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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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 fires before Aleksei darts forward, trying to square up a better shot than his last one.

Shooting: 1d6 ⇒ 5
Shooting Wild: 1d6 ⇒ 4

Damage: 2d8 ⇒ (6, 4) = 10

Regardless of his result, he moves forward when the Russian does, striding up to the wall and flattening himself to it just behind Aleksei.


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

Wow, I think between the four of us, this guy is *dead*! :)


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

To be fair, after an entire castle full of Gerries, I think we're all pretty on edge. :)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ehr... yes. He's quite dead. His name was not Gregori Rasputin. Will post more tomorrow.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The soldier falls dead at Aleksei's feet, though it is difficult to say exactly who the kill is credited to. The courtyard falls silent once more. Even the chirping of the crickets is stopped.


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 quickly checks the body for any pertinent intel.

Notice: 1d6 + 2 ⇒ (3) + 2 = 51d6 ⇒ 2


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

Aleksei, don't forget to add the +2 to the Wild die roll as well (not that it matters here, but for future reference...

"Well, mates, shall we find a way *down* into this thing?"

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

Dan stands up and dusts himself. "Whoo! Boy howdy ain't we had us a time!

Alrighty then. Fresh clips, people. Fresh clips!"

Dan takes his own advice, topping his weapon off.

After making sure that all the dirty dirty Huns are dead, and taking a grenade to round off his supply, he walks up to the shut gate that private Hoffman was guarding and examines it.

"Aye, Bobby, Aye. We took 'er home and played with all the kids. Now let's see if we can't open her gate an' get the payoff." He finishes with a wink that can only be called 'salacious.'

Notice!: 1d6 ⇒ 1
WIIILD Notice!: 1d6 ⇒ 6
WILD Notice ACE!!: 1d6 ⇒ 5

Dark Archive

Maps: Car. Crown || Skull & Shackles

The German has little to offer and a look around the area reveals no other enemies within sight. The gate is constructed of thick oak, probably rebuilt and reinforced by the Germans. Listening at the gate reveals no sound from beyond, though it is certain someone is there (else who closed it?).


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

"Well, we've made enough noise that whoever's down below already knows we're here. What say we blow this gate with a couple of the German's own grenades?"


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 nods in agreement. "The faster we do this, the less time they have to mount a good defense."

He then helps setup some grenades alone the hinges of the door.

Is there are Demolitions type roll?

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

"Oh absolutely."

Dan helps with the destruction as best he can.


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

"Let me see what I can do about zat," says Jacques after loading a fresh clip. Pulling one of the potato mashers from earlier, he starts to rig up a couple of the spare grenades to blow the door off its hinges.

Jack of All Trades from our last advance. :)
Knowledge: Demolitions: 1d4 ⇒ 4
Knowledge: Demolitions: 1d4 ⇒ 3 = 7
Wild: 1d6 ⇒ 1

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

Mmmrmph. Alas, in SW you can't 'aid another' unless you actually have the skill in question. So, uh, good luck there Jacques! =)


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

Well, Jacques *could* actually be doing the work, instead of making a cooperative roll, since he's the only one who's made any kind of roll at all...

Dark Archive

Maps: Car. Crown || Skull & Shackles

Going to assume that Jacques is, indeed, doing the work.

Jacques carefully positions the explosives to best effect. When all is ready, he urges his friends to find cover and pulls the trigger wire. There is a deafening explosion as all four grenades go off, the gates falling from their hinges. Unfortunately, this has also created a lot of smoke...

Map has been updated!

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

Using the instincts of a trench-stormer that he's built up over the recent events, Daniel hops to the corner. He steals a look inside the gaping hole, but sees nothing but an empty blackness.
He cranks his arm back and tosses a potato masher as far as he can reasonably throw before darting back behind the corner.

Throwing a Potato masher its max short range of 8 forward into the gap.

Throwing!: 1d8 ⇒ 5
Wild throwing!: 1d6 ⇒ 6
Wild throwing ACE!!: 1d6 ⇒ 5 = 11(!!)

Gren gren blam blam damage damage!: 3d6 ⇒ (3, 5, 1) = 9

I can't find anything that says that AOE attacks can't raise so here we go!: 1d6 ⇒ 4


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

I think Daniel just wished he could have pitched in since I was only a point away from a raise on a standard TN... ;)

Jacques moves to the opposite side of the gateway from Morgan. His own grenades depleted, he covers around the corner, waiting for the smoke to dissipate. He tries to peer through the smoke and cover the entry if anyone comes rushing through the cloud.

Notice: 1d4 ⇒ 3
Wild: 1d6 ⇒ 5

Dark Archive

Maps: Car. Crown || Skull & Shackles

There is another explosion from inside the corridor and the confused shouts of Germans from somewhere beyond. Then, all is silent, as the smoke clears...


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

Jacques wrote:
I think Daniel just wished he could have pitched in since I was only a point away from a raise on a standard TN... ;)

Ah - English sometimes sucks, it's all in how you parse it. That makes more sense!

Standing behind Jacques, Bobby stays at the ready, also waiting to shoot anyone who comes thru the door.


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

Jacques, you could use one or two grenades from Aleksei, he had started work on the door too...

Aleksei is not fazed by the explosion, having been used to things blowing up near him. He sets his sights on the smoke and prepares to fire at anything coming out of it..

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

WhtKnt, on the map I have -dead on- sight to Captain Otto. Um, request permission to fire? =)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sure, take the shot, but I am going to assess a -1 penalty to represent the clearing smoke. Didn't realize that he was visible!

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 motions to the others, indicating that they should now attack.

He takes a quick look around the corner as the smoke is clearing, and his eyes go wide as saucers as he sees a chest festooned with medals! Realizing that the officer must not be aware of his positioning as he's calling out orders to his men, Daniel quickly, too quickly, raises his weapons and fires as fast as he can!

Shoot!: 1d10 - 1 ⇒ (3) - 1 = 2
Shoot!: 1d6 - 1 ⇒ (5) - 1 = 4

Shoot damage!: 2d8 ⇒ (4, 4) = 8

Luck or Providence must be on his side today as the bullet flies true.

"ATTACK!"

Dark Archive

Maps: Car. Crown || Skull & Shackles

Time to go to initiative.

Daniel's shot rings out and the bullet flies true, catching the officer in the shoulder, but the man remains standing looking to see where the attack came from.

INITIATIVE
Robert - Red joker
Jacques - 9 of hearts
Germans - Ace of diamonds
Aleksei - Jack of diamonds
Daniel - 10 of diamonds
Rowbury and Kimbers - 5 of diamonds

Bobby, you can go anytime you wish. Jacques, you're up!


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 steps through into the hallway, flattening against the wall. Acutely aware that he's in a killbox, he makes to finish the officer off before he can return fire.

Shooting: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4

Damage: 2d8 ⇒ (2, 1) = 3

... wow! Somebody back at the factory mixed up the gunpowder and the babypowder. ._.


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

Bobby follows Jacques, flattening up against the opposite wall, and also tries to finish off the officer :

Shooting & Wild: 1d8 ⇒ 61d6 ⇒ 4 +2(Joker) = 8, a Raise!

Damage: 3d6 + 1 ⇒ (3, 3, 2) + 1 = 9 +2(Joker) = 11

Dark Archive

Maps: Car. Crown || Skull & Shackles

Jacques' shot proves ineffectual, grazing the man's shoulder. Bobby has better aim and the shot sets the man reeling. He struggles to recover while the rest of the squad reacts.

From either side of the corridor, heads poke out long enough to shoot at Jacques and Bobby. Bobby feels the bullet nick his ear as it whizzes by, but Jacques takes one in the arm.

The remainder of the PCs are up!

Dice Rolls:
Spirit roll: 1d8 ⇒ 1 Wild!: 1d6 ⇒ 4
Sommer vs Bobby: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 6 Ace: 1d6 ⇒ 5 Damage: 2d8 + 1d6 ⇒ (2, 3) + (3) = 8 Bobby is shaken unless he succeeds at a Spirit roll next turn.
Braun vs. Jacques: 1d6 ⇒ 5 Damage: 2d8 ⇒ (5, 5) = 10 Jacques takes a wound and is shaken unless he succeeds at a Spirit check next turn.


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

Without moving, Aleksei sees no one on the map at this point, so he will Hold until he sees a head and shoot then.

Aleksei waits patiently, looking down his sights, timing the heads popping out. As soon as he has a clear shot, he fires.

Shoot!: 1d8 ⇒ 21d6 ⇒ 6
Wild Ace: 1d6 ⇒ 1
Damage: 2d8 + 1 ⇒ (8, 8) + 1 = 17


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

Aleksei, *both* your d8's Aced, so you get to roll them both again!


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

Oh yeah... 2am postings...

Damage Aces: 2d8 ⇒ (3, 4) = 7

Total of 24 damage...

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 sneaks his rifle past Bobby. "Pardon," he mumbles as he sends another round at the harried officer, hoping to finish him off!

Guns!: 1d10 - 1 ⇒ (9) - 1 = 8 = raise!
WILD guns!: 1d6 - 1 ⇒ (5) - 1 = 4

Damage!: 2d8 + 1d6 ⇒ (4, 3) + (3) = 10

Dark Archive

Maps: Car. Crown || Skull & Shackles

Aleksei times his shot so that he catches one of the Germans just as he is poking his head around the corner and blasts him right between the eyes!

Daniel fires again, but the officer stubbornly refuses to go down! Using a GM benny to make a Soak roll. Failed! However, he's still only suffered two wounds.

Vigor check for Soak roll: 1d6 ⇒ 1


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

Are we controlling Rowbury and Kimbers as well?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ehr, yes. Sorry.

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

What are their stats? Actually, let's set them up right now and get them on the next initiative.

Private Rowbury and Sergeant Kimbers shuffle up to the doorway between Aleksei and Daniel. Leveling their rifles inward, they form a ready wall, guarding against any that might counter-attack, and securing a strong middle for an advance.

Good? =)

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

That put us in a new initiative?

Dark Archive

1 person marked this as a favorite.
Maps: Car. Crown || Skull & Shackles

Stats for Rowbury/Kimbers are all attributes d6, Shooting d6, Throwing d6. They each have a rifle and two grenades (plus any scavenged from dead Germans). That does put us in a new initiative. Unfortunately, I am very busy at the moment and cannot update further. I will update when I have a chance.

Dark Archive

Maps: Car. Crown || Skull & Shackles

INITIATIVE
Robert - Ace of hearts
Rowbury/Kimbers - Queen of clubs
Aleksei - 8 of diamonds
Germans - 7 of diamonds
Jacques - 7 of clubs
Daniel - 6 of spades

Robert, Aleksei, and Rowbury/Kimbers are up!


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

Sorry, double post


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 quickly sets his rifle against he wall, twists off the pin of one of his remaining grenades, and tosses it in to the room where the fire is still coming from. Unfortunately, he forgot to remove the safety lever first and it is a dud...

Throw: 1d4 ⇒ 31d6 ⇒ 6


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

Since the officer has moved out of sight, Bobby goes on Hold, waiting for someone to appear from around the corner.

WhtKnt - when the Germans take their shot, Bobby gets an opposed Agility roll to go first. Here's mine :

Agility & Wild: 1d8 ⇒ 81d6 ⇒ 2
Agility ACE!: 1d8 ⇒ 4 = 12

HA! Let's see you beat that, you damn, dirty Kraut! :)

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

Bobby, what are you talking about? I see the Officer on the map in the same spot. Are you saying he moved?

Rowbury and Kimbers see they have no clear shots, so they hold their rifles at the ready, mimicking Bobby's readiness.

Ugh. D6 without a wild die is so scary.
Agility roll to interrupt Rowbury: 1d6 ⇒ 3
Agility roll to interrupt Kimbers: 1d6 ⇒ 4

Guys, do we want to ask WhtKnt if I can move the two NPCs on the roll20 map? Would that be easier?


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

Ah - I'd forgotten where he was, and I was thinking he had been standing more in the middle of the courtyard. If I'd realized that, I'd have taken another shot at him.
Sure, go ahead and ask. Since we control their actions, we should also be able to control their movements.
WhtKnt, can I ret-con my action? I'll leave a Shooting roll down below, you can decide whether to apply it to the officer or the next person to poke their head around the corner...

Shooting & Wild: 1d8 ⇒ 21d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 6 = 12
Not continuing since I've got the Raise...

Damage: 3d6 + 1 ⇒ (5, 4, 4) + 1 = 14

Dark Archive

Maps: Car. Crown || Skull & Shackles

No problem on the retcon, and I've set Rowbury and Kimbers to be controlled by any player.

Robert's shot hit the officer dead on and the man, at last, goes down. He expires messily and in great pain. Aleksei hurls a grenade, but it fails to go off. From around the corner comes another grenade, but it falls short of the target, the blast rattling Jacques and Bobby's ears, but little else.

Jaques and Daniel are up!

Officer's fate: 1d6 - 3 ⇒ (4) - 3 = 1
Throwing: 1d6 ⇒ 3

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

"FORWARD! TO GLORY!" Daniel yells as he advances forward as the officer falls.

Stepping to the other side of the hall he notices two dirty, dirty Germans on the far wall, so he tosses a German potato masher at Private Shultz's feet, impressed with how well the German grenades work.

Throw!: 1d8 ⇒ 7
WILD throw!: 1d6 ⇒ 4
Damage!: 3d6 ⇒ (2, 3, 1) = 6

Where's the kaboom? There was supposed to be an Earth-shattering Kaboom!


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 hisses, the graze on his arm enough to make him lower his rifle and flatten against the wall for a moment. Letting Morgan charge forward and take the heat off of him, he takes stock of himself for a second before concluding it's not that bad and to press on.

Spirit (-Wound): 1d6 - 1 ⇒ (3) - 1 = 2
Wild (-Wound): 1d6 - 1 ⇒ (5) - 1 = 4 = Unshaken. Are we using the updated version of the rules where a success is all you need to act as normal? Assuming so, ignore my action if I'm wrong.

"Il peut s'énerver de trop," Jacques murmurs to himself, eyes glancing to Morgan, before raising his rifle and coldly taking aim at Schultz.

Shooting (-Wound): 1d6 - 1 ⇒ (3) - 1 = 2
Wild (-Wound): 1d6 - 1 ⇒ (3) - 1 = 2

French:
"He's a little too worked up."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes, we'll use the revised rule, though it makes a raise pointless so I dunno why they did that.

The grenade explodes before the Germans, leaving them uninjured but shaken. Jacques takes advantage of the situation to fire on Schultz but misses.

The Germans against the wall remain shaken, unable to react. One German leans around the corner and fires at Jacques. Kimbers fires back as a reaction, but misses. Jacques is hit again and suffers another wound and is Shaken.

INITIATIVE
Germans - Red joker
Robert -Queen of hearts
Jaques - 9 of spades
Rowbury/Kimbers - 8 of spades
Aleksei - 3 of diamonds
Daniel - 2 of diamonds

The PCs are up!

Dice Rolls:
Shultz Spirit: 1d6 ⇒ 2
Hahn Spirit: 1d6 ⇒ 1
Jager Spirit: 1d6 ⇒ 3
Sommer Shooting: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4 Damage: 2d8 + 1d6 ⇒ (4, 7) + (4) = 15
Kimbers Shooting: 1d6 ⇒ 2 Damage: 2d8 ⇒ (1, 6) = 7


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

Spending my last benny to soak!

Vigor: 1d6 - 1 ⇒ (6) - 1 = 5
Ace!: 1d6 ⇒ 1
Wild: 1d6 - 1 ⇒ (6) - 1 = 5
Ace!: 1d6 ⇒ 1

Which negates one wound. That said, is the Sommer Shooting roll you have in the spoiler the one that hit me? If it is, I'm still taking two, since that hit me a bit harder. :)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes, that's him. Kimbers fired at him when he revealed himself, but missed.

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