08 - Krísi, Within The Silver Sheen

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Ndreare
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08 - Krísi, Within The Silver Sheen

Post by Ndreare »

The explanation from Triassa and a little time spent practicing leaves the team soon able to control where they go and even with a little help what they are thinking about.
@Triessa
Alexis wrote:
Fri Oct 02, 2020 9:25 am
"That was, not cool,"Alex comments as he collects his wits. Having a chance to breathe, he takes in the vast astral vista surrounding the group. His inspection is quickly interrupted by Triessa's summary and explanation.

"Is there anything we can do in order to prep ourselves for this domain? Are we totally, instantly, screwed or do we have a chance like with just now?"
The answer you can give him is it really depends on the power of whoever created it. But anyone able to create one in such a dangerous location and of that size will be a virtual god inside with near absolute control of physics, and the powers of visitors within his realm.


As Triessa guides everyone over to the domain, it she ‘knocks’ with what to her it a trivial bump of her will onto the bubble of the domain. The answer is obvious to all as a brief moment later a very old looking oak door forms in from of them floating against the backdrop of the solidified ectoplasm of the astral domain.

As Triessa opens the door, a it leads into a wide parlor, with large corinthian columns to either side. The white marble walkway leading forward to a robed man.

His wise old face smiles at the Cell members as they approach before he speaks. “We receive few visitors anymore. Why do you come to Krísi?”

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: 08 - Krísi, Within The Silver Sheen

Post by Morri »

"We took a wrong turn." Morri answered. "Or even missed a turning."

"Either way, we've ended up here by random chance." Continued Morri. "Krisi the name o' this place?"
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Re: 08 - Krísi, Within The Silver Sheen

Post by Triessa »

Triessa shot Morri a look and moved forward a step, offering a hand to shake.

"Not...completely random, actually. I'm Triessa Elrich. I came from my grandfather's farm which isn't too...far from here? Astrally speaking? I was really hoping you might know something about him or if you'd seen him recently."

For a second emotions started bubbling up again, and she had to swallow. "There's been some trouble on Earth. I just really need to know what happened to him, and my grandma."

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Re: 08 - Krísi, Within The Silver Sheen

Post by Ndreare »

Morri wrote:
Sat Oct 03, 2020 8:21 pm
"We took a wrong turn." Morri answered. "Or even missed a turning."

"This is not the kind of place one normally finds by accident."
Morri wrote:
Sat Oct 03, 2020 8:21 pm
"Either way, we've ended up here by random chance." Continued Morri. "Krisi the name o' this place?"
"No, Krisi is what we offer. This is the place where judgement can be had."

Triessa wrote:
Sun Oct 04, 2020 7:57 am
Triessa shot Morri a look and moved forward a step, offering a hand to shake.

"Not...completely random, actually. I'm Triessa Elrich. I came from my grandfather's farm which isn't too...far from here? Astrally speaking? I was really hoping you might know something about him or if you'd seen him recently."

For a second emotions started bubbling up again, and she had to swallow. "There's been some trouble on Earth. I just really need to know what happened to him, and my grandma."
"Oh, your father?" Somehow missing the generational removal. "Many have come here. Elrich, though that name does not sound like the name of someone who has come seeking krisi. Perhaps if you describe him or if he was known by another name I could ask dikastís my master."

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Gravely
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Re: 08 - Krísi, Within The Silver Sheen

Post by Gravely »

Gravely steps inside the door and then takes a position just to the right of the door. This is not his place and he respects it and is cautious at the same time.

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Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
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Re: 08 - Krísi, Within The Silver Sheen

Post by Seraph »

Seraph is unfamiliar with the astral realm and other planes of existence, but
Common Knowledge 1d6!: [6!, 5] = 11
Wild 1d6!: [1] = 1
If it helps any, Seraph is a Linguist fluent in English, Latin, Mandarin Chinese, Russian, and Spanish
for any recollection of this place or at least the term Krísi. He's not sure what language it might have originated from, but he's familiar with many different cultures and is fluent in several languages. It's quite possible Seraph has ran across a reference to Krísi during his life.

After a moment's reflection, Seraph approaches @Triessa and whispers into her ear, "This man's names for this place and his master are most likely Greek in origin. It's not a language I've spoken much or in a very long time, but it is similar to Latin which I am fluent in. Krísi could mean the place of judgement or possibly judgement itself. As in, entering that realm could be the same as accepting an act of judgement. The meaning of Krísi is very close to something like that. His master is dikastís. That is the word for judge or magistrate. The person who exercises judgement..."

Persuasion 1d8!: [5] = 5 (Add +2 for Very Attractive if being a hot angel dude/nightbane does anything for this guy)
Wild 1d6!: [6!, 1] = 7
Free Charismatic Reroll
Persuasion 2 1d8!: [2] = 2
Wild 2 1d6!: [5] = 5
, "Do you believe It is safe for my allies and I to be here? If we sought Krísi, could we speak with your dikastís about my friend's grandsire?"
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.
  • 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”).
  • Improved Regeneration: Nightbane regenerates quickly in either form and may make a natural Healing roll twice per day (rather than once per day). Whenever the Nightbane gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation that caused the injury. On a success, the injury heals in 3d6 hours. Even on a failure, the character may roll again after 1 week, until the permanent injury is healed.
  • 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.
    • Enhanced Improved Regeneration: In Nightbane form regeneration occurs twice per minute (5 rounds).
    • 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: 4/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Triessa
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Re: 08 - Krísi, Within The Silver Sheen

Post by Triessa »

"Harold," Triessa says on the heels of Seraph quickly. "My grandfather's name is Harold Wiseman. Sorry, my name's Elrich, his is Wiseman. I don't know that he came here, I just...it's the first place I saw when I tried to follow where he might have gone."

She looks uncertainly at Seraph, not liking the 'judgement' thing. "But if you really haven't seen him, or Agatha my grandma, then...we'll leave. We don't want to intrude on anything."
Last edited by Triessa on Mon Oct 12, 2020 8:07 pm, edited 1 time in total.

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Re: 08 - Krísi, Within The Silver Sheen

Post by Ndreare »

The robed man nods. "You have the right of it, but there is no need to whisper while in Krisi. We are aware of all your words. My exposure to this language is new and I am sorry I have not mastered it yet."

Turning to walk away he nods to Triessa as well. "Yes, you can meet the Judge. All who come to Krisi must be Judged before being granted their boon or being sent away."

As he walks away the world itself seems to bend and fold around him, as if the walls predicted where he should go be going. As you follow him he explains the rules. "You may ask one question of the Judge. He will answer your question as best he can. Then he will reward with either boon or bane as you deserve before sending you away. If your question is outside his knowledge then he will answer what he knows, but nothing more. If you ask a multiple part question he will only answer the first part, before sending you away.

"Be thoughtful and know what you will ask." Stopping in front of a giant door, standing nearly 15' tall he turns, "Are you ready to see dikastís?"

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Triessa
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Re: 08 - Krísi, Within The Silver Sheen

Post by Triessa »

Triessa takes a deep breath, then nods.

"Okay. Just one second."

She looks at the others with her and says, "I'm going to try this. I've got no idea what's 'worthy' or not here, but it's worth the risk to me. You guys can stay here if you want. If you come with me, it sounds like as long as you don't ask a question you should be safe. Just be careful of what you say."

Then she goes to the robed man at the door.

"I'm ready."

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Re: 08 - Krísi, Within The Silver Sheen

Post by Ndreare »

Once she announces she is ready Triessa is led into the chamber. The large triangular stone room, the walls are lined with drapery, and encircled by thousands of metallic men, women and children, some monstrous, some soft, of all shapes and sizes. Then in the center of the chamber is a small dais only 6" higher than the rest of the room. Then prominent among the many three females, one preadolescent, one early twenties and one that looks to be in her early fifties walk forward. At the same time three males following the same pattern move forward, finally three monstrous being come forward, one demonic, one angelic, and one strange misanthropes whose body changes constantly.

As she scans the thousands assembled, they seem to expand, as if her mind was trying to capture something, but perhaps millions of people. They cannot be pinned down to a single place and time. Some seem to be rough men or women, without even clothes to cover them, other appear to be dressed in modern clothes while still others seem to be dressed in what looks to be futuristic clothing.

As Triessa steps to the dais the nine who came forward welcome you, their voices coming from not just them, but the thousands around them. "@Names you by your full given name. You came to krisi, you have not sought dikisti, but now you have dikasto. Speak, your question."

As each of you enter, you find yourself waiting and watching you find it undesirable to interrupt and you are indeed unable to say or do anything that would disrupt the person as they are on the dais. This is a moment in time for only them...


Each of you may ask one question, to gain an incite, a blessing or a bane.


Simply step forward and ask your question. You do not sense any hostility or hostile intent from them.

Make a Notice roll success, you see a person you recognize

For Triessa on a raise you will see your Grandfather in the crowd, but not your Grandmother. You intuitively know this is only a reflection of him, a psychic residual left behind.



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July 20, 2020 update
Mission: Up in The Air
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July 20, 2020 update
Mission: Up in The Air
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July 20, 2020 update
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July 20, 2020 update
Mission: Up in The Air
  • +4 Players





Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Triessa
Posts: 142
Joined: Tue Jul 03, 2018 9:09 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Triessa »

Triessa spotted her grandfather in the crowd surrounding the dais just as she was opening her mouth to answer, and nearly called out his name before catching herself. It wasn't him...that was somehow part of this domain, like the grand cathedral itself. Agatha was nowhere to be found either...did that mean she was dead? Or did it mean he was dead? Or...more likely it meant that he'd been here before...but why?

She really wanted to know that, but she also only got to ask one question. What was most important?

"How can I find my grandparents, Harold and Agatha Wiseman?" Triessa asked. That had to come first. Find them, and she could ask all the other questions percolating in her mind.

Rolls
Notice 1d6!!+1: [3]+1 = 4 Wild 1d6!!+1: [1]+1 = 2

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Ndreare
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Re: 08 - Krísi, Within The Silver Sheen

Post by Ndreare »

Triessa wrote:
Tue Oct 13, 2020 8:10 am
Triessa spotted her grandfather in the crowd surrounding the dais just as she was opening her mouth to answer, and nearly called out his name before catching herself. It wasn't him...that was somehow part of this domain, like the grand cathedral itself. Agatha was nowhere to be found either...did that mean she was dead? Or did it mean he was dead? Or...more likely it meant that he'd been here before...but why?

She really wanted to know that, but she also only got to ask one question. What was most important?

"How can I find my grandparents, Harold and Agatha Wiseman?" Triessa asked. That had to come first. Find them, and she could ask all the other questions percolating in her mind.

Rolls
Notice 1d6!!+1: [3]+1 = 4 Wild 1d6!!+1: [1]+1 = 2
Their voice speaks out softly to you. Filling the room, and your mind at the same time. "Your grandparents have fled a battle with the dark. They wait in hiding at a place hidden within the astral at the boarder of the Nigthlands. They recover near the same lands bound to their farm, on the other side. From there they hope not to be seen."

There tone suddenly becomes incoherent to all as words come that only Triessa can understand (sent in PM). Then suddenly Triessa's body stretches and distorts in what looks to be a very painful way as a silvery image of her steps out and her own body stretches towards the ceiling disappearing from sight once it is stretched to thin to be perceived.

The silvery copy of Triessa, moves over and joins the host, as the nine previously separated merge back into the crowd awaiting the next to ask of them.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players





Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Morri
Posts: 53
Joined: Thu Dec 19, 2019 5:14 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Morri »

Notice 7
Notice 1d6!!+2: [4]+2 = 6
Wild 1d6!!+2: [5]+2 = 7
Morri listened as Triessa asked about her grandparents and received an answer, though Morri would be the first to admit that she didn't quite follow what was said. She prepared herself to ask a follow up question, aiming to get a glimpse at the bigger picture, when Triessa abruptly appeared to be stretched to almost nothingness and vanished. Out of pure reflex, Morri blurted out. "Wot the feck just happened?!"

Realizing what she'd done, Morri cursed inwardly that she'd ruined her question and doubted whether she could give it to another member of the team to ask.
Morri
Morrigan 'Morri' O'Malley, Nightbane - Stephen (Stormwell)

Key Edges: Danger Sense, Quick

Wounds: 0/3; Fatigue: 0/3

PPE: 15

User avatar
Ndreare
Savage Siri
Posts: 3977
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 08 - Krísi, Within The Silver Sheen

Post by Ndreare »

As Morri approaches the Dais four misanthropes like the previous one come forward, their physical nature the same, but somehow their power can be felt in gradients that she intuitively interprets as young, old and ancient, as if each where a nightbane like herself. Then three women in elegant diner gowns, like before one prepubescents, one of child bearing age, somehow looking to have never born a child and a last more mature of an age to be a grandmother, woman somehow managing not to look ancient. Their ears have a slight edge to them, their teeth too white, and their faces lacking flaws or any sign of unhealth.. The men then come foreword of likewise demeanor, and design, except that their teeth when they talk having what looks to almost be a predators fangs.
Morri wrote:
Tue Oct 13, 2020 1:07 pm
Morri blurted out. "Wot the feck just happened?!"

Realizing what she'd done, Morri cursed inwardly that she'd ruined her question and doubted whether she could give it to another member of the team to ask.
The younger woman and and man look to be offended, but the smile that comes from the others places her at ease. Then as one they speak, and echoing in your head. "She was judged, and granted her bane as al are who come to kisi. Surely this is not the question you truly wish answered? Would you like to take a moment to better think through your questions?"

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players





Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Morri
Posts: 53
Joined: Thu Dec 19, 2019 5:14 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Morri »

"Erm, yeah, sorry..." Morri replied a little sheepishly. "That was...er...unexpected."

She took a moment to compose herself, muttering. "Just the one question...."

"OK then, probably the best chance o' finding out wot we're going inta here." Added Morri, though mainly for the benefit of the team. "Why were Triessa's grandparents attacked?"
Morri
Morrigan 'Morri' O'Malley, Nightbane - Stephen (Stormwell)

Key Edges: Danger Sense, Quick

Wounds: 0/3; Fatigue: 0/3

PPE: 15

User avatar
Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 08 - Krísi, Within The Silver Sheen

Post by Ndreare »

Morri wrote:
Wed Oct 14, 2020 6:41 am
"Erm, yeah, sorry..." Morri replied a little sheepishly. "That was...er...unexpected."

She took a moment to compose herself, muttering. "Just the one question...."

"OK then, probably the best chance o' finding out wot we're going inta here." Added Morri, though mainly for the benefit of the team. "Why were Triessa's grandparents attacked?"
As before their voice speaks out softly to you. Filling the room, and your mind at the same time. "The Wisemans where attacked because they have been using their resources and contacts as Seekers to fund rebellion against those who serves the Dark. In this they were betrayed in their purpose by one they aided."

Their tone suddenly becomes incoherent to all as words come that only Morri can understand (sent in PM). Then suddenly Morri's body stretches and distorts in what looks to be a very painful way as a silvery image of her steps out and her own body stretches towards the ceiling disappearing from sight once it is stretched too thin to be perceived.

The silvery copy of Morri, moves over and joins the host, as the nine previously separated merge back into the crowd awaiting the next to ask of them.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players





Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Gravely
Posts: 171
Joined: Tue Jul 24, 2018 12:37 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Gravely »

"My cell mates. @Seraph @Sam @Alexis Our journey continues on from here. Questions must be asked. Receive your answers and be judged."

Gravely goes silent and waits for each other member to ask their question and be judged.
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: 15
Joined: Mon Aug 03, 2020 12:17 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Alexis »

Notice 1d8!!: [3] = 3
Wild 1d6!!: [11!!] = 11


"No,"Alex slowly replies, a thoughtful look on his face,"I don't think so."

"We know this an astral domain and the creator is godlike here. I don't know if that's a piece of soul or what, but they're extracting something from those who question. Look around, do you see Triessa's grandmother anywhere? Triessa's answer said They, not He, which means that they were both here but only he asked a question. My hunch is that she saw the extraction and decided not to go through it. Which also means that we can walk out and meet up with Triessa and Morri."

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

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
Sam
Posts: 51
Joined: Mon Jan 14, 2019 6:52 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Sam »

Sam, his voice barely audible, asks the question that keeps him up at night. It's the question that haunts him, the one that he tries so very hard to bury when others are around. "Who was I, before?"
Sam, Guardian
Toughness: 10(2); Parry 7
Notes: Champion, Danger Sense, Supernatural Creature, Habit (Major) Drugs
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=68779#p68779
Resource tracker: https://savagerifts.com/sr/viewtopic.php?p=68781#p68781


User avatar
Gravely
Posts: 171
Joined: Tue Jul 24, 2018 12:37 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Gravely »

Sam wrote:
Sun Oct 18, 2020 9:57 am
Sam, his voice barely audible, asks the question that keeps him up at night. It's the question that haunts him, the one that he tries so very hard to bury when others are around. "Who was I, before?"
Gravely still has to remind himself, that everything is not the way it appears.
Alexis wrote:
Sat Oct 17, 2020 11:39 am
Notice 1d8!!: [3] = 3
Wild 1d6!!: [11!!] = 11

"No,"Alex slowly replies, a thoughtful look on his face,"I don't think so."

"We know this an astral domain and the creator is godlike here. I don't know if that's a piece of soul or what, but they're extracting something from those who question. Look around, do you see Triessa's grandmother anywhere? Triessa's answer said They, not He, which means that they were both here but only he asked a question. My hunch is that she saw the extraction and decided not to go through it. Which also means that we can walk out and meet up with Triessa and Morri."
"We either play by their rules or we gett swept away by them."

"I am quite certain that they could have your life right here, @Alexis."

Looking to @Seraph and @Peter, "We best get on with it. Lets not leave the ladies by themselves for too long."
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
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Re: 08 - Krísi, Within The Silver Sheen

Post by Ndreare »

As Sam approaches the dais nine humans approach, the three men expected, the three women expected, but the third set, stood out to him most of all. A man in a ragged and torn United States Army uniform, his skin loose and eyes shot as his addiction can be seen even in the silvery sheen of his eyes, a second man this one looking strong and professional dressed in what must have been an expensive suit during his day, and the last a much older man maybe in his fifties, his athletic bulk looking like someone who never gave up on self discipline, and wearing the traditional wet works gear preferred when working in the field.
Sam wrote:
Sun Oct 18, 2020 9:57 am
Sam, his voice barely audible, asks the question that keeps him up at night. It's the question that haunts him, the one that he tries so very hard to bury when others are around. "Who was I, before?"
As before their voice speaks out softly to you. Filling the room, and your mind at the same time. "Who you were before has been hidden from us except a name. Your name was Justin Turm."

Their tone suddenly becomes incoherent to all as words come that only Morri can understand (sent in PM). Then suddenly Sam's body stretches and distorts in what looks to be a very painful way as a silvery image escapes him. However unlike when the ladies went the image that comes from Sam is not of Sam. Instead it is the image of an athletic human in his late twenties, dressed in para-military attire not unlike that worn by the more well funded members of the resistance, or secret government agents.

The silvery man moves over and joins the host, as the nine previously separated merge back into the crowd awaiting the next to ask of them.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players





Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
and by all that is holy please !!!
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
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
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

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Gravely
Posts: 171
Joined: Tue Jul 24, 2018 12:37 pm

Re: 08 - Krísi, Within The Silver Sheen

Post by Gravely »

Ndreare wrote:
Wed Oct 21, 2020 8:32 am
As Sam approaches the dais nine humans approach, the three men expected, the three women expected, but the third set, stood out to him most of all. A man in a ragged and torn United States Army uniform, his skin loose and eyes shot as his addiction can be seen even in the silvery sheen of his eyes, a second man this one looking strong and professional dressed in what must have been an expensive suit during his day, and the last a much older man maybe in his fifties, his athletic bulk looking like someone who never gave up on self discipline, and wearing the traditional wet works gear preferred when working in the field.
Sam wrote:
Sun Oct 18, 2020 9:57 am
Sam, his voice barely audible, asks the question that keeps him up at night. It's the question that haunts him, the one that he tries so very hard to bury when others are around. "Who was I, before?"
As before their voice speaks out softly to you. Filling the room, and your mind at the same time. "Who you were before has been hidden from us except a name. Your name was Justin Turm."

Their tone suddenly becomes incoherent to all as words come that only Morri can understand (sent in PM). Then suddenly Sam's body stretches and distorts in what looks to be a very painful way as a silvery image escapes him. However unlike when the ladies went the image that comes from Sam is not of Sam. Instead it is the image of an athletic human in his late twenties, dressed in para-military attire not unlike that worn by the more well funded members of the resistance, or secret government agents.

The silvery man moves over and joins the host, as the nine previously separated merge back into the crowd awaiting the next to ask of them.
The whereabouts of his brother, a few years younger, had always been a concern. His concerns had only escalated over the last five years and with every mission with the resistance.

Rhonda would certainly like to know. Daron had never known the man Justin, who now stood beside the host.

Rhonda had been Frank Turm's girlfriend for years. When he had left for college and then the academy, she realized that a quiet homelike was not going to happen. She agreed to marry Justin more from spite than love. Frank had been at the wedding.

Justin had a good case of hero worship and after marrying Rhonda, joined the military, following in Frank's footsteps. Rhonda was shocked and dealt with it by moving near to her mother-in-law, Helga Turm.

A few years into his service and Justin was reported KIA. The casket at his funeral was empty as were the other fifteen caskets at the National Cemetery in Arlington. No one else discussed the fact that an entire team was KIA with no recovered bodies. That was the tipping point that began Gravely's move towards the resistance.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

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