MA4 - Cracks in the Wall - Riding out the Earthquake (Agility 2, Coordination 0, Average, Suspicion Setback): 2eA+2eD+1eS 3 failures
She was working when the quake hit. Looking over to the Balosar that had come by to help, she reached for her, trying to keep her balance.
Equipment toppled over, and the Witch was hit into the wall, lucky that her Resolve aided her in blunting the trauma.
Outcome: 3 failures, 4 strain taken (8, -3 from soak, reduced by 1 by Resolve 1)
MA4 - Cracks in the Wall
- Juri Saizesh
- Posts: 535
- Joined: Sun Jan 12, 2020 9:27 pm
MA4 - Cracks in the Wall
Witchy Woman - "Doctor" - Dathomiri - Confident
Carries: Witch's Overcoat, small knife, medkit, a necklace with an iridescent green gem, a noticeable hairpin with two fearsome serpents in her hair, Earrings, three noticeable Starburst pins on her lapel
Wilderness: Backpack, Climbing Gear, Slugthrower Rifle, Scanner Goggles
Suspicion: 2
Carries: Witch's Overcoat, small knife, medkit, a necklace with an iridescent green gem, a noticeable hairpin with two fearsome serpents in her hair, Earrings, three noticeable Starburst pins on her lapel
Wilderness: Backpack, Climbing Gear, Slugthrower Rifle, Scanner Goggles
Suspicion: 2
- Vaya Mer'darrow
- Posts: 817
- Joined: Wed Jan 15, 2020 3:10 am
Re: MA4 - Cracks in the Wall
"Aaaugh what the HELL is that ow dammit OW kriff." Vaya had been doing so well, she had thought. After the Razing of the Enclave, when she had made a sincere if adrenaline-poisoned offer to help out at the clinic, she'd made several visits. Even though it sucked.
She just wasn't cut out for it, she kept telling herself. She was a quick study, but most of her training was in identifying long-dead bones (she was probably of the most help logistically, for which she was well prepared and happy to free Juri to do the actual work). Her bedside manner, the larger part of unskilled service at a place like the clinic was... fine (she joked to Juri she'd be best at offering false hope to terminal cases).
Maybe most importantly, it didn't make her feel good, the way that Petrus seemed to feel after a shift at the soup kitchen. She always got the sense that the chronically altruistic felt good about it. She'd volunteered because in the horrible madness of the night of the Razing, she saw Juri doing good work. When she did it, she just felt like she was shoveling back a river with a flimsy cup. Maybe whatever the Force apportioned out for a soul, she had gotten a half-share.
Something kept her coming back, though. Probably Juri, who was a rare acquaintance she'd found who didn't make her feel old. She guessed they were about of an age, but Juri seemed... centered, in a way she envied. Between that, her tattoos, her accent, and the words she had exchanged with others the night of the Razing, Vaya had had a lot of guesses and questions. But she'd kept them to herself. People were too eager to share their secrets on Bankor, and Vaya wanted to continue to imagine her wisely mysterious.
Today had started with a frustrating morning where technical problems and red tape held up her much-hoped-for spaceflight. On a whim, she had commed Juri to ask if she needed a hand. Since arriving, she'd curbed her frustration with uncharacteristic grace, even politely processing Janaya, an old hypochondriac who frequently came for company and had become Vaya's nemesis.
Now she was cursing loudly in front of Juri (who never complained about such things, but Vaya felt coarse when she did it), and crawling out from under a cabinet.
"That felt big," she said. "Real big. Think we'll be busy soon?" She tried for deadpan, but her voice shook slightly. "Give me a second, I think I can find the first responder channel..."
MA4 - Cracks in the Wall - Riding out the Earthquake (Agility 2, Coordination 0, Average): 2eA+2eD 1 failure
5 strain after soak.
Valuable Facts (Education, for the bureaucracy of emergency management)
D4MA Valuable earth quake facts: 1eP+3eA+2eD 1 success, 1 advantage
A triumph to add after rolling, and +2 advantages from improved researcher. Unless there's some other cool thing for the advantage, I'll heal strain.
She just wasn't cut out for it, she kept telling herself. She was a quick study, but most of her training was in identifying long-dead bones (she was probably of the most help logistically, for which she was well prepared and happy to free Juri to do the actual work). Her bedside manner, the larger part of unskilled service at a place like the clinic was... fine (she joked to Juri she'd be best at offering false hope to terminal cases).
Maybe most importantly, it didn't make her feel good, the way that Petrus seemed to feel after a shift at the soup kitchen. She always got the sense that the chronically altruistic felt good about it. She'd volunteered because in the horrible madness of the night of the Razing, she saw Juri doing good work. When she did it, she just felt like she was shoveling back a river with a flimsy cup. Maybe whatever the Force apportioned out for a soul, she had gotten a half-share.
Something kept her coming back, though. Probably Juri, who was a rare acquaintance she'd found who didn't make her feel old. She guessed they were about of an age, but Juri seemed... centered, in a way she envied. Between that, her tattoos, her accent, and the words she had exchanged with others the night of the Razing, Vaya had had a lot of guesses and questions. But she'd kept them to herself. People were too eager to share their secrets on Bankor, and Vaya wanted to continue to imagine her wisely mysterious.
Today had started with a frustrating morning where technical problems and red tape held up her much-hoped-for spaceflight. On a whim, she had commed Juri to ask if she needed a hand. Since arriving, she'd curbed her frustration with uncharacteristic grace, even politely processing Janaya, an old hypochondriac who frequently came for company and had become Vaya's nemesis.
Now she was cursing loudly in front of Juri (who never complained about such things, but Vaya felt coarse when she did it), and crawling out from under a cabinet.
"That felt big," she said. "Real big. Think we'll be busy soon?" She tried for deadpan, but her voice shook slightly. "Give me a second, I think I can find the first responder channel..."
MA4 - Cracks in the Wall - Riding out the Earthquake (Agility 2, Coordination 0, Average): 2eA+2eD 1 failure
5 strain after soak.
Valuable Facts (Education, for the bureaucracy of emergency management)
D4MA Valuable earth quake facts: 1eP+3eA+2eD 1 success, 1 advantage
A triumph to add after rolling, and +2 advantages from improved researcher. Unless there's some other cool thing for the advantage, I'll heal strain.
~Human (er, Balosar) | Antiquarian (whatever that means) (probably something sketchy) | Keen eye, sharp tongue | Dressed for fieldwork
Usually carrying: banal clothing, comlink, ascension gun, (concealed carry?) | In action: also A/KT tracker vest, infrabinoculars
Profile | Suspicion: 1.7
Usually carrying: banal clothing, comlink, ascension gun, (concealed carry?) | In action: also A/KT tracker vest, infrabinoculars
Profile | Suspicion: 1.7
- Vaya Mer'darrow
- Posts: 817
- Joined: Wed Jan 15, 2020 3:10 am
Re: MA4 - Cracks in the Wall
Putting this here for bookkeeping, net +2 strain sheet after this scene. D4MA strain recovery: 2eA 2 successes
~Human (er, Balosar) | Antiquarian (whatever that means) (probably something sketchy) | Keen eye, sharp tongue | Dressed for fieldwork
Usually carrying: banal clothing, comlink, ascension gun, (concealed carry?) | In action: also A/KT tracker vest, infrabinoculars
Profile | Suspicion: 1.7
Usually carrying: banal clothing, comlink, ascension gun, (concealed carry?) | In action: also A/KT tracker vest, infrabinoculars
Profile | Suspicion: 1.7
- Juri Saizesh
- Posts: 535
- Joined: Sun Jan 12, 2020 9:27 pm
Re: MA4 - Cracks in the Wall
MA4 - Cracks in the Wall - Discipline Strain Recovery (Willpower 3, Discipline 1): 1eP+2eA 3 successes, 1 advantage, 1 Triumph
End of scene strain recovery
End of scene strain recovery
Witchy Woman - "Doctor" - Dathomiri - Confident
Carries: Witch's Overcoat, small knife, medkit, a necklace with an iridescent green gem, a noticeable hairpin with two fearsome serpents in her hair, Earrings, three noticeable Starburst pins on her lapel
Wilderness: Backpack, Climbing Gear, Slugthrower Rifle, Scanner Goggles
Suspicion: 2
Carries: Witch's Overcoat, small knife, medkit, a necklace with an iridescent green gem, a noticeable hairpin with two fearsome serpents in her hair, Earrings, three noticeable Starburst pins on her lapel
Wilderness: Backpack, Climbing Gear, Slugthrower Rifle, Scanner Goggles
Suspicion: 2