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<blockquote data-quote="Manbearcat" data-source="post: 9226762" data-attributes="member: 6696971"><p><strong>3/4 Successes</strong> (0 Hard DC Available)/<strong>1 Failure</strong>/0 Secondary Skill Available</p><p></p><p>[HR][/HR]</p><p></p><p><em>Shunted back to the Timestream, the three companions...wait...three? </em></p><p><em></em></p><p><em>Where is the fourth?...</em></p><p><em></em></p><p><em>A hundred meters behind them,<strong> THE MIND</strong> is ensnared in a terrible hazard. A Magnetmote has the being's iron-flecked, crystalline body caught in a dance of terrible attraction. Spiraling uncontrollably toward the magnet, its deadly embracing lurks like terrestrial quicksand in the material world. </em></p><p><em></em></p><p><em>Too far for its telepathic prowess, no plea enters your mind. Whether its teleportation capacity would be enough to thwart the motes' dread pull is unknown, for the immortal shardmind does not employ it. Perhaps eerily, no cry, no sound at all emanates from the strange creature...as if it is just accepting its fate...or perhaps it can peer into the future and knows you will deliver it from its plight?</em></p><p></p><p>[HR][/HR]</p><p></p><p>What do you do?</p><p></p><p>By default this is <strong><em>MEDIUM DC</em></strong> (and success would resolve the conflict, yielding a smash cut to The Breach). HOWEVER...if you want to risk it for a biscuit and maybe pull some kind of "reverse the polarities" arcane shenanigans or crazy feat of athletic prowess and use the magnetism to increase your collective velocity to The Breach (or whatever), you can attempt it against the <strong><em>HARD DC</em></strong> with the reward being that everyone gets a <em>+2 bonus to Initiative for this final showdown in The Astral Sea. </em></p><p></p><p>Failure would cost you in the opposite direction however (<em>-2 Initiative all </em>once that final conflict is engaged) as you are delayed by these events.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9226762, member: 6696971"] [B]3/4 Successes[/B] (0 Hard DC Available)/[B]1 Failure[/B]/0 Secondary Skill Available [HR][/HR] [I]Shunted back to the Timestream, the three companions...wait...three? Where is the fourth?... A hundred meters behind them,[B] THE MIND[/B] is ensnared in a terrible hazard. A Magnetmote has the being's iron-flecked, crystalline body caught in a dance of terrible attraction. Spiraling uncontrollably toward the magnet, its deadly embracing lurks like terrestrial quicksand in the material world. Too far for its telepathic prowess, no plea enters your mind. Whether its teleportation capacity would be enough to thwart the motes' dread pull is unknown, for the immortal shardmind does not employ it. Perhaps eerily, no cry, no sound at all emanates from the strange creature...as if it is just accepting its fate...or perhaps it can peer into the future and knows you will deliver it from its plight?[/I] [HR][/HR] What do you do? By default this is [B][I]MEDIUM DC[/I][/B] (and success would resolve the conflict, yielding a smash cut to The Breach). HOWEVER...if you want to risk it for a biscuit and maybe pull some kind of "reverse the polarities" arcane shenanigans or crazy feat of athletic prowess and use the magnetism to increase your collective velocity to The Breach (or whatever), you can attempt it against the [B][I]HARD DC[/I][/B] with the reward being that everyone gets a [I]+2 bonus to Initiative for this final showdown in The Astral Sea. [/I] Failure would cost you in the opposite direction however ([I]-2 Initiative all [/I]once that final conflict is engaged) as you are delayed by these events. [/QUOTE]
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