WR PATRIOT, Inc.

Game Master ZenFox42

Vampires, Zombies, Werewolves and Apple Pie – A Savage Worlds Adventure.

CURRENT MAP


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Well...

There isn't a Power called Shield. Are you thinking of Armor or Deflection, maybe?

Both Telekinesis and Teleport are Seasoned Powers, and you're Novice.

Now, if you take an Arcane Background when you're Seasoned, you *can* choose Seasoned Powers.

But that would mean not swapping Combat Reflexes out until after your next advancement, and you wouldn't get to even a d6 "casting" skill until you're well into Seasoned.

Or you can pick 2 other Novice Powers now, and pick TK and TP after you've boosted your skill die some, which will put you into Seasoned (at the expense of boosting casting or other Attributes or Skills).

Unfortunately it sucks to pick an AB at any time except PC creation...


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

I thought the last four advanced took us into seasoned?

DM

Spoiler:

It's pretty obvious you really don't want me to dip into Psionics, so I'll try to find something else to do. Really don't want to join the "Cookie Cutter" parade, so maybe I'll just increase some skills or something.


Bennies: 3/3 | Wounds: 0

Right, Nate got the notation "Seasoned (usually with garlic)" quite some time ago.

Did we screw up?

-Posted with Wayfinder


No, I mixed up my games. The other group has just got an advancement, and I had had to verify they *weren't* Seasoned. And then my brain crossed some neurons...

Anyway, yes, y'all *are* Seasoned. My bad. So Arlo can take the Powers he listed before.


Regarding the Shaken change
Lots of players used to use Shaken to prevent opponents from taking attacks for one or more rounds, but that won't work so well anymore.

What I've been reading on the forums is that players need to tighten up their in-battle co-ordination, allowing the non-fighters to try and get opponents Shaken using Tricks, Taunts, and Intimidation, or Powers like Confusion, so that the fighter-types can then step in and have a better chance of inflicting a Wound even if their attack only results in a Shaken.

That may mean that the fighter-types might need to go on Hold if they get initiative early in the round, and then act after their non-fighting comrades have done their thing.

But the good news is, since *you'll* be recovering from Shaken more often, you won't have to spend Bennies on that, you can spend them instead on re-rolling attacks and such.

Not saying any of this necessarily applies to this group, just passing on what I've been reading about this new change.


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

I would certainly take some advice here. Normally Arlo would have made a quick exit and called in help, but no opportunity has really presented itself (At least none I'm aware of) He would have to explode a couple of times to even hit one of these things, and do the same as damage, so other than running away, and getting help I'm not sure what he can do...

PS: I know one thing he never sleeps without his gun on anymore.


Arlo, I would go on the offensive.

1. Attack with your baton. Like you said, you'd need some aces, but it's worth a shot.
......OR
2. Grab for your gun (Agility-2 roll) and shoot (Shooting-2). Even if you fail the Agility roll, you'll still end up with the gun in hand, for the next round.

Your call : smaller Fighting roll with only slightly less damage now, vs.
*maybe* more damage now (gun with good rolls), or
no damage now but definitely a better Shooting roll with more damage next round.

Even if you can get the clown just Shaken, he won't be able to do his "hands up" attack anymore. Taking Defend or Full Defense won't do any good against that.

Speaking of Shaken, do you have Intimidate or Taunt? Or you could try a Trick. That bypasses their high Parry and Toughness, and might could keep him from acting...


I had to leave for an appointment right after that last post, so I've had some more time to think about it -

Arlo, I would recommend a Smarts-based Trick. Anyone can do it, and with your d10 that would be your best bet.

If you can get the clown Shaken, then you can leave the room. The map is not a good representation of the rooms, they are much bigger, and you could move around the clown to exit.

Just describe what you would say to try to put the clown off-balance (mentally) or confuse him, etc. Then roll it!


Arlo, that was great! But trying to throw the sheets over the clown would have turned it into an Agility-based trick, so I ignored that part. The seeming-to-go-crazy was a perfect Smarts-based thing.


The rules say I get 1 Benny per PC "at the start of each game", and 2 Bennies per Wild Card (the clowns) at the start of a battle. I said I started with 6 Bennies (for the first 3 clowns), but had to think about the "Benny per PC per game".

I'm going to say that enough time has passed since the last battle that I've got those 5 as well. I don't think I used any during your investigation up to this battle.

Just wanted everyone to understand why my Bennies suddenly went from 1 to 6.


Just a reminder, from WAY back (from Ray) :

Faith and John, You guys get 1 Adventure Card. Think of this as the Ultimate Benny. You have it until you use it. No need to worry about losing it. However, once used you cannot recover it.

This card can be used in the following manner.

-- Replace any single roll as a Success with a Raise. This includes critical failures [which I (ZenFox) don't allow you to spend a Bennie on, so this can over-ride that!].

-- Call in a Deux ex Machina favor from Maggie. This can change the plot entirely, if you need it to.


Arlo - there was one unresolved issue with your switch to AB/Psionics :

There isn't a Power called Shield. Are you thinking of Armor or Deflection?


I submitted a "change of ownership" request to Paizo, but never heard anything back. Does anyone know if they notify you, or does it just happen?

Once I have ownership, I can post a link to the map at the top of every page.

But for now, here's the link again.

Arlo, the rooms are bigger than shown, but not *that* big. If you just move into a corner, the clown will follow and slash at you while you phone (he can move faster than you right now). But if you move into the hall, where all your highly-weaponed friends are...


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Linky no worky...

Bt the hallway is more than adequate.

Oh and Armor is the spell I was considering.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I was informed by Paizo a long while ago that they had already changed it for you, Zen. Are you sure you can't modify it already?

-Posted with Wayfinder


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

The title at the top lists ZenFox42 as the GM. Look for the "Edit this campaign" link at the top right of the Campaign Info tab.

A couple of GM's in PBP campaigns I'm in put the map links at the top of their GM posting profile.

See example here


I just expected notification from Paizo, and the way my browser works I never see the top of the page.

I will get a link up there soon.

Ok, the link to the current battle map is in. Please refresh your screen, and everyone try the link and try to move an icon.

Please post if you *can't*.


Bennies: 3/3 | Wounds: 0
ZenFox42 wrote:
"Hello, you have reached Patriot, Inc. Please press 1 if this is an end-of-the-world emergency, please press 2 if..."

Loved this. :o)


ALL - I kind of liked what Faith did on her last attack, hiding the rolls in a spoiler, but including the final number IN the spoiler title.

And if the *result* was posted in plain text right after the spoiler, I could look at the number, and tell if the result is correct for the value.
Or the final number could be included instead in the plain text with the result. Or vise-versa.

So maybe something like :

Katana attack:

dice roll and dice roll
possible ace roll
show calculation of final roll including all mods : -1(Wounds) +2(Wild), etc.


Result of 8 is a Success

OR

Katana attack=12 is a Raise:

dice roll and dice roll
possible ace roll
show calculation of final roll including all mods : -1(Wounds) +2(Wild), etc.

What do y'all think of these formats? Now that I've seen them, I kind of like the second one better, everything's all together and bolded.

If we adopt this, one tip : when you're writing your post, leave out the spoiler tags while you're Previewing (and Previewing and Previewing...) until the dust settles, then add the tags. Saves you from having to open the spoiler after each Preview.

P.S. - best to declare *what* you're doing "attacking clown #2" before and outside of the spoiler...


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait
ZenFox42 wrote:

When the target is Shaken (with or without current Wounds) :

-If the next attack result is ONLY Shaken, then that causes a Wound. And the target remains Shaken.
-If the next attack result has any Raises, only the Raises cause Wounds. And the target remains Shaken.
(It's a weird rule to get used to.)

If I'm understanding the correctly, when the target is shaken, then the result is the same whether the next attack gets a result of success or success + 1 raise.

Not sure I understand the reason for this, so you're right. It is a weird rule.

Rereading the rules (Applying Damage, p. 68 of SWD), I'm not sure I follow either the above interpretation nor the example given in the section.

Is there an errata or edit of this section? I don't want to explain my confusion in detail only to discover that the paragraph was corrected later. The example of the barbarian, ogre, and rogue contradicts the part about the shaken condition must be caused by a physical attack, not a taunt.

In a nutshell, it seems that ZF's interpretation of the rules treats the damage for Success + Raise as applying in place of the results listed for the damage for a success only. I would read the results of the success + raise as being in addition to the results of a success only.

In my interpretation, the initial success causes the shaken to change to shaken + 1 wound. The raise then causes 1 wound per raise, in addition to the wound caused by the success.

My interpretation summarized would be
Damage success on unshaken target = shaken
Damage success + 1 raise = Shaken + 1 wound.
Damage success on shaken target = Shaken + 1 wound.
Damage success + 1 raise = shaken + 2 wounds

In each case, the raises causes on additional wound, which seems consistent with the assumption that raises increase the severity of the effect you were going for.

I'm mainly just trying to understand the logic here, not challenge the GM or be a rules lawyer. I expect there has been some discussion of this in forums, which means ZF has probably read them, so I'd just like to be sure I understand the interpretation.


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait
ZF wrote:
FYI, I think your Agility roll was an 8, minimum : 8 + 1(minimum on the Ace) -1(Wound) = 8. Just checking since it was so close to the 7.

The agility roll for the d8 result was an 8 which then exploded for an additional 3, hence 8 + 3 - 1 (wound) = 10. The wild dice also exploded but that result was 6 + 4 - 1 = 9.


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

Test:

attack, 9:
Dice result here
Success

I was trying to see if putting the word "Success" in the same line as the spoiler would result in the word appearing in the same line after the spoiler box, but it automatically puts it right below the spoiler. Still, that gives a clear view of the die result and the interpretation of that result visible at a glance.

By the way, I'm pretty sure that last attack post of mine took the better part of an hour, getting all the rolls first, then the aces if any, then adding in all the appropriate bonuses and penalties, etc. for two attacks.


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

While I have no doubt playing out the conversation with the cops would be rather amusing, and potentially even useful, it's probably not a bad idea to just skip ahead past it.


Faith wrote:

If I'm understanding the correctly, when the target is shaken, then the result is the same whether the next attack gets a result of success or success + 1 raise.

Not sure I understand the reason for this, so you're right. It is a weird rule.

You summarized it correctly. The reason for that is so that if you're up against a powerful opponent that you can only barely make Shaken, you will eventually be Wounding him so as to end the battle.

Your summary *table* at the end of your post is incorrect. If the target is Shaken, and your attack damage is Shaken & N Raises, only the Raises cause Wounds. The Shaken does not ever "add" a Wound unless there are no Raises.

Quoted verbatim from a SW game developer (note that the number of Wounds you currently have does not matter) :
=================================
Target Not Shaken
Success - Shaken
Raise - 1 Wound and Shaken
2 Raises - 2 Wounds and Shaken
3 Raises - 3 Wounds and Shaken
And so on...

Target Shaken
Success - 1 Wound and remains Shaken
Raise - 1 Wound and remains Shaken
2 Raises - 2 Wounds and remains Shaken
3 Raises - 3 Wounds and remains Shaken
And so on...
=================================
Note that N Raises always causes N Wounds.
And "Shaken while Shaken" is the only exception.

Hope that helps.


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

I hope they change the wording in the SWD in this section to clarify that. It is ambiguous as written.


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Yeah, this is something we got confused about earlier on in the game, too, which was what prompted ZenFox to find the developer's statement on how it works. I agree it's confusing, and also hope that in future printings and PDF releases they can clear up the issue.


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

Just a head's up, I'll be away from my usual computers and routines from Friday to Sunday. My father-in-law died and so I'll be out of town for the funeral. I may have access to wifi and some time to kill, so I'll try to check in but don't expect any posts until Sunday night or Monday.


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

I'm thinking for this Advancement Gavril will take the Nerves of Steel Edge, allowing him to ignore 1 point of Wound penalties. After all, I'm building him to be big and tough, not just good at punching monsters into submission. And he's already pretty good at that to begin with.


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Arlo now has a d4 in Psionics and 10 power points.


I doubt the PC's would be able to figure this out "in-game", so for anyone who was wondering...

When Ray left I asked him what his concept for this scenario was, and he said "scary clowns that feed off of guilt". Vincent Carter had lost his wife and felt guilty over that. The other family that had been brutally murdered was a red herring. That was about it.

So, I built from there. By the time you got to the town and started investigating, I'd already decided that the boy next door had asked Vincent to take him to the circus, so that's why there was no other information about it or the clowns - he hadn't been investigating them, it was purely by chance that they found him.

And that's why I asked each of you for a "guilty story" from your past - when the clowns circulate thru the crowd at the beginning of the show, they try to "sniff out" guilt - and Arlo's was the tastiest. Then they had him participate in their act to get a better "sniff" of him. That's when they decided to abduct him, and you know the rest from there.

As to *what* they are/were, well...that would be telling. ;)

I made up the Vigor drain as a means of "feeding" off of people, but they couldn't do it until you were wounded. As an alternate attack that doesn't involve getting past Parry or Toughness, it was ok. But after Nate, I just kept rolling low - that's the problem with opposed attacks. Also, since you're Seasoned now, a lot of their Trait rolls were d10's, which seemed to work well.


Arlo - you can also boost any existing Skill that's currently less than its related Attribute up to the next die. That's a house-rule for when you pick a new skill.


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10
ZenFox42 wrote:
Arlo - you can also boost any existing Skill that's currently less than its related Attribute up to the next die. That's a house-rule for when you pick a new skill.

Woo-Hoo. I just noticed that with a d6 instead of a d4.


Bennies: 3/3 | Wounds: 0
ZenFox42 wrote:
... "scary clowns that feed off of guilt".

Ironic (and fitting, I suppose) that emotionally damaged Nate, incapable of feeling guilt, would be the one permanently affected by the incident.

As for advancements, I think I'm going to let him languish with his damaged Vigor for a while. It'll give him a better sense of his mortality and let the fear of clowns settle in more deeply. :o)

(And this is kinda cool, the Hero Labs implementation of Savage Worlds even has an "anti-Advancement" of "Battered Guts" which permanently reduces Vigor by one die type.)

So his Seasoned 2 advancement will be Gain a New Skill, Throwing at d4. And for the house rule nudge, Intimidate from d4 to d6.


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

Faith will add to her Vigor die. So her toughness goes up by 1.


Nate, how exactly do you mean a "borrowed" car? :)


Bennies: 3/3 | Wounds: 0

*Cough*


That's what I thought. :) Be prepared for possible consequences...


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

I will be away from the Internet for the next few days. I'll post again on Saturday night, Eastern U.S. time.


If anyone has the Enemy or Wanted Hindrance, please describe to me the situation. Some detail, but not a lot, like maybe a paragraph's worth.

If your PC has shared this story with the other *PC's* by now, you can post it here.

If you haven't, but you're ok with the other *players* knowing the story, you can post it here.

If you'd rather keep it a secret for whatever reason, PM me (but please post here that you've PM'd me, I don't check it that often).

Thanks!


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

My mental image of Maggie looks a lot like this clip, from the last episode of season 2 of RWBY. Coco Adel/Maggie

Coco Image 1

Coco/With Gun


Bennies: 3/3 | Wounds: 0

That's not bad. Definitely nails the calm and competent. I can't visualize her quite so killer-macho (maybe because of the initial baby shower scene), but she probably is.


That is SO Maggie (in my mind, don't know about Ray's)! I'm giving her that briefcase as of right now! ;)


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

I like the quote, "You destroyed my favorite clothing store. Prepare to die."


Male Human

A couple of days after the clown affair ended, the next time you all meet together, John appears to be bursting with excitement. He says "The first night afterwards, I had a dream that one of the clowns bit me and I was turning into one of them. I woke up, went to the bathroom, and when I looked into the mirror I saw a clown! I pinched myself, splashed water on my face, and slowly the clown image faded and I was myself again.

I experimented with it some to see if it was real or just in my mind, and found out that now I can mimic anyone I've seen, and for at least 10 minutes!"

Looking around to make sure no one's looking, he quickly assumes Faith's appearance (including the clothes she's wearing), then Nate, then Gavril.

"That should come in handy on some missions, don't you think?"


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

Faith looks at him with a withering glare and says only, "If any nude pictures of me appear on the Internet or anywhere else, I will gut you." She drops the glare abruptly, smiles and says, "That could come in handy on cases."


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Gavril frowns as Nate changes his appearance, and starts violently when he sees himself sitting across from him. At Faith's comment, he raises an eyebrow and shakes his head. "Look, John is not best guy, but I no think..." He pauses, then turns his gaze back on John. "No naughty picture or anything, da? Her or me or anybody." He gives a chuckle and claps John on the shoulder. "Is neat trick, though. You could be movie star, no need for costume make-up people, eh?"


Bennies: 3/3 | Wounds: 0

Nate storts. "If I see nude pictures of you, Gavril, I'll gut myself."


Male Human

John looks at Faith and says with a grin, "You know, in all honesty, I hadn't thought of that until you suggested it..."


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

Before I do an Internet search, does anyone know if the Earbuds depicted in NCIS and other shows are a real thing? They seem very small to be able to transmit long range, so I assume there must always be some kind of receiver nearby to forward the signals to and from some central location using a more powerful battery and transmitter.

I ask because I thought that the earbuds not only transmit what the wearer is saying but also what he hears. In which case, we'd hear the other side of the conversation with the officers. Curious players want to know everything. :)


I've always figured they worked thru bone conduction, so there's not a "microphone" that picks up your voice as it travels thru the air (and around to your ear), but picks up your voice as the vibrations travel thru your skull.

So they can't pick up what others around you are saying.

Realistic or not, let's go with that.

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