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).

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Woo!: 1d6 ⇒ 3


Apologies for the delay, I haven't been able to mentally focus much lately. Seeing my doctor Tuesday, I may have Chronic Fatigue Syndrome (oh joy!).
Alex - SO close to turning it into a Wound, but no.

Summarizing this round since it was kind of out-of-order this time :

-Katana attacked the Rigellian with a "shuriken", but did not get thru Toughness.
-K'Don's sword attack resulted in keeping the Rigellian Shaken.
-Arabella's stun-gun also only caused Shaken.
-The Rigellian recovered from being Shaken, and attacked K'Don fiercely, almost inflicting an Incapacitating blow, but at the last second K'Don twisted just a little bit out of the way allowing more of his armor to absorb the impact, leaving him Shaken with 3 Wounds.
-Alex's stun-gun attack leaves the Rigellian Shaken again.

Did I miss anything?


Initiative (start of round 5)
Alex : Init: 1d1000 ⇒ 78
Arabella : Init: 1d1000 ⇒ 577
Connor : Init: 1d1000 ⇒ 354
K'Don : Init: 1d1000 ⇒ 589
Marko : Init: 1d1000 ⇒ 710
WindDancer : Init: 1d1000 ⇒ 497
Katana : Init: 1d1000 ⇒ 16
Rigellian : Init: 1d1000 ⇒ 367

So in order : (Marko), K'Don, Arabella, WindDancer, Rigellian, (Connor), Alex, and Katana gets the Joker!

Katana attacks :
Throwing & Wild: 1d8 ⇒ 71d6 ⇒ 2 = 7 + 2(Joker) +2(size) = 11 vs. Parry=7 is a Success and a Raise

Damage: 2d6 + 1d6 ⇒ (3, 2) + (6) = 11
Explode: 1d6 ⇒ 2 +2(Joker)=15 vs. Toughness 9 is a Raise = 1 Wound

Attempting to Soak :
Vigor & Wild: 1d10 ⇒ 101d6 ⇒ 2 = 10 (no point to Ace)
The damage is Soaked
Katana does no damage

Status
Everyone but K'Don has +1 Parry and Toughness
K'Don has 3 Wounds and is Shaken
The Rigellian has 2 Wounds and is Shaken
DM has 5 Bennies
---------------------------------------
The Rigellian is Parry=7, Toughness=9


Spirit: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3

so free action but no attack.

K'Don will attempt to intimidate the Rigillian
"Ahhh, your mother wears combat boots" It is worth a try.

Intimidate: 1d6 ⇒ 1
Wild: 1d6 ⇒ 2 Oh boy great roll.


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

Arabella keeps firing her gun.

The boost to shooting skill was made during round 1 and lasted 3 rounds, so that is gone. She doesn't have the points to extend the duration. This is the last round that K'Don has on his boost to strength but she still has 1 point left in the bioergoggs, so she'll extend it 1 round if she can.

Shooting: 1d4 ⇒ 1
Wild: 1d6 ⇒ 1
Result = "Bazz-Fazz


K'Don - first off, a 5 is a Success is now a full action (Free action and Regular action), second off Intimidation is a Regular action. You can attack if you wish.

Wow, Arabella, that gun really does not like you! :)


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

Darn alien tech! Probably made in Aldebaran!


Sounds good, I just read the shaken thing and went with what I thought was right.

Shaken
If the damage of an attack is a simple success (0-3 points
over Toughness), the target is Shaken. Shaken characters
are rattled, distracted, or momentarily shocked. They aren’t
stunned but are temporarily suppressed enough that they
must make a Spirit roll to be effective.
On their action, a Shaken character must attempt to recover
from being Shaken by making a Spirit roll:
• Failure: The character remains Shaken. He can only
perform free actions (see page 66).
• Success: The character is no longer Shaken, but can
still only perform free actions.

• Raise: The character is no longer Shaken and may act
normally

If you could explain this to me, in regular email, maybe I can figure this stuff out.

Fighting: 1d10 ⇒ 4
Wild: 1d6 ⇒ 1

not sure about what +/- is should use at this point.


About a month or so ago, I announced on the Discussion board that SW had changed that rule, you now get a "full" action on just a regular success.

I *think* +2 because it's big, and +1 from Arabella's goggles, but that still misses.


Oky Doky


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

Arabella boosted K'Don's strength die, so that will only help on damage I believe, unless there's some other benefit to high strength that affects fighting.


Nope, just couldn't remember what had been boosted. So no boost to Fighting.


Looks like WD and Alex still need to act


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

Under the circumstances I can't see WindDancer doing anything but staying with her little-big, so consider her Holding I guess.

-Posted with Wayfinder


So, the Rigellian is still Shaken? If the guns are still reloading, Alex will Hold as well. If not:

shooting: 1d8 ⇒ 3
wild: 1d6 ⇒ 1

Alex shook his head sharply as the preternatural acuity of his vision faded; his shots failed to strike the barrel-thing.


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

Remember the +2 bonus for size and the Target Number for a ranged shot (non-adjacent) is 4, not parry. So I think your result was a 5, which beats the ranged attack target number of 4. I may be forgetting something, but just in case, I would roll damage.


Right, thanks!

sonic dmg: 2d6 ⇒ (1, 1) = 2 Well, that was underwhelming...


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

I think these centipedes gave us some cheap knock-off guns they got on the black market. :)


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

Heehee. Speaking of high tech alien guns, if somebody's having issues waiting for them to reset/recharge, I'll just point out that Connor has one he's not using. And apparently won't be for the rest of this fight.


No word from Fox in some time. That does NOT bode well given his previous posts. Hope to hear from you soon.


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

He posted yesterday morning. That said, I agree with you in hoping he's doing well.

-Posted with Wayfinder


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

Our GM was at work today, so he's not in any serious medical danger. Just don't expect a lot of posts for a bit. I'm sure he'll explain soon.


I may have Chronic Fatigue Syndrome, or perhaps adrenal fatigue. Either way, I sometimes have days when I can't think clearly enough and/or don't have the energy to even post. Am seeing a specialist next Thursday, if it's adrenal fatigue then there's probably treatment options.

The Rigellian does his best to put K'Don out of his (the Rigellian's) misery, but first he needs to recover from Shaken :
Spirit & Wild: 1d8 ⇒ 81d6 ⇒ 1 = 8 so he can act (no point to Acing)

Fighting & Wild: 1d10 ⇒ 91d6 ⇒ 1 = 9 vs. K'Don's Parry=6 is a Success

Damage: 2d8 ⇒ (3, 5) = 8 does not get thru his Toughness

Heh - so, no one hit anyone this round! And Arabella's gun is back on the fritz.


Initiative (start of round 6)
Alex : Init: 1d1000 ⇒ 915
Arabella : Init: 1d1000 ⇒ 727
Connor : Init: 1d1000 ⇒ 180
K'Don : Init: 1d1000 ⇒ 896
Marko : Init: 1d1000 ⇒ 49
WindDancer : Init: 1d1000 ⇒ 297
Katana : Init: 1d1000 ⇒ 263
Rigellian : Init: 1d1000 ⇒ 653

So, in order : Alex, K'Don, Arabella, Rigellian, WindDancer, Katana, (Connor), (Marko)

Arabella's gun recovers quickly, and is green again by the time she acts. (I'm rolling at home for these.)

Status
Everyone but K'Don has +1 Parry and Toughness
K'Don has 3 Wounds and is Shaken
The Rigellian has 2 Wounds
DM has 5 Bennies
---------------------------------------
The Rigellian is Parry=7, Toughness=9


I don't think Alex's action will affect K'Don so here goes

Spirit: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1
Success
K'Don will do an all out attack.
Fighting: 1d10 ⇒ 1
Wild: 1d6 ⇒ 5
6+1(favored weapon)+2(all out attack)=8
Damage: 2d10 ⇒ (9, 5) = 14


Sending good thoughts your way, ZF. I hope you recover; not sure if that's possible, but I hope so.

Alexander shook his guns, as though that would help them work more efficiently, then took a step closer to the horrid monster and fired again:

shooting 1: 1d8 + 2 - 2 ⇒ (5) + 2 - 2 = 5
wild 1: 1d6 + 2 - 2 ⇒ (3) + 2 - 2 = 3

shooting 2: 1d8 + 2 - 2 ⇒ (5) + 2 - 2 = 5
wild 2: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1

Assuming 5 is a hit:

dmg 1: 2d6 ⇒ (5, 6) = 11
dmg 2: 2d6 ⇒ (1, 5) = 6

explode 1: 1d6 ⇒ 5 = 16 and 6


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

Arabella will extend the duration on K'Don's strength 1 last round.

She notices the little violet light turn to red, which to these 'pedes apparently means the gun is again ready to fire.

stun-gun shot: success + 2 raises:
Size: +2
Shooting: 1d4 ⇒ 2
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 4
Result = 6 (wild) + 4 (ace) + 2 (size) = 12
Success + 2 raises

non-lethal damage: 3d6 ⇒ (2, 4, 3) = 9
Equals toughness of 9, so hit?

So perhaps with the results of Alexander's two shots, that will overwhelm the critter.


So, in order : Alex, K'Don, Arabella

Alex's first shot inflicts a Wound.

K'Don's attack inflicts a Wound, making him Incapacitated.

Arabella's attack would merely Shaken, which at this point makes no difference.

Since the attack which Incapacitated was not non-lethal :

Vigor & Wild: 1d10 ⇒ 41d6 ⇒ 6
Explode: 1d6 ⇒ 6 = at least one Raise
So it took an injury, which will go away soon.

You hear the centipedes say "Bring your fallen and your wounded back to us as quickly as possible, after 'shooting' the prisoners."

I need to retcon one thing : they also gave you several small-gun-like looking things, and instructed you to push the barrel up against the flesh of each prisoner after they had fallen, and pull the trigger. This will...push into them...something which will keep them unconscious for a long time. These "guns" don't work at a distance, and there is only one "shot" per "gun", so you can't use them in melee, only after the creature has fallen.

If anyone wants to do anything first (or different), let me know or I'll assume you haul Connor and Marko back to the centipedes...


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

Arabella goes into her usual post-combat withdrawal. She is quiet and focuses on tasks at hand without showing much emotion, although it is obvious she is keeping a lot of emotion in check.


Alexander appeared angry, though he didn't give voice to his complaints for a change, nor did he hover around Arabella. Instead, he gave the barrel-alien a kick, then went to lift Connor into his arms. As a dead weight, the boy was heavy! Still, all this running about and mining and whatnot had given Alexander a bit more strength, so he managed without dropping the wounded lad, or exacerbating his wounds. He didn't object as WindDancer curled up on him, either.

"Let's go see those damn bugs," he grated.


You get back to the control room, and the centipedes take you to another room, with large "beds" covered by glass tops. They tell you to put Connor and Marko in them, and ask K'Don to get in.

Manipulating knobs and switches on various panels, the insides fill with gas and various lights. The centipedes explain that your friends will be good as new in...a short time (they don't quite know how long a "minute" or an "hour" is to you yet).

If anyone asks, the other prisoners are locked in rooms where they can do no harm, nor get into any mischief.

Anyone want to talk amongst yourselves, or with the centipedes, while the others heal?

(Whoops, ninja'd by Alex, looks like he has something to say... :)


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

She shifts nervously from shoulder to shoulder, watching her little big in the box, chittering. Con-nor's big it taller and harder, moves differently, smells different... but is the only comfort available.

"Nnnklll Hhhlksss? Knnnrrr sssfff?"


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

Arabella has recovered some now, and seeing the high-tech healing gives her something to focus on, wondering if they are using bioergonic energy. But once that wears off, she turns to the 'pedes and asks, "Since we appear to have some time to spend, please explain where we are and how we got here. Just before we appeared in this ... place, we were near the surface of ... our world. Suddenly we were here, wherever this is. I can assure you we did not intend to crash into your house or ship or whatever. We appear to have been hit with a beam of light and next thing we knew we had crashing in that room."


One of the centipedes turns to WindDancer and you all hear in your heads, in your native tongue "Yes, little one, your Connor will be safe."

Turning to Arabella, you all hear "I have a tentative theory about that, and it may lead to a possible way to get you back to...wherever you were. But I am still taking measurements of your...craft <you get a sense of disdain and incredulity that you would travel in such a crude device> and am still <incomprehensible>...testing my ideas.

Suffice it to say for the moment that I think it is no accident that you landed right next to our engines, which use the same crystals as your craft.
Was there a large source of electric energy available to you when you left?"


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

Arabella thinks of a Charge Jar in which some scientists stored electrical fluid, as they thought of it. We would call it a Leyden Jar or a primitive capacitor. Not sure if any such device was used on the hover car, but that's the only sense Arabella would probably make of the question about electric energy.


The centipede indicates by projecting a picture in your minds that the amount of "electrical fluid" in a Leyden jar would be as a drop of water in an ocean compared to the amount he's thinking about.

In about 10-15 minutes, the glass tops open up from the beds, and Connor, Marko, and K'Don come out good as new. They're a bit woozy and dizzy, but that passes quickly.

"There is only one more room, with 3 more creatures. We suggest you take on that task sooner than later, so that we can address the issue of sending you home."


If there's no more discussion, the centipedes verbally lead you back thru the ship to another door, and say "There is a powerful psionic creature in there, along with a...mechanical man...that is immune to many things, and a small fast powerful animal-like creature, but do not be fooled, it has a cunning intelligence. Do anything you want to do in preparation."


Alexander had been so relieved that Connor was alright that he actually gave the boy a brief hug, which was far out of character for him. Standing back as WindDancer flew at the lad, he hemmed and hawed a bit. "Good lad. I dare say that was a test of manhood even K'Don will admit to being sufficient. All you need do now is learn to shoot, and you'll be part-owner of our enterprise in no time."

He nodded to Marko, as well. "Perhaps you might summon that beast of yours before we tackle the next lot, eh?" His narrowed eyes glanced sidelong at the centipedes, but whatever thoughts he had of them, he managed to keep them to himself, or so he believed. Still, his hands flexed on the grips of the guns they had been given. These will be worth a fortune. I wonder how many more these creatures have.

***

Alexander frowned at the mention of the psionic creature. "Isn't that the sort of magic they said you have, Connor?" He knelt by Connor, one hand on the boy's shoulder to shake him for emphasis. "One thing I know is that being armed makes you a target. If that thing's magic is too much for you, you run back here. Understood? But first, do try and shoot it once or twice." He ruffled Connor's hair and stood.

"K'Don, are you feeling well enough to be set loose on these things? I'll not soon forget their vicious power." What an attraction they would be at a hunting resort! A pity I don't actually have such a resort at the moment. First things first.

Alexander readied his odd, silent guns, prepared to fire the moment the next door opened.


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

"I... I guess. Maybe," Connor says, still woozy and confused about what happened. From the way WindDancer plowed into him with a "power hug" -- nearly knocking him over -- it must have been something big. Or important. Or scary.

But all he remembers is trying to shoot those ugly things, and then waking up here.

"I don't know why what happens happens. Or how WindDancer and I can talk without talking. It just... is."

He cautiously picks up the weapon he was given and stares at it for a moment. "I'll get one this time," he declares.

Do these high-tech sick bay beds rejuvenate all HP, and Power Points as well? How about Bennies? :o)

-Posted with Wayfinder


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

Arabella's head spins as she tries to process all that is happening. She has a million questions, a thousand complaints, and not much patience. But she buckles down and tries to get her mind on the next task. Before starting for the next room, she shows the 'pedes the Burst Gun (Reason) and mentally explains how it works, pointing out it does minimal actual damage. She believes the disruption it causes to living beings it hits is related to what they called electricity, since there are visible sparks and sounds of arcing electricity. She wants to know if using that in the ship will cause any problems.

She also points out that her other device will recharge in 10 hours (she tries as best she can to indicate the time by estimating how long the group has been in the ship and indicating the multiple of that inverval to recharge). She wonders if waiting that long will create any serious problems. If so, she can do without them, but she won't be able to help her friends be more effective.

Maybe between her Weird Science skill and their knowledge of advanced technology, they could combine to find a way to do a rapid recharge.

weird science: 1d8 ⇒ 7
Wild: 1d6 ⇒ 1
Result = 7
In case that helps decide if there is a way to do a rapid recharge.


The beds removed everyone's Incapacitation and Wounds. Sorry, they do not affect PP or Bennies.... :)

Room's importance: 1d100 ⇒ 25
The centipedes are very interested in your gun. "There is nothing of importance in that room, it is a...recreational...area. This gun might work on the...mechanical man...better than our guns, use it first."

After listening to your explanation of your goggles, one says "This is a very interesting use of the crystals. I happen to be a...to know a lot about them. My first idea would take several hours to build, and has about a 25% chance of destroying your goggles completely. In addition, we have to get the prisoners you've already fought back into their cells reasonably soon, and those cells are beyond this next group of prisoners. We are sorry, but it would be best if you acted immediately."

So, who's doing any prepping before the room's door opens?


"Didn't Gerta have some potions on her that we took? Seems like now might be a good time to use them."


K'Don is a bit ruffled at having been bested. His pride is a little hurt but we were successful as a group so he feels more like a team player now.
"I have never faced opponents like these, but warring is what I do. Let's get a plan before we begin. Marko, have your panther go after the fast creature. Those of you with real guns shoot at the metal man. I'll charge in and occupy the psionic monster hoping to keep it from using it's psionics on anyone. Let's buff up with everything we have since this is the last battle here. Oh and do turn on my wristband this time."

K'Don goes over to Connor and kneels down to be at eye level with him.
"Connor, you have proven yourself a man. You are now part of the team. But that comes at a cost. You must now share in the responsibility of helping the team. Somewhere down inside you there is a very special and powerful skill. We need you to use that skill when you want to."

At this point Marko joins the conversation...


Male Human Wizard

Marko also kneels down beside Connor.
"Connor do you remember the times you were able to manifest that scream? What were you feeling at that point?" Wait for an answer.
"I want you to close your eyes and think back to when that happened. Try to feel that same feeling. Even if you don't feel exactly the same I want you to just scream, and keep trying to you get it. Don't worry if it doesn't work. Don't get discouraged. Just keep trying. Perhaps WindDancer can help you. Surely she knows what you were feeling and maybe she can project that feeling to you while you trying."

To WD "Try to help Connor" Not sure if we brought a bag of sand or if we can get some from the "pedes" but if we can.
"Connor first thing you do is throw the bag of sand, WD use your power to fling the sand at the psionic creature, it will protect Conner from it's power."


Male Human Wizard

Marko will summon the panther
SpellCasting: 1d10 ⇒ 8
Wild: 1d6 ⇒ 6

The panther has the hardy edge.

14/15


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

Arabella readies her burst gun, Reason. "The 'pedes said I could safely use this. But to be effective, I'll need to use it before we all get into the room. So when we're ready, I'll have it ready and shoot it into the room to try to hit as many of them as I can. Only after I shoot should anyone move into the room. While I'm shooting, anyone else with one of the 'pede guns should also shoot."

A lot of how well this strategy works depends on the luck of the initiative order. Hopefully, we'll have the element of surprise and get a round of attacks before the aliens can respond. If for some reason it looks like Arabella will not be able to fire until the end of the round and after the aliens get to act, probably best to do whatever is necessary to start the battle and not wait for her to act.


K'Don - if by "wristband" you mean the force shield, you can't use one because of your two-handed weapon.

Marko - You're showing 14/15 PP - just checking, whatever PP you used in the first battle have NOT been restored. I know you did a summoning before, but can't recall what else. Please figure out how many PP you currently have.
There is no dirt or sand on this ship. The centipedes are offended, they keep a very clean ship. :)

But, WindDancer can certainly try Tricks (dive-bombing, fly-in-face, etc.) that would help lower the target's Parry for *everyone else*, and possibly make them Shaken. NOTE : you don't have to be adjacent to someone to pull a Trick on them.

ALL - What Arabella is asking is for everyone who gets an earlier initiative than her to go on Hold, so she can fire first. K'Don should probably go last on this first round, after everyone else has fired. Even Bolts can hit an adjacent character on a bad roll.

Fortunately, the Burst power is a cone template, which is basically half as wide as its length at any given point. So 2 squares away from her, it's 1 square wide. So there's a chance she can aim it to hit bad guys without hitting comrades.

Don't know if everyone just doesn't want to use their potions now, or if you forgot to track who has what. :) If the latter, search *this* thread (up at the top of the page) for "potions" (without the quotes) to find out who has what. I gave y'all 5 potions, most of which would come in really handy right about now.

I'll give everyone another (real-time) day to sort things out and make any last-minute preps before opening the door.


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

Hmm, I don't think I've ever done a whole interleaved conversation. But it should work, let's see.

K'Don Son of Ugal of HouseUshah wrote:
"Connor, you have proven yourself a man. You are now part of the team. But that comes at a cost. You must now share in the responsibility of helping the team."

"I did help!" Connor protests, a bit insulted. Then his face falls. "Well... I tried to."

K'Don Son of Ugal of HouseUshah wrote:
"Somewhere down inside you there is a very special and powerful skill. We need you to use that skill when you want to."

The boy's gaze falls to the deck. "I... I don't know how."

Marko Montaalvo wrote:
"Connor do you remember the times you were able to manifest that scream? What were you feeling at that point?"

He thinks for a few moments. "I... guess I was really scared. Or angry. Or afraid Unka Alex was gonna get hurt."

Marko Montaalvo wrote:
"I want you to close your eyes and think back to when that happened. Try to feel that same feeling. Even if you don't feel exactly the same I want you to just scream, and keep trying to you get it. Don't worry if it doesn't work. Don't get discouraged. Just keep trying. Perhaps WindDancer can help you. Surely she knows what you were feeling and maybe she can project that feeling to you while you trying."

"I guess I can try," he says doubtfully.

I suppose we retcon the rest as "never happened" since there's no bag of sand.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
Marko Montaalvo wrote:
To WD "Try to help Connor"

From atop her little big's shoulder, she nods at the big. "Hhhlllp Knnnrrr!" Then she presses the top of her head against her little-big's cheek.


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

A little more 'stragegery':

Arabella asks the 'pedes if they can give us a view of the room or at least show us a map or schematic to know the shape, along with some intel of where the enemy is?

She also asks if they can create some distraction to take their attention away from the door and our impending assault? In other words, can they try a version of trick to make the enemy shaken? Maybe create some sound at the opposite end of the room, give the room a burst of some gas that is noxious to one or more of them but not harmful to us? Or maybe, if they can't see in the dark, just make the room dark and then turn the lights on full brightness, bringing things back to normal as we get the open door

We definitely want Connor to be well to the back or side, so there is no line of fire or attack to him. Also others in the party need to comment on who is getting what potion. Will Marko use his spell to create a deflection effect for K'Don or anyone else?

And just so someone has said it, Arabella will remind everyone with the wrist shield to activate it before the door opens.

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