
Fortune Brav0 |

Fortune takes a swing at the nearest gang member, either Zeke or the other guy, trying to knock him out.
If Hellion doesn't take Zeke out with her action, Fortune will attack him. Otherwise, she'll punch the other gang member. She is doing non-lethal damage.
To hit
Fighting: 1d8 ⇒ 4
Wild: 1d6 ⇒ 3
Modifier: +2 (Martial Artist, Martial Warrior) + ? Gang-up (?)
4 + 2 + (gang-up) = 6 + (gang-up)
Unarmed Damage
Strength: 1d8 ⇒ 3 + Martial Artist, Warrior: 1d6 ⇒ 1 + Super Melee Attack: 1d6 ⇒ 4 = 7
Raise damage: 1d6 ⇒ 6
Raise damage, Ace: 1d6 ⇒ 2

Kathrine 'Hellion' Mordonus |

Soak: 1d10 ⇒ 6
3/4 bennies and that'll soak the whole attack so no wounds and I don't think a shaken?
Hellion looks down at the smoldering splotch on her abdomen, the clothes having been burnt away even through her demonic reinforcement. She staggers back from Zeke just for a moment, spreading her arms to pull back her coat edges and show off the spot.
Then looks up at him bewildered, "Oh come on Zeke! This was one of my favorite shirts, do you know how hard these things are to find these days?!"
Fighting(nonlethal): 1d12 + 1 - 1 ⇒ (6) + 1 - 1 = 6
wild: 1d6 - 1 ⇒ (6) - 1 = 5
damage(Nonlethal): 2d8 + 1d6 + 1 ⇒ (2, 1) + (5) + 1 = 9
Taking the pommel of her weapon she jams it into Zeke's ribs, "I'll have you know I've only gotten stronger supping up all the V'sori blood since I've been gone. So you're gonna have to try harder than that little pea shooter."

GM_ZenFox42 |

Round 4 Summary
VeeSix tries to grab Zeke's gun, but misses.
Zeke tries to shoot Hellion, who twists out of the way at the last second.
Angel politely asks Zeke to surrender, to no effect.
Fortune punches Zeke, but his armor absorbs the blow.
Hellion punches Zeke, but his armor absorbs the blow.
Rashomon and Sentry are on Hold, if they can post in the next day or two they can take ret-con actions.

GM_ZenFox42 |

Round 5!
Engagements
Hellion is engaged with Zeke (+2 GangUp)
VeeSix is engaged with Zeke (+2 GangUp)
Fortune is engaged with Zeke (+2 GangUp)
Initiative
Hellion – AS
Sentry - AC
Gang – JD
Rashomon – 8S
Angel - 7S
VeeSix – 6C
Fortune – 4D
Hellion and Sentry are up!

Kathrine 'Hellion' Mordonus |

Sorry haven't really had a day to sit down since Thursday, might add flavor but not really a whole lot of time today either.
Fighting(Nonlethal)+gangup: 1d12 + 1 - 1 + 2 ⇒ (4) + 1 - 1 + 2 = 6
Wild+gangup: 1d6 - 1 ⇒ (4) - 1 = 3
Damage(Nonlethal): 2d8 + 1d6 + 1 ⇒ (5, 8) + (2) + 1 = 16

Fortune Brav0 |

Fortune waits for a moment when Zeke is distracted by Hellion and throws a punch at his head, hoping to knock some sense into him.
Fighting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 1
Modifier: +2 (Martial warrior) + 2 (Gang-up)
Result = 5 + 2 + 2 = 9
Unarmed Damage
Strength: 1d8 ⇒ 6 + Fist, Martial Artists, Martial Warrior: 2d6 ⇒ (3, 2) = 5
Result = 6 + 5 = 11
Raise: 1d6 ⇒ 3
Non-lethal damage.

VeeSix |

Seeing as how everyone else is ganging up on Zeke, Six moves around and puts his arms under Zeke’s and wraps his hands around Zeke’s head, full Nelson style. ”We are not used to taking no for an answer, give up or they keep punching you until I get tired.”
Fighting to Grapple, GangUp: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 + 8 ⇒ (3) + 8 = 11

VeeSix |

No worries. I might have misremembered that.
Athletics to Grapple, Gang Up: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (5) + 2 = 7
Ace: 1d8 + 10 ⇒ (3) + 10 = 13

A.N.G.E.L. |

Angel sighs in exasperation. She moves into the warehouse and grabs the nearest gang member with one hand, holding him up by his collar. "You are starting to make me angry! Now stop fighting!"
Athletics: 1d8 ⇒ 4 Wild: 1d6 ⇒ 5

A.N.G.E.L. |

Notice: 1d6 ⇒ 4 Wild: 1d6 ⇒ 1

GM_ZenFox42 |

Sorry, RL got in the way there for a while...
Zeke tries to avoid VeeSix's grapple :
Athletics: 1d10 ⇒ 21d6 ⇒ 1 = Fail
Zeke is Bound and Entangled, VeeSix is Vulnerable.
Bound = Vulnerable (+2 to attacks against them) and Distracted (-2 to all rolls), victim may only try to break free.
Round 5 summary :
Hellion's attack misses Zeke.
Zeke shoots at Hellion again, but it bounces off her armor.
Fortune's attack puts Zeke off-balance (Shaken).
VeeSix gets Zeke in a really good grapple.
Angel walks into the gang's hideout and looks around.

GM_ZenFox42 |

Round 6!
Engagements
Hellion is engaged with Zeke (+2 GangUp)
VeeSix is engaged with Zeke (+2 GangUp)
Fortune is engaged with Zeke (+2 GangUp)
Modifiers
Zeke is at +2 to be hit, and at -2 to all his actions.
VeeSix is at +2 to be hit.
Initiative
Fortune – JOKER! +2 to all rolls, everyone gets a Bennie!
Sentry - KD
Rashomon – KC
Hellion – QD
VeeSix – JC
Gang – 8S
Angel - 4D
Everyone but Angel is up!

VeeSix |

Six continues to hold onto Zeke, attempting to put him in a sleeper hold.
Athletics, Gang Up, Zeke distracted: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 91d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Damage, Nonlethal: 1d10 + 1d4 ⇒ (5) + (3) = 8

GM_ZenFox42 |

VeeSix - you've got him grappled, so no need to continue rolling for that. But the Damage roll is what was needed to put him to sleep...

Kathrine 'Hellion' Mordonus |

"Comeon give it up Zeke, you're not the one winning here. It's you against all of us, and while Angel there might be a big softie. You knoe I'm not. So spit it out where is everyone."
persuassion: 1d4 ⇒ 2
wild: 1d6 ⇒ 3
Persuasion's the best I got here, but honestly he should realize his situation at this point I think

Fortune Brav0 |

Not seeing anything in the room to fight and then hearing Zeke's instructions, Fortune pulls a card from her Tarot deck and concentrates.
Focus: 1d10 ⇒ 2
Wild: 1d6 ⇒ 1
Spending a benny to reroll.
Focus: 1d10 ⇒ 6
Wild: 1d6 ⇒ 3
So that is two bennies spent, including the one for the spell.
A faint image of a cartoon mallet appears behind Zeke and swings down, producing a burst of cartoon stars and tweeting birds around his head.
Power used: Stun (3) + strong modifier (2)
Zeke rolls a vigor roll at -2 (strong modifier adds this). If he fails, he is stunned.

Fortune Brav0 |

"I did that," Fortune says quickly, to keep people from worrying about what caused Zeke to drop. "He, like the Norwegian Blue, stuns easily. He'll wake up again. Meanwhile, you guys may want to check out this place. It doesn't look like a gang headquarters should. No weapons, armor, stuff like that."

Kathrine 'Hellion' Mordonus |

Hellion's grip tightens on her blade's handle as she quietly seethes at Zeke's attempt to goad her.
"They wouldn't just pack up and abandon shop. Either they've got everything hidden underground or they're all out doing something big."
With a grumble she sheathes her blade for a moment and grabs some zip-ties to tie Zeke's hands up behind him before removing any weapons. "Let's get in there and look around."

VeeSix |

Six lets Zeke go as he goes to sleep. He helps Hellion ties Zeke up and collects Zeke's weapon. "There's got to be something here. Let's go have a look-see and find out what we turn up. " Six then starts walking into the building.

Kathrine 'Hellion' Mordonus |

Not really anywhere else to go, if there's nothing of note on the outside
Hellion will double check around the outside of the building for clues, and peak into windows if she can before heading for the front door, grabbing her weapon, and motioning for Six to break it down. She'd follow in short order.

VeeSix |

Six would happily break the door down if needed, but I thought Angel already went through the front door.
Six walks through the door confidently, waiting for some goon to try something.

GM_ZenFox42 |

Once Hellion, Angel, and VeeSix enter the room and start looking around, you all hear the word "Go!" come from somewhere, and 6 gang members pop up from behind various crates and pieces of furniture, all wearing hi-tech/V'sori armor, and holding hi-tech/V'sori ranged weapons, which they start to shoot at you!
I don't like SW's Surprise rules. The attackers starting on Hold is ok (because that allows them to act first), but having you roll a Notice in this case makes no sense. How about : everyone make a Spirit roll, and on a Success you get an Action card in this first round's initiative? I'm open to alternative suggestions...

VeeSix |

Spirit: 1d4 ⇒ 11d6 ⇒ 6
Spirit Ace: 1d6 + 6 ⇒ (5) + 6 = 11
Six grins as the goons appear and start firing at him. ”Hellion, I’m the shield, you’re the spear. I block them, you shoot them. ANGEL, can you be on clean up duty?”
Six will place himself in a position to keep Hellion from being shot at, but where she can shoot from behind him.

Kathrine 'Hellion' Mordonus |

spirit+ace: 1d8 + 1d8 ⇒ (8) + (2) = 10
wild: 1d6 ⇒ 2
"Don't have a gun big guy, got rid of that because it's too dangerous for normies. Barely an inconvenience for the super natural though. But I sill like the idea, they're shooting to kill so I think it's time to let loose."
She gives a nasty grin showing the adrenaline and blood hungry side of herself as she readies to charge the backline to sow chaos.
reminder Hellion can't draw under a 5

VeeSix |

"Fair enough, we'll both smash 'em." Six races ahead towards the nearest bad guy and leaps into him with a flying side kick.
Fighting, Power Attack: 1d10 ⇒ 91d6 ⇒ 6
Wild Ace: 1d6 + 6 ⇒ (3) + 6 = 9
Pwr Atk Damage: 1d10 + 1d4 + 2d6 ⇒ (3) + (1) + (3, 6) = 13
Possible Raise: 1d6 ⇒ 3
Damage Ace: 1d6 + 13 ⇒ (2) + 13 = 15
15 or 18 with a Raise