09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Ndreare »



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.



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.


As the trio jumps into the vehicle and begin to take off, suddenly a sense of something more comes to then. Looking out the back window to the man chasing them @Alexis and @Sam see a strange cloth covered box. That @Seraph seems to be staring at. The urge to pull the cloth covering off comes to Sam. As he reaches back distracted from the road for a brief moment he pulls the blanket off. As it slides loosely off it reveals what is not a box or bag of laundry, but instead a small infant, no more than 6 months old. The sleeping baby unaware of the events occurring around him begins to twitch his face as the lights from the rising sun periodically splash across its face.

This would explain why the mans adrenaline kicked in and instead of fleeing the monster he was willing to chase after it. But what to do now, looking back the Cell members can still see the man chasing after them though nearly half a mile away.



@Koshnek @Pursuit and @Alexis
  • 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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Alexis
Posts: 26
Joined: Mon Aug 03, 2020 12:17 pm

Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Alexis »

"Sam! Stop the car!"Alex exclaims, louder than he meant to. "Seraph, hand me the child."

Alex reaches for the blanket that had been covering the baby.
Last edited by Alexis on Tue Dec 01, 2020 1:31 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
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Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Kriza »

Sam watches @Alexis grab the kid and go to leave him on the side of the road. "Wait!" he calls out. "We can't just leave the infant. Leave... him? Her? Whatever, leave him here in the car. Let's see if we can find a ride without a baby on board."

Sam steps out of the car, looking to see if the father is still coming.
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Alexis
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Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Alexis »

"But he's right there!"Alex exclaims, pointing at the approaching figure. At a look from Sam, Alex turns red and looks down at the blanket in his hands.

"I didn't think we had time,"he mumbles.

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
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Kriza »

Sam will explain the situation to the father as best he can, hopefully with some support from his more angelic looking companions, and set out in search of another vehicle to get them to where they need to go.

Despite all the odd he's had to deal with the last few days, his faith in his visions remains unshaken. He knows what they ahve to do. He just needs a car so they can get about doing it.
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Ndreare »

As Sam delivers the man's vehicle to him, the man seems unable to comprehend what is being said as his adrenaline flows and he rushes to the side of the car checking on the infant. His mind to fogged to think clearly. Leaving the team on foot to race and find a new vehicle.

Sam knows the man and the infant will be fine, though their minds and lives changed forever. As they look for a new vehicle Alex comes through again this time, jumping over the sound wall into a residential area the team steals an empty car from a small residential area. The affluent look of the home assuring them that while it will hurt the owners their assets should be enough to not be disabled by the loss.

As the travelers hit the road Sam has a vision in his mind of where they need to be, each time feeling the way they need to turn as they go.

As they approach even from a distance the periodic flashes of gun fire inside the large warehouse like building can be heard from the street. 'Help him, and he will join you.' The words clear in Sam's head.


DANGEROUS QUICK ENCOUNTER
As per SWADE, this is a Dangerous Quick Encounter, there are too many to kill, but you need to Rescue Wilder, and the buch of you get out of here.
@EVERYONE Roll as per Quick Encounters -4 (remember PPE use if you use a power skill). Narate, how you get in, get to Wilder and help get him out.

@Wilder Elliott & Aaron if you make it. Include in your Quick Incounter an Interlude of how you got trapped here for a Light Benny. Include a narative of how you got trapped here in the warehouse, surrounded by Hounds, and Special Forces Operatives. There are nearly fifty of them, so fleeing is the option.
  • 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
Wilder Elliott
Posts: 1
Joined: Tue Dec 01, 2020 10:45 am

Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Wilder Elliott »

Wilder assumes a wide defensive stance his sword held before him beginning to glow profusely.

Wilder glances around at the hounds and soldiers in their slick black combat suits and frowns. “So, I think that little girl we followed wasn’t real.”

“Oh? What gave that away?” A sarcastic ephemeral voice from nowhere and everywhere replied.

“Well, all these soldiers closing in on us make me feel like it was a trap! Aren’t your cosmic powers suppose to see through things like that?”

“My powers aren’t cosmic! I am a sword of kings!”

“Well, use your kingly powers and get us out of here. @Finn can you stop some of them off from cutting off our retreat?”

A glow began to encompass Wilder as the power of the sword infused his body. “Ok, let’s do this the hard way, we are going out the front door.”

Wilder charged for the warehouse bay doors seeing the tell tale flash of approaching lights hoping it’s warehouse security or better yet the cops.
Dice rolls
Fighting roll 1d12-4: [11]-4 = 7
Last edited by Wilder Elliott on Sun Dec 20, 2020 10:24 am, edited 1 time in total.
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Seraph
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Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Seraph »

Fighting 7; -2 Light Bennies
Fighting 1d12-2: [9]-2 = 7 Wild 1d6-2: [3]-2 = 1
Fighting 2 1d12-2: [5]-2 = 3 Wild 2 1d6-2: [3]-2 = 1
Fighting 3 1d12-2: [7]-2 = 5 Wild 3 1d6-2: [6]-2 = 4 Wild Ace 1d6!+4: [3]+4 = 7
"It is not lost on me that the Guardians have sent an angel to protect a man, @Sam," Seraph gives the younger man a slight smile as he continues, "I will enter through the roof and carve a path to our exit. If you two would find and secure us an exit, then I will show you what exactly I bring to the team."

With the plans laid, Seraph
Image
and takes to the sky to set them in motion. He lands on the roof of the building and can hear the sounds of battle beneath him. His weight, strength and sword make short work of any obstacles between himself and the battle below, and Seraph literally drops into the fray.

The angelic nightbane wastes no time locating his target. He closes in and says, "Stay by my side. My friends will make us an exit, and I will get us there. Keep me between you and the enemy. I heal quickly, even more so than others like 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
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Finn
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Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Finn »

Finn had received a tip regarding the goings-on at a local warehouse in the industrial district; there had been sightings of a number of black SUVs coming and going, metal clad creatures, and operatives. This was the third night he'd been watching the building from the roof of another nearby warehouse. This night he decided it was time to get a closer look.

He quietly made his way down to the street and circled around using parallel streets to approach the warehouse from the side. A moment's concentration heated the thin wall sufficiently that he was able to push his hands through; spreading the metal enough to peek through, ensure the coast was clear, and slip through the newly formed crevasse.

Finding himself in what was probably once the foreman's office Finn dropped to the floor and crawled to the large window on the far wall. Raising up just high enough to peak over the windowsill he looked out into the warehouse and directly into the gleaming black skull of a hound. Before he could react a fist punched through the glass, grabbed Finn, and hurled him into the middle of the warehouse. He slammed into the ground nearby just as Wilder drew his blade.

Staggering to his feet, momentarily winded, Finn quickly rallied. Rage at his own incompetence rising, he erupted into flame. Quickly gauging the clusters of hounds and operatives he sends two sparks towards the largest groups. Into each spark he funneled additional power so that when they reached the groups they exploded outwards in massive bursts of armor melting flame.

Roll
1d12 +2 -4: [1] = 1
1d12 +2 -4: [9] = 9
1d6: [1] = 1

Golden Benny spent
Psionics - 1d12: [8] = 8
Wild Dice - 1d6: [6] = 6
Exploding Wild Dice - 1d6: [6] = 6
Exploding Wild Dice - 1d6: [5] = 5
ISP Spent - 3d6: [1, 2, 2] = 5

Psionics - 8 +2 -4 = 6
Psionic Frenzy - 9 +2 -4 = 7
Wild Die - 17-4 = 13

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Kriza
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Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Kriza »

Sam strolls unhurriedly out of the SUV. "An exit. Right. I can do an exit."

He approaches the hounds and, once one of them charges him, his trademark grin widens and he sidesteps, tripping the foe with its own momentum. "This should prove interesting," he says, falling into a fighting stance.

Fighting 1d8!, Wild 1d6!: [1]+[6!, 3] = 10 +2 for Martial Warrior, -4 for scene = 4 total


Sam bobs and weaves through the crowd of foes, his fists and feet striking anyone who comes near. He escapes mostly unscathed -- it's impossible to enter a melee and come out completely scot free, after all -- but a little winded for his efforts.
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Ndreare »


Sorry, it has been four weeks. I am assuming @Alexis has rolled a normal success and taken Bumps and Bruises.



As @Wilder Elliott and @Finn find them selves trapped in the building they are forced into a retreat. Wilder's sword infused with power doing its best to stay between the enemies and himself, while Finn lets loose with multiple exploding balls of fire.

The pair work well together and Wilder escapes with only minor scrapes and some bruises. When suddenly two angels burst into the room as the combined power of lances of pure white hot light and a glowing white sword slice through the enemies. Strangely the two are in the company of what looks like a horrific demon made of shadow. Somehow fighting with them and helping them destroy the hounds trapping the heroes in the building.
@Seraph is the larger angel, @Sam is the smaller guardian (his player is taking some time off), and @Alexis is the terrifying Shadow Demon.


Once enough of them are slowed the smaller angel steps forward and informs the two that a vehicle waits outside and there is a potential escape.

As the five rush to the vehicle the small Guardian stops running for a moment. "It is time for me to go, you are meant to be together, find the others. They will need your help to save the child." Then turning he lifts his arms and raises a giant wall of light between the Cell members, and building full of hounds.

As the heroes race off in the SUV Alex procured them, they look back to see the hounds fighting their way through the layers barriers far to slowly to ever be able to catch up to the escaping crew. Before the last of the barriers fails a bright flash happens and Sam is seen no more....



INSTRUCTIONS:
It will be a one hour drive to meet up, get to know each other with some casual RP and introductions.
Do not worry about making a giant post, if you want your post can only be a line or two as you RP with each other and say hello.

Finn escaped with no injuries, the rest of the party suffered Bumps and Bruises for 1 fatigue.
  • 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: 09.1 The Needs of a Stranger; Sam, Alexis, and Seraph

Post by Kriza »

After most of an hour passes, a light fills the back of the SUV. It begins as a pinprick, and then a supernova roughly the size of a tennis ball, and then Sam is there.

"So, gents," he asks @Wilder Elliott, @Finn, @Seraph and @Alexis, "what did I miss? We all still seem to be in one piece, don't we? Anyone hurt? I'm good at fixing hurts."

He gives the other men in the car a chance to speak.
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