Fremont District Underground

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RFT
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Fremont District Underground

Post by RFT » Thu Apr 11, 2019 7:09 am

When most people think of the underground they think of Pioneer Square and some few even think of Lower Queen Anne. Very few people realize that many other places throughout the Seattle in the water way and along the lake area have other smaller and much more exclusive underground areas.

One such hidden and forgotten area has been found through Triessa's hard work. Though the entry is long abandoned and bolted with old rusted locks getting through locks has never been something to slow the group down. A quick trip to the hardware store is able to net a replacement for the lock and the cell is able to conceal their entry.

the tunnels them selves are dark, so long empty that every disturbance can be seen cleanly. There is an assurance to seeing no other footprints in the dirt and dust covering everything. As the group navigates the map they only get turned around a little before coming to what they believe is the area of PNW Labs.

Instructions
Please include a Notice -4 roll.
I am assuming you have darkness mitigating powers and equipment based on Triessa's spell and your natural abilities. If not add an additional -6 for total darkness, or whatever it mitigates to.


Post about getting here, concerns and precautions you are taking as you navigate the tunnels. This is a chance to show your character at their utmost professional level.

I am creating White Bennies. A White Benny can be used without the GM gaining a benny.
Be on the look out for a chance to earn them.
Shaping Worlds Together
.
The 99's Game Master Bennies 6
  • +6 Players
Nightbane Game Master Bennies 4 +1 Golden Benny
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 5
  • +7 Players
    +2 Sidekicks
    +1 Joker for Grudge
    -1 For Grudge Match Reroll Damage
    -1 For Grudge Match to EE Agility
    -1 Extra Effort dramatic Task to stop hackers
    +1 Joker for Grudge Match
    -1 Grudge Match - that little bastard was fast
    -1 Grudge Match - perhaps unfairly fast
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky -1 for Grudge Match Extra Effort
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Gravely
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Re: Fremont District Underground

Post by Gravely » Thu Apr 11, 2019 11:57 am

<Night Vision Gogles and Red Lense Tactical Flashlights>

Triessa and Tania had both looked at the maps of this area and Gravely was happy to let them lead and Gravely would bring up the rear. Every so often, if Gravely thought he saw an old light switch or light socket, he would point it out to @Signal, maybe there is means to travel faster or see what is ahead.

With dust and dirt thick and heavy here. Gravely pulls out a think strip of cloth and wets it from his canteen. With the cloth damp he ties it over his mouth and nose and uses it as a means to filter out the dust and such. He trusts that the gloves he is wearing will keep him from being cut or scraped from the old features of the Underground.

Gravely spends his time observing the others working through the tunnels, trying to understand strengths and weaknesses to formulate new and better strategies for tackling encounters. He also considers training for the future and ways he might improve himself. Other than answering a few questions, he remains silent and alert.

Notice Anything? _
[*] Notice 1d8-4 = -1: 3
[*] Wild 1d6-4 = -1: 3
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Peter
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Re: Fremont District Underground

Post by Peter » Mon Apr 15, 2019 2:21 pm

OOC Comments
Notice 1d6+2 = 5: 3
Wild Die 1d6+2 = 5: 3
Benny (Curse you Rob!)
Notice 1d6-2 = -1: 1
Wild Die 1d6-2 = 1: 3
Peter keeps his eyes peeled for any sign of danger. The architecture of the sewer system is fascinating, to the point of distraction.
Last edited by Peter on Mon Apr 15, 2019 3:46 pm, edited 2 times in total.

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Signal
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Re: Fremont District Underground

Post by Signal » Mon Apr 15, 2019 3:06 pm

Notice
Notice 1d8-4 = 3: 7
Wild 1d6-4 = -1: 3
Signal, not Manny, moves carefully through Seattle’s underbelly, eyes piercing behind his mask. He doesn’t see anything of note, though, other than the obvious.

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Triessa
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Re: Fremont District Underground

Post by Triessa » Mon Apr 15, 2019 3:23 pm

It took Triessa only a few moments to gather some tools and ingredients from her place and throw together a spell to let her see in the dark. That kind of improvisational magic wasn't the most reliable, but it had saved her more than once in a pinch. After that it was tried and true. A little boost to the enchantment in her glasses to help smoke out any unpleasant traps or pitfalls the Nightlords might have set up, and a magic fogging ritual to help blur and 'smudge' the auras of herself and the others.

"Stay close to me," the sorceress instructed as she tilted back her head to squeeze out her 'see-in-the-dark' spell into her eyes from the eyedropper she'd kept it in. "I've got a spell going that'll hopefully keep them from sensing us before they can see us. After that it's anyone's game."

Rolls Darksight 7, Boost Trait 7, Conceal Arcana 12, Notice 5
Creating Talisman for Darksight 1d12 = 8: 8 or 1d6 = 4: 4; 1pp invested
Using Talisman: 1d12+2 = 4: 2 or 1d6+2 = 7: 5
Boost Trait: Notice 1d12+2 = 7: 5 or 1d6+2 = 5: 3; 2pp spent
Conceal Arcana (medium burst) 1d12+2 = 12: 10 or 1d6+2 = 7: 5 3pp spent
19pp remaining

Notice 1d10-3 = 5: 8 or 1d6-3 = 0: 3

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Re: Fremont District Underground

Post by Stoic » Tue Apr 16, 2019 7:31 am

Once in the underground Tania changes to her true form. She feels better and safer in her true form.
OOC Comments
Tania Notice
Notice 1d6-4 = 0: 4
Wild Die 1d6-4 = -2: 2
GM Bennies 9/9
Wild Card Bennies ?

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Re: Fremont District Underground

Post by RFT » Wed Apr 17, 2019 7:20 am

Surprise Round Initiative
Initiative in alphabetical order for Players, then the same for NPCs.
I am Roll d56 for your initiative card.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Triessa 1d56 = 46: 46

Hounds 1d56 = 16: 16

Moving through the tunnels of the abandoned underground the smell of old dust becomes strong. The cell truly knows they have closed in and are on full guard when two skeletons are seen laying on the ground sliced clean in half the corpses long since reduces to bone. Forming around in a guarded manor they prepare for danger.

Suddenly the shadows of the stones walls begin to flux and move as on all sides of the Resistance Cell! the tight confines of this hallway had forced you to go much tighter than you would have liked and now Triessa can sense the faint energy signally the illusion all around them. The power concealing the building had cloaked the minor illusion around them, and they had gone straight into it!

Notes and Map
Triessa won the Initiative so she can go.

You are in a very tight hall way strung out with 2 hounds coming from the walls on each side.
Surprise.jpg
Shaping Worlds Together
.
The 99's Game Master Bennies 6
  • +6 Players
Nightbane Game Master Bennies 4 +1 Golden Benny
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 5
  • +7 Players
    +2 Sidekicks
    +1 Joker for Grudge
    -1 For Grudge Match Reroll Damage
    -1 For Grudge Match to EE Agility
    -1 Extra Effort dramatic Task to stop hackers
    +1 Joker for Grudge Match
    -1 Grudge Match - that little bastard was fast
    -1 Grudge Match - perhaps unfairly fast
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky -1 for Grudge Match Extra Effort
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Triessa
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Re: Fremont District Underground

Post by Triessa » Mon Apr 22, 2019 9:32 pm

She could feel it before she even noticed the ripple in the wall, subtle but clear in her eyes. That ugly tickle on the back of her neck. Something was coming down, and in her mind's eye it looked a lot like the slanted blade of a guillotine. Then the ripples...a glamour reacting to something moving near it. No, not something. Somethings.

jesus shit, they're right on top of us

Triessa flung her hands out, and the strands of beads strung along her right hand suddenly shone with a cold blue light. There was no time, no room for careful consideration. Just raw magic power, as she so often tried to avoid!

"Hiems Vincula!"

Her voice was louder than it should have been, crackling in the air like the sound of ice breaking. Streams of frozen mist erupted from midair around her, circling in a tight vortex that expanded outward. The others in the group felt the earth at their feet icing over, the low ceiling frost and grow icicles...

...but the walls. The walls seemed untouched. Strange.

"The walls are illusions!" Triessa barked. "Two there, and two there!" She pointed at either side of the corridor. "The ice won't hold them long!"

Hounds were strong...strong enough to burst the ice that was crusting over them quickly...but that crucial delay would cost them the advantage of ambush.

Rolls: Spellcasting 21, 14pp left
Spellcasting to cast Entangle: 1d12+2 = 14: 12 or 1d6+2 = 6: 4
Ace 1d12 = 7: 7
Base Cost: 2pp, using Large Burst Template (+3pp) and Selective (+1pp), total cost is 6pp
Channeling reduces cost by 1pp, for a total cost of 5pp

Hounds are Entangled and Bound (and Distracted and Vulnerable and cannot take actions besides attempting to break free). Breaking free is an action. Success downgrades effect to Entangled, raise breaks effect completely

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Re: Fremont District Underground

Post by RFT » Tue Apr 23, 2019 4:24 am

WIP


The spell ensnares the hounds, leaving them to struggle to break free.

Then with a frenzied effort the creatures strain breaking their bonds and finishing their attacks!
OOC Comments
Strength d12, Task -2, MAP -2
Strength 1d12-4 = -2: 2

Strength 1d12-4 = 7: 11

Strength 1d12-4 = 8: 12 Ace 1d12+8 = 16: 8

Strength 1d12-4 = 7: 11
The hounds struggle to break free, however only one of them is able to truly breaking free of its bonds. the other two still retained struggle to do what they can. Once their upper bodies are free the creatures release a wave of furious attacks with no outward sign of frustration.

The blades come down landing solidly on Gravely in the front and Triessa in the rear. The blows look enough to kill leaving the team on edge!

Triessa takes 13 damage, Gravely takes 26 damage
Fighting d8, Distracted -2, MAP -2, (against everyone except Triessa The Drop +4)
Hound 1 no attack as he is still fully bound

Hound 2 - Fighting d8, Distracted -2, MAP -2, against Gravely The Drop +4/+4, Frenzy -2, Wild attack +2/+2
Fighting 1d8 = 5: 5
Fighting 1d8 = 2: 2
1 Hit on Gravely 1d12 = 7: 7 + 1d8 = 8: 8 +2 + 4 Ace 1d8+21 = 26: 5

Hound 3 - Fighting d8, MAP -2, (no drop against Triessa), Frenzy -2, Wild attack +2/+2
Fighting 1d8-2 = 0: 2
Fighting 1d8-2 = 5: 7
1 Hit on Triessa 1d12 = 7: 7 + 1d8 = 4: 4 +2

Hound 4 - Fighting d8, Distracted -2, MAP -2, against Signal The Drop +4/+4, Frenzy -2, Wild attack +2/+2
Fighting 1d8 = 1: 1
Fighting 1d8 = 3: 3

Round 01.jpg
INSTRUCTIONS: Roll Soak rolls then I will drop initiative for next round. Remember maximum wounds from 1 blow is 4.
Shaping Worlds Together
.
The 99's Game Master Bennies 6
  • +6 Players
Nightbane Game Master Bennies 4 +1 Golden Benny
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 5
  • +7 Players
    +2 Sidekicks
    +1 Joker for Grudge
    -1 For Grudge Match Reroll Damage
    -1 For Grudge Match to EE Agility
    -1 Extra Effort dramatic Task to stop hackers
    +1 Joker for Grudge Match
    -1 Grudge Match - that little bastard was fast
    -1 Grudge Match - perhaps unfairly fast
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky -1 for Grudge Match Extra Effort
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Gravely
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Re: Fremont District Underground

Post by Gravely » Tue Apr 23, 2019 11:16 am

Surprised? Really?
Benny to Soak
[*] Vigor 1d8 = 3: 3
[*] Wild 1d6 = 1: 1
Benny to Reroll Soak
Elan
[*] Vigor 1d8+2 = 7: 5
[*] Wild 1d6+2 = 6: 4
Gravely feels the wounds well for he realizes he has been struck. Need a better duster.
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Triessa
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Re: Fremont District Underground

Post by Triessa » Tue Apr 23, 2019 11:39 am

Triessa's eyes widen as the monsters burst from the illusory walls. In the back of her head she noted with a distant satisfaction that not ALL of them came out...but that was a cold comfort when one came straight at her. She wasn't a vampire or a were-whatever or a creature from the Nightlands prancing around in a human guise. For all her magic she was flesh and blood...and that blade was looking to leave her with a lot less of both as it whistled down.

She lifted her hands uselessly. It would, Triessa thought to herself in dreamy slow-motion, give her body characteristic 'self-defense' wounds across her hands when the coroner did the autopsy.

Female Jane Doe. Early thirties. Hundred and forty-four pounds. Found DOA in the Seattle underground. Deceased has lacerations across both hands, consistent with self-defense, and a very deep, long laceration from the shoulder and neck across her upper torso. Apparent cause of death: Big fucking blade nearly cut her in two.

She wanted to close her eyes, but couldn't. The massive halberd reached her hand...and there was a flash of light. Not from her hand itself, but from the beaded strings that adorned it. Her mother's gift, a focus to aid the working of magic. For a bare instant though, the power focusing through it was not from Triessa but from something else, somewhere else. A power humblingly immense.

The black blade struck something like a transparent white hemisphere that materialized between her and it. Triessa had known it had protective enchantments, but...never anything like this. The Hound staggered, its dread blow rebounding from the shield, which faded away again.

She looked at her hand, then looked at the Hound, her heart pounding. It recovered and hefted the weapon again.

This was a long way from over, and something told her that whatever had happened wasn't going to happen again anytime soon.

"Thanks, mom," Triessa whispered.

Soak: infinite, golden benny spent
1d8 = 1: 1 or 1d6 = 1: 1

And I will use the Christmas Golden Benny on that, because no thanks...

1d8+2 = 3: 1 or 1d6+2 = 6: 4

Ah, per Rob I can just use the GB to retroactively absorb the damage entirely, removing the need for the original soak roll. Thanks, Rob!
Last edited by Triessa on Tue Apr 23, 2019 11:56 am, edited 2 times in total.

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Re: Fremont District Underground

Post by RFT » Tue Apr 23, 2019 11:50 am

Initiative
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Clayton 1d56 = 30: 30
Gravely 1d56 = 53: 53
Peter 1d56 = 15: 15
Signal 1d56 = 39: 39
Tanya 1d56 = 52: 52
Triessa 1d56 = 51: 51

Hounds 1d56 = 10: 10
The reactions of the Cell being ambushed shine as they are able to spring from ready into full offense in no time. With three of the hounds vulnerable from the spell placed on them this battle should be quick and easy.

Updated Map and Combat Notes
Only Hound 3 is completely unrestrained as it prepares to finish off Gravely and kill Signal.
All the other hounds are Vulnerable
Round 01.jpg
Monster stats: Hounds are about 1/3 down the page viewtopic.php?f=167&t=3817
Shaping Worlds Together
.
The 99's Game Master Bennies 6
  • +6 Players
Nightbane Game Master Bennies 4 +1 Golden Benny
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 5
  • +7 Players
    +2 Sidekicks
    +1 Joker for Grudge
    -1 For Grudge Match Reroll Damage
    -1 For Grudge Match to EE Agility
    -1 Extra Effort dramatic Task to stop hackers
    +1 Joker for Grudge Match
    -1 Grudge Match - that little bastard was fast
    -1 Grudge Match - perhaps unfairly fast
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky -1 for Grudge Match Extra Effort
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Gravely
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Re: Fremont District Underground

Post by Gravely » Tue Apr 23, 2019 12:14 pm

Gravely pulls up his M4 carbine, grateful that he has a sling for it. That ambush by the hounds was spot on and while he can not tell directly, they may have gotten after Triessa.

@Clayton Hodge "Cover Triessa and engage the hound to the left of her."

@Tania "Grab the hound to Triessa's right."

@Peter & @Signal "Peter and Signal grab the one that missed me up here while return the favor to the one that thrashed my duster."

@Triessa "Got any direct medical attention in that bag of tricks of yours? I could use it if you do."

Gravely steadies himself against the wall will his M$ between him and the hound wearing Gravely in style.
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Signal
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Re: Fremont District Underground

Post by Signal » Tue Apr 23, 2019 12:32 pm

Signal closes with the hound that @Gravely indicates, Supplicant held at the ready.
Fighting = 8
Fighting 1d8+1 = 8: 7 (+1 from weapon bonus)
Wild 1d6+1 = 6: 5
13 Damage, Ignores Armor
Supplicant damage: 1d6 = 3: 3 (Strength) +2 (weapon damage, ignores all armor) + 1d6 = 4: 4 (raise on attack) = 5 + 4 for hound weaknesses = 13 total
Signal moves quickly, sliding Supplicant into his foe. It's the first time he's used the ancient blade, and he is surprised at the lack of resistance as the blade seems to pass right into the Hound, leaving no trace behind. The enemy definitely feels it, though, judging from its response.

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Re: Fremont District Underground

Post by Peter » Tue Apr 23, 2019 3:43 pm

OOC Comments
WIP
Activate quickness, then attack hound 1 w head stab
Activating Quickness, 4 i.s.p.
Psionics 1d8 = 8: 8
Ace 1d8 = 2: 2
Wild Die 1d6 = 4: 4

Fighting 1d8-2 = 2: 4 +4 for headshot, +2 due to vulnerable
Wild Die 1d6-2 = 1: 3
Benny
Fighting 1d8-2 = 5: 7
Wild Die 1d6-2 = 3: 5
Peter springs to action, pulling a razor sharp knife from his pocket and flicking it open all in one smooth gesture. He stabs at the nearest hounds' head, but it bobs away at the last moment.

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Re: Fremont District Underground

Post by RFT » Wed Apr 24, 2019 7:54 am

Current status based on Signal and Peters post
Current status is as follows.
Hound 1 = Bound
Hound 2 = Entangled
Hound 3 = Dead
Hound 4 = Entangled
Gravely, Tania, and Triessa may still act.
Clayton my act once he is updated to SWADE.
Shaping Worlds Together
.
The 99's Game Master Bennies 6
  • +6 Players
Nightbane Game Master Bennies 4 +1 Golden Benny
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 5
  • +7 Players
    +2 Sidekicks
    +1 Joker for Grudge
    -1 For Grudge Match Reroll Damage
    -1 For Grudge Match to EE Agility
    -1 Extra Effort dramatic Task to stop hackers
    +1 Joker for Grudge Match
    -1 Grudge Match - that little bastard was fast
    -1 Grudge Match - perhaps unfairly fast
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky -1 for Grudge Match Extra Effort
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Gravely
Posts: 87
Joined: Tue Jul 24, 2018 12:37 pm

Re: Fremont District Underground

Post by Gravely » Wed Apr 24, 2019 10:56 pm

Shooting 5, Damage 13, AP 2 _
Wounds -3
Marksman +2
Double Tap w/ M4 (6 rounds - 14 remaining) +2 to hit
Total = 1
[*] Shooting 1d8 = 4: 4
[*] Wild 1d6 = 2: 2

Double Tap w/ M4 (6 rounds- 14 remaining) +2 to damage
AP 2
[*] Damage 2d8 = 11: 7, 4
Staggering under the wounds, Gravely focuses through the pain and lets off a few rounds at the culprit of his current predicament.
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Peter
Posts: 18
Joined: Mon Feb 11, 2019 8:08 pm

Re: Fremont District Underground

Post by Peter » Thu Apr 25, 2019 11:16 am

Tania strikes at Hound 1
1d12 = 11: 11
1d6 = 6: 6
Damage 14
Damage 1d8 = 5: 5 + 1d4 = 1: 1
Raise Damage 1d6 = 2: 2
+2 from Champion, +4 due to.hound vulnerability =14 damage

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