Exploring the Savage World of Keltica

Game Master ZenFox42

A Savage Worlds campaign in a fantasy setting (Elves, Dwarves, magic, etc.) with pre-Civil War technology (steam engines, locomotives, but only single-shot guns and no electricity).

CURRENT MAP


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K'Don - what drawback to the greatsword became an asset? Are you thinking a greatsword has reach or something? Earlier you said it "can occupy a large area and make it hard for the enemy to get past him". Unfortunately not, it just does a LOT of damage.
Or am I misinterpreting something?


Looks like most everyone has posted an action, so...

Adelmar comes out, chants a little bit and gestures at the thatched roof of the temple, and
Miracles & Wild: 1d10 ⇒ 41d6 ⇒ 4 = 4 is a Success
the roof glows with a bright light, lighting up the entire compound and removing the -2 penalty from darkness.

Initiative
Alex : Init: 1d1000 ⇒ 613
Arabella : Init: 1d1000 ⇒ 216
Connor : Init: 1d1000 ⇒ 185
K'Don : Init: 1d1000 ⇒ 236
Marko : Init: 1d1000 ⇒ 423
WindDancer : Init: 1d1000 ⇒ 613
Adelmar : Init: 1d1000 ⇒ 92
Katana : Init: 1d1000 ⇒ 22
Orcs : Init: 1d1000 ⇒ 820

In order : Orcs, Alex, WindDancer, Marko, K'Don, Arabella, Connor, Adelmar
Katana gets a Joker! Hoo-boy!

The Orcs continue to smash the wagon :
Strength & Wild: 1d8 ⇒ 61d6 ⇒ 5 = 6 is a Success

And succeed in getting thru! They swarm into the compound. They can also attack this round with a penalty, which they will, since, y'know, they're Orcs.

More in the next post, please don't anyone post anything yet.

Adelmar : 14/15 PP


I think your misinterpreting. My comment had nothing to do with the game mechanics. So, I'll just leave it there since it has no bearing on the game at this point. 8)


Ok, I shrunk all the icons in the map to match the squares. Zoom in to see what's what.

Many of the Orcs are Running just to get further into the compound, so they are not attacking.

Two Orcs, upon seeing K'Don, head straight for him shouting something in Orcish (K'Don would know they're saying "bastard-traitor!").

However, Katana (having the Joker) interrupts the very first Orc who rushed in ("E"), and attacks him with her bare hands :
Fighting & Wild: 1d8 ⇒ 31d6 ⇒ 2 = 3 + 2(Joker) = 5 vs. Parry 5 is a Success
Damage: 1d8 + 1d4 + 2 ⇒ (6) + (2) + 2 = 10 + 2(Joker) = 12 vs. Toughness 8 is a Success and a Raise
and the Orc drops in his tracks, with a very surprised look on his face! Katana turns and takes a step to the left.
I think this build is gonna ROCK! I so want to play her as a character somewhere...

Orcs F and G are being decidedly un-gentlemanly, and ganging up on the puny hu-man female (Arabella) :
Fighting & Wild #1: 1d6 ⇒ 21d6 ⇒ 6
Explode: 1d6 ⇒ 5 = 11 + 1(gang-up) - 2(MAP) = 10 vs. Arabella's Parry of 4 is a Success and 1 Raise
Damage: 2d8 + 1d6 ⇒ (7, 4) + (4) = 15 vs. her Toughness of 6 is Shaken and 2 Wounds!

Arabella, you must resolve the damage from this attack (spend a Bennie to Soak the wounds if you wish) before dealing with the next attack.

Fighting & Wild #2: 1d6 ⇒ 11d6 ⇒ 1 Attack? What attack? Did I say attack? This Orc (he looks dumber than most) drops his scimitar...

Orcs B and C attack the bastard-traitor :
Fighting & Wild #1: 1d6 ⇒ 61d6 ⇒ 1
Explode: 1d6 ⇒ 3 = 9 + 1(gang-up) - 2(MAP) = 8 vs. K'Don's Parry of 6 is a Success
Damage: 2d8 ⇒ (4, 1) = 5 vs. his Toughness of 6 does no damage

Fighting & Wild #2: 1d6 ⇒ 51d6 ⇒ 3 = 5 + 1(gang-up) - 2(MAP) = 4 vs. K'Don's Parry of 6 is a miss

Ok, y'all can act now...

NOTE : their Parry is 5 and their Toughness is 8 (one point of that is Armor), so you can determine if you hit and do damage.


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Spellcasting : 1d10 ⇒ 6
Wild : 1d6 ⇒ 2

Marko grips the fetish around his neck and spits out a series of arcane words of power. And suddenly a semi-transparent Spectral Wolf coalesces Int being right behind one of the orcs attacking K'Don.

Wolf attack coming up.

-Posted with Wayfinder


Alex shoots at the orc menacing both himself and Arabella:

Gun: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1

...but he's too startled by the savagery of the attack to hit anything. -_-;

Can Arabella hand him another gun, or is it rapier time?


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Fighting : 1d6 + 1 ⇒ (4) + 1 = 5

Not sure if that will hit, even with the +1 gang up. But here's the damage anyway. The damage has AP 4.

Spectral Bite Damage : 1d6 + 1d6 ⇒ (5) + (4) = 9

The wolf snarls and attempts to bite down on one of the Orcs.

Parry 5, Toughness 10. 12/15 PP left.

-Posted with Wayfinder


Alex - one of you would have to take a step (would not provoke an "AoO"), but other than that no problem assuming Arabella doesn't want to use it herself. :)

Marko, that does hit (just barely, on both rolls)! Which Orc, B or C? (zoom in, they have letters in the top left)
WOW - Toughness 10?!?! I take it 1 Wound (if I can get it) makes it go away?

NOTES - A:, B:, C:, D:, F:, G:, H:


[ooc]HELP!! Sorry, I hit a button and the map got changed. Can't change it back[ooc]


Should be ok now. <time passes> I take it back - ALL the icons have been moved! Whatever it was you did, please DON'T ever do it again...

ALL - To move your icons, everyone has full editing capabilities, so please be very careful what you do!
If anything ever goes wrong, click on "Edit" (top left) and "Undo". You can do that more than once if needed.

ALL - I'm going to move Connor into the compound, given his curiosity and desire for "adventure".

Marko, please make a Notice roll at -1.

For Marko only, if he makes it:
You see Connor up against the wall of the building next to you, trying to peek around the corner to see what's happening.


Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Yeah, the Bodyguards are burly for Extras. That's part of the reason I was cool with nerfing Summon Ally.

Notice : 1d6 - 1 ⇒ (3) - 1 = 2
Wild : 1d6 - 1 ⇒ (5) - 1 = 4

Marko spies Connor hiding off to the side. He wanted to yell at him to fall back, but he was terrified of calling attention to him. He hoped he would stay out of the brunt of the battle.

-Posted with Wayfinder


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
ZenFox42 wrote:
Adelmar comes out, chants a little bit and gestures at the thatched roof of the temple, and ... the roof glows with a bright light, lighting up the entire compound....

Arabella, intent on lighting a lantern, finally gets it lit and the whole area gets lighter. She looks around to see the roof of the house glowing and Adelmar nearby. Giving a grunt of wonderment, she tosses the candle just in time to see the orcs running at her.

Soak roll or whatever in next post.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
ZenFox42 wrote:

Orcs F and G are being decidedly un-gentlemanly, and ganging up on the puny hu-man female (Arabella) :

Fighting & Wild #1: 1d6 ⇒ 21d6 ⇒ 6
Explode: 1d6 ⇒ 5 = 11 + 1(gang-up) - 2(MAP) = 10 vs. Arabella's Parry of 4 is a Success and 1 Raise
Damage: 2d8 + 1d6 ⇒ (7, 4) + (4) = 15 vs. her Toughness of 6 is Shaken and 2 Wounds!

Hate to point this out, but Arabella did not have her dagger drawn unless you'd allow it to be something she could have done between when the light spell came on and when the orcs broke through the gate. Her parry would be 2 so I think the attack would be a success + 2 raises, FWIW.

Spend a Bennie to attempt a soak roll to reduce damage:

Vigor: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4
Result = 4, 1 success.

Wound Level is down to 1.

If I can spend a second bennie to remove the shaken condition, I'll do that as well, leaving me 1 bennie.

She will attempt to draw her dagger and her pistol.

Agility: 1d4 ⇒ 4
Wild: 1d6 ⇒ 5
Agility Ace: 1d4 ⇒ 1
Result = 5 - 1 (wound) = 4, success.

She'll try to stab at Orc G (at a -3 penalty, so not much chance, but also not much choice).

Dagger: 1d4 ⇒ 1
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 5
Result = 11 - 2 (2nd action) - 1 (wound) = 8

She hits! (Single success vs. Parry of 5)

damage: 2d4 ⇒ (4, 1) = 5

But she's not strong enough to penetrate their tough hides. :(

She's prepared to hand her loaded pistol to Alexander if he wants to take it for his attack.

Edit: Arabella moves one square to the east, putting her next to Alexander, to facilitate the hand-off of the pistol if he wants it.


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

That reminds me, I forgot to select an Orc for the wolf to attack. Let's go with B.

-Posted with Wayfinder


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

Most likely K'Don grabbed the map layer instead of an icon, moving it and changing the alignment of every avatar. I was lucky, it first happened to me when I was (unthinkingly) trying to pan the view with click-and-drag... I couldn't miss what was happening. I hit <Ctrl>-Z and have tried to be extra-careful since.

She looks around as chaos erupts. Her little-big is hiding behind a building and safe, so she turns her attention to his big. Three big-bigs nearby, but as she watches another big drops one of them. The other two are fighting talky-big but are dangerously close to Alex.

She focuses on one of the big-bigs.

Spellcasting & Wild => G: 1d8 ⇒ 71d6 ⇒ 5 => 7 Success

A sudden gust of wind flings sand and debris into the attacker's eyes.

Target makes Agility roll at -2 (-4 on a Raise) or is Shaken with -1 to Parry until their next action. 1 on Agility roll means Shaken and fully blind until recovery from Shaken (-6 on Trait rolls requiring vision, -2 to Parry).


Damn I lost connection lost the great rolls. Since battle goes SO fast, K'Don will spend a benny attack Orc "C"

Fighting: 1d8 ⇒ 8
Wild: 1d6 ⇒ 2

Somehow I got the same numbers curious

Fighting Ace: 1d6 ⇒ 2

8+2=10 vs 5 so it hits

Damage: 1d10 ⇒ 10 WOW
Damage Ace: 1d6 ⇒ 4
So K'Don Hits "C" does 14 damage, here is where I get lost. Really glad I did a do-over


I think the damage ace should be a d10 too, shouldn't it?


Probably all of the following should be "ooc", but since the board won't let you "ooc" multiple paragraphs, it isn't...

Arabella - thanks for being honest about being dagger-less, but the 2 Raises instead of 1 on the attack didn't change anything. And you spent the Bennies correctly.
You get another Bennie for pointing out being dagger-less.

But according to the book, "Drawing two weapons at once...still inflicts a single –2 penalty, but requires an Agility roll." So the Agility roll was at -3 total, and failed, which means you were able to draw the weapons but not attack.

Oh, then I saw the "She'll try to stab the Orc"...

ALL - you MUST declare ALL your actions AND movements to begin with, in order to determine the *total* multi-action penalty (MAP) for the actions.

So : draw and draw (-2) and attack (-2) with 1 Wound, *every action* would have been at -5. Good luck with that. :)

Your *intent* was to attack, so even if you ended up later not being able to, its penalty is included in all previous actions.

WindDancer - rolling for Orc G's sand-in-the-face :
Agility: 1d6 ⇒ 2 G is Shaken and at -1 to Parry

K'Don - I'm afraid there's several things wrong...

Any "Ace" is always the *same die* as the one that Aced, so the "Fighting Ace" should have been a d8. But we'll stick with the 2 value.

10 vs. 5 not only hits, but *with a Raise* (which is very important!). Every 4 *more* than you need for a Success is a Raise. So 5,6,7,8 is a Success, 9,10,11,12 is 1 Raise, etc.

A Raise on your Fighting means you add a d6 to the Damage roll. This is the ONLY time you add a d6 to *damage*.

And the Damage roll should have been 2d10 (a d10 for the weapon, and a d10 for your Strength), for a total roll of 2d10+d6.

You've rolled one of the d10's so far, and it exploded, so the Ace die should have also been a d10. But we can use the 4 from the d6 as part of the original roll. So...

Please roll another 2d10 for damage (and each one can Ace).


Summary of this round

Eight Orcs swarm into the compound, screaming and yelling and waving bloody scimitars!

Katana drops one of them in its tracks with just a single punch!

Two Orcs attack Arabella and one of them gets in a nasty slice to her leg.

Two more Orcs fiercely attack K'Don, but do no damage.

Alex fires his gun at an oncoming Orc, but is so rattled by the sight of so much meat bearing down on him that the shot goes wild. He calls to Arabella for another gun.

Dust and dirt flies up in the face of one of the Orcs, and he stops to wipe off his face.

Marko chants, and a wolf suddenly appears in your midst! But it seems to be fighting for y'all, and savagely bites one of the Orcs, hanging on to its leg.

K'Don lands a solid blow on one of the Orcs and cleaves him in two!

As the Orcs attack her, Arabella try to draw both her dagger and pistol, and altho her hands get a little tangled with each other, she moves close to Alex to hand him the pistol as soon as he can take it.

Connor is crouching behind a building, watching all the mayhem.

Adelmar chants again :
Faith & Wild: 1d10 ⇒ 61d6 ⇒ 4 = 6 is a Success
Nothing obvious seems to happen.

NOTES - A:; B:Shaken; D:; F:; G:Shaken,-1 Parry; H:
Adelmar : 12/15 PP, -2 to be hit
Katana :


Initiative
Alex : Init: 1d1000 ⇒ 108
Arabella : Init: 1d1000 ⇒ 841
Connor : Init: 1d1000 ⇒ 631
K'Don : Init: 1d1000 ⇒ 610
Marko : Init: 1d1000 ⇒ 954
WindDancer : Init: 1d1000 ⇒ 592
Adelmar : Init: 1d1000 ⇒ 840
Katana : Init: 1d1000 ⇒ 566
Orcs : Init: 1d1000 ⇒ 557

In order : Marko, Arabella, Adelmar, Connor, K'Don, WindDancer, Katana, Orcs, Alex


2d10 ⇒ (5, 9) = 14


Continue attacking "C".

Fighting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 5

Hit!

Damage: 2d10 ⇒ (1, 7) = 8

Damage!


Good going! It will help me a lot if each player can tell me the specific results from the damage, so I can just apply it.

A Success with no Raises makes the target Shaken. Each Raise adds one Wound. Most of your opponents drop when they take 1 Wound.

For Orc C from the previous round, your grand total was 10+4+14=28 damage. Compared to his Toughness of 8, that's 5(!) Wounds, so he drops.

I'll assume you take your next attack on B, unless you want to move up to 6 squares and attack someone else?

So, pop-quiz - what's his state (Shaken, # of Wounds) from your Damage? :)


No "B" is fine.
I think he is dead.
How does the Armor fit into the equation.


Not armor, toughness


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella will take the defend action. She will not move or pass the pistol to Alexander.

This makes her parry 6.

This is the only way she can make sure she doesn't get pummeled again or if she does, she's got a better chance of surviving it. She's got to get free of attackers before she can really do anything helpful.


K'Don - your Damage is compared to his Toughness.

You did damage 8, and his Toughness is 8, which is a Success with no Raises, so he's Shaken.


Arabella - you might also want to consider the "Full Defense" action :

You make a Fighting roll at +2 and use the result as your Parry until your next action. But you cannot move.

This gets a Wild Die and everything can explode as usual, so you *could* end up with a MUCH higher Parry. And you could spend a Benny to re-roll. And, if the final result is less than your regular Parry, you keep your regular Parry.

Doing some simulations, this gives you (specifically) an 83% chance of improving your Parry, and a 50% chance of making it *better than* 6. That's without spending a Benny.

If you want to change, go ahead and roll it.


K'Don - Armor adds to your Toughness. Every creature has a "default" Toughness, and then 0-several points of Armor (your leather armor adds +1 to your Toughness).

Some attacks *ignore* so-many points of Armor, they are called "Armor Piercing" (AP).


Does that mean I get an attack and a defensive roll each round? I am assuming the answer is yes based on you suggestion.

K'Don will take a defensive roll

Defensive: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6

Wild Ace: 1d6 ⇒ 5

So 6+5=11


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella will try the full defense action but see my reservations on the discussion board.

Modifier: +2 - 1 (wound)
Fighting: 1d4 ⇒ 3
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 5
Result = 6+5 + 2 - 1 = 12

So her Parry for the round is 12.


K'Don - no, you do not get a defensive roll. You can take a Defend action or Full Defense action *instead of* attacking, which is what Arabella is doing.

ALL - really, we should move all questions about game mechanics to the Discussion thread.


So, waiting to hear from Marko, (Adelmar), Connor, WindDancer, (Katana), (Orcs), Alex.

Oops, I thought the Orcs were dead last. So they *do* act between Arabella and Alex (not that it matters anymore).

Alex, you see Arabella waving her dagger around wildly at both Orcs to try and keep them at bay. You doubt she's going to be able to hand you the other gun...


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Wolf Actions, 2/3 Duration

The Spectral wolf chops down on the Orc he previously attacked.

Bite vs Orc B, with Ace: 2d6 ⇒ (6, 1) = 7, Success.
Damage, with AP4: 2d6 ⇒ (5, 4) = 9

Assuming the toughness on the Shaken Orc is 8. The Orc B now has a wound, and is probably off the table. Unless the Orc is a Wild Card or the GM would like to spend one of his own Bennies.


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Marko Actions

Marko sees the trouble Arabella is in. He pushes up his glasses and then evokes a particularly powerful blast on the Orc attacking her.

Spellcasting for Magic Missile: 1d10 ⇒ 4
Wild: 1d6 ⇒ 3 Success.

Damage vs Orc G, with AP 4, and an Ace: 3d4 + 1d4 ⇒ (3, 4, 2) + (3) = 12

Again, assuming a toughness of 8 -- although it's probably less due to armor -- That is a Success and a Raise for damage. :-)

Current PP 10/15


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

She watches the carnage below, eyes flitting from one scene to another, trying to evaluate the situation. The big-big she blinded -- also hit by something she doesn't understand -- seems no longer a threat to Con-nor's big. But there is another disturbingly close, and she focuses her attention there.

Spellcasting & Wild => F: 1d8 ⇒ 31d6 ⇒ 2 => 3 Fail


Yeah, if I don't spend some Bennies soon there'll be no fight! :)

6 Players (do my good-guy NPC Wild Cards count?), 6 Bennies.

Spending a Benny on B to remove the old Shaken before the new one. So he's still Shaken.

Adelmar chants again and stomps his staff into the ground, and a bolt of lighting seems to follow along the ground towards the feet of Orcs D and A coming at him :
Casting & Wild: 1d10 ⇒ 71d6 ⇒ 1

They try to save :
Smarts: 1d4 ⇒ 2
Smarts: 1d4 ⇒ 1

And they are Shaken.

NOTES - A:Shaken; B:Shaken; D:Shaken; F:; H:
Adelmar : 10/15 PP, -2 to be hit (round 2)
Katana :
5 Bennies


I won't be able to post Katana's or the Orcs' actions today, so Alex if you want to post go ahead, just be aware that it may all get negated by what the Orcs do (but once I figure out what happens, you can always spend a Benny to cancel it).


If Alex can only take one action without a penalty, he'll just draw his rapier. If he can go full defensive at the same time (not sure if that counts as an action?) he'll do that too.


Alex - yes Full Defense is an "action", so you'll just draw your rapier.

Katana attacks the Orc next to her :

Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 6
Explode: 1d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 14 vs. Parry=5 is a Success and 2 Raises!

Damage: 1d8 + 1d4 + 2 + 1d6 ⇒ (2) + (2) + 2 + (1) = 7 Sheesh! Not even enough to get thru his Toughness! Pity you can't spend a Bennie to re-roll damage without an Edge, or she would...

Orc A tries to recover from Shaken
Spirit: 1d6 ⇒ 6
Explode: 1d6 ⇒ 1 = 7 is a Success = he's not Shaken, but can't act

Orc B tries to recover from Shaken
Spirit: 1d6 ⇒ 2 No - spending a Benny

Orc D tries to recover from Shaken
Spirit: 1d6 ⇒ 3 No - spending a Benny

So Orcs B, D, F, and H can act.

F attacks Katana
Fighting: 1d6 ⇒ 5 does not make it thru her Parry of 6.

H attacks the wolf.
Fighting: 1d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8 vs. Parry 5 is a Success

Damage: 1d8 + 1d8 ⇒ (2) + (2) = 4 Does not get thru the Toughness.

B attacks the bastard-traitor :
Fighting: 1d6 ⇒ 6
Explode: 1d6 ⇒ 1 = 7 vs. Parry of 6 is a Success

Damage: 2d8 ⇒ (1, 8) = 9
Explode: 1d8 ⇒ 5 = 14 vs. Toughness=6 is a Success and 2 Raises!

K'Don - you will take 2 Wounds unless you want to spend a Benny for a Soak roll (roll your Vigor, each Success and Raise removes one Wound)

Orc D moves and attacks Arabella :
Fighting: 1d6 ⇒ 2 Does not get thru her Parry

NOTES - A:; B:; D:; F:; H:
Adelmar : 10/15 PP, -2 to be hit (round 2)
Katana :
3 Bennies


Summary of this round

Marko throws a bolt of light at one of the Orcs threatening Arabella, and it drops.

The wolf continues to attack the same Orc, but doesn't have much effect.

Arabella wildly swishes her dagger around, trying to appear as dangerous as possible.

Adelmar chants and seems to momentarily stun the two Orcs nearest him.

Connor watches from behind the building.

K'Don attacks one of the Orcs attacking him, and manages to get in a blow that rattles him, but he quickly shakes it off.

WindDancer sits on a thatched roof, eying the scene below intently.

Katana makes another vicious attack on the Orc next to her, but his armor protects him from any damage.

The Orcs attack the party with wild zeal, but only K'Don is (maybe) wounded.

Alex draws his rapier and waits for an opening...

Initiative
Alex : Init: 1d1000 ⇒ 273
Arabella : Init: 1d1000 ⇒ 313
Connor : Init: 1d1000 ⇒ 986
K'Don : Init: 1d1000 ⇒ 140
Marko : Init: 1d1000 ⇒ 748
WindDancer : Init: 1d1000 ⇒ 495
Adelmar : Init: 1d1000 ⇒ 426
Katana : Init: 1d1000 ⇒ 485
Orcs : Init: 1d1000 ⇒ 409

In order : Connor, Marko, WindDancer, Katana, Adelmar, Orcs, Arabella, Alex, K'Don

ALL - see Discussion for a possible new option to get away from attackers


K'Don will spend Benny #2 to soak up some damage.
Vigor: 1d6 ⇒ 4
Wild: 1d6 ⇒ 3
A success (I think).


K'Don has combat reflexes which gives him a +2 Spirit to recover from shaken.


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Wolf Actions 3/3

The Spectral Wolf viciously attacks the Orc that attacked him, but misses.

Fighting vs Orc G: 1d6 ⇒ 3

-Posted with Wayfinder


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Marko Actions

Marko sees K'Don struggling and fires a powerful magic missile at the Orc in front of him.

Spellcasting vs Orc B : 1d10 ⇒ 8
Wild : 1d6 ⇒ 3, Success with a Raise.

Damage, AP4, with Ace: 3d4 + 1d4 ⇒ (2, 3, 4) + (3) = 12

Okay, so that's a success with a Raise at least for damage on B. Because of the Wizard edge that over-charged Magic Missile only cost me 1 PP. And I'll be maintaining the Wolf starting next turn.

PP 9/15

-Posted with Wayfinder


K'Don - because of the Success on the Soak, you take only 1 Wound, but are still Shaken.

When you want to post your action this round, roll Spirit+2 to recover from the Shaken (you need a *Raise* to also act in the same round). If that fails, you can sit the round out or spend a Benny to recover and act.


Spirit: 1d4 + 2 ⇒ (1) + 2 = 3
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 1

So 7?


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

The wild also gets a +2. So that's a success with a raise. You're not shaken and can act this turn.

-Posted with Wayfinder


Thanks Owner of Marko

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