PNW Labs - Underground

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Ndreare
Savage Siri
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PNW Labs - Underground

Post by Ndreare »

Once inside the scene is so mundane as to not be worth mentioning. You find yourself standing next to a long hallway as two men are walking away from you, obviously having recently left the bathroom. To either side of the exit which is clearly labeled “Underground Emergency Exit, alarm will sound” Attached above it is a magnetic alarm sensor. Signal has seen these systems a thousand times and overriding them is as easy as pie.

A simply brush of his will against the electronics allows him full control. Then is is simply a matter of pushing the door open. A slight pause requires Signal to poke his head out and let the other know the coast is clear. Once everyone is in, they dash into the closest door (the ladies restroom) and have a moment to think. What to do from here, how to search, how to explore?
  • 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: PNW Labs - Underground

Post by Gravely »

Gravely looks to everyone, ""I think our best bets are to carefully and tactically clear our way down the hallway. Signal can disable the cameras, casuing them to go on the fritz for a moment as we pass."

"Anyone's research turn up schematics or a floor plan for this level?"

@Signal @Tania @Peter @Clayton Hodge @Triessa
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: PNW Labs - Underground

Post by Tania »

Tania is glad she remained in ghoul form while searching. Not only is it better able to handle bad smells, but the pads of the hands are better able to handle abrasions. It almost make her miss when that roughness stopped though, she had to go back and check again before saying, "Guys, I think I found something."

Fortunately Signal was able to get through the hidden door and open it from the other side.

Tania notes, "Best to avoid people then, we may be able to fool the cameras for a moment, but not long enough to clean up blood or bodies and if we leave those behind us they will be noticed."

She moves to the front and starts down the hall.
OOC Comments
Notice [dice:2ifiaaud]53697:0[/dice:2ifiaaud], Wild Notice [dice:2ifiaaud]53697:1[/dice:2ifiaaud], WN Ace [dice:2ifiaaud]53697:4[/dice:2ifiaaud] Notice 7 = 1 success
Stealth [dice:2ifiaaud]53697:2[/dice:2ifiaaud], Wild Stealth[dice:2ifiaaud]53697:3[/dice:2ifiaaud] Stealth 4 = 1 success
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

Gravely wrote: Sun May 19, 2019 9:28 pm Gravely looks to everyone, ""I think our best bets are to carefully and tactically clear our way down the hallway. Signal can disable the cameras, casuing them to go on the fritz for a moment as we pass."

"Anyone's research turn up schematics or a floor plan for this level?"
Signal pulls out his cell phone. "Ah... lemme check on that." He flips through the schematics with his mind, looking for one that matches the layout of the floor they're on.
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: PNW Labs - Underground

Post by Ndreare »

When checking it becomes apparent only a large empty area was made downstairs. The rest of these facilities must have been done without a permit.
  • 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: PNW Labs - Underground

Post by Signal »

Signal shakes his head. ”Sorry, guys. I’ve got nothing.”

He looks to @Gravely or @Triessa for what to do next.
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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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely »

@Tania "You use your heightened senses and let us know when anyone maybe coming towards us."

Gravely motions to the end of the hallway and points to Tania.

"We check the rooms down this hallway. And make our next move upon Tania's findings."
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: PNW Labs - Underground

Post by Mel Richter »

"Just so you guys know, I'm..." Triessa paused, thinking about how to put it, "...magically, I'm tired. I've still got a fight or two in me, but I need to watch it. So we're going to have to try to minimize the finger-snapping approach to problem solving."

She nodded. "But yeah, the goal here is to sabotage the place, if I'm remembering right. So we look for some kind of manufacturing or bottling facility...it'll probably be the loudest, hottest place in the building...and try to avoid bumping into anyone. If we do bump into someone, we stop them from ringing an alarm. Try to keep supernatural power use to a minimum, we have concealment, but it's not a Star Trek cloaking device. Each time you use powers is another chance for something to smell us out."
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Tania
Posts: 123
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Re: PNW Labs - Underground

Post by Tania »

Tania nods, while she has magic, at least three magical tricks anyway, she never relied on it much, so she has little trouble with sticking to her physical abilities. She first looks about, then she closes her eyes and smells the air, she pricks her ears and swivels them about to focus on sounds, she places her hands on the walls to feel for faint vibrations. She focus herself on her senses, ALL her senses, to find out what they can tell her.
OOC Comments
Notice [dice:34esbe8q]53954:0[/dice:34esbe8q] Wild Notice [dice:34esbe8q]53954:1[/dice:34esbe8q]
Survival [dice:34esbe8q]53954:2[/dice:34esbe8q] Wild Survival [dice:34esbe8q]53954:3[/dice:34esbe8q]
Tracking [dice:34esbe8q]53954:4[/dice:34esbe8q] Wild Tracking [dice:34esbe8q]53954:5[/dice:34esbe8q]
Stealth [dice:34esbe8q]53954:6[/dice:34esbe8q] Wild Stealth [dice:34esbe8q]53954:7[/dice:34esbe8q]
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: PNW Labs - Underground

Post by Ndreare »

Listening no one and nothing can be heard out of the ordinary. The distant sounds are much like that of any large facility, filled with random bumps and clangs of machinery. Clearing the rooms shows no others in the bathrooms.

Moving to the end of the hall reveals a production are with a couple dozen people working. Their minds looking distracted as they go through the motions. Each wearing a why tyvec suit and resperator, the realization that the sweatener is in the air becomes the most dominant thought in each of your heads. Afterall, no one wants to become one of the zombie like empty minded adicts.

A single supervisor walks back and forth occationally stopping whene someone has a question or needs a break.

Safety_FreshAir_640x360.jpg

I need a NOTICE & STEALTH roll from everyone except Tania
  • 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: PNW Labs - Underground

Post by Signal »

Notice 6, Stealth 5
Notice [dice:kuzj0250]53984:0[/dice:kuzj0250]
[dice:kuzj0250]53984:1[/dice:kuzj0250]

Stealth [dice:kuzj0250]53984:2[/dice:kuzj0250]
[dice:kuzj0250]53984:3[/dice:kuzj0250]
Signal moves as stealthily as he knows how, keeping his eyes open for anything suspicious and extending his more special senses to feel for all the electronic devices in the area. The Hounds might eschew mobile phones, but these guys should definitely have something with a spark on them.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Peter
Posts: 55
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter »

Notice 5, Stealth 2
Notice [dice:1fl59r9j]53988:0[/dice:1fl59r9j]
Wild Die [dice:1fl59r9j]53988:1[/dice:1fl59r9j]

Stealth [dice:1fl59r9j]53988:2[/dice:1fl59r9j]
Wild Die [dice:1fl59r9j]53988:3[/dice:1fl59r9j]
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely »

Notice 2 Stealth 9 _

Notice (1d8) [dice:3ol8c3nq]53991:3[/dice:3ol8c3nq] [2]
Wild (1d6) [dice:3ol8c3nq]53991:0[/dice:3ol8c3nq] [2]

Stealth (1d6) [dice:3ol8c3nq]53991:1[/dice:3ol8c3nq] [4]
Wild (1d6) [dice:3ol8c3nq]53991:2[/dice:3ol8c3nq] [6]
Aced! Wild (1d6+6) [dice:3ol8c3nq]53991:4[/dice:3ol8c3nq] [9]
Gravely is overly cautious so much so that he his trusting that the Nightbane in the group can keep everyone from dying horribly by being able to detect the Hounds and any other irregularities.
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: PNW Labs - Underground

Post by Tania »

Tania winces at the noise Peter makes, but seriously, being silent becomes difficult in groups, hopefully the enemy is not very alert.

She sees the breath masks and bares her teeth in a growl, we should have thought of that. Hopefully her Nightbane metabolism can handle the exposure. Is should, given is in Ghoul form, but the others might not be so lucky.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare »

As the team is working to stay out of sigh and coordinate their efforts. Then when looking up on the wall they see a sign that grabs their attention next to the normal 'employees must wash hands' sign. "Please do not leave bodies on the floor."

The super visor, pacing back and forth suddenly looks at his watch and begins coming in the direction of the assembled cell. As each of you does your best to find a place to hide Peter finds is is still out in the open when the supervisor turns the corner.

Seeing Peter he nods his head as if nothing was out of the ordinary and keeps walking turning into the restroom. From the relatively normal sounds coming from the restroom the team can tell they have a couple minutes before he 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
User avatar
Peter
Posts: 55
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter »

Puppet 11
WIP

Psionics [dice:3okoljo3]54122:0[/dice:3okoljo3]
Wild Die [dice:3okoljo3]54122:1[/dice:3okoljo3]
Ace
[dice:3okoljo3]54122:2[/dice:3okoljo3]
Peter follows the man into the bathroom. If possible, he quietly locks the door and then goes to wash his hands while the supervisor uses the facilities. When the supervisor comes out, Peter looks him in the eyes, and overpowers him with his will.

"Listen carefully. Give me your clothes and respirator. While you are doing so, tell me how many hounds and their like are in this facility. After that, sit down on the commode and take a nap."
Last edited by Peter on Thu May 30, 2019 8:21 pm, edited 1 time in total.
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

Signal watches as Peter follows the supervisor into the bathroom. He draws his knife and holds it at the ready, just in case he has to use it in a hurry. Whatever you're doing Peter, do it already.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: PNW Labs - Underground

Post by Ndreare »

Peter wrote: Thu May 30, 2019 11:18 am
Peter follows the man into the bathroom. If possible, he quietly locks the door and then goes to wash his hands while the supervisor uses the facilities. When the supervisor comes out, Peter looks him in the eyes, and overpowers him with his will.

"Listen carefully. Give me your clothes and respirator. While you are doing so, tell me how many hounds and their like are in this facility. After that, sit down on the commode and take a nap."
OOC Comments
Rolled to resist off line. roll was a 5, Peter scored a raise.

The man nods, taking of his clothes and his face mask and handing them over to Peter. Standing their naked Peter can see his body is covered in scars, as if he had been the subject of years, or even decades of torture. When requested how many hounds are in the facility the man looks confused for a moment before answering. "There are 8 hounds in the facility" But something in the nature of how he answers leaves peter uneasy, as if he was not answering but instead repeating or even questioning himself.

Peter knows his hypnotic suggestion has never been the best tool for questioning. Is the man lying, does he not even know, or is he guessing? A true telepath would be useful here.
  • 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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Peter
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Re: PNW Labs - Underground

Post by Peter »

Mind Reading 11
Psionics [dice:28c7oga6]54253:0[/dice:28c7oga6]
Ace [dice:28c7oga6]54253:2[/dice:28c7oga6]
Wild Die [dice:28c7oga6]54253:1[/dice:28c7oga6]
Peter rubs his temples, reminding himself to be very specific next time he charmed someone. He waits to see if the man does in fact doze off.
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
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Tania
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Re: PNW Labs - Underground

Post by Tania »

Tania remains prepared to fight, and her Bonguard is with her for the moment, she is not sure how much longer the spell will last.

She is in the lead of her guard, who is not exactly the stealthy type so she cautioned him to stay behind her about thirty feet and do his best not to be noticed.
OOC Comments
Notice [dice:3euu0mg0]54284:0[/dice:3euu0mg0], Wild Notice [dice:3euu0mg0]54284:1[/dice:3euu0mg0]
Boneguard Notice [dice:3euu0mg0]54284:2[/dice:3euu0mg0]
Stealth [dice:3euu0mg0]54284:3[/dice:3euu0mg0], Wild Stealth [dice:3euu0mg0]54284:4[/dice:3euu0mg0]
Boneguard Stealth [dice:3euu0mg0]54284:5[/dice:3euu0mg0], stealth botch [dice:3euu0mg0]54284:6[/dice:3euu0mg0]
Last edited by Tania on Wed Jun 05, 2019 7:29 pm, edited 1 time in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Re: PNW Labs - Underground

Post by Ndreare »

OOC Comments
Vigor [dice:1il2wqmb]54299:0[/dice:1il2wqmb]

Spirit [dice:1il2wqmb]54299:1[/dice:1il2wqmb]
Crit? [dice:1il2wqmb]54299:2[/dice:1il2wqmb]
The supervisor, Gregory Honor by his badge, lays there trying his best to sleep. However as the strength of the power fades he begins stirring and stretching as his mind comes to himself and he begins waking again. Looking around he is confused and terrified at first by the site of the group encircled over him. He begins to scream, but the scream lasts only a few seconds as it is too late for him and he clutches his chest, your eyes focus only on the gold band on his hand, slightly oversized from the weight he had lost recently before dying naked on the floor of a bathroom in this forgotten facility.


Questions
So team, what do you do from here?

Alan, please add an extra d6 after your rolls for the Boneguard. On a 1 it will also be a critical failure.
  • 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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Peter
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Re: PNW Labs - Underground

Post by Peter »

Peter quickly puts on the man's uniform and face mask as he waits to see if he'll fall asleep. He clips his badge in and looks for anything else of value. His eyes widen at the scream and he quickly grabs the man's shirt and ties it around his neck, hoping it will be misinterpreted as some bizzare sexual thing. He heads out casually, making ng his way back to the group where he speaks in low tones. "It's me. This place is swarming with hounds at the gates, but there are supposedly none inside. The guy I took this from had a heart attack or something, so we better be quick."
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
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Re: PNW Labs - Underground

Post by Ndreare »

Looking through the man's wallet as he finishes. Peter sees the man had 2 credit cards, some ID, a CPL, $23.34, a couple receipts and a couple of loonies. Somehow the memory of his daughter giving the man the loonies after coming back from Victoria BC as she told her daddy about how much fun she had floats to the top of Peter's mind. Not uncommon to pick up other stuff while in a man's mind. But this was one memory Peter could have lived without. She looked so happy...
  • 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: PNW Labs - Underground

Post by Mel Richter »

"Jesus," Triessa muttered. It was one thing to murder Hounds...they were just some kind of golem. And it was hard to empathize with bug swarms in human suits, or even the 'night princes' who's malice and sadism made them more than a little two-dimensional in her mind. But this guy...even accusing him of abetting the enemy seemed naive. What was he going to do, lead a one-man resistance from inside the heart of their power?

But had she thought they were going to get through this without people falling in the crossfire? They were damn lucky it had just been one so far.

Maybe, but that doesn't mean I shouldn't feel bad about it when it happens.

"Okay," she said, trying to focus on the matter at hand. "So we have a window. We need more uniforms or suits or something. There's gotta be a locker room. Lets find that thing, get suited up so we can move around more freely, then get this done. If an alarm goes out right now...with what you're saying...we're not getting out of here."
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Signal
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Re: PNW Labs - Underground

Post by Signal »

Focus 7 for Lightning Rider
Focus [dice:2varrnp1]54412:0[/dice:2varrnp1] (+1 from Electrical Morphus)
Wild [dice:2varrnp1]54412:1[/dice:2varrnp1]
@RFT, let me know how to handle PPE for this, since it's out of combat. Should this be the +5 conduit modifier? Thanks!
Signal doesn't take the time to process that there's a person dead; his mind just blocks it out. It's too big to consider, so his brain just "decides" not to think on it... but that's likely to come back and cause him trouble later.

He hears and acknowledges @Triessa's instructions, though. Disguises, he thinks. Okay, I can look for disguises.

His body shifts into pure energy for the briefest of moments, and he hops into the nearest wire or conductive surface, racing along through the building looking for a locker room or something similar where they could get disguises. He does not cherish the idea of fighting dozens of hounds in the event this thing goes wrong.

Notice 5 to Find The Right Room
Notice [dice:2varrnp1]54412:2[/dice:2varrnp1]
Wild [dice:2varrnp1]54412:3[/dice:2varrnp1]
Stealth 7 to Not Get Caught Sneaking
Stealth [dice:2varrnp1]54412:4[/dice:2varrnp1]
Wild [dice:2varrnp1]54412:5[/dice:2varrnp1]

Benny to re-roll: [dice:2varrnp1]54412:6[/dice:2varrnp1] (includes Elan-ish bonus)
Wild [dice:2varrnp1]54412:7[/dice:2varrnp1]
Signal
Signal
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Re: PNW Labs - Underground

Post by Signal »

Signal zips through the building and returns to the group with what he has found.

"Okay, guys, there's a locker room just ahead with some spare suits. But, um, there's also a bunch of warning signs up about how addictive the chemicals in here are. That seems, you know, like a bad thing."
Signal
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Re: PNW Labs - Underground

Post by Tania »

Tania thinks aloud, "I wonder if such things even affect me. I mean, in this form I am not exactly normal. I suppose it is probably better not to find out they do the hard way."

Internally, she adds, If Peter is a Vampire, then he might not be affected either. Come to think of it...any creature that regenerates might reject it...but better not to bet on it unless needed.
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Current wounds = 0
current bennies = 4
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Gravely
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Re: PNW Labs - Underground

Post by Gravely »

Gravely suits up in the hazmat suits that the lab workers are using. Making sure that the he well disguised, he leans over to @Signal, "we really need to find the security cameras down here. Praying for CC wiring but will be happy for finding out that the recordings are all down here somewhere."
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
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Re: PNW Labs - Underground

Post by Signal »

Gravely wrote: Sun Jun 16, 2019 8:46 pm Gravely suits up in the hazmat suits that the lab workers are using. Making sure that the he well disguised, he leans over to @Signal, "we really need to find the security cameras down here. Praying for CC wiring but will be happy for finding out that the recordings are all down here somewhere."
Signal nods and says, ”on it.” He reaches out his senses, looking for the wires Gravely asks for.
Signal
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Re: PNW Labs - Underground

Post by Ndreare »

Once fully inside Signal is easily able to identify the isolated power system feeling this place. Apparently fueled from something of the dark. The taste of the energy is like water with crude oil boiled into it.
  • 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: PNW Labs - Underground

Post by Signal »

RFT wrote: Tue Jun 18, 2019 1:26 pm Once fully inside Signal is easily able to identify the isolated power system feeling this place. Apparently fueled from something of the dark. The taste of the energy is like water with crude oil boiled into it.
”Okay, I got something. It’s super weird, though,” Signal says, explaining how the power source feels. ”I think it would hurt if I had to go through those wires.”

”What’s the plan, boss?” he asks @Gravely and @Triessa, looking from one to the other.
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Re: PNW Labs - Underground

Post by Tania »

Tania tries on one of the Hazmat suits to see if they will fit her. Her body is differently designed than human in this form, so she is somewhat doubtful. Her neck and arms are longer, her face has a muzzle, her legs are digitigrad. She Thinks, If the suit fits, it will help disguise me, but will it fit?

She listens to the discussion of the power source, "Sounds like tainted water to me, better not drink it, if you know what I mean."

With a bit of contortion and effort, Tania manages to fit inside the suit. It is uncomfortable and smells bad, her senses will be impaired in here, but at a distance, she may pass as human. They probably do something similar for the hounds down here...
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Current wounds = 0
current bennies = 4
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Mel Richter
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Re: PNW Labs - Underground

Post by Mel Richter »

Triessa pulls a suit on over her streeties as well, then looks for the helpful poster that gives instructions on how to seal up the mask and so on.

"Okay. I figure we have two objectives here. We gotta find the information they're using to make this stuff...the secret formula...and we gotta find where they're stockpiling it. We steal the formula, then destroy their copy. We just plain destroy their stockpiles."

She scratches at her mask absently.

"Then, if we're really lucky, we get out. I'm kinda stuck on an exit strategy though. Anyone got anything on that?"
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Re: PNW Labs - Underground

Post by Ndreare »

Once the team is geared up and ready to go, they move out. The work floor is strange as a score of workers can be seen working silently at various stations, no chatter or banter at all. At the north end of the floor the team looks down on a figure can be seen standing facing the wall. Something normally not unusual except that she is completely unmoving after minutes of time, with nothing on the wall she is facing.

The vats at the beginning of the line look to be on the other side of a giant polished steel plate as if a mirror as a permanent gateway to the Nightlands had been established right here in the building. With only wires, and piping coming from the mirror, they somehow provide the power necessary for the building. A look around the mezzanine where the cell is standing reveals a large break room empty of workers, and a large office. Inside a sharply dressed man sits at a computer desk his head lulled back open mouthed as if sleeping and across from him five other men in like position rest. The glimpse of the men is enough to pull back a bit as two works walk by the cell members and head in to the break room. They have no reaction as if people trying to sneak around was a daily affair. Once inside they begin fixing their meals before sitting across from each other their eyes blank as they stare off to nowhere.

While most of the team is watching the break room and the office, Signal and Tania happen to look towards the mirror as if something in the air called to them. However what they see makes no sense as what looks like a half a dozen giant beetles, each as big as a chicken, scurry out of the mirror. The insects quickly disappear in the busy factory floor. As much as they want to watch the beetle however their attention is again drawn to the giant mirrored surface as a whole group of men and women soon follow. They appear to be dressed in a variety of styles and are of a variety of ages. They walk through the facility headed towards the stairs leading up to the mezzanine where the Cell now hides.


INSTRUCTIONS
The mirror is 20' round, 4" to 6" thick
Stealth rolls again! (this one will be contested)

Notice rolls again! (this one is be contested Stealth (d8, +4 for size, -2 for number in group) [dice:234yghjj]54797:0[/dice:234yghjj] Ace [dice:234yghjj]54797:2[/dice:234yghjj] Wild [dice:234yghjj]54797:1[/dice:234yghjj])


What do you do now?
  1. Turn and flee? (This would be very uninteresting)
  2. Investigate the giant mirrored surface calling out to the Nightbane? (About 25" or 150' from the Cell)
  3. Head down to the floor where the powder is being processed? (About 15' down, stars are close to your location.)
  4. Investigate the room with the men in them? (About 2" from the Cell)
  5. Some other even cooler idea I failed to consider?
  • 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: PNW Labs - Underground

Post by Gravely »

Gravely's first response is to move into the room with the sleeping men and try to observe anyone passing by. He does his best to slip into the office without making any noise and takes up a position so he can watch the door and traffic passing by it.

Stealth 5 _
[*] Stealth (1d6) [dice:f7xfcenk]54802:4[/dice:f7xfcenk]
[*] Wild (1d6) [dice:f7xfcenk]54802:1[/dice:f7xfcenk]
Notice 16 _
Alertness +2
[*] Notice (1d8) [dice:f7xfcenk]54802:2[/dice:f7xfcenk]
[*] Aced! Notice (1d8+8) [dice:f7xfcenk]54802:5[/dice:f7xfcenk]
[*] Wild (1d6) [dice:f7xfcenk]54802:3[/dice:f7xfcenk]
Gravely motions for everyone to enter the office and once he has everyone's attention from non verbal ques. He holds up his wallet, pulls out his ID, and motions to the six sleeping men. Gravely goes back to watching the door and the foot traffic.
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: PNW Labs - Underground

Post by Tania »

Tania does not like moving around in this suit, it makes her feel clumsy and make her feel her senses are deadened. She keeps wanting to shake the headpiece off her head, it is kind of distracting.

Her eyes are caught by the mirror, especially once things start coming out of it. What the heck are those giant bugs?

She sees the people heading through as well and thinks, Uh Oh, looks like break time for the workers, that means they will be headed this way.

Out Loud, she says, "Better be somewhere else before those new folk coming in see us."

She looks around for a way to get out without being noticed.
OOC Comments
Stealth [dice:ia6zkvjz]54820:0[/dice:ia6zkvjz], Wild Stealth [dice:ia6zkvjz]54820:1[/dice:ia6zkvjz]
Notice [dice:ia6zkvjz]54820:2[/dice:ia6zkvjz], Wild Notice [dice:ia6zkvjz]54820:3[/dice:ia6zkvjz]
I was not sure if any notice or stealth penalties for being in the hazmat suits apply, but given the rolls I do not need any penalties
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Peter
Posts: 55
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter »

OOC Comments
K/Nightlands
[dice:tn7s8oyv]54822:0[/dice:tn7s8oyv]
[dice:tn7s8oyv]54822:1[/dice:tn7s8oyv]
Notice
[dice:tn7s8oyv]54822:2[/dice:tn7s8oyv]
[dice:tn7s8oyv]54822:3[/dice:tn7s8oyv]

Stealth
[dice:tn7s8oyv]54822:4[/dice:tn7s8oyv]
Ace [dice:tn7s8oyv]54822:6[/dice:tn7s8oyv]
[dice:tn7s8oyv]54822:5[/dice:tn7s8oyv]
Ace [dice:tn7s8oyv]54822:7[/dice:tn7s8oyv]
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

Stealth 3, Notice 7
Stealth [dice:2ep9a427]54838:0[/dice:2ep9a427]
Wild [dice:2ep9a427]54838:1[/dice:2ep9a427]

Notice [dice:2ep9a427]54838:2[/dice:2ep9a427]
Wild [dice:2ep9a427]54838:3[/dice:2ep9a427] + [dice:2ep9a427]54838:4[/dice:2ep9a427]
Manny, dressed in a hazmat suit that only sort of fits, finds his eyes drawn to the mirror. What is that?! When @Gravely tries to lead them aside into a room, Manny practically trips over his own feet.
Wearing Facade
Signal switched over to Manny to better blend in, so he’s no longer in his morphus form.
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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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Mel Richter »

Triessa was used to cheating.

Magic made a lot of things about being an investigator easy. Maybe too easy. Here though, in the belly of the beast, magic would practically be suicide. Granted, she hadn't seen Hounds lurking around the work area, but they'd be close. Close enough to intervene if they sensed anything.

So she just tried to go with it. One thing about being sneaky without cheating...it actually required you to be in touch with your surroundings. You had to know when someone was looking your way, you had to hear your own footsteps. You had to see not just what you were seeing, but what everyone else was too. When to crouch and stay out of sight? When to just stand around and look like another idle worker?

Triessa hadn't had magic her whole life. Every kid learns how to sneak. Somehow, some piece of old neuron still living in the tangle of her brain still remembered that.

It was a good thing, because everything else was busy being horrified.

This went way beyond anything she'd ever imagined. That portal. The...the bug-things running around in full view of people. Were they ALL in on it? Or were they drugged somehow? Enchanted? Maybe caught up in one of those illusions? Or maybe there were no humans here. Like those guys that were 'sleeping.' Just...empty shells, waiting for bugs to crawl in and drive them around.

What the hell could they DO about this? This wasn't something a surgical sabotage could stop. They needed a backpack full of C-4, or...or a goddamn nuke.

She moved up to Gravely.

"We need to get a better look at that mirror," Triessa said quietly. "It looks like they're getting power, maybe materials, through it. Keeping a connection like that going can't be easy. If we interrupt it...it'll set them back. Buy us time."

Rolls: Stealth 7, Notice 17
Stealth [dice:ptv01nns]55418:0[/dice:ptv01nns] or [dice:ptv01nns]55418:1[/dice:ptv01nns]
Ace [dice:ptv01nns]55418:4[/dice:ptv01nns]
Notice [dice:ptv01nns]55418:2[/dice:ptv01nns] or [dice:ptv01nns]55418:3[/dice:ptv01nns]
Ace [dice:ptv01nns]55418:5[/dice:ptv01nns] Ace [dice:ptv01nns]55418:6[/dice:ptv01nns]
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare »

The room becomes quickly busy as suddenly the workers all put down their tools, the machines all stop and they stand. Walking up to the mezzanine the area occupied by the heroes become suddenly full. The workers moving such that they ignore any cell members not able to get out of their way as they each go and grab their food and water.

The lifeless way they move is enough to stir each of you a bot, not wanting to take your eyes off of them, each grabs a lukewarm lunchable from a common tray and some water.

Suddenly Triessa, Signal and Gravely are alerted as the men in the room all sit up in unison turning their attention staring straight at the team. Most of their attention is focused on Tanya whose inhuman shape can clearly be made out even draped in the white Tyvek suit. The immediate action that happens after that is enough for the Cell to know they have been found out. As one of the formerly empty sacks pulls a radio to his mouth, the other begin pulling pistols.

Initiative - Manny got a Joker, then players, then Hollow Men, if you rolled higher than 6 for stealth they do not know you are significant
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Gravely [dice:53uofpku]55440:0[/dice:53uofpku]
Manny [dice:53uofpku]55440:1[/dice:53uofpku]
Peter [dice:53uofpku]55440:2[/dice:53uofpku]
Tania (No Card, failed notice)
Triessa [dice:53uofpku]55440:3[/dice:53uofpku]

Namtar [dice:53uofpku]55440:4[/dice:53uofpku]
  • 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
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania »

Tania sees that the people are acting...well a lot like zombies. Since they seem to be ignoring the party, she turns er attention on the mirror, trying to figure it out. If only she knew more about the other side...
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

Spirit to Transform 5; Free Action to Turn off Radios and Cell Phones; Focus to Cast Speed/Quickness 4; Move to Cover (If Available)
Spirit to transform [dice:8ymfi8jc]55477:0[/dice:8ymfi8jc] (MAP canceled by Joker)
Wild [dice:8ymfi8jc]55477:1[/dice:8ymfi8jc]

Reroll [dice:8ymfi8jc]55477:4[/dice:8ymfi8jc] (includes fake Elan) but -2 for Spirit roll, so 5 total
Wild [dice:8ymfi8jc]55477:5[/dice:8ymfi8jc]

Free action to turn off radios and phones within 12” after transformation

Focus to cast speed [dice:8ymfi8jc]55477:2[/dice:8ymfi8jc] (+1 from morphus form, MAP canceled by joker)
Wild [dice:8ymfi8jc]55477:3[/dice:8ymfi8jc]
+2 PP for Quickness

Move to cover
Realizing the team has been discovered, Manny concentrates and calls back Signal, pushing his transformation to go faster than normal. Luck is on his side (ooc, a Joker!), and he feels the change come almost immediately.

The blood in his veins feel like fire as the lightning begins coursing through him, and he stifles a scream. You’d think it would hurt less over time.

Once his head clears and Signal is back, he focuses his will on all the little electronic devices around him and turns off anything with a radio or cell signal. Lightning crackles behind the eye holes in his mask and supercharges his body, making movement trivial. He dashes behind any cover available, blade ready to take on whatever should enter their (now discovered) hiding place.

Current Powers: Speed/Quickness
Current Pace 12, double run pace, ignore 2 points of MAP)
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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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Mel Richter »

There were a WHOLE lotta things that could go wrong here.

She needed to work this out before she started flinging spells.

First, she could feel herself getting tired. She didn't have a lot more magical 'oomph' before she was down to ineffectual flailing and strong language to fight these guys.

Second, there weren't any Hounds immediately present, but how far could they sense magic from? They'd tangled enough Triessa thought she might get a rough sense of it...what was the farthest she'd ever seen them react to her presence, or spells being cast from?

And finally, she'd encountered the...bug men, Resistance guys usually called them Hollow Men, spoiling a perfectly good Kevin Bacon movie forever...before. She needed to think though, what kind of powers or abilities did they have again?

Rolls
How far can Hounds sense magic? Occult: [dice:uzdzrx48]55694:0[/dice:uzdzrx48] or [dice:uzdzrx48]55694:1[/dice:uzdzrx48]
What kind of goodies do Hollow Men get? Occult: [dice:uzdzrx48]55694:2[/dice:uzdzrx48] or [dice:uzdzrx48]55694:3[/dice:uzdzrx48]
Ace [dice:uzdzrx48]55694:4[/dice:uzdzrx48]
User avatar
Peter
Posts: 55
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter »

Peter realizes that he hasn't been discovered, so he continues acting the same way. He does anticipate trouble though, so he activates his predatory reflexes.
Quickness 10
Psionics [dice:2hpqamav]55731:0[/dice:2hpqamav]
Raise [dice:2hpqamav]55731:2[/dice:2hpqamav]
Wild Die [dice:2hpqamav]55731:1[/dice:2hpqamav]
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare »

Tania takes 5 damage, Tania takes 17 damage, Signal takes 5 damage, remember wound cap 4
Tania [dice:17tajfg9]55862:0[/dice:17tajfg9] Ace [dice:17tajfg9]55862:14[/dice:17tajfg9]
  • Damage [dice:17tajfg9]55862:15[/dice:17tajfg9] Raise [dice:17tajfg9]55862:16[/dice:17tajfg9] = 5
Tania [dice:17tajfg9]55862:1[/dice:17tajfg9]
Tania [dice:17tajfg9]55862:2[/dice:17tajfg9]
Tania [dice:17tajfg9]55862:3[/dice:17tajfg9]
  • Damage [dice:17tajfg9]55862:17[/dice:17tajfg9] Ace [dice:17tajfg9]55862:18[/dice:17tajfg9] Ace Aced [dice:17tajfg9]55862:19[/dice:17tajfg9]
Gravely [dice:17tajfg9]55862:4[/dice:17tajfg9]
Gravely [dice:17tajfg9]55862:5[/dice:17tajfg9]
Gravely [dice:17tajfg9]55862:6[/dice:17tajfg9]

Triessa [dice:17tajfg9]55862:7[/dice:17tajfg9]
Triessa [dice:17tajfg9]55862:8[/dice:17tajfg9]
Triessa [dice:17tajfg9]55862:9[/dice:17tajfg9]

Peter [Hiden]

Signal [dice:17tajfg9]55862:10[/dice:17tajfg9]
Signal [dice:17tajfg9]55862:11[/dice:17tajfg9]
Signal [dice:17tajfg9]55862:12[/dice:17tajfg9]
  • Damage [dice:17tajfg9]55862:20[/dice:17tajfg9]
Signal [dice:17tajfg9]55862:13[/dice:17tajfg9]
The men standing up seem surprised when the radios in their hands fail to work, ordering the mobs to attack the team, they turn and apparently fall to the ground of the office out of site. Leaving the Cell standing surrounded by the crowds of people. when a thick and rich voice says loudly. "Kill the outsiders."

The nature of the voice is such that you know there is some sort of psionic force behind it, as it fills the whole are. This leaves the whole team being mobbed and mauled by the near mindless hoard of laborers. However they seem unable to coordinate correctly, their blows land softly or glancing off as they try to take the Cell down.

Peter sees the mobs attacking the rest of the cell, but somehow not noticing him. A free moment to think is nice, but where did the Namtar go?

Signal breaks out moving with speed, when suddenly a leg trips him up just enough for a blow to land solidly in what would have been his groin if he had one in his true form.
  • 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: PNW Labs - Underground

Post by Ndreare »

Turn 02
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Gravely [dice:3e55joib]55877:0[/dice:3e55joib]
Manny [dice:3e55joib]55877:1[/dice:3e55joib]
Peter [dice:3e55joib]55877:2[/dice:3e55joib]
Tania [dice:3e55joib]55877:3[/dice:3e55joib]
Triessa [dice:3e55joib]55877:4[/dice:3e55joib]

Namtar [dice:3e55joib]55877:5[/dice:3e55joib]


.

Signal May act, then the bad guys go again, then the rest of the cell
  • 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: PNW Labs - Underground

Post by Signal »

Signal spares a quick thought to ensure that no radios or cell phones have been turned back on, and then he goes to work.

Rolls for Energy Control: 9 to Negate Electronics in MBT, 9 to Shock Bad Guys Imposing -4 to Trait rolls in MBT, Selective Modifier Excludes Signal and Allies, Benny Spent
Spirit to negate electricity in a MBT [dice:336u8is5]55926:0[/dice:336u8is5]
Wild [dice:336u8is5]55926:1[/dice:336u8is5]

Smarts to zap the bad guys in a MBT imposing -2 or -4 to Trait rolls [dice:336u8is5]55926:2[/dice:336u8is5]
Wild [dice:336u8is5]55926:3[/dice:336u8is5]

reroll
[dice:336u8is5]55926:4[/dice:336u8is5]
[dice:336u8is5]55926:5[/dice:336u8is5] + [dice:336u8is5]55926:6[/dice:336u8is5]

Quickness modifier on Speed power cancels out MAP.
First, he focuses his mind to completely shut down electric signals from any devices the bad guys may be carrying, temporarily turning them into paperweights without requiring him to keep concentrating on them.

Then, he raises a fist, launching an exploding ball of electricity into the attackers around him. He's careful this time to make sure none of his teammates get hit, and he keeps it from being lethal, given that these just seem like normal folks, but he's sure it hurts. A lot.

That should be distracting, at least.

To @Gravely and @Triessa, the "adults in the room," he calls, "Guys! What do we do?!
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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Re: PNW Labs - Underground

Post by Ndreare »

Tania takes 7 damage
Based on Trapping will use GM fiat to say Vigor resist effect.
  • [1]Vigor [dice:43gig2e6]55928:0[/dice:43gig2e6]
    [2]Vigor [dice:43gig2e6]55928:1[/dice:43gig2e6]
    [3]Vigor [dice:43gig2e6]55928:2[/dice:43gig2e6]
    [4]Vigor [dice:43gig2e6]55928:3[/dice:43gig2e6]
    [5]Vigor [dice:43gig2e6]55928:4[/dice:43gig2e6]
    [6]Vigor [dice:43gig2e6]55928:5[/dice:43gig2e6]
    [7]Vigor [dice:43gig2e6]55928:6[/dice:43gig2e6]
    [8]Vigor [dice:43gig2e6]55928:7[/dice:43gig2e6] Ace [dice:43gig2e6]55928:23[/dice:43gig2e6]= Resist
    [9]Vigor [dice:43gig2e6]55928:8[/dice:43gig2e6]
    [10]Vigor [dice:43gig2e6]55928:9[/dice:43gig2e6]
    [11]Vigor [dice:43gig2e6]55928:10[/dice:43gig2e6]
    [12]Vigor [dice:43gig2e6]55928:11[/dice:43gig2e6]
    [13]Vigor [dice:43gig2e6]55928:12[/dice:43gig2e6]
    [14]Vigor [dice:43gig2e6]55928:13[/dice:43gig2e6]
    [15]Vigor [dice:43gig2e6]55928:14[/dice:43gig2e6]
    [16]Vigor [dice:43gig2e6]55928:15[/dice:43gig2e6]
    [17]Vigor [dice:43gig2e6]55928:16[/dice:43gig2e6] Ace was a 2 for 8 fail, I accidentally deleted
    [18]Vigor [dice:43gig2e6]55928:17[/dice:43gig2e6]
    [19]Vigor [dice:43gig2e6]55928:18[/dice:43gig2e6]
    [20]Vigor [dice:43gig2e6]55928:19[/dice:43gig2e6]
    [21]Vigor [dice:43gig2e6]55928:20[/dice:43gig2e6]
    [22]Vigor [dice:43gig2e6]55928:21[/dice:43gig2e6]
    [23]Vigor [dice:43gig2e6]55928:22[/dice:43gig2e6]

Attacks
Fighting d6, do not benefit from gang up.
  • Four on Monsters, Three on Humans Who gets to Ignore the -4 = Attacker [dice:43gig2e6]55928:24[/dice:43gig2e6]
    [1] Tania Fighting [dice:43gig2e6]55928:25[/dice:43gig2e6]
    [2] Tania Fighting [dice:43gig2e6]55928:26[/dice:43gig2e6]
    • Damage From only hit [dice:43gig2e6]55928:44[/dice:43gig2e6] Ace [dice:43gig2e6]55928:45[/dice:43gig2e6]
    [3] Tania Fighting [dice:43gig2e6]55928:27[/dice:43gig2e6]
    [4] Tania Fighting [dice:43gig2e6]55928:28[/dice:43gig2e6]

    [5] Gravely Fighting [dice:43gig2e6]55928:29[/dice:43gig2e6]
    [6] Gravely Fighting [dice:43gig2e6]55928:30[/dice:43gig2e6]
    [7] Gravely Fighting [dice:43gig2e6]55928:31[/dice:43gig2e6]

    [8] Signal Fighting [dice:43gig2e6]55928:32[/dice:43gig2e6]
    [9] Signal Fighting [dice:43gig2e6]55928:33[/dice:43gig2e6]
    [10] Signal Fighting [dice:43gig2e6]55928:34[/dice:43gig2e6]
    [11] Signal Fighting [dice:43gig2e6]55928:35[/dice:43gig2e6]

    [12] Triessa Fighting [dice:43gig2e6]55928:36[/dice:43gig2e6]
    [13] Triessa Fighting [dice:43gig2e6]55928:37[/dice:43gig2e6]
    [14] Triessa Fighting [dice:43gig2e6]55928:38[/dice:43gig2e6]

    Peter still unseen
    [15] Too crowded to get in
    [16] Too crowded to get in
    [17] Too crowded to get in
    [18] Too crowded to get in
    [19] Too crowded to get in
    [20] Too crowded to get in
    [21] Too crowded to get in
    [22] Too crowded to get in
    [23] Too crowded to get in

    Namtar - Hollow Men
    Secret Roll [dice:43gig2e6]55928:39[/dice:43gig2e6]
    Secret Roll [dice:43gig2e6]55928:40[/dice:43gig2e6]
    Secret Roll [dice:43gig2e6]55928:41[/dice:43gig2e6]
    Secret Roll [dice:43gig2e6]55928:42[/dice:43gig2e6]
    Secret Roll [dice:43gig2e6]55928:43[/dice:43gig2e6]
Signal's attack somehow seems far more effective than expected as the crowded room seems to as one go into seizures. The stumbling and tumbling such that the slaves are not able to land a solid blow. Only @Tania even took a blow and that blow, was far from lethal.

Signal's newly practiced ability to exempt his allies from the areas of such powers leaves the Cell free and clear able to act how they need.

Looking through the glass into the empty room the Cell realizes the strange men and women never stood up again into view. They must be preparing some sort of ambush.



Everyone EXCEPT @Signal May act
  • 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: PNW Labs - Underground

Post by Tania »

The problem with this suit is it impairs senses. It keeps out possibly dangerous chemicals, but sight, hearing, and (especially) smell are reduced to what may be below the standard human level. What with the distraction of the mirror, Tania finds herself surrounded and being attacked before she has a chance to react.

Fortunately, her undead Morphus is like a classic undead...hard to really hurt. She only took one blow that hurt, the others she barely felt. Perhaps the suit provides some slight amount of protection, she thinks, or possibly I am tougher than I think.

She decides the thing to do is fight zombies with zombies...so to speak. She concentrates on her magic, creating countless zombie hands to try to hold back the horde of zombified people. (This would require 6 PP if we are using PP now, as I am assuming a Large Burst Radius will be needed and selective to not impair her or her friends.)
OOC Comments
Spend 1 bennie on Soak: Vigor [dice:3fbws62e]55942:0[/dice:3fbws62e], Wild Vigor [dice:3fbws62e]55942:1[/dice:3fbws62e]
If required: Unshake Vigor [dice:3fbws62e]55942:2[/dice:3fbws62e], Wild Unshake [dice:3fbws62e]55942:3[/dice:3fbws62e]
To cast Entangle: Spirit [dice:3fbws62e]55942:4[/dice:3fbws62e], Wild Spirit [dice:3fbws62e]55942:5[/dice:3fbws62e]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Re: PNW Labs - Underground

Post by Ndreare »

The bones seem highly effective as they grab onto and ensnare what seems to be all of the slaves. Leaving them entangles and distracted.


Mechanics
They are -4 to all trait rolls from Signal
They are -2 for Distracted
Attacks against them are +2 because they are vulnerable
Total -6 to all trait rolls and attacks are +2 against them.

Lets be honest at this point the rest of you simply count them as difficult terrain.
  • 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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Peter
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Re: PNW Labs - Underground

Post by Peter »

Damage 8
Boost Trait
Psionics [dice:1plz8ted]56067:0[/dice:1plz8ted]
Wild Die [dice:1plz8ted]56067:1[/dice:1plz8ted]

Fighting [dice:1plz8ted]56067:2[/dice:1plz8ted]
Wild Die [dice:1plz8ted]56067:3[/dice:1plz8ted]
Damage [dice:1plz8ted]56067:4[/dice:1plz8ted]
Benny
Damage [dice:1plz8ted]56067:5[/dice:1plz8ted]
Peter darts toward the door and gives it a solid punch, knocking it off if it's hinges with a rattle.
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
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Gravely
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Re: PNW Labs - Underground

Post by Gravely »

@Triessa "I would say we move now if we are to look at that mirror."

"Let's go! We need to keep moving."

Gravely heads out the door and back to the vat room, doing his best to keep the suit intact while avoiding the morass of zombie limbs and such.
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
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Re: PNW Labs - Underground

Post by Tania »

Tania follows the others out thinking, That magic was exhausting, but the results were worth the effort. She carefully avoids the zombied workers and exits the room.

She comments, "Of course, there is the problem of the ones who ordered the attack. They are still free to try again."
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: PNW Labs - Underground

Post by Mel Richter »

Triessa followed Peter, wincing a little as he slammed the door off its hinges. Somewhere in the scatter, the bug-men had managed to lose themselves. Signal couldn't keep them down forever. They were playing it smart, not engaging...waiting until they could call for backup. They knew time was on their side.

But they didn't necessarily know who was a mindless drone, and who wasn't. The only check on the Good Guy's column.

So Triessa ambled aimlessly forward, affecting the vacant half-there stare of someone distracted by their smartphone while someone was trying to talk to them. One of them will slip up, she thought grimly, one will think 'ah it's fine if that one's looking my way, she won't notice anyway...'

That, or she and the team could easily wind up in the next package of whatever Soylent Green was being made here.

Noticing Bug Mans: 8, 1 benny up, 1 benny down
Notice [dice:213pd1f3]56120:0[/dice:213pd1f3] or [dice:213pd1f3]56120:1[/dice:213pd1f3]
Yeah, I'll Light Benny that - [dice:213pd1f3]56120:2[/dice:213pd1f3] or [dice:213pd1f3]56120:3[/dice:213pd1f3]
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Re: PNW Labs - Underground

Post by Ndreare »

As Triessa enters the room, she looks around just in time to see a Namtar scuttle down a squared shoot apparently designed to allow the creatures to move around the facility, the swinging plastic cover flapping shut as soon as it is through. As she turns to the rest of the room, the five men are all laying on the ground apparently dead, their heads flopped back show empty skulls. The lack of blood making the whole scenario even more creapy.

Triessa Make a Nausea Check, and a Smarts Check - Then everyone move on to Turn 3, Peter acts first

Initiative Turn 03, Peter goes, then bad guys. Peter may slow down and look carefully for the Namtar as an action for a Notice -2 roll if he chooses
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Gravely [dice:vgi0mbbr]56117:0[/dice:vgi0mbbr]
Manny [dice:vgi0mbbr]56117:1[/dice:vgi0mbbr]
Peter [dice:vgi0mbbr]56117:2[/dice:vgi0mbbr]
Tania [dice:vgi0mbbr]56117:3[/dice:vgi0mbbr]
Triessa [dice:vgi0mbbr]56117:4[/dice:vgi0mbbr]

Namtar [dice:vgi0mbbr]56117:5[/dice:vgi0mbbr]
  • 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
Peter
Posts: 55
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter »

OOC Comments
Notice [dice:1eh7zvm8]56300:0[/dice:1eh7zvm8]
Wild Die [dice:1eh7zvm8]56300:1[/dice:1eh7zvm8]

Smarts [dice:1eh7zvm8]56300:2[/dice:1eh7zvm8]
Wild Die [dice:1eh7zvm8]56300:3[/dice:1eh7zvm8]
Peter points to the hole they escaped through as he pulls his knife out and extends the blade.
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Mel Richter »

(OOC - I'll assume a nausea check is vigor)

Vigor [dice:3rhm4i5c]56403:0[/dice:3rhm4i5c] or [dice:3rhm4i5c]56403:1[/dice:3rhm4i5c]

Smarts [dice:3rhm4i5c]56403:2[/dice:3rhm4i5c] or [dice:3rhm4i5c]56403:3[/dice:3rhm4i5c]
User avatar
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania »

Tania looks at the hole and comments, "A bit small for us, and it no doubt branches ahead in several directions. Following is not likely an option, so what next?"

She thinks, If I were like four inches tall, I might try following, because I could possibly track them, but as it is, I doubt we can.

She notes, "I am thinking the mirror bears a closer look."
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: PNW Labs - Underground

Post by Ndreare »

OOC Comments
Namtar running [dice:2x9l1rzp]56466:0[/dice:2x9l1rzp]
The enemies have acted, all others may take their Turn 3 action.


For all of you deciding to go into the office please roll a Nausea check (Vigor roll).
  • 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
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania »

OOC Comments
Tania was following Peter, who pointed out where the bugs went. I am assuming that means she needs the check, though as a Ghoul I should resist such things it does not say I get a bonus for it.
Vigor Roll [dice:1h817g6j]56489:0[/dice:1h817g6j], Wild Vigor [dice:1h817g6j]56489:1[/dice:1h817g6j]
Tania noted the seemingly dead bodies on the floor with a clinical detachment. She has seen a number of disgusting things during her time on her own, they do not bother her much.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

For Whenever Signal Ends Up Entering the Room: Vigor 7
Vigor [dice:2d9xo1pc]56517:0[/dice:2d9xo1pc]
Wild [dice:2d9xo1pc]56517:1[/dice:2d9xo1pc]
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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Ndreare
Savage Siri
Posts: 4410
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Location: Skagit County, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare »

A couple (2) of the trapped mind controlled humans manage to break free. Stumbling and crawling over their allies they work their way to the office door. Inside the office the Cell members are forced into decision and action. What do they do?



We are still in combat. The enemies have acted, Gravely, Manny, Tania, and Triessa may act.
OOC Comments
I am not rolling 44 dice, instead declaring by fiat 2 of them break free.

the Namtar are not engaging in combat and their actions are unknown to you the Cell members.
  • 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
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania »

Tania eventually notes the fact that some of the enemies have broken free and she says, "We should get out of here, I still suggest checking out the mirror before the rest of these guys get free."

She turns to deal with one of the drugged enemies, trying to avoid killing them (though that may constitute a mercy killing).
OOC Comments
Notice [dice:b9s269xe]56567:0[/dice:b9s269xe], Wild Notice [dice:b9s269xe]56567:1[/dice:b9s269xe], WN Ace [dice:b9s269xe]56567:5[/dice:b9s269xe] Notice=7 success
Fighting [dice:b9s269xe]56567:6[/dice:b9s269xe], Wild Fighting [dice:b9s269xe]56567:2[/dice:b9s269xe], Fighting Ace [dice:b9s269xe]56567:7[/dice:b9s269xe] Fighting=23, 4 raises Forgot to add my +2 from Martial Warrior, makes this 5 raises...
Damage [dice:b9s269xe]56567:3[/dice:b9s269xe]+[dice:b9s269xe]56567:4[/dice:b9s269xe]
Though it might be a coincidence, the one she throws winds up tossed into the other one who is gree, tangling them both together.
Last edited by Tania on Sun Aug 04, 2019 4:41 pm, edited 1 time in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely »

OOC Comments
Gravely stands in the vat room staring at the mirror over one of the vats. Carefully he finds a long rod or pole and proceeds to push on the lens of the mirror.

GM Edit: Gravely moves across the room trying to get close to the mirror so he can examine the thing.
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
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

Once it's indicated to him where they've gone, Signal opts to follow the bug-things to see what they're up to.

"Be right back," he says, just before his body turns into pure electricity and, in a literal flash, he is gone, zooming along the ducts after the bugs.

Focus 10 for Lightning Rider
Focus [dice:1b7zztzb]56792:0[/dice:1b7zztzb] +1 from morphus trappings
Wild [dice:1b7zztzb]56792:1[/dice:1b7zztzb]
Manny follows the bug creatures along the ducts, manifesting briefly at a juncture where two head off towards parts unknown while three head back to the main floor. Figuring he was there for recon, and they'd already seen the main floor, Manny steels himself and then hops back into the wire, following the two bugs towards the unknown.
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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
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Re: PNW Labs - Underground

Post by Ndreare »

@Triessa and @Peter see @Signal jump into the hole. Hopefully he knows what he is dong, because he is alone. Peter drawing and preparing his knife waits for a threat to find none presenting itself.
Tania wrote: Tue Jul 30, 2019 3:51 pm She notes, "I am thinking the mirror bears a closer look."

As @Tania turns towards the mirror she can see @Gravely already headed that way. Perhaps he has also fallen to the call on the other side.

As Signal heads up the tee after the bugs he realizes he has exited the ducting up on the first floor. Two Security guards turn their heads towards the Nightbane as he emerges. A series of clicking and clattering sounds come from the bugs and the Security guards react, both going to speak into their radios while drawing their batons and charging Signal. The two moving as if one being...


Initiative Turn 04, Triessa & Clayton, then bad guys, then everyone else
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Gravely [dice:368x6yoj]57177:0[/dice:368x6yoj]
Manny [dice:368x6yoj]57177:1[/dice:368x6yoj]
Peter [dice:368x6yoj]57177:2[/dice:368x6yoj]
Tania [dice:368x6yoj]57177:3[/dice:368x6yoj]
Triessa [dice:368x6yoj]57177:4[/dice:368x6yoj]
Clayton (Quick, added later as player returned) [dice:368x6yoj]57177:7[/dice:368x6yoj]

Guards [dice:368x6yoj]57177:5[/dice:368x6yoj]
Namtar [dice:368x6yoj]57177:6[/dice:368x6yoj]
  • 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
Clayton Hodge
Diamond Patron
Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: PNW Labs - Underground

Post by Clayton Hodge »

Survival (Tracking Signal) 5; Fear: 9, Puppet: 4; -1 Benny, -1 Golden Benny
Survival: [dice:2g3efy6h]57444:0[/dice:2g3efy6h] (+2 Racial, -2 Scene)
Wild: [dice:2g3efy6h]57444:1[/dice:2g3efy6h]

Running: [dice:2g3efy6h]57444:2[/dice:2g3efy6h]

Fear check if applicable (did not make it far enough [9”/12”])
Spirit: [dice:2g3efy6h]57444:3[/dice:2g3efy6h]
Wild: [dice:2g3efy6h]57444:4[/dice:2g3efy6h]
Gold Benny
Spirit: [dice:2g3efy6h]57444:9[/dice:2g3efy6h] (+2 Golden Benny, +2 AtO)
Wild: [dice:2g3efy6h]57444:10[/dice:2g3efy6h]

Puppet
Spirit: [dice:2g3efy6h]57444:5[/dice:2g3efy6h] (-2 Scene=2)
Wild: [dice:2g3efy6h]57444:6[/dice:2g3efy6h]
Benny to Reroll
Spirit: [dice:2g3efy6h]57444:7[/dice:2g3efy6h] (+2 AtO, -2 Scene)
Wild: [dice:2g3efy6h]57444:8[/dice:2g3efy6h]

-1 Golden Benny because no Fear.
Not wanting to wear the restrictive white suits through the facility with the others, Clayton decides to use the size of his snake form to slip through the facility unnoticed. He soon finds several tiny tunnels and decides to scout one out. Wiggling through the tunnel, it quickly becomes apparent that they criss cross all over the facility!

After several minutes of exploration he catches a strange insectoid scent mixed with something familiar.

‘Ah know this smell. Ah’d bet mah rattle it’s Sparky!’

Clayton worms his way through several turns seeking the young Nightbane. He slithers close enough that the scent is fresh. Just ahead the old hand can hear something and see a commotion...
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
User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

Spirit to Resist Puppet 12
[dice:9yhot305]57445:0[/dice:9yhot305]
Wild [dice:9yhot305]57445:1[/dice:9yhot305] + [dice:9yhot305]57445:2[/dice:9yhot305] + [dice:9yhot305]57445:3[/dice:9yhot305]
Current Powers: Speed/Quickness
Current Pace 12, double run pace, ignore 2 points of MAP)
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
Savage Siri
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Re: PNW Labs - Underground

Post by Ndreare »

OOC Comments
Fighting d8, Gang up +1
Hound [dice:udyvno8s]57448:0[/dice:udyvno8s] Confirm crit [dice:udyvno8s]57448:2[/dice:udyvno8s]

Hound [dice:udyvno8s]57448:1[/dice:udyvno8s] Confirm crit [dice:udyvno8s]57448:3[/dice:udyvno8s]
As Clayton moves through the tubing as fast as possible to catch up to Signal he comes to a space where the tubing shoots straight up, while also turning 90 degrees to further divisions. Looking up Clayton can see Manny standing over the vent as if he just manifested above it when two huge blades suddenly slice through the concrete and tubing above. The tubing is jostled as the nature of the guards as hounds is confirmed Clayton and Manny see them for what they are during the attack. The illusion slipping back over them as it catches up with their too fast movement.

Guards from around the room are now running the same horrific effect as they outpace the illusions tied them them. Four of them stay up to kill Manny, the two he is already engaged with and two more running, while four more race behind their security desk headed for something or someone else.

The magic of the room begins its cold deliberate crawling into Manny's head as he recals the risk of being in the warded locations of the building...

MAP
So this is basically based on the fabrication weld shop at work. The grey lines are the ducting tubes the bugs move around in. The bog thing at the end is a giant mirror to the Nightlands. the black lines are various tubes carrying the material they are mixing into Zero. Normally not a big fan of maps for every thing, but this time it is important.
Quick Scetch.jpg
The Mirror begins to flicker as you can see what looks to be a lot of movement on the other side. A hound steps up to the mirror, it can be seen clearly through the glass, standing 9' tall it is bigger and more terrifying looking than any hound The Cell has seen before. Behind it two hound masters follow, as a pair of squads likewise moves behind them.

Suddenly as the chill sets in on The Cell members as they realize what is happening Gravely sees the doors at the top of the south stairs fling open, two Hounds come running down the stairs. Apparently chased by the apparition of humans guards unable to keep up with the supernatural horrors.


EVERYONE ELSE MAY GO NOW IN TURN 4. Everyone except Manny and Clayton make a Fear Roll at -2 as you see the giant Hound and its followers lined up to come through
  • 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
Posts: 95
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Re: PNW Labs - Underground

Post by Signal »

Boost Fighting Success, Fighting vs Hound 1 Miss, Figthing vs Hound 2 Raise for 15 damage, Ignores Armor, Wasted 2 Bennies
Plan is to boost Fighting and then take two stabs, one at each hound. Quickness negates 2 points of MAP, so all actions will be taken at -2

Focus to boost Fighting [dice:294c0f3v]57451:0[/dice:294c0f3v]
Wild [dice:294c0f3v]57451:1[/dice:294c0f3v] + [dice:294c0f3v]57451:2[/dice:294c0f3v]

Success! +1 die type to Fighting

Fighting vs Hound 1 [dice:294c0f3v]57451:3[/dice:294c0f3v] (MAP partially offset by +1 Fighting from Supplicant knife)
Wild [dice:294c0f3v]57451:4[/dice:294c0f3v]
Reroll
Fighting vs Hound 1 [dice:294c0f3v]57451:7[/dice:294c0f3v] (now Fake Elan is in play)
Wild [dice:294c0f3v]57451:8[/dice:294c0f3v]
Re-frickin roll!
Fighting vs Hound 1 [dice:294c0f3v]57451:10[/dice:294c0f3v]
Wild [dice:294c0f3v]57451:11[/dice:294c0f3v]

Fighting vs Hound 2 [dice:294c0f3v]57451:5[/dice:294c0f3v]
Wild [dice:294c0f3v]57451:6[/dice:294c0f3v] + [dice:294c0f3v]57451:9[/dice:294c0f3v] + [dice:294c0f3v]57451:12[/dice:294c0f3v]

Damage vs Hound 2 [dice:294c0f3v]57451:13[/dice:294c0f3v] (Str.) + [dice:294c0f3v]57451:14[/dice:294c0f3v] (raise) + [dice:294c0f3v]57451:15[/dice:294c0f3v]+2 from weapon +4 from Nightbane, ignores armor
Reacting with, well, lightning quick reflexes, Signal avoids the incoming attacks and immediately responds. Sparing a bit of focus, he taps into the elecricity coursing through him to improve his reflexes, improving his dexterity with Supplicant.

The knife slices through the air, missing the first hound but diving deep into the second. In the odd way that it always does, the blade passes through the Hound’s flesh, leaving no outward trace, as it cuts through the magic holding the Hound together.

Current Parry 7, Current Powers Speed/Quickness, Boost Fighting to d10
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Peter
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Re: PNW Labs - Underground

Post by Peter »

OOC Comments
Spirit [dice:97gzvnsh]57452:0[/dice:97gzvnsh]
Wild Die [dice:97gzvnsh]57452:1[/dice:97gzvnsh]

Occult [dice:97gzvnsh]57452:2[/dice:97gzvnsh]
Wild Die [dice:97gzvnsh]57452:3[/dice:97gzvnsh]
Peter looks at the creatures in the other side of the mirror and calmly studies it. "Break the mirror!" he says, "Hurry!"
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
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Tania
Posts: 123
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Re: PNW Labs - Underground

Post by Tania »

Tania nears the mirror and sees, not her reflection, but a force of hounds lead by a giant and two hound masters.
OOC Comments
Spirit check to resist fear [dice:2k6vgzct]57461:0[/dice:2k6vgzct], Wild Spirit [dice:2k6vgzct]57461:1[/dice:2k6vgzct]
Failed test, [dice:2k6vgzct]57461:2[/dice:2k6vgzct]
Running [dice:2k6vgzct]57461:3[/dice:2k6vgzct]
Tania's hyena side takes over, the species is not particularly known for courage...they prefer to run than fight, which often results in packs of hyenas losing meals to lions after the hyenas brought it down. Thus, even though her human side does not want to run, she finds herself doing so.
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: PNW Labs - Underground

Post by Mel Richter »

On seeing the Hounds bursting in, Triessa lets discretion be the better part of valor. "Try to hold them off!" she shouts. "I'll see if I can't take the mirror out!"

Given the vulnerability of Hounds to magic, perhaps she had it bass-ackwards, but there wasn't time to meticulously plan this. She went with her gut.

Focusing her will to a point, Triessa sent power through the casting focus around her hand. A hellish glow developed there as she frantically shoveled most of the energy she had left into the spell, then released it towards the mirror with the final incantation of "Pyrofuego!"

A howling comet erupted from her focus and streaked across the room. When it struck the mirror squarely, it exploded into a furious inferno that spread out over a generous portion of the entire room...engulfing not only the mirror, but the pipes and furniture and machines as well.

The time for subtlety was past. She was bad at that anyway. Even so, mindful that this might not be a fast fight, she managed a quick, muttered "Defendarius" to cloak herself in a bit of magical warding. Just in case.

Rolls: Fear 5, Spellcasting 13 and 5, 2 bennies spent, 8pp spent, 1pp remaining
Fear [dice:158npjaq]57732:0[/dice:158npjaq] or [dice:158npjaq]57732:1[/dice:158npjaq]
Blurgh, gonna benny that, even though I need mah bennies, lol...using my White Benny or whatever they're called again, in fact. [dice:158npjaq]57732:4[/dice:158npjaq] or [dice:158npjaq]57732:5[/dice:158npjaq]

Spellcasting for Blast (extra damage, LBT; cost 6pp) [dice:158npjaq]57732:2[/dice:158npjaq] or [dice:158npjaq]57732:3[/dice:158npjaq] after MAP and +2 for target size.
And Ace [dice:158npjaq]57732:6[/dice:158npjaq]

Damage [dice:158npjaq]57732:7[/dice:158npjaq] Meh...below average and we need this to stick; Benny for reroll [dice:158npjaq]57732:8[/dice:158npjaq]
Okay, so 9 damage, adjusted for my messup.

Protection (2pp for +4 armor) [dice:158npjaq]57732:9[/dice:158npjaq] or [dice:158npjaq]57732:10[/dice:158npjaq] after MAP

And moooooving away from the Hounds towards the mirror...
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Ndreare
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Re: PNW Labs - Underground

Post by Ndreare »

The giant blast erupts at the end of the room, as debris and material is sent everywhere. The vent path is ripped open and three of the giant bugs fall out burning at the falls their death howl sounding like the screaming of a burning infant. The sound does not end as they hit the ground shaking from their pain.

As the blast clears the giant steel plate can be seen unaffected by the blast. It is obvious no simple spell will be enough to eliminate this terrible threat. When suddenly, there is a groan like the earth itself is waking from a long slumber and before your very eyes the plate begins to wobble, the mounting points having been destroyed there is nothing left to stop the thing from descending in slow motion until the screaming comes to an abrupt stop when it lands flat crushing everything under it on the lab floor.

From inside the tubing Clayton is startled when an explosion at the end of the tubing opens it up, as he watches the bugs that where trying to get through the mirror killed in an explosion.

Up on the ground floor Signal's efforts where mostly as success as he kills one of the hounds. But the other is left free to attack him, the security guards cudgel becoming a giant darkblade as the guard moves to fast for the illusion to keep up with it.
Updated Map
Quick Scetch after explosion.jpg
Hound attacks Signal for 12 damage
Fighting d8, Wild +2
Fighting [dice:1cabyt1l]57742:0[/dice:1cabyt1l]
Damage [dice:1cabyt1l]57742:1[/dice:1cabyt1l] + [dice:1cabyt1l]57742:2[/dice:1cabyt1l]
  • 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
Posts: 95
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Re: PNW Labs - Underground

Post by Signal »

Benny to Soak: Success
Vigor [dice:2nfpqizp]57743:0[/dice:2nfpqizp]
Wild [dice:2nfpqizp]57743:1[/dice:2nfpqizp]


Signal braces himself for the hit, turning a sure strike into a glancing blow.
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: PNW Labs - Underground

Post by Ndreare »

Initiative Turn 05
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Clayton (Quick) [dice:1xqiiyos]57745:0[/dice:1xqiiyos]
Gravely (On Hold)
Signal [dice:1xqiiyos]57745:1[/dice:1xqiiyos]
Tania [dice:1xqiiyos]57745:2[/dice:1xqiiyos]
Triessa [dice:1xqiiyos]57745:3[/dice:1xqiiyos]

Hound top [dice:1xqiiyos]57745:4[/dice:1xqiiyos]

Hounds bottom [dice:1xqiiyos]57745:5[/dice:1xqiiyos]

Hounds Mirror [dice:1xqiiyos]57745:6[/dice:1xqiiyos]
Players Go First, please post in whatever order you would like.
Quick Scetch after explosion.jpg
  • 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: PNW Labs - Underground

Post by Signal »

2 Fighting Attacks, 2 Hits for 11 and 17 Damage, Respectively, Ignoring Armor
Fighting [dice:3f8msk8i]57746:0[/dice:3f8msk8i] (quickness eliminates -2 in MAP)
Wild [dice:3f8msk8i]57746:1[/dice:3f8msk8i]
Damage [dice:3f8msk8i]57746:4[/dice:3f8msk8i] ignores armor (+2 from weapon damage and +4 from Nightbane factored in)


Fighting attack 2 [dice:3f8msk8i]57746:2[/dice:3f8msk8i] (quickness eliminates -2 in MAP)
Wild [dice:3f8msk8i]57746:3[/dice:3f8msk8i]
Damage [dice:3f8msk8i]57746:5[/dice:3f8msk8i] + [dice:3f8msk8i]57746:6[/dice:3f8msk8i] ignores armor (+2 from weapon damage and +4 from Nightbane factored in)
Signal flicks his hand out twice in two quick cuts, plunging Supplicant’s blade into the Hound’s chest twice, dropping the creature silently. As always, he is both impressed and unsettled by the way Supplicant leaves no mark on its targets.

As he holds the knife’s handle and considers his next actions, he can swear he hears a voice in his head whispering, and I can do a lot more than that...

Current Parry 7, Current Powers Speed/Quickness, Boost Fighting to d10

@RFT Does Signal see anything of note now that he’s not fighting for his life?
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
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania »

Tania shakes free of her animal flight reflex and finds herself quite a ways back, she turns around and heads back into the room, finding the mirror now fallen face-down on the floor. Well, that should, hopefully, keep things from coming through it for a moment.

She will head towards the mirror, preparing her claws with her Touch of the Grave power to help her rend the steel when she gets there.
OOC Comments
Pace [dice:3kvlcoup]57810:0[/dice:3kvlcoup]
Spirit [dice:3kvlcoup]57810:1[/dice:3kvlcoup], Wild Spirit [dice:3kvlcoup]57810:2[/dice:3kvlcoup]
Notice [dice:3kvlcoup]57810:3[/dice:3kvlcoup], Wild Notice [dice:3kvlcoup]57810:4[/dice:3kvlcoup]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely »

Gravely is stunned by the falling mirror, grateful that he had not gotten that close to the mirror. Pulling his M4 he takes up a vantage point and begins drawing firing lines to the scurrying bugs falling from the tubing. Assessing the posibilties of actually successfully hitting them.

Cautious Hindrance
Calculating Edge
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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Clayton Hodge
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Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: PNW Labs - Underground

Post by Clayton Hodge »

Fighting 6, Damage 7
Fighting: [dice:26nx6fl4]57890:0[/dice:26nx6fl4]
Wild: [dice:26nx6fl4]57890:1[/dice:26nx6fl4]

Damage: [dice:26nx6fl4]57890:2[/dice:26nx6fl4]
Benny, because why not?
Damage: [dice:26nx6fl4]57890:3[/dice:26nx6fl4]
Benny, because I'm not a smart man.
Damage: [dice:26nx6fl4]57890:4[/dice:26nx6fl4]
'Somethin' ain't right down thar. I gotta git!'

Lacking an expedient egress, Clayton begins thrashing his serpentine body inside the pipe. His attempts at getting enough leverage to gouge a hole seem fruitless at first, but his fangs finally puncture a hole. Sufficiently weakened, the pipe soon gives way and a hole just big enough to wriggle through opens up. Clayton free falls to the floor where he flops bonelessly, surely hissing in agony as his shattered bones knit themselves back together.
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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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Mel Richter »

Fuming at her spell's inability to breach the mirror by itself, Triessa whirled to face the two oncoming Hounds; threats she couldn't afford to ignore. A bright silvery pain burned in her mind; a warning sign she was drawing too much magic. She'd pushed this envelope before...thought she had a good idea of how much she could take, but it was a scary feeling. Akin perhaps to walking over a frozen lake and hearing a sudden CRACK from underfoot. The ice wasn't shifting yet, but it was thinner than you thought, and there was nothing under it but an eternal, cold black abyss.

It was take another step, or die on Hound blades though, so...

Blasts of fire ripped from her hands, one for each Hound!

Rolls, 1 benny to gain 5pp; spent 2 on bolts
Spellcasting with MAP [dice:3n9n5hmt]57901:0[/dice:3n9n5hmt] or [dice:3n9n5hmt]57901:1[/dice:3n9n5hmt]
And another Spellcasting with MAP [dice:3n9n5hmt]57901:2[/dice:3n9n5hmt] or [dice:3n9n5hmt]57901:3[/dice:3n9n5hmt]
Last edited by Mel Richter on Thu Sep 19, 2019 10:43 pm, edited 1 time in total.
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: PNW Labs - Underground

Post by Ndreare »

EVERYONE GAINS A LIGHT BENNY FOR TRIESSA'S CRITICAL FAILURE

Up Above
Having destroyed the last Hound @Signal has a moment and looks around the drab office interior, the overly bland area looks completely uninteresting. Might as well head back home and figure out what to do next. Then his head clears again, the damn wards never seem to lose their power. But with all the remaining threats having headed down, Signal knows his friends will need his help.

Down Bellow
@Tania jumping off the mezzanine and running for the mirror lying on the ground where it had crushed whatever bits of material is still on fire from the earlier blast. @Gravely braces himself waiting for the opening he needs and the perfect timing for something that can change the battle. As @Clayton Hodge plummets to the ground, the bruises heal, but his pride suffers a blow that will not fast recover.

While the rest of the team seems to be doing well @Triessa is nearly sent to the floor as the feedback from her spell breaks her concentration, taking with the collapsing spells a small measure of her own soul as she is left fatigued from the exodus. Not willing to be defeated she pushes through annihilating one of the hounds on the stairs coming down to join the battle.

Suddenly there is a deep grinding rumble as the giant shining plate of metal begins to shift, the steel of several dark blades reach out from under the edges prying and pushing. Somehow the steel disk lifts in the air, leaning heavily at an angle as a pole-arm is positioned and the hounds begin poring out. When suddenly as the hounds are only half way out from the mirror the pole arm breaks and the mirror slams down on the hounds, pinning 6 of them fully out in the open and unable to defend themselves. (Game mechanic - 6 Hounds are stunned)
OOC Comments
Strength -8 to lift mirror, Raise to toss mirror
Hounds Support rolls, Strength d12, MAP -2
Strength [dice:1n7qtw7m]57978:0[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:1[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:2[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:3[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:4[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:5[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:6[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:7[/dice:1n7qtw7m]

Hound Master Support rolls, Strength d12+1, MAP -2
Strength [dice:1n7qtw7m]57978:8[/dice:1n7qtw7m]
Strength [dice:1n7qtw7m]57978:9[/dice:1n7qtw7m]

Great Hound Strength d12+3, MAP -2
Strength [dice:1n7qtw7m]57978:10[/dice:1n7qtw7m]
Forgot Wild Die [dice:1n7qtw7m]57978:12[/dice:1n7qtw7m]
Benny to reroll (Thanks guys)
Strength (now including +9 support, and -8 penalty
Strength [dice:1n7qtw7m]57978:13[/dice:1n7qtw7m]
Wild [dice:1n7qtw7m]57978:14[/dice:1n7qtw7m]

Coming down the stairs the hounds barely pause before eyeing the Cell members, @Tania a being the most obvious four of the survivors sprint for leaping off the stairs they are followed closely by ghostly apparitions of security guards, while three others run for the mezzanine leaping a second time to pull themselves up to the top finally looming over @Gravely and @Triessa ready to deliver finishing blows on the cell members.

Tania takes 16 and 7, Gravely Takes 24
Group Running [dice:1n7qtw7m]57978:11[/dice:1n7qtw7m]

Fighting d8, MAP -2, Wild Attack +2
Fighting on Triessa [dice:1n7qtw7m]57978:15[/dice:1n7qtw7m]

Fighting d8, MAP -2, Wild Attack +2, Gang Up +1
Fighting on Gravely [dice:1n7qtw7m]57978:16[/dice:1n7qtw7m]
Fighting on Gravely [dice:1n7qtw7m]57978:17[/dice:1n7qtw7m] Ace [dice:1n7qtw7m]57978:22[/dice:1n7qtw7m]
DAMAGE = [dice:1n7qtw7m]57978:24[/dice:1n7qtw7m] + [dice:1n7qtw7m]57978:25[/dice:1n7qtw7m] + 2 + [dice:1n7qtw7m]57978:26[/dice:1n7qtw7m]
Aces [dice:1n7qtw7m]57978:31[/dice:1n7qtw7m]

Fighting d8, MAP -2, Wild Attack +2, Gang Up +3
Fighting on Tania [dice:1n7qtw7m]57978:18[/dice:1n7qtw7m]
DAMAGE = [dice:1n7qtw7m]57978:27[/dice:1n7qtw7m] + [dice:1n7qtw7m]57978:28[/dice:1n7qtw7m] + 2
Fighting on Tania [dice:1n7qtw7m]57978:19[/dice:1n7qtw7m] Critical Verification [dice:1n7qtw7m]57978:23[/dice:1n7qtw7m]
Fighting on Tania [dice:1n7qtw7m]57978:20[/dice:1n7qtw7m]
Fighting on Tania [dice:1n7qtw7m]57978:21[/dice:1n7qtw7m]
DAMAGE = [dice:1n7qtw7m]57978:29[/dice:1n7qtw7m] + [dice:1n7qtw7m]57978:30[/dice:1n7qtw7m] + 2
Updated ultra High Quality Map
@Sgt 86Delta It is your turn to go, do not forget you are allowed to ignore a -2 penalty.

Quick Scetch after explosion.jpg
.
  • 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: PNW Labs - Underground

Post by Gravely »

Got to love it when a plan comes together, Gravely says to himself, If only this one would.

Even with himself in a crouch and his back tucked up against a wall, the hounds had surprised him once more and surrounded him.

Standard Benny to Soak (3 of 3 remaining)
Light Benny remaining 1, Golden Benny remaing 1

Vigor 14, Soak 3 of 4 Wounds _
[*] Vigor (1d8) [dice:qa85dflm]57981:0[/dice:qa85dflm]
[*] Aced! Vigor (1d8+8) [dice:qa85dflm]57981:3[/dice:qa85dflm]
[*] Wild (1d6) [dice:qa85dflm]57981:1[/dice:qa85dflm]
It was a hard few seconds as the blows kept coming. Gravely felt them hit and the blows were hard. Somewhere he had found a resolve to endure the pain.

I should not be surprised by how fast these hounds are.

Though the hounds had gotten the drop on Gravely, he had still managed to hold his M4 steady and at the ready. Certainly a miracle that his Aim never faltered from the stairwell, which put the hounds in his line of sights.

Shooting Left Hound of Two Southern Hounds 14, Success, Raise _
Calculating: Ignore 2 pts of penalties
Aim: +2 to Shooting Roll
Marksman: Ignore 2 pts of penalties
Double Tap: +1 to Shooting Roll; +1 to Damage Total
Wound: -1
Hound Parry: 6
[*] Shooting (1d8+3) [dice:qa85dflm]57981:2[/dice:qa85dflm]
[*] Aced! Shooting (1d8+11) [dice:qa85dflm]57981:9[/dice:qa85dflm]
[*] Wild (1d6) [dice:qa85dflm]57981:4[/dice:qa85dflm]
[*] Aced! Wild (1d6+6) [dice:qa85dflm]57981:10[/dice:qa85dflm]
Left Hound of Two Southern Hounds, 19 Damage _
Bonus Damage: +1d6
Double Tap: +1 to Damage Total
M4 Damage: 2d8
[*] Damage (2d8) [dice:qa85dflm]57981:11[/dice:qa85dflm]
[*] Aced! Damage (1d8+9) [dice:qa85dflm]57981:14[/dice:qa85dflm]
[*] Bonus (1d6) [dice:qa85dflm]57981:12[/dice:qa85dflm]
Shooting Right Hound of Two Southern Hounds 13, Success _
Calculating: Ignore 2 pts of penalties
Aim: +2 to Shooting Roll
Marksman: Ignore 2 pts of penalties
Double Tap: +1 to Shooting Roll; +1 to Damage Total
Wound: -1
MAP: -2
Hound Parry: 6
[*] Shooting (1d8+3) [dice:qa85dflm]57981:5[/dice:qa85dflm]
[*] Wild (1d6) [dice:qa85dflm]57981:6[/dice:qa85dflm]
[*] Aced! Wild (1d6+6) [dice:qa85dflm]57981:8[/dice:qa85dflm]
[*] Super Aced! Wild (1d6+12) [dice:qa85dflm]57981:7[/dice:qa85dflm]
Damage Right Hound of Two Southern Hounds, 18 Damage _
Hound Toughness: 12
Double Tap: +1 to Damage Total
M4 Damage: 2d8
[*] Damage (2d8) [dice:qa85dflm]57981:13[/dice:qa85dflm]
[*] Aced! Damage (1d8+10) [dice:qa85dflm]57981:15[/dice:qa85dflm]
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
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal »

Still gripping Supplicant, Signal sees that his detour is a complete bust. Not only had he been attacked, but he can no longer see the bug things he’d been following.

I hope the rest of the team is doing better, he thinks, preparing to use lightning rider again to head back to the group.
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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare »

Initiative Turn 06
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Clayton (Quick) [dice:38xoyeto]58005:0[/dice:38xoyeto]
Gravely [dice:38xoyeto]58005:1[/dice:38xoyeto]
Ol' Pete Joker
Signal [dice:38xoyeto]58005:2[/dice:38xoyeto]
Tania [dice:38xoyeto]58005:3[/dice:38xoyeto]
Triessa [dice:38xoyeto]58005:4[/dice:38xoyeto]

Hounds top DEAD

Hounds bottom [dice:38xoyeto]58005:5[/dice:38xoyeto]

Hounds Mirror [dice:38xoyeto]58005:6[/dice:38xoyeto]
Updated Map (Basically the same)
Quick Scetch after explosion.jpg
OOC Comments
Vigor d8 to recover from Stun, +2 for Joker, +2 for Construct
Vigor [dice:38xoyeto]58005:7[/dice:38xoyeto]
Vigor [dice:38xoyeto]58005:8[/dice:38xoyeto]
Vigor [dice:38xoyeto]58005:9[/dice:38xoyeto]
Vigor [dice:38xoyeto]58005:10[/dice:38xoyeto]
Vigor [dice:38xoyeto]58005:11[/dice:38xoyeto]
Vigor [dice:38xoyeto]58005:12[/dice:38xoyeto]


Strength -8 to lift mirror, Raise to toss mirror
Hounds Support rolls, Strength d12, Joker +2
Strength [dice:38xoyeto]58005:13[/dice:38xoyeto] Confirm Critical [dice:38xoyeto]58005:17[/dice:38xoyeto]
Strength [dice:38xoyeto]58005:14[/dice:38xoyeto]

Hound Master Support rolls, Strength d12+1, Joker +2
Strength [dice:38xoyeto]58005:15[/dice:38xoyeto]
Strength [dice:38xoyeto]58005:16[/dice:38xoyeto]

Great Hound Strength d12+3, Weight -8, Joker +2, Support +4 = d12+1
Strength [dice:38xoyeto]58005:18[/dice:38xoyeto]
Wild [dice:38xoyeto]58005:19[/dice:38xoyeto]

With an effort of impossible supernatural strength the golems work in tandem lifting the mirror and crawling out of it. The Hounds previously stunned come to in an unfortunate replication of their masters will. As they begin the slow walk towards @Tania.
  • 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
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania »

Apparently these creatures are very fast, something Tania had not previously been aware of (as she has not tried to run away from them on the rare occasions she encountered them).

She is quickly surrounded and is struck by two of the enemy.
OOC Comments
Using light bennie to soak damage - Vigor [dice:2373kuic]57986:0[/dice:2373kuic], Wild Vigor [dice:2373kuic]57986:1[/dice:2373kuic]
Her undead form resists the damage, allowing her to strike back. She turns her claws and fangs on the two immediately before her, they will learn that Tania Kirn is not a target to trifle with! Her natural weapons drip with the four ichor of her magic.
OOC Comments
Attacking 2 enemies, MAP of -1 applied to attack rolls
Fighting [dice:2373kuic]57986:2[/dice:2373kuic], Wild Fight [dice:2373kuic]57986:3[/dice:2373kuic], WF Ace [dice:2373kuic]57986:10[/dice:2373kuic]
On Hit Base Damage [dice:2373kuic]57986:4[/dice:2373kuic], Strength [dice:2373kuic]57986:5[/dice:2373kuic] Smite included, Damage Ace [dice:2373kuic]57986:11[/dice:2373kuic] +2 dark champion = Damage 13

Fighting [dice:2373kuic]57986:6[/dice:2373kuic], Wild Fight [dice:2373kuic]57986:7[/dice:2373kuic]
On Hit Base Damage [dice:2373kuic]57986:8[/dice:2373kuic], Strength [dice:2373kuic]57986:9[/dice:2373kuic] Smite included, Raise Damage [dice:2373kuic]57986:12[/dice:2373kuic] +2 Dark Champion = damage 11
She sees the other hounds raise up the mirror, but is not in a position to do anything about it. If she can avoid being hurt long enough, she can try a few things.
Last edited by Tania on Sun Sep 08, 2019 3:41 pm, edited 2 times in total.
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: PNW Labs - Underground

Post by Clayton Hodge »

Spirit 5
Unshake
Spirit: [dice:3dp3t9wo]58080:0[/dice:3dp3t9wo]
Wild: [dice:3dp3t9wo]58080:1[/dice:3dp3t9wo]

Well, uh, Benny that.
[dice:3dp3t9wo]58080:2[/dice:3dp3t9wo]
Clayton continues thrashing in pain. His body is still recovering from the massive drop from the ceiling, but he has a moment of clarity as he notices the hounds climbing out of the mirror. Using all his remaining willpower, he begins forcing his recovering body to shift into hybrid form!
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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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely »

Gravely uses Triessa's arrival as a distraction enough to stand up from his crouch and throw a frag grenade into the masses below and well past Tanya. Pull the pin. Count to Three. Line up your target. Throw and Take Cover.

Grenade Toss at Greater Hound, Athletics 16 _
[*] Athletics (1d6) [dice:tt2o4b50]58082:0[/dice:tt2o4b50]
[*] Wild (1d6) [dice:tt2o4b50]58082:1[/dice:tt2o4b50]
[*] Aced! Wild (1d6+6) [dice:tt2o4b50]58082:2[/dice:tt2o4b50]
[*] Super Aced! Wild (1d6+12) [dice:tt2o4b50]58082:3[/dice:tt2o4b50]
Damage 18 MBT
Bonus Damage: 1d6
Frag Grenade Damage: 3d6
[*] Frag Damage (3d6) [dice:tt2o4b50]58082:6[/dice:tt2o4b50]
[*] Aced! Frag Damage (1d6+12) [dice:tt2o4b50]58082:4[/dice:tt2o4b50]
[*] Bonus Damage (1d6) [dice:tt2o4b50]58082:5[/dice:tt2o4b50]
If nothing else he at least hears nothing of the grenade hitting the floor.
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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: PNW Labs - Underground

Post by Ndreare »

OOC Comments
Gravely wrote: Tue Sep 10, 2019 8:27 pm Gravely uses Triessa's arrival as a distraction enough to stand up from his crouch and throw a frag grenade into the masses below and well past Tanya. Pull the pin. Count to Three. Line up your target. Throw and Take Cover.

Grenade Toss at Greater Hound, Athletics 16 _
[*] Athletics (1d6) [dice:37wwrt9q]58082:0[/dice:37wwrt9q]
[*] Wild (1d6) [dice:37wwrt9q]58082:1[/dice:37wwrt9q]
[*] Aced! Wild (1d6+6) [dice:37wwrt9q]58082:2[/dice:37wwrt9q]
[*] Super Aced! Wild (1d6+12) [dice:37wwrt9q]58082:3[/dice:37wwrt9q]
Damage 18 MBT
Bonus Damage: 1d6
Frag Grenade Damage: 3d6
[*] Frag Damage (3d6) [dice:37wwrt9q]58082:6[/dice:37wwrt9q]
[*] Aced! Frag Damage (1d6+12) [dice:37wwrt9q]58082:4[/dice:37wwrt9q]
[*] Bonus Damage (1d6) [dice:37wwrt9q]58082:5[/dice:37wwrt9q]
If nothing else he at least hears nothing of the grenade hitting the floor.
As the grenade flies towards the massive hound it looks at the thing with an almost disinterested tilt of the head. Turning back towards his planned target, the creature casually reaches up grabbing the grenade mid-flight and tossing it back up to the mezzanine landing only a couple feet from Gravely. But the force needed to get the grenade up so far was much less than the brute used and grenade hit the ground hard enough to bounce and roll down the hallway towards the bathrooms. Exploding and taking out the lights up on the mezzanine. The spray of water and dust from down the hall behind Gravely provides a strange sort of haze to the environment making Triessa and Gravely doubt their own eyes.
OOC Comments
Athletics d12+3, Hot Potato -4 = d12-1
Athletics [dice:37wwrt9q]58120:0[/dice:37wwrt9q]
Wild [dice:37wwrt9q]58120:1[/dice:37wwrt9q]

Benny to make it good
Athletics [dice:37wwrt9q]58120:2[/dice:37wwrt9q]
Wild [dice:37wwrt9q]58120:3[/dice:37wwrt9q]

Nope, keep the first I guess
Deviation Direction centered on Gravely clock face top of map is 12
[dice:37wwrt9q]58120:4[/dice:37wwrt9q] and deviates [dice:37wwrt9q]58120:5[/dice:37wwrt9q] inches
  • 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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Ndreare
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Re: PNW Labs - Underground

Post by Ndreare »

The two hounds adjacent to @Gravely appear to go down easily. However once he has a little breathing room his tossed grenade is not as effective as he would have liked.

When @Tania decides to let go the hounds stand little chance against a creature of her power. The feeling of being designed for moments like this come to her as the two fall, and she is left facing only 2 others in melee range.

@Clayton Hodge hits the ground hard shaking him a bit, but not enough to really matter. He finds he is able to keep his whits about him and maintain battle readiness.

@Signal clears the battle field above, ready for rejoining the others, this side trek took precious time he would rather of not wasted.

The last remaining hound standing next to Tania and Gravely swings his great weapon attempting to slice both of the mortals in half. As the hound swings his mighty weapon, Gravely and Triessa are able to dodge under and away from the blow their lives spared by inches. Meanwhile the two hounds near Tania roar as the continue their approach.
OOC Comments
Fighting d8, Sweep -2, Wild Attack +2
Fighting [dice:vadc5c4v]58271:0[/dice:vadc5c4v]


The two on @Tania are part of the mirror intuitive and cannot go now, that is only narrative.
@Peter sees his opening and can act now
@Triessa sees her opening and can act now


.
Updated Map
High Quality Amazing Scetch.jpg
  • 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
Posts: 157
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Re: PNW Labs - Underground

Post by Mel Richter »

Triessa brings her hands together with sweeping gestures, and shouts "Fuego!" as magical flames blossom from her handflower and course down her arm and out from her palm, spearing the Hound next to her and engulfing it in cleansing effulgence.

She then looked out at the creatures from the mirror and cursed under her breath. The silver was loud in her head now, and she could almost taste metal. How much more magic could she draw on?

And they hadn't even started trying to get OUT yet!

Rolls
Spellcasting Bolt vs Hound nearby. [dice:22zf99w9]58347:0[/dice:22zf99w9] or [dice:22zf99w9]58347:1[/dice:22zf99w9]
Spending remaining 2 extra pp to get +1d6 damage: [dice:22zf99w9]58347:2[/dice:22zf99w9]
God, I just can't get a break. I'll benny that damage if it's not enough to take it down.
Here's the roll for that, if needed. [dice:22zf99w9]58347:3[/dice:22zf99w9]

lol...just kill Triessa now. I think she's a lost cause. (^_^)
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Ndreare
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Re: PNW Labs - Underground

Post by Ndreare »

@Triessa's blast causes the hound to rock back, but not enough to send him down. Leaving the hound with a decision to make, deciding which of the two human mortals to kill may be hard. But killing both would work as well.

@Peter watches the battle and does not see an opening. His psionic powers he normally relies are are of minimal use against these supernatural horrors. Something else must be done.


Initiative Turn 07
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Good Guys (Quick) [dice:lwgrxnqp]58506:0[/dice:lwgrxnqp] reroll [dice:lwgrxnqp]58506:2[/dice:lwgrxnqp]
Except Peter who is STILL ON HOLD WITH A JOKER


Hounds [dice:lwgrxnqp]58506:1[/dice:lwgrxnqp]

@TaniaI am moving your turn down to in order bellow here.
Here is an update of the unchanged Map
Amazing drawing.jpg
  • 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
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania »

Tania Evaluates, I can't run, these things are faster than I am. My only chance is to make a stand, preferably with my allies, but if not them best in a place with limited access options. Step one, get rid of the ones right here to get enough room to retreat.

She quickly spins around and attacks the two immediately beside her with her necroticly enchanted claws and fangs.
OOC Comments
Note: I have been forgetting to include my +2 to my fighting from my Martial Warrior feature. With a -1 MAP, that means I get a +1 bonus. Hopefully I am not forgetting anything.
Fighting 1 [dice:2dchr0wd]58468:0[/dice:2dchr0wd], Wild Fighting 1 [dice:2dchr0wd]58468:1[/dice:2dchr0wd]
Strength Damage 1 [dice:2dchr0wd]58468:2[/dice:2dchr0wd], Claw Damage 1 [dice:2dchr0wd]58468:3[/dice:2dchr0wd]
Fighting 2 [dice:2dchr0wd]58468:4[/dice:2dchr0wd], Wild Fighting 2 [dice:2dchr0wd]58468:5[/dice:2dchr0wd]
Strength Damage 2 [dice:2dchr0wd]58468:6[/dice:2dchr0wd], Claw Damage 2 [dice:2dchr0wd]58468:7[/dice:2dchr0wd]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Signal
Posts: 95
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Re: PNW Labs - Underground

Post by Signal »

Signal explodes from the duct-like opening in a blast of electricity, striking the ground hard and reforming into his typical, mostly-human shape. Energy snaps behind his mask and tendrils of blue-white power spark off of his clothes and hands, as he takes in the scene in front of him.

So, not going great, he thinks.
Spirit 4 for Energy Control, 22 damage to MBT centered The Most Densely Packed Group of Hounds, Selective to Avoid Any Allies, 1 Benny Spent
Spirit [dice:3e86qmmq]58842:0[/dice:3e86qmmq]
Wild [dice:3e86qmmq]58842:1[/dice:3e86qmmq]

Damage [dice:3e86qmmq]58842:2[/dice:3e86qmmq]
Benny to reroll, because, yeah. [dice:3e86qmmq]58842:3[/dice:3e86qmmq] + [dice:3e86qmmq]58842:4[/dice:3e86qmmq] +2 from Dark Champion, +4 vs Hounds
He flings a ball of lightning at the biggest looking group of bad guys he can see and shouts, "Fire in the hole! It strikes true and explodes, engulfing the room around it, but avoiding any of his allies.

Current Parry 7; Active Power: Boost Trait on Fighting to d10
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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Peter
Posts: 55
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter »

Grenade to HM 19 damage MBT
Psionics: Boost Athletics
Psionics [dice:2angitob]58990:0[/dice:2angitob]
Wild Die [dice:2angitob]58990:1[/dice:2angitob]
Athletics boosted to d6

Throw grenade
Athletics [dice:2angitob]58990:2[/dice:2angitob]
Wild Die [dice:2angitob]58990:3[/dice:2angitob]

Smarts roll to cook grenade
Smarts [dice:2angitob]58990:4[/dice:2angitob]
Wild Die [dice:2angitob]58990:5[/dice:2angitob]

Damage [dice:2angitob]58990:6[/dice:2angitob]
Benny to reroll
Damage [dice:2angitob]58990:7[/dice:2angitob]
Ace [dice:2angitob]58990:8[/dice:2angitob]
Ace [dice:2angitob]58990:9[/dice:2angitob]
Peter springs to action. He darts towards Gravely, neatly plucks a grenade out of his extended hand, and then vaults over the railing. He immediately pops up and rushes with supernatural speed toward the hound master. He pulls the pin of the grenade and holds it for an uncomfortably long period of time before whipping it at the master. It explodes right next to it, sending shrapnel all over the place.
Last edited by Peter on Sun Oct 06, 2019 6:46 pm, edited 1 time in total.
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
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Clayton Hodge
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Diamond Patron
Posts: 64
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Re: PNW Labs - Underground

Post by Clayton Hodge »

Focus 6, Fighting Crit Fail, Fighting 7 (Damage 10); -4 PP
Serpentine Blessing (Speed 2 PP + Quickness 2 PP + Additional Target + 1 PP = 5 PP, -1 PP Touch = 4 PP
Focus: [dice:2nbzb4rh]59084:0[/dice:2nbzb4rh] (-2 MAP)
Wild: [dice:2nbzb4rh]59084:1[/dice:2nbzb4rh]

Attack 1 (Main Gouche)
Fighting [dice:2nbzb4rh]59084:2[/dice:2nbzb4rh] (+1 Two Weapons)
Wild: [dice:2nbzb4rh]59084:3[/dice:2nbzb4rh]

Attack 2 (Celeste)
Fighting: [dice:2nbzb4rh]59084:4[/dice:2nbzb4rh] (+1 Two Weapons)
Wild: [dice:2nbzb4rh]59084:5[/dice:2nbzb4rh]
Damage: [dice:2nbzb4rh]59084:6[/dice:2nbzb4rh] + [dice:2nbzb4rh]59084:7[/dice:2nbzb4rh] (+4 Weakness)
Clayton slithers hurriedly towards Tania, determined to help his new friend against their common foe. He looks over his shoulder and shouts, "Triesssa! Usse mah energy. Ah don't need much an' it ain't gunna do me half ass much good for me ass it would you. Take it an' light thesse critterss up good, now, ya hear?"

'Better use a little juice afore she drains meh dry'

Clayton bares his fangs as he comes up behind Tania. He coils around her tightly, puts his arm around her neck, and sinks one long fang into her neck and his arm. Instead of deadly venom, he pumps her and himself full of of his serpentine blessing. Feeling the effects of the blessing nearly immediately, Clayton uncoils himself off of Tanya by launching himself lightning-quick at the nearest hound blades first.

Clayton's and Tania's movement (basic Pace and running) is doubled and they may ignore a total of 2 points of Multi-Action penalties per turn. (4/5 Turns)
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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Ndreare
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Re: PNW Labs - Underground

Post by Ndreare »

As Clayton thrusts out with Celeste the rapier slides into the hounds legs, unfortunately as the hound moves in response Celeste springs with the energy of a near unbreakable sword spins the weapon from Clayton's hand full circle, before slapping him in the face leaving him shaken and confused for a brief moment.
Mechanics
Instead of shaking the enemy, the opportunity of that second blow (that would have shaken the hound) was taken from you Clayton. You yourself are not mechanically shaken.


@Sgt 86Delta Are you going to post or should I consider you on hold?

EVERYONE GETS A LIGHT BENNY
  • 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: PNW Labs - Underground

Post by Gravely »

Gravely is recovering from the hounds near miss, regains his presence of mind and fires into the only hound on the stairs.

Shooting 11, Damage 32 _
M4
Double Tap: +2

[*] Shooting (1d8) [dice:2j646nsy]59098:0[/dice:2j646nsy]
[*] Wild (1d6) [dice:2j646nsy]59098:1[/dice:2j646nsy]
[*] Aced! Wild (1d6+6) [dice:2j646nsy]59098:2[/dice:2j646nsy]

Double Tap: +2
[*] M4 Damage (2d8) [dice:2j646nsy]59098:3[/dice:2j646nsy]
[*] Aced! M4 Damage (2d8+16) [dice:2j646nsy]59098:5[/dice:2j646nsy]
[*] Bonus Damage (1d6) [dice:2j646nsy]59098:4[/dice:2j646nsy]
As he fires off the burst, he graciously thanks @Triessa for the adequate distraction.
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: PNW Labs - Underground

Post by Mel Richter »

Getting set up

Rolls
Spending Light benny to gain 5 PPE, siphoning another 5 from Clayton (if he has it, if not, another benny)
Spellcasting for Blast (Greater Blast, LBT, +4 AP for 10PPE) [dice:2pahvi48]59397:0[/dice:2pahvi48] or [dice:2pahvi48]59397:1[/dice:2pahvi48]
Raise damage [dice:2pahvi48]59397:2[/dice:2pahvi48] AP4 (includes bonus damage for arcane vulnerability)

Wait, I'm an idiot, Greater Blast is a freaking mega-modifier, LOL...sorry, was reading from the wrong book.
Cost is 8 PPE, Damage is [dice:2pahvi48]59397:3[/dice:2pahvi48] Argh...

Hmm. I'll spend a benny to reroll. I'd really like to see some explosions on that damage for the bigger bads.
[dice:2pahvi48]59397:4[/dice:2pahvi48]
Man, just can't get a break. The die roller has been really mean to Triessa...but ok, I'll cut my losses.

Actually, no. Lets go golden. My birthday golden benny is gone, for 2 light bennies that I will reroll MORE with.

[dice:2pahvi48]59397:5[/dice:2pahvi48]
lol, eff you too die roller: [dice:2pahvi48]59397:6[/dice:2pahvi48]
GETTING THERE
[dice:2pahvi48]59397:7[/dice:2pahvi48]

Okay, that'll work. 24 damage, AP 4 to erryboddy.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare »

@Tania's flurry of notes feels two of the goings near her as yet more continue moving in when suddenly she is temporarily blinded by the explosion of ball lightning obviously sent by @Signal pulses only a few meters from her face causing half a dozen hounds to dive...
OOC Comments
2 hounds killed by Tania, 4 hounds affected by mbt from Signal
@Peter grenade explodes on the left hitting three more hounds and knocking the sense from them.

As @Clayton Hodge thrusts out with Celeste the rapier slides into the hounds legs, unfortunately as the hound moves in response Celeste springs with the energy of a near unbreakable sword spins the weapon from Clayton's hand full circle, before slapping him in the face leaving him shaken and confused for a brief moment.

@Gravely's efforts pay off as the hound goes down pulsing from the holes in its head. With her opening provided @Triessa takes advantage drawing deep within for power she could not have known she had. With the climax of her incantation a giant swirling vortex of white flame bursts out engulfing all of the remaining hounds simultaneously, yet somehow missing Tania.

As the flames clear the hounds appear all to have been burnt to cinders, until three of the creatures move, shaking off the effects of the explosion. The Hound masters obviously show the effects of the explosion, but the monstrosity leading them appears completely unaffected, his metal body glowing red from the heat, showing no cracks or imperfections.

Overall the cell is able to eliminate nearly a dozen of the hounds within seconds of their appearance. Their training showing through!


North Hound Master took 1 wound after soaks
Soak Rolls
24 damage, AP 4
-9 Hound Master = 3 Wounds
-11 Great Hound = 3 Wounds

Hound Master North [dice:2sehnr8s]59428:0[/dice:2sehnr8s]
Wild Die [dice:2sehnr8s]59428:1[/dice:2sehnr8s]
Soaked 2, took 1

Hound Master South [dice:2sehnr8s]59428:2[/dice:2sehnr8s]
Wild Die [dice:2sehnr8s]59428:3[/dice:2sehnr8s]
  • Reroll
    Hound Master South [dice:2sehnr8s]59428:6[/dice:2sehnr8s] Ace [dice:2sehnr8s]59428:8[/dice:2sehnr8s]
    Wild Die [dice:2sehnr8s]59428:7[/dice:2sehnr8s]
    Soaked all 3

Great Hound [dice:2sehnr8s]59428:4[/dice:2sehnr8s]
Wild Die [dice:2sehnr8s]59428:5[/dice:2sehnr8s]
Soaked all 3

.
  • 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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