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 (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Gravely
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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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Joined: Mon Feb 11, 2019 8:08 pm

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 2pp spent (raise means -1pp from Channeling)
20pp remaining

Notice 1d10-3 = 5: 8 or 1d6-3 = 0: 3
Last edited by Triessa on Fri May 10, 2019 3:38 pm, edited 1 time in total.

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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 (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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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, 15pp 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
Last edited by Triessa on Fri May 10, 2019 3:38 pm, edited 1 time in total.

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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 (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

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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Joined: Tue Jul 03, 2018 9:09 pm

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 (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Gravely
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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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Peter
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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 (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Gravely
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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
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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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Clayton Hodge
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Re: Fremont District Underground

Post by Clayton Hodge » Fri Apr 26, 2019 5:16 pm

Notice 5, Focus 5, Fighting 16 (2 or 3, no AP) / Fighting 11 (13 or 27, no AP); -3 PP, -1 Benny
Rolling the Notice from OP in case it is needed.
Notice: 1d12-4 = 5: 9 (+2 Acute Senses, -6 Scene [I assumed I didn't have the prepared visual aides])
Wild: 1d6-4 = -3: 1

Activating Serpentine Blessing (Speed)
Focus: 1d8-2 = 2: 4 (-2 MAP)
Wild: 1d6-2 = -1: 1
Benny
Focus: 1d8 = 5: 5 (+2 Against the Odds, -2 MAP)
Wild: 1d6 = 3: 3
Speed 2 PP + Quickness 2 PP / 4 PP -1 PP (Limitation) = 3 PP

Attack Hound 1? (Gravely's Suggestion)
Main Gauche
Fighting: 1d8+6 = 14: 8 (+2 Vulnerable, +2 Scale, +2 Wild Attack)
Ace: 1d8+14 = 15: 1 + 1 = 16 [+1 Two Weapon]
Wild: 1d6+6 = 9: 3

Damage
1d6 = 1: 1 + 1d4+2 = 3: 1 (+2 Wild)
If Raise: 1d6+4 = 6: 2

Attack Hound 1? (Gravely's Suggestion)
Celeste
Fighting 1d8+6 = 9: 3 (+2 Vulnerable, +2 Scale, +2 Wild Attack)
Wild: 1d6+6 = 10: 4 + 1 = 11 [+1 Two Weapon]

Damage
1d6 = 3: 3 + 1d4+6 = 10: 4 (+2 Wild, +4 Weakness)
If Raise: 1d6+13 = 19: 6 Ace: 1d6+19 = 25: 6 Ace: 1d6+25 = 27: 2
Clayton smells trouble in the dark hall, so he calls upon his serpentine powers to hasten his step. The magic almost goes awry, but @Triessa manages to call out a warning, allowing him to adjust the flow just in time. His eyes glow faintly yellow and his movements seem almost blurred.
Gravely wrote:
Tue Apr 23, 2019 12:14 pm
@Clayton Hodge "Cover Triessa and engage the hound to the left of her."
"A'right bosss," Clayton responds to @Gravely.

The old grifter slithers over to the hound harassing Triessa and stabs at its stomach with his main gauche, but it slides across the hound's midsection without doing much more than causing sparks. With an angry hiss, Clayton follows up with a stab upwards towards the hound's head with Celeste. The faintly glowing rapier pierces through it like butter, ending the hound's existence.

"Hah! One down, that ain't too sshabby fer an old hand, iss it?" he shout's triumphantly.
(Venomous) Snake Hybrid Form
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 6(d6); Parry: 9(3); Toughness: 3(0)
Skills
  • Athletics d6 (+1 Climbing)
  • Common Knowledge d6
  • Fighting d8
  • Focus d8
  • Gambling d6
  • Intimidation d4-2 (+2 Networking [+2 more if Bashing Heads])
  • Notice d12+2
  • Persuasion d8 (+2 Networking)
  • Stealth d8 (+1 Urban)
  • Survival d6 (+2 Tracking)
  • Thievery d8+1
Edges
  • AB (Gifted)
  • Acute Senses: +2 Notice/Tracking
  • Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
  • Ambidextrous: Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
    If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
  • Bite: Strength+d4 Damage.
  • Fear: Make a Spirit roll vs Fear after encountering
  • First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. (See Free Attacks on page 101).
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • No Fine Manipulation: Cannot use most human weapons (including thrown weapons/firearms) accurately. -2 (or more) attempting any task requiring manual dexterity if even possible.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Size -2: Size -2, -2 Toughness
  • Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.
    Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Thief: +1 to Athletics (Climbing)/Stealth (Urban)/Thievery.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104).
    If the character has Two-Gun Kid, the second action may also be a ranged attack.
  • Venomous or Poisonous: With a successful shaken or wounded result from a bite (or other infection method) attack, the victim must roll Vigor -2 or suffer a Wound after 1d6 turns. Multiple attacks can cause additional Wounds that leads to Incapacitation and death.
Serpentine Blessing (Speed +Quickness): Success with speed doubles the target’s movement (basic Pace and running). The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each). 5/5 Turn

Vulnerable: Actions and attacks against the target are made at +2 until the end of his next turn. This doesn’t stack with The Drop (see below)—use only the highest. 1/1 Turn
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 15/15
Bennies: 2/3; Golden Bennies: 0/1
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Re: Fremont District Underground

Post by RFT » Mon Apr 29, 2019 1:08 pm

Current Status
Current status is as follows.
Hound 1 = Dead
Hound 2 = Dead
Hound 3 = Dead
Hound 4 = Dead
Looking around the Resistance Cell finds the hounds are all slain. their bodies strangely half hidden by the illusionary wall they were behind as they melt into mists and shadow. Examining the wall shows that it had several such places along it leading to the section of tunnel that runs along what should be adjacent to the PNW building. Strange, why would there be guards here. This is an area long forgotten and there is no sign of and entrance along the wall as you look.

Instructions
Please makes a Smarts -4 roll or Spirit roll -4. This penalty is reduced by Arcane Resistance if you have it.

This will be a contested roll.
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Signal
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Re: Fremont District Underground

Post by Signal » Mon Apr 29, 2019 4:09 pm

Smarts=0
Smarts 1d10 = 2: 2
Wild 1d6 = 4: 4
Signal would clean off his knife, but of course it has no blood on it from the Hounds. He keeps it drawn, its weight a comfort, as he looks around, wondering why there would be guards here.

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Gravely
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Re: Fremont District Underground

Post by Gravely » Mon Apr 29, 2019 4:42 pm

Gravely being the leader does not sit back and wait. He will heal or he will die in action doing the best that he can.

Smarts 1 _
Wounds -3
Scene Mod -4
[*] Smarts 1d10 = 8: 8
[*] Wild 1d6 = 3: 3
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Clayton Hodge
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Re: Fremont District Underground

Post by Clayton Hodge » Mon Apr 29, 2019 10:38 pm

Smarts 1
Smarts: 1d6-4 = -3: 1
Wild: 1d6-4 = 1: 5
Clayton tastes the air and listens for trouble. He can't help but feel an unease which he cannot explain.
Clayton Hodge
Clayton "Snakebite" Hodge, Snake Lycanthrope
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
  • Kevlar Vest reduces damage from bullets by 4 before applying any AP
Combat-Relevant Edges & Abilities:
  • Against the Odds:+2 to any Trait roll when spending a Benny, stacks with Elan.
  • Ambidextrous: Ignore off hand penalty, Weapon Parry bonuses stack.
  • First Strike: Free attack vs first enemy to enter reach.
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other Lycanthropes can wound a Lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the Lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
Wounds: 0/3; Fatigue: 0/2; PP: 15/15
Bennies: 2/3; Golden Bennies: 0/1
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Triessa
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Re: Fremont District Underground

Post by Triessa » Wed May 01, 2019 5:14 pm

As the team checked the bodies and recovered from the flurry of activity, Triessa wasted no time digging into her satchel for some components.

"Gravely, c'mere." She took a little graduated cylinder out and filled it with clear liquid from a squeeze bottle, then added some stuff from droppers, some dried out leaves, what looked like a piece of candy or something, and a weird kind of sticky greenish ooze. Then she stirred it up with a glass rod and handed the container to Gravely.

"You drink it," she said. "It'll taste like shit, but it should take the edge off."

(Succeeded with raise on the Talisman 'use' roll, so that'd be 2 wounds healed!)
Rolls: Smarts 1, Talisman make 7, Talisman use 8
Smarts -4: 1d12-4 = -2: 2 or 1d6-4 = 1: 5
Benny
1d12-4 = -3: 1 or 1d6-4 = 0: 4

Make Healing Talisman 1d12 = 5: 5 or 1d6 = 6: 6
Ace: 1d6 = 1: 1

USE Talisman 1d12+2 = 8: 6 or 1d6+2 = 3: 1
Talisman was made with 3pp, but the raise triggers Channeling so it only cost 2pp. There's 1pp still in the device.
Triessa has 12pp left
Last edited by Triessa on Fri May 10, 2019 3:39 pm, edited 2 times in total.

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Gravely
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Re: Fremont District Underground

Post by Gravely » Wed May 01, 2019 5:55 pm

Gravely looked for his toothbrush and mouthwash, "Blah, that stuff was aweful. Maybe use one of these in it next time."

Gravely pulls a small tin of Altoids from a pocket not shredded by the Hounds sneak attack. Flashes the tin like he was part of a commercial while displaying the logo. "For those times when your friends double dog dared you to kiss a Hound's butt." Finishing the commercial, Gravely opens the tin and looks to see who might want one, then he consumes the rest of the contents and carefully turns the tin upside down and presses it into the floor of the tunnel with the heel of his tactical size elevens.

OOC Comments
Wounds 1/4
Fatigue 0/2
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Tania
Posts: 70
Joined: Wed Oct 10, 2018 5:02 pm

Re: Fremont District Underground

Post by Tania » Fri May 03, 2019 9:34 am

Tania takes a moment while we are out of combat to summon her Boneguard, having an extra hand to help us fight will not hurt.

She attempts to remain alert, but the illusions are causing trouble, even for her keen senses. She does her part in the fight with the hounds once they are revealed.
OOC Comments
Spirit Roll to summon Boneguard 1d8 = 5: 5 Wild Spirit 1d6 = 3: 3
Smarts Roll 1d6-4 = 1: 5 Wild Smarts 1d6-4 = 1: 5
Current wounds = 0
current bennies = 4

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RFT
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Re: Fremont District Underground

Post by RFT » Mon May 06, 2019 7:59 am

Searching was getting frustrating as there is no entrance down here. Whatever lead Triessa came up with was a dud and the team knew it. Gravely, Clayton, Peter, and Triessa all nod in agreement as they begin heading home. This whole trip was a waste of time without a point. Gravely speaks up. "Lets go guys, this was a waste."

Triessa nods in agreement at the same time Clayton says. "No point lookin under rocks for buffalo."

Peter adds. "Colorful, but I agree. Lets go."

The four of them all begin leaving giving up after only 10 minutes of searching as Signal and Tanya watch. No words are able to slow them as the leave each heading home without stopping.


Gravely, Clayton, Peter, and Triessa
Your characters will head home to go to sleep, nothing short of taking damage (a real solid slap to the face) will stop you because this was a depressing waste of time.


Edit: Peter, since you made the roll you break out after about 30 yards
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Peter
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Re: Fremont District Underground

Post by Peter » Mon May 06, 2019 2:24 pm

OOC Comments
Smarts 1d8-4 = 0: 4
Wild Die 1d6-4 = 2: 6
Ace 1d6 = 4: 4
After walking for a bit Peter suddenly stops. "Hold on a second, something's not right..."
Last edited by Peter on Fri May 10, 2019 7:07 am, edited 1 time in total.

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Gravely
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Re: Fremont District Underground

Post by Gravely » Mon May 06, 2019 3:17 pm

"Well, narrowing down our options is good. But tangling with hounds waiting for us, is such a bad idea. Nothing here, let's go."
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Tania
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Re: Fremont District Underground

Post by Tania » Thu May 09, 2019 4:55 pm

Tania was concentrating on her summoning when the others turned and began to leave. Tania says to Signal, "Something is not right here, we have not been down here long enough to properly search the place, have we? Did I zone out again?"
OOC Comments
I was not sure if Taia would figure out IC that the others are being affected by something, thus the discussion with Signal, who is the only one not leaving.
Current wounds = 0
current bennies = 4

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Signal
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Re: Fremont District Underground

Post by Signal » Fri May 10, 2019 6:58 am

Tania wrote:
Thu May 09, 2019 4:55 pm
Tania was concentrating on her summoning when the others turned and began to leave. Tania says to Signal, "Something is not right here, we have not been down here long enough to properly search the place, have we? Did I zone out again?"
OOC Comments
I was not sure if Taia would figure out IC that the others are being affected by something, thus the discussion with Signal, who is the only one not leaving.
Signal, who is likewise taken aback by his team's sudden willingness to give up, shakes his head. "No, you haven't zoned out. And this is weird. Hang on."

And Signal does what he usually does when presented with a problem he's not quite sure how to solve: he throws electricity at it. With a minor effort of will, he sends a line of electricity from his palm right into the middle of his retreating friends, where it expands into a veritable ball of crackling power around them. He lets it touch them, zapping them harshly, but doesn't go so far as to actually hurt them.

"Snap out of it!" he yells.

Smarts for Energy Control 13, 1 Benny Spent and Given to the Evil Overlor.. I Mean, the GM
Smarts 1d10 = 3: 3
Wild 1d6 = 1: 1
Benny to reroll: 1d10+2 = 12: 10 + 1d10 = 1: 1
Wild 1d6+2 = 3: 1
Normally, this will impose a -2 or a -4 (with a raise) to Trait rolls. Signal is hoping that in this case it will give them a jolt and shake them out of whatever distraction has a hold on them.

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RFT
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Re: Fremont District Underground

Post by RFT » Fri May 10, 2019 7:21 am

The shocking experience alerts the cell to danger unexpected.

Important Instructions
Because he made a raise I am removing the break out penalty.
Each may make a Smarts +0 or Spirit +0 to snap out of it.


GM only
Everyone dies!
20d6 = 50: 2, 2, 3, 5, 1, 5, 4, 2, 2, 2, 3, 2, 2, 3, 1, 1, 3, 3, 2, 2 9 x 5.56
17d6 = 62: 3, 6, 2, 6, 6, 1, 2, 4, 5, 3, 2, 4, 2, 6, 4, 2, 4 5 x 9mm
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Gravely
Posts: 100
Joined: Tue Jul 24, 2018 12:37 pm

Re: Fremont District Underground

Post by Gravely » Fri May 10, 2019 7:37 am

Gravely feels the electricity rolling down the tunnel towards him. Kind of an interesting thing to be aware of, but when the hair on your body starts standing on end and the spaces between clothing and equipment start arcing with electricity, I guess you kind of notices these things.
Breakout _
Wound Penalty -1
[*] Smarts 1d10 = 2: 2
[*] Wild 1d6 = 5: 5
A moment of clarity comes to Gravely. Electricity. Electricity and Magazines of Ammo. "Oh Crap!"

Gravely looks like he is caught in a really bad dream sequence. A mix of sleep walking and an intangible physical reality, only Gravely is aware of.

A year or so ago, while Gravely was still with the P.A.B. He had been given an assignment to track down some paranormal activity. The only details available were "Electricity."

Gravely had prepared with insulated footwear and trading metal for plastic in almost everything. The metal firing pins from his rifle and pistol, though, he would not trade those out. The metal brass casings on his ammo could not be traded out either. Guess we was going to need to just avoid as much contact as possible. The Kevlar coated plating he wore in the flak vest and even in the leggings of his pants were heavy but they would not conduct electricity, so all good there.

Gravely had followed the various leads and signs. Scorch marks. Burnt wiring. Darkened Alley. Even found the remains of a few stray animals and birds that had gotten caught in a burst of electricity. No footprints. No other signs.

Reports had come in from various sources. A mugging thwarted. A hit man electrocuted. Neighborhood bully pacified. All the reports had had similiar features. A smallish human. Lots of blue lights and electric sparks. So Gravely found himself tailing a person that fit a discription of the old cartoon series "Static Shock".

A few days in the area and Gravely decided to draw out the annomaly. He identified a man as his mark and proceeded to mug the guy. About the point he was about to draw his gun, he felt the hairs on his body stand on end. Looking down and around himself, he realized that his entire body was arcing electricity. So much power that it dawned on Gravely, "Oh Crap."

The man he was going to rob raced out of the alley way and Gravely was firmly rooted to the ground. @Signal stood a smallish figure with a swirling storm of electricity, coalescing up and down his body. The only thoughts that crossed his mind was something about Popcorn. An odd childrens song about Popcorn Popping on the Apricot Tree. And then the fireworks and explosions.

Rounds were discharging from every magazine. Tiny fires were lighting up all around his body as shells exploded and the gunpowder trailed after electrical arcs and then lit on fire following the arcs. He was on fire and aflame and could even feel his muscles spasming from the amount of current going through his body.

Gravely's last remembered action was pulling out his badge, "Gravely. With the P.A.B." Then he collapsed and woke up hours later in a hospital somewhere he was not familiar with.
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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Tania
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Re: Fremont District Underground

Post by Tania » Fri May 10, 2019 12:17 pm

While she herself would likely have used her magic to restrain them, Tania sees that the electrical flash seems to be having the desired effect. In the meantime, it might not be a bad idea to take another look around...
OOC Comments
Notice 1d8 = 4: 4 Wild Notice 1d6 = 4: 4
Smarts 1d6 = 1: 1, Wild Smarts 1d6 = 1: 1
Current wounds = 0
current bennies = 4

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

Re: Fremont District Underground

Post by Triessa » Fri May 10, 2019 3:26 pm

Triessa convulsed as her muscles seized up under Signal's electrical assault. "What tha...AAGGH!"

She whirled on the Nightbane then, hair all frizzed and glasses askew on her face that did nothing to conceal the murder in her eyes.

"You motherFUCKER!" the sorceress snarled...but then a blank look passed over her face as she realized what she'd been doing. And, more importantly, why. With a muttered, "Shit," she reached up to straighten her glasses. "Okay. That's on me. Everyone come over here. Everyone human, I mean. And Clayton, you too."

Digging out a little zip-pouch, Triessa opened it up and dipped a finger in. Then she used that finger to trace something on Gravely's forehead. "Nolite magicae," she murmured, and the tracing flared with brief silvery light showing a rune-like sigil with a circle around it...then faded to invisibility.

She repeated the little ritual on Peter, Clayton and herself as well, then put the pouch back in her pocket.

"That should help, but it won't last long. Lets just hope they can't ward the entire goddamn building, or this is going to be a lot harder than I thought."

Rolls
Smarts 1d12 = 4: 4 or 1d6 = 2: 2
Spellcasting to cast Arcane Protection on as many peeps as need it: 1d12+2 = 14: 12 or 1d6 = 1: 1
PPE cost: 1 +1/extra person (-1 to final cost because Channeling)
With Raise, that means -4 to be affected by incoming powers, and such powers do -4 damage
Casting the spell on Triessa, Clayton, Peter and Gravely, for a total of 3pp after modifications

Using an action, if allowed, Triessa can recover the 1pp from the healing talisman as well.
She has 9pp if not allowed to Tinker with a talisman, 10pp if she can.

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Peter
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Re: Fremont District Underground

Post by Peter » Wed May 15, 2019 7:22 pm

Peter nods. "Thank you. I don't know what happened back there, one moment I felt like going home and the next, I snapped out of it..." he frowns again and those paying attention realize that despite the action a few moments ago, he doesn't appear to be even slightly phased by it. Not a single drop of sweat is on his face, and he doesn't seem winded in the slightest. "So what do we do next?" He slips the pocket knife into his jacket pocket, keeping his hand in there for now.

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Triessa
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Re: Fremont District Underground

Post by Triessa » Wed May 15, 2019 7:53 pm

"Yeah," Triessa sighs. "They had a glamour a bit like that up above too, but this was a lot stronger. Didn't even see it this time. Everyone watch each other...this spell will help, but it's not a guarantee."

"As for what next...next we try, try again. Form up, push forward."


She very pointedly waits for the non-squishy folks to take the lead before falling into line and following along.

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Tania
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Re: Fremont District Underground

Post by Tania » Thu May 16, 2019 3:45 am

Tania, in her ghoul form, starts sniffing about for scents, perhaps they did not think to glamour something humans can not normally use well. It is strange that the previous glamour affected her and this one did not, perhaps that is because she was in human form above.
OOC Comments
Notice 1d8 = 7: 7, Wild notice 1d6 = 6: 6 WN Ace 1d6 = 1: 1 Either way, rolled a 7, no raise but unless the penalty is -4 or high should notice something. Not sure if we are still under any penalty here.
Current wounds = 0
current bennies = 4

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Peter
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Re: Fremont District Underground

Post by Peter » Thu May 16, 2019 8:35 am

Notice 1d6+2 = 6: 4
Wild Die 1d6+2 = 6: 4

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Triessa
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Re: Fremont District Underground

Post by Triessa » Thu May 16, 2019 11:54 am

Notice 1d8+1 = 3: 2 or 1d6+1 = 5: 4

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Gravely
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Re: Fremont District Underground

Post by Gravely » Thu May 16, 2019 9:37 pm

OOC Comments
Wound Modifier -1
[*] Notice 1d8 = 6: 6
[*] Wild 1d6 = 4: 4
Gravely is more than a bit peeved by the glamour, although he did miss the last one mentioned, he thinks.
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 » Sun May 19, 2019 5:26 am

Signal just nods stoically. ”I’m game for going back in.” He gives his knife a little flourish for effect, and pointedly doesn’t mention having just electrocuted the rest of the team.

Glad that worked.

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Gravely
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Re: Fremont District Underground

Post by Gravely » Sun May 19, 2019 4:48 pm

Signal wrote:
Sun May 19, 2019 5:26 am
Signal just nods stoically. ”I’m game for going back in.” He gives his knife a little flourish for effect, and pointedly doesn’t mention having just electrocuted the rest of the team.

Glad that worked.
Stepping up close and next to @Signal, "That felt strangely familiar."

Easing himself back away from the kid, he scrutinizes him, "I followed you into an alley once and you used the exact same move."

"I think I was out for a few days following."

Gravely pushes up his sleeve on his duster and is not surprised see that his arm hairs have burnt off.

Looking at Signal once more, "I knew you were familiar."
Gravely Heroic Mortal Champion
Wounds: 0/3
Bennies: 4/3

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RFT
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: Fremont District Underground

Post by RFT » Sun May 19, 2019 9:01 pm

As the team goes in and begins searching again they are able to finally find the door only by searching with their hands. Cuts and scrapes are par for the course as they rub their hands trying to feel for weaknesses in the illusion. When Tanya finally finds the portion of the wall, that while looking like rough stone was smooth as metal to her touch she almost overlooked it. But some bit of inner intuition had her go back to the spot.

Once the strange variation is pointed out to the team a brief discussion of how to open it or get through such an opening occurs. Without a handle on this side or any way to get inside it leaves a distinct option that would put Signal at risk. Signal could ride through the door and see what is on the other side. Pulling the rest of the team would exhaust too much his power, but on his own he would be okay.

With a slight shifting of his will Signal fully transforms into his energy state and disappears into the wall.

A moment later the door opens, somehow seeing the solid steel door poking out of the concrete wall is strange and twist your expectations for a moment when Signals head pokes out from the wall a second later. “It’s clear”

Instructions
Click on the following link

viewtopic.php?f=170&t=3908
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 9
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 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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