EzraPay spare change, no wealth degradation.
+1 Success From ability.
Rolling 4d10 = 7, 7, 3, 1. +0 Successes, challenge failed!
+2 Knowledge. You lose next round to feverish study.
You spend hours feverishly working on your subject, which happens to be Mesopotamian Deities and examples of the heavenly radiance, or
melammu, that was said to surround them. 'Obscure' doesn't even begin to cover the topic, and the restriction to only books and articles within the library is a heavy one.
The contest is more than halfway over by the time you get a rhythm to your work, and then it's too late for you to catch up to the leaders of the pack. They're already writing up their findings, leaving you to scramble at the eleventh hour to put together what you have.
Needless to say, you don't win. It's sort of surprising, to be informed so bluntly at the beginning of the semester that you're no longer the sharpest thing going, but it's also an impetus to try harder. Much harder.
MaweAbility Proc: Keen Senses
Next card for you at this location is....
The Song...Type: Event
Challenge: Advanced Savvy
-Pass: Gain 3 knowledge
-Fail: Gain 3 stress, gain 3 knowledge
-Crit-Fail: Gain 3 stress
Andrew+1 Tech
Rolling 2d10: 8,8. 2 Successes!
Lead Gained!
You catch the butterfly, snaring it inside an empty thermos from your bag. Inside, you can hear a metallic scraping as the butterfly flutters its metalic wings against the sides, but it doesn't seem to be struggling particularly hard.
Truly, a curious thing...
StanCoin Flip: Heads. Stan moves first in combat.
Stan: 3,1 (No Damage) | 10,5 (1 Damage) | 3,4 (No Damage) | 6,8 (1 Damage) | 9,10 (2 Damage, fight over!)
Pickpocket: 8,3 (1 Damage) | 6,8 (1 Damage) | 3,2 (No Damage) | 4,6 (No damage) |
-2 HP
+1 Savvy
+1 Might
You dash out of your barstool, running after the dirty fecker that stole your wallet. You catch him outside the bar, just as he's about to enter an alley, and tackle him to the ground. The ensuing struggle is not particularly glorious, but after a few whiffed punches, and a few painful cracks to your jaw, you manage to smack the thug cross-eyed into the pavement.
Following that is a requisite chat with the police officers some barfly decided to call. They determine that you're not drunk (you didn't have time), and not seriously injured enough to merit a hospital visit. It all feels pretty badass.
Rylie1d10: 7
You can't... quite... stay.. awake...
You remain standing, sort of, but your mind fogs out while the old man recounts every day of his existence at the newspaper. You try to direct his flow of ramblings, but ultimately fail. At some point he gives you a raisin bagel and sits you down with a glass of tea, continuing his life's story though lunch.
Many hours late you find yourself sitting alone at a small table by the Newspaper building's front window. Your tea is half-gone, and you have vague memories of exchanging good-byes with the old man. Odd. You can't even remember his name.
Next Fate Card: Strange Aurora
Effect: If you stand in a street location next round, something strange just might happen to you... Permanently adds Aurora-Touched cards to interaction decks. This Fate card leaves play after one round.
Alright, it's Round 2 (I'm so proud.)
Main Campus
Buildings,
--> Central Library ---> Ezra //Special Action, Cram: You can trade 2 of any resource card you have for 1 of any other. This can only be done twice per turn.
--> The Class Commons
--> Dorms
Connects to: Lower Campus, Downtown
Lower Campus
Buildings,
--> Administration
--> Campus Theatre and Arts Center --->Mawe //Special Action, Relax: You can spend a turn here. There's a 30% chance to do nothing, a 60% chance to reduce stress by 1, and a 10% chance to reduce stress by 3.
--> Monument Park ---> Andrew
Connects to: Main Campus, The Old Quarter
Downtown
Buildings,
--> The Bus Station //Special action, Ticket to Ride: Pay Spare Change in order to instantly move to any other building.
--> The Dusty Yellow Dog Bar and Grill ---> Stan
--> Hospital //Special Action, Treatment: You can restore 5 HP at the hospital for A little Money.
Connects to: High Hill, Main Campus, City Outskirts
The Old Quarter
Buildings,
--> The Warrens
--> City Newspaper ---> Rylie
--> Silverwater's Books //Shop: You may purchase objects here.
Connects toLower Campus, High Hill
City Outskirts
Buildings,
--> Scrapyard
--> Rhigg's Pawn Shop //Shop: You may purchase objects here. Special Action, Pawn: You may sell items here.
--> The Old Church
Connects to: Downtown, Campus Satellite Properties
High Hill
--> Police Station //Special Action, Bribe: You can pay Comfortable funds to immediately get a lead if you have no police heat, or reduce your police heat if you have any.
--> The Estates
--> Samus' Exotics Emporium //Shop: You may purchase objects here
Connects to: The Old Quarter, Downtown
Campus Satellite Properties
--> FabLabs
--> The Special Subjects Library
--> The Farms //Special Action, Make Work: You can always work here for a turn to earn spare change.
Connects to: City Outskirts
----Hero----
Name: Ezra Amos
HP: 8/8
Speed: 5/4
Knowledge: 4/4
Tech: 2/2
Savvy: 1/1
Might: 1/1
Diligent Studier (Perk): Ezra automatically gets one success on challenges involving studying.
Obsessive (Flaw): If Ezra fails a challenge involving studying, he must make an attempt to study his next turn too if it is at all possible. This doesn't apply for more than one turn in a row.
----Allies----
----Active Assets----
Running Shoes, Attached to Ezra
----Resources----
Knowledge: 2
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money
----Hero----
Name: Rylie Maximilian Emha
HP: 8/8
Speed: 2/2
Knowledge: 2/2
Tech: 1/1
Savvy: 1/1
Might: 4/4
Peace of Mind: All stat (Knowledge, Tech, Savvy, and Might) results yield better outcomes depending on the degree of the situation.
Occult Hater: For any die roll involving any action with occult situations, the first die is treated as having -1
----Allies----
----Active Assets----
Adorable Kitten
----Resources----
Knowledge: 0
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money
----Hero----
Name: Stan Jao
HP: 6/8
Speed: 3/3
Knowledge: 1/1
Tech: 1/1
Savvy: 4/4
Might: 2/2
Connections: Stan didn’t get into college thanks to his academic capabilities. Starts with asset 'Friends in High Places (Academic)' card.
Dunce: On knowledge checks, Stan must re-roll his first success.
----Allies----
----Active Assets----
Friends in High Places (Academic)
----Resources----
Knowledge: 0
Tech: 0
Savvy: 1
Might: 1
Stress: 0
Money: A Little Money
----Hero----
Name: Andrew Bertrand
HP: 10/10
Speed: 3/3
Knowledge: 2/2
Tech: 2/2
Savvy: 2/2
Might: 2/2
Perfectly Average: Every time Andrew rolls a 1, he gets to roll an extra die on that check. (1's explode)
Winging it: When spending resources to better challenge rolls, he spends at a ratio of 1:1 +1. So to get one extra die, he spends 2 resources. To get 2, he spends 3, etc.
----Allies----
----Active Assets----
----Active Leads----
ButterfliesPart 1: Take the butterfly back to your dorm for a closer look. (Knowledge challenge)
Part 2: [Unknown, complete part 1]
Part 3: [Unknown, complete part 2]
Part 4: [Unknown, complete part 3]
End Reward:
----Resources----
Knowledge: 0
Tech: 1
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money
----Hero----
Name: Mawe S. Tikkson
HP: 10/10
Speed: 3/3
Knowledge: 2/2
Tech: 1/1
Savvy: 3/3
Might: 2/2
Keen Perception(Perk): When doing a performing an action in a building, view the top card of the Interaction deck for that location. If investigating, reveal this card
after you draw your interaction card. At the end of the next turn, if that card has not been drawn, shuffle the deck. This perk cannot be used consecutively in the same general location(downtown, etc).
Hopeless Romantic(Flaw): 25% chance for movement on a turn to be reduced by 1, due to trying to flirt wth a girl.
----Allies----
----Active Assets----
----Resources----
Knowledge: 0
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money