PNW Labs - Underground

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: PNW Labs - Underground

Post by Ndreare » Sat Oct 12, 2019 7:52 am

The hounds rush forward, the wounded hound racing up on @Peter stopping only meters away from him and with two mighty swings of its great polearm slashes @Peter. But somehow the wound is minor, enough pain to stumble him, but the wound was not enough to penetrate his peritoneum.

Meanwhile the other hound jumped landing 15 foot behind the others coming down on @Clayton Hodge and @Signal with a mighty swing. Luckily @Clayton Hodge s small size allowed the attackers swing to slide overhead. But unfortunately for @Signal the creatures aim was good enough to score a solid blow.

The Great Hound, seeing the most powerful enemy on the field closes quickly and with unbeleivable strength swings the giant weapon down on @Tania. The blow lands solidly, staggering her as her death like body deals with the wound.

Peter Shaken, Signal 3 Wounds, Tania 1 Wound
Spirit to Unshake Spirit d8, Construct +2, Wounds -1
Spirit 1d8+1 = 3: 2
Wild 1d6+1 = 2: 1
Use Benny to unshake


Running 1d6+10 = 11: 1

Wounded Hound Master = 23/2 = 12 - 9 = Peter is Shaken
Frenzy on Peter. Fighting d10, Wild Attack +2, -1 Wound
Fighting 1d10+1 = 10: 9
Fighting 1d10+1 = 10: 9
Wild 1d6+1 = 2: 1
Damage: Str 1d12+1 = 6: 5 + 1d8 = 3: 3 + 2 Wild
Raise?: 1d6 = 6: 6 Not a raise, so does not matter
Damage: Str 1d12+1 = 7: 6 + 1d8 = 8: 8 + 2 Wild Ace 1d8+17 = 23: 6
Raise?: 1d6 = 3: 3


Okay Hound Master = 18 Damage to Signal, missed Clayton
Sweep on Clayton and Signal. Fighting d10, Wild Attack +2, Running -2, Improved Sweep
Fighting 1d10 = 9: 9
Wild 1d6 = 2: 2
Damage: Str 1d12+1 = 7: 6 + 1d8 = 7: 7 + 2 Wild
Raise: 1d6 = 2: 2

Great Hound = 16 Damage to Tania
Frenzy on Tania. Fighting d12, Wild Attack +2
Fighting 1d12+2 = 6: 4
Fighting 1d12+2 = 10: 8
Wild 1d6+2 = 3: 1
Damage: Str 1d12+3 = 6: 3 + 1d10 = 8: 8 + 2 Wild
Initiative Turn 08! The Cell goes first
Good Guys 1d56 = 11: 11 Quick 1d56 = 51: 51
Bad Guys 1d56 = 18: 18
Updated Map
High Quality Amazing Scetch.jpg
Game Mechanics, Parry and Toughness

Hound Masters
Current Parry 5, Current Toughness 13 (5)



Great Hounds
Current Parry 6, Current Toughness 15 (5)

Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal » Sat Oct 12, 2019 10:44 am

Golden Benny Spent to Negate Damage to Signal, Light Benny Spent for +5 PPE
As the tag says, Signal dropped some bennies on this round to start.
As the hound's attack connects with him, Signal transforms himself, turning into pure lightning for a fraction of a second and channeling himself into the floor. The creature connects with nothing but the floor, and Signal reforms right where he had been a fraction of a moment before, unharmed.

"Too slow!" he taunts the creature, giving in to the adrenaline rush and displaying some bravado, while internally his thoughts are basically just one long, freaked out scream.

Twirling Supplicant in his grip, he brings the blade down twice on his attacker in quick, brutal stabs.
Fighting 7 and 7
Stab #1 Fighting 1d10-1 = 6: 7 (MAP partially offset by +1 to Fighting in Supplicant)
Wild 1d6-1 = 1: 2

Stab #2 1d10-1 = 6: 7
Wild 1d6 = 4: 4
19 damage from attack 1 (ignores armor); 10 damage from attack 2 (ignores armor)
Damage for stab 1: 1d6+8 = 14: 6 + 1d6 = 5: 5 (Ace) (+2 from base weapon, +2 from Dark Champion, +4 from Hound weakness to Nightbane)

Damage for stab 2: 1d6+8 = 10: 2
Current Parry 7, Current Active Powers: boost Trait (Fighting)
Just re-upped for 5 more rounds.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Sat Oct 12, 2019 11:24 am

Takes 1 wound from first strike, soaks second, is Unshaken
Soak Strike 1
Vigor 1d8 = 5: 5
Wild 1d6 = 1: 1

Soak Strike 2
Vigor 1d8 = 5: 5
Wild 1d6 = 3: 3
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Tania
Posts: 80
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania » Sat Oct 12, 2019 12:17 pm

OOC Comments
Spending a bennie to soak wounds, a Light bennie if I have one.
Vigor 1d8 = 1: 1, Wild Vigor 1d6 = 3: 3

Humph, failed. I guess I need a roll to unshake next
Spirit: 1d8+4 = 11: 7, Wild Spirit 1d6+4 = 5: 1 Unshaken with 1 raise
Tania is hurt by the attack, but not badly. Fortunately her ghoulish form is not slowed down by the injuries, though they can eventually kill her. She shakes off the minor pain and evaluates the situation. Peter he between her and the hound master, but the great hound is in front of her and attacking strongly, She will have to trust that Peter can keep the Hound Master busy while she sees if she can deal with the Great Hound.

Her perception of time seems altered, things seem to be moving in slow motion. Well, she will use it, ripping into the Great Hound twice.
OOC Comments
Attack 1: 1d12+2 = 7: 5, Wild A1 1d6+2 = 7: 5 Total 7 (if that hits, it is because of the size of the enemy)
Damage 1: 1d8 = 1: 1 strength + 1d8 = 4: 4 claws, +2 Smite = 7
Attack 2: 1d12+2 = 14: 12, Wild A2 1d6+2 = 5: 3, Attack 2 Ace 1d12 = 2: 2
Damage 2: 1d8 = 4: 4 Strength + 2 Smite + 1d8 = 1: 1 claws + 1d6 = 1: 1 bonus 1 + 1d6 = 6: 6 bonus 2 + 1d6 = 1: 1 bonus 3; Corrected Claws 1d8 = 2: 2, B2 Ace 1d6 = 1: 1 Damage is 7 if no bonus, 8 if 1 bonus, 15 if 2 bonus, and 16 if 3 bonus.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Sun Oct 13, 2019 8:42 pm

The two blows glance off the giant monstrosity, appearing to be beneath the creatures notice.
OOC Comments
Looks like you missed Champion +2 and Vulnerability +4 so actual damage was 13 and 14. Just barely missing the 15 toughness.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Triessa
Posts: 103
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Triessa » Thu Oct 17, 2019 11:04 pm

"Focus on the smaller ones!" Triessa called. "Bring them down fast, and we can all pile on the big one!"

Her flagging energy was limiting the tricks she could pull out of her bag...but there were a few minor spells that could be thrown around freely. Like pop rocks. She stooped over to scoop up a handful of pebbles and little random bits of debris off the floor, and waved her hand over her cupped palm while murmuring under her breath. A dim violet gleam sunk into it all...and she hurled it at the nearest Hound Master.

An instant later tiny little firecracker-like explosions were bursting in midair around its head! Flashes of light, bangs and all!

"Hit it now!" she urged Clayton, Gravely and Signal!

Rolls
Spellcasting Support to Shake the HM nearest Triessa! Hoping that'll help knock it over, and we can move on to the next one, and finally the GM, asap! 1d12+2 = 7: 5

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Fri Oct 18, 2019 6:15 am

HM in melee with signal and clayton was Vulnerable from wild attack, is now also Distracted and Shaken
Smarts 1d6 = 2: 2
Wild 1d6 = 1: 1
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Clayton Hodge
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Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: PNW Labs - Underground

Post by Clayton Hodge » Fri Oct 18, 2019 5:21 pm

Fighting 10 (Damage 15), Fighting 11 (Damage 15), Spellcasting 10 (Damage 37); -1 Light Benny, -3 PP
Main Gauche
Fighting: 1d8+3 = 6: 3 (+2 Wild, +1 Two Weapons bonus vs one weapon and no shield; 8 + 2 [Gangup] = 10)
Wild: 1d6+3 = 8: 5
Damage: 1d6 = 6: 6 + 1d4+2 = 4: 2 (+2 Wild Attack)
Ace: 1d6+8 = 10: 2
Raise: 1d6+10 = 13: 3 (+2 = 15; I accidentally left +2 damage off each roll after the initial rolls)

Celeste
Fighting: 1d8+3 = 9: 6 (Wild +2, +1 Two Weapons bonus vs one weapon and no shield; 9 + 2 [Gangup] = 11)
Wild: 1d6+3 = 4: 1
Damage: 1d6 = 3: 3 + 1d4+6 = 10: 4 (+4 Weakness, +2 Wild Attack)
Ace: 1d4+13 = 15: 2

Spit Venom (Bolt + Damage = 3 PP)
Focus 1d8+2 = 5: 3 (+2 Target Vulnerable)
Wild: 1d6+2 = 4: 2
Light Benny
Focus 1d8+4 = 10: 6 (+2 Target Vulnerable, +2 Against all Odds)
Wild: 1d6+4 = 8: 4
Damage 4d6+4 = 25: 6, 6, 6, 3 (2d6 + 1d6 (Damage) + 1d6 [Raise] + 4 Weakness)
Ace: 3d6+25 = 37: 2, 5, 5
Clayton uses his increased senses and speed to unleash a burst of action. He quickly slash at the hound master's leg, and the blow is forcible enough to cause it to focus on regaining its balance. Clayton quickly slithers around the hound's other leg up to its torso where he leans back and shoves Celeste down into the hound's back with as much force as he can muster.

Hearing Triessa's shout, Clayton dislodges his jaws and fills his mouth with a huge glob of deadly venom before spitting it straight into the distracted hound master's face.

Clayton's and Tania's movement (basic Pace and running) is doubled and they may ignore a total of 2 points of Multi-Action penalties per turn. (3/5 Turns)
Clayton is in hybrid form (and Size -2), and so is at -2 to be hit by and +2 to hit "Normal" sizes. He is also at 3(0) Toughness.
Clayton in Vulnerable from Wild Attack until the start of his next turn (+2 to opponents' actions)
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
Edit Signature

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Gravely
Posts: 111
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely » Sat Oct 19, 2019 5:00 pm

Gravely climbs the wall of the Mezzanine and leans forward to grab ahold of the lighting running from the ceiling in the lab. Using his weight he dislodges the light fixtures to expose bare wires and arcing currents. With his hands tightly wrapped in unexposed wires he sails to the floor near Clayton pulling the wiring with him.

Common Knowledge for Support 23 _
[*] Common Knowledge (1d8) 1d8 = 8: 8
[*] Aced! CK (1d8+8) 1d8+8 = 16: 8
[*] Super Aced! CK (1d8+16) 1d8+16 = 23: 7
[*] Wild (1d6) 1d6 = 2: 2
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

User avatar
Peter
Posts: 34
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter » Mon Oct 21, 2019 7:11 am

OOC Comments
Unshake 1d12 = 11: 11
Disarm
Fighting 1d8-4 = 1: 5
Wild Die 1d6-4 = -2: 2
Benny
Fighting 1d8-4 = 0: 4
Wild Die 1d6-4 = 2: 6
Ace 1d6 = 5: 5
Damage 1d8 = 2: 2 + 1d4 = 1: 1
Benny to reroll
1d6 = 1: 1 + 1d4 = 2: 2

Agility 1d8 = 1: 1
Wild Die 1d6 = 6: 6
Ace 1d6 = 1: 1
Peter's face twists into a mask of rage as the creature slashes at him. Lightning quick, his hand reaches into his pants pocket and just as fast as he grabs it the blade is out, and the knife rakes along the knuckles of the hound, causing it to grunt in pain and drop the weapon, which Peter grabs before it even hits the ground.
Last edited by Peter on Mon Oct 21, 2019 8:53 am, edited 5 times in total.

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Mon Oct 21, 2019 8:18 am

Roll 2 = Fail, he drops the weapon
Currently Vulnerable & Distracted so -2 to Trait roll, Strength d12+1
Strength 1d12-1 = 2: 3
Wild 1d6-1 = 0: 1
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Mon Oct 21, 2019 12:25 pm

@Signal's attack seems effective. Even though resisted by two of the giant monsters, one of them stumbles unable to resist. However as @Tania follows up with a flurry of blows on the largest of the creatures, she finds the cuts and tears caused in the monster having no visible effect of it.

@Triessa pulls through in the moment the splash of fireworks like cantrip easily distracting the creature and leaving it shaken as it tries to understand what is happening. As suddenly a flash of lighting from above as @Gravely joins the fight combines leaving the creature completely off balance.

@Peter disarms the Hound Master standing next to him, already off balance from the previous blows leaves the creature unable to resist even the small amount of force used against its normally supernatural hands.

Seeing the creature unarmed @Clayton Hodge moves at speed like lightning as he launches a volley of blows on the Hound Master followed by a glob of acidic poison nearly melting the creatures head completely off as it topples over.




spirit to Unshake, Success
d8 spirit, Construct +2, 1 wound, Distracted -2 (from @Triessa and @Gravely)
Spirit 1d8-1 = 7: 8
Wild 1d6-1 = 0: 1

If failed a Benny will be spent

Undeterred by the death of the hounds, or even the death of the hound master the two remaining golems continue the battle. The Great Hound separated from the others turns his attention fully on the mortals gathered around him. With a rage filled roar it swings the mighty pole-arm is a great swing, slicing at the gathered cell members, then in a twirl the blade spins and slices down on @Clayton Hodge before the but of the weapon swings up to hit @Tania.
Hits Tania and Peter for 25 damage, Hits Clayton for 22 & 15 damage!!!
Affects @Clayton Hodge, @Peter, and @Tania

Fighting d12, Wild Attack +2, Improved Sweep +0, (-2 only versus Clayton), MAP -4
Fighting 1d12 = 12: 12 Ace 1d12+8 = 12: 4
Wild 1d6 = 2: 2


Clayton Strike: Fighting d12, Wild Attack +2, -2 Size, MAP -4
Fighting 1d12-4 = 6: 10
Wild 1d6-4 = 2: 6 Ace 1d6+2 = 8: 6 Ace Aced!! 1d6+8 = 10: 2

Tania Strike: Fighting d12, Wild Attack +2, MAP -4
Fighting 1d12-2 = 2: 4
Wild 1d6-2 = 0: 2

Still reeling from the fireworks exploding around its head the hound master next to Gravely and Signal moves around, ducks down and swings his weapon in a massive arc, slicing across both cell members. However the extreme training Gravely and Signal have been through was enough, they both are able to evade the blow!
Misses
Sweep: Fighting d10, Distracted -2, Wild Attack +2.
Fighting 1d10 = 4: 4
Wild 1d6 = 5: 5
OOC Comments
Sweep damage
Strength 1d12+3 = 11: 8 + Wild 2 + Weapon 1d10 = 9: 9
Raise (versus Peter & Tania) 1d6+22 = 25: 3

Versus Clayton only
Strength 1d12+3 = 10: 7 + Wild 2 + Weapon 1d10 = 6: 6
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Tania
Posts: 80
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania » Mon Oct 21, 2019 5:41 pm

Although Tania tries to dodge the Great Hound catches her solidly with it's naginata-like weapon.
OOC Comments
Bennie spent for soak roll 1d8 = 7: 7 Wild Spoak 1d6 = 2: 2, +1 to soak from Gravely's Leadership = +8, 2 wounds soaked.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Tue Oct 22, 2019 6:35 am

The Cell goes first, Sorry I cannot give updated map now. But there is one in hangout
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).



Baddies 1d56 = 12: 12
The Cell 1d56 = 15: 15
Clayton Quick Reroll 1d56 = 21: 21
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Gravely
Posts: 111
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely » Tue Oct 22, 2019 6:46 am

Once more Gravely takes the supportive role in the team. Looking to @Signal , "Light this hound up,"

Gravely swings the exposed wires in the direction of the hound that just swung at both him and Signal.

Research to Support Signal, 5 _
[*] Research (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 3: 3
Gravely moves the exposed wires as close to the hound and with in reach of Signal's natural powers. Hopefully at waist height on the hound will be sufficient to keep him out of range of the weapon. Still learning about these creatures of the Night, Gravely is not entirely certain that they have any vital organs, but enough ampage can disrupt alot of things.
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Tania
Posts: 80
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania » Tue Oct 22, 2019 6:56 pm

Tania is hurt, she can not tell how badly because of her current undead form, but knows she will not likely survive another attack like the last and stil be in a condition to help much.

She might not survive, but it is important that her friends win. She might be able to help with that. She reaches out to every weapon of her allies in range, and casts her spell, "Grave Touched Weapon", using all her remaining power to place it on the weapons of as many allies as she can.
OOC Comments
Spirit 1d8 = 3: 3 Wild Spirit 1d6 = 2: 2 Using bennie to reroll
Spirit Reroll 1d8 = 3: 3, Wild spirit Reroll 1d6 = 4: 4
The wound inflicted by the Great Hound seems to burst, showering the area with ichor and gore. While some scatters, the majority clings to the weapons of her allies, giving them the magic to harm her foes.

If she is still sped up and has another action, she will attack the Great Hound again.
OOC Comments
Melee 1d12+2 = 14: 12, Wild Melee 1d6+2 = 7: 5 Melee Ace 1d12 = 5: 5 Total Melee 29
Damage Strength 1d8 = 1: 1+8 bonus+ 1d8 = 8: 8 Unarmed attack UA Ace 1d8 = 3: 3, Raise Bonus Damage 1d6 = 1: 1 total damage 21
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal » Mon Oct 28, 2019 8:57 am

Fighting 8, Including Gravely’s Support, 1 Benny Spent
Fighting 1d10+1 = 3: 2
Wild 1d6+1 = 2: 1

Oh, for the love of... reroll
1d10+3 = 6: 3 (includes Elan)
1d6+3 = 7: 4
Signal goes after the Greater Hound, relying on his small stature to approach and then get at the beast with Supplicant (which seems so very tiny next to the enemy’s dark blade).

Thanks to @Gravely’s help, Signal manages to get juuuuust enough of an advantage to land a blow, Supplicant’s blade passing like smoke into the golem’s body.
Damage 14, Ignores Armor, 1 Benny Spent
Damage 1d6+2 = 3: 1 +2 (Dark Champion) +4 (Nightbane) +2 (Smite)= 11, ignores armor.

Benny to reroll: 1d6+2 = 6: 4 +bonuses= 14, ignores armor
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet

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Clayton Hodge
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Diamond Patron
Posts: 64
Joined: Wed Jun 27, 2018 2:19 pm

Re: PNW Labs - Underground

Post by Clayton Hodge » Mon Oct 28, 2019 4:14 pm

The scything attack by the hound master disembowels the old man, and his guts splatter to the floor noisily. Clayton grunts stoicly as he tries to hold them in with one arm when hound strikes again and skewers Clayton. The blade comes back down and pierces through his chest and exits through his back.

"I knew..I weren't no damn heero. We did ssome good, though...No..regretss. ," Clayton says as he uses his enhanced speed and fading strength to wrest the cursed blade from the hound master's hands, "Y'all get out ssafe...ya hear? I ain't comin' back from thiss'n..."

Using his tail, Clayton pulls the long blade out of his body with a squelch. He takes the cursed blade in hand, almost comically large for the smaller were-snake, and tosses Celeste to @Tania and says, "Find ssomeone to wield her. Celesste...desservess better than to end her sstorry...here...with an old fool"

Clayton takes the cursed blade in both hands and violently returns it to the owner. He uses the momentum of the blade and his speed to take one of its legs off. With a thrusts upwards as the hound topples over, Clayton use the hound's mass and gravity to skewer the hound.

With a final burst of speed, Clayton clears the ground between himself and the other hound master in a flash. He leaves a bloody trail of viscera behind him as he approaches and then wraps his body around the hound. Clayton dislocates his jaw and bites into hound's shoulder, lodging his fangs to the gum into it. He urges all his remaining energy into that bite, willing every last drop of venom and energy into the hound as he rapidly loses consciousness...
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 3/15
Light Bennies: 1; Golden Bennies: 0/1
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal » Mon Oct 28, 2019 5:52 pm

Signal’s eyes go wide behind his mask as he watches @Clayton Hodge’s last moments.

In a whisper, barely audible even to himself, he sputters, ”Clay... Clayton?” for a moment every inch a teenage boy.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet

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Triessa
Posts: 103
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Triessa » Tue Oct 29, 2019 11:32 pm

Triessa felt as if time was slowing down as Clayton made his move...but it wasn't the kind of rad empowering slowing that superheros experienced in the movies. No, this was a nightmarish thing, where she could see what was happening but was helpless to stop it.

Time. There's no time. She needed to buy time.

With her left hand she traced a simple pattern, sending a blindingly bright ray of light spearing into remaining Hound's faceplate. As it contacted the black iron the hound was made of, it erupted into steam and a metallic shrieking noise. It was otherwise harmless though...the result of something she was experimenting with, but hadn't reached a useful stage yet. A distraction.

Her other hand, the one her mother's heirloom was wrapped around, drew back to her side as she focused her will. Just a little more power. Just a little more. For Clayton...

Rolls: Support roll to distract 13
Spellcasting as a support roll: 1d12+2 = 9: 7 or 1d6+2 = 8: 6
Ace 1d6 = 5: 5

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Sun Nov 03, 2019 9:09 am

The teams efforts at overwhelming the Hounds seem to be successful as they begin dying off in pairs. Meanwhile the fires spread through out the building as the grenades have ignited the chemicals in the air and the room is beginning to fill with smoke.
Smarts Fail
Smarts 1d6 = 3: 3
Wild 1d6 = 5: 5
Benny
Smarts 1d6 = 3: 3
Wild 1d6 = 2: 2
Benny
Smarts 1d6 = 5: 5
Wild 1d6 = 2: 2
Last Benny For this
Smarts 1d6 = 1: 1
Wild 1d6 = 3: 3
As @Clayton Hodge's weapon sails through the air before being grabbed by @Tania it was perfect. Then suddenly as soon as it touched @Tania it flared up burning her hands as she find herself unable to touch the weapon.

@Triessa's distraction works perfectly as the Great Hound is thrown off balance and unable to clear his head. Before swinging his great pole-arm in a wide arc slicing through Peter and Tania simultaneously...
Peter and Tania take 20 damage each (from metal = 10 for Peter)
Sweep Fighting d12, Distracted -2, Wild Attack +2 = d12
Fighting 1d12 = 9: 9
Wild 1d6 = 6: 6 Ace 1d6 = 6: 6 Ace 1d6+12 = 17: 5

Strength + d10 + Raise + Wild
1d12+3 = 12: 9 + 1d10 = 4: 4 + 1d6 = 2: 2 + 2




.
The great weapon strikes solidly on both the Cell members slicing through with power and force.

Great Hound
Current Status is Distracted, Vulnerable,
Parry 6
Toughness 15 (5)
Updated Map
High Quality Amazing Scetch turn 09.jpg
OOC Comments
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).



Baddies 1d56 = 25: 25
The Cell 1d56 = 50: 50
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Gravely
Posts: 111
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely » Sun Nov 03, 2019 9:57 am

Gravely shouts to @Tania, @Signal, and @Peter, " @Triessa and I need to get out of here asap. This smoke is getting more toxic by the second."
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

User avatar
Tania
Posts: 80
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania » Sun Nov 03, 2019 10:22 am

The sword is tossed to Tania, who drops it, touching it is painful to her, she is uncertain why.
OOC Comments
Spending Bennie for soak: Vigor 1d8 = 4: 4, Wild Vigor 1d6 = 5: 5
Tania is struck once more and is clearly barely still on her feet, but like a zombie in a story, as long as certain important parts of her are intact she remains mobile. She is, fortunately, not harmed by poisonous smoke either.

Nearly anyone else would be incapacitated by pain, assuming they could even move with that much damage to their muscles. Tania is not even slowed, being some kind of ghoulish monster means, like a creature in a nightmare, she can be nearly impossible to stop.

She thinks, We have done well, only one enemy left, but it is still a toss-up whether we will get out of here alive. We need to put this thing down.

She calculated the odds and elects to attack twice, even though the time-slowing effect is over. She knows she is skillful, and she is fairly likely to hit booth times...given how tough the foe is, she needs to hit hard as much as she can to have a chance.
OOC Comments
Taking 2 actions, canceling out her normal +2 bonus for her combat edges.
Melee 1 1d12 = 1: 1, Wild Melee 1 1d6 = 1: 1
Strength 1d8 = 3: 3 +8 +Claws 1d8 = 8: 8, Claws Ace 1d8 = 5: 5 (total of 18 points to Peter, assuming he does not get the +4 extra from nightbane powers and +2 from Dark Champion, only the Smite damage)
Melee 2 1d12 = 2: 2, Wild Melee 2 1d6 = 6: 6 WM Ace 1d6 = 4: 4
Strength 1d8 = 8: 8 Strength Ace 1d8 = 4: 4 +8 +Claws 1d8 = 1: 1 Bonus die 1d6 = 5: 5 26 damage to hound
Tania surges forward, but there are numbers of dead hounds and various forms of fluids lying on the ground. Her lunge turns into an uncontrolled tumble as her feet slide out from under her and her claws rake Peter as she struggles to maintain her Balance. She Ends up lying on the ground beside the Great Hound and comes up from the ground with a vicious strike from under his defense.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Tue Nov 05, 2019 8:37 am

Each player receives a Light Benny based on Tania rolling a critical failure.

The Great Hound takes 2 wounds based on 26-15= 11.


Great Hound
Current Status is Distracted, Vulnerable,
Parry 8 is reduced to 6 (from Vulnerable)
Toughness 15 (5)
Wounds: 2/3
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Peter
Posts: 34
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter » Tue Nov 05, 2019 10:10 am

Wild Attack
Fighting 1d8+4 = 5: 1
Wild Die 1d6+4 = 6: 2
Damage 1d6 = 2: 2 + 1d10 = 3: 3 +Raise 1d6 = 6: 6
Light Benny to reroll
1d6 = 6: 6 + 1d10 = 6: 6 + raise 1d6 = 2: 2 ace 1d6 = 2: 2
Peter snarls with rage, jamming the cursed blade into the master.
Last edited by Peter on Mon Nov 11, 2019 9:59 am, edited 1 time in total.

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Ndreare
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Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Wed Nov 06, 2019 8:38 am

As the blade hits the already reeling hound it score a deep gouge in the creatures armored. But the truly strange thing is the jolt of pleasure that hits @Peter as the weapon strikes. Something dark and unholy seems to come from the blade and as it works its way into Peter's soul. Somehow the blow was enough that the Great Hound's mind clears. No longer shaken from the blows it looks hard at Peter for a moment confused before refocusing its attention on @Tania.


@Peter please make a Spirit roll. You know, if you keep this weapon it can and will corrupt your soul.
soak is success, no longer shaken
Vigor d12+1, Wounds 2, ignores 1 wound penalty = d12+0.
Soak 1d12 = 8: 8
Wild 1d6 = 6: 6 Ace 1d6+6 = 11: 5
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Stoic
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Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: PNW Labs - Underground

Post by Stoic » Wed Nov 06, 2019 8:47 pm

Spirit 5
Spirit 1d12 = 3: 3
Wild Die 1d6 = 5: 5
GM Bennies 9/9
Wild Card Bennies ?

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Gravely
Posts: 111
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely » Fri Nov 08, 2019 8:44 pm

Finally able to observe the Great Hound up close he analyzes the details while remaining cautiously unengaged.

Hindrance: Cautious
Edge: Calculating

Support for Signal, +1 _
[*] Battle (1d8) 1d8 = 2: 2
[*] Wild (1d6) 1d6 = 5: 5
@Signal

"Signal, if you can hit the hound mid torso. The electrical shock should be enough throw it off balance and onto its back."
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal » Sat Nov 09, 2019 11:28 am

Fighting 6, Damage 12, Ignores Armor
Fighting 1d10+2 = 6: 4 (+1 from Supplicant, +1 from Gravely's support)
Wild 1d6+2 = 6: 4

Damage: 1d6+6 = 8: 2 (+2 from weapon damage, +4 from Nightbane) +2 more from smite and +2 more from Dark Champion
Signal lets out a pained shout and drives Supplicant at the massive golem. The blade passes into the thing's chest and then smoothly back out.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet

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Triessa
Posts: 103
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Triessa » Sun Nov 10, 2019 10:21 am

Enough throwing lightshows. Clayton's fate burned like a fire in the pit of her guts. Grief and rage were dangerous, volatile emotions to fuel magic from...but they had power. She drew on that power, pulling it past her fatigue and shaping it to an edge that could cleave the laws of physics in twain.

This monster had done enough.

The chain of metal and precious stones that was wrapped around her right arm and hand flared with light as she thrust that hand out and shouted Latin. Around her the air shimmered and danced like a desert mirage. A lance of flame as bright and white as the sun speared out, straight and narrow as a laser beam, focused by her will and the force of her magic.

It struck the Great Hound dead center, annihilating black iron, unraveling magics, seeking to erase it from existence entirely.

Rolls: Spellcasting 19, 41 AP 4 damage, 4ppe used (1 remaining)
Using light benny from the crit fail to recover 5ppe.
Spellcasting Bolt (+4 AP, +1d6 damage; 5ppe total): 1d12+2 = 14: 12 or 1d6+2 = 8: 6
Aces! 1d12 = 7: 7 or 1d6 = 3: 3

Damage 4d6+4 = 24: 6, 6, 2, 6 4 AP - includes the +4 for arcane vulnerability
3 aces 3d6 = 14: 3, 5, 6
Another ace 1d6 = 3: 3

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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: PNW Labs - Underground

Post by Ndreare » Mon Nov 11, 2019 8:24 am

The powerful bolt strikes the Great Hound, creating a 6" diameter hole in its chest where the previous volley of blows had weakened the creature. Waving on its feet for a moment the golem falls down to the ground. The fires race, filling the building the Cell knows they must escape before they all die in this inferno.

Soak 2 wounds = Incapacitated
Soak Vigor 1d12+1, Ignores -1 in penalty
Vigor 1d12-1 = 8: 9
Wild 1d6-1 = 2: 3

Benny
Vigor 1d12-1 = 3: 4
Wild 1d6 = 2: 2

Benny
Vigor 1d12-1 = 6: 7
Wild 1d6 = 4: 4

Incapacitation
Vigor 1d12-1 = 2: 3
Wild 1d6 = 4: 4
Instructions
Time to get out.

Athletics Check -2 to escape the burning building.
Raise = Escape no harm
Success = Escape Fatigued from smoke inhalation
Failure = Escape Exhausted from smoke inhalation
Critical Failure = Same as failure from smoke inhalation

This roll is a big deal and will stick with you for a long time.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Tania
Posts: 80
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania » Mon Nov 11, 2019 8:47 am

Everyone else may be leaving immediately, but Tania has a job to do. As likely the only one present who is immune to the effects of inhaled poison, she has to make sure the mirror is destroyed. She runs forward and attacks the mirror with her enchanted claws...
OOC Comments
In case a strike roll is needed:
Melee 1d12+2 = 6: 4 Wild Melee 1d6+2 = 4: 2
Damage 1d8 = 1: 1 strength +2 Smite + 1d8 = 7: 7 claws
Athletics 1d6 = 4: 4, Wild Athletics 1d6 = 3: 3
It appears that the building collapse and fire are too dangerous, Tania reluctantly flees the area. If she passes near any of the drugged humans, she will try to drag one with her, but otherwise she probably forgets they are there.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Mon Nov 11, 2019 9:49 am

As Tania looks for the humans, she remembers she locked them all in place in the cafeteria with grasping claws. Without the power being destroyed the humans will die.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: PNW Labs - Underground

Post by Signal » Mon Nov 11, 2019 9:57 am

Athletics Failure, Exhausted from Smoke Inhalation
Athletics 1d6-2 = 2: 4
Wild 1d6-2 = 1: 3
Seeing the golem go down, Signal’s brain snaps violently from “fight” into “flight” and he takes off running, relying on instinct to guide him.

Instinct, it turns out, is a terrible way to navigate a burning building. Signal manages to run into at least as much fire as he avoids, and he bursts out of the building in a hacking, coughing mess.
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet

User avatar
Triessa
Posts: 103
Joined: Tue Jul 03, 2018 9:09 pm

Re: PNW Labs - Underground

Post by Triessa » Mon Nov 11, 2019 10:20 pm

The flames were spreading, the air was fouling, but Triessa couldn't leave yet. A sour ball turned over in her stomach, but she spotted across the room where the human employees had been bound. They'd roast, or asphyxiate, long before those bonds broke.

She was a wizardess, something rare and precious. Someone able to fight back against the coming darkness. These people were...slaves. Mind-controlled, beaten down...to be pitied, but unable to do anything to save the world.

And she couldn't just leave them to die. Even if it meant risking everything.

Triessa did her best to ignore the heat, the stinging in her lungs and eyes as she formed the spell and directed it in a sharp blast of power at the mystical bonds holding the struggling, crying people. Even with the chains broken, they might not all make it...but they'd have a chance. It was all she could do.

And if she didn't make it, because of this, someone else would pick up where she left off. She had to believe that.

There was a cracking noise and a flash as the energy bound up in Tania's magic evaporated, freeing the prisoners. Triessa whirled, putting a sleeve to her nose and mouth, struggling to see through eyes squinted against smoke, and ran as best she could to join the others in the escape...

Rolls: Dispel 13. Athletics 3
Spellcasting for Dispel, using that last 1pp... 1d12+2 = 13: 11 or 1d6+2 = 6: 4
Athletics to escape: 1d4-2 = -1: 1 or 1d6-2 = 3: 5

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Tue Nov 12, 2019 8:19 am

The spell collapses, releasing the captives, as they respond in mass to the flames and begin fleeing. Leaving the Cell able to focus on escaping.

But the time to stop and help them, was more time than Triessa had, as she fumbles to find her own escape. The flames themselves reach out like a living being seeking its favorite meal.

14 flame damage
Damage "Burning Room" per SWADE page 127. Added 1d6 for chemical accelerants = 3d6
3d6 = 11: 4, 6, 1
Ace 1d6+11 = 14: 3
Same rule as before Bennies spent after Defeat of the Great Hound count for next session.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Peter
Posts: 34
Joined: Mon Feb 11, 2019 8:08 pm

Re: PNW Labs - Underground

Post by Peter » Mon Nov 18, 2019 12:07 pm

OOC Comments
Athletics 1d4-2 = -1: 1
Wild Die 1d6-2 = 0: 2

User avatar
Gravely
Posts: 111
Joined: Tue Jul 24, 2018 12:37 pm

Re: PNW Labs - Underground

Post by Gravely » Mon Nov 18, 2019 12:54 pm

The lab floor was slick from the pre-mix of Zero. The smoke was so thick that it nearly reached the ground, in some places. The breathable air was being sucked up in the soon to be raging fire. Gravely's mind did the calculations, Roughly five more minutes and everything that was flammable would be alight. The oxygen was being used at an alarming rate. Soon the sealed lab would suffocate the fire and anyone still trapped inside it.

Searching the floor, he finds @Clayton Hodge's body. Steadying himself on the slippery floor he moves east in the room, far enough, he believes, to reach Clayton's body. Bending down he hauls the body onto his back fireman carry style and begins slowly moving through the lab back towards the Mezzanine.

Athletics 8 _
Scene Modifier: -2
[*] Athletics (1d6) 1d6 = 6: 6
[*] Aced! Athletics (1d6+6) 1d6+6 = 10: 4
[*] Wild (1d6) 1d6 = 4: 4
Gravely finds the water fountain at the upper level of the lab. Taking a couple of bandanas from his many pocketed trench coat, he soaks them in the very cold water from the fountain. He holds one over his face and continues to move towards the exit carrying Clayton.

As he nears a team member, he hands them a soaked bandana to ask a makeshift respirator. Getting them turned around and directed towards the exit, he is literaly the last person out the door and into the sewars as the team lets the exit doors close.

Gravely leans against the wall for a few minutes, drawing in the cool stale air from their current location. He then makes an effort to mentally reach Micheal and Mary, hoping that they can get an evac from their current location. Gravely is very concerned about everyone making it out, without dying.
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: PNW Labs - Underground

Post by Ndreare » Mon Nov 18, 2019 1:40 pm

The people collected outside the lab surprises the Cell members as they come out. The strange green smoke and flames earning plenty o interest from both the people and the news reporters who are only now arriving are excited asking around from the locals who are filming on their cell phones. You can see negotiations happening for rights to the footage on the phones.

The Cell is able to finally get out of there and get to safety. But the sluggish feeling they have, and their wounds stays with them for days. Even once those wounds are healed the Resistance members feel like some part of them was left behind.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Tania
Posts: 80
Joined: Wed Oct 10, 2018 5:02 pm

Re: PNW Labs - Underground

Post by Tania » Tue Nov 19, 2019 5:24 am

Fortunately Tania is in her borrowed hazmat suit, this gives her time to resume human form or escape in the confusion without being on camera as visibly non-human. She did not need to worry (much) about being poisoned, given her undead immunity to such things...though he does worru a bit about changing back, as the hazmat suit was damage in the fight and is probably contaminated.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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