03.1 A Romantic Interlude in Paradise

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Ndreare
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03.1 A Romantic Interlude in Paradise

Post by Ndreare »

CREW: Power Dump only

Slipping away with the bio-borg Power Dump finds he is please as once in the comfort of her room she offers him one of his favorite dishes. Pulverized Spacewasp with Piori fire sauce. Impossible as it could be this female had powers he could not understand. As the lights go dark Power Dump finds the touch of her skin is very pleasing...

Funny that, why was it getting dark. Shaking his head Power Dump looks up at the now armored man standing over him. No this is not good, she, no wait he is smiling as she pulls out his Slip Screen. “Yeah boss, he is down. Are you sure we want to let him live? You know how much he hates you.” Then he looks down at Power Dump. “Oh, he is a bit of a fighter. He is struggling ot get up. I better get out of here.” He then hangs up on who ever was on the other side. “That is a nice sword, I think I would love to have one of those.” He says as he bends down and tries to remove Power Dumps hand from the hilt of the blade he is trying to draw.
Instructions
You have been drugged and drugged badly. Hiesh is standing over you trying to steal your Battle Fury Blade.

Make a Vigor Roll, on a success you are at -2 Fatigue, but may try your powers, on a failure you have no access to your powers and are still at -2 Fatigue.

Furthermore until the drug runs off, Free actions count as actions.
  • 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
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Romantic Interlude in Paradise

Post by Power Dump »

Vigor success 17, intangible success
Vigor [dice:6tov6bji]51450:0[/dice:6tov6bji] ace [dice:6tov6bji]51450:2[/dice:6tov6bji]wild [dice:6tov6bji]51450:1[/dice:6tov6bji]
Intangible [dice:6tov6bji]51450:3[/dice:6tov6bji] wild [dice:6tov6bji]51450:4[/dice:6tov6bji] Benny for ef[dice:6tov6bji]51450:5[/dice:6tov6bji]
Power Dump gurgles with laughter, ” You dub, I am immune to poison.” Though normally immune the drug seems to have put his chest amalgate to sleep. He goes intangible using the black arts of a well trained assasin and steps through the would be theves body solidifying on the other side with his blade of retribution in hand. ” The only reason you are not dead is because you know your wasp. Tell your boss I’m coming for her and I am bringing Retribution with me.”
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 03.1 A Romantic Interlude in Paradise

Post by Ndreare »

Hiesh looks at the creature unaffected by his powerful toxin and stumbles back. Pushing a bottom his helmet slams shut and he bolts for the door, not willing to risk even one moment alone with this death dealing monstrosity while it knows who he is. The last thing Power Dump sees before he turns invisible and dashes out the door is his slip screen falling to the floor and cracking.
  • 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
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Romantic Interlude in Paradise

Post by Power Dump »

OOC Comments
Agility to grab slip stream [dice:fecjo6vx]51458:0[/dice:fecjo6vx] wild [dice:fecjo6vx]51458:1[/dice:fecjo6vx]

Activating exalted darksight [dice:fecjo6vx]51458:2[/dice:fecjo6vx] wild [dice:fecjo6vx]51458:3[/dice:fecjo6vx]
Like playing possum seaymor awakens at the right time it’s slimy tongue lashing out catching the slip stream right before impact. ”Thanks see, I will want to remember tonight for a long time to come.”

With a twisted smile because how else could the most ugliest man in the 3 galaxies smile he uses his many arms to don his armor and gather his gear. Whilst preparing Power Dump counts to 10 aloud for his prey. ”1-2-3-4-5/6-7-8-9-10...” He activates his armors darksight mode allowing him to see anything especially those fleeing from his wraith. Its like the good ole days. Oh what’s that Splynn? You want me to run down a would be assasin names Heish? Power Dump grins and belly laughs the most haunting of howls, ”Run Heish run! Powerdump is coming for you boy! Run!”

Power Dump after the ten count gives chase doing what he does best dining people and making them pay.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Romantic Interlude in Paradise

Post by Ndreare »

As Power Dump decides a little fun can be had in capturing the Hiesh and teaching him a lesson the chase is on!
Instructions
Manage this as quick combat, you may choose to have a short chase and the return to the crew without risk or reward.

Or

You may post an chase narrative (like an interlude) of the chase with a Quick Combat roll of Agility -4
Failure: One thing after another, somehow PD aquires 1d3 wounds in the chase.
Success: Gain 1 Benny and take 1 wound in the chase.
Raise: Gain 1 Benny, take no wounds.
Two or More Raises: Gain 1 Benny, take no wounds, and I will give you a piece of Hiesh's non standard equipment.

Either way once done it will be only 10 or 20 minutes later when you rejoin the other players with Hiesh's slip screen (cell phone) in hand.
  • 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
Pender Lumkiss
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Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: 03.1 A Romantic Interlude in Paradise

Post by Pender Lumkiss »

Agility 12
Agility [dice:3updujjb]51544:0[/dice:3updujjb] wild [dice:3updujjb]51544:1[/dice:3updujjb]
Extra effort [dice:3updujjb]51544:2[/dice:3updujjb] Golden Benny cancels the -4 with +4
The familiar intro music comes on the wave Doodeedoodah! A golden humaniod droid smiles mechanically and with practice in the camera, in an overly boustrous voice he says, ”Welcome back to channel 32451 for an exciting off Center report. I am Golden Rod and next to me is of course our lovely portly Peggy Sue!”

Hastily stuffing a Kreghor kabob in to her bottom mouth he top mouth snorts, ”Why ya thank ye Golden Drone. Lookse like we gots ourselves a chase brewing on dat Pleasure planet Paradise.” Her pink skin turning a bit more red.

The golden droid nods slightly, ”Well said most heavy set one. Lets head to everyone’s favorite corespondent The one and only Mr. Handy Humperdink.”

The wave shifts and a handsom human man whom grins into the camera with teeth far too white to be real, ”Thanks Golden, and good to here you sweet Sue. Indeed I am out here in the furrowed track district of section beta 99.” The auto camera pans timly showing footage of a few homes egg shape and on fire as nuruni robo rescue crews try to fight the fire with cold cones. Handy Humperdink draws the camera back with his melodious voice, ”It looks like from reports the same figure that ruined the wasp day parade on center is at it again. The streets have been carved up like a Talaxian supernova and there is no end in sight. If you look behind me you will see where it all started. The by the hour hotel Pinnicle 1, a veritable chef’s paradise where they say what you eat stays here.”

Golden Rod cuts in with feigned surprise commenting on the images being shown beihind Humperdink, ”That looks like a war zone. Are those Star elves split in half? Only a mad man could do that.”

Handy Humperdink comes back on screen shaking his head yes, ”I am afraid so. Pardon the pun it seems there is a man hunt going on here. I have with me the victim being persued one Mr. Hiesh. Is it true you invited this monster up to your room for some space wasp before this all started?”

”Oh yes I did.”

Humoerdink nods slowly trying pretend to understand the big picture, ”Then what happened? I hear he terrorized you in a manner not fit for scentient life.”

”Oh yes. I might be an assasin but he... Oh my...” sounds of vomiting

Peggy Sue sets in filling the screen with her hefers, ”Sawery folks huh looks like that feller is vomiting. Golden Dome did Inhears correct that the twos eat space wasp together?”

Golden Rod plastered a smile across his gold face, ”As eleoquent as ever Sue. Yes indeed they did dine before all this savagery happened. Let’s go back to Handy Humperdink who seems to have the situation under control.”

Handy Humperdink looks melencoly as ever and issues a stern warning, ”Viewers if you have children, spawnlings, or implets please have them leave the room what you will hear next will leave you with night terrors.” He waits a beat as if letting the two viewers of channel 32451 that have kids to remove them from view of their holo set. ”Let’s go back to Mr. Heish. You were telling us of the horrors this mysterious monster wrought upon you.”

”Yes many horrors. He told me to tell my employer that he was coming for her.”

Humperdinks eyes grew wide with the horror of such an act, ”Wow wow wow. Unspeakable in a manner of sense. I guess that just tells you whomever employed you better watch out because an unholy terror of the nth degree is coming. No doubt bringing a certain amount of indigestion with it.”

The camera pans away showing the robot fire fighters putting out the fires. It also catches power dump walking through a hover junker and then walking off camera.

Heish screams off camera, ”No No No Nooooooo!”

Humperdink comes back into frame adjusting his tie, ” Wow, if I did not see that I would have no idea a fist could fit there. It seems our monsterous hunter has finally caught Mr. Heish and is making him pay for cooking delicious space wasp.”

The camera fades and Golden Rod comes back on next to a sobbing pig faced Peggy Sue. His mechanical voice is low and subdued, ”Thank you Handy Humperdink. Will the horrors perpetrated by this monster ever end? Only time will tell.”
Field Team Six Bennies
3/6
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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: 03.1 A Romantic Interlude in Paradise

Post by Ndreare »

Phase Cloak
This cloak turns Hiesh two dimensional allowing him to pass through any openening his narrowest dimension can fit through. In addition when not moving can provide +6 to Stealth.


PS: There is a strange recipe in the inner pocket written in Trade 6. Looks spicey.
  • 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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