The Skagit Valley, an average and unremarkable valley for centuries and home to thousands. With the coming of the rifts the valley was made void, the people of the valley as they looked about found themselves standing in a desolate waste barren of the trees and animals that filled the valley for eons before. The valley was unable to sustain life and forced those who survived the rifts to move away and seek area that could provide more shelter. Attempts to build in the valley would find the buildings fading and becoming undone as some anomaly scrubbed the valley.
But like all things, change was inevitable, three years ago the valley went over night from void, to teaming with life, but surrounded by a field that looked like a ley line. Those trying to enter the valley found it impossible. Any thing that tried to entered the field would simply come out at another point along the line. Even attempts to blow the field apart with a powerful TW multiphase plasma missile found all of the energy redirected back out from the field.
However their have been some strange exceptions, for reasons unknown to the observers on the outside. Two of the researchers working on the project while approaching the wall to take some readings where observed as the field shifted, as if reaching out grabbing the researchers and pulling them into the field never to be seen again.
From within the valley the story was a different story. About 24 years ago the first arrivals begin showing up in the valley. The dense valley seemed empty, lacking most of the structures built by people over the previous centuries before its disappearance. While no one is exactly sure what caused to to happen as the first group of people arrived. A transit bus with seventeen people on it. The confusion from the immediate crash that ensured as the group went from traveling on a road in 1997 to suddenly being in a marshy field.
The struggle as the people began having to figure out how to survive in the the new environment was dramatic. Those who arrived found the valley appeared to have no other sentient life in it. Even the insects and animals seemed to be limited to those of lower intelligence as it was observed crows, domesticated swine and canines where not present. But humans are resilient and they immediately began working on recreating society, building shelters, creating social organizations and trying to control the world around them.
Over the years new life continued arriving, what seemed to be an average of 20 to 30 people a month would arrive as they where pulled in from across time. Some coming from what is estimated to be the early 1900's others coming from as late as the the 1990's. Those that are able to live long enough to find others soon rejoin and begin their new life, while others are killed by the wilderness and the lack of skills needed to make it to safety.
Those who make it to the wall, find a giant blue ley line like wall of energy that cannot be seen through. Anyone who steps into the energy wall finds themselves walking through what feels like a few dozen meters of fog or mist before stepping out of the field some distance away. The nature of the barrier seems to show some intelligence as the apparently random distance adjusts to keep the people close to the earth even when the elevation of the terrain changes returners come out walking at ground level.
Within a few years some people began realizing they could feel energy from the barrier as psionic and arcane talents began to develop. The people of the valley began adapting to this new world adding the new arcane talents to the skills of mankind to build and progress. But with resources so scarce and the only metals and technological artifact available being those that came through with new comers, division over resources was inevitable. Battles between settlements for those resources soon began to endanger the long term potential of the valley's inhabitance. An organization was formed, teams of people from each settlements to encourage trade, eliminate banditry and ensure resources are traded in non-violent ways.
With less than 10,000 people in the valley it is one where families know each other, new arrivals must find a place to fit in and get along or move out and become hermits. However again something changed...
Three years ago in late spring around what is believed to be May of year 21 the demons arrived. The first demons killed mercilessly completely wiping out three settlements before being destroyed. This change forced the settlements to combine even more, as new people, monsters, and others began to arrive. Some people claiming the year was actually unknown, but closer to 2500, others with technology so advanced it may as well be the magic wielded by the new sorcerers who drew power from the barrier. The technology was amazing, but the could not last, within weeks the advanced technology would be destroyed from the temporal storms that racked the area within the valley.
The largest settlement within the valley is the city of Burlington, located where old Burlington once stood it has a population of over 4,000 people making it nearly 40% of the entire county in one location. Most of the city is cement buildings designed with consideration of the storms and protecting the people. However like all cities in growth those buildings on the outer limits are made simply of wood and easier materials.
THE STRUGGLE SHARED MAP
WORK IN PROGRESS AND EDITING STILL NEEDED
POST IN THIS THREAD WILL BE DELETED
Skagit Valley - Background & References
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Skagit Valley - Background & References
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Skagit Valley - Background (Work in Progress)
Geography of The Valley and Horror Factor:
The Barrier: The barrier radiates a tremendous amount of power, and is treated as a ley line, the power is focused at the Eastern edge of the barrier where Rock Port previously was at the junction of Sauk and Skagit river. This area is infested by a large gargoyle nest and generally considered unapproachable.
- Near the delta: +0
- Lower valley, within 2 miles of river or delta: -2
- Upper valley, 2-5 miles from river or delta: -4
- More than five miles from river or delta: -6
- Summer: +2
- Spring and Autumn: +0
- Winter: -2
The Barrier: The barrier radiates a tremendous amount of power, and is treated as a ley line, the power is focused at the Eastern edge of the barrier where Rock Port previously was at the junction of Sauk and Skagit river. This area is infested by a large gargoyle nest and generally considered unapproachable.
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Skagit Valley - Background (Work in Progress)
Mayor Alister MacPherson
Mayor MacPherson is a human who has lived in Skagit Valley for decades since his childhood. He returned with one of the first waves of survivors and was able to move forward and help get people organized quickly. His natural charisma, leader skills, and true care for the people has earned him a place at the forefront of the community.
Alister is a mystic who has developed powerful talents and gained the ability to commune with the spirits of the Valley. The spirits of the valley have taken to warning Alister of potential ley line storms hours before they happen, allowing him to provide advanced warning that can be broadcast over the radio to the other communities. When in danger or times of need those same spirits sometimes manifest when called by Alister to defend the cities from the demons and abominations that threaten the lives of the residents.
The loss of his leg has caused Alister to give up traveling with the Patrols and forced him to take on a more responsible role. However, it has not lessened his desire to serve the community.
Mayor MacPherson is a human who has lived in Skagit Valley for decades since his childhood. He returned with one of the first waves of survivors and was able to move forward and help get people organized quickly. His natural charisma, leader skills, and true care for the people has earned him a place at the forefront of the community.
Alister is a mystic who has developed powerful talents and gained the ability to commune with the spirits of the Valley. The spirits of the valley have taken to warning Alister of potential ley line storms hours before they happen, allowing him to provide advanced warning that can be broadcast over the radio to the other communities. When in danger or times of need those same spirits sometimes manifest when called by Alister to defend the cities from the demons and abominations that threaten the lives of the residents.
The loss of his leg has caused Alister to give up traveling with the Patrols and forced him to take on a more responsible role. However, it has not lessened his desire to serve the community.
Alister MacPherson Mechanics
Attributes: Agility d6-1, Smarts d8, Spirit d10, Strength d6-1, Vigor d8-1
Skills: Academics d10+2, Athletics d6, Battle d6, Common Knowledge d6, Faith d10, Fighting d6, Healing d8, Notice d8, Occult d8+2, Psionics d10, Shooting d6, Stealth d6, Survival d6
Pace: 4; Parry: 5; Toughness: 11 (4)
Hindrances: Code of Honor, Elderly, Loyal, One Leg, Vow
Edges: Alertness, Arcane Background (Miracles), Arcane Background (Psionics), Danger Sense, Elementalist, Healer, Major Psionic, Master of Magic, Power Points, Rapid Recharge (Exceptional), Scholar (Academics), Scholar (Occult), Sixth Sense
Powers (Miracles): Arcane protection, blast, bolt, boost/lower Trait, dispel, divination, entangle, healing, light/darkness, resurrection, smite, sound/silence, summon ally. PPE: 20
Powers (Psionics): Empathy, mind link, mind reading, object reading, relief. ISP: 30
Gear: Adventure Survival Light Armor (+4 Armor, +1 Toughness, +2 vs all Hazards), Laser Pistol (Range 12/24/48, Damage 3d6, RoF 1, AP 2), silver dagger (Str+d4).
Special Abilities:
Cosmic Confluence: Exchange ISP for PPE, and vice-versa, at a 1-for-1 rate.
Expanded Awareness: Mystics detect arcana as an Innate Ability. With a Notice roll they sense supernatural beings.
Mystic Awareness: +2 to sense supernaturally evil energies and beings.
Spiritual Channel: Mystics can use divination for no ISP/PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue.
Skills: Academics d10+2, Athletics d6, Battle d6, Common Knowledge d6, Faith d10, Fighting d6, Healing d8, Notice d8, Occult d8+2, Psionics d10, Shooting d6, Stealth d6, Survival d6
Pace: 4; Parry: 5; Toughness: 11 (4)
Hindrances: Code of Honor, Elderly, Loyal, One Leg, Vow
Edges: Alertness, Arcane Background (Miracles), Arcane Background (Psionics), Danger Sense, Elementalist, Healer, Major Psionic, Master of Magic, Power Points, Rapid Recharge (Exceptional), Scholar (Academics), Scholar (Occult), Sixth Sense
Powers (Miracles): Arcane protection, blast, bolt, boost/lower Trait, dispel, divination, entangle, healing, light/darkness, resurrection, smite, sound/silence, summon ally. PPE: 20
Powers (Psionics): Empathy, mind link, mind reading, object reading, relief. ISP: 30
Gear: Adventure Survival Light Armor (+4 Armor, +1 Toughness, +2 vs all Hazards), Laser Pistol (Range 12/24/48, Damage 3d6, RoF 1, AP 2), silver dagger (Str+d4).
Special Abilities:
Cosmic Confluence: Exchange ISP for PPE, and vice-versa, at a 1-for-1 rate.
Expanded Awareness: Mystics detect arcana as an Innate Ability. With a Notice roll they sense supernatural beings.
Mystic Awareness: +2 to sense supernaturally evil energies and beings.
Spiritual Channel: Mystics can use divination for no ISP/PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Skagit Valley - Background & References
Rescued from Flight 217.
See the following location for passenger/crew list. These characters can be added to interludes and posts. If you tell the GM he will award up to 1 benny per session for including them as we develop personalities for them.
viewtopic.php?f=377&t=6792
See the following location for passenger/crew list. These characters can be added to interludes and posts. If you tell the GM he will award up to 1 benny per session for including them as we develop personalities for them.
viewtopic.php?f=377&t=6792
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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