09.1 A Race Against Time; Gravely, Morri, and Triessa

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09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

As they take off for Roanoke the the Cell members can feel the tension in the air. It only took a couple minutes to get sorted out for Sam's need to go another way. But when against the wire and approaching sunrise those could be minutes that matter. Gravely finds he is unable to convince himself of their safety and the phone not being answered made the anxiety build. Triessa still feels that something is not right, the team splitting up still feels wrong. Morri takes of driving as fast as she can without endangering the team, all seems well as they hit the highway with such light traffic it is amazing how smooth things are going. Well, at least until they weren't...

Suddenly out of nowhere the tire explodes and Morri is struggling it is all she can do to get the vehicle to slide to the side without rolling. Somehow Morri manages and brings the vehicle to a halt, but as the Cell members turn to assess their situation they see hounds! how the hell did hounds find them? Its impossible, and here they come....


INSTRUCTIONS: There are 16 hounds racing towards the vehicle, you have 1 turn to prepare before I roll initiative, but getting out of the seat belt and vehicle will take one action.
The vehicle is disabled, however you may be able to drive it without the rear tires by starting it and making driving rolls at -2. That would potentially turn this into a Chase.
The Hounds are about 25" away right now and will be ~15" away at the start of next turn.


Morri's previous driving roll was for this incident.


@Sgt 86Delta @Gravely
@Morri @stormwell
@Triessa @Icosa

  • 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."
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Gravely »

"We need to drive. I will cover our back. Our cover is blown and law enforcement may be a help or a hindrance."

Gravely moves to the rear of the SUV, turning he hands @Triessa the worn tactical map.

Bracing himself against the back seat, he unslings his Tommy Gun and moves the grenades out from under his coat.

"Let's go!"
Gravely
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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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Relevant Edges:
  • Command
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Bennies: 5/5
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Mel Richter »

"Should I pull us back into the Astral?" Triessa wants to know as she twists around in her seat to try to look behind her. On seeing the virtual army set against them, she paled and shook her head at Gravely. "You know those guns won't hurt them!"

"I can try spells...but I don't think I can kill that many. I can take us to the Astral plane, but...I mean...none of this makes sense. How could they possibly know where we were? WE barely knew!"
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Morri »

Driving 8
Driving 1d4!!-2: [2]-2 = 0
Wild 1d6!!-2: [10!!]-2 = 8
An explosive stream of curses in Gaelic erupted from the driver's seat as the tire exploded and Morri had to wrestle with the wheel to try and keep the SUV under relative control. After bringing the vehicle to a halt, it looked as though their trouble was only just beginning.
Triessa wrote: Mon Nov 30, 2020 9:39 pm"I can try spells...but I don't think I can kill that many. I can take us to the Astral plane, but...I mean...none of this makes sense. How could they possibly know where we were? WE barely knew!"
"They may have been waiting." Morri replied as she tried getting the SUV moving again. "But wotever ya gonna do, do it fast!"
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Mel Richter »

Triessa shakes her head. "They couldn't have been waiting," she demurred. "Not unless they could see the future or something. No..."

She twisted around again and frowned. "Something's wrong."

For a moment, to her eyes, the approaching hoard of Hounds seemed to shimmer and waver, as if viewed over heat distortion from the road. Then they vanished, to be replaced by...

Her eyes widened.

"It's not Hounds!" she blurted. "It's her! The one from the farm! Morri! Gravely! The Night Prince that attacked my grandparents is here! The hounds are just an illusion! She's...on a motorcycle, I don't think we're going to outrun her with these tires, she's almost here!"

Working quickly, Triessa spoke words of power and shaped the gathering forces; guiding it through the jewelry around her left wrist and hand to get a critical boost in focus. A nearly invisible pulse of energy washed over the interior of the car. Morri and Gravely could feel something pass through them, fortifying them. Even the frame of the car seemed to shimmer slightly, and ghostly runes flowed over the windows and surfaces for a moment before fading away again.

Rolls: Spellcasting for Arcane Protection 10; that's a raise, and gives us -4 to be affected by enemy arcane effects, and -4 damage from such effects; covers all three occupants and the vehicle itself.
Spellcasting to put Arcane Protection on everyone in the car, and the car itself. Costs 9 PPE (1 per recipient, plus 6 for the vehicle, which is Size 5).
1d10!!+2: [1]+2 = 3 Wild 1d6!!+2: [8!!]+2 = 10
Last edited by Mel Richter on Tue Dec 01, 2020 10:28 am, edited 2 times in total.
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

With @Triessa's announcement @Morri and @Gravely may likewise make a Smarts roll at -4 to see through the illusion.
  • 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."
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Morri »

Smarts 5
Smarts 1d6!!-4: [5]-4 = 1
Wild 1d6!!-4: [9!!]-4 = 5
"Huh? Wot are on 'bo-...." Morri started to reply, trying to spy what Triessa was on about in the mirrors. "Ó cacamas!"

"We're getting the feck outta here this instance!"
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Gravely »

Gravely laughs at @Morri before he manages to refocus on the approaching "whatever".

"Panic doesn't help. @Triessa focus,"

He sights down the barrel of the Tommy Gun, focusing on the

Smarts 1d8!!: [2] = 2 Wild 1d6!!: [2] = 2

He trusts Triessa and therefore, make every effort to see through the "illusion".

Benny to Reroll - 4 of 5 remaining (Elan +2)
Benny for Spook Squad vs Monsters/Nightlords (+1 through the encounter) - 3 of 5 remaining

Smarts 1d8!!-1: [1]-1 = 0 Wild 1d6!!-1: [3]-1 = 2
approaching.

Not seeing a change or anything different, he knows that Nightlord Illussions are real. He trusts Triessa.

Gravely describes the scene he is seeing out the back window and asks Triessa to pinpoint where in the "illusion" the real target is.

Slapping the drum into places, "Al Capone most certainly faced off a few Nightlords with this." Gravely taps the drum to make sure it is securely in place.
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
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

@Gravely @Morri and @Triessa

Gravely Initiative 1d56 or 1d56 whichever is lower: [1]+[55] = 56

Morri Initiative 1d56 (Quick, no card 16 or less): [27] = 27

Triessa Initiative 1d56 (No modifier) 1d56: [45]+[4] = 49

Elizabeth 1d56 or 1d56 or 1d56 whichever she wants: [43]+[21]+[5] = 69
Hum, choosing the 5 to synergize with Calculating as two of you will go first or choosing the 45 so she can get off at least one dispel, and two attacks before you flee.
I am thinking she is going with the 45.

Card Map 10d56: [15, 56, 19, 11, 27, 33, 1, 22, 43, 32] = 259


@Gravely and @Triessa Have the initiative and may go first. Gravely has a Joker.


Minimal Narrative needed here.
For the chase here are the scenes

Scene 01 5 of Hearts = Smooth Highway, mild traffic, slight curves and twists = The Female @Night Prince
Scene 02 Joker = Smooth Open Highway, +2 to Change Position rolls = @Gravely @Morri and @Triessa
Scene 03 6 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 04 4 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 05 8 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 06 10 of Clubs = Road construction, backups, one lane forced lane changes -2 to all rolls
Scene 07 2 of Clubs = Road construction, backups, one lane forced lane changes -2 to all rolls
Scene 08 7 of Diamonds = Off and on ramps
Scene 09 Q of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 10 9 of Spades = Trafficked, multi highway Interchange, Easy to exit and get lost


Looking behind her Morri sees Gravely giving up the safety of his seat to take a more offensive position, while Triessa looks in the rear view herself before casting some sort of spell that somehow makes Morri feel a little safer.

Gravely thinking on the situation sees the perfect opportunity!
You have a Joker, so all your rolls receive +2 this turn.
As Triessa looks she see an opportunity that she too can take action. Ready and knowing what they need...

You are going before the bad guys. As far as I know you should be 11 PPE, 10 ISP and 0 wounds (25 PPE minus the 5 used to pull everyone from the Astral into this world and the 9 for Arcane protection).


Morri, sees everything happening so fast!
The female Night Princess will be going before you.
  • 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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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Gravely »

Given the fact that Gravely did not see through the illusion and waiting for @Triessa to divulge tactical data, like a sniper's spotter, Gravely makes an educated guess.

Picking up by feel, the fragmentation grenade, Gravely decides against cooking it off as would be per his MO. He assesses center of mass based on the number of hounds and tosses the frag grenade
Joker +2
Spook Squad Benny +1
Athletics 1d6!!: [9!!] = 9 Wild 1d6!!: [4] = 4
after he uses his foot to knockout the backwindow.

The grenade appears as a small speck against the night sky, folowing several seconds after the rear window comes flying down the road. Size wise it is impercievable and could be considered a loose stone or piece of debris blowing in the wind or kicked up from the tireless rims on the SUV.

Frag Grenade 32, MBT _
Joker +2 Frag Grenade Damage 3d6!!: [2, 5, 22!!] = 29
Bonus Damage 1d6!!: [1] = 1
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
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    Switchblade
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

As @Gravely launches the grenade forward trying ot hit the area call out by Triessa, he is unable to tell how effective the grenade was. As the explosion goes off, but the illusions do not disappear.

As the explosion goes off only a few meters in front of her, Triessa sees the woman swerve with incredible grace around the explosion, continuing after the Cell members.

@Triessa is up

OOC Comments


Firing is difficult at best, even with Triessa in a pinch trying to point out where in the road she is blind in the general direction indicated by Triessa can happen at -6. This will count as a miss, so the deviation is 2d6" in a direction of 1d12 read like a clock from her hex. However a direction of 6 will require her to make her driving roll at -2, a roll of 5 or 7 will require her to make a driving roll. As the explosion would be in front of her.

Deviation 2d6 inches in direction 1d12: [1, 4]+[1] = 6
Driving 1d6!! or Wild 1d6!! Scene -2, Supernatural Force +2 = Balanced: [1]+[8!!] = 9
  • 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
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Mel Richter »

Triessa shook her head to herself as Gravely's attack fell short. She had to do something about those illusions! Working her hands quickly, she spoke words of power culled from the ancient tongues of the Earth. In her mind's eye she saw a knife's edge, honed to razor sharpness. The smell of fresh cut grass...a spell that would restore the natural order of things by cutting something short.

Then with a throwing gesture she released the spell at the oncoming Night Prince, hoping to prick its shield of shadows so the others could deliver a killing blow!

Rolls: Dispel 7, 1 PPE and 1 Benny spent
Spellcasting Dispel (-2 for different AB) 1d10!!: [4] = 4 Wild 1d6!!: [7!!] = 7
Lets try a benny on that 1d10!!: [4] = 4 Wild 1d6!!: [2] = 2
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

Resist Dispel 1d10!!+2 or Wild 1d6!!+2: [5]+2+[5]+2 = 14
Benny to Resist Dispel 1d10!!+2 or Wild 1d6!!+2: [8]+2+[2]+2 = 14
Change Position Driving 1d6!!+2 or 1d6!!+2 to close adjacent to team: [5]+2+[1]+2 = 10


Illusion Fiery Assault on Triessa 1d10!! or Wild 1d6!! Higher Die gets +2: [3]+[2] = 5
Illusion Fiery Assault on Morri 1d10!! or Wild 1d6!! Higher Die gets +2: [1]+[2] = 3
Illusion Fiery Assault on Gravely 1d10!! or Wild 1d6!! Higher Die gets +2: [2]+[5] = 7





Racing forward the Night Prince pulls her bike up adjacent to the car as it tries to flee. Within less than 10 yards of the Cell members she points her hand and the car bursts into flames engulfing all of the heroes.


@Triessa Smarts roll versus 5 or be shaken, critical failure is a wound.
@Morri No roll needed as she can easily see through this new illusion.
@Gravely Smarts roll versus a 7 or be shaken, on a 3 or less take a wound.


As the flames and illusions erupt around them, Triessa's arcane wards easily protect the Cell members from the effects.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Morri »

Driving 8
Change Position As Action
Driving 1d4!!+2: [6!!]+2 = 8
Wild 1d6!!+2: [5]+2 = 7


Raise, move up two Chase Cards.
Grim-faced and uttering under her breath in Gaelic, Morri fought to keep the vehicle on the road and moving forwards. In the wing mirror she could see the Night Princess on the motorcycle closing the distance despite the efforts of Gravely and Triessa, it looked as though the odds were growing against them but thankfully there was light traffic about given the early hour.

Morri was puzzled for a moment as she saw the Night Princess point her hand, though split second later the vehicle seemingly burst into flames making Morri yelp in surprise. She quickly realized though, that the flames were just another illusion and thus no threat. Morri hoped that her companions could see through the magic and see it for the party trick that it actually was, though she needed to focus her attention on driving.

Willing the vehicle to hold together and drive true, Morri pressed her foot down on the accelerator to open the distance between the vehicle and the team's foe.
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

As @Morri takes off down the highway the Night Prince accelerates her motorcycle, having swerved around the fresh holes she easily gets up beside the car, a giant burst of fiery motes erupt from within the car, the intended explosion reduced to barely noticeable fireworks within from the protection od @Triessa's power.
Vehicle takes 17-4 = 13 damage versus a 14 (2) = "Shaken"
Page 117 wrote:VEHICLES: Vehicles cannot be Shaken, but if damage equals or exceeds their Toughness (whether they take a Wound or not), the driver must make a maneuvering roll or go Out of Control (see page 119).
Then a Giant brick wall forms in front of the car as @Morri must respond.
@Morri Smarts roll with +4 for Arcane Protection, and -2 from Raise for +2 total or be distracted on your turn
. Finally a squad of five hunters sweep in from out of sight slashing in on Triessa!
Make a Smarts with +4 from Arcane Protection and -2 from his raise for a +2 total. Failure you are Shaken, critical failure (or by 4 or more)



PLAYERS TURN - (Wow, that Arcane Protection is amazing)


Scene 01 5 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 02 Joker = Smooth Open Highway, +2 to Change Position rolls
Scene 03 6 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 04 4 of Hearts = Smooth Highway, mild traffic, slight curves and twists = @Night Prince Elizabeth @Gravely @Morri and @Triessa
Scene 05 8 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 06 10 of Clubs = Road construction, backups, one lane forced lane changes -2 to all rolls
Scene 07 2 of Clubs = Road construction, backups, one lane forced lane changes -2 to all rolls
Scene 08 7 of Diamonds = Off and on ramps
Scene 09 Q of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 10 9 of Spades = Trafficked, multi highway Interchange, Easy to exit and get lost


Initiative
Elizabeth 1d56 or 1d56 or 1d56 whichever she wants: [26]+[45]+[29] = 100
Gravely Initiative 1d56 or 1d56 whichever is lower: [11]+[22] = 33
Morri Initiative 1d56 (Quick, no card 16 or less): [8] = 8
Triessa Initiative 1d56 (No modifier) 1d56: [11]+[43] = 54

Change Position Free Action 1d6!! or Wild 1d6!! and +2 to the highest: [11!!]+[1] = 12

Oh, looks like Blast and Illusion is not affected by Arcane Protection directly, instead you get +4 to resist it. My mistake, and a much better result for you all.
Blast extra damage AP 6 and Fatigue Spellcasting 1d10!! or Wild 1d6!! Supernatural Potence +2 and Arcane Protection -4: [3]+[1] = 4

Illusionary Brick Wall 1d10!!or Wild 1d6!! Supernatural Potence +2 and Arcane Protection -4: [6]+[5] = 11

Summon Hounds on Triessa 1d10!!or Wild 1d6!! Supernatural Potence +2 and Arcane Protection -4: [16!!]+[3] = 19

Explosion damage 3d6!! AP 6: [11!!, 1, 5] = 17
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Morri »

Reaction Rolls
Out of Control 1d4!!: [6!!] = 6
Wild 1d6!!: [5] = 5

Smarts 1d6!!+2: [3]+2 = 5
Wild 1d6!!+2: [1]+2 = 3
Morri realised that getting away was going to be easier said than done, not with the state of the SUV's rear wheels and the Night Prince's clear advantage with their motorbike. Clearly something needed to be done to even the odds, but what?

A grin spread across Morri's as inspiration struck.

In a moment of clarity she realised that they had one advantage over the Night Prince, one that they'd criminally been underutilising. It was a crazy idea, but one that may save the day if they were able to pull it off. Eyeing the wing mirror as the Night Prince drew ever closer, Morri cried out. "Hold on!"

She then yanked the steering wheel hard to one side....

Action
RAM

Ace Edge now negates -2 penalty for damaged rear wheels.

Driving 1d4!!: [3] = 3
Wild 1d6!!: [1] = 1

Light Bennie...

Driving 1d4!!: [2] = 2
Wild 1d6!!: [7!!] = 7

Golden Bennie to gain +4, result now 11.

Need opposed roll from Night Prince.

Potential damage to Night Prince's motorbike; 5d6

3d6 from SUV being Large, +6 for raise on Morri's roll and +6 for SUV's higher toughness.
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
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Location: Skagit County, Washington
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

Piloting 13
Reactive Piloting Roll 1d6!! Or Wild 1d6!! and +2 to highest die: [11!!]+[4] = 15

As the SUV turns and swings into the direction of the motorcycle, it somehow jumps up from the ground sailing over the SUV, avoiding the collision in an impossible feat of athletic prowess.


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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Morri
Posts: 106
Joined: Thu Dec 19, 2019 5:14 pm

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Morri »

"Show o'..." Morri grumbled, seeing the Night Prince dodge her ramming attempt with ease. It was worth a shot, though the chase was very much still on. Morri still was dubious about outrunning the Night Prince, though the team still might get lucky.

Change Position 5
Free Action
Driving 1d4!!: [1] = 1
Wild 1d6!!: [1] = 1

Golden Bennie from @Triessa.

Driving 1d4!!: [1] = 1
Wild 1d6!!: [5] = 5
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

Initiative, Sorry it has been four weeks, I cannot wait longer it is getting to slow so I am assuming @Gravely and @Triessa are on hold. So I am only rolling for @Morri for this round.
Gravely on Hold, no card
Triessa on Hold, no card
Elizabeth 1d56 or 1d56 or 1d56 whichever she wants: [45]+[16]+[25] = 86
Morri Initiative 1d56 (Quick, no card 16 or less): [38] = 38
Night Princess goes first.

Dispel Spell Wards 1d10!!-2: [9]-2 = 7
Dispel Wild 1d6!!-2: [3]-2 = 1

Athletics versus Interrupt 1d8!!+2: [7]+2 = 9
Athletics Wild versus Interrupt 1d6!!+2: [2]+2 = 4


Division Spellcasting 1d10!!+2: [1]+2 = 3
Division Wild Spellcasting 1d6!!+2: [4]+2 = 6

Deflection Spellcasting 1d10!!+2: [6]+2 = 8
Deflection Wild Spellcasting 1d6!!+2: [1]+2 = 3

Change Position 1d6!!+4 (Fastest and Night Prince): [4]+4 = 8
Change Wild Position 1d6!!+4: [2]+4 = 6



Post after Triessa's Interrupt rolls
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

Rolls above prior to attempted interrupt


Scene 01 5 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 02 Joker = Smooth Open Highway, +2 to Change Position rolls
Scene 03 6 of Hearts = Smooth Highway, mild traffic, slight curves and twists = @Night Prince Elizabeth
Scene 04 4 of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 05 8 of Hearts = Smooth Highway, mild traffic, slight curves and twists = @Gravely, @Morri, @Triessa
Scene 06 10 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls = @Night Prince Elizabeth
Scene 07 2 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls
Scene 08 7 of Diamonds = Off and on ramps
Scene 09 Q of Hearts = Smooth Highway, mild traffic, slight curves and twists
Scene 10 9 of Spades = Trafficked, multi highway Interchange, Easy to exit and get lost



A wave of distorting energy falls over the van as the Night Prince tries to break the spell protecting the heroes. But failing and unable to over come Triessa, the vehicles again begin their maneuvering.

As the vehicles dance in the night suddenly the Night Prince splits as she becomes not only a single rider, but 2 riders on two separate bikes, only visible to Triessa as protective auras burst to life around both of them easily visible to her eyes. One of the bikes races ahead of the Cell members on the highway slowing only once about 50 yards in front of them as if waiting for something, while the other slams on her brakes falling far behind them.



PLAYERS MAY TAKE THEIR ACTIONS, After 1 week I will consider you on hold this time.

Resisting Dispel 1d10!! or Wild 1d6!! +2 to highest: [4]+[4] = 8
Thanks for the Bennies, lets use one
Benny to Resisting Dispel 1d10!! or Wild 1d6!! +4 to highest: [5]+[1] = 6
  • 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."
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User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Mel Richter »

Triessa poked her head and arm back out the window just in time to intercept the pulse of dark power that the Night Princess sent out in a wave to snuff out her spell. She stretched out a hand, trying to block it, trying to strengthen her spell as best she could. It felt like it took minutes of work, like trying to hold up a weight, but in reality only seconds passed. She could feel herself starting to falter, starting to flag, but called up some reserve from deep inside even as the Princess somehow split herself and took up positions ahead and behind.

The jeweled band around her right hand glowed with light as she focused what was left of her power into it, through it, and the last of the shadowy fog of the Princesses spell burned away. Triessa turned that light on the 'copy' that had gotten ahead of them then, and poured yet more of her dwindling reserves into it. A lance of starlight ripped through the air and engulfed the Night Princess and her motorcycle, threatening not just the matter that made them up, but the inky black magic that concealed them as well!

"There's two of them now, one behind us and one ahead of us, right ahead of us!" the fledgeling wizardess called out.

Rolls
Versus Dispel Spellcasting 1d10!! +2: [4] = 4 Wild 1d6!! +2: [5] = 5
Athletics to interrupt 1d4!!: [1] = 1 Wild 1d6!!: [3] = 3
Hm...try a benny for that... 1d4!!: [1] = 1 Wild Benny 1d6!!: [5] = 5


Arcane Frenzy!
Blast Spellcasting 1d10!! +2: [8] = 8
Dispel the invisibility Spellcasting 1d10!! +2: [6] = 6
Wild 1d6!! +2: [2] = 2

Damage 3d6+1d6 for raise... 4d6!!: [4, 2, 2, 3] = 11 , PPE cost is 1 for Dispel, 5 for Blast, minus 1 for Channeling.

Ugh. I had high hopes for that, but the dice weren't there for me when I needed them in the end. All my bennies are Dark now, so rerolling damage would probably do more harm than good.
Last edited by Mel Richter on Thu Jan 21, 2021 5:30 pm, edited 3 times in total.
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

The spell concealing the two women collapses as the two Elizabeths becomes strangely visible, their bodies stretching and distorting as if simultaneously occupying multiple locations shrouded within their auras. To the Cell members they can now be seen both in front of and behind the heroes.


I rolled physical dice real quick to prevent the players from know which is the real Night Prince.
One benny spent, still failed.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Morri
Posts: 106
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Morri »

Triessa wrote: Thu Jan 21, 2021 10:25 am"There's two of them now, one behind us and one ahead of us, right ahead of us!" the fledgeling wizardess called out.
"Wait, wot?!" Exclaimed Morri before she let loose another round of cursing in Gaelic, then grumblingly added. "Somebody's using a cheat card...."

Then she noticed that both copies of the Night Princess appeared to be strangely distorted. "Wot are ye up ta....?"

Her gut feeling told her something potentially bad was probably about to happen and she didn't avoid trouble by ignoring her gut feeling. Come to think of it, probably an idea to make the Night Princess' life a little difficult.

"Hold on!" She called to @Gravely and @Triessa before putting her foot down and started weaving through the traffic.

Actions
Change Position Driving Roll 1d4!!+2: [7!!]+2 = 9
Wild 1d6!!+2: [4]+2 = 6

Move to Card 7.

Then EVADE as a Free Action to gain -2 penalty on melee and ranged attacks against vehicle or any of it's occupants, though penalty also affects vehicle occupants.
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

UPDATED CHASE SCENE LOCATIONS
  1. Scene 01 5 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  2. Scene 02 Joker = Smooth Open Highway, +2 to Change Position rolls
  3. Scene 03 6 of Hearts = Smooth Highway, mild traffic, slight curves and twists = @Night Prince Elizabeth
  4. Scene 04 4 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  5. Scene 05 8 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  6. Scene 06 10 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls = @Night Prince Elizabeth
  7. Scene 07 2 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls = @Gravely, @Morri, @Triessa
  8. Scene 08 7 of Diamonds = Off and on ramps
  9. Scene 09 Q of Hearts = Smooth Highway, mild traffic, slight curves and twists
  10. Scene 10 9 of Spades = Trafficked, multi highway Interchange, Easy to exit and get lost
  • 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
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Gravely »

Calculating - the chase card is 2 of clubs, may I use this edge (SWADE 41)

Command, Inspire, Natural Leader
Battle d6, Wild d6 --> Driving
Battle 1d6!!: [11!!] = 11 Wild 1d6!!: [1] = 1
Skills for Rerolling of Battle
Reliable, Elan
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Mel Richter »

Triessa

Attempts to Force Maneuver using Spellcasting Arcane Frenzy against both Princes. Trapped as using telekinesis to mess with the motorbike controls. Description pending.

Rolls: 6 vs front, 5 vs rear
Spellcasting vs Front 1d10!! +2: [4] = 4
Spellcasting vs Rear 1d10!! +2: [2] = 2
Wild 1d6!! +2: [3] = 3
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

As the arcane forces coalesce the two motorcyclist try to evade. The front most one easily slipping to the side seems unimpressed by the effort, but then the explosion from behind her as one of the rear demons seems sluggish and unable to evade as the motorcycle swerves under the control of @Triessa, crashing into a large tree both the cycle and the operator pop out of existence. With only one Night Princess left on the field it will be easy for Triessa to know whom to target.

I will make a GM post here soon setting up the next turn.


Well, I tried to roll physical dice real quick to prevent the players from know which is the real Night Prince. But it does not matter anymore as apparently d4 driving is not good enough.
  • 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
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Posts: 4410
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

Players 1d54 1d54 or 1d54: [3]+[49]+[16] = 68
Baddie 1d54 1d54 or 1d54: [6]+[32]+[33] = 71


Remember Morris has +2 to driving rolls this turn.


PLAYERS GO FIRST

CHASE SCENE LOCATIONS
Updated, see two post down
  1. Scene 01 5 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  2. Scene 02 Joker = Smooth Open Highway, +2 to Change Position rolls
  3. Scene 03 6 of Hearts = Smooth Highway, mild traffic, slight curves and twists = @Night Prince Elizabeth
  4. Scene 04 4 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  5. Scene 05 8 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  6. Scene 06 10 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls = @Night Prince Elizabeth
  7. Scene 07 2 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls = @Gravely, @Morri, @Triessa
  8. Scene 08 7 of Diamonds = Off and on ramps
  9. Scene 09 Q of Hearts = Smooth Highway, mild traffic, slight curves and twists
  10. Scene 10 9 of Spades = Trafficked, multi highway Interchange, Easy to exit and get lost
  • 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
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Morri »

Morri, determined now to put as much distance as possible between the team and the Night Prince, continued to keep her foot down on the accelerator and weave in and out of the traffic. However, this particular stretch of highway had roadworks and land closures that put her driving skills to the test as she ignored the tortured metal screams of the SUV.

Actions
Change Position Driving Roll 1d4!!+2: [10!!]+2 = 12
Wild 1d6!!+2: [7!!]+2 = 9

Move to Card 9.

Then EVADE as a Free Action to gain -2 penalty on melee and ranged attacks against vehicle or any of it's occupants, though penalty also affects vehicle occupants.
Mórrígan 'Morri' Ní Mháille, Human Rogue

Morri Human Rogue
Parry: 6, Toughness: 6 (2)
Alignment: Chaotic Neutral
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Re: 09.1 A Race Against Time; Gravely, Morri, and Triessa

Post by Ndreare »

UPDATED CHASE SCENE LOCATIONS
@Gravely and @Triessa still may go before Night Prince.
  1. Scene 01 5 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  2. Scene 02 Joker = Smooth Open Highway, +2 to Change Position rolls
  3. Scene 03 6 of Hearts = Smooth Highway, mild traffic, slight curves and twists = @Night Prince Elizabeth
  4. Scene 04 4 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  5. Scene 05 8 of Hearts = Smooth Highway, mild traffic, slight curves and twists
  6. Scene 06 10 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls = @Night Prince Elizabeth
  7. Scene 07 2 of Clubs = Road construction, backups, one lane forced lane changes -2 to all Chase rolls
  8. Scene 08 7 of Diamonds = Off and on ramps
  9. Scene 09 Q of Hearts = Smooth Highway, mild traffic, slight curves and twists = @Gravely, @Morri, @Triessa
  10. Scene 10 9 of Spades = Trafficked, multi highway Interchange, Easy to exit and get lost
  • 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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