Who goes and Who Stays?

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What are you doing?

Going back and giving Triessa the down time needed for research. (~3 hours beginning no earlier than 9 AM tomorrow)
1
33%
Staying here on stake out. (Triessa can go, but we need to watch the building more. Include a stealth roll for me and a roll to conceal arcane.)
0
No votes
Some other idea that needs more details. (Post your details bellow so people know and we can add a poll option.)
1
33%
I am the GM and want to see poll result without clicking every time.
1
33%
 
Total votes: 3

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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Who goes and Who Stays?

Post by Ndreare »

Okay so with Triessa needing some time to go do research and Tania having the idea of splitting the party again, I need some questions answered.

The text arrived around 6:45 PM, right now it is about 7:30 PM (1930 to Gravely).
  • 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
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Re: Who goes and Who Stays?

Post by Tania »

Tania would be staying, if there is a way to do so and not be caught in the Glamour (and hopefully, not caught by the Hounds too).
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Who goes and Who Stays?

Post by Pursuit »

Voted.

Manny posted IC that he's probing the building's electronic defenses and trying to get access to their security feeds. After that, he'll likely go home to sleep and recharge. He can review the security footage in the morning and they can approach the next day well rested.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Who goes and Who Stays?

Post by Ndreare »

Pursuit wrote: Wed Mar 20, 2019 5:16 am Voted.

Manny posted IC that he's probing the building's electronic defenses and trying to get access to their security feeds. After that, he'll likely go home to sleep and recharge. He can review the security footage in the morning and they can approach the next day well rested.
For you to probe of their security/defenses you will need to get within 12" of building I believe as the range of your power? If your power does not have range then the Stealth roll will suffer an additional -2.

Please make an appropriate knowledge electronics -2 roll.

Edit i see you already rolled Hacking. Good job, I will wait for the stealth 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
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Who goes and Who Stays?

Post by Pursuit »

RFT wrote: Wed Mar 20, 2019 8:44 am
Pursuit wrote: Wed Mar 20, 2019 5:16 am Voted.

Manny posted IC that he's probing the building's electronic defenses and trying to get access to their security feeds. After that, he'll likely go home to sleep and recharge. He can review the security footage in the morning and they can approach the next day well rested.
For you to probe of their security/defenses you will need to get within 12" of building I believe as the range of your power? If your power does not have range then the Stealth roll will suffer an additional -2.

Please make an appropriate knowledge electronics -2 roll.

Edit i see you already rolled Hacking. Good job, I will wait for the stealth roll
This is just Manny using his phone and its connection to the web to try and hack in. He's not in his morphus form, so he doesn't have access to any powers at the moment.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: Who goes and Who Stays?

Post by Gravely »

Copied from PNW Labs thread:

Gravely nods at Triessa's request and as Tania speaks up, "Both valid points."

" @Triessa, for those of us with less experience in 'Glamours'. Would we need to be physically in the building to be effected by it? Or could we say, view the facility througha security cam and be unffected?"

"If we could get @Signal Manny into the security feed, we might be able to survey the interior of the building before tomorrow.

Gravely looks over at his old acquiantance, @Peter "You doing all right? What has changed since a year ago when we last met in the morgue?"

"@Tania, I am down for some survellience of my own. Specifically the backside of this structure."

"I also need to follow up with Michael and Mary @RFT , the information we alread have is useful and should not be lost."
Gravely
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Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
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