| Rufus Atherton, Cowpoke |
Rufus hands over the hunting shotgun and 22 rounds to Mickey. "Be kind t'her, cause her name is Mabel and she is one fine a$$ lady. If I see ya treatin' her unkind, you and I are gonna have words." He sniffs, then goes back to cradling Allison and singing sweet words to her.
| Mickey Rios |
"Like she was my own," Mickey tells Rufus solemnly.
***
Mickey slides over to let Spence take shotgun. He spends his time, familiarizing himself with his new weapon. In particular, he's fascinated by the little green light on the .556 Pistol and the soft whine it makes when it's reloaded.
| Redbeard the Scruffy |
Soooo...I can't really delete the lines and colors on the map on my phone (otherwise I'll try to make it tomorrow). If someone can clear the map and draw a 3 by 8 square for the van, I would appreciate it. Also Spencer and Papa can make notices at no penalty, those in the back can at 2-3 if they want.
Marcus "Big Papa" Edwards
|
Perception: 1d4 ⇒ 21d6 ⇒ 6
Marcus "Big Papa" Edwards
|
Forgot the ace!
Ace: 1d6 ⇒ 6
I can't handle all these aces: 1d6 ⇒ 1
Total: 13. Suck it, Legolas.
| Redbeard the Overseer |
Okay, so two raises from the driver. That gives you a +2 to avoid...
As you're driving along the road past a wooded area you see the road begins to be funneled a little bit by wrecked cars on the side of the road, piled up almost making a wall-like barrier, and just before it's too late, as you're passing through an underpass, Fitz and Marcus spot the tell-tale sign of mines along the road.
Gonna need a drive check from Marcus to dodge the mines. They're pretty scattered, so normally it would be a roll at -1, but your +2 from notice makes it at +1.
Meanwhile, a large group of super mutants starts climbing out and over the wall of cars as soon as you hit the minefield.
Marcus "Big Papa" Edwards
|
If they are in our way can I drive anyone over?
Marcus' eyes open madly before he yells "LOOKOUT! MUTIIIIIIIES!" and tries to dribble through the minefield.
Drive: 1d4 + 1 ⇒ (3) + 1 = 4
Wild Drive: 1d6 + 1 ⇒ (2) + 1 = 3
| Spencer Collin |
Notice: 1d6 + 3 ⇒ (1) + 3 = 4
Wild: 1d6 + 3 ⇒ (6) + 3 = 9 Ace: 1d6 ⇒ 2 Also the 11 on the Notice check.
"Mines!" Spencer shouts, and he grabs his service rifle and pulls the bolt, making sure it's ready to fire as the mutants climb out. Things are never easy, are they.
| Mickey Rios |
Mickey double-checks his shotgun, assuring it's loaded and ready.
"We need to be sure we're clear of the minefield before we start dropping the Super Mutants. The last thing we need is to provoke a chain reaction."
FYI - the penalty from firing from a moving vehicle is (-2).
Marcus "Big Papa" Edwards
|
A grin coming to his face, Marcus grips the wheel with both of his huge hands.
"Only way to know... WITNESS THIS, MUTTHEADS! YEEEEEEEEEHA!" And he stomps the pedal.
Do I need to roll drive now or not until I have to dodge stuff?
Marcus "Big Papa" Edwards
|
"C'mon beauty, don't fail us now!"
Speeding Up: 1d4 + 1d6 + 1 ⇒ (2) + (1) + 1 = 4
3. Ouch. Gonna spend my funny benny on this
Reloading: 1d4 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7
5. Much better.
Mad Turns: 1d4 + 1d6 + 1 ⇒ (4) + (2) + 1 = 7
Ace Pilot: 1d4 ⇒ 3
8.Yay!
Look Ma, no hands!: 1d4 + 1d6 + 1 ⇒ (1) + (3) + 1 = 5
4.
No more wit left: 1d4 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4
3. Ouch again. If we have recharged bennies I'll spend one here...
Oh, yes, Fast and Furious!: 1d4 + 1d6 + 1 ⇒ (2) + (2) + 1 = 5
3.
| Redbeard the Overseer |
You did have recharged bennies after the ant fights. Seems your last drive failed. So close!
As Marcus jukes and jives with Spencer pointing to various mines around the location, he suddenly is unable to dodge one on time, and it hits his left rear tired.
Mine: 3d6 + 1 ⇒ (2, 2, 4) + 1 = 9
This blows the living crap out of the tire, and the vehicle starts to lose control.
One more drive check to keep the van from flipping like a Ford SUV with Firestone tires. No bonus or penalty.
Marcus "Big Papa" Edwards
|
"HOLY CRAP!"
Drive: 1d4 + 1d6 ⇒ (4) + (3) = 7
Ace: 1d4 ⇒ 3
Praise Bridgestone!
| Redbeard the Overseer |
Marcus manages to pull the van to a safe stop despite the sudden blowout, and the mutants seem to be climbing fully out of the wall of cars now, many standing atop the wall itself (the grey on map.) They all are grinning sadistically.
Initiative:
Marcus - JOKER (+2 to everything, even damage)
Mickey - King spades
Mutants - King clubs
Rufus, Spencer, Fitz - Less.
The van provides cover with thin metal walls, though those in the front have windows to be shot through. To open the door is two squares of movement. The side doors slide but the front and rear can be swung out for cover. The car wall is about 8 feet high.
Marcus "Big Papa" Edwards
|
Marcus opens the door and jumps out, shooting the muties atop the carwall."Hold your ground, scouts! The party have just started!"
Shooting the ugly in (AF, 45) and the one in (AP, 45). Semiauto double tap, FYI
Energy First: 1d8 - 2 + 2 + 1 ⇒ (8) - 2 + 2 + 1 = 9
Wild: 1d6 - 2 + 2 + 1 ⇒ (5) - 2 + 2 + 1 = 6
Energy Second: 1d8 - 2 + 2 + 1 ⇒ (7) - 2 + 2 + 1 = 8
Wild: 1d6 - 2 + 2 + 1 ⇒ (2) - 2 + 2 + 1 = 3
Ace: 1d8 ⇒ 7
Two Rises. Two dead uglies.
Damage First: 3d6 + 3 ⇒ (4, 5, 1) + 3 = 13
Damage Second: 3d6 + 3 ⇒ (4, 3, 1) + 3 = 11
"You came to the wrong 'Hood, mothermuties!"
| Redbeard the Overseer |
The first mutant gets zapped, burning a hole clear through the leather armor he's wearing and falls dead from the pile of cars with a huge thud, although the second one simply grabs his chest and grunts, looking hurt but still standing (one death, one shaken).
Mickey is up, and then 'der mut'nts.
Oh, I forgot, if you guys could make a notice roll on your turns, I'd appreciate it. :-D Versus these two rolls:
Stealth NK1: 1d8 + 1d6 ⇒ (4) + (3) = 7
Stealth NK2: 1d8 + 1d6 ⇒ (1) + (6) = 7
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 5 = Total 18 (Oh, someone is getting f***ed up)
The dead mutie had a hunting rifle (newer) in his hand when he fell, and a sledgehammer is slung to his back and a single frag grenade hangs at his belt. He was wearing leather armor specifically sized for a mutant. In case anyone wants to do mid-battle loot - I doubt it will come up, but just in case.; you assume all the grunts seem are carrying similar. The leader is hard to tell from the distance what he's wielding, but he is shining in the light, so the armor he has seems to be metallic of some kind. None appear to be wearing helmets.
Marcus "Big Papa" Edwards
|
Nooooo, no Night Kiiiiins, whyyyyyy. Wait. Did they use to carry bumper swords? And what are the mutties carrying as weapons?
Notice: 1d4 + 1d6 ⇒ (1) + (1) = 2
I see nuffing.
| Redbeard the Overseer |
Nooooo, no Night Kiiiiins, whyyyyyy. Wait. Did they use to carry bumper swords? And what are the mutties carrying as weapons?
Just so you know, snakeyes always leads to something bad; in this case, it will likely be The Drop instead of a mere surprise...in case you were thinking "should I benny this?"; Mutie weaponry has been edited into the previous post. Funny you should ask if Nightkin carried bumper swords...I THINK you'll find out REALLY SOON the answer to that question...
Marcus "Big Papa" Edwards
|
Crap. I guess I'll be rolling soak real soon. For now let's benny notice so I don't get bumper'd to hell and back.
Notice 2: The noticing: 1d4 + 1d6 ⇒ (3) + (2) = 5
| Spencer Collin |
Notice: 1d6 + 3 ⇒ (6) + 3 = 9 Ace: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4
Wild: 1d6 + 3 ⇒ (5) + 3 = 8
Holy sh*t. That totals 19. I beat the Nightkin.
Spencer quickly opens the door of the van and slides out to the ground, sticking close behind it for some cover. He pokes around the side with his new rifle and fires at the closest mutant on his side. He does notice something strange as he ducks back into cover, though...
Guns: 1d10 ⇒ 4 4, simple Success.
Wild: 1d6 ⇒ 4
Damage: 2d8 + 1 ⇒ (5, 2) + 1 = 8 Damn, that probably doesn't even Shake him.
| Mickey Rios |
Mickey steps out of the van, his shotgun ready for action. Move to (AC,33). He sights one of the super mutants and opens fire.
Shooting at the mutant at (S,22) which is just barely in my short range. (+2) bonus from short-range with Mabel.
"Mabel, say hello to the nice man."
Guns: 1d10 + 2 ⇒ (9) + 2 = 11; Success with Raise
Wild: 1d6 + 2 ⇒ (1) + 2 = 3
Damage: 3d6 + 1d6 ⇒ (6, 3, 5) + (3) = 17
Ace: 1d6 ⇒ 3; Total = 20
5/6 shots left in weapon. 49 shells left total.
| Redbeard the Overseer |
Mickey's blast clears the mutant's chest and he stumbles and falls backwards dead on the roof of one of the cars.
Should be able to post the mutants' turns when I get to work tomorrow with my laptop. Have three sets of stats with the grunts, the leader, and the two nightkin, all too much to remember off the top of my head with phone. Sorry.
| Redbeard the Overseer |
I put the nightkin on the map for people like Spencer who made their rolls. They seem to be stealthing closer.
Unshake: 1d6 ⇒ 5
The Super Mutant on top of the cars snaps out of his shaken state, moves west just a little, and fires a shot off at Marcus for having the audacity to hurt him. (On top of the cars is difficult terrain and 1/2 movement for them.)
Guns: 1d8 ⇒ 5
Damage: 2d8 + 1 ⇒ (1, 7) + 1 = 9AP2 = Shaken
The other mutant on the south wall takes the same shot after moving closer east.
Guns: 1d8 ⇒ 8 Yep, that's a raise - no point in continuing
Damage: 2d8 + 1d6 + 1 ⇒ (7, 5) + (4) + 1 = 17AP2 = 2 raises = 3 wounds if you don't soak (2 wounds if you spent a benny to prevent the earlier shaken)
The four mutant grunts on the ground have sledgehammers in hand and are running at you full speed.
Run: 1d6 ⇒ 4
The mutant grunt on the north wall moves east and fires one at Mickey, as he's out in the open.
Guns: 1d8 ⇒ 2
The Super Mutant Leader hefts up an assault rifle and opens up full steam on Mickey.
Guns1: 1d10 - 2 ⇒ (7) - 2 = 5 = hit
Guns2: 1d10 - 2 ⇒ (8) - 2 = 6 = hit
Guns3: 1d10 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (2) - 2 = 0
Damage1: 2d8 + 1 ⇒ (4, 1) + 1 = 6AP1 = No damage
Damage2: 2d8 + 1 ⇒ (8, 6) + 1 = 15AP1
Ace: 1d8 ⇒ 1 = Total 16 (AP1) = Hit w/2 raises (Shaken w/two wounds if not soaked)
The Nightkin continue to sneak closer...
NK1 stealth: 1d8 + 1d6 ⇒ (6) + (2) = 8
NK2 stealth: 1d8 + 1d6 ⇒ (8) + (3) = 11
NK2 clearly the better sneak: 1d8 ⇒ 8
NK2 gonna pounce someone: 1d8 ⇒ 5 = Total 24
Marcus "Big Papa" Edwards
|
Yes. Totally bennying that shaken. Gonna have to stimm myself next round...
| Mickey Rios |
Spending benny to soak. 1 left. (+2) bonus from Elan edge.
Vigor: 1d8 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 ⇒ 1; Total = 9, Success w/ raise.
No wounds and not shaken.
Mickey manages to turn away from most of the automatic fire. The bullets miraculously missing him somehow. He glared hatefully at the super mutant.
"You're gonna regret that, bub."
| Redbeard the Overseer |
Yes. Totally bennying that shaken. Gonna have to stimm myself next round...
It's not an either/or - you can Benny the shaken AND soak the two wounds if you want and at willing to spend the Bennies.
Fitz and Rufus up. Spencer used his shot. It didn't hurt the mutant.
Marcus "Big Papa" Edwards
|
I know. But between the mine driving and preventing the snake eyes from Notice giving them The Drop on me I've ran out of bennies already, I think. Unless my math skills are lacking, that's it.
| Fitz Fitzpatrick |
Fitz moves up and takes cover behind the closed van door, and fires through the open one at the mutant in U28.
Energy Weapons: 1d8 ⇒ 3
Wild: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 4
That should be a Raise unless there's penalties I don't know about.
Damage, AP 1: 3d6 + 1 ⇒ (6, 5, 3) + 1 = 15
Ace!: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 3
24 damage. 21 if it isn't a Raise.
"Aha! It appears my new calibrations are working out well!"
Marcus "Big Papa" Edwards
|
"I'm glad they are, Fitz, but theirs are too. F!%*ING MUTIES!" shouts the big man with a big wound in his belly.
| Redbeard the Overseer |
Botting Rufus since everyone else has gone, he hasn't really been active for quite a while, and you're all basically waiting on him.
Rufus climbs into the front seat next to Fitz and begins to aim (his gun of choice for this encounter).
Onto the muties
The nightkin continue to move closer to their intended targets, bolting headlong sledgehammers in hand towards the two men out in the open...
StealthNK1: 1d8 + 1d6 ⇒ (7) + (1) = 8
StealthNK2: 1d8 + 1d6 ⇒ (8) + (2) = 10
Ace: 1d8 ⇒ 6=Total
The grunts on the ground sprint all out towards their intended targets.
Run: 1d6 ⇒ 3
The mutant on the south wall, seeing the lasers come out of the van, tries to take a shot at Fitz. (You have cover -2 vs attacks due to medium cover, but not total due to the window.)
Vs Fitz: 1d8 - 2 ⇒ (6) - 2 = 4 = just barely a hit
Damage: 2d8 + 1 ⇒ (8, 4) + 1 = 13 AP2
Ace: 1d8 ⇒ 4 = 17 vs EFFECTIVE toughness 7, = Hit w/2 raises
The norther wall mutant grunt takes a shot for Mickey's trigger arm, trying to disarm the man.
Called to arm: 1d8 - 2 ⇒ (3) - 2 = 1
The shot veers too wide though and misses him entirely.
The boss mutant provides suppressive fire for his men onto Fitz, Marcus, and Mickey. (centered on AD33)
Suppressive Fire: 1d8 - 2 ⇒ (7) - 2 = 5
Wild: 1d6 - 2 ⇒ (5) - 2 = 3
All 3 of you make Spirit rolls (Fitz has +2 due to cover) - fail and you're shaken. IF you roll a 1 on the spirit die, regardless of your wild die then you take damage instead of just being Shaken.
IF you roll a 1: 2d8 + 1 ⇒ (2, 8) + 1 = 11 AP1
ace: 1d8 ⇒ 8
ace: 1d8 ⇒ 6 = Total 25, AP1 Yeah, so don't roll a 1...
| Fitz Fitzpatrick |
Spirit: 1d4 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (3) + 2 = 5
Looks like a success. Now I need to Soak or I'm Shaken with two wounds?
Soak: 1d6 ⇒ 4
Wild: 1d6 ⇒ 3
Should save my other Bennies since it only gets worse from here I assume. So I now have 1 Wound?
Edit: Almost forgot, Spirit to get rid of Shaken.
Spirit: 1d4 ⇒ 4
Wild: 1d6 ⇒ 5
Marcus "Big Papa" Edwards
|
Here I go
Spirit + Wild : 2d6 - 2 ⇒ (2, 2) - 2 = 2
Could have been worse. I guess. I'll take my turn already.
Marcus is trying to overcome his stupid fear of death
Shaken + Wild : 2d6 - 2 ⇒ (3, 4) - 2 = 5
If wound penalties apply to shaken rolls I'm shaken, if not... well. I'll Stimm myself this round and move back into cover
"For the love of all that's nice... someone kill that ugly bastard!"
Marcus "Big Papa" Edwards
|
Then Marcus crawls. And moans. A lot. I'll update the map
EDIT: Done, but that door should be open from the moment I jumped down
| Spencer Collin |
Notice: 1d6 + 3 ⇒ (2) + 3 = 5
Wild: 1d6 + 3 ⇒ (6) + 3 = 9 Ace: 1d6 ⇒ 3 Damn, only 12. Unless I don't need to roll again since I already picked up that Nightkin once? Waiting to post actions until I know if Spencer knows it's there.
| Mickey Rios |
Spirit: 1d8 ⇒ 7; Success.
Wild: 1d6 ⇒ 5
Mickey grunts in annoyance as a second stream of gunfire comes pouring in. But he keeps his wits and fires his shotgun at one of the super mutants.
Shooting at the mutant located in (AA,32). (+2) bonus from short range.
Guns: 1d10 + 2 ⇒ (7) + 2 = 9; Success, w/ raise.
Wild: 1d6 + 2 ⇒ (5) + 2 = 7
Damage: 3d6 + 1d6 ⇒ (4, 5, 6) + (5) = 20
Ace: 1d6 ⇒ 3; Total = 23
4/6 shells left in weapon. 48 shells left total.
| Redbeard the Overseer |
[dice=Notice]1d6+3
[dice=Wild]1d6+3 [dice=Ace]1d6 Damn, only 12. Unless I don't need to roll again since I already picked up that Nightkin once? Waiting to post actions until I know if Spencer knows it's there.
Normally you spot badguys once and you know where they are, since a person can't hide when someone is looking at them. But Stealth Boys, and thus Nightkin, break that rule. Look away for a second and you lost it. I'll say since you spotted him once, you know the square he's in but can't pinpoint the body shape. It's the same effects as the Invisibility spell or Pitch Black on penalties if you want to try to attack him. I'm almost certain it's like -3 or -4
| Spencer Collin |
It is -4.
Spencer works the bolt on his rifle and glances behind him. The slight shimmering he noticed before isn't there... it's moved. Gotcha. Although he isn't entirely sure where the creature is, he decides not to risk turning his back on it again, and turns to focus on that.
Guns: 1d10 - 4 ⇒ (2) - 4 = -2
Wild: 1d6 - 4 ⇒ (1) - 4 = -3 Hm... It's worth trying to Benny, since I'm full up.
Guns: 1d10 - 4 ⇒ (3) - 4 = -1
Wild: 1d6 - 4 ⇒ (1) - 4 = -3 Nope. Looks like the Notice rolls have eaten up my luck.
| Rufus Atherton, Cowpoke |
Sorry, Rufus got the flu and spent the last 24 hours mostly asleep. Still achy, but awake.
Rufus cackles madly and levers another bullet into place!
GUNS: 1d10 - 1 ⇒ (3) - 1 = 2 and 1d6 ⇒ 5
Boom!: 2d6 ⇒ (1, 3) = 4 damage!
| Redbeard the Overseer |
Need a notice for the Nightkin. I had you aim during your missed turn, so if you're using your scoped gun, that's +3 instead of +2 - which would be a raise for another d6 damage. And you need to specify your target - there are many from many directions. Hope you feel better!
Also not sure where the -1 came from. Levering isn't multiaction, it's a free action - actually loading the gun would be an action, and -2, not -1...so with the aim, regardless of guns, that should have been a raise to hit anything west of the vehicle.
Marcus "Big Papa" Edwards
|
Thought we were still out of place hehe. Let's try and overcome fear again
Shaking Shaken Away: 2d6 - 2 ⇒ (2, 5) - 2 = 5
Damn, still terrified
Crawling back into the van while holding his belly with his left hand Marcus turns to the rest and half whispers half groans "Stimpak... in my pocket... F@#!ing... Muties...