04 Wenatchee Night Lands

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Raphael
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Re: 04 Wenatchee Night Lands

Post by Raphael »

Raphael carefully assesses his teammates, attempting to discern whether any of them need healing. When he's satisfied that they all seem healthy enough to move along, he follows BIOden without a word.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

As the team approaches the door they believe Mary is behind there are no signs of alarm or even the abnormal. Other than the weeping and moans coming from the prisoners through the still open basement door there are no sounds to hear or odors to smell coming from the door or whoever is on the other side.
  • 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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Clayton Hodge
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Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Clayton reaches up to tip his hat, forgetting he's currently a snake, then drops his hand and tells Tania, "Howdy there. Ah'm Clayton. Thiss one goes by Ssignal. We're here to resscue one of our own, but you're welcome to come with uss."

The grifter leads Signal up and towards where Mary should be when they meet up with the others.

"Y'all wouldn't believe how downright nassty it got down there, and ah ain't talkin 'bout tha ssewer. Ah reckon we oughta retrieve Mary and get out while the gettin' iss good. Sshe sshould be jusst ahead," Clayton says with a nod of his head towards the door.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
Edit Signature
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa goes to the door, then pauses on the macabre soundtrack. With a glance at the others she says, "Alright, be ready. No telling if there's trouble waiting inside, but it doesn't exactly sound encouraging."

When the team looked prepared, she pushed the door to the 'prison' open...
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Tania
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania nods in grim agreement, "I am Tania, and I have to agree Clayton, this place is nasty. I am not sure why they let us go, but it can not be any good reason. Let us find your Mary and get gone while we can."

If they have been torturing Mary they way they did her, than she might not be in very good condition by now.
OOC Comments
Perception[dice:3hd5oih6]46763:0[/dice:3hd5oih6] Wild Perception[dice:3hd5oih6]46763:1[/dice:3hd5oih6]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Signal
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Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 11, Smarts to Listen In On Any Encrypted Signal 4
Notice [dice:1i56ynb1]46764:0[/dice:1i56ynb1] + [dice:1i56ynb1]46764:4[/dice:1i56ynb1]
[dice:1i56ynb1]46764:1[/dice:1i56ynb1] + [dice:1i56ynb1]46764:5[/dice:1i56ynb1]

Smarts for any encrypted signals [dice:1i56ynb1]46764:2[/dice:1i56ynb1]
Wild [dice:1i56ynb1]46764:3[/dice:1i56ynb1]
Signal emerges from the basement with Clayton and Tania and gives the rest of the team a nod. ”We ran into some trouble going in the back way. How’d you guys manage?” Oh, this is Tania, by the way. She looks creepy as all get out, but we found her down in a torture cell and she helped us fight a sentient bug swarm. That’s a real thing.”

Once they reach the door, he reaches out with his senses for any trace of electronics, either on the door or behind it. He also listens in on any radio or other chatter he can pick up (even if it’s encrypted) and feels around with his mind for any outlets, power or other lines he can jump into.

Before they move on, he shrinks himself down to present a smaller target, just in case.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

As the door opens Mary can be seen strapped to the wall with chains that appear to be made of pure Talent. It is obvious from the look of the room that she was not alone as in two other locations corpses of young women of like build can be found likewise bound to the walls.

Strangely there are no implements of torture in the room, only smooth stone walls and smooth stone furniture. All three women look to have no injuries, yet somehow two of them have died already and Mary looks like she will join them soon.

Instructions
Breaking the Bonds will require a Dispel versus Talents (-2 if using magic or Psionic) or inflicting 10 damage. ATTACKS AGAINST THE BONDS CANNOT ACE AND CANNOT SCORE A RAISE

Mary cannot be raised by any means until returned to the World That Is.

Getting out of here should not be too hard, but as you discuss and flee include that you are all 100% certain you are being watched, but unable to see it or prove it.

Be sure and role play with each other, with Tania, with amount of trust shown her and each other until you figure things out.
  • 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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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa glances at Tania and for a moment purses her lips. It wasn't impossible that she was a plant. It'd take time and observation to confirm though. For the moment...

"Tania huh? Alright unless you know how to undo these chain things you may want to stand back a little."

She held up her left hand and snapped her fingers sharply. "Disperdorius." There was a subtle flash of pale lavender that radiated out from her hand in a rapidly expanding circle.

The chains crackled with dark energy, writhing as if alive...and then shattered with a sound like muffled breaking glass. Despite Triessa's warning, there was no shrapnel or other dangerous explosion. Each link broke apart, and they dissolved into black smoke and dissipated before even hitting the floor.

The sorceress nodded with some satisfaction, then looked around.

"Don't think I don't know you're watching," she muttered irritably.

Dispel
[dice:4dtb8353]46800:0[/dice:4dtb8353] or [dice:4dtb8353]46800:1[/dice:4dtb8353]
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Tania
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania stands out of the way and lets the wiz do her thing. The Chains are broken or banished or whatever with minimal fuss. The question is, what next? Tania will have to let the others take the lead, as she does not know he way around here (actually, she is not 100% clear on where here is even).
OOC Comments
Notice [dice:1qm6gfch]47035:0[/dice:1qm6gfch], Wild Notice [dice:1qm6gfch]47035:1[/dice:1qm6gfch]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Raphael
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Re: 04 Wenatchee Night Lands

Post by Raphael »

Raphael swiftly walks toward Mary, looking to see if he can do anything as far as healing goes.
Notice 6 to spot any wounds
Notice [dice:38ozv2sr]47036:0[/dice:38ozv2sr]
Wild DIe [dice:38ozv2sr]47036:1[/dice:38ozv2sr]
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Tania
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania looks over at "Raph" with a slight snarl on her Hyena-like features. What is that? It is not a Nightbane, she can tell that much.

Her ears perk up at the mention that Raph is a healer, that could be a useful. Granted she heals pretty fast, but faster healing is never something to complain about.

She comments, "I am pretty strong, I could help carry."

It is a bit grudging, she does not want to be tied down again after being tied up all day. If they ask her to help carry, she is going to make sure her back is being guarded, though it may upset someone.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Raphael
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Re: 04 Wenatchee Night Lands

Post by Raphael »

BIODen walks over and scoops Mary up, being careful not to slash her with his razor sharp talons. "I got this." he says in a scratchy voice.
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Clayton Hodge
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Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Triessa wrote: Mon Dec 10, 2018 11:37 am She held up her left hand and snapped her fingers sharply. "Disperdorius." There was a subtle flash of pale lavender that radiated out from her hand in a rapidly expanding circle.

The chains crackled with dark energy, writhing as if alive...and then shattered with a sound like muffled breaking glass. Despite Triessa's warning, there was no shrapnel or other dangerous explosion. Each link broke apart, and they dissolved into black smoke and dissipated before even hitting the floor.

The sorceress nodded with some satisfaction, then looked around.

"Don't think I don't know you're watching," she muttered irritably.

Dispel
[dice:3p11bsau]46800:0[/dice:3p11bsau] or [dice:3p11bsau]46800:1[/dice:3p11bsau]
"Very nice, li'l lady. For a minute there, Ah wass worried Ah might have to try mah hand at chewing through thosse chainss," Clayton compliments Triessa.

Clayton looks between Gravely, Triessa, and Ralph before asking, "What now? Ah reckon we oughta get outta dodge, an' quick like. Ah'm a duck outta water here, sso ssomeone elsse needss to come up with something."
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
Edit Signature
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Signal
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Re: 04 Wenatchee Night Lands

Post by Signal »

Clayton Hodge wrote: Sun Dec 16, 2018 9:43 pm
Clayton looks between Gravely, Triessa, and Ralph before asking, "What now? Ah reckon we oughta get outta dodge, an' quick like. Ah'm a duck outta water here, sso ssomeone elsse needss to come up with something."
"Let's just get to a mirror, and be out of here already." Signal glances around, looking for the source of the itch behind his shoulder blades.

Everything about this place sucks, he thinks, not for the first time.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

"If we go through a mirror here, we'll wind up back at wherever this place is on Earth," Triessa reminds Signal tiredly. "Which is probably not much better than here. Grab Mary...we'll head back out the way we came in and get some distance. If we can't find another way out..."

She grimaces.

"There may be something I can do."
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Signal
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Re: 04 Wenatchee Night Lands

Post by Signal »

Triessa wrote: Mon Dec 17, 2018 10:49 am "If we go through a mirror here, we'll wind up back at wherever this place is on Earth," Triessa reminds Signal tiredly. "Which is probably not much better than here. Grab Mary...we'll head back out the way we came in and get some distance. If we can't find another way out..."

She grimaces.

"There may be something I can do."
Signal lets out a sigh. To himself, he mutters, "at least there'd be electricity on the other side." The eye holes and designs on his mask somehow manage to convey expression, and it is clear that Signal is more comfortable in the modern world than the magical one.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

As the Cell heads for the exit they stop occasionally to scout for and sense danger, but no threats are seen. Getting to the exit they see only the corpses of the hounds they killed. The whole thing feels odd, they are easily able to avoid hounds as they make their way to the limits of the city and find an apparently safe hiding place at the edges of the city.

The whole time they still feel they are being watched. The sensation enough to steal the sense of victory from them as they make their way through the town. During the journey Mary stirs a few times but does not wake, simply too exhausted from whatever ordeal she went through. Her some human form at incredible risk in this environment.

Once free of the dangers of the city you believe this may be a safe place to cross...
  • 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
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 5
Notice [dice:22263dh9]47095:0[/dice:22263dh9]
Wild [dice:22263dh9]47095:1[/dice:22263dh9]
”So, we’re obviously being followed, right? You can all feel that? Can whatever that is follow us to the other side?”

Signal looks to @Triessa for the answer.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Tania
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Re: 04 Wenatchee Night Lands

Post by Tania »

Actually, Tania is pretty new at all this. Sure she knows how to change forms and a lot of what she can do, including her talents, but she is pretty ignorant about Nightbane in general. (I am not even sure she actually knows about Mirrorwalking IC.)

Because of her general state of ignorance, she obviously can not answer the question of others following. The idea of possibly being caught again makes her nervous.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 04 Wenatchee Night Lands

Post by Mel Richter »

"It depends," Triessa says shortly. "But it may not be someone following. Scrying or remote vision can feel creepy like that too. Truth is, I don't care. I'd rather face this on our side of the mirror regardless. They're holding too many cards here."

She scrubs her face with her fingers.

"Alright, lets see how this works."

Triessa takes her glasses off and passes her hand over them, murmuring, "Inveniet verum..." Then she set them back on her nose and peered around.

Detect Arcana: 10, 1 benny spent
I'll include an extra -2, assuming this is not a magic effect. Spellcasting [dice:hcy4l0we]47100:0[/dice:hcy4l0we] or [dice:hcy4l0we]47100:1[/dice:hcy4l0we] Hee hee, not a crit! I can benny that!
[dice:hcy4l0we]47100:2[/dice:hcy4l0we] or [dice:hcy4l0we]47100:3[/dice:hcy4l0we]
Ace [dice:hcy4l0we]47100:4[/dice:hcy4l0we]
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

After adjusting her eyes and casting her spell Triessa scans her view around and up. But it is as her vision turns down towards the ground that she realizes what is happening. Something, an awareness of sorts is watching you through the earth scattered about on the ground like leaves. Once it is aware of you perceiving it the awareness burrows down into the ground and you can see it scattering in all directions. While gone for now, Triessa ha no way of knowing if it will stay gone or what its motivation was.
  • 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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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

"Jesus Christ," Triessa breathed, startled in spite of herself. She wasn't sure what she'd been expecting, but it wasn't that. What was that? A diffuse kind of awareness, like a genuis loci or something. In other words, nothing anyone sane would want to mess with.

"Okay, new plan. We're getting out now. Fuck this noise. Come on."

She looked around, focusing on the mundane world this time...as if anything in the Nightlands could be considered mundane. Between a pair of buildings there was an alleyway she thought would be serviceable. With a wave of an arm for the others to follow, Triessa went to the alley.

"Alright, you, with Mary..." she pointed at the spikiest Nightbane of them all and waved him over in front of her. Then she paused and thought about it. "Actually, no. You go second. Someone else needs to go first and make sure the coast is clear."

"Any volunteers?"
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Tania
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania says, "I can take the lead, just a moment though..."

She invokes her second talent, summoning a Guardian to watch her back. Bones seem to fly in from all around (whether or not any are nearby) and assemble themselves into a skeleton, then into bone armor and weapons on the skeleton.

The Skeleton speaks in a breathless hiss, "Mistress..."

Tania orders, "Guard me from harm."

She then takes the lead and keeps alert.
OOC Comments
Spirit [dice:17kxak55]47162:0[/dice:17kxak55], Wild Spirit [dice:17kxak55]47162:1[/dice:17kxak55]
Notice [dice:17kxak55]47162:2[/dice:17kxak55], Wild Notice [dice:17kxak55]47162:3[/dice:17kxak55]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

Within seconds of the Skeletal warrior being summoned the feeling of being watched returns.
  • 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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Tania
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania gets instructions on how to go through the mirror from one of the others. Keep a hold on what you want to bring with you, look into the mirror deeply and let your power flow into it, it should become like a curtain of liquid silver that she can just step through to come out on the other side, if there is one.

She tries to follow the instructions, grasping hold of her Guardian;s off hand (leaving his weapon hand free...
OOC Comments
Spirit [dice:1s34zmns]47237:0[/dice:1s34zmns], Wild Spirit [dice:1s34zmns]47237:1[/dice:1s34zmns]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Ndreare
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

The effort to cross over fails leaving Tania mentally exhausted. It was like their was nothing in the mirror at all. She not only did not flow through it, but she felt no pull or connection at all.
  • 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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Signal
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Re: 04 Wenatchee Night Lands

Post by Signal »

RFT wrote: Sat Dec 22, 2018 11:56 am The effort to cross over fails leaving Tania mentally exhausted. It was like their was nothing in the mirror at all. She not only did not flow through it, but she felt no pull or connection at all.
Observing Tania’s state after making the attempt to cross over, Signal says, ”Well, that looks like no fun.”

Looking at Triessa, ”I think that means we’re following your lead again.”
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Re: 04 Wenatchee Night Lands

Post by Raphael »

Raphael looks to Treissa. "I will volunteer to go first."
Raphael, Guardian http://savagerifts.com/sr/viewtopic.php?f=166&t=2711
Pace: 6; Parry: 5 Toughness: 5
Combat-Relevant Edges & Abilities:
Champion, Danger Sense
Bennies: 4/3; Golden Benny: 1/1 Blue/Rambo Benny 1/1
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Signal
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Re: 04 Wenatchee Night Lands

Post by Signal »

Notice 6
Notice [dice:33v36fjo]47318:0[/dice:33v36fjo]
Wild [dice:33v36fjo]47318:1[/dice:33v36fjo]
Signal looks around for a mirror, or anything reflective.

Whether or not he finds a mirror, he does see an odd looking old knife half buried in the ground, and slips over to retrieve it.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Catie
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Re: 04 Wenatchee Night Lands

Post by Catie »

Notice 15
Notice[dice:lvg4khrd]47320:0[/dice:lvg4khrd]
Ace[dice:lvg4khrd]47320:2[/dice:lvg4khrd]
Wild[dice:lvg4khrd]47320:1[/dice:lvg4khrd]
Catie looks around too and, like Signal, finds goodies. She comes across a pair of knuckle dusters that she gleefully steals. Is it really stealing if it’s from crappy people? I don’t think so. Besides, they’ve tried to take my life dozens of times and whatever these are worth, that makes it a more than even trade. Yeah, it all checks out.
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

Triessa nods at Raphael and says, "Okay. Hold still, and when you feel a...pull, I guess...just let it happen. Be ready, just in case we haven't gone far enough. I'll send more through after you, so hold out."

She glanced at the others, rooting around in the drab alley for castoffs, and nods.

Holding out her right hand, draped in the silver and gemstone links of her handflower bracelet, Triessa drew a circle in the air and said, "Speculum aperire."

For a moment, nothing seemed to happen.

Then there was a high pitched squeaking sound, like dry ice being pressed against cold metal. A silvery disc manifested in midair behind Raphael, rippling like water as it cascaded down and formed. When it's surface calmed, it was a perfectly reflective mirror.

Abruptly, with a sound like a large glass pane shattering, that shining silver mirror broke. The pieces shivered to tiny droplets and vanished, and sunlight flooded in through the circular hole in the air. Sunlight, the sound of cars, the constant murmur of a city in motion. Through that hole was Earth.

With a sudden inrush of air, Raphael was drawn backwards through that disc, and the instant he was through the whole thing collapsed in itself with a hollow WHUMP.

Triessa watched, her eyes wide with something like surprise, then looked at her hand. "That...went better than I thought it would. I think I could try more than one at a time."

Casting Nightlands Portal 8
Spellcasting (single target) [dice:3uu87cj5]47334:0[/dice:3uu87cj5] or [dice:3uu87cj5]47334:1[/dice:3uu87cj5]
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Gravely
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Re: 04 Wenatchee Night Lands

Post by Gravely »

Gravely has been a mix of of overwhelmed emotions and confusion. Call it his investigative senses but he is unnerved and becomes solely focused on observing everything in his surroundings

He says little as he follows and continues to observe. Clearly deep in thought and very concerned he holds his M$ at the ready and attempts pin point threats unseen.

Notice 5 _
  • Notice [dice:33z5u7ky]47335:0[/dice:33z5u7ky]
  • Wild [dice:33z5u7ky]47335:1[/dice:33z5u7ky]
Gravely watches the area behind Triessa sweeping the the area with his weapon.

"Triessa, I hope whatever you are doing is working and that you will take the time later to explain it to me. Having two of us that can replicate escapes will certainly be better for everyone."
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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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

"Yeah, well, if it's not working, I just sent 'angelboi' into some timeless void from which he'll never escape," Triessa sighs, then brushes her bangs out of her eyes. "So I hope it's working too."

"Alright, who's next? Lets do pairs this time."
Last edited by Mel Richter on Wed Dec 26, 2018 4:47 pm, edited 1 time in total.
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Tania
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Re: 04 Wenatchee Night Lands

Post by Tania »

Tania sighs, "I suppose, since I failed at using the mirror, I will have to have you send me and my Guardian."

She can not be sure, but she thinks she might have mentally bruised or strained something trying. She would rather not try it herself just now.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Mel Richter
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Re: 04 Wenatchee Night Lands

Post by Mel Richter »

"All right, time is short, lets do threes," Triessa decides. "Tania, Clayton and Signal. Step on up, get your 'I'm a totally normal mortal' faces on..."

She wove her spell again. The resulting floating 'mirror' was much larger this time, enough so to engulf all three of them, even if creating it left Triessa noticeably winded for a moment.

"Ugh, okay. Uh, Gravely, Bioden...you bring Mary too."


Again she worked her spell, weaving the mirror portal, then smashing it to draw the three into Earth.

Now with her forehead beaded with sweat, Triessa took hold of Tania's 'guardian' or whatever it was and looked up at it.

"You play nice, or I'll hand you back to the new girl in chunks, understand?" With a sigh she then muttered, "One more hill, Triessa...one more hill..."

The spell was cast one final time.

Once again, Triessa felt an unexpected barrier between worlds...a kind of resistance that she had to push past. For a moment she wasn't sure she could do it...she could feel her concentrating starting to waver, her will faltering... As usual, in that kind of situation, it was stubbornness and anger that saved her. Punching through the dimensional barrier was tiring as hell, but she was NOT going to let some stupid interference stop her NOW!

She climbed that hill...and emerged into the now-quite-crowded alley with everyone else, arm on the guardian's like it was escorting her to the goddamn prom.

The air on Earth was the crisp cool of gathering twilight, with the sun bunched orange and red on a horizon obscured by the houses across the street.

"Tania, loose the giant...thing here and Bio, gonna need you to go human,"
Triessa said, looking around. "Wrong side of Neverland for that."

"We'd better get moving. Whatever was watching us will know where we punched through, and if they have Earthside assets, they're already on the way here."

She ducked out of the alley and started heading down the street, trusting the others to follow.
Nightlands Portal Spells: 7, 4 and 9 after penalties
Didn't factor in a mystery -2, cuz I learned about it after I rolled: adjusted totals in the OOC title though...
Spellcasting for first bunch (-4 casting penalty) [dice:1g1ilzxg]47478:0[/dice:1g1ilzxg] or [dice:1g1ilzxg]47478:1[/dice:1g1ilzxg]
Spellcasting for second bunch [dice:1g1ilzxg]47478:2[/dice:1g1ilzxg] or [dice:1g1ilzxg]47478:3[/dice:1g1ilzxg]
And last time [dice:1g1ilzxg]47478:4[/dice:1g1ilzxg] or [dice:1g1ilzxg]47478:5[/dice:1g1ilzxg]
Benny last roll! [dice:1g1ilzxg]47478:6[/dice:1g1ilzxg] or [dice:1g1ilzxg]47478:7[/dice:1g1ilzxg]
Ace because why not? [dice:1g1ilzxg]47478:8[/dice:1g1ilzxg]
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Re: 04 Wenatchee Night Lands

Post by Ndreare »

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: 04 Wenatchee Night Lands

Post by Gravely »

Gravely stepped through and quickly got his bearings. Mostly using local landmarks and features to determine where the cell had stepped through.

Keeping the cell to the alley while they switched or maintained human forms and he was able to ferret out some information from the locals were his primary concerns.

He was rather amazed at how quickly the reality seemed to snap back into place once they touched feet on solid ground.
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
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: 04 Wenatchee Night Lands

Post by Tania »

Tania reluctantly agrees to shift back to human form before stepping through. She wonders what will happen to her bone guardian if she steps through without him. She decides it is worth finding out.

Of course, there is the problem of her clothing. She does not really have any.

"Ummm, guys, right now I am kind of naked under my fur. Does someone have something I can wear," Tania inquires?
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Clayton Hodge
Diamond Patron
Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: 04 Wenatchee Night Lands

Post by Clayton Hodge »

Clayton shifts back into his human form. He body grows slightly taller and his usual rugged self begins to reappear. His face rearranges, shrinking down and his arms and hands shorten down to a more human sized length. Finally, his tail shortens and splits into two legs.

He smiles at Tania and says, "Well, Ah reckon we cain't have the li'l lady exposin' herself to the world."

Clayton nods his head backwards at Triessa and says, "Especially when we got us a genyoowine private investigator peepin' around. Let's keep ya decent."

The old grifter takes off his long leather duster, wrapping it around her, and says, "Ah'd greatly appreciate it if ya didn't make a mess out ah this old thang. We go back quite a ways. Hell, it's probably older than your grandpappy."

He winks at Tania then turns to face Triessa, "Ah'm ready and willin'."

On the otherside, Clayton lets out a massive sigh of relief. The tension melts out of his body, and he feels relatively safe for the first time since they left to make a supply run.

"We're out ah tha fryin' pan, but lets stay out ah the fire, ya hear? Don't get sloppy just 'cuz we're back home," he cautions.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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User avatar
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: 04 Wenatchee Night Lands

Post by Tania »

Tania responds, "Thank you." She dons the duster, which at least covers her enough to be decent, then steps through the portal once it is open.

Without her here to animate it, the Bone Guardian collapses into a pile of bones, which would likely be difficult to carry across as the bones, without the animating magic, do not cling together.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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