Port of Seattle, at The Container Docks (Luciano's)

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Ndreare
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Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

Portofseattle.jpeg.jpeg
Port construction began in 1913 with the creation of a home port for the local fishermen; this terminal was completed in 1914 and became the Northern Pacific Fishing Fleet's home of operations. It took over 20 years to get the port up and running due to opposing positions on the board regarding public port legislation, and the balance of economic benefits as against disadvantages. The creation of the Port of Seattle provided facilities for an expansion of shipping trade, later including container shipping, generating increasing economic activity in the area. The Second World War halted much of the global shipping trade and negatively impacted the economy. In 1949 the U.S. Department of Commerce designated a foreign-trade zone in the port.[6]

The port has grown rapidly throughout the years. In 1993 the Bell Street Pier, constructed in 1915, was relocated. Construction began again on the pier in 1988 with the development of the World Trade Center of Seattle. In the early 2000s the Bell Street Pier Cruise Terminal opened, creating employment and economic opportunities in the tourism business. Improvements to security were put in hand following the September 11th attack. As of 2010 the port was continuing to expand as well as create records for cargo holding and efficiency. To mark the centennial in 2011, the Port of Seattle created a historical file with photos and information about the port's and the region's history. Today the port is still a major contributor to the Seattle economy.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Tania
Posts: 111
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania stopped at her place (an apartment run by a Nocturne used as a safe house). She changed out of her dirty clothes, took a shower, and then drank a large glass of milk before assuming her undead form and eating a large raw steak. She rested in this form as her metabolism replaced the lost blood, then resumed human from and dressed.

She headed out to the meeting place to wait for the arrival of the others.

She wonders, That is odd, why can I sense where my removed blood is? Can the vampire lord trace me the same way?
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Ndreare
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

As you arrive you have all had a couple hours of rest to eliminate the fatigue and allow Thand a chance to get patched up by the medics. Wit the exception of a lingering wound Thrand has, the team is at full power and ready to go. Looking at Luciano's place it is time to prepare for battle.


INSTRUCTIONS: You have until Monday - Post any action you do for preparation and powers you activate as you approach the Warehouse. It seems dormant from the outside and as you approach you see they have doors or windows on all four sides of the building as well as huge bay doors for receiving freight on the front (south entrance). The windows are 16' above the ground stained with filth and age, not easily seen through (-4 notice rolls after wiping as much as practical).


Luciano's Warehouse
Lucianos warehouse.png

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Rested and changed into clothing she was more comfortable in, Morri with the rest of the team to the docks. Her mind lingered on the fact she could sense the location of the blood she'd 'given', there was a disconcerting thought whether it worked the other way round as well. She was certain that others had had similar thoughts even if those thoughts remained unspoken, particularly as everyone else seemed to be so focused on dealing with the other vampire Luciano.

"So...how much do we trust Luas ta not have tipped o' these other vamps that we're coming?" Morri asked, giving voice to a thought she'd had ever since they left the club. "I mean chances are we'll probably be walking right inta an ambush, so we'll have ta play it smart."

"Tis probably just me being paranoid, but something just doesn't sit right with this whole affair." She added, keeping a wary eye on her surroundings.

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Thrand
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Thrand wakes up into a world of pain and discomfort in the back of the bronco. He groans as he sits up, and his leg slips off and thunks painfully to the floorboard. "Damnit! Ugh, what a mess. I feel like I was dunked into a wood chipper and super-glued back together. Nice job with the leg by the way. It still hurts like hell, but I should be able to manage for now," he says as he digs around in his backpack and starts putting his armor on, "This the place, then?"
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Tania
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania says grimly, "This is where Luciano fled after we burned down his last hidey-hole. It is probably very well defended."

She looks at Morri, "Always trust a Vampire to act in their own self interest. If Luas wants revenge or just to get rid of a rival, he will not have told him unless he wants us as a distraction while he does something else entirely."

Old vampires tend to have plans withing plans withing plans, each one leading to their benefit, Tania reminds herself
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Peter
Posts: 52
Joined: Mon Feb 11, 2019 8:08 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

Beast Friend 15
Beast Friend with Mind Rider
Psionics [dice:zci1xmlr]63867:0[/dice:zci1xmlr]
Ace [dice:zci1xmlr]63867:2[/dice:zci1xmlr]
Wild Die [dice:zci1xmlr]63867:1[/dice:zci1xmlr]
[dice:zci1xmlr]63867:3[/dice:zci1xmlr]

I don't know what this things stealth die is. Rob, please feel free to roll it for me.
Peter walks over to a dumpster and squats down. He stares intently into the shadows underneath the dumpster and out comes a rat, clearly mesmerized by the way it just walks right over to him. Peter stares at the little creature and it's head bobs before it scurries into the building. Peter stands still, his eyes closed.

"Hopefully our little friend will show us some things about this hideout..."

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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Gravely arrives with @Triessa as the cell is inspecting the Warehouse.

He checks his watch for the time and then rounds up the cell a fair distance from the Warehouse. No sense in having Vampire thrallss over hearing their conversation.

"This is Triessa. She will be joining our cell and operations."

"This is @Peter, @Thrand, @Morri, @Tania, and Ram @Mikhail Peterov ."

"No time for lengthier introductions. We are burning daylight."
Last edited by Gravely on Tue Mar 03, 2020 1:05 am, edited 2 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Triessa
Posts: 121
Joined: Tue Jul 03, 2018 9:09 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Image
Triessa was a woman, college-age by the look of her. Shoulder length brunette hair, glasses, kind of 'normal' looking. She had a denim jacket on over a dark grey sweater, blue jeans...thoroughly unremarkable fashion sense. The only thing that was unusual was a piece of jewelry...a kind of bracelet or something that wrapped around her right hand, with round opals set in it; one over the back of her hand, and smaller ones over each finger on the first joint. She had a backpack on, like she'd just come from class.

"Okay," she said with a nod for each of the others. "Hey. I'm Triessa. I'm, uh...psychic. And I've been learning magic." Triessa cleared her throat, lifted her chin, as if expecting someone to laugh or otherwise push back on her claims. "I'm pretty good."

"So. Where do you guys need me?"

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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Gravely nods towards Triessa, "No one doubts you are capable. Micheal would not have suggested you joining if you were not capable."
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Rolls & Actions
Transform into Morhpus form, then use Shape Change.

Specifically changing into Wolf shape, so Size -1 and thus cost 3 PP.

Focus [dice:29qdqu5d]63887:0[/dice:29qdqu5d]
Wild [dice:29qdqu5d]63887:1[/dice:29qdqu5d]

Benny to Re-roll... :roll:

Focus [dice:29qdqu5d]63887:2[/dice:29qdqu5d]
Wild [dice:29qdqu5d]63887:3[/dice:29qdqu5d]

'Wolf' Form

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 8; Parry: 5; Toughness: 4; Size: -1
Skills:
  • Athletics d8
  • Common Knowledge d4
  • Fighting d6
  • Focus d6
  • Notice d10+2
  • Occult d4
  • Persuasion d6-2
  • Stealth d8
  • Taunt d8
Edges & Hindrances same as character.

Scouting exterior of warehouse, sticking to cover where possible and looking for vantage points to see into the interior of the warehouse.

Stealth [dice:29qdqu5d]63887:4[/dice:29qdqu5d]
Wild [dice:29qdqu5d]63887:5[/dice:29qdqu5d]

Notice [dice:29qdqu5d]63887:6[/dice:29qdqu5d]
Wild [dice:29qdqu5d]63887:7[/dice:29qdqu5d]
Wild Explodes [dice:29qdqu5d]63887:8[/dice:29qdqu5d]
Explodes Again [dice:29qdqu5d]63887:9[/dice:29qdqu5d]
"Hey." Morri muttered and gave a little wave after Triessa was introduced. "Welcome ta the Forlorn Hopers."

"Now if ye'll excuse me, gonna go and have a 'lil shufti." She added before first changing into her towering Morhpus form and then into a wolf-like form that could be mistaken for a German Shepherd. Wolf-Morri took one last look at the group before hurrying off and disappearing into the surrounding docks. She used cover as much as possible and worked her way towards the warehouse, hoping that if she somehow got spotted she would just get taken for a stray dog. Though it didn't hurt to stay alert, least she get surprised by trouble.

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Tania
Posts: 111
Joined: Wed Oct 10, 2018 5:02 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania comments, "It is unusual, though not unknown, for a person to have both magic and mental powers. Proper development of either tends to require forgoing something else ...just s proper development of combat skills does. I am Tania, close combat expert."

She will not be claiming aloud to be a Nightbane...you never know where spies might be (especially when it comes to creatures that can use animals as spies).
OOC Comments
Notice: [dice:2yqulxyq]63888:0[/dice:2yqulxyq], Wild Notice: [dice:2yqulxyq]63888:1[/dice:2yqulxyq]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

User avatar
Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

"It is time for some recon."

"The Warehouse ahead is a likely protected and guarded."

"@Peter and @Morri are already doing what they can to scan, search, and identify."

"@Mikhail Peterov, @Thrand, and @Tania are our muscle."

"@Triessa use your talents as you feel they best apply to our current situation. Get back to me with any details."

Inspire, Support Notice +1, All Cell Members
Inspire (Notice)
[*] Battle (1d6) [dice:1e1l3ucy]63893:0[/dice:1e1l3ucy]
[*] Wild (1d6) [dice:1e1l3ucy]63893:1[/dice:1e1l3ucy]
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Fully geared up in what Thrand affectionately refers to as his Modern Monster Slayer’s Armor - layers of ballistic, chain and leather armors, he picks up his shield with his left hand and gives Triessa a greetings wave with his right.

“It’s just like @Gravely said. I’m knowledgeable about and capable of permanently destroying all manners of evils,” Thrand says with a wink, “but don’t let the muscles fool you. I have all sorts of skills and even have a college education. Many of my lineage have employed magical arts but I chose to eschew such things. My father could have taught me the the basics, but I chose to focus on martial skills and mental conditioning in battle. Any ranged fire support you could manage would be much appreciated. However, you might have, ah, difficulties directly applying any magic to me. I have...protections. Unfortunately they do not discriminate between friend and foe. Nice to meet you, @Triessa.”
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

Peter wrote:
Mon Mar 02, 2020 6:45 pm
Peter walks over to a dumpster and squats down. He stares intently into the shadows underneath the dumpster and out comes a rat, clearly mesmerized by the way it just walks right over to him. Peter stares at the little creature and it's head bobs before it scurries into the building. Peter stands still, his eyes closed.

"Hopefully our little friend will show us some things about this hideout..."
Morri wrote:
Tue Mar 03, 2020 4:04 am
"Hey." Morri muttered and gave a little wave after Triessa was introduced. "Welcome ta the Forlorn Hopers."

"Now if ye'll excuse me, gonna go and have a 'lil shufti." She added before first changing into her towering Morhpus form and then into a wolf-like form that could be mistaken for a German Shepherd. Wolf-Morri took one last look at the group before hurrying off and disappearing into the surrounding docks. She used cover as much as possible and worked her way towards the warehouse, hoping that if she somehow got spotted she would just get taken for a stray dog. Though it didn't hurt to stay alert, least she get surprised by trouble.

As Peter reaches out with his mind he finds a rats nest that seems to big to possibly be natural. The rats collected in the hundreds, grabbing their minds and directing them is easy for the wampyre. Riding their minds like an old car he sends them in slowly into the warehouse poking through the building. While Morri scouts outside more carefully.


Between the two efforts they identify about a score of men and the distinct smell of a dozen giant timber wolves. Freakishly large wolves that do not belong in Washington. However only 5 of the creatures can be tracked down inside the building on the upper floor.

The rats inside the building come across a vampire, that must be Luciano, who immediately crushes the creature between his teeth drinking out its life in seconds. The humans thralls have no interest in the rat swarms, but the wolves quickly eat every rat they see, forcing Peter to pull back before being noticed.

Morri from within the warehouse finds most of the Thralls are useless thugs. They smell unkempt and are obviously corrupted mentally. Getting into this facility will be easy. But what of the vampire...

Returning Morri and Peter share all the information they gained as well as the general layout of the warehouse.
INSTRUCTIONS & MAP: Read carefully
Okay, time to do a little narrative.
We will start off with a Quick combat!

Write up how you move in as a team and tackle this warehouse.
Roll Fighting, Shooting, Power Skill, or Stealth - Each success and raise will eliminate 1 thug (no limit).
This will use up 1d6 rounds of your preparation buffs rolled in Turn 01
Tactical combat will happen after as you all are in the warehouse on the bottom floor where ever you would like to be placed. Luciano will be placed reactivity so he can give a nice little soliloquy before you kill him.

The windows are all at the top of the second floor level.

The player link for this campaign is:
https://app.roll20.net/join/5913415/K1mViA
Capture.JPG

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Triessa
Posts: 121
Joined: Tue Jul 03, 2018 9:09 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Triessa is still calling the mists to herself when the scouts make their report. It looks like this is happening too fast for any astral shenanigans, but not for ordinary spellwork. With murmured incantations in what might be butchered Latin, she casts a pair of spells, summoning a silver rune that appears on the forehead of each person in the cell. The rune sparks and flares on Thrand's forehead however, and fades away. Triessa scowls, then moves to Gravely.

She runs her fingertip along his gun, 'painting' on it. Dull red light, angry, trails after her finger's path and fades sullenly away a moment later. She does the same thing to her own knife.

By this time sweat is beading on her brow...this is a mystic workout she's never had before! It felt kind of like running a triathelon while doing a handstand...but there was still a little more she could do. Drawing this time on her innate gifts rather than magic, she telekinetically extended her awareness into the air around herself, Gravely and Tania...and maybe it was the tension in the air, but she didn't think she'd ever made better barriers than she had just then.

Finally Triessa nods and doubles over for a second, panting and red-faced. She stands up and nods. It's time.

During the explosive entry to the warehouse, she trails after the bigger, scarier members of the group...but one of the vampire-controlled minions creeps up from behind, trying to flank them. Triessa calls a warning and hurls her knife at him...but without telekinetic guidance she's not that good at it. The blunt end smacks into his head...but the magic she'd woven still does its job. It hits with far more force than it was thrown with, bowling the guard over and leaving him senseless on the floor. She swears and hurriedly retrieves the weapon from beside him, vowing to use her TK next time...

Results: Everyone but Thrand has Arcane Protection (hostile powers are at -2 vs them), Tri and Gravely have +4 damage with their weapon of choice and +6 armor (doesn't stack with any worn armor); Tania has +4 armor; 10 PPE and 5 ISP used; 1 mook taken out
Planning and Prep!
Arcane Protection on everyone: (7PPE) [dice:1a0ijvl2]63969:0[/dice:1a0ijvl2] or [dice:1a0ijvl2]63969:1[/dice:1a0ijvl2]
Smite on Triessa and Gravely (3PPE) [dice:1a0ijvl2]63969:2[/dice:1a0ijvl2] or [dice:1a0ijvl2]63969:3[/dice:1a0ijvl2]
Ace [dice:1a0ijvl2]63969:8[/dice:1a0ijvl2]

Protection on Triessa, Gravely and Tania (More Armor on Triessa and Gravely; 5ISP total): [dice:1a0ijvl2]63969:4[/dice:1a0ijvl2] or [dice:1a0ijvl2]63969:5[/dice:1a0ijvl2]
Ace [dice:1a0ijvl2]63969:9[/dice:1a0ijvl2]

Then the roll to take out guards!
Psionics [dice:1a0ijvl2]63969:6[/dice:1a0ijvl2] or [dice:1a0ijvl2]63969:7[/dice:1a0ijvl2]
Last edited by Triessa on Wed Mar 04, 2020 9:36 pm, edited 3 times in total.

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Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Fighting 10
Fighting 1 [dice:1rk3mkmg]63970:0[/dice:1rk3mkmg]
Fighting 2 [dice:1rk3mkmg]63970:1[/dice:1rk3mkmg]
Wild [dice:1rk3mkmg]63970:2[/dice:1rk3mkmg]
"So yeah, looks like the goon is out in force." Morri said, after changing back to her Morhpus form and reporting what she'd spied. "Time ta go loud?"

She waited for confirmation before charging into the warehouse along with the others in the group who were going in, safety in numbers and she wasn't dumb enough to going charging in by herself. They seemed to have caught the thralls off-guard, the initial confusion of the sudden assault allowed Morri to seemingly down a couple of the thralls. Now was the perfect time for the cell to inflict maximum damage, downing as many of the enemies as they could before the thralls rallied. The more they took out in the initial assault, the more the odds would be in the group's favour.

User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Fighting 11; -2 Thugs
Frenzied Fighting Action
Fighting: [dice:20hgn1re]64014:0[/dice:20hgn1re] Ace: [dice:20hgn1re]64014:3[/dice:20hgn1re] (+2 Trademark, -1 Wound, -1 Nonlethal)
Fighting: [dice:20hgn1re]64014:2[/dice:20hgn1re]
Wild: [dice:20hgn1re]64014:1[/dice:20hgn1re] Ace: [dice:20hgn1re]64014:4[/dice:20hgn1re]
"Alright, let's get this done. Pick a buddy and stay partnered up so no one gets separated and singled out. If you're not used to fighting together, don't get tangled up - one of you take down the threat while the other one does what they can to support their partner or just watch their back," Thrand speaks quitely as they approach the entry.

When the team breaches the warehouse, Thrand is one of the first inside. He keeps to cover where possible and tosses his axe to harass the nearest thug as he closes the distance. When Thrand's close enough to strike, he reverses his grip on the axe and clubs the goon over the head with its haft. One of the bad guys comes at Thrand with a knife while he's dealing with the first one, but the blade slides across the chain in the gap between his ballistic armor.

Thrand turns around and swings his axe in a broad arc and catches the thug on the temple. He crumples to the ground near his friend and Thrand continues onwards, keeping an eye on his team while looking for the next target.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Tania
Posts: 111
Joined: Wed Oct 10, 2018 5:02 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania remains in human form for now, but she intends to employ a basic strategy: if she encounters single enemies she will attack to quickly and quietly remove them. No real reason to kill them, as long as they are out of action and unable to raise an alarm. If they encounter a group, she will get in close and sweep attack.

She will say, "I will bodyguard the mage for now."

She will try to use stealth to scout ahead and deal with trouble.
OOC Comments
Notice: [dice:3txucnrc]64066:0[/dice:3txucnrc], Wild Notice: [dice:3txucnrc]64066:1[/dice:3txucnrc]
Stealth: [dice:3txucnrc]64066:2[/dice:3txucnrc], Wild Stealth: [dice:3txucnrc]64066:3[/dice:3txucnrc], Stealth Ace: [dice:3txucnrc]64066:6[/dice:3txucnrc] Stealth = 14
Fighting: [dice:3txucnrc]64066:4[/dice:3txucnrc], Wild Fighting: [dice:3txucnrc]64066:5[/dice:3txucnrc], Wild fighting [dice:3txucnrc]64066:7[/dice:3txucnrc]
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Mikhail Peterov
Posts: 9
Joined: Wed Nov 06, 2019 6:05 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Mikhail Peterov »

Posted on behalf of Ram
Fighting 6; -1 Thug
Fighting: [dice:2qpxjx2k]64209:0[/dice:2qpxjx2k] (+1 Martial Artist, +0 nonlethal)
Fighting: [dice:2qpxjx2k]64209:1[/dice:2qpxjx2k]
Wild: [dice:2qpxjx2k]64209:2[/dice:2qpxjx2k]
Ram waits impatiently while the group scouts the warehouse and talks strategy. As soon as the group moves to enter the warehouse, he transforms into his hulking form and rushes forward.

He crashes through the door as if it were paper and smashes the nearest thug. Wary of the massive brute, the rest try to keep out of Ram's way. Having lost the element of surprise, he backs up and keeps an eye on the others.
Light Bennies: 2
Dark Bennies:

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Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

OOC Comments
4 remaining thugs

Initiative without rerolls.
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 (SWD only)
  • 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).

Heroes [dice:1yz8cgtt]64217:0[/dice:1yz8cgtt]
Baddies [dice:1yz8cgtt]64217:1[/dice:1yz8cgtt]


Durations [dice:1yz8cgtt]64217:2[/dice:1yz8cgtt]
It has been 3 turns for power durations

As the heroes move in they feel confident and in control of the situation. Luciano and his wolves still pose some threat, but with the preparation and willingness to act they have, even a master vampire would be forced with no hope but to die or flee. Looking into the warehouse most of the thralls where easily removed, leaving only a quartet of thralls and half a dozen of the dire wolves remaining as obstacles to the vampires death.

Map
Top of turn 01.JPG
Players go first with a 51 (Ace)
Come on, lets teach these baddies a lesson


Thralls: Parry: 5; Toughness: 5
Huge Wolves: Parry: 9; Toughness: 8
Luciano: Parry: 10; Toughness: 15 (3* +4 versus ballistics)

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Athletics 7 (12, AP 0), Fighting 1, Fighting 8 (21, AP 0); +1 GM Benny
Nonlethal Athletics Action 1 vs Thug
Athletics [dice:1n4p12f5]64218:0[/dice:1n4p12f5] (+2 Imp TMW, -2 MAP, -1 Wound) + (I was told I did not add the drop. +4. I forgot to add non-lethal -1. If it’s ok to retroactively add the drop and nonlethal to my roll then the total roll becomes 7.)
  • [dice:1n4p12f5]64218:5[/dice:1n4p12f5] +4 = 12(+4 the Drop)
    Oops
    [dice:1n4p12f5]64218:6[/dice:1n4p12f5] Ace: [dice:1n4p12f5]64218:7[/dice:1n4p12f5] (The raise only applies if I am not allowed to add nonlethal)
Wild: [dice:1n4p12f5]64218:1[/dice:1n4p12f5]

Frenzied Fighting Action 2 vs Wolf
Fighting: [dice:1n4p12f5]64218:2[/dice:1n4p12f5] (+2 Imp TMW, -2 MAP, -1 Wound)
Fighting: [dice:1n4p12f5]64218:3[/dice:1n4p12f5]
Wild: [dice:1n4p12f5]64218:4[/dice:1n4p12f5]
Take a Benny @Ndreare!
Fighting: [dice:1n4p12f5]64218:8[/dice:1n4p12f5]
Fighting: [dice:1n4p12f5]64218:9[/dice:1n4p12f5]
Wild: [dice:1n4p12f5]64218:10[/dice:1n4p12f5] Ace: [dice:1n4p12f5]64218:11[/dice:1n4p12f5]
  • [dice:1n4p12f5]64218:12[/dice:1n4p12f5] Ace: [dice:1n4p12f5]64218:13[/dice:1n4p12f5] Ace: [dice:1n4p12f5]64218:14[/dice:1n4p12f5]
    Oops
    I accidentally put the damage ace 21 up by the wild dice and could not find it! I rolled this ace, then I saw the one above and moved it to be in the correct position. My fighting damage is 21 not 27 Ace: [dice:1n4p12f5]64218:15[/dice:1n4p12f5]
Thrand pokes his head into the room on his left in search of threats. He sees another one of the thugs seemingly asleep on a cot. Not willing to risk leaving his back exposed, Thrand steps into the room to knock the man out. As he steps into the room he is confronted by the most massive wolf he had ever seen. The wolf-thing rounds the corner and attacks, but it doesn't snap at Thrand with its teeth.

The thing stands upright and swipes at thrand with its powerfully muscled forearms. Thrand twirls clockwise while stepping away from the creature to avoid being mauled. He comes out of his spin and expertly throws the Hönd ór Týr at the sleeping man. Thrand turns back toward the wolf without waiting to see if his attack lands. Before he hears the thunk of wood thunking into bone, he steps forward with his hand raised.

Thrand brings his hand down towards the wolf, and he calls for the axe as soon as he hears it contact the man's head. Reacting with more speed than expected, the wolf lurches backwards to avoid the attack that by rights should have killed it. Thrand waits for the wolf to lunge forwards again, and when it does he burries his axe's blade into the creatures forhead.

"Uhh. Guys?" Thrand says, more than a little puzzled by the human corpse laying in front of him, "I, uh, think I just killed a werewolf. Seriously. Oh, and watch out these things are fast!"

WIP
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Fighting
Fighting 1 [dice:20utj61n]64224:0[/dice:20utj61n]
Fighting 2 [dice:20utj61n]64224:1[/dice:20utj61n]
Wild [dice:20utj61n]64224:2[/dice:20utj61n]

Damage 1 [dice:20utj61n]64224:3[/dice:20utj61n] [dice:20utj61n]64224:4[/dice:20utj61n]

Damage 2 [dice:20utj61n]64224:5[/dice:20utj61n] [dice:20utj61n]64224:6[/dice:20utj61n]


Bennie to Re-roll Fighting

Fighting 1 [dice:20utj61n]64224:7[/dice:20utj61n]
Fighting 2 [dice:20utj61n]64224:8[/dice:20utj61n]
Wild [dice:20utj61n]64224:9[/dice:20utj61n]

Damage 1 [dice:20utj61n]64224:10[/dice:20utj61n] [dice:20utj61n]64224:12[/dice:20utj61n]

Damage 2 [dice:20utj61n]64224:11[/dice:20utj61n] [dice:20utj61n]64224:13[/dice:20utj61n]
Seeing the Giant Wolf as the bigger threat than the Thrall, Morri opted to tackle the the beast. She landed a flurry of blows, though she couldn't tell what good she did as it felt like the wolf's fur softened her hits. Best she could hope for was that she'd winded it, thus inhibiting it's ability to fight back.
Last edited by Morri on Thu Mar 12, 2020 5:51 pm, edited 5 times in total.

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Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

Huge Wolf Fighting [dice:105nw3xg]64230:0[/dice:105nw3xg]

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 121
Joined: Tue Jul 03, 2018 9:09 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Triessa scrabbled to grab her pocketknife, the one now empowered with eldritch runes to glow malevolently. She concentrated and hefted it with telekinetic force. Maybe it was the panic of fighting WEREWOLVES, but this time she had a really good mental grip on it! Even so, it was just a knife, and those wolves seemed pretty big and tough. Maybe she could thin out the people, free up the others to focus on the more dangerous ones?

Her knife whickered across the room towards one of the thugs still near Morri...but that extra oomph she had worked against her. She woefully misjudged how fast she'd be moving it, and overshot her target COMPLETELY, knocking over a box full of tools or something that all came clanging noisily down over the floor.

Triessa winced and tried bring the blade back to her hand. Ugh, what a first impression to make!

Rolls
Psionics for Telekinesis on her knife (which was Smited). [dice:she44t4l]64283:0[/dice:she44t4l] or [dice:she44t4l]64283:1[/dice:she44t4l]
Attacking a thrall [dice:she44t4l]64283:2[/dice:she44t4l] or [dice:she44t4l]64283:3[/dice:she44t4l]
...well, shan't bother rolling damage, lol...

User avatar
Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Gravely grumbles to himself about not being able to park his Bronco closer to the warehouse. When and if anyone asks about his grumbling, "Those new 75K candela head lights would really light up this dump."

Watching as the others went in, he heard the sounds of fighting and prayed that no one got killed. While not the best for up close, Gravely prefered his M4 Carbine in these situations and nodded his thanks to @Triessa for whatever she had done to the weapon. Pulling out his tactical light he fitted into place under the barrel and switched it on.

With the light on and aimed at the ground, he checked for the flares, then each of the pairs of grenades. Flares were strung across his chest and each pair of grenades was strapped to his belt around his waist. Based on the details that @Morri and @Peter relayed Gravely tucked himself up against the eastern wall and followed after the sounds of @Thrand.

Gravely moved up behind Thrand, tapped him on the shoulder to move to the left and plucked off of his belt a Frag Grenade (2 of 3 remaining). Pulling the pin he counted to two and tossed the grenade down the hallway (west) past the wolf at the end of the hallway so the grenade blast would blow it up of blow it forward and onto its belly.

Athletics 11, success, raise, 9 Damage
[*] Athletics (1d6) [dice:w70bvlbc]64295:0[/dice:w70bvlbc]
[*] Wild (1d6) [dice:w70bvlbc]64295:1[/dice:w70bvlbc]

Benny to Reroll (4 of 5 remaining)

[*] Athletics (1d6) [dice:w70bvlbc]64295:2[/dice:w70bvlbc]
[*] Aced! Athletics (1d6+6) [dice:w70bvlbc]64295:4[/dice:w70bvlbc]
[*] Wild (1d6) [dice:w70bvlbc]64295:3[/dice:w70bvlbc]

[*] Damage (3d6) [dice:w70bvlbc]64295:5[/dice:w70bvlbc]
[*] Bonus (1d6) [dice:w70bvlbc]64295:6[/dice:w70bvlbc]
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Tania
Posts: 111
Joined: Wed Oct 10, 2018 5:02 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania sticks by Triessa, though she is currently in human form. She is armed with silver-plated brass knuckles, they were meant for fighting Vampires, but should work every bit as well on Werewolves. She is considering changing the human form part, but thinks that remaining human lets her have an advantage later.

When they encounter the wolf (assuming they do...if not, target the thug instead), she cuts loose, anything in this place is liable to be an enemy, but the wolves are likely more dangerous.
OOC Comments
Fighting [dice:13vk01j2]64305:0[/dice:13vk01j2] Wild Fighting [dice:13vk01j2]64305:1[/dice:13vk01j2] WFAce [dice:13vk01j2]64305:4[/dice:13vk01j2] Fighting total 12, 2 raises (can I use a raise to strike a vital spot?)
Damage Roll: Strength [dice:13vk01j2]64305:2[/dice:13vk01j2] + Unarmed [dice:13vk01j2]64305:3[/dice:13vk01j2] + bonus die for raise [dice:13vk01j2]64305:5[/dice:13vk01j2] Bonus Die Ace [dice:13vk01j2]64305:6[/dice:13vk01j2] Damage total 13
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

User avatar
Peter
Posts: 52
Joined: Mon Feb 11, 2019 8:08 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

OOC Comments
MAP, 2 actions at a -2
Psionics [dice:3vlgzwvu]64494:0[/dice:3vlgzwvu]
Ace
[dice:3vlgzwvu]64494:2[/dice:3vlgzwvu]
Wild Die [dice:3vlgzwvu]64494:1[/dice:3vlgzwvu]

Fighting [dice:3vlgzwvu]64494:3[/dice:3vlgzwvu]
Wild Die [dice:3vlgzwvu]64494:4[/dice:3vlgzwvu]
Peter calls upon his blood and takes off like a rocket. He pulls the silver blade he got from Michael out mid-stride and slashes at one of the wolves, but the nimble beast melts away at the last moment.

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Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

@Thrand moves in and easily avoids the blow from the apparent werewolf, his movements clean and professional taking out both a thug and an apparent beats. As he moves deeper into the hallway he sees a second wolf coming down towards where he and @Gravely are. Feeling the tap on his should gets enough of his attention to move out of the way as Gravely tosses the grenade forward. The explosion fills the hall with dust and debris one of the walls collapsing in, it is impossible to preceieve anything through the cloud, save for the inhuman howl of pain.
OOC Comments
Thug incapacitated
Wolf 1 incapacitated

@Gravely, remember if you want to cook the grenade you must declare it and make a Smarts roll.
Wolf 2 status unknown.
@Tania moves in seeing Thran and Gravely handling the wolf to her left she moves into the large opening as a walf charges her. The two predators meet in the middle, the wolf tearing into Tania's arm just as they close, unable to truly hurt her. Tania finishes the wolf off. Just then she feels something bounce off the back of her head! Distracted she turns to see @Triessa standing there her face reddening as she realizes her Knife did not hit its intended target. The look on her face making it obvious no harm to Tania was intended.
OOC Comments
Wolf 3 incapacitated

@Tania is Distracted until end of next round.
@Morri moves in her beast like form easily stronger, faster and more deadly than the werewolf like enemy, she tears into the creature, as it falls unable to defend itself.

Meanwhile @Peter take a more measured approach sends his swarms in to attack. They first slide up the stairs, finding one of the wolves they begin gnawing and chewing on the creature as it jerks away, trying to be consumed. The other rat swarms find a man with a hand gun ready to shoot, before he begins screaming in pain, as the last of the creatures run as fast as possible up the stairs to where the last of the enemies can be sensed.

@Peter himself launches forward with supernatural speed towards the giant monstrous beast, but falls short of hitting it as the creature moves too fast.
OOC Comments
Wolf Damage [dice:10hvvrfo]64546:0[/dice:10hvvrfo]

Human Damage [dice:10hvvrfo]64546:1[/dice:10hvvrfo]


Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

Ton of Rolls, 2 swarms killed, Tania shaken, Gravely and Thrand both take 4 wounds
Recover from Shaken [dice:lklly6qw]64547:0[/dice:lklly6qw]
Recover From Shaken [dice:lklly6qw]64547:1[/dice:lklly6qw]

Running [dice:lklly6qw]64547:2[/dice:lklly6qw]

Fighting d12-2, Wild +2/+2, MAP -2, Running -2, Target Parry 4 + 2
Fighting [dice:lklly6qw]64547:3[/dice:lklly6qw] Verify crit [dice:lklly6qw]64547:4[/dice:lklly6qw]
Fighting [dice:lklly6qw]64547:5[/dice:lklly6qw]
Damage [dice:lklly6qw]64547:6[/dice:lklly6qw] + [dice:lklly6qw]64547:7[/dice:lklly6qw] + [dice:lklly6qw]64547:8[/dice:lklly6qw]

Fighting d12-2, Wild +2/+2, MAP -2, Target Parry 4 + 2
Fighting [dice:lklly6qw]64547:9[/dice:lklly6qw]
Damage [dice:lklly6qw]64547:10[/dice:lklly6qw] + [dice:lklly6qw]64547:11[/dice:lklly6qw] + [dice:lklly6qw]64547:12[/dice:lklly6qw] Ace [dice:lklly6qw]64547:13[/dice:lklly6qw]
Fighting d12-2, Wild +2/+2, MAP -2, Running -2, Tania's Parry 8
Fighting [dice:lklly6qw]64547:14[/dice:lklly6qw]
Damage [dice:lklly6qw]64547:15[/dice:lklly6qw] + [dice:lklly6qw]64547:16[/dice:lklly6qw] + [dice:lklly6qw]64547:17[/dice:lklly6qw]

Speed+Quickness+Hurry+Shroud (Free Action)
Psionics [dice:lklly6qw]64547:18[/dice:lklly6qw]
Wild [dice:lklly6qw]64547:19[/dice:lklly6qw]

Deflection
Psionics [dice:lklly6qw]64547:20[/dice:lklly6qw]
Wild [dice:lklly6qw]64547:21[/dice:lklly6qw]

Death from Above to Frenzy on @Gravely & @Thrand!
Stealth [dice:lklly6qw]64547:22[/dice:lklly6qw]
Wild [dice:lklly6qw]64547:23[/dice:lklly6qw]
Thanks for the benny guys. I will use one here. ;)
Stealth [dice:lklly6qw]64547:24[/dice:lklly6qw]
Wild [dice:lklly6qw]64547:25[/dice:lklly6qw]
Stealth Ace [dice:lklly6qw]64547:26[/dice:lklly6qw]

The Drop (from raise on Stealth), Wild Attack = +6/+6
Fighting [dice:lklly6qw]64547:27[/dice:lklly6qw] = Raise versus @Gravely
Fighting [dice:lklly6qw]64547:28[/dice:lklly6qw] = Raise versus @Thrand
Wild [dice:lklly6qw]64547:29[/dice:lklly6qw]
33 Damage versus @Gravely Str+d10 AP6
[dice:lklly6qw]64547:30[/dice:lklly6qw] + [dice:lklly6qw]64547:31[/dice:lklly6qw] + Raise [dice:lklly6qw]64547:32[/dice:lklly6qw] + Drop 4 +Wild 2

30 Damage versus @Thrand Str+d10 AP6
[dice:lklly6qw]64547:33[/dice:lklly6qw] + [dice:lklly6qw]64547:34[/dice:lklly6qw] + Raise [dice:lklly6qw]64547:35[/dice:lklly6qw] + Drop 4 +Wild 2
Ace [dice:lklly6qw]64547:36[/dice:lklly6qw]

Shooting @Morri [dice:lklly6qw]64547:37[/dice:lklly6qw]

Shooting @Tania [dice:lklly6qw]64547:38[/dice:lklly6qw]
As the Cell Memebers move in to assassinate the rival Vampire ruler. They find Luciano's men are less than capable of fighting back. The humans dropping was expected, but three of the wolves go down so easily something must be wrong with them.

One of the wolves bursts from the upper room and immediately set in on the dozens of rats, chewing on them and crushing their bones until the spell on them collapses and the rats flee. @Peter finds he is left in control over only one group of spies.

One of the wolves finishes the rats it was fighting and in a frenzy growls as it leaps down the stairs and begins chewing on @Tania's arm, the pain enough to shake her.

Suddenly two men come out of the upper room, one running across the walkway and firing on @Morri the other firing his pistol @Tania but they are unable to hit their targets in the heat of the moment.

Taking advantage of the dust cloud and explosion Luciano himself loves a good slaughter and moves through the roofing. Solidifying behind @Gravely and @Thrand catching the two of them completely unaware his claws tear through their armor and into their flesh.


Instructions,
Gravely and Thrand chose to soak or accept 4 wounds each.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Notice 9, Vigor 8; +2 Wounds, +Shaken, +Berserk, -2 Light Bennies, -1 Dark Benny
Notice: [dice:2zbhqprw]64548:0[/dice:2zbhqprw] (-1 Wound)
Wild: [dice:2zbhqprw]64548:1[/dice:2zbhqprw] Ace: [dice:2zbhqprw]64548:2[/dice:2zbhqprw]

-1 Light Benny (Soak)
Vigor: [dice:2zbhqprw]64548:3[/dice:2zbhqprw] (-1 Wound)
Wild: [dice:2zbhqprw]64548:4[/dice:2zbhqprw]

-1 Lighy Benny (Reroll Soak)
Vigor: [dice:2zbhqprw]64548:5[/dice:2zbhqprw]
Wild: [dice:2zbhqprw]64548:6[/dice:2zbhqprw]x2=8 (Dark Benny, @Ndreare gains 2 Bennies)
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Notice 5 _
Danger Sense
Alertness +2

Notice (1d8) [dice:3ebc2fdu]64549:0[/dice:3ebc2fdu]
Wild (1d6) [dice:3ebc2fdu]64549:1[/dice:3ebc2fdu]
Vigor to Soak
[*] Vigor (1d6) [dice:3ebc2fdu]64549:2[/dice:3ebc2fdu]
[*] Wild (1d6) [dice:3ebc2fdu]64549:3[/dice:3ebc2fdu]
Spend Golden Benny (0 remaining) to soak all damage.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

It has been 4 turns for power durations
OOC Comments
4 remaining thugs

Initiative without rerolls.
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 (SWD only)
  • 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).

Heroes [dice:1t650ud4]64701:0[/dice:1t650ud4]
Baddies [dice:1t650ud4]64701:1[/dice:1t650ud4]
The attack tears into Gravely and Thrand leaving them wounded, shaken and in pain. But the vampire is still behind them as they have an opportunity to gather their whits and retaliate.



PLAYERS MAY GO FIRST


Capture 10.JPG
Thralls: Parry: 5; Toughness: 5 - The ones up top have -2 cover from position
Huge Wolves: Parry: 9; Toughness: 8 - Both are Vulnerable
Luciano: Parry: 10; Toughness: 15 (3* +4 versus ballistics)
  • Active Effect;
    Vulnerable - Attackers get +2 versus him from wild attack until he goes
    Speed+Quickness
    Deflection -2 to hit
    Hurry +2 pace
    Shroud -1 to hit/+1 stealth

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 111
Joined: Wed Oct 10, 2018 5:02 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

OOC Comments
Unshake roll: Vigor [dice:3qmnf7ts]64705:0[/dice:3qmnf7ts], Wild Vigor [dice:3qmnf7ts]64705:1[/dice:3qmnf7ts], WV Ace [dice:3qmnf7ts]64705:2[/dice:3qmnf7ts], WV Ace2 [dice:3qmnf7ts]64705:3[/dice:3qmnf7ts]
Tania shrugs off the attach, she has faced worse in training. In fact...

She thinks, Something is wrong here, a real Werewolf would be as tough as I am in my other form. This puppy is weak.

She says, "This puppy is a distraction, not a real threat...the real threat is elsewhere."

She hits the werewolf with her silvered "brass" knuckles. as much in anger at the distraction as anything else.
OOC Comments
Fighting [dice:3qmnf7ts]64705:4[/dice:3qmnf7ts], Wild Fighting [dice:3qmnf7ts]64705:5[/dice:3qmnf7ts]+2 additional for Vulnerable=13. 1 raise
Damage roll: Strength [dice:3qmnf7ts]64705:6[/dice:3qmnf7ts] + Unarmed [dice:3qmnf7ts]64705:7[/dice:3qmnf7ts] + bonus die from raise [dice:3qmnf7ts]64705:8[/dice:3qmnf7ts]
Last edited by Tania on Sat Mar 28, 2020 12:58 pm, edited 2 times in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Triessa
Posts: 121
Joined: Tue Jul 03, 2018 9:09 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Triessa witnessed the savaging of Thrand and Gravely and panicked. Vampires! Uh...vampires. What killed them? Garlic? Wood stakes? Wood!

She looked wildly around and spotted a pile of wooden planks in the next room. Focusing her mind, she grabbed a plank and whipped it through the air, moving it between rooms, lining it up with the vampire's back...and then with a scream, hurling it through the air at blistering speed!

It connected with Luciano, making a crunching thud!

Rolls: 11 to hit, 27 damage, lgt benny spent, benny spent
Fighting to attack Luciano with a TK weapon: [dice:33gnhhg1]64706:0[/dice:33gnhhg1] or [dice:33gnhhg1]64706:1[/dice:33gnhhg1]
Ace [dice:33gnhhg1]64706:2[/dice:33gnhhg1]
Per Rob, spending a light benny to make this a wild attack, making this an 11 to hit.

Using a wooden board to try to smash him for [dice:33gnhhg1]64706:3[/dice:33gnhhg1] plus [dice:33gnhhg1]64706:4[/dice:33gnhhg1] damage

14 is a good roll, but not good enough, so...benny it is...dangit...
[dice:33gnhhg1]64706:5[/dice:33gnhhg1] plus [dice:33gnhhg1]64706:6[/dice:33gnhhg1]
Ace [dice:33gnhhg1]64706:7[/dice:33gnhhg1]
Last edited by Triessa on Sun Mar 29, 2020 9:10 am, edited 6 times in total.

User avatar
Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Rolls
Fighting 1 [dice:3qnkogl8]64716:0[/dice:3qnkogl8]
Fighting 2 [dice:3qnkogl8]64716:1[/dice:3qnkogl8]
Wild [dice:3qnkogl8]64716:2[/dice:3qnkogl8]

Fighting 2 Explodes [dice:3qnkogl8]64716:3[/dice:3qnkogl8]

Damage [dice:3qnkogl8]64716:4[/dice:3qnkogl8] [dice:3qnkogl8]64716:5[/dice:3qnkogl8] [dice:3qnkogl8]64716:6[/dice:3qnkogl8]
The 'wolf', though tough, had proven to be relatively easy to deal with. It was almost like it was holding back, no....being held back. Was the vampire they'd come here to fight exerting control over the 'wolves'?

Morri still couldn't see where the vampire was, so decided to go tackle the remaining wolf over by Peter and Tania. Far as she was concerned, the thralls were barely worth given a second thought whilst the wolves were still up as she viewed the beasts to be the greater threat.

She charged over and laid into the creature, at least one swipe of her claws seemingly inflicting a mortal blow upon the beast.

User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Fighting 9, Fighting 9, +3 Bennies to GM
Spirit to Unshake
Spirit: [dice:2j157h06]64729:7[/dice:2j157h06]
Wild: [dice:2j157h06]64729:8[/dice:2j157h06]
Benny to Unshake (I forgot to roll it before I acted. Sorry guys, do not hate me too much?)

Frenzied Fighting Action 1
Fighting: [dice:2j157h06]64729:0[/dice:2j157h06] (+2 Vulnerable, +2 Wild, +2 Trademark, +1 Spooky Bastard, -2 Wounds [Berserk], -2 Deflection, -1 Shroud)
Fighting: [dice:2j157h06]64729:1[/dice:2j157h06]
Wild: [dice:2j157h06]64729:2[/dice:2j157h06]
Benny to Reroll
Fighting: [dice:2j157h06]64729:3[/dice:2j157h06]
Fighting: [dice:2j157h06]64729:4[/dice:2j157h06]
Wild: [dice:2j157h06]64729:6[/dice:2j157h06]
Oops
Wild: [dice:2j157h06]64729:5[/dice:2j157h06]
"F*** today," Thrand coughs then groans as all the wounds from his previous vampire encounter re-open and begin bleeding freely.

Thrand chuckles joyfully, as if he wasn't at death's door for the second time today and says, "Tell me, Vampire, are you scared of death? True death? It comes for you!"

Thrand swipes at the vampire with his axe but is met only with frustration as the creature deftly avoids its death by a hair's breadth.

Temporary Conditions
Vulnerable until the end of next turn.
Shaken: May only take free actions, such as moving (including running).
Berserk: See Character Sheet for full details.
  • +1 die type to Strength
  • All attacks must be Wild
  • +2 to Toughness
  • Ignore 1 level of Wound penalties.
  • 1/5 rounds until Ravenous Abandon causes Everett a level of Fatigue.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Peter
Posts: 52
Joined: Mon Feb 11, 2019 8:08 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

Peter slashes at the wolf with his silver blade
OOC Comments
First action
Fighting [dice:312nmh2d]64931:0[/dice:312nmh2d]
Wild Die [dice:312nmh2d]64931:1[/dice:312nmh2d]

Second Action
Fighting [dice:312nmh2d]64931:2[/dice:312nmh2d]
Wild Die [dice:312nmh2d]64931:3[/dice:312nmh2d]
The first slash glances off the beasts thick hide. Moving with deadly speed, a second slash comes but Peter accidently hits the wolf with the hilt of his blade, knocking it out of his hand, a loud clatter is heard as it slides... somewhere.

User avatar
Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

OOC Comments
Hindrances: Cautious, Hesitant
Edge: Calculating
The attack from Luciano is vicious and shreds the armored coat and vest that Gravely was wearing. Staggering, he would have nearly fallen prono if he had not been so close to the doorframe, which "caught" him and kept him upright.

Going to need much better armor to thwart of attacks or a bigger budget and a larger wardrobe.

Luciano's attack does turn him around and Gravely finds himself staring into the face of the vampire. Staring the horror in the face, Gravely does not even blink but his hands grasp for whatever is close. His right hand being empty from tossing the frag grenade, finds the wooden stake.

Not even sure if this will work. It's like the hokey religion, Han Solo mentions.

About the time he gets the foot long wooden stake loose from his belt, @Triessa broken wooden plank dusts over Gravely.

Here goes everything.

Fighting Staking 7
Luciano: Vulnerable +2
Called Shot: Heart -4

Fighting (1d6) [dice:1w9396e8]65182:0[/dice:1w9396e8]
Wild (1d6) [dice:1w9396e8]65182:1[/dice:1w9396e8]
Aced! Wild (1d6+6) [dice:1w9396e8]65182:2[/dice:1w9396e8]
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

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Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

@Tania's blow rings the werewolf's bell as it tries to clear its head from the blow. The creature stumbles side to side from the blow. Before it could recover @Morri pounces on it, her claw lashing out tearing the throat open in a horrific finishing blow, as the wolf dies it reverts back to a human form. The sight of the poor homeless man with his throat ripped out is enough to turn any rational mans bowls.

@Triessa sends the plank hurling into the vampire. The crash of the blow has enough force to disintegrate the plank. Luciano knocked to the ground from the blow groans in pain, the blow obviously effective against the creature.

Takes 2 wounds after soak
27+4-15=4 wounds
Vigor rolls to soak here
Vigor [dice:2i9egi0s]65175:0[/dice:2i9egi0s]
Wild [dice:2i9egi0s]65175:1[/dice:2i9egi0s]

Second Benny reroll
Vigor [dice:2i9egi0s]65175:2[/dice:2i9egi0s]
Wild [dice:2i9egi0s]65175:3[/dice:2i9egi0s]

Deleted erred roll. The 12 was not legit.
To his frustration @Thrand's wounds and the vampires agility combine leaving him untouched by Hönd. The groan of frustration can be felt from the ax as it is unwilling to give up in slaying this foul demon.

@Peter slices with his dagger, unable to score a deep wound on the wolf.

@Gravely tries to drive a stake through the heart of the vampire, an effort shown time and again in fiction to be a sure fire way to kill a vampire, only to have his hand knocked aside casually by the vampires spell.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

OOC Comments
Spirit d12, Undead +2
Spirit [dice:3am8qhq5]65176:0[/dice:3am8qhq5]
Wild [dice:3am8qhq5]65176:1[/dice:3am8qhq5]

Fast Regeneration, Vigor d12
Vigor [dice:3am8qhq5]65176:2[/dice:3am8qhq5]
Wild [dice:3am8qhq5]65176:3[/dice:3am8qhq5]
Luciano shakes his head to clear it. Then turns, to see @Triessa. "Oh, you are a little more dangerous than these fools. I guess that means you die first." Suddenly with speed so fast it is virtual teleportation Luciano slashes out at @Gravely and @Thrand, but his distraction causes him to completely miss them. The off balance nature leaving the vampire vulnerable to their Cell members attack as he suddenly springs away from them.
(Gravely and Thrand get a free Fighting attack on Luciano as he leaves melee)
OOC Comments
Frenzy on Thrand and Gravely
Fighting d12, -4 MAP, -2 of MAP ignored by quickness, = d12-2
Fighting [dice:3am8qhq5]65176:4[/dice:3am8qhq5]
Fighting [dice:3am8qhq5]65176:5[/dice:3am8qhq5]
Wild [dice:3am8qhq5]65176:6[/dice:3am8qhq5]
Up top the gun wielding Thralls see their allies going down so easily and consider their options. Bracing themselves against the wall they draw a bead on @Morri and fire, then run into the office they had just come from slamming the door shut.
Morri gets hit for 9 damage
Shooting [dice:3am8qhq5]65176:7[/dice:3am8qhq5]
Shooting [dice:3am8qhq5]65176:8[/dice:3am8qhq5]
Ace [dice:3am8qhq5]65176:9[/dice:3am8qhq5]
Damage [dice:3am8qhq5]65176:10[/dice:3am8qhq5]
Ace! [dice:3am8qhq5]65176:11[/dice:3am8qhq5]
As the pain from the bullets get her attention, @Morri turns just in time to see the last giant werewolf landing on her. The claws sink into her skin for grip, but it is the bite sinking into her shoulder that causes the pain.
Hits Morri with a 6, for 13 Damage
Fighting d12+2, Wild Attack +2/+2
Fighting [dice:3am8qhq5]65176:12[/dice:3am8qhq5]

Damage [dice:3am8qhq5]65176:13[/dice:3am8qhq5] + [dice:3am8qhq5]65176:14[/dice:3am8qhq5]
Damage Ace [dice:3am8qhq5]65176:15[/dice:3am8qhq5]

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

In one of those rare moments, Gravely has already viewed the scene in front of him.

Wether in response to @Triessa's attack or him tickling the vampire with his wooden stake, Luciano's attention was defintely diverted. Whatever the case, the stake was no longer in Gravely's hand.

Gravely felt his hair wiff as Luciano went to strike him and Thrand and ... missed.

Reactions being everything, Luciano was clearly focused on Triessa and Gravely saw the window of opportunity.

Luciano is Vulnerable
I make the call for Derrick
With his back against the doorframe, Gravely instinctively grabs, raises, and fires at the "fleeing" Luciano. Grateful as always for the little things, like the silvered rounds in his M4's magazine, Gravely flips the switch from single to three round burst.



Luciano: Vulnerable +2
Marksman: +1
Deflection -2
Shroud -1
NO RoF 3
Rounds: 19 of 20 remaining
  • Shooting (1d8) [dice:osvfxs2i]65187:0[/dice:osvfxs2i]
    Wild (1d6) [dice:osvfxs2i]65187:3[/dice:osvfxs2i]
    Aced! Wild (1d6+6) [dice:osvfxs2i]65187:4[/dice:osvfxs2i]

    Damage AP 1 (2d8) [dice:osvfxs2i]65187:5[/dice:osvfxs2i]
    Raise Damage (1d6) [dice:osvfxs2i]65187:8[/dice:osvfxs2i]
  • AP 1, 11 Damage

    OOC Comments
    Burst 2 (1d8) [dice:osvfxs2i]65187:1[/dice:osvfxs2i]
    Damage AP 1 (2d8) [dice:osvfxs2i]65187:6[/dice:osvfxs2i]

    Burst 3 (1d8) [dice:osvfxs2i]65187:2[/dice:osvfxs2i]
    Damage AP 1 (2d8) [dice:osvfxs2i]65187:7[/dice:osvfxs2i]
Last edited by Gravely on Thu Apr 09, 2020 10:57 am, edited 3 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

fighting
Fighting: [dice:33s060nc]65213:0[/dice:33s060nc] (+2 Vulnerable, +2 Trademark, +1 Spooky Bastard, -2 Wounds [Berserk], -2 Deflection, -1 Shroud)
Wild: [dice:33s060nc]65213:1[/dice:33s060nc]
Thrand tries his best to deliver a crippling blow to the vampire as it skitters away towards Triessa, but his wounds slow him down and he just misses his mark.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

Then Luciano is suddenly standing next to @Triessa a cruel smile in his eyes as he thrusts his head down and bites deep into @Triessa's neck.

Triessa Grappled with a 16, and takes 4 wounds as he bites right through her spells and protections
Seize Triessa and restrain her
Athletics d10, -4 MAP, -2 of MAP ignored by quickness, = d10-2
Athletics [dice:3kh7wh3h]65214:0[/dice:3kh7wh3h]
Wild [dice:3kh7wh3h]65214:1[/dice:3kh7wh3h]
Ace Grappling [dice:3kh7wh3h]65214:4[/dice:3kh7wh3h]


Fighting d12, -4 MAP, -2 of MAP ignored by quickness, = d12-2
Fighting [dice:3kh7wh3h]65214:2[/dice:3kh7wh3h]
Wild [dice:3kh7wh3h]65214:3[/dice:3kh7wh3h]
Ace Fighting [dice:3kh7wh3h]65214:5[/dice:3kh7wh3h]

Damage: Str+2d4+Raise AP 12
[dice:3kh7wh3h]65214:6[/dice:3kh7wh3h] + [dice:3kh7wh3h]65214:7[/dice:3kh7wh3h] + [dice:3kh7wh3h]65214:8[/dice:3kh7wh3h]
Ace [dice:3kh7wh3h]65214:9[/dice:3kh7wh3h]

Thralls: Parry: 5; Toughness: 5 - The ones up top have -2 cover from position
Huge Wolves: Parry: 9; Toughness: 8 - Both are Vulnerable
Luciano: Parry: 10; Toughness: 15 (3* +4 versus ballistics)
  • Active Effect;
    Vulnerable - Attackers get +2 versus him from wild attack until he goes
    Speed+Quickness
    Deflection -2 to hit
    Hurry +2 pace
    Shroud -1 to hit/+1 stealth

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Triessa
Posts: 121
Joined: Tue Jul 03, 2018 9:09 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Triessa felt her blood freeze in sudden panic as the vampire seemed to just appear beside her, erupting from thin air. She didn't even have time to react as he grabbed hold of her. Though she tried to get away, his hands and arms felt as immovable as steel beams. And yet her reflex was to get away get away GET AWAY...

Silver mists sprang into being around the two of them, driven by winds that lashed out, knocking over boxes and gathering debris into a raging vortex; a tiny tornado that engulfed them both. Then it was gone...and so were Triessa and the vampire.

They were falling. Falling through a twisting tunnel that bored through an endless silver-grey storm. Taken utterly by surprise, the vampire clung to Triessa, and was still holding her when the cloud cover broke and revealed a rather pleasant, peaceful beach. A little farther up where the sand turned into rocks was a rustic house on stilts, and a cleared area around it. Farther up the beach still it sloped up to gentle cliffs. Something like a fogbank encircled the entire thing, making a ring around the area. Overhead...

Overhead the summer sun blazed.

The vampire shouted as smoke started leaking from his clothes, and he stumbled backwards away from Triessa seeking shelter...

Triessa herself inhaled, but felt too late that whatever panicked exertion she'd used in extremis to propel them here was momentary at best. It couldn't last. The world turned gauzy around them, dissolved into smoke. Into mist.

Back in the warehouse there was a puff...a sudden explosion of the same mist. Triessa and the vampire appeared within it, now separated. The mist then seemed to 'explode in reverse,' contracting to a point and vanishing...leaving them both standing there looking gobsmacked.

"Help," she managed to say...finishing belatedly what she'd tried to say when the vampire had first appeared.

Soak
[dice:1ri433gx]65218:0[/dice:1ri433gx] or [dice:1ri433gx]65218:1[/dice:1ri433gx]

Spending Golden Benny to automatically soak all damage.

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Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

It has been 5 turns for power durations
Player go First
OOC Comments
2 remaining thugs (hidden in room)
2 remaining wolfs


Initiative without rerolls.
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 (SWD only)
  • 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).


Heroes [dice:3701ln5b]65380:0[/dice:3701ln5b]
Baddies [dice:3701ln5b]65380:1[/dice:3701ln5b]

Player reroll in Hangout, for a 24.
Player go first.
Updated Map
Capture.JPG

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 111
Joined: Wed Oct 10, 2018 5:02 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania hears Triessa call for help, and she sounds close. Dropping her silver-plated brass knuckles into her pocket, Tania attempts to shift form even as she runs towards her ally.
OOC Comments
Spirit Roll [dice:e0b67ec8]65525:0[/dice:e0b67ec8], Wild Spirit [dice:e0b67ec8]65525:1[/dice:e0b67ec8] Transform quickly
Benny Reroll with Elan: Spirit Roll [dice:e0b67ec8]65525:2[/dice:e0b67ec8], Wild Spirit [dice:e0b67ec8]65525:3[/dice:e0b67ec8], not a raise, so all other actions are at -2
The transformation hits, throwing her off-stride as her legs change form. She comes around the corner and sights Luciano. She bares her fangs in a carnivorous grin and thrusts her wicked claws at the Vampire.
OOC Comments
Fighting [dice:e0b67ec8]65525:4[/dice:e0b67ec8], Wild Fighting [dice:e0b67ec8]65525:5[/dice:e0b67ec8], Fighting Ace: [dice:e0b67ec8]65525:6[/dice:e0b67ec8]
Damage: Strength [dice:e0b67ec8]65525:7[/dice:e0b67ec8] Strength Ace [dice:e0b67ec8]65525:10[/dice:e0b67ec8] + Claws [dice:e0b67ec8]65525:8[/dice:e0b67ec8] + Raise Bonus [dice:e0b67ec8]65525:9[/dice:e0b67ec8] 13+3+3+2 (Nightbane unarmed bonus), +2 (Dark Champion)= 23 damage
Last edited by Tania on Mon Apr 13, 2020 7:21 am, edited 1 time in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Rolls
Fighting 1 [dice:3dh65bwm]65557:0[/dice:3dh65bwm] (10 if Huge Wolf still Vulnerable)
Fighting 2 [dice:3dh65bwm]65557:1[/dice:3dh65bwm] (11 if Huge Wolf still Vulnerable)
Wild [dice:3dh65bwm]65557:2[/dice:3dh65bwm] (5 if Huge Wolf still Vulnerable)

Damage 1 [dice:3dh65bwm]65557:3[/dice:3dh65bwm] [dice:3dh65bwm]65557:4[/dice:3dh65bwm]

Damage 2 [dice:3dh65bwm]65557:5[/dice:3dh65bwm] [dice:3dh65bwm]65557:6[/dice:3dh65bwm]
Explodes [dice:3dh65bwm]65557:7[/dice:3dh65bwm]
With the Huge Wolf still standing and Morri smarting from it's attempted attack on her person, Morri lashes out in return with her own claws. She feels her claws dig into her target, hoping that it meant she'd done some damage. Until the beast finally went down Morri was stuck fighting it, so she hoped that the others were more than capable of dealing with the vampire whilst she was kept busy.

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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

@Thrand Gravely grabs the large man by his arm, "We need to go now."

Stowing the pistol, he draws another stake from his waist. Running toward where Luciano went and where he believes @Triessa went into hiding, he prepares himself to try and stake the Vampire.

"Triessa's parents would never forgive me for feeding their daughter to a vampire. 'Mom. Dad. Uncle Gravely took me to see a vampire and the vampire ate me.' "

Called Shot -2 (Heart)
Fighting (1d6) [dice:3d3vp3di]65919:0[/dice:3d3vp3di]
Wild (1d6) [dice:3d3vp3di]65919:1[/dice:3d3vp3di]
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Fighting 16 (15/11, AP 0), Fighting 18 (21/17, AP 0); -1 Benny
Frenzy Action 1
Fighting: [dice:2yik2xvp]65925:0[/dice:2yik2xvp] +2 = 4[Gangup +2, Vulnerable +2, Wild Attack +2, Trademark Weapon +2, -2 Wounds [Berserk], -2 Deflection, -1 Shroud]
Fighting: [dice:2yik2xvp]65925:1[/dice:2yik2xvp] + 2 = 5
Wild: [dice:2yik2xvp]65925:2[/dice:2yik2xvp] + 2 = 6
Benny to Reroll (Sorry Guys, I tried)
Fighting: [dice:2yik2xvp]65925:3[/dice:2yik2xvp] Ace: [dice:2yik2xvp]65925:6[/dice:2yik2xvp]
  • Damage: [dice:2yik2xvp]65925:8[/dice:2yik2xvp] + [dice:2yik2xvp]65925:9[/dice:2yik2xvp] + [dice:2yik2xvp]65925:10[/dice:2yik2xvp] (+1 die to Strength [Berserk], Raise, +2 Wild, +4? Holy/Magical vs Creatures of the Dark)
Fighting: [dice:2yik2xvp]65925:4[/dice:2yik2xvp] Ace: [dice:2yik2xvp]65925:7[/dice:2yik2xvp]
  • [dice:2yik2xvp]65925:11[/dice:2yik2xvp] + [dice:2yik2xvp]65925:12[/dice:2yik2xvp] + [dice:2yik2xvp]65925:13[/dice:2yik2xvp] (+1 die to Strength [Berserk], Raise, +2 Wild, +4? Holy/Magical vs Creatures of the Dark)
Wild: [dice:2yik2xvp]65925:5[/dice:2yik2xvp]
Thrand lets Gravely tug him along towards the vampire. When they close the distance to the vampire, Thrand unleashes another flurry of blows. The Hönd ór Týr scores a blow across the vampires back this time, but its too shallow to do any real harm to the creature, so he slams his axe deep into the vampire's back.

Temporary Conditions
Shaken: May only take free actions, such as moving (including running).
Vulnerable until the end of next turn.
Berserk: See Character Sheet for full details.
  • +1 die type to Strength
  • All attacks must be Wild
  • +2 to Toughness
  • Ignore 1 level of Wound penalties.
  • 2/5 rounds until Ravenous Abandon causes Everett a level of Fatigue.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Triessa
Posts: 121
Joined: Tue Jul 03, 2018 9:09 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Still panicked, Triessa used the last gasp of her psychokinesis to grab another board and just hurl it at the vampire as she scrambled away from it, falling back onto her butt and scooting along the floor rather than get up again! In her franticness, the board just sails away, way off target, clattering to the floor behind Luciano...

Rolls
TK to grab board [dice:2tbcjehu]65956:0[/dice:2tbcjehu] or [dice:2tbcjehu]65956:1[/dice:2tbcjehu] for [dice:2tbcjehu]65956:2[/dice:2tbcjehu] plus [dice:2tbcjehu]65956:3[/dice:2tbcjehu] damage.

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Peter
Posts: 52
Joined: Mon Feb 11, 2019 8:08 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

OOC Comments
Fighting [dice:1j8c3vbf]65987:0[/dice:1j8c3vbf]
Wild Die [dice:1j8c3vbf]65987:1[/dice:1j8c3vbf]

Benny

Fighting [dice:1j8c3vbf]65987:2[/dice:1j8c3vbf]
Wild Die [dice:1j8c3vbf]65987:3[/dice:1j8c3vbf]

Peter attempts to stab the vampire with the knife, but it's too quick and his slashes miss, barely.

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

Shaken and 1 wound then regenerated, Tania takes 19 AP 10 wounds, Peter must resist puppet 5, Thrand 12 AP 0
1 Benny Soak 1st attack
Vigor [dice:18ut1cel]66038:0[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:1[/dice:18ut1cel]
2nd Benny first reroll (only one allowed per setting)
Vigor [dice:18ut1cel]66038:2[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:3[/dice:18ut1cel]

Soak second attack
Vigor [dice:18ut1cel]66038:4[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:5[/dice:18ut1cel]

Thug 1 & 2 shooting Morri
Shooting [dice:18ut1cel]66038:6[/dice:18ut1cel]
Shooting [dice:18ut1cel]66038:7[/dice:18ut1cel]


Frenzy on Tania Wild Attack +2/+2, MAP -2
Fighting [dice:18ut1cel]66038:8[/dice:18ut1cel]
Fighting [dice:18ut1cel]66038:9[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:10[/dice:18ut1cel]

Claws +Raise
Str [dice:18ut1cel]66038:11[/dice:18ut1cel] Wild +2 Claw [dice:18ut1cel]66038:12[/dice:18ut1cel] + Raise [dice:18ut1cel]66038:13[/dice:18ut1cel]
Ace [dice:18ut1cel]66038:14[/dice:18ut1cel] AP 10

Puppet on Peter
Psionics [dice:18ut1cel]66038:15[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:16[/dice:18ut1cel]

Benny reroll Puppet on Peter
Psionics [dice:18ut1cel]66038:17[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:18[/dice:18ut1cel]
Ace [dice:18ut1cel]66038:19[/dice:18ut1cel]

Werewolf Sneak attack on Thrand
Fighting [dice:18ut1cel]66038:20[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:21[/dice:18ut1cel]

Str [dice:18ut1cel]66038:22[/dice:18ut1cel] Claws [dice:18ut1cel]66038:23[/dice:18ut1cel] raise [dice:18ut1cel]66038:24[/dice:18ut1cel]

Forgot Unshake Werewolf
Spirit [dice:18ut1cel]66038:25[/dice:18ut1cel] = Benny to unshake

Forgot unshake Vampire
Spirit [dice:18ut1cel]66038:26[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:27[/dice:18ut1cel]

Forgot Regeneration [dice:18ut1cel]66038:28[/dice:18ut1cel]
Wild [dice:18ut1cel]66038:29[/dice:18ut1cel]
The assault on the vampire left him wounded and staggering. Recovering from the blows and healing he stands erect. But before he lashes out a Triessa manages to scamper back away from him, then suddenly a flurry of furious slashes land on Tania driving her back. Each drop of blood spilt in his presence seeming to making him stronger the vampire fights as if if had not been struck at all. Then turning on Peter he says. "You, you belong on my side. Save your friends and defend me so they may live."

Morrie hears shots ring out of the darkness, as two whistles race by her ears narrowly missed she is fine, for now...

Thrand moving in and attacking the vampire leaves his back exposed to a werewolf previously hiden in the smoke and mists knocked up by the grenades.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Peter
Posts: 52
Joined: Mon Feb 11, 2019 8:08 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

Spirit 5

Spirit [dice:37d4ev7t]66063:0[/dice:37d4ev7t]
Wild Die [dice:37d4ev7t]66063:1[/dice:37d4ev7t]
Peter grimaces as he feels the bloodsucker try to grab a hold of his mind. In spite of the vampires age and experience, he somehow manages to resist.

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Tania
Posts: 111
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania has been hit harder, but not often. Fortunately her undead form lets her deal with the damage better than most, killed she can be but until then she is not going to let herself be slowed down.
OOC Comments
Spend bennie to soak: Vigor [dice:1knic1vw]66256:0[/dice:1knic1vw], Wild Vigor [dice:1knic1vw]66256:1[/dice:1knic1vw]
Recover from Shaken: Spirit [dice:1knic1vw]66256:2[/dice:1knic1vw], Wild Spirit 1d6+4
She can not seem to immediately recover from the damage, but it takes a lot to slow her down.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Ndreare
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Location: Skagit County, Washington
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

It has been 6 turns for power durations
Initiative
2 remaining thugs (hidden in room)
1 remaining wolf behind thrand

Initiative without rerolls.
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 (SWD only)
  • 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).


Heroes [dice:iis83yan]66259:0[/dice:iis83yan]
Baddies [dice:iis83yan]66259:1[/dice:iis83yan]



Thralls: Parry: 5; Toughness: 5 - The ones up top have -2 cover from position
Huge Wolves: Parry: 9; Toughness: 8 - One Left
Luciano: Parry: 10; Toughness: 15 (3* +4 versus ballistics)
  • Active Effect;
    Vulnerable - Attackers get +2 versus him from wild attack until he goes
    Speed+Quickness
    Deflection -2 to hit
    Hurry +2 pace
    Shroud -1 to hit/+1 stealth
Players Get a Joker!
All rolls for players are +2 this turn!

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Tania
Posts: 111
Joined: Wed Oct 10, 2018 5:02 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania bares her fangs and taps into her magic, sending her cursed blood splashing out from her wounds out onto the weapons of her and her allies (casting Grave Touched Weapon - Smite - on her claws and on the weapons of Thrand, Peter, Morri, and Triessa)

Whether or not it works, she then sinks her claws into the vampire with a beastly fury.
OOC Comments
Focus [dice:8w7fwl9x]66262:0[/dice:8w7fwl9x], Wild Focus [dice:8w7fwl9x]66262:1[/dice:8w7fwl9x]
Fighting [dice:8w7fwl9x]66262:2[/dice:8w7fwl9x], Wild Fighting [dice:8w7fwl9x]66262:3[/dice:8w7fwl9x]
Sighs and tosses 2 bennies at the GM to reroll both rolls with Elan
Focus [dice:8w7fwl9x]66262:4[/dice:8w7fwl9x], Wild Focus [dice:8w7fwl9x]66262:5[/dice:8w7fwl9x], WF Ace [dice:8w7fwl9x]66262:8[/dice:8w7fwl9x], WF Ace 2 [dice:8w7fwl9x]66262:9[/dice:8w7fwl9x]
Fighting [dice:8w7fwl9x]66262:6[/dice:8w7fwl9x], Wild Fighting [dice:8w7fwl9x]66262:7[/dice:8w7fwl9x]
I forgot the +2 from the Joker, so perhaps I hit, as the total is a 9 (is that a raise?). If I did:
Assuming I do, Damage roll Strength [dice:8w7fwl9x]66262:10[/dice:8w7fwl9x]+ claws [dice:8w7fwl9x]66262:11[/dice:8w7fwl9x]+2 (dark champion) +4 (Smite) +2 Joker bonus = Damage 17?
Last edited by Tania on Tue Apr 28, 2020 5:55 am, edited 1 time in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

The weerewolf is on the floor with @Thrand and Gravely weighs the options in a matter of seconds.

Lifting the Tommy Gun, he levels a series of rounds (silvered) into the werewolf.

RoF 3
Shooting +1
Shooting (1d8) [dice:1mw0oe9f]66267:0[/dice:1mw0oe9f]
Shooting (1d8) [dice:1mw0oe9f]66267:1[/dice:1mw0oe9f]
Shooting (1d8) [dice:1mw0oe9f]66267:2[/dice:1mw0oe9f]
Wild (1d6) [dice:1mw0oe9f]66267:3[/dice:1mw0oe9f]

Damage (2d6+1) [dice:1mw0oe9f]66267:4[/dice:1mw0oe9f]
Damage (2d6+1) [dice:1mw0oe9f]66267:5[/dice:1mw0oe9f]
Damage (2d6+1) [dice:1mw0oe9f]66267:6[/dice:1mw0oe9f]

Damage for Thrand
Damage (2d6+1) [dice:1mw0oe9f]66267:7[/dice:1mw0oe9f]
Damage (2d6+1) [dice:1mw0oe9f]66267:8[/dice:1mw0oe9f]
Aced Damage (1d6+12) [dice:1mw0oe9f]66267:10[/dice:1mw0oe9f]
Damage (2d6+1) [dice:1mw0oe9f]66267:9[/dice:1mw0oe9f]
Aced Damage (1d6+12) [dice:1mw0oe9f]66267:11[/dice:1mw0oe9f]

Hopefully Thrand is wearing that high performance armor that reflects bullets, instead of attracts them.
Last edited by Gravely on Mon Apr 27, 2020 11:13 pm, edited 3 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

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Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Rolls
Pace + Running Die [dice:c0oux22m]66271:0[/dice:c0oux22m]

Taunt [dice:c0oux22m]66271:1[/dice:c0oux22m]
Wild [dice:c0oux22m]66271:2[/dice:c0oux22m]
-2 on rolls from Running

Benny to re-roll

Taunt [dice:c0oux22m]66271:3[/dice:c0oux22m]
Wild [dice:c0oux22m]66271:4[/dice:c0oux22m]

Luciano needs to do an opposed roll of be made Vulnerable.
With the last beast down, Morri glanced about for another foe to tackle. The pair of thralls taking potshots at her presented themselves as rather temping targets, though it seemed like the rest of the team had encountered something much more threatening. The thralls were a nuisance, but hardly anything that warranted any immediate attention.

Besides, it sounded like the rest of the team might need some help.

"Oi! Sparkle face!" She called out as she came charging round the corner and into the room where the rest of the team were fighting a pitch battle with what Morri took to be the vampire. "Call those fangs? Seem better on a ferret!"

Morri would be the first to admit that it probably wasn't the best line she'd ever stated, but it was on the spar of the moment and improvised. If it just confused the bloodsucker, she would count that as a victory.

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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

@Tania' power reaches out with amazing efficiency empowering the weapons of her allies.
+4 Smite
+4 Damage to Tania's claws, Thrand's axe, Peter claws, Morri's claws, and Triessa's what???
Lifting the heavy over sized weapon @Gravely shoots finishing the creature off a couple of the bullets nailing Thrands armor! however enough rounds hit the werewolf to knock the creature out of life's battle for good.
OOC Comments
Remember autofire is -2, and on a 2 or less you hit an ally when shooting into melee with a RoF 2+ weapon. Risky decision.
Shooting into melee is risky, but shooting autofire weapons into melee is doubly so.
@Morri's taunt seems to cause the creature to shake his head a moment, but he is un-distracted from the battle at hand having sharpened him mind over the decades of his immortality.
OOC Comments
Smarts [dice:1a4way4b]66286:0[/dice:1a4way4b]
Wild [dice:1a4way4b]66286:1[/dice:1a4way4b]

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Spirit 8, Fighting 12 (18, AP 0), Fighting 13 (21, AP 0); +1 GM Benny
Unshake
Spirit: [dice:1kbphbi6]66412:5[/dice:1kbphbi6] (-2 Wounds [Berserk])
Wild: [dice:1kbphbi6]66412:6[/dice:1kbphbi6] Ace: [dice:1kbphbi6]66412:7[/dice:1kbphbi6]

Frenzied Fighting Action
Fighting: [dice:1kbphbi6]66412:0[/dice:1kbphbi6] + 1 = 6 (Gangup +3, Scene +2, Wild Attack +2, Trademark Weapon +2, -2 Wounds [Berserk], -2 Deflection, -1 Shroud)
Fighting: [dice:1kbphbi6]66412:1[/dice:1kbphbi6] Ace: [dice:1kbphbi6]66412:3[/dice:1kbphbi6] + 1 = 13
  • Damage: [dice:1kbphbi6]66412:8[/dice:1kbphbi6] + [dice:1kbphbi6]66412:9[/dice:1kbphbi6] (+1 die to Strength [Berserk], +2 Wild, +4 Smite)
Benny to Reroll Damage
  • Damage: [dice:1kbphbi6]66412:12[/dice:1kbphbi6] + [dice:1kbphbi6]66412:13[/dice:1kbphbi6]
Wild: [dice:1kbphbi6]66412:2[/dice:1kbphbi6] Ace: [dice:1kbphbi6]66412:4[/dice:1kbphbi6] 1 = 12
  • Damage: [dice:1kbphbi6]66412:10[/dice:1kbphbi6] + [dice:1kbphbi6]66412:11[/dice:1kbphbi6]
Fueled by rage, Thrand hardly notices the wolf's attempt to maul him. @Gravely finishes the beast with a hail of gunfire but manages to shoot Thrand in the shoulder too. He grunts at the impact and growls at Gravely, "Nice shot, friend."

The Hönd ór Týr lashes out twice in quick succession and Thrand lands two clean blows on the vampiric menace. However hard he tries, however, it seems the creature simply will not fall. Thrand's rage boils over and he howls at the vampire as he readies himself to strike again.

Temporary Conditions
Shaken: May only take free actions, such as moving (including running).
Vulnerable (+2 to attacks and actions against Thrand) until the end of Thrand's next turn.
Smite: Thrand has +4 damage from Tania's Smite (5/5 turns remaining)
Berserk: See Character Sheet for full details.
  • +1 die type to Strength
  • All attacks must be Wild
  • +2 to Toughness
  • Ignore 1 level of Wound penalties.
  • 3/5 rounds until Berserk causes Thrand a level of Fatigue.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Peter
Posts: 52
Joined: Mon Feb 11, 2019 8:08 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

Peter takes the silver smited blade and stabs it toward the vampire in a Wild Attack
Fighting 11, 14 damage
Fighting [dice:2vzenhzf]66419:0[/dice:2vzenhzf]
Wild Die [dice:2vzenhzf]66419:1[/dice:2vzenhzf]
+3 gangup bonus for Fighting
Damage [dice:2vzenhzf]66419:2[/dice:2vzenhzf] Ace [dice:2vzenhzf]66419:4[/dice:2vzenhzf]+ [dice:2vzenhzf]66419:3[/dice:2vzenhzf] (Smite, Wild Attack bonus, not sure if silver also adds)

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Ndreare
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Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

OOC Comments
Attacks from Thrand
1st attack 18 versus 15 toughness = Shaken
2nd attack 21 versus 15 toughness = 1 wound
Soak Vigor d12
Vigor [dice:20zfohh8]66435:0[/dice:20zfohh8]
Wild [dice:20zfohh8]66435:1[/dice:20zfohh8]
Soak successful, removed shaken status.
Generous Benny contribution, Thank you!

Peter (vulnerability to Silver turns the 14 damage into 18 versus 15 toughness = Shaken)
Spirit to unshake
Spirit [dice:20zfohh8]66435:2[/dice:20zfohh8]
Vigor [dice:20zfohh8]66435:3[/dice:20zfohh8]
Unshake successful



Thralls: Parry: 5; Toughness: 5 - The ones up top have -2 cover from position
Luciano: Parry: 10; Toughness: 15 (3* +4 versus ballistics)
  • Active Effect;
    Vulnerable - Attackers get +2 versus him from wild attack until he goes
    Speed+Quickness
    Deflection -2 to hit
    Hurry +2 pace
    Shroud -1 to hit/+1 stealth


Luciano takes the blows from Thrand as it gouges a huge opening in his abdomen. But the creatures regenerative powers are such that both wounds quickly slide closed. The creatures dark rage battling with his intellect as must decide what to do.

Suddenly there is a loud bang, bang filling in the air as two bullets smash into the walls. The thugs having apparently ran down to better get a line of sight on the heroes.
OOC Comments
Shooting [dice:20zfohh8]66435:4[/dice:20zfohh8]
Shooting [dice:20zfohh8]66435:5[/dice:20zfohh8]
Luciano seeing his attackers are weakening much more quickly than he himself decides to stick it out a little longer. Preparing to attack the mortals who have surrounded him. Concentrating his words fill the minds of the Cell members all around him. "So tired, so very tired." Then as the heroes begin falling to the slumber Luciano spares no-one lashing out at those left standing.


Everyone Spirit roll or fall asleep
Damage: 17 AP 6 versus Thrand
Damage: 16 AP 6 versus Tania
OOC Comments
Psionics d12, MAP -0 from Quickness
Slumber, Large Area of Effect +3, Selective +1
Psionics [dice:20zfohh8]66435:6[/dice:20zfohh8]
Wild [dice:20zfohh8]66435:7[/dice:20zfohh8]
Benny to Reroll
Psionics [dice:20zfohh8]66435:8[/dice:20zfohh8]
Wild [dice:20zfohh8]66435:9[/dice:20zfohh8]

Fighting d12, Wild attack +2/+2, MAP -0 from Quickness
Thrand & Tania are targets
Frenzy [dice:20zfohh8]66435:10[/dice:20zfohh8] Versus Thrand parry 10, Vulnerable +2 = 15 versus 10 = raise
Frenzy [dice:20zfohh8]66435:11[/dice:20zfohh8]
Wild [dice:20zfohh8]66435:12[/dice:20zfohh8] Ace [dice:20zfohh8]66435:13[/dice:20zfohh8] Verus Tania Parry 6, = 13 versus 6 = raise

Damage: 17 AP 6 versus Thrand
Str [dice:20zfohh8]66435:14[/dice:20zfohh8] + [dice:20zfohh8]66435:15[/dice:20zfohh8] + wild +2 + raise [dice:20zfohh8]66435:16[/dice:20zfohh8]

Damage: 16 AP 6 versus Tania
Str [dice:20zfohh8]66435:17[/dice:20zfohh8] + [dice:20zfohh8]66435:18[/dice:20zfohh8] + wild +2 + raise [dice:20zfohh8]66435:19[/dice:20zfohh8]
Capture.JPG

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Spirit
RACIAL IMMUNITY TO MIND CONTROL, No Roll needed
"Ugh..." Muttered Morri as she staggered for a moment from the sudden complement to sleep, though she rallies and shakes her head to clear her mind. She glares at the vampire and then growls ready to charge forward and strike.
Last edited by Morri on Fri May 01, 2020 1:49 pm, edited 1 time in total.

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Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Vigor 6; +3 GM Bennies; Permanent Injury: Guts - Battered (lose one die type from Vigor)
Benny for Spooky Bastard

Soak
Vigor: [dice]66437:0[/dice] (+1 Spooky Bastard, -2 Wounds [Berserk])
Wild: [dice]66437:1[/dice]
Benny to Reroll
Vigor: [dice]66437:2[/dice]
Wild: [dice]66437:3[/dice] Ace: [dice]66437:4[/dice]

Incapacitation
Vigor: [dice]66437:5[/dice] (-3 Wounds)
Wild: [dice]66437:6[/dice]

Injury
[dice]66437:7[/dice]: Guts
[dice]66437:8[/dice]: Battered - Vigor reduced a die type (minimum d4).
Thrand's eyes get heavy when he hears the vampire speak, but his training keeps him awake. The somnolence does manage to distract Thrand and allows the vampire to deal him a mortal blow. With speed too fast to follow, the vampier forms a wedge with his hand and spears it into Thrand's abdomen.

The young warrior stares down at the arm inside his stomach with disbelief. Thrand falls away as the vampire turns to face Tania and hits the ground hard. He uses what feeble strength he has left to apply pressure to the wound in attempt to slow his blood loss.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Tania
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

GM EDIT FROM OLD BOARD
Tania Spends a Bennie to attempt to soak
Vigor 1d8 = 3: 3[Make removable], Wild Vigor 1d6 = 6: 6[Make removable], WV Ace 1d6+6 = 9: 3[Make removable]

If needed to resist mental attack (I say if needed because, if I recall, Nightbane are immune)
Spirit 1d8 = 3: 3[Make removable], Wild Spirit 1d6 = 2: 2[Make removable]
Tania shrugs off both physical attack and mental power like they are nothing to her, as they are for practical purposes. Her undead form and Nightbane nature protect her in ways even she sometimes can not comprehend.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Spirit (1d8)
Spirit 1d8: [3] = 3

Wild (1d6)
Wild 1d6: [5] = 5

OOC Comments
Spirit (1d8) 1d8: [8]+[8] = 16
Wild (1d6) 1d6: [1]+[3] = 4
Spirit (1d8) [dice]1d8[/dice]
Wild (1d6) [dice]1d6[/dice]
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

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Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

PLEASE KEEP YOUR ROLLS IN OOC TAGS

It has been 7 turns for power durations
Cell goes First Again
2 remaining thugs (trying for LoS without getting close)

Initiative without rerolls.
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 (SWD only)
  • 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 2d56!!-l: [10, 45] = 55
Heroes 2d56!!-l: [49, 38] = 87

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Thrand
Posts: 31
Joined: Tue Oct 29, 2019 10:10 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Thrand »

Bleeding Out 3
Vigor: 1d6-3!!: [6]-3 = 3
Wild: 1d6-3: [5]-3 = 2
Light Benny to Reroll
Vigor: 1d6-3!!: [3]-3 = 0
Wild: 1d6-3!!: [3]-3 = 0
Thrand quickly grows cold and his teeth begin chattering as he lies on the floor breathing shakily through the fading pain. A feeling of profound sadness envelops him, but it is not his own. He soon realizes what the Hönd ór Týr already has. This is Thrand Ulfbjornson's final battle.

Thrand forces himself up onto his wobbly legs and grasps at the leather band around his wrist. He removes it and takes a step towards @Gravely, and the dying warrior shoves the leather bracelet into Gravely's pocket before collapsing back to the ground.

"Keep it safe, Gravely," Thrand gasps from the ground, "and it will find its way back to my lineage."

Thrand Ulfbjornson dies on the cold floor of an abandoned warehouse, surrounded by strangers. His lifeless eyes stare at the ceiling, but his face seems to be at peace. Thrand earned a warrior's death opposing the evil in the world.
Thrand Ulfbjornson
Thrand Ulfbjornson, Artifact Bearer
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
  • Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
Combat-Relevant Edges & Abilities
  • Arcane Resistance:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes
    Berkerking
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Brawny: Size +1
  • Brute: The character may also resist Athletics Tests with Strength if she chooses.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
  • Spooky Bastard: our character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +2 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
  • Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.
Wounds: 3/3; Fatigue: 0/2
Light Bennies: 1/2; Dark Bennies: 0/1; Golden Bennies: 0/1
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Tania
Posts: 111
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania feels the anger within her as the vampire kills Thrand and channels it, this thing needs to feel the hurt.
OOC Comments
Taking 2 attacks this round each at -2
Attack 1: Fighting 1d12!-1: [7]-1 = 6 Wild Fighting 1d6!: [4] = 4
Damage: Strength 1d8!: [2] = 2 + 8 + Claws 1d8!: [6] = 6

Attack 2: Fighting 1d12!-1: [4]-1 = 3 Wild Fighting 1d6!: [4] = 4
Damage: Strength 1d8!: [7] = 7 + 8 + Claws 1d8!: [5] = 5

Comment: Rolled this one Wrong 1d6: [5] = 5
OK, I forgot to add the +2 attack bonus from Martial Warrior, si the first attack is a 8 and the second a 6.
Her anger appears to be throwing off her aim, against normal foes it would not be noticed, but against the Vampire is is insufficient.
Last edited by Tania on Tue May 12, 2020 10:39 am, edited 1 time in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Morri
Posts: 27
Joined: Thu Dec 19, 2019 5:14 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Rolls
Fighting 1 1d10+4!: [6]+4 = 10
Fighting 2 1d10+4!: [4]+4 = 8
Wild 1d6+4!: [3]+4 = 7

Damage 1d10+1d6+2!: [2]+[3]+2 = 7

Benny to re-roll damage

Damage Re-roll 1d10+1d6+2!: [2]+[5]+2 = 9
Morri moves up to support the rest of the team in tackling the vampire, though she was certain she'd landed a blow it seemed that their foe possessed supernatural toughness. Cursing in Gaelic, Morri wondered whether she'd been better of ripping off the silver crucifix she wore round her neck and throwing that instead at what had rapidly become the team's bane.

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Peter
Posts: 52
Joined: Mon Feb 11, 2019 8:08 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

OOC Comments
Wild Attack
Fighting 1d10+2: [1]+2 = 3
Wild Die 1d6+2: [5]+2 = 7
Seeing Thrand fall causes a flash of rage to hit Peter. He wildly attacks the vampire, slashing at him with the silver blade.

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Triessa
Posts: 121
Joined: Tue Jul 03, 2018 9:09 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Triessa's eyes widen as Thrand falls, and she backs up reflexively. The lethargy strikes her, staggering her, but somehow she manages to fight through it.

This can't be happening, this can't be happening.

She wants to run. But if she runs, everyone else is gonna die. And the vampire will know her. It'll come after her!

With shaking hands Triessa pulls a little bag of herbs from her hip pack and pours a tiny vial of oil over it. Then out comes a small length of twine that she loops around the bag, pulling it tight.

"I bind you from doing harm," she says, focusing on Luciano. "I bind you from doing harm. I bind you from doing harm."

Rolls: Spirit 9, Spellcasting 7 (Luciano must roll Spirit -2 or have Fighting reduced; 1 light benny spent, 1 normal benny spent
Spirit vs Sleep 1d6!: [3] = 3
Wild 1d6!: [3] = 3

Light Benny
Spirit 1d6!: [6!, 3] = 9
Wild 1d6!: [2] = 2

Lower Trait (Fighting), Strong (-2 Spirit)
Spellcasting 1d10+1: [1]+1 = 2
Wild 1d6+1!: [2]+1 = 3

Benny
Spellcasting 1d10+1!: [6]+1 = 7
Wild 1d6+1!: [2]+1 = 3

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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Gravely watches @Thrand struggle before dieing. The weapon will find its own destiny.

Gravely levels his Tommy Gun at the vampire. May fortune guide my aim.

ROF 3 to Luciano's Head

Called Shots - Head Shot - (-4 Shooting)
Spook Squad (Benny - 4 of 5 remaining) +2 vs Vampires
Tommy Gun - Shooting +1
Silvered Rounds

ROF 3
Shooting 1 1d8!: [1] = 1
Shooting 2 1d8!: [5] = 5
Shooting 3 1d8!: [4] = 4

Wild 1d6!: [5] = 5

Damage
Head Shot +4
Silver +4
Shooting 2 Damage 2d6!!+1d6!!+1: [4, 2]+[2]+1 = 9
Shooting 3 Damage 2d6!!+1: [2, 4]+1 = 7
Shooting Wild Damage 2d6!!+1d6!!+1: [4, 2]+[5]+1 = 12
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Ndreare
Savage Siri
Posts: 3751
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

As Tania's attacks the vampire still somehow moves in unholy ways and only one of her blows lands. But the satisfaction of seeing the deep gouge made by the blow is perfection as the vampirine reals from the blow trying to shake his head clear. Morri's attacks seem unable to tear enough flesh to slow the creature down. While Peter finds the vampires movements even while dazed and surrounded are still to fast.
As Triessa draws up her power and focuses she feels the spell sink into the vampire with satisfaction.
Spirit 1d12!!-2 Wild 1d6!!-2: [3]-2+[4]-2 = 3
Benny Reroll
Spirit 1d12!!-2 Wild 1d6!!-2: [7]-2+[4]-2 = 7

7-2 = 5, casting of 9 is a raise
. The spell settles in and the vampires slows a noticeable bit from the spell. Then suddenly the air rips with the sound of .45 caliber rounds flying through the air and the vampire's body shakes.

Treating the shots as follows: Aim maneuver ignored, so...
- Called Shots - Head Shot - (-4 Shooting)
- Spook Squad (Benny - 4 of 5 remaining) +2 vs Vampires
- Tommy Gun - Shooting +1
- Silvered Rounds
Will use the Benny you just spent to Soak this first wound.
Benny from Gravely used to Soak Vigor 1d12!! or Wild 1d6!!: [8]+[2] = 10

Second hit for 2 wounds will use an additional benny to try and soak that.
Soak second attack Vigor 1d12!! or Wild 1d6!!: [3]+[4] = 7

1 Wound.


The vampire takes the blows and then shakes his head, clearing him mind
Spirit unshake 1d12!! or wild 1d6!!: [5]+[2] = 7
. "You will die for that Mortal." Then with lightning fast movements he spins hitting Tania and Morri with slashing claws his words having misled from his intended target.

Fighting reduced from Triessa 1d10!! Fighting 1d10!! and Wild 1d6!!: [1]+[8]+[4] = 13

The blow swings wide missing Tania, but the second slash lands solidly on Morri
Strength 1d12!!+5 plus 1d10!! AP 6: [10]+5+[7] = 22



The blow lands on Morri slicing through her fur and rending the Nightbane's abdomen!



Morri to roll Soak, then I will roll initiative, remember fleeing is still as option.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Morri
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Morri's Soak Roll

Vigor 1d8!-2: [6]-2 = 4
Wild 1d6!-2: [2]-2 = 0

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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

PLEASE KEEP YOUR ROLLS IN OOC or INLINE TAGS

It has been 8 turns for power durations
Cell goes First Again
2 remaining thugs (trying for LoS without getting close)

Initiative without rerolls.
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 (SWD only)
  • 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).


The Baddies Levelheaded 2d56-L: [2, 19]-L = 19
The Heroes Levelheaded 2d56-L: [50, 31]-L = 50

Thralls: Parry: 5; Toughness: 5 - The ones up top have -2 cover from position
Luciano: Parry: 10 9 (from lower Trait); Toughness: 15 (3* +4 versus ballistics)
  • Active Effect;
    Speed+Quickness
    Deflection -2 to hit
    Hurry +2 pace
    Shroud -1 to hit/+1 stealth
    Edit: Vulnerable added by Peter, so +2 to attacks
*Players should have Gang up +3 for melee attacks

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Peter
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Peter »

Peter smirks, showing a millimeter of bright white fang.

"I'd give up if I were you." he says in a soothing voice. "There are five other cells outside of the warehouse. You may as well spare yourself the torture."
Test Persuasion 9
Psionics 1d12: [9] = 9
Wild Die 1d6: [6] = 6
Ace 1d6: [2] = 2

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Ndreare
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

7 failure, target us Vulnerable
Resist Trick 1d12!! or Wild 1d6!!: [2]+[3] = 5

Benny for reroll Resist Trick 1d12!! or Wild 1d6!!: [7]+[4] = 11

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Counting Beans and Bullets
Free Action to change out clips. (1 of 3 clips remaining)


Command - Natural Leader - Inspire (Fighting) Battle 1d6!!: [5] = 5
Wild 1d6!!: [4] = 4
"Now that we are all together, everyone focus their attacks on Luciano."

Gravely does take the round to Aim on Luciano.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

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Morri
Posts: 27
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

Actions
Spend Benny to remove Shaken.

Improvised Weapon on first attack, Wild Attack on both.

Fighting 1 (Improvised Weapon) 1d10!!+6: [9]+6 = 15
Fighting 2 1d10!!+8: [18!!]+8 = 26
Wild 1d10!!+8: [3]+8 = 11

Damage 1 1d10!!+1d4!!+1d6!!+2: [9]+[1]+[3]+2 = 15 (+4 for Silver)
Damage 2 1d10!!+2d6!!+2: [8]+[8!!, 1]+2 = 19 (+4 for Smite)
Morri cried out and swore loudly in Gaelic as the vampire's blow sliced her and bit deep, the pain enraging her as she growled back in anger. In frustration she tore the silver crucifix from round her neck and embedded into the vampire's own abdomen, then quickly followed up with an immediate second attack from her claws. Glaring as she did so, she shouted out. "Feck ye!"

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Tania
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

This will likely hurt me, Tania thinks, but if it works it is worth it.

She reaches into her jacket and slides the silvered brass knuckles onto her her clawed hand (further shredding the already damaged jacket, it does not do well with her shape-shifting). She elects to do just one attack, the idea is for her claws to cut the Vampire open and leave the silvered weapon behind in the wound.

She gives a laughing battle cry, like an Hyena, and attacks.
OOC Comments
Strike with claws 1d12!!+3: [10]+3 = 13
Wild Strike 1d6!!+2: [4]+2 = 6
If possible I want to use the raise to leave the silvered knuckles inside the wound instead of doing extra damage (assuming I can not do both). In case I can do both, I will roll the extra 1d6,
Damage: 1d8!!+8+1d8!!+1d6!!: [2]+8+[2]+[15!!] = 27
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Ndreare
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

Soak 1 wound from Morri's first attack - Vigor 1d12!! or Wild 1d6!!: [1]+[3] = 4
Soak 1 wound from Morri's second attack - Vigor 1d12!! or Wild 1d6!!: [2]+[5] = 7
Soak 1 wound from Tania's attack - Vigor 1d12!! or Wild 1d6!!: [3]+[10!!] = 13

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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: 121
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Triessa »

Triessa backed up, shaking her head. Everyone was piling on, attacking over and over, but no matter what they did he wouldn't DIE. She'd never be able to scrub the images of a man being gutted, nearly ripped apart, but just...fighting on, regenerating visibly all the while. What did it TAKE to kill a vampire?!

She looked up then and saw something hanging in the air. The plank she'd used to hit him with...it felt like years ago now...it had hit so hard that it had shattered. But the pieces were now tumbling end over end in midair, still buoyed by her telekinesis. She should let them go and find another weapon...

Wait. No!

One of the pieces was still fairly large, maybe about forearm length, and it came to a wicked edge along where the wood grain had fractured. It was drifting nearly directly overhead.

"Everyone look out!" she shouted...and with every fiber of strength left in her mind, she brought that improvised wooden stake down...keeping the master vampire in view...as wounded as he was, she could almost SEE his heart under the tattered, but healing flesh. There.

The shard of wood flew straight as an arrow...the tip of it powering into his back and driving out through his undead heart in a shower of blood!

Rolls: FIghting 16 (heart strike), 15 damage
Fighting (TK) 1d6!: [6!, 4] = 10 Wild 1d6!: [4] = 4
Ack, rolled early, but used the modifiers discussed in chat: Wild attack +2, Inspire +1, Gangup +3, total attack of16
TK Str (raised) Damage 1d12!: [9] = 9 Weapon Damage 1d4!: [1] = 1 Raise Damage 1d6+4!: [1]+4 = 5

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Ndreare
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Ndreare »

I do not know if I vigor to soak or not. I think it is just stake through the heart, but just in caes. Soak Wound from Triessa's attack - Vigor 1d12!! or Wild 1d6!!: [1]+[20!!] = 21

Vigor versus fifteen to resist paralysis Vigor 1d12!! Wild 1d6!!: [7]+[7!!] = 14


The blow from Triesa's stake goes into the vampires heart and as his skin begins to instantly heal over the wound, it stops as suddenly Luciano is frozen stiff and falls over on the ground.

The vagabonds behind him find their minds clearing, and immediately look around terrified, not knowing what is going on, before they flee panicked into the woods.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
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 (SWD only)[/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]




  • 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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Tania
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania's first impulse is to strike off the Vampire's head by gouging through the neck with her claws, but she pauses and glances at the others, "Any reason not to dust the creep?"
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

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Morri
Posts: 27
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Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Morri »

"Gimme half a mo 'fore ye do anything with him." Morri said before she changed back to the teenage girl appearance of her Facade form, grimacing from the pain of her wound. She then retrieved what was left of her silver crucifix, cradled it in her hands for a moment as she looked forlornly at it and muttered. "Ma's gonna kill me...."

"OK," Morri said, turning to the team. "Me vote is fer dusting his arse as well."

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Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

"Time to eliminate another foe of mankind."

"@Tania take his head and do it quickly."

"@Peter the young lady needs your aid." Gravely nods towards @Morri.

Gravely heads to @Triessa first, after giving instructions to the other cell members. "Well done. Your parents would be proud. Certainly courage under fire."

After checking on everyone else, Gravely attends to the body of @Thrand. Knowing a bit of his past and the historical origins and nature of his people, Gravely does what he can to preserve and prepare the body for it's final rights.

Gravely pulls out his phone, holds it in his hand, and focuses on communication with Micheal. @Ndreare. When he has a secure line to Micheal, he relays the details of what has happened. If given the option, Gravely recommends getting the city to go ahead with demolition of this particular warehouse. "Personally, I would burn the place to the ground and then salt the entirity of the scorched remains."

He carries the wrapped form of Thrand from the battlefield to his Bronco and waits for everyone else to wrap up their respective clean up assignments.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Tania
Posts: 111
Joined: Wed Oct 10, 2018 5:02 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Tania »

Tania utilizes her ghoulish claws to rip through the flesh, bone, and tendon of the Vampire's throat and comments, "The official way to make sure such a creature is completely destroyed is to put a stake through the heart, cut off the head, preferably with a blessed silver sword, stuff garlic into the cut parts of the neck, place a holy wafer under the tongue, burn the body and the head in different pyres, and scatter the ashes at separate crossroads. How much effort do we want to put into it?"

(OOC: that formula is actually the way to destroy a vampire as I have seen it listed)
OOC Comments
Fighting 1d12+3: [5]+3 = 8
Wild Fighting 1d6+2: [4]+2 = 6
Damage 1d8!!+8+1d8!!: [1]+8+[3] = 12
Bonus Damage from raise 1d6!!: [2] = 2
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4

User avatar
Gravely
Posts: 148
Joined: Tue Jul 24, 2018 12:37 pm

Re: Port of Seattle, at The Container Docks (Luciano's)

Post by Gravely »

Tania wrote:
Wed May 27, 2020 3:57 am
Tania utilizes her ghoulish claws to rip through the flesh, bone, and tendon of the Vampire's throat and comments, "The official way to make sure such a creature is completely destroyed is to put a stake through the heart, cut off the head, preferably with a blessed silver sword, stuff garlic into the cut parts of the neck, place a holy wafer under the tongue, burn the body and the head in different pyres, and scatter the ashes at separate crossroads. How much effort do we want to put into it?"

(OOC: that formula is actually the way to destroy a vampire as I have seen it listed)
OOC Comments
Fighting 1d12+3: [5]+3 = 8
Wild Fighting 1d6+2: [4]+2 = 6
Damage 1d8!!+8+1d8!!: [1]+8+[3] = 12
Bonus Damage from raise 1d6!!: [2] = 2
"I am not disagreeing with the facts, but lets try it a little differently."

"I am sure there are some burn barrels nearby and plenty of gasoline or kerosene. We separate the limbs and soak every body part into its own barrel. Torch them and then keep adding fuel to make sure everything gets nice and crispy. Then when sunrise comes, we make sure we can get the remains under the direct sunlight. Then we will collect the ashes and find our way to the Columbia River and spread the ashes on the water."
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

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