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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Marko - your attack was not a success (it would have been for an Orc), I stated before "Gerta is wearing some light armor, but also has that shimmering glow around her. However, a 9 is just barely a hit."

K'Don is now able to take any action he wants, at -3 for 3 Wounds to Pace and all rolls except Damage.


Gerta grabs a dagger from her belt with her off-hand.

Katana runs over to Gerta and attacks :
Fighting & Wild: 1d8 ⇒ 61d6 ⇒ 6
Explode: 1d6 ⇒ 1 = 7 +2(gangup) = 9 just barely hits
Damage: 1d8 + 1d4 + 2 ⇒ (2) + (3) + 2 = 7 does not get thru Toughness

Alex and K'Don are up.

For future reference, Gerta's Parry is a 9.


"Your friends are vanquished, your employer soon to be the same. Be a good chap and hold still." Alexander circled the last remaining orc, darting in to jab with his rapier...

rapier: 1d8 ⇒ 4
Wild: 1d6 ⇒ 2

...but too much of his attention was focused on what was going on by the magic cart to fell the orc.


-Nertz, I didn't notice there was an Orc left! (Yesterday I had just woken up and didn't have a lot of time before I had to go to work.)
-Katana wouldn't have left Alex alone, so I'm retconning her to stand next to Alex.
-But since her rolls wouldn't have even hurt the Orc, nothing else changes.


"Thank you Connor, it was very brave of you to rush in here like that, now run back to Master Marko and Alex. That's a good boy."

Shaking his head to try and clear the cobwebs, K'Don takes a quick glance at the current situation.

"Damn, the B!tch is still standing!! The other orc is being attacked by Alex and Katana."

Still rattled in the brain, K'Don does what he is programed to do. Attack!! Gerta is the target and K'Don makes as though he is gonna bull rush Gerta but pulls up short and does an all out attack. Shouting stuff and beginning the initial steps of a practice form, to Intimidate her.

Any bonus for "waving a huge sword" in her face.

Intimidate: 1d6 ⇒ 4
Wild: 1d6 ⇒ 3

Just in case he succeeds:

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3

Appropriate 8>(


So she gets to make an opposed Spirit roll vs. your 4 Intimidation :

Spirit & Wild: 1d8 ⇒ 61d6 ⇒ 3 = 6

So she is not Shaken.

BTW, your mods to your Fighting roll were -3(Wounds), +2(gangup), -2(MAP). Please try to indicate all mods in your rolls. (MAP = Multi-Action Penalty = taking more than one Regular Action in a round)

(Helpful hint : let one of the not-so-great fighters try to Shaken her, so you can attack without a -2 penalty for taking 2 actions. And you especially should consider Wild Attack and/or Frenzy - see Discussion.)


Summary of round 5
Gerta sets Marko's pants on fire, making him Shaken.
WindDancer flies up from under the ground, trying to bite an Orc, but misses.
Connor heals K'Don a little bit, allowing him to act again.
Arabella rushes up to Gerta and attacks with a dagger, but misses.
Marko tries to attack Gerta with his rapier, and misses.
Alex tries to attack the last remaining Orc, and misses.
Katana also misses!
K'Don also misses!

Wow - nobody hit *anybody* this round! (With Wounds, anyway)

Initiative (start of round 6)
Alex : Init: 1d1000 ⇒ 224
Arabella : Init: 1d1000 ⇒ 111
Connor : Init: 1d1000 ⇒ 84
K'Don : Init: 1d1000 ⇒ 973
Marko : Init: 1d1000 ⇒ 167
WindDancer : Init: 1d1000 ⇒ 578
Katana : Init: 1d1000 ⇒ 314
Gerta : Init: 1d1000 ⇒ 450
Orc : Init: 1d1000 ⇒ 375

So in order : K'Don, WindDancer, Gerta, Orc, Katana, Alex, Marko, Arabella, Connor

Marko and K'Don - please note that you are Shaken, and must make a Spirit roll to recover and possibly act this round.
I forgot that last round, but since you didn't hit anything it doesn't really matter, we can just say you failed your Spirit rolls.


Spirit: 1d4 ⇒ 4
Wild: 1d6 ⇒ 6


So, *both* dice exploded! Re-roll each one again, pick the largest total (and you add +2 to the final total because of your Combat Reflexes Edge). Look in the SW manual under "Damage Effects" and "Shaken" for the results.


Spirit Ace: 1d4 ⇒ 3
Wild Ace: 1d6 ⇒ 6

Wild Ace Ace: 1d6 ⇒ 5

OK so 6+6+5=17+2 (combat reflex) = 19

I'm gonna assume K'Don can act this round.


Fighting: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6

Wild Ace: 1d6 ⇒ 2

6+2=8(+1 Bat'leth, -3 Wounds, +2 Gang up)=8 doesn't meet a 9.


Next time, try a Wild Attack - that would have hit AND given you +2 to damage...


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

She explodes from the floor again, trying the same tactic once more. (I figure she has to hit him before realizing his armor's too tough.)

Surprise! (Stealth & Wild): 1d6 ⇒ 11d6 ⇒ 2 =>2, Failure (okay DiceBot, when I said "again" I didn't mean I wanted the exact same rolls...)

Fighting & Wild: 1d4 + 2 - 4 + 2 ⇒ (2) + 2 - 4 + 2 = 21d6 + 2 - 4 + 2 ⇒ (3) + 2 - 4 + 2 = 3 =>3. Failure (+2 Base/Size, -4 Called Shot, +2 Gang-up)

Oh well.. at least it's +1 to gang-up for Alex and Katana...


why the +2 to damage?


That's just part of the definition of a Wild Attack : +2 to Fighting, +2 to Damage, -3 to Parry until your next turn. You're getting more reckless with your defense in exchange for a better attack.


Gerta turns to Arabella and screams hysterically "I'll teach you to betray ME, you b**ch!"

Shooting & Wild: 1d8 ⇒ 31d6 ⇒ 4 = 4 does not beat Arabella's Parry.
And she misses.


The Orc attacks Alex :

Fighting & Wild: 1d8 ⇒ 21d6 ⇒ 4 = 4 vs. Parry of 7
And also misses.

Katana attacks the Orc :
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 1 = 4 vs. Parry of 6
And ALSO misses!

Alex, Marko, Arabella, Connor are up.


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Shouldn't there be a gang-up bonus on Katana's attack?

Confused as to where he should go, Connor takes a few fearful steps from between the two fighting groups. Moved East 10'.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
Gerta wrote:
Gerta turns to Arabella and screams hysterically "I'll teach you to betray ME, you b**ch!"

"You taught me that when you kidnapped me and made me a slave!"


A glance at the other fight worried Alexander; if Gerta escaped, their troubles were far from over. Hoping someone would get on the cart to prevent the dwarf from escaping on it, he tried to enrage her enough to prevent her from thinking to do so. "Fool dwarf! Your reign here is at an end, no matter how clever you thought yourself to be! Face it, you were no better than the worst of us!"

Taunt: 1d8 ⇒ 3 + gangup w Winddancer & Katana? :P
Wild: 1d6 ⇒ 4


Yes, there should have been a +1(gangup), but it wouldn't have made a difference. Thanks!

Gerta gets a Smarts roll vs. your Taunt of 4 :
Smarts & Wild: 1d10 ⇒ 41d6 ⇒ 4 = 4

Since in an opposed roll, a tie means "no clear winner", you do not succeed in Taunting her. Close call, tho! :)


Male Human Wizard

Marko glances around and takes stock of the situation. Knowing his presence in this battle helps the "Real Fighters", He draws his rapier and prepares to defend Connor.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Is there anything Arabella can do to the craft to keep it from working properly? Remove a crystal, disconnect something? If so, move Arabella to where she needs to be to do that (as long as she can stay close enough to Gerta to provide gang-up bonus) and let me know what roll to make. I'll make a weird science roll just in case that would cover it. If this is not possible, Arabella will taunt the "superior intellect" of Gerta. I'll provide a taunting line of dialogue and a roll in case she cannot attempt to disable the craft.

Disable craft attempt:
weird science: 1d8 ⇒ 8
Wild: 1d6 ⇒ 6
weird science ace: 1d8 ⇒ 3
Wild ace: 1d6 ⇒ 1
Result = 11

Taunt:
"Don't be mad. I could never have worked with you for long. Your greed and stupidity would only have hindered my research"
Smarts: 1d8 ⇒ 8
Wild: 1d6 ⇒ 3
Smarts Ace: 1d8 ⇒ 6
Result = 14


Arabella - you've seen Gerta power-up and power-down the machine, but you're not sure how to power it down *correctly* in the middle of a power-up. So, assuming that your desire to keep the machine in working order for yourselves is greater than your desire to stop Gerta at all costs, I'm going to go with the Taunt.

Gerta gets a Smarts roll vs. your Taunt of 14 :
Smarts & Wild: 1d10 ⇒ 91d6 ⇒ 5 SO close to Aces!
Her 9 vs. your 14 is a Success for you, and she's Shaken. That prevents her from taking another action to continue powering up the skycart.


Summary of round 6
K'Don swings at Gerta and misses.
WindDancer tries to nip at the Orc, and misses.
Gerta fires her gun at Arabella, and misses.
The one remaining Orc attacks Alex and misses.
Katana attacks the Orc, and misses!
Alex tries to taunts Gerta, to no avail.
Marko draws his rapier.
Arabella tries to taunt Gerta, and keeps her from powering up the skycart.
Connor moves away from the action a little bit.

Initiative (start of round 7)
Alex : Init: 1d1000 ⇒ 21
Arabella : Init: 1d1000 ⇒ 544
Connor : Init: 1d1000 ⇒ 373
K'Don : Init: 1d1000 ⇒ 50
Marko : Init: 1d1000 ⇒ 794
WindDancer : Init: 1d1000 ⇒ 86
Katana : Init: 1d1000 ⇒ 315
Gerta : Init: 1d1000 ⇒ 576
Orc : Init: 1d1000 ⇒ 931

So, in order : Orc, Marko, Gerta, Arabella, Connor, Katana, WindDancer, K'Don, and Alex gets the Joker!

What a time for Alex to be AFK...
Alex, you said you'd be unavailable "tomorrow" - in case you see this today and can take your attack (+2 Fighting, +2 Damage), I'll wait a little while before taking your action for you.


Sorry, I've kind of lost track a bit here :
Nobody other than Gerta is Shaken, as far as I can tell.
Nobody has any penalties or bonuses on them (other than gang-ups).
Gerta has 2 Wounds.
Any PC's have any Wounds?
You can reply in Discussion if you don't want to clutter up here.
Thanks!

Oops, no, Marko is still Shaken from the last round (#6). You can't even draw a weapon while Shaken, so please make a Spirit roll to act. Then we'll see what you can do this round.


Yeah, it's not 'til tomorrow. Thanks for waiting.

rapier + joker: 1d8 + 2 ⇒ (3) + 2 = 5
wild: 1d6 + 2 ⇒ (6) + 2 = 8
explode!: 1d6 ⇒ 3 = 11 +2 gang up?

dmg + joker: 1d6 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7
+1d6 for attack exploding? not sure: 1d6 ⇒ 5

Shall this vile brute best me in a contest of arms? Impossible! Alexander shifted his stance and pressed the attack, his face a mask of casual disdain, one hand behind his back. His rapier zipped through the air like lightning, daring the orc to open himself to Alexander's precise stabs.

"You shan't live to tell of this, you know. What a pity," he noted diffidently as he circled the orc.


Hope you get to see this before you leave...

Alex zips his rapier back and forth, and before he knows he's been Wounded, the Orc hits the ground.


Male Human Wizard

Vigor: 1d6 ⇒ 4
Wild: 1d6 ⇒ 5

I think that was a success.


Male Human Wizard

Fighting: 1d4 ⇒ 4
Wild: 1d6 ⇒ 5

I think that is a miss.


Marko, please check your regular emails...


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


Ok, well, Marko did not roll well enough last round to act, so he draws his sword this round.
But since in SW everything happens "all at once" in a round, he'll still give a gang-up bonus to the other attacking Gerta this round.

Gerta tries to become un-Shaken :
Spirit & Wild: 1d8 ⇒ 61d6 ⇒ 1 = Success
Spending a Benny to act this round.

Gerta fires again at Arabella, screaming epithets :
Shooting & Wild: 1d8 ⇒ 61d6 ⇒ 5 = 6 vs. Parry=4 is a Success

Damage: 2d6 ⇒ (5, 5) = 10 vs. Toughness 6 is a Raise
Arabella feels a lance of pain shoot thru her arm as the beam of light burns her (1 Wound).

Arabella, Connor, Katana, WindDancer, K'Don are up.


I thought she has 2 wounds

Sorry, I've kind of lost track a bit here :
Nobody other than Gerta is Shaken, as far as I can tell.
Nobody has any penalties or bonuses on them (other than gang-ups).
Gerta has 2 Wounds.
Any PC's have any Wounds?
You can reply in Discussion if you don't want to clutter up here.

If she has 2 wounds and roll to shake one and benne to shake the other that doesn't leave her room for an action only a free action. Can you explain why she can act please.


Please see Discussion

P.S. - Arabella is also Shaken.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Accidently posted Arabella's spirit roll to recover from shaken on the discussion page. She failed and only has one Benny left, so she's going to just wait until next turn and try again.


K'Don will attack again. He will use all the plusses possible to attack regardless of the consequences.

K'Don feeling beat up and angry that this opponant "put him to the mat" as it were and he wants pay back.

Thinking:

"Ancestors in Stovokor, hear me. I need your strength my Brothers, aid me defeat this foe!!!"

(+1 Bat'leth, -3 Wounds, +2 Gang up, +1 all out attack) which ends up being a +1 over all.

Fighting: 1d8 ⇒ 8
Wild: 1d6 ⇒ 2

Fighting Ace: 1d8 ⇒ 8

Fighting Ace Ace: 1d8 ⇒ 6

8+8+6+1=23 !!!
That is a success and some raises.

Damage: 2d10 + 1d6 ⇒ (8, 2) + (5) = 15

That also is a success and a wound, I hope.

It cost a lot to start with the Bat'leth, Great Sword, but it was worth it, just Average damage is massive.


Actually "Wild Attack" is +2 to Fighting instead of +1, AND +2 to damage.
So that's a 24 vs. her Parry of 9 which is 3 Raises.
And a total of 17 vs. her Toughness of 9 which is 2 Wounds, on top of her other 2.
"Ding dong, the b*itch is dead..."

Blood dripping from multiple wounds, K'Don lands a mighty blow on Gerta, nearly cleaving her in two. He stands over her, panting, leaning on his sword lest he fall over from exhaustion.

Melee is over. Do whatever you want to do.

Arabella, you can apply your previous Weird Science roll to powering down the aircart.

Just checking something...
Vigor & Wild: 1d8 ⇒ 71d6 ⇒ 2 = 7
Lying in the cart in a growing pool of her own blood, Gerta pushes a button on her pistol with her last gasp of breath, which sounds more like a laugh than a death-rattle. Everyone hears a high-pitched whine that rapidly gets higher and louder.

Arabella, K'Don, and Marko - make Agility rolls...


Agility: 1d10 ⇒ 9
Wild: 1d6 ⇒ 3


Male Human Wizard

Agility: 1d4 ⇒ 2
Wild: 1d6 ⇒ 3


K'Don quickly grabs up the device from Gerta's cold, lifeless hand. Using all his strength, he throws it into the valley.

The explosion is massive, the shock wave knocking everyone to the ground. The blast can be heard for several seconds as it echos through the valley.

As K'Don sees everyone is alright he decides to stay on the ground, lacking the strenght to rise.


None of your text needed to be "ooc", that IS "game stuff".

There's a -4 penalty for what you tried to do (it's actually in the book, "throwing back a grenade"), but with your -3 Wounds, even a 9 isn't good enough.

K'Don manages to throw himself out of the blast radius in time. Marko does not :

Damage: 2d6 ⇒ (6, 2) = 8
Explode(heh): 1d6 ⇒ 2

ALL - note this is an "Area Effect" and IGNORES ALL ARMOR unless it completely covers you. So if you're wearing a leather vest or chain shirt (etc.), it does not count.

So damage 10 vs. Toughness 5 is a Raise, and Marko takes a Wound. (He's also technically Shaken, but since we're out of melee he doesn't have to roll to recover from that.)


I just realized - since K'Don tried to throw it away and *failed* (9 -3[Wounds] -4[throwback] = 2), he not only takes damage, but takes an extra d6 (this is all according to the book).

Ignoring the risk to himself, K'Don bravely grabs up the gun and tries to throw it away, but the wounds his body has already sustained slow him down, and it goes off in his hand :

Damage: 2d6 + 1d6 ⇒ (5, 3) + (2) = 10

Damage 10 vs. Toughness 5 (deja vu!) is a Wound, and K'Don is Incapacitated again.

K'Don, make a Vigor roll (and don't roll snake-eyes!).


I like my version better.

Vigor: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5


I'm all for "awesomeness" in a game, but sometimes *exceptionally* awesome results require exceptionally awesome rolls.... If you'd Aced that d10, you could have pulled it off.

Vigor = 5 = Success : you sustain an injury. The Injury goes away when ALL wounds are healed.

Your right hand/arm is injured. You can use a two-handed weapon at -2 to the Fighting roll.

K'Don is Incapacitated. Anyone wishing to help him, see THIS POST.
Additional note : the Healing *Skill* can be rolled to remove Incapacitation multiple times by the same person within the first hour.

I'm going to experiment with something :
K'Don, please make another Vigor roll (-3 for Wounds) - if you succeed, you stay conscious and can move at your Pace-3 (for Wounds). Otherwise you're unconscious until you're no longer Incapacitated.


Vigor: 1d6 ⇒ 6
Wild: 1d6 ⇒ 2

Vigor Ace: 1d6 ⇒ 4

So 6+4=10.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Penalty from wounds: -1
Agility: 1d4 ⇒ 3
Wild: 1d6 ⇒ 3
Result = 3 - 1 (wound) = 2, failure

I couldn't tell from reading the section on Area Effects whether the damage is rolled separately for each person in the blast or if one roll is used for all. If the latter, her toughness is 5 and she takes 2 more wounds, putting her at 3. I'll wait to see the consequences before deciding whether to try to soak. Then I'll get to a post with role playing of Arabella's reactions and next actions.


It is mentioned that it's separate, but it's one short sentence and easy to miss (I did the first time I went to look for it, too). And the thing about armor is only in the errata doc if you've got the "early" PDF.

Damage: 2d6 ⇒ (1, 6) = 7
Explode(heh): 1d6 ⇒ 1 = 8

vs. Toughness 5 merely leaves her Shaken, you don't have to roll to recover.

ALL - time to roleplay the aftermath. K'Don can contribute to conversations.


K'Don glances around and slumps to the ground.

"Ouch"


Male Human Wizard

Marko looks around at the carnaige, blood on the floor, moaning injured.
"Someone should really do something about these mortally wounds orcs."

"Well, that was quite exciting wasn't it? Once we tidey up a bit, glancing at Gertas body, this might make a nice place to stay for a while. Of course, it will require a few ammenities."

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