GM WhtKnt's The Waxing Dark: Savage Worlds Weird War I

Game Master WhtKnt

The year is 1914. The place is the battlefield of the Great War You’re here for the duration, until your life or mind are destroyed, or until this deadly struggle with the mud, disease, and the enemy finally ends in the paneled halls of some national capital far from the fighting.

Good luck, trooper—you’ll need it!

Current Map: Here


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Dark Archive

Maps: Car. Crown || Skull & Shackles

Okay, everyone who hasn't needs to finalize what your nationality is. The default is assumed to be American, but any of the Entente Powers is acceptable. In addition to your basic equipment, you have been issued a steel helmet and a gas mask.

Your unit has seen a lot of action and replacements are few and far between, necessitating the acquisition of some interesting allies. In gathering stragglers and survivors from other units, your little band of brothers consists of:

Lieutenant George Thayer (American)
Colour Sergeant John Majors (British)
Private William Danvers (American)
Private Sean Perrin (British)
Private Gabriel Tangiers (American)

...and the PCs:
Private Michael Bartholomew Abbey
Ryadovoi Aleksei Yarovich
Soldat de deuxieme classe Jacques Corbett
Private Wilbur Morrison
Private Daniel Morgan

Everyone check in here with your aliases, please!


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Soldat de deuxieme classe Jacques "ze Doc" Corbett rapport commandé. Still working on slotting skills in to profile for convenience.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Ryadovoi Aleksei Yarovich, reporting for duty. What would you like us to put in the subtext for our profiles?

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Reportin' for duty!

Dark Archive

Maps: Car. Crown || Skull & Shackles

For purposes of the game, please assume that, in addition to other languages, you all speak English at a very basic level (unless, of course, you took ranks in Knowledge (English) or it is your native tongue).

Brits are armed with a Lee-Enfield Mk. III .303 (Range 24/48/96, Dmg 2d8, RoF 1, AP 1, Shots 10M, Wt. 9; Snapfire, Min Str d6) and two Mills Bombs (Range 5/10/20, Dmg 3d6, Wt. 2, Burst Med).

Frenchmen are armed with a Lebel Model 1886 8mm (Range 24/48/96, Dmg 2d8, RoF 1, AP 1, Shots 10, Wt. 10; Snapfire, Min Str d6) and two No. 1 grenades (Range 5/10/20, Dmg 3d6, Wt. 2, Burst Med; fails to explode on 1 on 1d6).

Alexsei (and other Russians) is/are armed with a Mosin-Nagant 7.62mm (Range 24/48/96, Dmg 2d8+1, RoF 1, AP 2, Shots 5, Wt. 9; Snapfire, Min Str d6) and two M1914 grenades (Range 5/10/20, Dmg 3d6, Wt. 2, Burst Med).

Americans are equipped with a M1903 Springfield .30-06 (Range 24/48/96, Dmg 2d8, RoF 1, Shots 5, Wt. 8.5) and two Mk. 1 grenades (Range 5/10/20, Dmg 3d6, Wt. 2, Burst Med).

For an example of the subtext let's go with:
Female Human Agl d6 Smt d6 Spt d6 Str d6 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha 0

Skills:
Driving d4, Fighting d6, Gambling d6, Notice d6+2, Repair d6, Shooting d8, Stealth d6, Streetwise d4


Charisma +2, Pace 6, Parry 5, Toughness 6

Dot


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

More thoroughly profiled.


Charisma +2, Pace 6, Parry 5, Toughness 6

An averaged height, corn fed nebraska boy awaits the rest of his unit near the dying embers of a fire. He lights up a hand rolled cigarette and rereads a letter he has read every night since joining with the company.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

A Wisconsin native of solid build ambles up next to the Nebraskan. He takes up a small flaming brand from the fire and uses it to light a smoke of his own. "Hey there. Watch'ya readin'?"


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

A scrawny, tallish Frenchman, lazily shaven with deep bags over his eyes pushes up his glasses. He picks up his medical equipment, neatly laid out on a tray a little ways from the fire, a piece at a time and places it in his doctor's bag. His maintenance and inspection done, he stares into the embers, softly humming under his breath.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei watched as his new troop settled themselves for another camp. The ever-present cigar glowed red-hot as he took a long drag of it. Allowing the smoke to billow forth into the slight wind, he kicked his feet up near the fire and leaned back onto his rucksack. Somehow he had gotten separated from his unit. Somehow he survived an attack by... what the hell were those? Somehow he ended up with this group and didn't get shot. He was sure the American lieutenant was going to have it in for him, but so far, nothing. Instead they have been trudging through the muddiest part of France, together, and surviving. "Corbett. You need stronger song. Try Kalinka.. Is good song for sleep." He smiles as he takes another pull on his cigar, brushing a spat of mud out of his short-cropped dark hair.


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Jacques glanced up at the Russian. "Ah, I am not sure if I recall, Yarovich." He pushed up his glasses again. "♪~Kalinka, Kalinka, Kalinka moya, v sada magoda, kalinka moya.~♪" he sang tunelessly. "Zat ees ze one, no? Forgeeve me, my Russian, it is poor."


Charisma +2, Pace 6, Parry 5, Toughness 6

The nebraskan looks over at what could be considered a waifish man, next to him. He inhales one last drag before flicking the cigarette into the dying embers a letter to my father from my brother. The sole reason I am in this god forsaken war.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei listened at the Frenchman's attempt at Russian, smiling the whole time. "Is not bad." He falls into line with the song. "Kalinka, Kalinka moya..."

not sure how to put notes in the text...

Dark Archive

Maps: Car. Crown || Skull & Shackles

The time is 4:30 AM, just prior to sunrise. You are entrenched to the south across from a small village. You have been here for six hours while the sergeant and the lieutenant studied your position and the lay of the land.

Nearby, the sergeant and the lieutenant pore over charts and maps, while having a coffee (tea for the sergeant). Private Perrin takes a catnap, while Private Tangiers keeps watch and Danvers cleans his weapon. At length, the lieutenant looks up.

"Alright, men. Here is the situation." He nudges Perrin with his foot. "The Hun are occupying that village just across No Man's Land. Best I can tell, they've set up a machine gun emplacement on the north side. We need to sneak across NML, into the village, and take out the machine gun nest."

"Right, boys," Sergeant Majors speaks up, "You have your orders. We'll go two by two until we hit the buildings. Choose your partners."

"I fully expect that they have a sniper or watches posted to this side, so be vigilant and careful," Lt. Thayer admonishes.

Crossing No Man's Land is a difficult proposition. It will be run in "sprints" of 24 yards. Five sprints are required to reach the barbed wire on the other side. A Stealth roll is required for each sprint, at +2 due to darkness. A failed roll indicates that you will be fired upon.

Once the wire is reached, you must slow to 1" per round (or 2" if you wish to cross quickly). The barbed wire is 5" thick. An Agility roll each round is required to make it through (at -2 if rushing). If a 1 is rolled, you become entangled.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Daniel speaks up. "Does anyone have any wire cutters? If so then we could snip the wire and remove it as an obstacle."

As the leadership ponders that, he turns to the other soldiers. "Okay, guys, we need a backup plan if things go belly-up. If someone starts to get shot at, I'll stop what I'm doing and start to return fire, thus taking his attention off you and on to me. That way you lads can rush the wire and take out the now-active gun.

Don't worry about me, I'll be okay. I'll just catch his eye for a single dance. You guys just give 'im a nice package with our names on it an' everything will be smooth.

How'sat sound?"

Dark Archive

Maps: Car. Crown || Skull & Shackles

Wire cutters (if anyone has some) give a +1 on the Agility roll and remove the wire as an obstacle for those behind you.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

I have some money left over. Will you allow me to buy one? Otherwise do we have a process to requisition one from a quartermaster?


Charisma +2, Pace 6, Parry 5, Toughness 6

got it. Run, and take out the nest. How many on the other side, sir? Michael says with a half hearted salute. He then tucks the letter in his boot, secures his knife, and loads his gun.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sure, wirecutters would be something that you might logically have, so no problem.

"How many? I have no idea," the LT replies. "At least a half-dozen, maybe more. I've spotted at least six different people moving about over there. I don't see anyone looking this way, but you can bet they have a sniper on the rooftops."


Jacques briefly and awkwardly returns Aleksei's smile before the briefing begins. He shoulders his bag with medical equipment, checking a few pieces for a second time before grabbing his gun and checking it as well. His hands seem a lot less sure on the bolt-action than they did on his scalpel a moment earlier.

"Eet zounds like a good plan, Morgan. Do try not to go and geet zhot, zoh," He pushes up his glasses and then, irritated, twists the wire-frame so they stop sliding. "I only 'ave zo much anesthetic." Gripping his rifle, the Frenchman stands next to Aleksei.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

"Just need get close enough for this. " Aleksei pats the grenade hanging at his belt. He eyes the area ahead for any more cover he can duck behind should that nest wake up. Shouldering his rifle, he gets ready to make the run.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Daniel takes his mark on the Starting Line, checking his equipment, especially making sure that his wire cutters are are accessible in his pouch.
He motions at Jacques. "Alright, let's go. Just stay near me, and we should be okay."

As soon as the Sergeant gives the order, Dan sprints over no-man's land.

Run: 1d6 ⇒ 2

Stealth: 1d6 + 2 ⇒ (6) + 2 = 8
Stealth ACE!: 1d6 ⇒ 5

wiLD Stealth: 1d6 ⇒ 1

He merges with the night, he footsteps gliding soundlessly over the broken ground.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei bounds after Morgan, taking care to keep low and watch for any sign of being seen.

Stealth: 1d4 + 2 ⇒ (2) + 2 = 4
Wild Stealth: 1d6 ⇒ 2

1 of 5


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Jacques closes his eyes, takes a deep breath, and opens them, his feet already moving, one hand clutching his bag and the other holding his rifle by the barrel.

Stealth: 1d4 + 2 ⇒ (2) + 2 = 4

Wild Stealth: 1d6 ⇒ 5


Charisma +2, Pace 6, Parry 5, Toughness 6

Ah ha! A race! I love you guys!
Stealth: 1d4 ⇒ 31d6 ⇒ 5
run: 1d6 ⇒ 3


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Seeing an opportunity, Aleksei makes a run for the next bit of cover. Taking a cue from Morgan, he imagines himself a shadow in the night.

Stealth+Wild: 1d4 + 2 ⇒ (3) + 2 = 51d6 ⇒ 6
Wild Ace: 1d6 ⇒ 6
Wild Ace Again!: 1d6 ⇒ 3

2 of 5


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Stealth&Wild: 1d6 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (1) + 2 = 3
Result = 7, a Success
1 of 5

Aleksei - all bonuses and penalties apply to the Wild die as well (not that it mattered here).


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Ret-con'd introduction, if WhtKnt will permit...

Just as the team is about to head out, a thin young man rushes into camp, out of breath.

"Robert (pant) Northbrook (pant) reporting for duty, sir! (pant) (pant) I'm with British Intelligence, and have been assigned to this...er...group. What's the mission, sir?"

After being briefed, he introduces himself to everyone else as "Bobby", with a friendly grin and a hearty handshake.


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Good to know! I've always ran it that way, when I saw other people rolling a wild die with no penalties my heart sank, 'cause that would mean 3 years of me rolling wrong >_>

Jacques stops short of starting his run, backpedalling for a moment. "Anuzzer new one? We 'aven't got time for zis. Colour Sergeant Majors over zere will get 'oo up to speed. He's anuzzer Brit, 'ou'll be right at 'ome I'm sure. Welcome to ze cultural melting pot, Private."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

After pausing behind a bit of debris, Bobby makes another move :

Stealth&Wild: 1d6 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (5) + 2 = 7
Result = 7, Success

2 of 5


Charisma +2, Pace 6, Parry 5, Toughness 6

Round 2
stealth: 1d4 + 2 ⇒ (2) + 2 = 4
WILd: 1d6 + 2 ⇒ (1) + 2 = 3

Round 3
stealth: 1d4 + 2 ⇒ (1) + 2 = 3
WILd: 1d6 + 2 ⇒ (3) + 2 = 5

The cover of night provides just enough aid to the rowdy Nebraskan.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Round 2

Stealth: 1d6 + 2 ⇒ (4) + 2 = 6
WILD Stealth: 1d6 + 2 ⇒ (3) + 2 = 5

Round 3

Stealth: 1d6 + 2 ⇒ (5) + 2 = 7
WILD Stealth: 1d6 + 2 ⇒ (5) + 2 = 7

Daniel keeps in formation, sticking to the low parts and the deep shadows to get closer to the enemy lines.


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Round 2

Stealth: 1d4 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (6) + 2 = 8

Round 3

Stealth: 1d4 + 2 ⇒ (4) + 2 = 6
wild: 1d6 + 2 ⇒ (3) + 2 = 5

Jacques puts his head down, trying to keep ranks with Aleksei, his lips moving in a choice series of multilingual but entirely silent curses. Even though he's not truly sprinting and exerting himself to the extent of the others, his brow is already beading with sweat.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Round 3

Stealth&Wild: 1d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (4) + 2 = 6
Result = 6, Success

Bobby follows the others, managing to keep his head down.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The rest of the troops file out over the trench and into No Man's Land., the Lt and Sergeant Majors following behind.

Danvers, Rds 1-5
Stealth: 1d6 + 2 ⇒ (2) + 2 = 4
Stealth: 1d6 + 2 ⇒ (4) + 2 = 6
Stealth: 1d6 + 2 ⇒ (6) + 2 = 8
Stealth: 1d6 + 2 ⇒ (2) + 2 = 4
Stealth: 1d6 + 2 ⇒ (3) + 2 = 5

Danvers makes it to the wire with no difficulty.

Perrin, Rds 1-5
Stealth: 1d6 + 2 ⇒ (4) + 2 = 6
Stealth: 1d6 + 2 ⇒ (4) + 2 = 6
Stealth: 1d6 + 2 ⇒ (3) + 2 = 5
Stealth: 1d6 + 2 ⇒ (5) + 2 = 7
Stealth: 1d6 + 2 ⇒ (2) + 2 = 4

Perrin makes it to the wire without being spotted.

Tangiers, Rds 1-5
Stealth: 1d6 + 2 ⇒ (6) + 2 = 8
Stealth: 1d6 + 2 ⇒ (2) + 2 = 4
Stealth: 1d6 + 2 ⇒ (6) + 2 = 8
Stealth: 1d6 + 2 ⇒ (6) + 2 = 8
Stealth: 1d6 + 2 ⇒ (2) + 2 = 4

Tangiers makes it without being spotted.

Thayer, Rds 1-5
Stealth: 1d4 + 2 ⇒ (1) + 2 = 3
Stealth: 1d4 + 2 ⇒ (3) + 2 = 5
Stealth: 1d4 + 2 ⇒ (3) + 2 = 5
Stealth: 1d4 + 2 ⇒ (3) + 2 = 5
Stealth: 1d4 + 2 ⇒ (2) + 2 = 4

As Lt. Thayer makes his way across No Man's Land, a shot rings out. The Lt. is fortunate, however, and the bullet whizzes by his head as he moves swiftly across the field.

Sniper: 1d6 + 2 - 2 ⇒ (3) + 2 - 2 = 3 Damage: 2d8 ⇒ (1, 7) = 8

Majors, Rds 1-5
Stealth: 1d8 + 2 ⇒ (2) + 2 = 4
Stealth: 1d8 + 2 ⇒ (7) + 2 = 9
Stealth: 1d8 + 2 ⇒ (5) + 2 = 7
Stealth: 1d8 + 2 ⇒ (5) + 2 = 7
Stealth: 1d8 + 2 ⇒ (8) + 2 = 10

Majors makes it to the wire without incident.


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Finishing up as per WhtKnt's instructions

Round 4:

Stealth: 1d4 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 + 2 ⇒ (6) + 2 = 8

Round 5:

Stealth: 1d4 + 2 ⇒ (1) + 2 = 3
Wild: 1d6 + 2 ⇒ (2) + 2 = 4

Jacques tucks his head down, focusing on putting one foot in front of the other without tripping. Veins begin to pop out in his forehead as he strains not to breath too loudly.

Dark Archive

Maps: Car. Crown || Skull & Shackles

When the shot goes off, anyone who wishes can make a Notice check (at -2 for the darkness) to spot the sniper.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Finishing the run...

Round 4:
Stealth&Wild: 1d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (5) + 2 = 7
Ignoring the Ace since it doesn't matter here...

Round 5:
Stealth&Wild: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (2) + 2 = 4

Bobby catches up to the others already at the wire.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Notice: 1d6 - 2 ⇒ (1) - 2 = -1
WiLD Notice: 1d6 - 2 ⇒ (1) - 2 = -1

Daniel is too busy running. He had his head down when the shot went off and has no clue where it might have come from.

Stealth rn 4: 1d6 + 2 ⇒ (5) + 2 = 7
WiLD Stealth: 1d6 + 2 ⇒ (1) + 2 = 3

Stealth rn 5: 1d6 + 2 ⇒ (3) + 2 = 5
WiLD Stealth: 1d6 + 2 ⇒ (5) + 2 = 7

He glides quickly over the ground, and drops prone in front of the wire, getting out his wire cutters.


Charisma +2, Pace 6, Parry 5, Toughness 6

Round 4
stealth: 1d4 + 2 ⇒ (3) + 2 = 5
WILd: 2d6 + 2 ⇒ (6, 4) + 2 = 12

Round 5
stealth: 1d4 + 2 ⇒ (2) + 2 = 4
WILd: 1d6 + 2 ⇒ (4) + 2 = 6

Making a notice check on the sniper
Notice: 1d4 ⇒ 3
Wild: 1d6 ⇒ 1

Head down and scampering through the field Michael makes it to the barb wire without a problem.


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Notice: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
WILD ACE: 1d6 ⇒ 6
DOUBLE WILD ACE?!: 1d6 ⇒ 3

Jacques grips his gun tightly and sprints to catch up. He's not a good enough shot to get that sniper, but Private Morgan might be able to do it if he had a spotter telling him where to look.

Run die: 1d6 ⇒ 1

...awwww


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei reflexively ducks as he hears the shot rings out. He then sees a glint off the rifle's scope and points towards it.

Notice: 1d6 + 2 - 2 ⇒ (2) + 2 - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
Wild Ace: 1d6 ⇒ 1

Keeping his head down, he keeps in mind the location of the sniper as he runs across the field.

Round 3
Stealth: 1d4 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (5) + 2 = 7

Round 4
Stealth: 1d4 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (6) + 2 = 8

Round 5
Stealth: 1d4 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (3) + 2 = 5

When he reaches the other side, he whispers to his comrades. "Just over there, sniper watching the field. Good bet they know we're coming."

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Daniel low-crawls the last few feet to the wire, and gets out his trusty wire-cutters. He carefully and slowly snips the wire, then moves it out of the way so the rest of the soldiers can follow.

Agility +1: 1d8 + 1 ⇒ (5) + 1 = 6
WILD Agility +1: 1d6 + 1 ⇒ (4) + 1 = 5

He carefully rolls the wire back, in on itself, then motions the troopers forward. He himself stays prone and watching the fields until the last man is through, then gets up and follows.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The last of the troopers slips beneath the wire and into the cover of a ruined building. How does everyone feel about Roll20? It's my go-to of choice for online gaming, but if it really bothers everyone, I'll use Google.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

I prefer roll20. =)


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

I don't mind Roll20, just have to be on a PC to use it.
Aleksei looks at their surroundings and then at his comrades in arms. "Won't take long to figure out where we are. We should keep moving," He looks to Lt. Thayer. "Sir."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

I've never used Roll20, but am willing to try...


Male French | Bennies 0 | Wounds 2 | Agl d6 Smt d10 Spt d6 Str d4 Vgr d6 || Pace 6 Parry 5 Tough 5 Cha -2 San 4 || Medical Supplies 10/10PP
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d6, Stealth d6, Throwing d4

Don't mind roll20, but I do some of my posting on break at work and I can't use roll20 from here due to proxy issues.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Okay, those who can, sign up on Roll20 and let me know your username thereon.

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