![]()
![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() Ok, lets roll into downtime! Payoff: 2 coin for the offetory, 3 more coin snatched from the Greycloaks Heat: This was pretty chaotic, but it was distributed chaos. Because of all the other murders that happened last night, I'm going to only give you 2 heat. Entanglements! 1 wanted level: 1d6 ⇒ 6 Cooperation: A +3 status faction asks you for a favor. Agree to do it, or forfeit 1 rep per Tier of the friendly faction, or lose 1 status with them. If you don't have a +3 faction status, you avoid entanglements right now. You don't have a +3 status faction, so you're under no obligation to do anyone a favor! It's time for your downtime activities. Please let me know if you need a refresher on what you can do! ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() Mender, Tarnikos comes running to you. You've been holding the escape route waiting for him. What do you do? Hutch, you hear the bells, the other murders have occurred. It's time to do whatever you're going to do. Velaris is dead, obviously...but where is Emaline for all of this? ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() The other greycloaks turn and run. The bells of the crematorium begin to ring wildly as deaths occur throughout the city, the ravens flying out wildly to locate the far flung bodies. It'll take a little bit before the Spirit Wardens arrive at this spot, but there's no time to dawdle. The greycloaks are fleeing, what do you do? ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() When you open your mind to the thought tendrils of a forgotten god, you suffer 1 trauma and become an adept of its cult. You gain access to the following special abilities as veteran advances: The Closing of the Eye: You no longer suffer terror from the supernatural, and can choose to take only 1 stress when you resist mental, electroplasmic, or spiritual harm, regardless of the result of your roll. Glorious Visage: You may extend the thought-tendrils of the god from your own mind to those around you, granting them a vision of its formless form. This is a psychic attack that inflicts 3 stress on you and has an effect determined by your trauma level. trauma 1+: all those who can see you must look away and leave your presence, or be paralyzed with dread. trauma 2+: In addition, you inflict level 2 harm (formless dread) to all who can see you. trauma 3+: Instead of level 2 harm, you inflict level 3 harm “Catatonic”. trauma 4+: In addition, you may also focus on one person who can see you and inflict fatal psychic harm “Shattered Mind”. When you suffer your fourth trauma, you mind is prepared and you ascend to mastery in the cult of your forgotten god. You receive permission to call upon your god to briefly manifest in the physical world and enact its will, at the cost of 6 stress. You receive permission to continue to play your character rather than retiring, with the following restrictions:
![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() Tarnikos Your gun goes off, clipping one of the Greys in the chest, but the others are armed as well. One gets a shot off that connects in your center mass. What do you do? [bigger]Hutch[/dice]
![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() Sorry everyone. I didn't get any notifications on this thread and I didn't think to go looking into it Tarnikos, the spread of caltrops is not likely to assist you at all. Shooting from concealment is hunt, controlled/standard. The pack of Greys enter your kill zone, what do you do? Sanctum crew: It's nearly time for the ritual. Any last minute actions? ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() This is so gloriously messed up. I’m glad both parties are ok with this. Hutch, as you race through the streets, you notice three Greycloaks racing to the jail to reinforce their position. They haven’t seen you yet, but they will soon. What do you do? ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() Good Hutch can answer that. This is his plan. Luck for Bad Hutch’s survival + rudimentary medical treatment: 2d6 ⇒ (6, 2) = 8 Bad Hutch is stable for now, but that may change at any time. Mender could help more. Or you can dump him away from your lair as to not attract the Wardens when he passes. Velaris, your hands are shaking from the adrenaline of the fight. The skrimshaw is slow going, especially now that you’ve lost your assistants. This little distraction has cost you a fair amount of time. You might not finish before midnight. ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() Velaris, you score a devistating cut to his midsection. He stumbles backwards, blood seeping from his upper thigh. Awww...f&&* he exclaims, and passes out. It’s still too early for the coordinated murder, and if he dies you’ll have Wardens on your head. What do you do? ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() Finesse: Risky/limited
Remember, you can push yourself or take devil’s Bargain to change position/effect and you can trade position for effect. ![]()
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
![]() You hear some screams from the other room, and as you enter, you see the withered husks of two greycloaks, ghosts feeding on them. A third holds a ghost at bay with a spirtbane charm. You recognize him as Hutch, the Greycloak second in command. He levels his pistol at you. Call ‘em off or join their ranks he orders, cool and unconcerned. |