
Spaulding Dunn |

Not to argue, as you are the GM, and the final arbitrator of rules... but I believe you might be misinterpreting the "Innocent Bystander" rule.
Innocent Bystander:
Innocent Bystanders
When an attacker misses a Shooting or Throwing roll, it
may sometimes be important to see if any other targets in the
line of fire were hit. The GM should only use this rule when
it’s dramatically appropriate—not for every missed shot in a
hail of gunfire.
Each miss that comes up a 1 on the Shooting die indicates
a random adjacent character was hit. If the attacker was firing
on full-auto or with a shotgun, a roll of 1 or 2 hits the bystander.
Roll damage normally.
Technically the Wild Die is considered part of the roll, so if it offsets the miss, then the rule doesn't apply. This is only if you roll a "1" and the target is missed as a result of the entire roll.
I might be wrong here, but this is how we've always played it.

thegreenteagamer |

No, I'm glad for the head's up! Anyone who lost their bennys as a result can get them back. Good catch guys. I didn't have the rules with me at work and was playing by memory. I'm glad to have your help.

thegreenteagamer |

On another note, I'm feeling confident I can handle another player or two of late. I'll put it up to a vote...do you want me to message some of the runners up, or reopen recruitment, or are you guys fine as it is?

Mickey Rios |

Since our post rate has remained, so far, very fast. I'd be hesitant to add more players.

Spencer Collin |

Yeah, as much as it'd be cool to bring in a couple new folks, I think it would have an impact on the game in a few ways. Firstly, I agree that we've been keeping up a great post rate, and the more people we bring in the more likely it is for that to, well, plummet. Additionally, I like the theme we have here of Vault Dwellers exploring the Wasteland and learning more about it, not sure of what's going on, and I think we'd lose that if someone new came in (cause I'm not sure how we could explain they're also fresh out of the Vault without it being contrived).

thegreenteagamer |

Both valid points.
Unless the other two disagree and present equally valid points then, what say I wait until either a player character dies or a player drops out to post for replacements and/or fillers, given at either of those incidents we would not have fresh vaulties around, anyway, as replacements for PCs who die will probably be wastelanders, anyway.

thegreenteagamer |

And I've been very pleased with the posting rate, guys :-) I'm really getting a feel for each character's personality as well. This has been a fun game so far.

thegreenteagamer |

This NPC inspired by the fact that Lily got dipped and mutated in her 80s and was still in peak physical condition despite her age after, so it only stands to reason that on the other end of the spectrum...

Loup Blanc |

Copying the loot list over here so we can go over it...
2 Caravan Shotguns with 50 (because I'm tired of rolling today) bean bag rounds for 20 gauge.
2 Dart Guns with 5 cazador poisoned darts left, and 15 regular darts
2 Baseball Bats
6 Leather Armor
6 Pre War caps of various styles
5 Flash Bangs
3 Backpacks with 20 bottles of purifiers water between them
100ft rope
A Geiger counter (its how you know the water is clean)
1 Metal Armor
1 Metal Helmet
1 Laser Rifle with 40 MFC
1 Cattle Prod
I already said in Gameplay that I'd take one of the suits of leather armor, but I'd also like one of the shotguns, especially since my varmint rifle is jammed at the moment. (Not sure when the reset for attempting to fix that would be, or if it's instant and I can just roll until I get it?) I think dividing the backpacks and bottles among us would be a good idea, too.
Would you guys think it's a good idea to set up a spreadsheet for loot gained in this game? I've seen it used in other games and it can be helpful for tracking what we've found and who has it.

Mickey Rios |

If no one minds, I'd like the following:
• leather armor
• caravan shotgun with 12 beanbag rounds
• 1 flash bang
I also wouldn't mind carrying the rope. But if someone else would rather
do it I've got no objection. I kinda took Brawy specifically so I could haul more stuff.

Rynjin |

Well, after my "Yeah I'm an idiot" moment, I wish to revise my "take".
-Caravan Shotgun (Halve the ammo with Mickey)
-MAYBE the Metal Armor if nobody else wants it. I seem to be the one getting slammed the most, so that extra +1 (2 vs energy) could make a big difference.
-Flash Bangs (however many are left after whoever else want them, takes them)
-MAYBE the Laser Rifle. Can anyone else even shoot it and hope to hit? I'm thinking of increasing my Science skill next level. If not, I can hold onto it until we can get back to the BoS base and sell it.
Apologies if this looks a bit greedy.

thegreenteagamer |

Nah, that's why it's interesting based, but it's another skill...because science already covers hacking, robot stuff, knowledge, and such. It's a pretty big catch all skill as it is. Like I said, you can switch the shooting you had for it, since you never shot an actual gun, if you want. Just make the sheet change for future reference.

Spencer Collin |

I'm still around and potentially good to update and move forward, although I'd like a little more clarity on who's taking what. Fitz had put forward interest in one of the shotguns, but now he might just want the laser rifle? If we get that mostly hashed out I'd be fine continuing. There's also, of course, the question of what we should do with Petey.

thegreenteagamer |

Well, Petey said his mom was purple, which is indicative of west coast nightkin.
But yeah, the brotherhood hates mutants. A lot. If only you were going to, I don't know, another city. Like the three I've mentioned so far, Kingdom, Palatka, and The Dome.
:-)

thegreenteagamer |

Or you could just leave him. Spencer would should probably pitch a fit, being Heroic and all, but for the rest of you, it's not exactly your business what happens to a random mutant.
Decisions, decisions.

Spencer Collin |

Sorry. I can't speak for everyone else, but I for one am still visiting family through today into tomorrow. I'm able to check in on occasion but haven't really been able to get a long post in this. Definitely should get things back in swing by Monday, though.

The Green Tea Overseer |

So, I'm thinking about allowing you guys to do interludes once per scene for an extra Benny, just to give some people something to do when we're waiting on others. This will let you flesh out your characters a bit more, and would of course be optional. I don't want to disrupt the story flow of the main game, but I don't think this discussion thread is the right place, either. Any ideas? My best thought is spoilers. Do you think this is a good idea?

Spencer Collin |

Hmm, that could be interesting, yeah. By interlude I'm guessing you mean an internal monologue type thing, or a throwback to past events from their backstory or whatever? Like a flashback sequence to something they're reminded of?
Whatever the case, I think spoilers would be the best way to do it. Like a brief introduction followed by the interlude hidden away, so people can check it out if they want. Something like this:
As the group walks down the forest trail, Bob hefts the sword at his side. In the quiet of their travels, his mind goes back to the day he first got the fine, old blade...Interlude:Some story about Bob's grandfather forging it out of river stones or something.

thegreenteagamer |

Yeah, something like that. The SW core book have rules for it, basically the topic is based on a card drawn, and you get some kind of background story prompting to flesh out your characters.

Mickey Rios |
1 person marked this as a favorite. |

Hey, guys. Holidays got away from me and then work was brutally busy yesterday. Catching up now.

Mickey Rios |

Here's the loot, and how I understand it got divided up. Please adjust the list if I'm wrong, or you want an extra thing.
Original Loot List
• 2 Caravan Shotguns with 50 (because I'm tired of rolling today) bean bag rounds for 20 gauge. Split between Mickey and Spencer
• 2 Dart Guns with 5 cazador poisoned darts left, and 15 regular darts
• 2 Baseball Bats
• 6 Leather Armors Mickey (x1)
• 6 Pre War caps of various styles
• 5 Flash Bangs Mickey (x1), Fitz (x4)
• 3 Backpacks with 20 bottles of purifiers water between them Mickey 4 water.
• 100ft rope Mickey
• A Geiger counter (its how you know the water is clean)
• 1 Metal Armor Fitz
• 1 Metal Helmet Fitz
• 1 Laser Rifle with 40 MFC Fitz
• 1 Cattle Prod
Okay, like I said, this is the list as I understand it. Please correct as necessary.

Mickey Rios |

I agree the geiger counter and rope are group share items. But someone needs to carry them, so it's important to know who has what.

The Green Tea Overseer |

Since I'm actually on my computer for once, why don't I give you guys a little something to look at? This is for those of you who, like me, enjoy planning builds in advance:
Adrenaline Rush (Vigor d8): Get a bonus to damage rolls with fighting weapons equal to the number of wounds you're suffering.
Black Widow/Lady Killer/Confirmed Bachelor/Cherchez La Femme (Human): Pick a gender; receive +1 damage versus humans of that gender; also receive +2 to charisma with human members of that gender if they are attracted to members of your gender. All four edges are mutually exclusive.
Cannibal (Human; Vigor d6): May eat human flesh to gain a soak roll on a preexisting wound, even after the golden hour has passed. Requires a full meal from a fresh body. Will result in -4 charisma if discovered and possibly aggression from those who witness.
Child at Heart (Charisma 0+): +4 charisma when dealing with children
Entomologist (Smarts d6; Science d6): +1d6 damage to mutated insects with any attacks.
Flower Child (Vigor d6; Spirit d8): +2 to chem addiction checks, withdrawal time is halved
Heave, Ho! (Strength d8; Fighting d6 or Explosives d6): Double range of thrown weapons that you have at least d6 skill in.
Hunter (Survival d6): +1d6 damage versus animals and mutated animals.
In Shining Armor (Repair d4; Science d8): Metal or power armor you wear gains an additional +2 armor versus lasers.
Light Touch (Agility d8): When wearing light armor (armor that has no pace penalty) or no armor, you get +1 damage on raises with your attacks, and enemies get -1 damage on their damage with raises against you. Regular hits are unaffected.
Rad Child (Vigor d8): +2 to vigor rolls when resisting Radiation effects
Snakeater (Vigor d6): +2 to vigor rolls when resisting Poison effects
And Stay Back (Guns d8): Enemies you hit with a shotgun need to make a vigor roll versus your attack or move back on square per success you have against them (in addition to usual damage)
Animal Friend (Spirit d8; Survival d10; Beast Master edge): Animals will assist in fights, though not against other animals, Beast Master companion becomes a wild card but gets no Bennies of his own
Bloody Mess: One less penalty on called shots...but aces on damage tend to leave less to loot.
Bracing (Strength d10; Agility d8; Super Mutant; Rock and Roll edge): No full-auto penalty, even if shooter moves; can fire machine guns one-handed at half-penalty.
Computer Whiz (Smarts d6; Science d8): +2 to Science checks pertaining to using computer terminals.
Cowboy (Guns d6; Fighting d6): +1 damage with dynamite, hatchets, knives, revolvers, and lever-action guns (and other “cowboy”ish weapons).
Demolition Expert (Explosives d8): +1 damage with explosives
Ferocious Loyalty (Charisma 2+; Command edge): When you suffer wounds, extras under your command get a bonus to their toughness equal to your wounds.
Grunt (Guns d6; Explosives d6): +1 damage with 9mm Pistols and SMGs, .45 pistols and SMGs, Service Rifles, Assault and Marksman Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and Launchers, and Combat Knives (and other “military weapons”)
Ghastly Scavenger (Vigor d8; Cannibal perk): May eat Ghouls or Super Mutants in addition to humans to benefit from the Cannibal perk.
Jury Rig (Smarts d6; Repair d8): No penalty for making repairs without having exact same spare parts.
Light Step (Agility d8; Notice d8; Explosives d4): Gain second attempt to disarm a trap or mine before it goes off.
Miss Fortune/Mysterious Stranger (Luck edge; Great Luck edge): Can spend a Benny to make an extra ally appear in the middle of combat under your control. The ally will leave immediately after the combat. Can take both edges to summon both extras in a single combat, but it will cost two Bennies to do so.
Piercing Strike (Fighting d8; Brawler or Martial Arts edge): Unarmed attacks get AP+2
Pyromaniac (Fighting d8, Guns d8, Energy Weapons d8, or Explosives d8): +1d6 damage to every conflagrated target with fire-based weapons that you have at least d8 skill in. (Example, can do extra damage with Shishkabob if you have fighting d8 and the target is on fire, extra damage with Flamer if Energy Weapons d8 and the target is on fire); +1 damage with fire weapons if the target is not on fire.
Rapid Reload (Agility d8; Energy Weapons d6, Explosives d6, or Guns d6): No penalty for reloading in combat with a weapon you have at least d6 skill in if you make an agility roll.
Run n' Gun (Energy Weapons d6, Explosives d6, or Guns d6; Steady Hands edge): Running can be combined with firing a single one-handed ranged weapon that you have at least d6 skill in without a multi-action penalty.
Robotics Expert (Repair d8; Science d8): +1d6 damage against constructs; Can attempt a shutdown
if sneaking up on an active construct with a successful science roll.
Shotgun Surgeon (Guns d6): +1AP with shotguns.
Super Slam (Strength d8; Fighting d8): Fighting attacks, when you have a raise, knock your target prone if they do not make an agility check (in addition to normal effects).
Strong Back (Strength d8; Vigor d8): Double carrying capacity.
Action Boy/Girl (Agility d8): Reduce multi-action penalties by 1; this is not cumulative with more than two actions.
Better Criticals (Fighting d10, Guns d10, Energy Weapons d10, or Explosives d10; Luck edge): Bonus damage die is d8 instead of d6 on raises with any weapon skill you have at least d10 skill in.
Chemist (Healing d8): Chems' positive effects last twice as long.
Commando (Guns d10, Energy Weapons d10, or Explosives d10): +1 to Called Shots with two-handed rifle grip ranged weapons you have at least d10 skill in.
Gunslinger (Guns d10, Energy Weapons d10, or Explosives d10): +1 to Called Shots with one-handed pistol grip ranged weapons you have at least d10 skill in.
Heavyweight (Strength d10): Weapon weights are cut in half while you are wielding them.
Hobbler (Notice d10): Called shot penalties to the legs are reduced by 1.
Hit the Deck (Ag d8; Explosives d8): +1 toughness vs explosions; +1 to avoid, throw back, or jump on grenades.
Living Anatomy (Healing d8): +1 to damage vs. humans and non-feral ghouls.
Master Trader (Charisma 2; Streetwise d10 or Persuasion d10): Gain +1d6 to Streetwise or Persuasion checks to barter.
Mr. FixIt (Smarts d8; Repair d8; Science d8): +2 to Repair and Science
Ninja (Fighting d10; Stealth d10): +1d6 to Fighting when hidden from your opponent.
Paralyzing Palm (Fighting d10; Martial Arts edge; Brawler edge): Creatures shaken by your unarmed attacks receive a -2 to spirit rolls to recover from being shaken.
Purifier: +1d6 fighting damage vs centaurs, night stalkers, spore plants, spore carriers, deathclaws, super mutants, and other purposefully-created FEV creatures.
Run n' Gun, Improved (Agility d8; Energy Weapons d8, Explosives d8, or Guns d8; Run n' Gun edge; Steady Hands edge): Running can be combined with firing any ranged weapon (that does not have the Snapfire trait) that you have at least d8 skill in without multi-action penatly. Snapfire weapons can be used while moving (not running) without penalty.
Run n' Gun n' Gun Again (Agility d10; Energy Weapons d8, Explosives d8, or Guns d8; Run n' Gun edge; Steady Hands edge; Two-Fisted edge): Running can be combined with firing two one-handed ranged weapons that you have at least d8 skill in without a multi-action penalty.
Splash Damage (Explosives d8): Explosives you use have a size larger burst template on a raise; this cannot be turned off. Explosives that already have large burst templates are unaffected.
Weapon Handling: Count as 2 dice higher for the purpose of minimum Strength requirements when wielding weapons.
Xenotech Expert (Smarts d8; Energy Weapons d8): +1 damage with Alien weapons.
Concentrated Fire (Energy Weapons d8 or Guns d8): +1 to called shots to body parts you hit last round with weapons you have at least a d8 in.
Die Hard (Vigor d10): Gain toughness equal to the amount of wounds you're currently suffering.
Grim Reaper's Sprint: The round after you have incapacitated a target, reduce your multi-action penalties by 2. Penalties return one round later, unless you incapacitate a target again, in which case the reduction continues for an additional round.
Master Thief (Agility d10; Lockpick d10; Stealth d10): Lockpick and Stealth Wild Die are d8
More Criticals (Fighting d12, Guns d12, Energy Weapons d12, or Explosives d12; Luck edge): No limit to the number of raises obtained to damage from any weapon you have d12 skill in.
Negotiator (Charisma 2+; Persuasion d10; Streetwise d10): Persuasion and Streetwise Wild Die are d8
Rad Tolerance (Vigor d10): Ignore one point of penalty from the Radiation poisoning.
Rad Tolerance, Improved (Vigor d10; Rad Child edge; Rad Tolerance edge): Ignore all penalties from Radiation poisoning...but accumulating too much can still incapacitate you or worse!
Scientist (Smarts d10; Healing d10; Science d10): Healing and Science Wild Die are d8
Wasteland Expert (Smarts d10; Repair d10; Survival d10): Repair and Survival Wild Die are d8
Blastmaster (Explosives d12; Strength d10): Explosives the wielded or set by a character with this edge cause one additional die of damage.
Burden to Bear (Strength d8; Vigor d8; Strong Back edge): Triple carrying capacity; overlaps with (does not stack with) Strong Back edge.
Certified Tech (Repair d8; Science d10; Robotics Expert edge): +1d6 damage on robots; stacks with Robotics Expert edge
Laser Commando/Plasma Spaz (Energy Weapons d12; Smarts d10): Choose an energy type - Plasma, or Laser - Energy weapons of this type ignore armor entirely on a raise. This edge can be taken twice, providing the benefit for both weapon types.
Nerves of Steel: (Agility d10; Quick edge): Discard and re-draw any card of 7 or less on initiative.
Party Boy/Girl (Chemist edge; Flower Child edge): You can can no longer get addicted to chems. If you have the habit hindrance, you may trade it out for another.
Rad Absorption (Vigor d10; Rad Child edge; Rad Tolerance edge; Improved Rad Tolerance edge): Radiation heals naturally with time at the same rate as fatigue.
Roughin' It (Survival d12): Sleeping anywhere in any condition removes all fatigue.
Slayer (Agility d8; Strength d8; Fighting d12): If a Fighting attack succeeds, roll damage as if on a raise
Sniper (Agility d10; Guns d12; Notice d8; Commando edge or Gunslinger edge): Called shots with Guns are at half penalty (before adding the Gunslinger or Commando edges); aiming provides a +3 bonus instead of +2.
Complete with the item list, these new edges, and the hindrances I showed you before, you guys have now seen most of my conversions, for the players' side, at least....I have rules for Super Mutants, Ghouls, and of course a Bestiary, and radiation rules, but, the other races I'm still working to balance out correctly, and the rest is GM stuff, really.

thegreenteagamer |

I forgot to mention I have a house rule for aid another. It just succeeds if you have at least a d4, but you can't do it at all if you have no skill. Otherwise it's a pretty useless option, IMO.
Just FYI when you guys heal later.