Fallout: The Savage Wasteland

Game Master thegreenteagamer

A Savage Worlds conversion of Fallout set in post-apocalyptic Florida
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Extra Rules


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Ugh, okay, should be edited properly now. Gotta pay attention to bonuses here, Fitz. +1 is a game changer in SW. So both hits were actually raises, which would be an extra 1d6 damage for both. You can either hit the shaken one first and guarantee smash it, and then who knows with the other, or hit the uninjured one and guarantee shake it and who knows with the already shaken one. Shaken creatures cannot take anything but free actuons like movement while shaken until they pass a spirit roll. They're effectively stunned. Again, its cool, New game and all.


Let's start with finishing off the shaken one.

Fitz kicks for the fences (or at least the ceiling) with a brutal high kick.

Damage 1: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 3

I think it's dead.

Damage 2: 1d6 ⇒ 2

Edit: Nevermind, I see what you mean. Didn't realize target number was 3.


As long as the final number beats the target by four it's a raise.

It's at this point you all look at Fitz and realize that if you had a vault football team, you'd want this guy playing kicker. The roach takes one squarely in the abdomen and flies against the opposite wall at tremendous velocity, splattering against it with a vicious impact. The bathroom wall now looks like post modern radroach art.

Unfortunately, even with the extra damage, his attempt to kick the second one bounces off it's shell, as Fitz can't quite get the same stable stance, slipping in some of the goo from previous kills.

all out attacks like jumping on a thing would be covered by the Wild Attack option if you want to look it up for future options

One roach remains uninjured, and Spencer has an action before it.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

That's actually something I'm about to do!

Giving up on finesse, and realizing that Fitz's solution would probably work better than the knife--bludgeoning has now proven more useful on two radroaches--Spencer clutches the knife and lunges forward. He stabs the blade down at the roach's back, throwing his entire body on top in an attempt to drive it through the carapace.

+2 Wild Attack, +2 gang up, -1 lighting, -2 size
Wild Attack: 1d6 + 2 + 2 - 1 - 2 ⇒ (2) + 2 + 2 - 1 - 2 = 3
Wild Die: 1d6 + 2 + 2 - 1 - 2 ⇒ (2) + 2 + 2 - 1 - 2 = 3
Okay, I guess that's a Success then.

Damage: 1d6 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6
Glad to see the RNG still likes me here. At least it's Shaken, probably?


Fitz smiles and mentally pats himself on the back.

"I forgot how, ah, cathartic that was. Disposing of a pest."


The radroach seems strangely resilient as Spencer stabs down at it. The switchblade penetrates it's carapace, and it makes a sickening squish sound, but the bug remains moving...

Spirit Roll vs Shaken: 1d4 ⇒ 1

Twitching on the ground, trying to recover from the blow. It seems clearly stunned.

Mickey and Spaulding are up.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey smiles when he sees Fitz field goal the radroach. But he shakes it off and tries to stay focused. These things were still dangerous after all.

He moved in to attack the final pest.

Fighting vs. Radroach: 1d6 - 1 - 2 + 1 ⇒ (4) - 1 - 2 + 1 = 2
Wild: 1d6 - 1 - 2 + 1 ⇒ (2) - 1 - 2 + 1 = 0

Eh, screw it. I'm spending a benny.

Fighting vs. Radroach: 1d6 - 1 - 2 + 1 ⇒ (6) - 1 - 2 + 1 = 4
Wild: 1d6 - 1 - 2 + 1 ⇒ (5) - 1 - 2 + 1 = 3
Ace: 1d6 ⇒ 1; Total = 5

Damage: 1d6 + 1d4 + 1 ⇒ (3) + (4) + 1 = 8
Ace: 1d4 ⇒ 2; Total = 10

The tire iron connects with a satisfying crunch.


That first one would hit. With Fitz next to you and Spencer, your gang up bonus is up to +2, not +1 (Gang up is the number of allies in melee with the same enemy besides yourself, up to a max of +4. This is what makes superior numbers and positioning so deadly in SW) You would've barely gotten him. This will be much easier when I find a good map app. We'll take the same damage result to save time. Save your Benny.

The radroach goes crunch, and stops moving. The restroom seems clear of bugs.


Male Human Survivor

Spaulding spins about looking for more of the foul smelling bugs another chunk of concrete held in his hand. Yech!

"Do you think there are anymore of those things around? Are we going to have to fight these things everywhere we go?

It is obvious the teen is troubled by this event, his injury, and just the state of his life in general. It's sitting in that he's no longer "The golden child.

"Let's look around to see if there is anything we can use around here. Oh and thanks for saving my life".

1d6 ⇒ 4 Notice
1d6 ⇒ 2 WD

I'll re-spend those points, and review the rules again for any other anomaly.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer rolls to the side as he hears Mickey step up behind him, and he grins as he sees the man smash a second radroach with the weapon. Using the stall as leverage to stand, he wipes the switchblade off on his suit and slides it shut. "Well, that was fun," he comments, and then smiles at the others. "We keep that up and we shouldn't have any problems. Nice leg, by the way, Fitz." He raises an eyebrow. "You guys do a lot of kicking down in engineering?"

Glancing around, Spencer nods at Spaulding's suggestion. "Yeah, now that we're clear, we should, uh, split up and search for clues. Heh." He grins and heads back to the Security and Information booth to look around there.

Notice: 1d6 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (4) + 2 = 6


Spaulding casually glancing around the area, notices there are shards of broken glass all over the place. The radroach that was feeding upon initial entry seems to have been almost finished digesting the remains of...something vaguely humanoid, though it's impossible to tell at this point, as it's face seems to be picked clean. Whatever it was dropped a while ago, and judging by the amount of dead bugs around besides the ones you killed, this lone explorer was surrounded and took a few out before succumbing. It's hands, picked free of most of their rotting flesh, have a set of brass knuckles on (Str+d4 if you do not have martial arts, increases damage dice for your unarmed attack if you DO have martial arts edge...1lb) and is wearing a worn but sturdy leather jacket(armor 1 but only vs melee, only covers torso and arms, 1lb) and a pre-war baseball cap (No armor, but Notice+1, 1lb). In the jacket pocket are two pink inhalers, which would take a Science roll to identify, or Common Knowledge at -2 since you're all dwellers. On one of the sinks there is a pile of white powder, a switchblade, and a pre-war bill rolled up neatly into a straw. The sinks seem to release a brown rust filled water when turned on, and the toilets are filled with debris and rot upon inspection.


Spencer, heading back to the security and info booth, notes that the front still has a steel pull down garage door style security wall across the front and a key pad in the back. Upon cleaning some dust up, he notes a small red button that says "press for service". It doesn't appear to have been pressed in years, and was just absolutely coated with dust.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey accompanied Spaulding, wanting to keep an eye on the kid if anything jumped out at him.

He turned on the sink and watched the brown water with a sigh.

"Don't think we could drink that without filtering it somehow. And I have no idea how to do that. Maybe Fitz knows something."

He notices the inhalers.

Common Knowledge: 1d4 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 2; Total = 6, success.


Mickey Rios wrote:

Mickey accompanied Spaulding, wanting to keep an eye on the kid if anything jumped out at him.

He turned on the sink and watched the brown water with a sigh.

"Don't think we could drink that without filtering it somehow. And I have no idea how to do that. Maybe Fitz knows something."

He notices the inhalers.

[Dice=Common Knowledge]1d4-2
[Dice=Wild]1d6 -2
[Dice=Ace]1d6 ; Total = 6, success.

Mickey recognizes the inhalers. He'd seen them before, as he had to pat down a few of the previous escorts on the way in. They called it Jet, and it seemed to be pretty popular in the waste, or so they'd told him. The escorts were pissed when he'd turned it into the Overseer, who had the lab rats analyze it. Turns out it is a pretty potent amphetamine... Draw an extra initiative card and add 1d6 to pace for five minutes but the Overseer banned it due to the addiction factor.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

"Careful with that stuff. It's some narcotic called Jet. It's highly addictive and dangerous. Might be worth something to a doctor though - assuming we can find one."

Spaulding should take the new knife and baseball cap, I think.


Spencer Collin wrote:
Spencer rolls to the side as he hears Mickey step up behind him, and he grins as he sees the man smash a second radroach with the weapon. Using the stall as leverage to stand, he wipes the switchblade off on his suit and slides it shut. "Well, that was fun," he comments, and then smiles at the others. "We keep that up and we shouldn't have any problems. Nice leg, by the way, Fitz." He raises an eyebrow. "You guys do a lot of kicking down in engineering?"

"Mmm, not as such. We did get radroaches down there sometimes. We were never quite sure how they managed to get into the vault. My inclination towards unarmed combat was more of a hobby. I'm very thankful for it, now."

"Speaking of which, does anybody mind if I take those knuckles? They could help me pack an extra wallop. And the baseball cap. I burn easily."

"As for filtering the water...it would take a bit of work. A sieve, at least. Or some sort of improvised condensation filter would be better, evaporating the water over several hours and leaving only the clean water to collect."

"The water is likely irradiated as well, however. I'm not entirely sure that would remove it."

"Still, water is a must. We may have to risk it. I'd hate to walk the wastes without even a single bottle of water available."

"Let me look around."

Fitz starts looking around the rest stop for a barrel or cup, some plastic bags, and something he can use as a funnel or cone.

Notice: 1d8 ⇒ 4 +1 if I can have the cap.
Wild: 1d6 ⇒ 2

So a total of 4 or 5 Notice.

Something like this, generally speaking. There are a bunch of designs that do the same thing. The general principle is you put the water in something, and then put like a water permeable membrane (usually really thin plastic, like plastic wrap) over or inside it, depending on the design, and the water evaporates in the sun, condensing on the plastic, and then running down into a clean reservoir of some sort, filtering out dirt (and most commonly, salt) from the water, and/or condensing water from the air (should be easy in Florida, given the humidity).


Fitz manages to find sufficient supplies to rig together a filter using his 80 television star like gift for improvisational gadgetry, but there don't seem to be any cups, bottles, or other containers...in the restroom, at least. Still, he's almost certain it will last long enough to satiate the group's thirst and drink to their fill, though given the flimsy material of its make, it soon falls apart after. The multi-hundred year old trash bag you manage to find just aren't in perfect condition.

Any player drinking the water needs to make a Vigor roll at +1 vs radiation. If you fail, you suffer one Rad, which is like a fatigue or wound in its effects, but a seperate track for incapacitation. If you DON'T drink it, specifically mention that as well.


Fitz stands back and admires his handiwork.

"So, who's brave enough to take the first taste?"


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer stares at the button for a few seconds. Should I? Maybe... He brings his hand up, letting his finger waver in front of the panel for a moment, then drops it and shakes his head. Least not til the others are here.
Man am I glad I didn't decide to take the Curious Hindrance...

Instead, he walks back to the bathroom, where he comes to the end of the engineer setting up... some sort of contraption for water. With a shrug, he steps forward. "Couldn't hurt, could it?"

Vigor: 1d6 + 1 ⇒ (2) + 1 = 3
Wild: 1d6 + 1 ⇒ (5) + 1 = 6

Spencer swishes the water in his mouth and swallows with a grimace. "Tastes like rusty swamp, but other than that, not bad, I guess." He tilts his head back and grins. "See any glowing yet?"


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey stares at the water dubiously, but shrugs. Spencer didn't seem to die. So it was probably safe.

"Down the hatch, I guess," he says right before gulping it down in one go.

Vigor: 1d8 ⇒ 7
Wild: 1d6 ⇒ 2; Total = 7, success

Mickey coughs and sputters, but holds the water down.

"Wow. That was - an experience."


Male Human Survivor

"Yeah. Who knows if we'll find anything better out here. I guess we gotta find out if it's gonna kill us or not".

1d6 + 1 ⇒ (4) + 1 = 5 Vigor Total of 11 (-1 for wound?)
1d6 + 1 ⇒ (6) + 1 = 7 WD
1d6 ⇒ 5 XD

"You know. This doesn't taste half bad for rust water, off a trash bag".

Spaulding pockets the knife offered, and looks around for something to use as a club as well.


Actually, I have Curious. Did anyone tell me about the shiny red button?

"Excellent. Good to know, condensed water is drinkable, if disgusting."

Fitz takes a gulp for himself.

Vigor: 1d6 + 1 ⇒ (6) + 1 = 7

Wild: 1d6 + 1 ⇒ (4) + 1 = 5

So, result of 7.

Fitz makes a face.

"Hm. Urg. I had hoped your assessments were hyperbole."


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

*Sigh* Well, I suppose I would...

"Yeah. Doesn't seem half bad, though. Neat trick." Spencer looks around, and seeing as the group has already gone over the room, he hooks a thumb over his shoulder. "Found something out here--button I figured I shouldn't press until you guys knew. You know, in case it's the self-destruct or something."


"A button? Interesting. Somehow I doubt a toilet will have a self-destruct. Let us investigate, shall we?" Fitz says, and moves off to look at the button.

Notice: 1d8 + 1 ⇒ (4) + 1 = 5 Any fragments of a sign or anything? Or a hint as to what it does? If not:

Fitz presses the button to see what happens.


As everyone finishes their water with no ill effects (as with most standard checks, only a result of less than 4 will irradiate you; it's pretty hard to fail, which I figured would reflect the idea that it takes a lot of irradiated food and water to actually give you ill effects, similarly to the game), Spencer shows the crew the red button in front of the Security booth that they missed earlier. As far as Fitz can tell, it only says "Press for Service".

Upon pressing the button, they can hear the machinations of ancient machinery coming to life, and a motor running. A small elevator-music like tone starts to play, and a robotic voice is projected from little speakers near the ceiling.

"Hello...I sense no Florida Identification...tourists! Just a moment, and we'll be right with you. If you are experiencing an emergency, try not to die as we reboot our systems. Please do not approach the vagrants performing sexual acts in the restrooms. Thank you for your patience!"

The garage-door like security wall begins to rise up slowly, and now there's a window sized opening into the security room. Within you can see a vaguely humanoid shaped robot. Science at +2 to identify, or Common knowledge at no bonus. It has no face to show any expression. The robotic voice continues, now coming from the robot.

"Sorry about that, tourists. Welcome to Florida. Is this a security issue, or do you require information?"


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Common Knowledge : 1d4 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (5) - 2 = 3; Total= 3, fail

"Uh... both?"


There seems to be a whirring, and a buzzer sound that Fitz recognizes instantly as an error noise.

"I'm sorry, but I'm only programmed to respond to a set amount of commands. We understand you may be getting brutally murdered, and this may lead to it being difficult to answer coherently. The State of Florida thanks you for your patience. Is this a security issue, or do you require information?"


Male Human Survivor

"Here let me try". I've sometimes got a way with machines".

1d4 + 2 ⇒ (2) + 2 = 4 Science
1d6 + 2 ⇒ (5) + 2 = 7 WD


Spaulding quickly recognizes the robot as a Protectron, a simple robot without true AI, or even a basic personality matrix. They can be designed to perform simple tasks, such as running stores or serving as security, but they are not very advanced. Likely this model can only respond to a very select set of preprogrammed questions or answers. The fact that he gave a binary selection and Mickey gave a third response might not have been something the programmers expected. Spaulding realizes swiftly that while this machine may answer a few questions or pacify nearby threats, it likely won't have all the answers they need.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer quietly steps to the back of the group once the robot is revealed. He winces a little as it "speaks," and a hand slips into the pocket with the switchblade. Why did we ever build those? They're just... echh.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey shrugged. What the hell. Worth a shot.

"Security. We're officers of the law and we desperately need supplies and arms."

Persuasion: 1d4 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 ⇒ 2

Nope. One more shot. Let's bennie.

Persuasion: 1d4 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 ⇒ 2

Somethings are just not meant to be.


The machine stirs for a second as it recognizes the initial command. "Security. Law enforcement claim. Badge not present. Facial scan unrecognized. Sorry, officer, we do not have your name on file for licensed officers of the Florida Highway Patrol and State Troopers. I can try to radio for assistance.

There's a static noise for a while.

"It seems our communications systems are down. We will continue to attempt to relay for assistance at the earliest opportunity. I will, in the meantime, patrol for violent offenders. Feel free to take shelter in our snack alcove, where you will find ice cold Nuka Cola, Sunset Sarsparillas, and a variety of snacks, along with a security turret that will mow down anyone displaying violent tendencies with a hail of hot lead. Remember to avoid sudden movements, as our turrets are considered government employees, and immune to civil lawsuits, per statute 937.41a23-Q. Simply present your Florida Driver's license, a valid US passport, an alien registration card, or another state's license to avoid being mistaken for a dirty communist during this time of crisis. Thanks for visiting Florida, home of famous Walt Disney World, and I'll be back in a jiffy!"

The back door to the security booth unlocks, slides vertically, and the Protectron ambles slowly off to patrol the rest area. You can hear him calling. "We are here for your protection. Please do not fornicate in the restrooms. This is a family facility..."


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

"Yeah, I'm pretty sure that I just made things worse. I think we should get out of here."


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

"Yeah..." Spencer watches the robot make its way to other sections of the building and shakes his head. "Jeez. Anyway, maybe check that room real quick? Shame we haven't found anything else, but I don't like the sound of turrets that shoot anyone without ID."


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

"Yeah, let's do that then get outta here. Supposed to be a small town up North. I was thinking that might be a better place to try than a big city."

Notice : 1d4 ⇒ 2
Wild: 1d6 ⇒ 3; Total = 3


1d4 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 + 2 ⇒ (1) + 2 = 3

Fitz also knows what a Protectron is. Yay Fitz!

"I'm curious about this room as well. Though the lack of ID is...troubling. Give me just a moment to think..."

Do we have a Vault-Tec logo on us somewhere? Maybe we can pass ourselves off as Vault-Tec employees.

Also, why does everyone only post at like 8 AM


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None
Nathan "Fitz" Fitzpatrick wrote:
Also, why does everyone only post at like 8 AM

Generally, I can post early in the morning and late at night. It's just how things shake out for me.

"Take your time, but be prepared to run if the robot starts to freak out."


I had my RL game tonight. I work 8-430, so that's when I post the most, because my job is boring, and I have a lot to get ready at. We're kinda sorta remodeling.

Sorry, no real labels on the suit besides the big "2" on the back. The room only seems to fit about two people in it at a time. It's pretty dark and dusty, but there seem to be a few filing cabinets, and a radio system. There's also some kind of charging booth for the protectron that seems to take up most of the room. You'd have to enter the room to get a closer look (and notice roll).

Meanwhile you hear the Protectron's robotic voice as it enters the men's room. "Scanning...no signs of threat. No signs of vagrants. File note to supervisor; janitorial services unsatisfactory."


"Well, nothing ventured, nothing gained."

Fitz enters the room and has a look around.

Notice: 1d8 + 1 ⇒ (2) + 1 = 3
Wild: 1d6 ⇒ 2

Well darn.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer enters behind Fitz. "Mickey, keep an eye out with that pipe of yours." He looks around the room and picks up a few items here and there, and tries a few of the controls on the radio, wondering if it still works.

Notice: 1d6 + 2 ⇒ (3) + 2 = 5
Wild: 1d6 + 2 ⇒ (4) + 2 = 6
Also, Fitz, not important this time, but keep in mind all the modifiers on your normal die roll also apply to the wild die, so your Wild roll for Notice would have had the +1 as well. Makes modifiers really good... and penalties really bad.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yeah, I know. Forgot to type it in. Thanks though.


Fitz has his glasses pop of the bridge of his nose as he checks, distracting him while he readjusts them.

Spencer, meanwhile, digs through the file cabinets and finds yellowed paper and junk...but in the second row he pulls out a security guard's ID, named "Hugh Jazz" (Simpsons phone prank shout out) with a photo of someone whose physical features are similar to...

1 or 2 is None of you, 3 is Fitz, 4 is Mickey, 5 is Spaulding, 6 is Spencer: 1d6 ⇒ 6

...Along with a collapsable baton (1lb, Str+d4 one handed, +2 to stealth to hide it), a 9mm pistol with a single extra clip (so two clips total) (I...uh...forgot my notes for work today. I'm almost sure it's 1.5lbs, 2d6+1, 12/24/48, 20 bullets per clip, but I'll make certain when I get home. If you have the core I think I based it on the Glock 9mm, but took the weight and ammo capacity from FONV on the wiki...sorry. Rush this morning. )

That's about all Spencer has time to dig up, because unfortunately with you two entering the room by tailgating instead of swiping, an alarm starts to go off, with red lights flashing.

The Protectron slowly starts to amble back, echoing "SECURITY BREACH...YOU HAVE TEN SECONDS TO IDENTIFY...NINE..."


Male Human Survivor

Spaulding, still a bit shook up and bewildered, waits outside keeping watch while the older men explore the area.

"Hey Guys! Trouble!... It's on the way back".


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey spares a moment to glance down at his tire iron and contemplates the possibility of taking out the Robot with it. He scoffs and decides that he'd rather not commit suicide.

"Grab everything and run. Now!"

He opens his backpack and gestures for Spencer to quickly toss everything in there.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Well, in SW, a 9mm does only 2d6 damage, not 2d6+1, and on the wiki the 9mm is listed as having a base magazine size of 13 (which I'm pretty sure is actually about average for most firearms of its kind, up to around 16 or 17). In any case, let's hope we don't need it...

Spencer grins as he sees the pistol, and immediately tucks it into a pocket with the extra magazine (assuming there isn't a holster, in which case I'd take that). He picks up the ID and baton, planning on announcing them to the group and seeing who wants them, but then the alarm goes off. "Sh*t," he hisses, and glances back at the ID. Light brown hair, same color eyes, pretty similar face...

Thinking quickly, he thrusts the baton into Fitz's hands and steps out of the booth, waving the security card in front of his face. "Officer Jazz, identifying! Stand down, er, robot." His bravado quickly trails off when he comes face to... when he stands in front of the machine, and he stays still, limply holding the card out, his free hand near but not gripping the pistol.

Not sure if I need a roll for this.


I think the stupid card app I put on my phone is shuffling every time I close it. I'll keep using it for now, but I'm gonna just grab a pack of cards and keep it with my phone after I get home, cause you guys deserve your Jokers. Anyway, Fitz = 10 Hearts, Mickey = Q Diamonds, Spaulding = Little Joker, Spencer = Big Joker (WOW!), Robot = Jack Diamonds.

I'm going to give you a +2 to persuasion from the badge, and a +2 from the Joker...but you have your fear of robots, so that's a -2 because it's a minor, right? So you can roll persuasion and we'll initiative from there if it fails.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Okay, so the total modifiers on Persuasion for me will be +2 for the badge, +2 for the Joker, -2 for the Phobia, and -2 for being untrained. Wish me luck.
Persuasion: 1d4 + 2 + 2 - 2 - 2 ⇒ (1) + 2 + 2 - 2 - 2 = 1
Wild: 1d6 + 2 + 2 - 2 - 2 ⇒ (3) + 2 + 2 - 2 - 2 = 3
Uh... Benny time.

Persuasion: 1d4 ⇒ 2
Wild: 1d6 ⇒ 3
Looks like 3 is the best I'm getting, guys. Wanna use the Cooperative Roll rule?

EDIT: Never mind, we can't, since none of us are trained in Persuasion. Awesome! I'll Benny again.

Persuasion: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3
I'm saving the last one, guys, sorry. Time to hide.

Spencer dives for cover if the robot says or does anything even vaguely threatening.


The robot pauses for a moment and stares at Spencer. "Analysis of body language. Pitched vibrato of voice. Sweat on forehead. Obvious fear by stance. Physical features do not reflect approximate age from Officer Jazz's date of birth."

The robot visibly pauses as calculates while Spencer, clearly figuring he's caught in the act, hops behind a wall.

The robot is roughly 10 squares from the rest of the group. Mickey has cover inside the booth, Spencer has covered behind a wall (though the Protectron's pace of 4 is enough to get around the corner and fire at him if he moves fully towards it), Spaulding and Fitz are close enough to (probably) get to him in a round if they run. You can judge that if you run he might get a few shots against the group, but you can all easily outrun him.

Gonna be honest, I was genuinely suprised the popular high school kids with the attractive edge didn't take persuasion. Oh well. Little late now.

Both Spaulding and Mickey go before the Protectron.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey let out a loud curse.

"Everybody, run! I'll hold him off!"

He then ran at the robot, wielding his torn iron like a battle axe.

Running: 1d6 ⇒ 5

Heh, made it. Ok, time for that multi-action penalty.

With an overhead chop he brought the tire iron smashing down.

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


Yeah, I have the Protectron stats at home with the gun stats (SO sorry again, I'll update soon as I get home around 5:45 EST), but I'm almost positive his parry is 4, due to a d4 fighting with no penalty or bonus. It's his construct bonuses, metal plating and lasers that are your worry...

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