’s hand shakes a bit as he talks.

”But this is what it is for me. I gotta head that way; I don’t really get a lot of choice in this life, you know? I can drive with @Alexis if you all want to keep going the way you’re going, and maybe we can meet after?”
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

"Ma and Rhonda, will miss seeing you. And you haven't met Daron yet."

"Stay safe brother,. Eight years without you is plenty long for me."
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
User avatar
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Kriza »

Sam clasps @Gravely’s shoulder a little awkwardly and nods. ”We’ll see you soon.”

Sam goes with @Alexis and, if someone can steal a second car he will drive to where his instincts guide.
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: 09 You've Got a Friend in Need - Texas

Post by Seraph »

Seraph shrugs when the group decides to split up with @Alexis and @Sam forming their own team, "Where am I most needed? What I lack for subtlety I make up with force of will and strength of arms. I might be more useful in the smaller group where I can help keep them safe or take on the burden of their injuries."
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
Edit Signature
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Seraph wrote: Sun Nov 29, 2020 9:09 pm Seraph shrugs when the group decides to split up with Alexis and Sam forming their own team, "Where am I most needed? What I lack for subtlety I make up with force of will and strength of arms. I might be more useful in the smaller group where I can help keep them safe or take on the burden of their injuries."
"Head with Sam @Pursuit and @Alexis."
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
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: 09 You've Got a Friend in Need - Texas

Post by Seraph »

Seraph nods at @Gravely and looks at @Sam and @Alexis, "Right. I hope one of you gentlemen is driving. I find myself uncomfortable in most vehicles, so I usually avoid them. Motorcycles are bearable. They're like a modern day equivalent to horses. If you respect them, they won't buck you, but if they fall, you can jump off - which actually works very well for me."
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
Edit Signature
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Mel Richter »

"Is this really a good idea?" Triessa asked uncertainly. "I know I'm still the newbie here but...it feels like splitting up makes us a lot more vulnerable if we get made."

She cleared her throat then and added to Gravely, "Also, your phone...uh...I may owe you an apology for that. Electronics have a pretty short shelf life around me a lot of the time. I have a phone for emergencies, but it's always powered off unless I need it. If it's just a few minutes at a time, things seem to work better. Anyway. Whoever I'm riding with, we should swing by a gas station and pick up a road map."
User avatar
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Kriza »

Seraph wrote: Sun Nov 29, 2020 9:39 pm Seraph nods at @Gravely and looks at @Sam and @Alexis, "Right. I hope one of you gentlemen is driving. I find myself uncomfortable in most vehicles, so I usually avoid them. Motorcycles are bearable. They're like a modern day equivalent to horses. If you respect them, they won't buck you, but if they fall, you can jump off - which actually works very well for me."
Sam gives a wave. "I'm happy to drive. Any chance one of you could procure us a vehicle? Flying there during broad daylight might be a tad conspicuous."
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Gravely »

Triessa wrote: Mon Nov 30, 2020 12:37 am "Is this really a good idea?" Triessa asked uncertainly. "I know I'm still the newbie here but...it feels like splitting up makes us a lot more vulnerable if we get made."

She cleared her throat then and added to Gravely, "Also, your phone...uh...I may owe you an apology for that. Electronics have a pretty short shelf life around me a lot of the time. I have a phone for emergencies, but it's always powered off unless I need it. If it's just a few minutes at a time, things seem to work better. Anyway. Whoever I'm riding with, we should swing by a gas station and pick up a road map."
Gravely lifts the well folded map from off his lap. "I had forgotten about you and tech, there Triessa. "

"We can decipher the tech problems later."
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
User avatar
Alexis
Posts: 26
Joined: Mon Aug 03, 2020 12:17 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Alexis »

As Sam and any others climb out of the SUV and it drives off, Alex spots a sedan containing a solitary driver coming down the exit ramp towards the stop at the bottom.

As the car passes the group Alex quickly ducks down behind it, his skin sloughing off in a now familiar transformation. Racing bent over to keep pace with the car yet stay out of sight Alex stays at the back bumper until it comes to a complete stop. Now or never!

Moving as fast as he can and not bothering to attempt to dampen the terror effect his visage produces, Alex races down the side of the car. Reaching in the open window he pulls on the door release before opening it wide. His claw lashes out, severing the seatbelt before Alex bodily hauls the terrified driver out of the car. Depositing them unceremoniously on the shoulder, Alex hops in the car to put it into park before it rolls out into the intersection.

Turning is attention back to the driver as Alex exits the vehicle, if there is any fight in them he focuses to produce as much terror as possible. Otherwise he lets them go.

Looking back at Sam's shocked visage, Alex explains,"We're in a hurry! I didn't have time to be subtle. Now let's go!" Alex moves around to the passenger said, resuming his Facade before climbing in the car.

Notice 1d8!!: [2] = 2
Wild 1d6!!: [7!!] = 7
Last edited by Alexis on Mon Nov 30, 2020 5:05 pm, edited 1 time in total.

1 Light Benny due to Rob posting late. Used against Shadow Mantis in the Void
2 Light Bennys for updating signature
1 Light Benny for remembering to forget the basement
1 Light Benny for good astral RP

Name: Alexis "Alex" Hamilton
Discord: Bai Shen
Edges: Charismatic (Free reroll when using Persuasion.), Streetwise (+2 to Common Knowledge and criminal networking.), Thief (+1 Thievery, Athletics rolls made to climb, Stealth in urban environments.)

Wounds: 0
Fatigue: 1
PPE: 10/15
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09 You've Got a Friend in Need - Texas

Post by Ndreare »

Somehow despite the fear obvious in the mans eyes as he recovers from the initial paralysis, a surge of adrenaline comes over him and he does his best to fight back, springing from the ground and then even running for the vehicle as it leaves shouting incoherently.




I would like @Alexis, @Seraph and @Sam to please make a Notice roll.

Alternating if you would like to accept failure without rolling please let me know and if all three of you accept failure you each receive 1 light benny.

d100: [32] = 32
d100: [65] = 65
2d6: [5, 6] = 11
  • 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
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Morri »

Happy with confirmation of their destination, Morri gets the SUV moving again and half-listens to the conversation between Gravely and Triessa. Still keeping her attention on the road ahead, she said out loud. "They're big boys, I mean how much trouble could they get inta?"

"Wait...now that I think 'bouts it..."
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
User avatar
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Kriza »

1d8!, Wild 1d6!: [8!, 1]+[5] = 14 +2 to final result
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: 09 You've Got a Friend in Need - Texas

Post by Seraph »

Notice 1d6!: [6!, 3] = 9 Wild 1d6!: [4] = 4
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
Edit Signature
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 09 You've Got a Friend in Need - Texas

Post by Mel Richter »

Triessa shrugged. "I don't know. Who can possibly know, considering that they're taking directions from someone who doesn't even know where they're going or why? But I'm also worried about us, for the record. You're tough, Morri, but me and Gravely are just regular folks. Still, I guess we're at least definitely not going somewhere supernatural where we'll be fighting monsters in very attention-grabbing ways. You know, for a change."

She sighed and leaned back in her seat. "I'm sure we'll be fine."
Post Reply

Return to “Nightbane Adventures”