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imported>Soranin Replaced content with "My quinary sandbox. ==Abstergo Story== ===Videos=== <tabber> |-|Angelus= 425px|center {{-}} |-|Animus OS= 425px|center {{-}} |-|Dev Diary 3= 425px|center {{-}} |-|HERNE+= 425px|center {{-}} |-|Movie Trailer= File:Assassin's Creed..." |
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==2016== | |||
{{Era|Individuals}} | |||
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}} | |||
'''Regina Davies''' is a theatre actress, receiving recognition from her performances at the [[Apollo Theatre]] in [[London]], [[England]], where she was born and raised. A daugther to a wealthy family with a long-standing history of service in the [[British Army]], Regina saw several of her siblings earning medals of honor. In spite of many of her ancestors being [[Templars]],<ref name="Save">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Save Regina]]</ref> such as her great-great-grandfather [[Jeremiah Davies]],<ref name="Sands">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Sands of War]]</ref> Regina remained ignorant of that fact, having no personal affiliation with the Templars.<ref name="Save"/> | |||
In 2016, she was kidnapped after leaving a performance and brought to the [[Abstergo Industries Neo-Chemical and Medical Research Lab]] by the [[Instruments of the First Will]]. There, she was put into an [[Animus]] and forced to relive the [[Genetic memory|memories]] of Jeremiah's time in [[Egypt]] during [[World War I]], but an unknown malfunction trapped her into the [[Memory Corridor]] and she fell into a semi-comatose state.<ref name="Save"/> | |||
<ref name="Wisdom">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Mother of Wisdom (memory)|Mother of Wisdom]]</ref> | |||
==Appearances== | |||
*''[[Assassin's Creed Roleplaying Game]]'' | |||
==References== | |||
{{Reflist}} | |||
{{Era|Individuals|Assassins|Instruments}} | |||
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}} | |||
'''Anjali''' (born c. 1988) is an [[Assassins|Assassin]] technician and a double agent for the [[Instruments of the First Will]]. Exceptionally skilled with technology, Anjali completed his PhD at {{Wiki|Imperial College London|Imperial College}} in [[London]] before joining the Brotherhood where his expertise made him an invaluable asset. Anjali preferred to operate from the safety of his mobile lab, disguised as a fake food truck, though he is also a skilled field operative.<ref name="Save">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Save Regina]]</ref> | |||
In 2016, one of Anjali's programs detected the kidnapping of theater actress [[Regina Davies]] through CCTV camera footage and he tracked the kidnappers' jeep to the vicinity of a new [[Abstergo Industries Neo-Chemical and Medical Research Lab|Abstergo facility]] via hacked {{Wiki|Automatic number-plate recognition|ANPR}} cameras. He then informed an [[Assassin cell]], tasking them with the infiltration and saving while providing them assistence from his mobile lab. There, the group found Regina floating in an Animus inserted in a strange containment tube, seemingly unconscious. Anjali hacked into the facility's control system and pieced together that to save the actress from her semi-comatose state, the group would have to enter the simulation and relive it with Regina. An arriving military helicopter landing in the courtyard gave the mission further urgency, though Anjali said he would use the security system to delay their arrival.<ref name="Save"/> | |||
==Appearances== | |||
*''[[Assassin's Creed Roleplaying Game]]'' | |||
==References== | |||
{{Reflist}} | |||
{{Era|Abstergo|Landmarks}} | |||
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}} | |||
'''Abstergo Industries Neo-Chemical and Medical Research Lab''' was a complex belonging to [[Abstergo Industries]] located in the {{Wiki|North Harrow}} neighbourhood of [[London]], [[England]]. Built around 2016, numerous key roles in the facility were infiltrated by the [[Instruments of the First Will]] who made use of the location in their plans. Led by the [[Sage]] [[Kumar]], the Instruments abducted a number of individuals whose [[Genetic memory|genetic memories]] carried instructions on how to resurrect the [[Isu]] [[Juno]] and brought them to the lab to investigate. The square three-story glass building had a sign with a three-colored Abstergo symbol and backlit "For A Better Future" text.<ref name="Save">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Save Regina]]</ref> | |||
After the kidnapping of actress [[Regina Davies]], an [[Assassin cell]] infiltrated the building, making their way to the main lab in the basement, where they found two scientists monitoring the condition of Regina, who floating in an Animus inserted in a strange containment tube, seemingly unconscious. From the adjoining control room, they gave their field tech [[Anjali]] remote access and her pieced it together that Regina had fallen into a semi-comatose state due to a malfunction and they would have to enter the simulation and relive it with Regina. An arriving military helicopter landing in the courtyard gave the mission further urgency, though Anjali said he would use the security system to delay their arrival. | |||
<ref name="Wisdom">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Mother of Wisdom (memory)|Mother of Wisdom]]</ref> | |||
==Appearances== | |||
*''[[Assassin's Creed Roleplaying Game]]'' | |||
==References== | |||
{{Reflist}} | |||
{{Era|Individuals|Templars}} | |||
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}} | |||
'''Jeremiah Davies''' was a spy for the [[British Army]]<ref name="Sands">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Sands of War]]</ref> and a [[Templars|Templar]] who came into contact with the [[Isu]] [[Juno]] in [[Egypt]] during [[World War I]]. He was the ancestor of [[Regina Davies]].<ref name="Save">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Save Regina]]</ref> | |||
<ref name="Sands">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Sands of War]]</ref> | |||
<ref name="Isu">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Of Isu and Men]]</ref> | |||
In 2016, his descendant Regina was kidnapped by the Instruments of the First Will and forced to relive the memories of Jeremiah's time in Egypt.<ref name="Save"/> | |||
==Appearances== | |||
*''[[Assassin's Creed Roleplaying Game]]'' | |||
==References== | |||
{{Reflist}} | |||
{{Era|Organizations}}{{WP-REAL|Senusiyaa}} | |||
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}} | |||
The '''Senussi ''' (Arabic: السنوسية, romanized: as-Sanūssiyya) are a [[Islam|Muslim]] political-religious order and clan in [[Libya]] and surrounding regions founded in 1837.<ref name="Wiki">{{WP|Senusiyaa}}</ref> | |||
<ref name="Sands">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Sands of War]]</ref> | |||
<ref name="Rabbit">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Down the Rabbit Hole]]</ref> | |||
==Appearances== | |||
*''[[Assassin's Creed Roleplaying Game]]'' | |||
==References== | |||
{{Reflist}} | |||
{{Era|Individuals|Instruments}} | |||
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}} | |||
'''Memhed Demir''' | |||
<ref name="Sands">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Sands of War]]</ref> | |||
<ref name="Rabbit">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Down the Rabbit Hole]]</ref> | |||
<ref name="Isu">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Of Isu and Men]]</ref> | |||
==Appearances== | |||
*''[[Assassin's Creed Roleplaying Game]]'' | |||
==References== | |||
{{Reflist}} | |||
{{Era|Individuals|Instruments}} | |||
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}} | |||
'''Kumar''' is a [[Sage]] and an [[Instruments of the First Will]] member active in [[London]], [[England]] in 2016. | |||
At some point, Kumar claimed at [[Juno]] herself had left precise instructions on how to bring her back to life and provide her with a physical body hidden in the [[Genetic memory|memories]] of specific subjects that Kumar managed to identify and order their abduction. As the leader of a group of Instruments that infiltrated [[Abstergo Industries]], he had these individuals brought to the then-newly built [[Abstergo Industries Neo-Chemical and Medical Research Lab|Neo-Chemical and Medical Research Lab]], including actress [[Regina Davies]], who was considered the most important of the subjects.<ref name="Save">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Save Regina]]</ref> | |||
==Appearances== | |||
*''[[Assassin's Creed Roleplaying Game]]'' {{Mo}} | |||
==References== | |||
{{Reflist}} | |||
==Sands of War== | |||
|location=[[Siwa]] Oasis, [[Egypt]] | |||
|date=1917 | |||
In 1917, Jeremiah ventured into the [[Siwa]] Oasis to infiltrate an enemy encampment with a group of both Templars and Assassins, having united against a [[Instruments of the First Will|faction]] that sought to restore the long-lost [[Isu]] hierarchy by conjuring the Isu [[Juno]] in a secret [[Temple (Isu)|vault]] buried under the Siwa Oasis where she was believed to be resting. | |||
The Instruments of the First Will's encampment was sizeable and patrolled by hired [[Senusiyaa|Senussi]] [[Mercenary|mercenaries]] | |||
You climb out of the vehicles and up onto the rocks where you gain a comprehensive view of the Instruments of the First Will's encampment spread out below. | |||
The camp is sizable, patrolled by hired [[Senusiyaa|Senussi]] [[Mercenary|mercenaries]]. There are at least five cave entrances descending into the depths of the rocks surrounding the oasis. You have no idea which one leads to the Isu Vault and you can't afford the time for trial and error. The Captain's tent will likely have information on the correct route. Time is, as always, not on your side. | |||
<tabber> | <tabber> | ||
|-| | |-|1 - REACH MEMHED DEMIR'S TENT= | ||
[[ | Hundreds of Senussi mercenaries are stationed inside the camp, while a few units patrol its perimeter, making it extremely hard to infiltrate. As the informant said, a large tent stands in the middle of it, the tent of Ottoman Army Captain [[Memhed Demir]], the man in charge of the Instruments' mission. | ||
;Challenges | |||
*''Senussi Mercenaries:'' The Senussi mercenaries are capable combatants, expert desert guerrillas equipped with [[Ottoman Empire|Ottoman]] weaponry. Every Stealth check made to navigate the camp undetected requires 2 Raises. Openly facing the mercenaries in combat inside their camp requires 3 separate Approach checks. | |||
[[ | *''Ottoman Artillery:'' If the Instruments of the First Will discover the Witnesses, they'll try to stop them at all costs, even bombarding their own lines. From the moment the Ottoman artillery starts firing at the camp, the Witnesses must make a Reaction check at the end of every Approach check. | ||
;Weaknesses | |||
*''Expendable Losses:'' The Ottoman artillery commanders have no qualms at killing the Senussi mercenaries to stop the Witnesses. In this case, the Witnesses might turn the tables to their advantage. If the Witnesses can convince one or more Senussi troops to switch sides, every Approach check made to face the ''Ottoman Artillery'' Challenge has 1 Free Raise. | |||
|-|2 - FIND THE VAULT'S TUNNEL= | |||
Once the Witnesses reach Captain Mehmed Demir's tent as indicated by their informant, they find it empty. However, it's possible to search for intelligence or traces that provide information about the location of the Isu Vault underground. | |||
|- | ;Challenges | ||
*''Demir's Notes:'' A booklet contains a series of encrypted notes. With a successful Wits check with 1 Raise, a Witness can read the contents of the note and learn that the right tunnel is one of the two to the north. | |||
*''[[Interrogation]]:'' A captured mercenary might reveal information under interrogation. Nobody but Mehmed's escort knows which of the five tunnels lead to the Isu Vault, but the mercenary often heard them complain about the "extremely low ceilings." Since only three of the tunnels have really low ceilings, the tunnels to the south and east of the camp can be excluded. If the Witnesses have already deciphered Demir's encrypted notes, they can identify the leftmost tunnel to the north. | |||
;Weaknesses | |||
[[ | *''[[Eagle Vision]] (major):'' If one of the Witnesses uses Eagle Vision once north of the camp, they can follow the footprints left by the captain and his escort to the left tunnel with no need to overcome the ''Interrogation'' Challenge. | ||
[[ | |||
</tabber> | </tabber> | ||
=== | As the Witnesses enter the Isu Vault in the Simulation, they unwittingly walk into a trap. Juno's hologram entangles Witnesses and Descendants in a cage that transcends time and space. From this moment on, the Descendants are trapped in a series of loops, time rifts, and [[glitch]]es from which they might never return (see Chapter 2). | ||
As you descend into the dark, low-ceilinged tunnel beneath the Siwa Oasis, tension fills the air. Captain Demir and his unit must be down there, somewhere. Emerging from the tunnel, you enter an unexpectedly vast chamber, the Isu Vault. The massive room is illuminated by an eerie, pulsating glow emanating from the walls. Intricate, incomprehensible, geometrical symbols and engravings cover the Vault's surface, casting ethereal patterns across the room. | |||
At the center of the chamber is the towering hologram of a female Isu, Juno. Her form shimmers with otherworldly energy, and her eyes seem to pierce your very souls with a presence that is both enchanting and intimidating. Juno's voice resonates through the chamber, "Finally, Assassins. I hope this memory finds you well". | |||
Her words are clear. Juno is speaking to you, the Descendants, inside the Animus, and not to the Witnesses you're reliving the event through! | |||
"It pleases me that you have willingly entered my trap." Before you can react, Demir's soldiers emerge from their hiding places. The sinister grin on the Captain's face tells you this was a well-planned ambush. A split second later, a virtual net spreads out from Juno's hologram, catching you in a shocking grip. | |||
Electricity crackles as the net fires jolts of pain through your whole body, immobilizing you as all fades to black... | |||
<!-- | |||
==Down the Rabbit Hole== | |||
The [[Isu]] [[Juno]] has trapped the Witnesses within the [[Animus|Animi]] network. In this chapter, the Reader presents a series of scenes representing [[glitch]]es or [[rifts]], anomalies disrupting the Sands of War memory Sequence—for example, locking the Witnesses in temporal loops, or shifting the Simulation to a different Time Frame. | |||
These glitches can be played with the whole group of PCs as usual, or [[the Crew]] can be split into smaller groups, each of them facing a different anomaly. Be careful not to divide the party too much that it slows the game down, however. | |||
A good rule of thumb is to end the chapter when the Crew has solved a number of glitches equal to the number of Witnesses in the Sequence. | |||
A number of examples are provided below; however, the Reader is not restricted to these specific glitches and is encouraged to freely exploit the circumstances, incorporating fragments from any preferred Time Frame, in particular those associated with the PCs' Ancestors (for example using one or more premade Sequences or adventure hooks taken from other ''Assassin's Creed Roleplaying Game'' books). | |||
Below are some examples of possible glitches that can be used by the Reader. All anomalies share one thing in common—they represent a disruption of the Sands of War Simulation Sequence, and thus they always start with the players' Echoes in the Siwa Oasis, in Egypt. The Simulation appears to break down: visuals display errors; scrolling lines of codes hover on the scene, too fast to be read; and sequences of nucleotides appear randomly. The effect is unsettling for the Witnesses. | |||
The Witnesses become trapped in repetitive cycles, reliving the same events over and over again until they manage to break free. The Reader can make very different scenes, choosing a different scope for each cycle: it can be a single action scene (like defusing a grenade) or something more complex, like reliving an [[assassination]]. Here follows a complete example. | |||
;DEMIR'S SCHRÖDINGER BOX | |||
*'''Description''': The Witnesses re-experience the scene when they enter [[Memhed Demir|Demir]]'s tent, with [[Senusiyya|Senussi]] [[Mercenary|mercenaries]] on their heels. Inside the tent there is only a modern-looking [[metal]] box, clearly out of context in 1917. There is a [[bomb]] inside the box that detonates after a short countdown, killing everybody and restarting the scene. The same happens if they leave the tent—Senussi gunfire cuts them down. | |||
*'''Solution''': The Witnesses must move the box, revealing a black hole in the ground, with shifting lines of code (a backdoor). Jumping into the hole ends the loop. | |||
Different settings and Time Frames within the Animi Network start to morph and blend together, creating surreal and disorienting scenarios. Below are two examples. | |||
;THROUGH THE AGES | |||
*The Witnesses are back in the [[Egypt]]ian desert, but faced with various forces that have occupied this area throughout the ages. They begin fighting the Senussi Mercenaries in 1917, then [[Napoleon Bonaparte|Napoleonic]] troops in 1799, then barbaric [[Hyksos]] on scythed [[chariot]]s in 1598 BC. The final shift brings them into a prehistoric jungle, escaping from a T-rex in the upper Cretaceous. | |||
;THINGS FROM THE PAST AND PRESENT | |||
*The Witnesses are in the Siwa Oasis, among the Senussi soldiers, who remain unaware of their presence. There is a time overlap and they see an enormous wave of water rushing towards them, perhaps from a prehistoric era when this area was under the sea. The wave will annihilate the camp, the only way to escape is outrunning it, by stealing an armored car or another vehicle. | |||
==Of Isu and Men== | |||
|location=[[Siwa]] Oasis, [[Egypt]] | |||
|date=1917 | |||
;The [[Mother of Wisdom]]'s Playground | |||
[[Juno]], undeniable ruler of [[the Grey]], has just tried to keep the Descendants in the [[Animus]], trapping them in a maze of forced simulations to gain time to complete the final stages of a master plan conceived in eons past: the plan to come back to life. However, the PCs' will is strong and they are focused enough to find their way out of the goddess trap. | |||
Once free from the Animus, however, the characters have to deal with [[Regina Davies|Regina]], now possessed by the part of Juno's conscience that the Isu managed to download from the genetic memories of the Descendants during their time trapped in the simulation. It's time for the PCs to deal with a tremendously powerful enemy and difficult moral choices. | |||
''As the PCs overcome the final [[glitch]], they find themselves back in the very place where Juno disrupted the Simulation during their initial attempt. The familiar surroundings serve as a stark reminder of the challenges they faced and the obstacles they overcame. It becomes clear that the only path forward, the only means of escaping the Animus, is to complete the memory.'' | |||
As you emerge from the final glitch, you find yourself abruptly transported back to the Isu [[Temple (Isu)|Vault]]. Before you, the familiar projection of Juno materializes, but her visage is now marked with surprise and apprehension. Her voice quivers with urgency as she declares, "This is premature! I need more time! My [[Instruments of the First Will|Instruments]]—halt them immediately!" | |||
In that instant, urgency grips you as [[Memhed Demir|Demir]]'s [[Soldier|armed forces]] swiftly advance from the Vault's rear. [[Jeremiah Davies|Jeremiah]] pivots toward you, resolve etched on his features. "Handle them," he commands, determination ringing in his voice, "while I prepare the charges!" | |||
<tabber> | <tabber> | ||
|-| | |-|1 - STOP THE INSTRUMENTS= | ||
The soldiers raise their weapons. They must be dealt with immediately. | |||
;Challenges | |||
|- | *''Gunners:'' Two small groups of well-armed soldiers open fire. At least 2 separate Approach checks will be required to eliminate them all. | ||
[[ | *''Charge!:'' Some of the Instruments fix bayonets and charge, fighting with savage ferocity. Defeating them requires 2 separate Approach checks with 1 Raise. | ||
;Weaknesses | |||
*''I'll give it back! (minor):'' A spare stick of Jeremiah's dynamite will easily deal with one group of soldiers, and thus overcome one of the two Challenges with a simple throw. | |||
[[ | |-|2 - ESCAPE!= | ||
As the situation grows increasingly dire, the Witnesses are forced to flee, entrusting Jeremiah with the task of collapsing the cavern. | |||
[[ | More soldiers come to the Precursor's aid. There's no other choice but to detonate a crate of dynamite into the cavern. With a determined fatalism, Jeremiah flicks his lighter and stands by the crate. "Go! I'll handle it. I'd be lying if I said it's been a pleasure. GET THE HELL OUT, NOW!" | ||
;Challenges | |||
|-| | *''Under Fire:'' The pursuing soldiers open fire. All Witnesses must make a Reaction check. | ||
[[ | *''Get to Safety:'' The Witnesses must reach the exit as quickly as possible to avoid getting caught in the explosion. | ||
;Weaknesses | |||
|- | *''[[Eagle Vision]] (minor):'' If one of the Witnesses uses Eagle Vision, they can find a shortcut out of the caves, overcoming the ''Get to Safety'' Challenge. | ||
[[ | </tabber> | ||
The explosion reverberates through the air, shaking the oasis and the desert beyond. Before you can ascertain whether you've safely evaded the blast's reach, the Simulation begins to dissolve, unraveling before your very eyes. | |||
==Mother of Wisdom== | |||
|location=[[Abstergo Industries Neo-Chemical and Medical Research Lab]] ([[North Harrow]], [[London]], [[UK]]) | |||
''As the Descendants emerge from the Simulation, relief washes over them, but their respite is short-lived. A new threat awaits them outside the [[Animus]] in the form of the [[Instruments of the First Will]]. These fanatical followers are determined to seize their mistress' vessel and eliminate the PCs.<br><br>A glimmer of hope remains. [[Juno]], though present within [[Regina Davies|Regina]], has yet to fully possess her. There is still a window of opportunity to free Regina from the clutches of the [[Isu|Precursor]] and prevent Juno's complete domination. The fate of both Regina and the Descendants hangs in the balance.'' | |||
As you emerge from the Simulation, a cacophony of muffled voices and blaring alarms fills the lab. Your attention is immediately drawn to the shattered containment tube, fragments of glass, machinery and caustic-smelling liquid strewn across the lab floor. | |||
Flashing red lights illuminate Regina crouched on the ground, her hands clasping her head in distress. Next to her stands a group of armed men. One of them is clearly in charge. "Eliminate the [[Assassins]] and take the [[Mother of Wisdom]] to safety." | |||
<tabber> | |||
|-|1 - DEFEAT THE INSTRUMENTS OF THE FIRST WILL= | |||
The PCs must stop a dozen, well-armed and ready-to-fight Instruments of the First Will and prevent them from escaping with Regina. With their leader aiding Regina and preparing to leave the lab, the rest of the [[soldier]]s unleash a hail of bullets. Gunfire fills the air. | |||
;Challenges | |||
*''Heavy Firepower:'' The Instruments of the First Will are a formidable group of zealous individuals, armed to the teeth and unwavering in their commitment to their cause. Defeating them requires 3 separate Approach checks with 1 Raise. | |||
*''Don't Let Them Get Away!:'' The Instruments leader is escaping with Regina. | |||
;Weaknesses | |||
*''Exploit the Instrument's Fanaticism (minor):'' The Descendants have just experienced direct contact with Juno, and may attempt to impress the Instruments—for example, one of them might pretend to be possessed by the Precursor, creating a moment of distraction. The required checks to face them are made without the 1 Raise indicated. This triggers the Juno Manifestation Setback. | |||
|-|2 - FREE REGINA FROM JUNO= | |||
The PCs must find a way to free Regina from Juno's yoke. Either of the Challenges below make it possible to resolve the situation. | |||
;Special | |||
Once Regina is fully possessed by Juno, she instantly regenerates any wounds suffered and can't be injured or killed. | |||
Regina utters a piercing scream, and a profound and unsettling transformation begins to take place. Her countenance becomes a swirling canvas of emotions, shifting rapidly from agony to seething anger, from fearful grimaces to satisfied smiles. The tumultuous battle unfolding within her threatens to eclipse the chaos reigning in the lab. | |||
;Challenges | |||
*''Restore Regina's Will:'' It is possible to briefly return Regina to consciousness and control of her own actions. This requires a successful Social check with 1 Raise. If successful, Regina's conscience emerges, but her mind is scourged by the intrusion of the Isu's consciousness, and she begs the PCs to put an end to her suffering. If they try to kill Regina, the PCs must make 2 separate Action checks with 1 Raise due to Juno's opposition. If they fail, Juno will regain control, triggering the Juno Manifestation Setback. | |||
*''Taunt Juno:'' Juno's hold on Regina might be disrupted by provoking her and causing her to overextend her powers. Instigating a distraction or triggering a situation that challenges Juno's control may create instability in her grasp over Regina. This can be attempted with 2 separate successful Wits or Social checks with 2 Raises, but they trigger the Juno Manifestation Setback once for each check made. If the PCs overcome this Challenge, they free Regina from Juno's control. | |||
;Weaknesses | |||
*''[[Piece of Eden|Pieces of Eden]] (minor):'' An [[Apples of Eden|Apple of Eden]] or a Piece of Eden capable of influencing the mind would avoid any Social checks required to call for Regina or Juno's mind. | |||
</tabber> | </tabber> | ||
As the blaring alarms pierce the complex, their urgency underscored by the approaching wails of [[police]] sirens, the realization dawns upon you—it's time for a hasty retreat. Your duty is clear: inform your [[Master Assassin]] of the situation. | |||
--> | |||