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Game Master ZenFox42

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

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Gavril - you're fine (about being able to attack).

Nate - I've found nothing to indicate a snake eyes on something like a Notice to be "extra bad" - let's say it's a success for now, but I'll keep looking.

Faith - AFAICT, drawing *two* easy-to-reach weapons requires an Agility roll, even if you're not going to attack with them this round. Or you can draw one weapon with no roll. But I'll continue to look into that as well.


Faith, I've confirmed a 2-draw requires an Agility roll (fail=no weapons drawn). Since Faith would know that, you can roll Agility, or retcon to drawing one sword, your choice.


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

1d6 ⇒ 5 Spirit
1d6 ⇒ 4 WD

Arlo takes a deep breath, and prepares himself for self defense. "Let's see what you can do with me when I'm awake".


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

One sword drawn for this action.


Initiative (start of round 1)
Arlo : Init: 1d1000 ⇒ 421
Faith : Init: 1d1000 ⇒ 407
Gavril : Init: 1d1000 ⇒ 804
John : Init: 1d1000 ⇒ 192
Nate : Init: 1d1000 ⇒ 317
Clowns : Init: 1d1000 ⇒ 205

So in order : Gavril, Arlo, Faith, Nate, Clowns, John

Faith, you can have opened the door on your first action, but make a Spirit roll when you see the clowns.

Nate, ditto for you.

If either of you end up Shaken, then recovering from that will be the first thing you do this round.

Everyone has 3 Bennies, except Arlo.


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

Still in a rush trying to free his friend, Gavril throws another punch at the "clown" in front of him, this one even more wild and powerful than the first. Wild Attack!

Fighting: 1d10 + 3 ⇒ (6) + 3 = 9
Wild: 1d6 + 3 ⇒ (6) + 3 = 9 Ace: 1d6 ⇒ 6 Ace: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4
....Uh, okay. So, total of... 25? I'm pretty sure I remember a house rule about adding effects based on more than once Ace on a damage roll, but I can't find anything in Discussion, so I'm gonna hold off on posting the results of this until I hear about that. Suffice to say, the pain has been brought.


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 draw her wakizashi as she moves into the hall. Now that she has the Katana in hand, she has quick draw edge.

Brave Edge: +2
Fear: 1d6 ⇒ 4
Wild: 1d6 ⇒ 2
Result = 4 + 2 = 6, success

Stepping into the hall, she tries to cut them down to size. "What? Chernobyl not hiring clowns?" she deadpans.

Katana
Katana Attack: 1d8 ⇒ 7
Wild: 1d6 ⇒ 2
Result = 7

Katana Damage (magic + AP 2)
Katana Damage: 1d8 + 1d6 + 2 ⇒ (3) + (5) + 2 = 10
Result = 10 (AP 2)

Wakizashi
Wakizashi Attack: 1d8 ⇒ 8
Wild: 1d6 ⇒ 5
Wakizashi Wild: 1d8 ⇒ 4
Result = 12

Wakizashi Damage
Wakizashi Damage: 1d8 + 1d6 ⇒ (3) + (2) = 5
Result= 5

Edit: Reminder, Faith has the Two-Fisted Edge, so no MAP for two attacks.


Thanks for the edit reminder, I was about to ask...
No time today for results, more tomorrow.


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

Given what we talked about in discussion, and I'm pretty sure a 25 is 3 raises on the Fighting roll, I'll take +4 damage for the additional raises.

Damage: 1d8 + 1d4 + 2 + 2 + 1d6 + 4 ⇒ (3) + (2) + 2 + 2 + (2) + 4 = 15
Strength+Martial Artist+Brawler+Wild Attack+Raises


Ok, let's see...
First off, I forgot to label the clown icons (I was in a hurry that day). If it's not obvious which clown you're attacking, use "north/south/east/west of me". If I have time, I'll come up with labeled icons.

Gavril : damage 15 vs. Toughness 8 is 1 Wound. You hear bones snap as you punch the clown.
Please note, I've house-ruled that Wild Attack reduces your Parry by 3 (instead of 2) to make it more balanced.

Faith : the Katana's attack does not get thru Parry, but the Wakzashi does. However, the damage does not get thru Toughness.

Waiting for Arlo and Nate to see if they keep any of the other clowns from acting...


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

My bad. I thought I was recovering this round.

Arlo has the "lucky" benefit which gives him (4) bennies, so he should still have one right?

Quickly grabbing his telescoping club from the nightstand, Arlo swings at an offending clown.

1d4 - 2 ⇒ (2) - 2 = 0 Fighting (-2 for grabbing club)
1d6 - 2 ⇒ (2) - 2 = 0 WD

And his swings go wild, as the shock from being awakened so, and the tangle of bedclothes send his aim awry.


Bennies: 3/3 | Wounds: 0

Apparently I've gone blind or senile or both. I can't seem to find the map link. :o/

The crashes and bangs and shouts finally punch their way through Nate's snores, and his eyes snap open. He stares at the ceiling for a moment while getting his bearings, then leaps from the bed, pulling his Desert Eagle from beneath the pillow and jamming it into the specially-modified waistband of his pajamas. (Yes, of course Nate has combat jammies, doesn't everyone?) Grabbing the AP4 carbine leaning against the night table as he passes it, he barrels into the hallway...

Spirit & Wild: 1d6 ⇒ 51d6 ⇒ 4 => 5, Success

... and blinks at the scene before him. "Okay, this is one freaky-@$$ dream..."

You said "opened the door on your first action" so I presume that's it for this round?


MAP HERE

-Nate, you grabbed 2 separate weapons, so you need to make an Agility roll to have successfully grabbed both. Or, like Faith, you can retcon to only having grabbed 1.
-Actually, you've just gotten caught up with the "preliminary round" where everyone woke up, so yes you could only also open the door.
-But now you have ANOTHER action in this round...


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

Round 2

Arlo, realizing he has some help on the way, gathers himself for another attack on the clown that tried to subdue him.

1d4 ⇒ 2 Fighting
1d6 ⇒ 1 WD

But finds that the darkness of the room, and the memory of how close he came to being taken, rob him of his meager ability to defend himself.


ALL - sorry, that "you have another action this round" was just for Nate.
Arlo, we'll ignore those rolls and you can roll again in round #2 later. In the meantime, do *something* to appease those dice gods! :)


Bennies: 3/3 | Wounds: 0
ZenFox42 wrote:
Nate, you grabbed 2 separate weapons, so you need to make an Agility roll to have successfully grabbed both. Or, like Faith, you can retcon to only having grabbed 1.

Okay. Not gonna risk it with these lousy rolls. Going with Nate's "more firepower is always better" mentality, he'll grab (only) the carbine. Plus I have a flavor (but probably lousy for melee) idea percolating.

ZenFox42 wrote:
... you could only also open the door. But now you have ANOTHER action in this round...

Not sure what that means. If he could only open the door last round, then stepping out into the hall and making the "dream" remark would happen this round. Is there more than that? If so, this round (if not, next):

He raises the AP4 to point-blank the freaky clown immediately in front of him... then sees Arlo struggling with another clown directly behind. Memories of a large-caliber slug punching through a Shrieker, cinderblock wall, and other obstacles before finally destroying the engine block of the only escape vehicle morph sickeningly into Arlo becoming a victim of friendly fire.

Almost turning green at the thought, Nate quickly flips the carbine in mid-air, grabs the end of the barrel with both hands, and swings it at the clown like a club.

I have no idea how to approach that, but a Fighting roll's probably a good start:

Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 1 => 4

Thanks for the map link, by the way. I know I used it before, you asked if we could see it and move our avatars. But for the life of me I couldn't find it when I looked. Just burned out, I guess. (Speaking of which, the crunch is past and, while I'll still be working overtime for the next several weeks, my gaming should return to normal; working on getting caught up now. Thanks to everyone for your exceptional patience!)


-*When* you made the comment doesn't matter, it's a Free action.
-What you just did with the rifle is called an "Improvised Weapon", using a weapon in a manner it was not specifically designed for. That's a -1 to Fighting and -1 to Parry.

So a Fighting roll of 4 (4 -1(ImpWpn) +1(gangup) = 4 does not get thru the clown's Parry.

If you continue to use the rifle butt, and connect, the Damage is STR+d6

NOTES
Gavril at -3 Parry
Nate at -1 Parry
Gavril's clown has 1 Wound and is Shaken


The clown north of Arlo hisses and attacks him :
Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 3 = 3
And just barely misses. Arlo - Parry=4? Really?!?

The clown next to Faith growls and attacks her :
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 1 = 4
And also misses.

The clown north of Nate just stares at him with unblinking eyes, and attacks him :
Fighting & Wild: 1d8 ⇒ 61d6 ⇒ 6
Explode: 1d6 ⇒ 5 = 11 vs. Parry=6 -1 = 5 is a Raise
Damage: 2d10 + 1d6 ⇒ (9, 7) + (3) = 19 vs. Toughness=8 is 2 Wounds
Nate takes 2 Wounds and is Shaken.
Want to Soak?

Nate - your Kevlar provides +4 vs. bullets, but +2 vs. everything else. Could you please update that in your bio, so I won't have to search the rules to verify it every time? :) Thanks!


John mutters something to himself (this is actually a Regular action, activating his ring).

THEN, with perhaps a higher regard for his Shooting skills than he should have, he fires at the clown north of Nate :

Shooting & Wild: 1d8 ⇒ 71d6 ⇒ 1 = 7 +1(TdmkWpn) +2(Marksman) = 10 is a Success and Raise
Damage: 2d6 + 1d6 ⇒ (6, 6) + (3) = 15 Whoa! TWO aces!
Explodes: 1d6 + 1d6 ⇒ (6) + (1) = 7 And another!
Explode: 1d6 ⇒ 4 = 26! vs. Toughness 9 = 4 Wounds

The clown spends a Benny and attempts to Soak :
Vigor & Wild: 1d10 ⇒ 41d6 ⇒ 4 = 4 = Success, 1 Wound soaked

The clown north of Nate takes a bullet very close to the heart, and appears severely wounded.

Sigh. I've really been looking forward to using John's ring. That would have been SO much more fun if I hadn't been playing both sides of the fence...


Summary of Round 1
Gavril punches one of the clowns squarely in the thorax, and does some damage.
Arlo, groggy and shaken (not in the game-system sense), swings and misses.
Faith makes two swift attacks, but does no damage.
Nate tries to rifle-whip one of the clowns, but misses.
Two of the clowns attack Arlo and Faith, but miss. However, the other one (maybe) lands a solid blow, scratching him with his tough, claw-like fingernails.
John fires at the clown that attacked Nate, almost hitting his heart, but the clown shifts position at the last second. Still, he's hurt badly.

Initiative (start of round 2)
Arlo : Init: 1d1000 ⇒ 125
Faith : Init: 1d1000 ⇒ 48
Gavril : Init: 1d1000 ⇒ 942
John : Init: 1d1000 ⇒ 430
Nate : Init: 1d1000 ⇒ 191
Clowns : Init: 1d1000 ⇒ 490

So, in order : Gavril, Clowns, John, Nate, Arlo, Faith

NOTES
Gavril at -3 Parry until his action
Nate at -1 Parry until his action
Nate has ? Wounds and is Shaken?
Gavril's clown has 1 Wound and is Shaken
Nate's clown has 3 Wounds and is Shaken
DM has at least 5 Bennies


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

Gavril realizes that he overextended himself with his last punch, having been in such a rush to help save Arlo. Now that the others are in the hall and he can see the ex-cop fighting himself, Gavril throws another punch, this one with less force behind it, but leaving the man more able to defend himself.

Fighting: 1d10 + 1 ⇒ (9) + 1 = 10
Wild: 1d6 + 1 ⇒ (3) + 1 = 4
So close to an ace! Ah well.

Damage: 1d8 + 1d4 + 2 ⇒ (7) + (4) + 2 = 13 Ace: 1d4 ⇒ 2
Total of 15; another Wound? Slowly but surely, this clown will fall! Also, in case that 10 got me a Raise on their Parry (it might have, since I'm seeing d8 Fighting dice up there), I'll roll the Raise damage below.

Raise Damage: 1d6 ⇒ 6 Ace: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4
Uh... that's 16 more, for a total of 31. I really hope that was a Raise....


Bennies: 3/3 | Wounds: 0
ZenFox42 wrote:
Nate takes 2 Wounds and is Shaken. Want to Soak?

Yes, please.

Soak & Wild: 1d8 ⇒ 21d6 ⇒ 2 =>2, Failure ("But I said 'please!'")

Burning a Benny to re-roll.

Soak & Wild: 1d8 ⇒ 71d6 ⇒ 1 =>7, Success. So close to a Raise and an Ace!

ZenFox42 wrote:
Nate - your Kevlar provides +4 vs. bullets, but +2 vs. everything else. Could you please update that in your bio, so I won't have to search the rules to verify it every time? :) Thanks!

Whoa, hold up there, cowboy. He has a Kevlar vest with ceramic inserts, which is twice as effective:

Armor wrote:

Kevlar Vest +2/+4 8 250 Covers torso only, negates 4 AP, see notes

Kevlar Vest w/inserts +4/+8 12 2500 As Kevlar, but ceramic inserts are +8 vs. bullets

The (+4/+8) has always been on the character sheet. Need to retcon some Woundage?


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

We've got a lot of combat firepower. I designed Arlo to use his brain not his brawn. :-)

Arlo jumps down and tries to give the other more combative members of his group room to work. (Heads to a corner, and goes defensive with his baton. +2 to Parry for this round, and try to find a way out of this fracas.


Nate -

SWD : "Kevlar offers 2 points of protection against most attacks."
SWD : "As Kevlar, but ceramic inserts are +8 vs. bullets"

The way I read that, it's still +2 vs. ALL OTHER attacks. No need to retcon. :)


P.S. - I see that the book lists it as +4/+8, I'm just saying the words contradict that. I'm searching the SW forums for some clarification...


-Nate, I have a simpler solution to the issue of what your Toughness was when the clown hit you above - you aren't wearing your Kevlar vest!. You woke up, grabbed a gun, and went into the hall.
-So you took *3* Wounds (vs. Toughness=6), and spent 2 Bennies to Soak 1 of them. Are we on the same page with that?
-And if you try to tell me that Nate always sleeps with his vest on, I'll tell you that he takes a point of Fatigue every night he does so! :)
-Now back to our previously scheduled carnage...


Gavril's massive punch does do some damage to the clown, but only 1 Wound (see below).

The clown next to Arlo continues to attack :
Fighting & Wild: 1d8 ⇒ 31d6 ⇒ 2
And misses by a long shot.

The clown next to Faith and Gavril tries to recover from Shaken :
Spirit & Wild: 1d10 ⇒ 101d6 ⇒ 6
Explode: 1d10 ⇒ 10 Ok, no need to go on - he can act this round, even with 2 Wounds!

And attacks Gavril, the one who's been hurting him :
Fighting & Wild: 1d8 ⇒ 21d6 ⇒ 5 = 5 -2(wounds) = 3 vs. Parry=8
And also misses.

The clown next to Nate tries to recover from Shaken :
Spirit & Wild: 1d10 ⇒ 81d6 ⇒ 6
Explode: 1d6 ⇒ 3 = 9 -3(Wounds) = 6 is a Success
Spending a Benny so he can act this round.

Instead of attacking, the clown holds up his hands, palms facing Nate, and concentrates :
Spirit & Wild: 1d10 ⇒ 11d6 ⇒ 4 = 4 -3(Wounds) = 1 Drat.

John, Nate (Shaken), and Faith are up.

For faster play, their Parry is 8 and their Toughness is 9.

NOTES
Nate at -1 Parry (Improvised Weapon)
Nate has 2 Wounds and is Shaken
Gavril's clown has 2 Wounds
Nate's clown has 3 Wounds
DM has at least 4 Bennies


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

Gavril knocks the clown's attack aside, easily avoiding it. "Stop fighting, creepy clownies!" the Romanian shouts, throwing his fist forward again.

Fighting: 1d10 + 1 ⇒ (8) + 1 = 9
Wild: 1d6 + 1 ⇒ (2) + 1 = 3
9 is a hit.

Damage: 1d8 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7

Unfortunately, while the punch connects, it's only a weak jab to the ribs, and the clown seems unaffected by 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

Faith doubles down and opts for wild attacks against the clown by her and Gavril.

Katana (+2 wild attack, +2 Gang-up)
Katana Attack: 1d8 ⇒ 8
Wild: 1d6 ⇒ 6 Hope this makes up for all those snake-eyes!
Ace, Katana Attack: 1d8 ⇒ 6
Ace, Wild: 1d6 ⇒ 3
Result = 8 + 6 + 2 + 2 = 18 vs Parry of 8, Success and 2 raises. (No useful place to push him, so not moving him).

Katana Damage (magic + AP 2)
+2 Wild Attack, +1d6 raise Note: normal katana damage is STR + 1d6 +2, AP2)
Katana Damage: 1d8 + 1d6 + 2 ⇒ (1) + (5) + 2 = 8
raise damage bonus: 1d6 ⇒ 6
Ace 1, raise damage bonus: 1d6 ⇒ 6
Ace 2, raise damage bonus: 1d6 ⇒ 2
Result = 8 + 2 + 14 = 24, TN = 9 but factor in AP 2.
So I think that would be 2 or 3 wounds, depending on whether the AP 2 helps reduce the toughness.

Wakizashi (+2 Wild attack, +2 Gang-up)
Wakizashi Attack: 1d8 ⇒ 8
Wild: 1d6 ⇒ 3
Ace, Wakizashi Attack: 1d8 ⇒ 6
Result = 14 + 2 + 2 = 18, success and 2 raises. Consistent

Wakizashi Damage
+2 Wild attack, +1d6 raise
Wakizashi Damage: 1d8 + 1d6 ⇒ (3) + (3) = 6
raise damage bonus: 1d6 ⇒ 3

Result = 6 + 2 + 3 = 11, success, assuming clown is already shaken from previous hit, that adds 1 more wound.

Faith keeps attacking after her first two blows failed to connect. "Scary clowns have teeth. See what you think of my teeth!" and she makes two efficient thrusts, the first connecting and nearly coming out the clowns back, the other adding a second puncture. "Now let's see what you bleed," she adds.

Faith's Parry this turn is 3.


Bennies: 3/3 | Wounds: 0

Making a Spirit roll to shake the Shaken (-2 for 2 Wounds).

Spirit & Wild: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (3) - 2 = 1 => 3, Failure

Between the specter of blowing a hole in Arlo's chest, the shock of the sudden brutal attack, and Nate's rapidly developing clown phobia, he's too unsettled to react, instead staggering back, panting heavily, gripping the barrel of the carbine with white knuckles, eyes trained on the... thing that attacked him.

Stepping backward just inside his room again. Door remains open.


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

So Faith's attacks only get a +1 gang-up bonus.
Katana result = 17, Wakizashi result = 17


Gavril - hold on there big guy, you've already acted this round. I appreciate the enthusiasm :) but we'll just ignore those rolls.

Faith - didn't you "double dip" the Katana's +2 damage? I see it in the first damage roll :
......Katana Damage: 1d8 + 1d6 + 2 ⇒ (1) + (5) + 2 = 8
And another +2 appears when you sum everything up :
......Result = 8 + 2 + 14 = 24, TN = 9 but factor in AP 2.
I'm removing 2 from your Damage, please let me know if that extra +2 came from somewhere else. (Not that it matters, it would still be 3 Wounds.)
So that's 22 vs. Toughness=9 is 3 Wounds.

Trying to Soak the Katana attack :
Vigor & Wild: 1d10 ⇒ 61d6 ⇒ 6
Explode: 1d6 ⇒ 6 Woah! That's one tough clown! :)
Explode: 1d6 ⇒ 5 = 17
17 vs. TN=4 is...3 Wounds!

The clown seems to sense the oncoming attack, and shifts to the side just a little bit - and Faith's devastating thrust slides between its torso and arm, just barely missing both.

Since it wasn't Shaken before, and the Katana didn't do damage, the Wakizashi attack merely leaves it Shaken.

NOTES
Nate at -1 Parry (Improvised Weapon)
Nate has 2 Wounds and is Shaken
Gavril's clown has 2 Wounds and is Shaken
Nate's clown has 3 Wounds and is Shaken (by John's attack, following)
DM has at least 3 Bennies


Male Human

John shouts "I've got you covered, Nate!" perhaps a little too loudly - you might hear an edge of panic in his voice.

But he continues to fire into the crowd, at Nate's clown :
Shooting & Wild: 1d8 ⇒ 11d6 ⇒ 2 = 2 + 1(Edge) + 2(Marksman) = 5 vs. TN=4 is a hit
ALL - note that with enough bonuses, you NEVER have to worry about hitting a friendly in a crowd anymore when the Shooting die is a 1!

Damage: 2d6 ⇒ (1, 6) = 7
Explode: 1d6 ⇒ 2 = 9 vs. Toughness=9
The clown is Shaken.


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

Woops, sorry! I didn't notice the bold of who all was up and somehow my mind decided I needed to act again. Finals week has been rough...


No problem.

Summary of round 2
Gavril lands a solid punch, but only does 1 Wound to the clown.
Two clowns try to attack Arlo and Gavril, but miss. One clown tries to do something odd to Nate, but does not succeed.
John shoots Nate's clown, but just makes it Shaken.
Nate remains shaken.
Arlo takes a defensive posture.
Faith almost manages to get in a devastating blow with her katana, but the clown dodges it at the last second. Her second attack merely leaves him Shaken.

Initiative (start of round 3)
Arlo : Init: 1d1000 ⇒ 787
Faith : Init: 1d1000 ⇒ 889
Gavril : Init: 1d1000 ⇒ 12
John : Init: 1d1000 ⇒ 832
Nate : Init: 1d1000 ⇒ 823
Clowns : Init: 1d1000 ⇒ 870

So in order : Faith, Clowns, John, Nate, Arlo

And Gavril gets the Joker! +2 Fighting, +2 Damage, act when you want!

NOTES
Nate at -1 Parry (Improvised Weapon)
Arlo at +2 Parry (Defense)
Nate has 2 Wounds and is Shaken
Gavril's clown has 2 Wounds and is Shaken
Nate's clown has 3 Wounds and is Shaken
DM has at least 3 Bennies


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

Gavril lets out another shout and flings a fist at the clown before him again, desperately trying to get close enough to help Arlo. Another Wild Attack--this clown's going down!

Die+Trademark Weapon+Gang Up+Wild Attack+Joker
Fighting: 1d10 + 1 + 1 + 2 + 2 ⇒ (9) + 1 + 1 + 2 + 2 = 15
Wild: 1d6 + 1 + 1 + 2 + 2 ⇒ (3) + 1 + 1 + 2 + 2 = 9
15, alright, that's a hit and a raise.

Str+Martial Artist+Brawler+Wild Attack+Joker+Raise
Damage: 1d8 + 1d4 + 2 + 2 + 2 + 1d6 ⇒ (8) + (4) + 2 + 2 + 2 + (5) = 23 Aces: 1d8 + 1d4 ⇒ (5) + (3) = 8
Total of 31. Take that, demon clown!


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 keeps the pressure on, continuing her wild attack with both blades.

Katana Wild Attack
Katana Attack: 1d8 ⇒ 2
Wild: 1d6 ⇒ 3
Result = 3 + 2 (wild Attack) = 5, miss.

Wakizashi Wild Attack
Wakizashi Attack: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 3
Result = 6 + 3 (ace) + 2 (Wild Attack) = 11 Success

Wakizashi Damage (Wild Attack)
Wakizashi Damage: 1d8 + 1d6 ⇒ (2) + (5) = 7
Result = 7 + 2 (Wild Attack) = 9 Success (1 wound since target was already shaken?)

Faith's Parry remains 3.


Gavril - I'm not going to even TRY to Soak that! Your clown drops.

Faith, that leaves you with the clown that's been attacking Nate. You take a step forward (I've moved you on the map).

Spending a Benny to remove the clown's Shaken just before your attack, so your attack leaves him Shaken again (see Discussion).


Another clown runs in from the left, and attacks Gavril :
Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 6
Explode: 1d6 ⇒ 3 = 9 vs. Gavril's Parry=3 is a Raise
Gavril takes a Wound (and is Shaken)

The clown Faith just attacked moves towards Nate and tries to recover from Shaken :
Spirit & Wild: 1d10 ⇒ 11d6 ⇒ 1 = 1 -3(Wounds) = Nertz!

Spending a Benny to act, he repeats the same "hands up and concentrate" :
Spirit & Wild: 1d10 ⇒ 101d6 ⇒ 1
Explode: 1d10 ⇒ 9 = 19 - 3(Wounds) = 16
Nate, make an opposed Sprit roll vs. 16

The clown in Arlo's room attacks him :
Fighting & Wild: 1d8 ⇒ 21d6 ⇒ 6
Explode: 1d6 ⇒ 4 = 10 vs. Parry=4+2=6 is a Raise
Arlo takes a Wound (and is Shaken)

John shoots at Nate's clown :
Shooting & Wild: 1d8 ⇒ 31d6 ⇒ 2 =3 + 1(wpn) + 2(Marksman) = 6 vs. TN=4 is a hit
Damage: 2d6 ⇒ (1, 5) = 6 does not get thru Toughness

Nate and Arlo are up.

NOTES
Nate at -1 Parry (Improvised Weapon)
Arlo at +2 Parry (Defense)
Gavril is at 3 Parry
Faith is at 3 Parry
Nate has 2 Wounds and is Shaken
Nate's clown has 3 Wounds and is Shaken
DM has at least 2 Bennies


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

I'm not certain of how many Bennies Gavril has right now, but I don't recall spending any in Gameplay, so I think he has three. In any case, rolling to soak.

Vigor: 1d8 ⇒ 4
Wild: 1d6 ⇒ 3
Success: 1 Wound, so Gavril also recovers from Shaken (I think).


Correct about losing the Shaken too.


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

1d6 + 2 ⇒ (5) + 2 = 7 Spirit Roll, Combat Reflexes
1d6 + 2 ⇒ (1) + 2 = 3 WD

Arlo gapes in horror at the wounds inflicted by the creature, but is quickly able to regain his composure.

Well I don't see any way out, so I guess I'll at least stay here and absorb some wounds which would otherwise go on my friends.

Staying on defense (Full defense if possible). No longer shaken


Bennies: 3/3 | Wounds: 0
ZenFox42 wrote:
Nate, make an opposed Sprit roll vs. 16

Haha... very funny. :op

Spirit & Wild: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (1) - 2 = -1 Hilarious, in fact. =>2, Failure (2 Raises for the clown)

Now attempting to recover from Shaken.

Spirit & Wild: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (4) - 2 = 2 =>2, Failure (still Shaken).

His newfound phobia welling up inside him, Nate manages to hold his ground in the doorway to his room... but nothing more. In some still-functioning part of his mind, the phrase "deer in headlights" begins gamboling about, taunting him.


Yeah, this one's going in his collection...

Everyone (including Nate) sees that instead of blood, a dark-reddish-colored "glow" (or light) appears to ooze out of his wounds, and travel over to the clown, where it goes into his eagerly-waiting, wide-open mouth.

The Success drops Nates' Vigor from a d8 to a d6. One or more Raises drops it another die, from d6 to d4. Nate feels very woozy at this point, almost on the verge of passing out (or worse).

And just to add insult to injury, everyone sees the clown's wounds very quickly heal over! He is now at 1 Wound.

More tomorrow.


Summary of round 3
Gavril punches his clown so hard in the stomach that you all hear ribs crack, and the clown drops.
Faith manages to make the clown attacking Nate shaken.
Another clown arrives from outside (the driver) and attacks Gavril - he would have done some damage, but Gavril manages to twist out of the way at the last second.
Arlo's clown finally gets a hit in, clawing him in the shoulder just a little bit.
But Nate's clown does something unexpected and eerie, drawing some kind of "life force" from Nate, and healing himself!
John gets another shot off, but to no effect.
Nate remains Shaken.
Arlo stays on the defensive.

Initiative (start of round 4)
Arlo : Init: 1d1000 ⇒ 452
Faith : Init: 1d1000 ⇒ 646
Gavril : Init: 1d1000 ⇒ 306
John : Init: 1d1000 ⇒ 946
Nate : Init: 1d1000 ⇒ 324
Clowns : Init: 1d1000 ⇒ 861

So, in order : John, Clowns, Faith, Arlo, Nate, Gavril


Male Human

John shoots at Nate's clown :
Shooting & Wild: 1d8 ⇒ 21d6 ⇒ 2 = 2 +1(wpn) + 2(Marksman) = 5 is a Success

Damage: 2d6 ⇒ (5, 1) = 6 Does not get thru Toughness

I just realized, I've been forgetting the second action that John's ring gives him. It gives him 3 rounds of double-actions, and I've only used 1, so I'll do it for this round and the next one...

John shoots at Nate's clown :
Shooting & Wild: 1d8 ⇒ 21d6 ⇒ 1 = 2 +1(wpn) + 2(Marksman) = 5 is a Success

Damage: 2d6 ⇒ (2, 1) = 3 Does not get thru Toughness

Phooey!

NOTES
Nate at -1 Parry (Improvised Weapon)
Arlo at +2 Parry (Defense)
Gavril is at -3 Parry
Faith is at -3 Parry
Nate has 2 Wounds and is Shaken (Vigor is d4)
Arlo has 1 Wound
Nate's clown has 1 Wound
DM has at least 2 Bennies


The new clown attacks Gavril :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 2
Explode: 1d8 ⇒ 3 = 11 vs. Parry=8 is a Success

Damage: 2d10 ⇒ (5, 8) = 13 vs. Toughness 9 is a Success and a Raise
Gavril takes 1 Wound and is Shaken
Gavril, I'm assuming 9 because your "natural" Toughness is 7, and I'm assuming you can wear the Amulet of Protection (+2) all the time - please let me know if this is incorrect.

The clown attacking Arlo raises his hands :
Spirit & Wild: 1d10 ⇒ 31d6 ⇒ 2 = 3
Arlo, make a Spirit roll vs. TN=3

The clown attacking Nate raises his hands :
Spirit & Wild: 1d10 ⇒ 101d6 ⇒ 6 The dicebot does not like Nate lately...
Explode: 1d10 ⇒ 2 = 12
Explode: 1d6 ⇒ 3
Nate, make a Spirit roll vs. TN=12

Grife, I just remembered Gavril's Parry is at -3 for Wild Attacks. That gives the clown's attack a Raise, so an extra d6. I have to roll it here or it will mess up all of the following results.
Damage bonus: 1d6 ⇒ 1 Makes no difference.


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

1d6 ⇒ 3 Spirit Roll
1d6 ⇒ 6 WD Total of 8
1d6 ⇒ 2 XD

Arlo simply looks at the clown raising his hands at him, and finds him neither scary, nor funny.

Arlo seeing more clowns arriving, tries to go full defense until he can find a way out.

1d4 ⇒ 1 fighting
1d6 ⇒ 1 WD

Ouch... So tripping around on the floor Arlo's parry is (4) for the round.

PS: Never got an answer if Arlo's 4th benny had been used?


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 moves between Nate's clown and Gavril, hoping she can make a forceful enough assault to drive the clown toward John and keep the clown for its gruesome feast on Nate's vitality.

She fights with more restraint, however, no longer making wild attacks.

Katana
Katana Attack: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3
Result = 3, Miss

Wakizashi
Wakizashi Attack: 1d8 ⇒ 2
Wild: 1d6 ⇒ 2
Result = 2, miss

Glad I did not wild attack, as it would have accomplished nothing except lowered her parry.

Faith's Parry is back up to 6.


Sorry, bad health day today, hopefully more tomorrow...

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