Scene: The Underground, The Abyss Towers
The mob of Freaks pauses momentarily at UV's sudden appearance, but when the Freak Shocker goes all pale and complacent...one particularly brave, or perhaps stupid (hard to tell with Freaks), apparently gets his knickers in a twist and shouts, "Oy! Lookit Snap! Gone all white an' lily! Bloody turncoat!"
Turning to the others, he brandishes his firearm and says, "Advancement opportunity, mates! FRAG THE BAITCH!"
...and true to Freak standards, the underground warehouse becomes a deafening cacophony of discharged rounds, and while the concept of accuracy is something most of the mob failed to address, it makes the situation no less dangerous as the poorly lit area becomes strobe-lit with muzzle fire and ricocheting munitions...mostly directed at UV.
Amid the general disarray, one Freak draws a hatchet and screams "Anarchy NOW!" Charging past the Freak Shocker, he sinks his ax into the conduit the Shocker was working on.
Mob 3D6
Guns D6
Combat Novice D6
SFX - Freak Rampage: Add 1D6 and keep an additional effect die for every additional target.
Today: Secret Roll: Mender Phantasm, for the NPC Freak Mob, rolled 2,4,1,5,1,4 using d6,d6,d6,d6,d6,d6 with rolls of 2,4,1,5,1,4. Attack UV and cause mayhem.
Total: 9
Effect: D6, D6
Opps: 2
OOC: While not a terribly difficult total to beat, the other effect die is going to be used to step up the Doom Pool from 4D6 to 3D6 and 1D8...which will be spent to create a Scenic Distinction - Damaged Conduit. The Freak responsible for damaging the conduit gets blasted across the warehouse in a shower of luminous sparks and arcing static (probably why the Freak Shocker was working on the conduit instead of the others). Still, with so many, the loss of one Freak doesn't effect the overall mob size. I will need a reaction roll/post from UV to avoid D6 Physical Stress, then it will be next action turn. Husk is not targeted by the barrage so he doesn't need to make a reaction roll.
This message was last edited by the GM at 04:35, Tue 21 Nov 2017.