Gregory Guy:After two nights and a day of stewing in the holding cells, Trewal sends an officer to bail you out and chastise you, a job which he does with efficiency and relish. Trewal calls you into his office, gestures for you to sit and ignores you for a minute, staring out the window.
“You know, I had hoped that you had a greater respect for authority, or at the very least, more sense in your head. I see I was mistaken on both counts.
“Now, I have a big problem. If I let him go from the Coalition’s forces, he’s likely to go on a vigilante crusade. I can’t put him behind a desk. I can’t put him back on his case, because he’ll go too far. I can’t not put him back on his case, because he’s the only one who knows what’s going on. See my dilemma? So, tell me, Constable, what would you do with the problem?”
When you open your mouth to reply, you feel emboldened, and full of pride. Who is this guy to tell you what to do? You took down a serial killer practically singlehandedly! You survived a devastating mental attack! You’re a total badass!
You have entered a manic episode, with an intensity of 3, and a penalty to all mental scores.Intensity: 1d4
Length: 3d4-2 days
Reroll everyday: 1d8 1: No ability score affect. 2: intensity penalty to Int. 3: intensity penalty to Wis. 4: intensity penalty to Cha. 5: intensity penalty to Int and Wis. 6: intensity penalty to Int and Cha. 7: intensity penalty to Wis and Cha. 8: intensity penalty to all mental scores.
Half intensity penalty to AC
Intensity bonus to Initiative, Dodge bonus(only if one exists), Reflex and Fort.
Half intensity bonus to Str, Con, Dex, (not scores, the bonus) and Attack bonus. Round up.
You cannot take a 10 or a 20 on any check.
Outward symptoms: grand or extravagant style, or expanded self-esteem; pressured speech; reduced need of sleep (e.g. three hours may be sufficient); talks more often and feels the urge to talk longer; ideas flit through the mind in quick succession, or thoughts race and preoccupy the person; over indulgence in enjoyable behaviours with high risk of a negative outcome (e.g., extravagant shopping, sexual adventures or improbable commercial schemes).
Celles Gartens:Seeing Kemik limping behind you, a cleric runs over and begins to attend you and your hounds. When she's done, she rebukes you, "You know, it's no trouble for us to heal you. Just ask. There's no point in suffering quietly."
You still have a fulfilling training session, sparring against an adept looking to improve his combat skills. You give him some pointers, which he was in desperate need of.
As you prepare for a bath, you remember that you have a patrol later today, so it's probably best to save your water rations until after.
The patrol goes without a hitch, except for the fact that Gregory didn't show for patrol, and you have to patrol the streets by your lonesome. You take in a few unruly drunks and engage in a pitifully short fight with a mugger. Nothing much else of interest happens.
Alaris stops by the next day to ask about some shady deal she saw go down. The day after, Gregory comes in the the wake of Sergeant who marks him straight to the Captain's office.