Chapter 2: Local Heroes
Rolls
Vigor - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (5) = 5
Spellcasting (Dispel) - (1d10, 1d6, RA)
1d10 : (4) = 4
1d6 : (65) = 11
Dispel is a bit late now by the way, but will consider your card in Held, and this be your action if (or when) it casts a spell again.
The first line don't apply as it has no ongoing effect since blast is an instant spell.
Well, the NPC drew the low card again, so you all get to go first. Grimwulf gets two actions :)
Character | Card | Group | Parry | Toughness | Wounds | Bennies | Status |
Khel | Ace of Hearts | A | 4 | 5 | 0/3 | 3 | |
Wess | King of Spades | A | 6 | 9 (3) | 0/3 | 4 | |
Chigaru | 9 of Spades | A | 6 | 7 | 0/3 | 2 | Shaken; Distracted |
Grimwulf | 9 of Clubs | A | 7 | 8 (2) | 0/3 | 6 | Distracted |
Li | 8 of Spades | A | 6 | 8 (3) | 0/3 | 2 | |
Saldrina | 3 of Clubs | A | 2 | 7 (2) | 0/3 | 4 | |
Shalelu | 3 of Spades | B | 5 | 8 (3) | 0/3 | 3 | |
Creature | 2 of Diamonds | C | 5 | 7 (4) | 0/3 | 0 | Very Small (-4 to hit); Invisible -2 to target and Notice (2/5 rounds); Shaken |
Deck Draws
Power Points: 1
Range: Smarts
Duration: 5
School: Transmutation
Trappings: A few simple gestures.
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary for other cultures).
Here are some ideas for what each element can do. Each use is an action.
AIR: Push someone (Str d6 or d8 with a raise), blow out a torch, fan a flame, cool someone down (reroll a Fatigue roll in
oppressive heat).
EARTH: Move a square foot of earth (half that in stone) each round, cover tracks, hurl rocks at a target in Range for 2d4 damage.
FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (2d4 damage), spread existing flame.
WATER: Conjure a quart of water (not "inside" objects or people), purify a gallon of water per casting, Push someone with a water spout (d6 Str or d8 with a raise).
MODIFIERS
Power (+2): The volume of air, earth, fire, or water affected is tripled.
Weather (+5): The caster can summon or dispel storms, bring a cooling rain, scorch the earth with a heatwave, or even bring snow to the hottest climes.
The caster can bring or disperse rain, snow, sun, and wind in about a five-mile radius. The severity depends on the local
environment—a harsh desert might receive gentle rain while a rain forest gets a driving downpour. The effects take 10 minutes to create and last an hour.
Rolls
Vigor - (1d8, 1d6, RA)
1d8 : (6) = 6
1d6 : (5) = 5
Spellcasting (small target, invisibility, wounds) - (1d10-4-2-1, 1d6-4-2-1, RA)
1d10-4-2-1 : (7) - 7 = 0
1d6-4-2-1 : (665) - 7 = 10
Damage - (2d4, RA)
(13) = 4
Wounds: 0 | Parry: 6 | Toughness: 9(3) | Pace: 5 | Fatigue: 0 | Bennies: 4 | Combat Edge: Sweep |
Rolls
Vigor - (1d8, 1d6, RA)
1d8 : (1) = 1
1d6 : (4) = 4
Rolls
Vigor (Soak), Distracted - (1d8-2, 1d6-2, RA)
1d8-2 : (2) - 2 = 0
1d6-2 : (1) - 2 = -1
Athletics (-6c, -2d, +2wa) - (1d6-6, 1d6+6, RA)
1d6-6 : (4) - 6 = -2
1d6+6 : (2) + 6 = 8
Rolls
Athletics (-4 due to size); -2d, +2wa negate - (1d6-4, 1d6-4, RA)
1d6-4 : (2) - 4 = -2
1d6-4 : (4) - 4 = 0
Athletics (Benny) - (1d6-4, 1d6-4), RA)
1d6-4 : (61) - 4 = 3
1d6-4) : (3) - 4 = -1
Athletics (Benny) - (1d6-4, 1d6-4, RA)
1d6-4 : (2) - 4 = -2
1d6-4 : (2) - 4 = -2
Luckily the creature pops back into his vision. He doesn't have much hope but flings a shuriken at it anyway.
Rolls
Vigor - (1d8, 1d6, RA)
1d8 : (2) = 2
1d6 : (3) = 3
Shuriken - ATTACK - (1d8, 1d6, RA)
1d8 : (5) = 5
1d6 : (664) = 16
Shuriken - DAMAGE - (1d8+d4, RA)
(3) + (1) = 4
Wounds: 0 | Parry: 6 | Toughness: 9(3) | Pace: 5 | Fatigue: 0 | Bennies: 4 | Combat Edge: Sweep |
Then Khel focuses his magical senses, feeling out for the magic of the creature’s invisibility, he’s able to close off the source, and just as suddenly as it popped out of view it pops back in.
The creature lets out a curse in some hideous language. Just as Wess catches up with the creature.
Chiagru bites through his pain and sends out a shuriken at the now visible creature. It connects, causing it to become shaken.
Grimwulf tries to send another stone at the creature, but another miss makes a loud thud in the wall behind it.
"Didn’t you get a net to catch this foe?" Shalelu asks from the back, unsure who took the net.
Just remembered that you got a net in the hope of catching an invisible enemy. You may have forgotten about that little fact as well.
Character | Card | Group | Parry | Toughness | Wounds | Bennies | Status |
Khel | Ace of Hearts | A | 4 | 5 | 0/3 | 3 | 1 wound |
Wess | King of Spades | A | 6 | 9 (3) | 0/3 | 4 | |
Chigaru | 9 of Spades | A | 6 | 7 | 0/3 | 2 | 2 wounds; Distracted |
Grimwulf | 9 of Clubs | A | 7 | 8 (2) | 0/3 | 6 | Distracted; 1 wound |
Li | 8 of Spades | A | 6 | 8 (3) | 0/3 | 2 | |
Saldrina | 3 of Clubs | A | 2 | 7 (2) | 0/3 | 4 | Can soak 2 wounds |
Shalelu | 3 of Spades | B | 5 | 8 (3) | 0/3 | 3 | |
Creature | 2 of Diamonds | C | 5 | 7 (4) | 0/3 | 0 | Very Small (-4 to hit); Shaken |
GM Bennies: 0
Edit: forgot the running die AND forgot to turn off aces for the running die
Wounds: 0 | Parry: 6 | Toughness: 9(3) | Pace: 5 | Fatigue: 0 | Bennies: 5 | Combat Edge: Sweep |
Rolls
Dawn's Light (greataxe) - ATTACK - (1d10+1-6, 1d6+1-6, RA)
1d10+1-6 : (8) - 5 = 3
1d6+1-6 : (5) - 5 = 0
Dawn's Light (greataxe) - DAMAGE - (d10+d10, RA)
(107) + (109) = 36
Running - (1d4, RA)
(43) = 7
Power Points: 1
Range: Smarts
Duration: 5
School: Transmutation
Trappings: A few simple gestures.
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary for other cultures).
Here are some ideas for what each element can do. Each use is an action.
AIR: Push someone (Str d6 or d8 with a raise), blow out a torch, fan a flame, cool someone down (reroll a Fatigue roll in
oppressive heat).
EARTH: Move a square foot of earth (half that in stone) each round, cover tracks, hurl rocks at a target in Range for 2d4 damage.
FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (2d4 damage), spread existing flame.
WATER: Conjure a quart of water (not "inside" objects or people), purify a gallon of water per casting, Push someone with a water spout (d6 Str or d8 with a raise).
MODIFIERS
Power (+2): The volume of air, earth, fire, or water affected is tripled.
Weather (+5): The caster can summon or dispel storms, bring a cooling rain, scorch the earth with a heatwave, or even bring snow to the hottest climes.
The caster can bring or disperse rain, snow, sun, and wind in about a five-mile radius. The severity depends on the local
environment—a harsh desert might receive gentle rain while a rain forest gets a driving downpour. The effects take 10 minutes to create and last an hour.
Rolls
Spellcasting - (1d10, 1d6, RA)
1d10 : (9) = 9
1d6 : (4) = 4
Damage (earth) - (2d4, RA)
(342) = 9
"Now..." - Li said calmly while rising his katana to make a final cut to now visible enemy.
Rolls
Katana Cold Iron(Two Hands) - Attack Roll - (1d8, 1d6, RA)
1d8 : (4) = 4
1d6 : (63) = 9
Katana Cold Iron(Two Hands) - Damage Roll - (d8+d6+1, RA)
(6) + (2) + 1 = 9