Fallout: The Savage Wasteland

Game Master thegreenteagamer

A Savage Worlds conversion of Fallout set in post-apocalyptic Florida
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Extra Rules


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Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Notice: 1d8 + 1 ⇒ (7) + 1 = 8
Wild: 1d6 + 1 ⇒ (1) + 1 = 2

Smarts: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3

Fitz notes the interesting fashion sense, but makes nothing of it.

He then tries to finish off the stunned leader.

EWep: 1d8 - 1 ⇒ (8) - 1 = 7 +2 Aim, -1 Wound, -2 Cover.
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
Ace: 1d8 ⇒ 4

Hit+Raise.

Damage: 3d6 + 1 ⇒ (3, 5, 2) + 1 = 11

Aaargh.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

Rufus shoots at the leader.
Guns: 1d10 - 1 ⇒ (9) - 1 = 8 and Wild: 1d6 ⇒ 5
Damage: 2d8 + 1 + 1 ⇒ (5, 8) + 1 + 1 = 15 and 1d8 ⇒ 2


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

You just went, so I'm gonna bank that for next turn, because even with the -2 from him being prone that would have hit and damaged...how much damage depends on if he recovers from shaken. Update shortly.

Silver Crusade

STATS:
Toughness: 11/12 vs energy 3/5 Parry: 9(2) Pace: 4 Charisma: 0 Bennies: 0 Wounds: 0
ATTRIBUTES:
Agility: d6 Smarts: d8 Spirit: d6 Strength: d10(d12+1) Vigor: d8
SKILLS :
Drive: d6 Energy Weapons: d8 Fighting: d10 Guns: d6 Notice: d4 +1 Persuasion: d6 Repair: d8 +1 Science: d4 Taunt: d4

Soon on your nearest theater... Ruffus the Zombie Sniper. If that movie rocks it we may even produce the second part, 80s style: Ruffus 2: DEAD EYE!


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

Sorry, I got smurfed up and forgot which smurf we were smurfing.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Unshake the Boss Man: 1d8 - 1 ⇒ (6) - 1 = 5
Wild: 1d6 - 1 ⇒ (5) - 1 = 4

The boss shakes his head and snaps out of his Shaken condition, and narrows his eyes at Spencer, muttering something to his compatriot on the wall.

Notice at -2 to hear:
"These men have wiped out a lot of our troops. Go to wound, not kill. I want them alive to bring to the Centurion."

He opens up suppressive fire on all those in and outside of the van.

remember, opposed spirit roll, with a +2 bonus from cover for those of you in the van...Marcus is okay since he's pretty much laid out in the back where nothing is showing

Attack1: 1d10 - 1 ⇒ (7) - 1 = 6
Wild: 1d6 - 1 ⇒ (1) - 1 = 0

Damage if you Spirit roll 1: 2d8 + 1 ⇒ (7, 7) + 1 = 15AP1

The leader now yells out to the others on the southern wall, where it can clearly be heard. "They aren't escaping. Took too many men! Understood?!"

The grunts, all having to change their tactics due to their leader's command, lament having wasted time aiming.

The two on the southern wall attempt to shoot out two of the remaining tires on the van.

Guns1 vs small target: 1d8 - 2 ⇒ (4) - 2 = 2
Guns2 vs small target: 1d8 - 2 ⇒ (2) - 2 = 0

The northern wall grunt attempts to shoot Mickey's leg.

Guns: 1d8 - 2 ⇒ (2) - 2 = 0

New initiative: Everyone but Fitz (Better than 3)
Mutants (3 spades)
Fitz (2 hearts)

Rufus takes another shot that slams into the leader, and again stuns him as Spencer's shot did.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Notice: 1d6 + 3 ⇒ (3) + 3 = 6
Wild: 1d6 + 3 ⇒ (6) + 3 = 9

Smarts: 1d6 ⇒ 4
Wild: 1d6 ⇒ 6 All these aces I don't need!

Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5 Of course. Benny.

Spirit: 1d6 ⇒ 2
Wild: 1d6 ⇒ 5
Spencer does take note of the mutants' attire, and even makes the connection to Petey... but then he's forced to duck behind the van door and shrink as much as possible to avoid getting shot.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Spirit: 1d8 ⇒ 1
Wild: 1d6 ⇒ 2

What did I ever do to you, Dice Roller?

8 tough vs. 15 (AP 1). So 7 vs. 15. Success w/ raise. Can't soak. So I take 1 wound.

Mickey doesn't have enough time to contemplate the Nightkin's exploding head, because seconds later he's taking lots of machine gun fire.

Rolling to unshake. (-1) wound penalty.

Spirit: 1d8 - 1 ⇒ (6) - 1 = 5
Wild: 1d6 - 1 ⇒ (3) - 1 = 2; Success. So not shaken.

Mickey grunts in pain, and spits out a wad of blood. He then high-tails it back behind the van, grabbing his shotgun along the way.

Do I need a roll for that?


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Not unless you ran to make the distance.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Shotgun was at my feet. And no, I didn't run. Only moved about four squares. Actually, I should have specified the new spot I moved to. I usually do. Sorry.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Spirit: 1d4 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 - 1 ⇒ (5) - 1 = 4

"Just expires already!" Fitz cries, frustrated by the mutant leader's insane resilience.

Energy: 1d8 - 3 ⇒ (3) - 3 = 0 Add 2 if he's no longer in cover. You didn't specify he dropped back down, but I'm not sure if you intended him to.

Wild: 1d6 - 3 ⇒ (4) - 3 = 1

Argle bargle. The worm has turned.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

I'll take that for your turn when it comes. Which will be in just a second.

Southern wall mutants continue to try to take out the tires to prevent your escape.

-2 vs smaller target

Attack1: 1d8 - 2 ⇒ (1) - 2 = -1

Attack2: 1d8 - 2 ⇒ (6) - 2 = 4
damage: 2d8 + 1 ⇒ (2, 1) + 1 = 4
The tire doesn't quite explode, but a huge hole is blasted into it and you can see it rapidly deflating.

The second mutant, having taken out his target gingerly hops off the wall to the ground with a sadistic grin.
Agility: 1d6 ⇒ 5
...and no ill effects.

The northern wall grunt starts running along the wall closer to the van to get a closer shot.
Run: 1d6 ⇒ 4
And then takes a pot shot at Spencer's legs.
MultiactionRunAndCoverAndCalledShot: 1d8 - 6 ⇒ (4) - 6 = -2
Missing wildly.

"They ain't goin' nowhere with two tires shot out."
The boss moves a bit eastward, drops prone, and reloads his gun.

Fitz then makes his shot, which misses.

New initiative - All of you again, then the mutants. Keep drawing frickin' twos and threes with these bastards.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

"These guys are really starting to piss me off."

Mickey spots another super mutant approaching from behind, rolls his eyes in annoyance and opens fire.

Shooting at SM at (AM,24). (+2) short range, (-1) wounds.

Guns: 1d10 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Wild: 1d6 + 2 - 1 ⇒ (2) + 2 - 1 = 3

1/6 left in shotgun. 45 total shells left.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Overcome Shaken: 1d6 ⇒ 3
Wild: 1d6 ⇒ 6 There we go.

Although he has to take a moment to breath deeply and clear his head, Spencer is able to take aim once more, knowing that it's coming down to clear shots now. Aiming at the Mutant Leader again.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

"Codsarnit! How many of these damn things do we have to kill?!?" Rufus levers in another round and fires at the leader!

Guns!: 1d10 - 1 ⇒ (9) - 1 = 8 and Wild: 1d6 ⇒ 6
Damage: 2d8 + 1 + 1 ⇒ (1, 2) + 1 + 1 = 5

Ace: 1d6 ⇒ 6
Ace 2: 1d6 ⇒ 1


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

"All of them." Fitz says grimly "He' right, we're going nowhere without tires."

Fitz aims at the leader again as well. One way or another, it's going down.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Rufus, due to the aces on your attack roll, you hit with a raise, and thus had a bonus 1d6 damage - you kind of desperately needed based on that damage roll. I'll roll to expedite.

Rufus raise damage: 1d6 ⇒ 3 = Total 8, still not enough to hurt.

Rufus's shot is true, but it pings off the mutant's metal armor.

Mutants turn up in less than an hour.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

The grunt on the ground grins a horrific leer at Mickey and takes a shot at Mickey's arm to disarm him, and then he moves closer.

"Gonna enjoy breakin' you slaves," the grunt mutters.

Called Shot: 1d8 - 2 ⇒ (7) - 2 = 5

damage: 2d8 + 1 ⇒ (4, 7) + 1 = 12AP2
In addition to taking damage, you need to make a strength roll equal to the damage (NOT counting the AP) to hold onto your weapon.

The other grunt on the south wall hops down.
Agility: 1d6 ⇒ 1
Damage: 1d6 ⇒ 5
He falls face first on the ground, but it doesn't seem to faze him, and he stands back up and shakes it off.

The leader looks at the grunt next to him.
"Can't very well take them alive from here. Get in there. I'll keep your cover."

The grunt hops off the wall.
Agility: 1d6 ⇒ 1
Damage: 1d6 ⇒ 5

The leader moves further east and opens up suppressive fire against the van, again.

Mickey and Marcus not targeted - the rest of you have +2 to your spirit roll due to Cover
Guns: 1d10 - 1 ⇒ (4) - 1 = 3
Wild: 1d6 - 1 ⇒ (2) - 1 = 1
DamageIfYouRollA1: 2d8 + 1 ⇒ (3, 5) + 1 = 9AP1

New Initiative:
Mutants again (Ace Spades)
The rest of you (so close Rufus with Ace diamonds...so close...)

The mutant by Mickey moves up and looks to hobble him with his sledgehammer.
Nonlethal on purpose, Called shot to legs: 1d8 - 2 ⇒ (3) - 2 = 1

The other two grunts simply try to run in full sprint, switching to sledgehammers.
run: 1d6 ⇒ 2

The leader continues to lay suppressive fire in on the van, which is starting to become more holes than metal.
Guns: 1d10 - 1 ⇒ (10) - 1 = 9
Ace: 1d10 ⇒ 2 TOTAL 11
Wild: 1d6 - 1 ⇒ (1) - 1 = 0
DamageIfSpirit1: 2d8 + 1 ⇒ (4, 2) + 1 = 7AP1

Okay, you're all up. Mickey has a hit to resolve, and those in the van have 2 spirit rolls at +2 vs suppressive fire - fail and they're shaken


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

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

1d4 + 2 ⇒ (3) + 2 = 5
1d6 + 2 ⇒ (3) + 2 = 5

Fitz takes a deep breath and squeezes the trigger again at the leader.

"Suppress this." he mutters.

EWep: 1d8 - 1 ⇒ (8) - 1 = 7+2 Aim, -1 Wound, -2 Cover.
Wild: 1d6 - 1 ⇒ (1) - 1 = 0
Ace!: 1d8 ⇒ 6

Damage+Raise: 3d6 + 1 ⇒ (5, 1, 6) + 1 = 13
Ace!: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 4

Total: 23 damage vs Toughness 14 (effective 13 because AP 1).


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

You need a Deshake roll before you shoot. You failed the second spirit roll - the target was 11 (he aced his gun roll) - and therefore would have been shaken. If you pass your Unshake, I'll resolve that shot you took.


Spirit: 1d4 ⇒ 1
Wild: 1d6 ⇒ 5

If that succeeds, good. If not, I think I'll use my last Benny to auto-Unshake.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spirit 1: 1d6 + 2 ⇒ (5) + 2 = 7
Wild: 1d6 + 2 ⇒ (5) + 2 = 7

Spirit 2: 1d6 + 2 ⇒ (1) + 2 = 3
Wild: 1d6 + 2 ⇒ (1) + 2 = 3 Oof. Unless snake eyes would create a worse situation than getting shot, I won't bother Bennying, sine I'm just Shaken from that damage.

Unshake: 1d6 ⇒ 4
Wild: 1d6 ⇒ 6 Cool.

Despite the sheer number of bullets being fired at him, Spencer is able to hold on and take another shot at the leader.
Guns: 1d10 + 2 ⇒ (9) + 2 = 11 Success and Raise.
Wild: 1d6 + 2 ⇒ (3) + 2 = 5

Damage: 2d8 + 1 + 1d6 ⇒ (1, 8) + 1 + (4) = 14 Ace: 1d8 ⇒ 1 Total 15. Maybe something.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Fitz Unshakes. No, Spencer, snakeyes wouldn't be worse this time. Fitz's shot vs boss is 2 raises.

Soak: 1d10 - 1 ⇒ (4) - 1 = 3
Wild: 1d6 - 1 ⇒ (5) - 1 = 4

Dipping into common pool Bennies.

Soak: 1d10 - 1 ⇒ (8) - 1 = 7
Wild: 1d6 - 1 ⇒ (4) - 1 = 3

SO CLOSE - LAST Bennies
Soak: 1d10 - 1 ⇒ (7) - 1 = 6
Wild: 1d6 - 1 ⇒ (2) - 1 = 1

Only soaks one, therefore shaken and takes one wound from Fitz, and another wound from Spencer, for 3 total wounds...

The mutant leader gets blasted by both Spencer and Fitz, is filled with holes, and somehow still standing, barely.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

Spirit: 1d6 ⇒ 3 or Wild: 1d6 ⇒ 6
Spirit: 1d6 ⇒ 5 or Wild: 1d6 ⇒ 5

Rufus lines up his shot and fires at the leader again! "Break this, mofo!"

Guns!: 1d10 - 1 ⇒ (4) - 1 = 3 and 1d6 ⇒ 3
Damage: 2d8 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Same situation as Fitz. Your shot missed in either case, but it matters for if you get hit later - you failed the second suppressive spirit roll, so you're shaken, and we need a roll to Unshake


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

I imagine I take damage first. I can't soak, so 12-7=5 So success w/ raise. I take another wound. I'm at wounds (-2) now.

Strength DC 12: 1d8 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (1) - 2 = -1

Mickey takes a shot in the arm, cries out in pain and drops his shotgun.

Vigor: 1d8 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (3) - 2 = 1

So still shaken. Dice Roller, what did I ever do to you?

He sees the super mutant come in with a sledgehammer but can't do more than stare as he tries to take his leg out. But even as punch-drunk as he is, the super mutant can't quite knock him off his feet.

But he's certainly gonna feel that in the morning.

So shaken, wounded, and unarmed. Good round.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Unshaking is a Spirit roll, not a Vigor roll, Mickey. Of course, seeing as that's the same die type for you I'll move on...


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

The boss drops prone and starts digging in his bag for something. He pulls out some paste and starts layering on his wounds.
ThinRedPaste: 1d10 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (1) - 2 = -1
...it doesn't seem to be helping him, though.

The grunt on the north runs up around the corner and takes his sledgehammer, quite wildly, to Spencer's arms.

Called Wild attack: 1d8 ⇒ 1
But he just cannot connect.

Meanwhile the southwestern grunt catches up to the one on Mickey, and the two prepare a coordinated attack on him.

Both intentionally nonlethal, both AP2

Attack1: 1d8 + 1 ⇒ (4) + 1 = 5
Attack2: 1d8 + 1 ⇒ (4) + 1 = 5

Damage1: 1d10 + 1d8 ⇒ (7) + (5) = 12
Damage2: 1d10 + 1d8 ⇒ (4) + (6) = 10

This fight is going on too long to keep swapping initiative every turn. Just keep going and I'll let you know if someone gets a Joker. This is way easier in person with cards... Sorry about all the waiting Marcus. One way or another this will be over soon, since the boss has 3 wounds, and the grunts are on the van, could go either way...


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer's about ready to shoot the leader again, especially as he sees the mutant trying to heal its wounds, but he's interrupted by the sudden, reckless approach of another mutant. He quickly pulls the pistol from his side and jams it under the mutant's chin. "Welcome to the 23rd century." Called Shot with double tap; since it's going against Parry, hopefully its Wild Attack will help me out.

Called Shot: 1d10 - 4 + 1 ⇒ (6) - 4 + 1 = 3 Oof. Gonna Benny.
Wild Die: 1d6 - 4 + 1 ⇒ (4) - 4 + 1 = 1

Called Shot: 1d10 - 4 + 1 ⇒ (6) - 4 + 1 = 3
Wild Die: 1d6 - 4 + 1 ⇒ (6) - 4 + 1 = 3 Ace: 1d6 ⇒ 6 Ace: 1d6 ⇒ 2
That totaled 11. I'm gonna assume it's a Success and Raise, since I doubt a mutant's base Parry is more than 9.

Damage: 2d6 + 1d6 + 4 + 1 ⇒ (4, 5) + (4) + 4 + 1 = 18 How come I couldn't get damage like that against the boss?

"Good news, Fitz, it's only the rifle!"

Silver Crusade

STATS:
Toughness: 11/12 vs energy 3/5 Parry: 9(2) Pace: 4 Charisma: 0 Bennies: 0 Wounds: 0
ATTRIBUTES:
Agility: d6 Smarts: d8 Spirit: d6 Strength: d10(d12+1) Vigor: d8
SKILLS :
Drive: d6 Energy Weapons: d8 Fighting: d10 Guns: d6 Notice: d4 +1 Persuasion: d6 Repair: d8 +1 Science: d4 Taunt: d4

Ey, no biggie! Would be worse if we were at the table. Once I was three hours helping my friends make their sheets just to be petrified in the first encounter and they decided to continue.... a total of 7 hours doing nothing. That's sad.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

"Good to hear!" Fitz calls back.

"The leader seems to be out of the picture for the moment at least. I'm coming out to help."

Fitz hops out of the van and moves around it, putting the van between him and the leader, and fires a shot at the mutant in front of him.

EWep: 1d8 - 1 ⇒ (6) - 1 = 5
Wild: 1d6 - 1 ⇒ (3) - 1 = 2

Damage: 2d6 + 1 ⇒ (6, 3) + 1 = 10
Ace!: 1d6 ⇒ 3

13 damage, AP 1 to the mutant in AE36.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

Spirit: 1d6 ⇒ 5 and Wild: 1d6 ⇒ 4 to unshake?


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None
Redbeard the Overseer wrote:
Unshaking is a Spirit roll, not a Vigor roll, Mickey. Of course, seeing as that's the same die type for you I'll move on...

I actually do know that, so I have no excuse for that other than just a random brain misfire. Sorry, and thanks for the gentle reminder.

And since I was still shaken, those two hits will just knock Mickey out.

Mickey barely opens his eyes to see a hammer moving rapidly at his his head. There's an explosion of sensation, and then the big man can't feel anything anymore.

Vigor: 1d8 ⇒ 1
Wild: 1d6 ⇒ 2

Well, not dead, but not permanently injured. Let's see how bad it is.

Injury: 2d6 ⇒ (5, 6) = 11

Head Injury: 1d6 ⇒ 2

Hideous Scar. Your character now has the Ugly hindrance.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Rufus, that un-shakes you. It's a simple TN 4. It only becomes hard when you have a low Spirit die or wounds make it really hard.

Mickey, wound penalties apply to the vigor roll to stay alive unless you have the Hard to Kill edge. That WOULD have killed you - IF they weren't intentionally doing nonlethal hits. (You can do that with a blunt weapon at no penalty.) Not sure if you still get permanent injuries as a result of nonlethal hits. Will have to look that up.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Spencer blows a hole through his target's head with his pistol.

Fitz doesn't incinerate his target, but he does blast it hard enough to send a hole through his chest, and the mutant drops dead.

Mickey drops unconscious under all the blows

The last mutant grunt standing seems to have no fear, whatsoever, and he charges at Fitz past Mickey's unconscious body with his sledgehammer, screaming, "FOR THE HORDE!"

Again, nonlethal
WildAttack: 1d8 + 2 ⇒ (5) + 2 = 7
Damage: 1d12 + 1d8 ⇒ (5) + (8) = 13
Ace: 1d8 ⇒ 4 = 17 AP2

The boss on the wall pulls out a needle and jams it in his neck, sighs with relief, and hops off the wall like nothing was bothering him in the world. Med-X - Still has wounds, ignores them, though...

Agility: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Wait, I forgot the boss would've had multiaction penalties for using med-x and drawing his weapon when he lands, so he would've failed that jump.

Damage: 1d6 ⇒ 2
...and like his minions, he stands up after faceplanting like it was nothing.

You all are up.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer fires another pair of rounds from his pistol at the mutant leader, seeing as it's apparently far more deadly than his rifle. Double tap.

Guns: 1d10 + 1 ⇒ (9) + 1 = 10 Raise!
Wild: 1d6 + 1 ⇒ (2) + 1 = 3

Damage: 3d6 + 1 ⇒ (1, 4, 4) + 1 = 10 Gah!
"Fitz! FITZ IT'S NEITHER IT'S JUST A BULLETPROOF MUTANT OH GOD--"


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Metal armor is a b****. Fitz had his butt saved by it many times. Spencer saw that. It's enough damage that it would have otherwise hurt (I think) so basically you're seeing it ping off his armored torso. His arms and head are not covered.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

Rufus sighs and fires at the leader! Guns: 1d10 - 1 ⇒ (10) - 1 = 9 or Wild: 1d6 ⇒ 4

Damage: 2d8 + 1 + 1 ⇒ (3, 8) + 1 + 1 = 13

Ace: 1d10 ⇒ 3 and Damage Ace: 1d8 ⇒ 4


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Rufus, you raised on the hit, bonus 1d6 damage

1d6 ⇒ 3 = Total 24

Rufus plugs one straight through the leader's armored chest and out the backside in a clear heart-piercing blow. He instantly drops dead in a heap.

Fitz is up if he is still conscious after his hit.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Soak: 1d6 - 1 ⇒ (1) - 1 = 0
Wild Soak: 1d6 - 1 ⇒ (2) - 1 = 1

Balls. Just when I needed you most, dice.

Pretty sure that knocks me out.

Vigor: 1d6 - 3 ⇒ (2) - 3 = -1
Vigor Wild: 1d6 - 3 ⇒ (5) - 3 = 2

Injury: 2d6 ⇒ (3, 1) = 4
Right or Left: 1d2 ⇒ 2

Fitz' right arm is rendered unusable (permanently?), and he is knocked out for 1d6 ⇒ 2 hours.

Fitz takes the sledgehammer on his arm, trying to block the hit. He hears a sickening crunch and a blinding flash of pain travels up his arm, and he blacks out.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

The last remaining mutant, seeing all of his companions go down, including his leader, grins, since he has three unconscious bodies by him, drops his hammer, pulls out a grenade and holds his finger in the pin.

"Drop your weapons, humans, and surrender, or I blow all three of your friends to hell. You shoot me, this IS coming out, and there's no time to get three bodies out of the way. Looks like I just got promoted, and I aim to take my new position with a few trophies."


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

"Truth is, com'padre, I never liked them all that much anyway. How's about this: you walk away and I don't feel a need to blow a new hole in yer skull?"

Intimidate: 1d6 ⇒ 5 or Wild: 1d6 ⇒ 3


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Normally that would work, but these guys have a bonus against intimidate because of their...training, let's put it.

"You think I fear death? I just threatened to blow myself up with them!"


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

"You keep mentionin' that like I ain't hearing ya. It ain't that I ain't hearin' ya; it's that I don't care. I mean, fer pinkskins they ain't bad, but I lived through the War, son. I'll find more pinkskins. Truth is, yer the only one that don't see reason. See, you think I'm gonna drop this here fine-a$$ weapon and let you take me an' 'em hostage, right? Ain't gonna happen. This here gun is worth a shit-ton more than them humies. Now that you see that, ye can see there's only one thing to do: walk away, greenskin. You get ta be boss, ye keep yer shriveled up pecker and I don't got ta take the time to cleans bits o' you off the floor before I drive away."

"So, you gonna be smart or you gonna be dead. Choose."

Rufus is going to be lining up his next shot: aiming to blow that offending finger off before he pull any pins.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

It will be an opposed Agility roll to beat him...But frankly, since you're raising the gun to aim at him, he will pull.

The mutant pulls the pin, shrugs and stands there holding the grenade over the bodies. "Ave, ghoul. True to your word."

Either of you two can make a called shot to shoot the grenade out at -4, IF you make an Agility roll (TN4) to be fast enough.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

"Never lie, my momma said."

Agility: 1d8 ⇒ 4 or Wild: 1d6 ⇒ 2

Guns: 1d10 - 1 - 4 ⇒ (1) - 1 - 4 = -4 or Wild: 1d6 - 4 ⇒ (4) - 4 = 0

Last Bennie!: 1d10 - 1 - 4 ⇒ (6) - 1 - 4 = 1 or Wild: 1d6 - 4 ⇒ (2) - 4 = -2


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

The ghoul's shot is quick, lightning quick, but his aim is just shy of true this time.

I actually think this is worth waiting on Spencer for. Very intense moment.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer turns to regard the mutant, walking around the car slowly with his gun down at his side. As much as he doesn't want to surrender, it seems like the only option... although Rufus was already talking to him, and it sounded like the ghoul wasn't helping much. Even as Spencer tries to work his thoughts into a sentence, hoping to reason with the mutant, things deteriorate, fast.

Agility: 1d8 ⇒ 1
Wild: 1d6 ⇒ 5

Spencer is able to react before the mutant finishes pulling the grenade, and he dashes forward, bringing up his machete and hoping to strike the mutant's hand to make him loose the grenade.

Wild Fighting Called Shot: 1d8 + 2 - 2 ⇒ (7) + 2 - 2 = 7 Oh god, I hope that works. Writing more actions below assuming it does.
Wild: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1

As the explosive tumbles to the ground, Spencer follows it, tackling on top as though it's a football, and rolling as far with it as he can. One thought is in his mind--Get it away from the others. He turns his eyes back to Rufus and grins. "Kill that sick bastard, will you?"

Again, I'm only hoping that roll was good enough and this works, but it seems pretty appropriate, and I just don't think Spencer will be able to shoot the grenade out with that penalty.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Roll Damage for the chop. Might not be enough to take his arm off or even make him drop it. If it is, we're gonna follow the "jumping on a grenade" rules, and you get one bonus Benny to soak for playing in character to your hindrance even though it may mean your life.

I would roll it for you, but you know I don't want to take this epic moment away. So - here's his opposed roll to hold onto the grenade if chopping him doesn't kill him...

1d12 ⇒ 2 Impossible for him to hold it - your minimum damage beats it.

And here's grenade standard damage - add your own roll if you manage to jump on it - AGAIN, one bonus Benny to soak:

3d6 + 1 ⇒ (1, 1, 6) + 1 = 9
Ace: 1d6 ⇒ 3 = Total 12

Remember there's extra damage to you for jumping on it and less for them.

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