Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
"Gott verdammt." Carl throws himself behind the nearest piece of cover. "I believe it's time to put your training to good use my friends. Cover me." He focuses his mind and unleashes a burst of raw psychic power to knock back the attacking Cabal minions. Psionics: 1d8 ⇒ 5
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl finds himself slightly disturbed at the lack of any information at all from either the news or the constables. He has a sinking feeling that the inmates are being hidden by less than friendly forces. The last thing they need are the police being manipulated. Ultimately, the team decide to head off to the asylum to hunt down leads at the start of the whole mess. Given his professional abilities and reputation, he hopes to gain access to their records or at least talk with their doctors to find more about the escapees. Those with sicknesses of the mind often expressed patterns that could be traced, if you knew how to understand the unhealthy mind. I have a couple of ideas for rolls here depending on what's allowed Investigation: 1d6 ⇒ 6 Searching the asylum, looking at records, talking to doctors, whatever we can manage
We'll use our 10 of Clubs
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
I believe the plan was to give up the first card as a loss to get the 4 out of our hand. Does losing the pair give any penalty on our rolls or something, or are we just behind the Cabal to start? Though we both rolled pretty well anyway.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl takes one of the junior Rippers for back-up, looking for local newspapers, records, or stories that might give them a good starting place to look for the escapees. If Rasheed can secure the assistance of the police, he'll also go over anything they've found as well. Perhaps they have a useful lead. Investigation: 1d6 ⇒ 2
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
I believe Rasheed and I are planning to sacrifice the 1st pair using our 4 and take an early disadvantage so we don't have to lose a decent card early. I'll put up a brief description of Carl's actions in gameplay and my Investigation roll.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Question: Can Rasheed and I make separate types of rolls? Like if I want to try to look for clues or go through recent records to look for a good starting point with an Investigate roll while Rasheed tries to use Persuasion to offer our aid to the police and try to earn their cooperation, would that work?
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
I'm not sure what else I have to contribute. I already said that I want to be on either the Research or Investigation missions and I agree that taking 1-2 novice Rippers with each group is a good idea. It seems like the three missions that we've expressed the most interest in are Investigation, Research, and Hunting, along with at least one person being interested in something social (which I assume means either Recruiting or Socializing). My suggestion is: Investigation: Carl and Rasheed (Carl and Rasheed are buddies in universe and they were both there when the initial breakout so them continuing the investigation seems logical. Additionally, it makes sense that Carl would be most concerned about people who are possibly driven mad by something supernatural since that's his specialty)
The novice Rippers don't have any personality or interests noted, so we can either ask them to see what job they want to accompany us on and let them divide themselves up or just randomly assign two to each job to get them some experience. Research can also be shifted to whichever social mission we'd like and that would work fine since Tristan is a good social character and Harry is the one who mentioned interest in a social mission anyway. Does that seem to gel with what everyone else has been planning?
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl opens the folder, reading through the short missive inside. "It seems that we'll be continuing to work together for some time yet," he says, closing the folder again. "I am, as I have been, at your service."
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Sorry, I lost track of posting here by accident. I'm in agreement with Tristan and Victoria. If Tristan wants to spend the Favor, we can wrap that up very quickly, but I'm pretty much ready to to just move on with the plot points.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Leaving the others to discuss what to do with the corpse, Carl goes to examine the girls. Once the illusion on them begins to fade, he begins to administer first aid. "Rasheed, Miss Lawson, would you be so kind as to help me? If I can't rouse them immediately, I believe I'll need stronger hands to carry them back to the house. If I can, I imagine they'll still need help walking." Healing: 1d6 ⇒ 5
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
"That's something to look into when we're back at the Lodge and can research it properly then," Carl agrees. He leans down to take a look at the girls. "I believe that we should carry them back home then. It would be better if they awaken somewhere familiar and comforting than in a dark cave surrounded by people they just attacked while under the thing's spell."
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
"At least come over to the table and sit. I have my doctor's bag so I can at least make sure that the bleeding stops." While the others take their time searching the cave, Carl does his best to bandage Victoria's wounds. Healing: 1d6 - 1 ⇒ (6) - 1 = 5
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
"Apologies. Can you hold out until we get back to the house? It would be much easier and safer to treat your injury with fresh linens and a clean room. If you believe not, I can do my best here, but it might not be a good job."
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl's shoulders slump and he rubs his eyes, looking very tired. "We can't think like that. Everything is treatable in some way. We'll just have to find out what it is." He forces himself to stand up straight again. "A good idea. Perhaps we'll be lucky." Notice: 1d6 ⇒ 5
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
I'm going to admit, I fully expected it to get free and just make it burn a Benny or two. That worked far better than I thought it would Carl lets the piece topple to the ground as Rasheed finishes the creature off. "Now we need to deal with this..." He looks down at the changed girls. "I wish I had the Ripper libraries to consult right now. Knowing more details about their physiology and behavior might make it much easier to try to help them." He sighs. "The harder part is going to be convincing their father what happened out here..."
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Notice: 1d6 - 4 ⇒ (2) - 4 = -2
Carl sees where his friend strikes and follows the line of the blade to the target. "I believe it's time for you to sleep as well." He raises his watch and focuses his mental prowess one more time, fighting through the pain and imagining a giant fist clenching around the creature. Unshake: 1d6 ⇒ 3
Psionics: 1d8 ⇒ 7
Carl unshakes and used telekinesis to lift IT into the air. It needs to make a Spirit roll opposed to 9 or be lifted helpless in the air.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Hey. Quick heads up. My sister is going away to college for the first time this weekend and the whole family is going with to help her move in. I'm leaving tomorrow morning and I should have internet, but my posting may be slower than usual until Sunday.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl hears the momentary sound of moving air as IT does something, but he can't seem to pinpoint the location where the sounds are coming from. He pulls out his pocket and begins to twirl it in the air. "It's time to calm down girls. You need to rest now..." He winces as a headache hits him hard as he attempts to mesmerize the nearest girl, but pushes on regardless. Notice: 1d6 - 4 ⇒ (3) - 4 = -1
Psionics: 1d8 ⇒ 1
The yellow girl needs to make a Smarts -2 roll or be shaken. Carl is also Shaken from the backlash of his power.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
"Yes girls, it's time to head back now. I think your friends aren't in a very good mood today." Persuasion: 1d6 ⇒ 4
Was waiting to see if Victoria convinced the girls to come or not, but that should add a +1 to her roll
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl manages to ward off another blow with his saber and attacks again. Fighting: 1d6 + 1 ⇒ (5) + 1 = 6
If Rasheed kills the gnome before my action, Carl will move to attack the last gnome instead of swinging at the one beside him.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl brings up the shaft of his cane, intercepting the blow at the last possible moment and keeping the blade from piercing his flesh. Then he raises his sword and cuts down at the gnome attacking him again and again.
Fighting: 1d6 ⇒ 3
Fighting: 1d6 ⇒ 3
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Seeing the strange creatures running out of the side path, Carl moves down so he has a direct line of sight on the ones in the back and unleashes a blind wave of force down the tunnel. Using Stun, centered on the square between the two at the entrance to the tunnel. I'm pretty sure that Stun isn't taking a penalty for the darkness since it's only a roll to manifest the power, not a targeted attack roll. Rolls: Wild: 1d6 ⇒ 1 Benny Psionics: 1d8 ⇒ 5 Wild: 1d6 ⇒ 2
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
I was mostly joking about the canes. Carl carries one with him at all times (because what gentleman doesn't own a fancy walking stick) and leaves the others either in his bags or in the carriage if we bring it. He's carrying his cold iron one right now because he's worried about fey.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
There is a reason why Carl carries three canes at all times. Because two of them have silver and cold iron swords inside them. Sorry I haven't posted in a bit, it just seemed completely illogical for Carl to know anything about Celts.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
Carl sighs. "Alright then..." He finds a better place to hide to wait for the fairies. Roll: Wild: 1d6 - 2 ⇒ (5) - 2 = 3 Benny Stealth: 1d4 - 2 ⇒ (2) - 2 = 0 Wild: 1d6 - 2 ⇒ (6) - 2 = 4Ace: 1d6 ⇒ 2 Total: 6
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
"I don't think I'm that old," Carl mutters, self-consciously stroking his mustache. "I'm still old enough to go to university. That's not that old, right?" Though reluctant to admit it, Carl knows he's not particularly good with children. He was a bit of an odd child himself. He nods to Harry and finds a good place out of sight to sit down and wait to see if the fairies make an appearance. "Am I the only one who's nervous that this cave doesn't seem to exist?" he whispers.
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
I admit, I lost track of this with all the outages "Perhaps you can show us the way," Carl suggests to the family. "A few friendly faces around might make them a bit more willing to come out for us."
Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10
"Tea would be lovely, thank you kindly," Carl says as they're invited in. Fortunately, his assessment that they were used to curious guests seemed to be right on the mark. Carl elects to let Tristan start the talking, as usual. The jovial older man is probably much better with children than he is anyway.
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