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Terrible Turf Acquisition

Bella's Boyz are looking to acquire more turf. They're eyeing some nearby territory controlled by the Fog Hounds in The Docks.

Vesper asks Zarak and Ash if they know anything about the Fog Hounds. Vesper knows a prostitute named Nyryx who has some info on everyone. Jackal's rival Eckerd is nearby in Brightstone smuggling corpses. Eckerd spots Nyryx and interrupts her investigations, negating any benefits. The Fog Hounds are busy with a smuggling operation which draws some of them away from their lair.

Plan

  • Plan: Occult
  • Detail: works with Zarak and Ash
  • Engagement Roll: [4, 1, 3] = 4 Partial Success

Zarak and Ash made some noises to draw attention to us swooping in to take their turf.

Score

  • we see 6-8 Fog Hounds around The Docks
  • Vesper uses ghost echoes and sees a log of ghosts around
    • tries to convince the ghosts to stir things up and cause chaos
    • Hex helps out by shooting someone the ghosts were antagonizing
    • succeeds with consequences
    • ghosts manifest everywhere, horifying the dock workers
    • crows (birds) are flying around near the corpse
    • one of the Spirit Wardens must be in the area
    • dock workers start to clear out
    • Vesper disposes of the body using the rope from his climbing gear and some heavy things around
    • one of the Spirit Wardens shows up
      • opens up with a gatling gun, destroying a bunch of ghosts
      • Vesper tries to convince them to shoot Zarak and Ash [2, 6, 4, 5] = 6 Full Success
        • Zarak and Ash are vaporized
  • Echo and JB try to convince the Spirit Warden that the ghost killed him [2, 2] = 2 Bad Outcome
    • he instantly recognizes us as members of Bella's Boyz and calls for guards
    • JB takes out a bat and tries to whack the spirit warden
      • Vesper distracts by calling out a ghost is nearby
  • JB gets shot
    • he's wearing kevlar armor
    • takes a level 2 harm - broken rib
  • Hex tries to lay down suppressing fire for Echo and JB to get out of there
    • Jackal tries to distract
    • roll [1, 2] = 2 Bad Outcome
    • Hex tries to fire too fast and jams his rifle
    • spirit warden turns towards Jackal
  • Vesper tries to talk the spirit warden down: "Stop shooting!"
    • takes a devil's bargain of going to jail
    • roll [5, 1, 6, 2] = 6 Full Success
  • Echo and Jackal are able to help JB out of there
  • circle back and take the turf after the Spirit Warden leaves

Payoff

  • crew earns 5
  • crew earns 3 Reputation
  • 1 turf
  • add 6πŸ”₯ Heat
    • 4πŸ”₯ loud and chaotic
    • 2πŸ”₯ killing involved
  • 4πŸ“œ Crew XP
  • Faction status

Entanglements

  • Vesper is interrogated
    • gets beaten up and takes a level 2 harm
    • incarceration roll 6 Full Success means no additional harm

Vices

  • nobody overindulges this time

Downtime

  • Echo
    • tries to repair the relationship with his spurned lover
      • buys some flowers, writes some poetry 1 Bad Outcome
    • removes 1πŸ”₯ by finding someone to blackmail 3 Bad Outcome
  • Hex
    • removes 1πŸ”₯ by altering description to make it seem like it wasn't us
    • asks Melvir to heal JB
      • healed [1, 1] = (lowest) 1 Bad Outcome -> 1 segment
    • pays 1 to complete his silencer
  • Jackal
    • removes 1πŸ”₯ by setting up an alarm system around our turf
    • training - prowess
  • JB
    • healed 1 segment [2, 1] = 2 Bad Outcome
    • looks for a doctor [4, 3] = (lowest) 3 Bad Outcome
      • found Melvir, friend of Hex
      • healed [3, 1] = (lowest) 1 Bad Outcome -> 1 segment
  • Vesper
    • healed 2 segments
      • prison doctor was affiliated with the Crows
      • able to heal further [1, 4] = 4 Partial Success
    • searches for a prison contact