11.Slrr Focusing Through the Noise

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

11.Slrr Focusing Through the Noise

Post by Ndreare »

@Slrrxvinslrr You can use either of those as the trapping for a Support roll. But to actually do a meditation that would last for a 2 week trek would be as follows:
Base Scene Difficulty = -2
1 Effect = Challenging Dramatic Task
Rounds to Minutes = Base Effect
Minutes to Hours = -1
Hours to Days = -2
Do not go to Weeks, because if it works on days you get 5 days, +1 ISP will make it 10, and then +2 would make it 15 days. You would be exhausted of ISP, but it could work well.

So summary Challenging means you would only need 4 tokens in 3 rounds with only a -2 to your roll. It would take 10 minutes per round of meditation.

Also @The Remorseless the rest of you may be interested in this approach, if it works


@Slrrxvinslrr knows how best to help the others. A practice of focusing ones mind beyond the casual limits respected by others. And so it is he sits down and prepares himself, meditating on forcing his will over realty.


Your modifier is -2 with the +2 from extra ISP, you need four tokens in 3 rounds.
Critical Fail loses a token
Fail gains nothing
Success grants a token
Raise grants two
Failure on a club means catastrophic failure and I narratively make the worst outcome.
Any number divisible by a 4 represents a club, except 56.

Round One Card 1d56: [11] = 11
  • 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
Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: 11.Slrr Focusing Through the Noise

Post by Slrrxvinslrr »


Psionics 1d10!!: [4] = 4 - 2 = 2
Wild 1d6!!: [1] = 1 - 2 = -1

Spending a Benny (Was 4, now 3)

Psionics 1d10!!-2: [13!!]-2 = 11
Wild 1d6!!-2: [2]-2 = 0


Slurr settles in for his meditations; it's a rough start at first. So. Much. NOISE. And rattling and shaking and WHAT IN THE HELL WAS THA--. No. No, this is not the time to allow distractions. Clear the mind, expand beyond the borders of the physical shell, focus on all the things of light and wonder and DEFINITELY DO NOT think about who you're going to eat first if all this goes south. Probably Monza; you know what she eats.

That's better. When you get right down to it, the lines between the wonder beyond the mortal coil and the wonder within really aren't so different. Both contain boundless possibility, right there waiting for someone to reach and claim it for themselves or on behalf of others. Today, it's to empower his friends. To save lives, and continue doing the Good Work of ending the horrors bad entities inflict on the helpless. Wicked desire melts away - evaporates like so much condensation in the noon day sun - and Slurr finds that spark he's looking for, not quite within reach. Yet.

Some mystics are approached, and provided the power to do Right and Good in the universe. In opening themselves to the supernatural, they break loose the bindings on the mortal mind, and expand their awareness. The reverse is true for Slurr; while the Spirits left their mark on him, it's because That's What They Do. His own desire and Will to do Right and Good, once the window into his soul was cleared for him, proved far stronger than any power he was lend by Supernatural forces. His own hand and mind, with occasional guidance, the instrument by which he pursues the Good Work.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11.Slrr Focusing Through the Noise

Post by Ndreare »

Sorry, took a long time to reply to this. I failed to realize you posted.

Turn two as @Slrrxvinslrr begins meditating he finds the hum of the engines and aggressive vibrations of the vehicle are distracting. But not so distracting that his decades of self discipline and training do not allow him to pull through. Forming the powers needed in his mind begins and the effect easily takes on the form he desires.

Card this turn 1d56!! any number divisible by 4 other than 56 is a club.: [9] = 9

META: You have two tokens, you need two more and have 2 more rounds to get them. The penalty is -4, if you spend ISP again the penalty is reduced to -2.
  • 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
Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: 11.Slrr Focusing Through the Noise

Post by Slrrxvinslrr »


Psionics 1d10!!-2: [3]-2 = 1
Wild 1d6!!-2: [3]-2 = 1

Spending that Benny I just Got (Jebus these rolls are sucking)

Psionics 1d10!!-2: [5]-2 = 3
Wild 1d6!!-2: [3]-2 = 1

And another (I'm now down to 2)

Psionics 1d10!!-2: [8]-2 = 6
Wild 1d6!!-2: [10!!]-2 = 8


This is certainly not the sort of Rock and Roll that Slur would have wanted for his meditations. It really takes all his effort and training to focus clearly on the task at hand, but the Vernulian will not let down his new companions!

He also doesn't want to die out here in the middle of nowhere surrounded by weird vampire space-jellyfish either, since that would be highly embarassing to talk about in the afterlife. Seeking that place of perfect calm in his mind, Slurr finall coalesces all the power he needs for the journey ahead. Now it's simply a matter of shaping it effectively into the forms and power he needs!

@Ndreare OOC: I think that brings me to the 4 tokens I need, but if I understand correctly I need one more roll which will also determine whether I get raise(s) on the effect, right?

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11.Slrr Focusing Through the Noise

Post by Ndreare »

The process is a success and @Slrrxvinslrr is able to reach out with his power infusing the crew with a small bit of his power.

Instructions
No need for narration unless you would like another post to count. Both your above narrations where great:
This roll is only for determining the effect of the power, it is still made with a -4, however with your extra ISP option you may get a +2 reducing this to a -2.

Forgot to draw the card
Card this turn 1d56!! any number divisible by 4 other than 56 is a club: [47] = 47
  • 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
Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: 11.Slrr Focusing Through the Noise

Post by Slrrxvinslrr »


Psionics 1d10!!-2: [6]-2 = 4
Wild 1d6!!-2: [9!!]-2 = 7


Within the 'scape of Slrr's mind, the power he has gathered is wrought into the effect needed. His mental imagery sees him weave several golden cords together, each empowered to dive into the subconscious, untapped potential of the crew's pilots and connect the conscious mind with that hidden talent in the form of a mentor psyche to guide the body and mind toward better skill piloting the ship.

It's been touch and go there the whole while, but success! The cords will last the duration of their trip - and thensome - and provide enough heightened ability that the pilots will have a preternatural ability to quickly self-correct for mistakes or uncooperative ship hardware.

@Ndreare That brings my total ISP expenditure to 19 (4 + 4 + 4, or 12 for the 3 rounds of bonuses, and 7 for the total effect.
With the Mega Mod, our pilots even get a free re-roll each round! Wooo!
2 Bennies left.
I'll be down to 23/30 ISP for the trip due to maintaining the power, after resting.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11.Slrr Focusing Through the Noise

Post by Ndreare »

Slrrxvinslrr wrote: Tue Aug 18, 2020 12:20 pm I'll be down to 23/30 ISP for the trip due to maintaining the power, after resting.
Cool,
But as a note it should be 11/30, you cannot recover power points while maintaining a power, so the 19 expended will not be recovered until the power is dropped.

REF: SWADE pg 151 - "Recharging"
  • 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
Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: 11.Slrr Focusing Through the Noise

Post by Slrrxvinslrr »

@Ndreare I pinged you in discord DM for a bit of clarity.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
Post Reply

Return to “Remorseless Archive”