Fitz Fitzpatrick |
Fitz closes the van door back behind him to retain the cover he was enjoying and helps Papa out, jabbing the Stimpak into his chest.
"If you can, crawl to better cover. And I don't suppose you have an extra? I forgot I used my own on Spencer back at the factory."
Marcus "Big Papa" Edwards |
"Muchas gracias amigo. And no, I don't have more. Didn't count on ambushes for this trip." He seems legit relieved now that he has been stim'd
Mickey Rios |
"We should really start to count on the ambushes though. They happen a lot."
Mickey pumps his shotgun and unleashes another blast into one of the Super Mutants.
Firing at the mutant in (AB,36). (+2) bonus for short range.
Guns: 1d10 + 2 ⇒ (10) + 2 = 12
Wild: 1d6 + 2 ⇒ (2) + 2 = 4
Ace: 1d10 ⇒ 9; Total = 21, Success w/ a lot of raises.
Damage: 3d6 + 1d6 ⇒ (5, 5, 4) + (1) = 15
3/6 shells left in weapon. 47 shells left total.
Redbeard the Overseer |
Mickey blasts a hole in the mutant's chest. It stumbles for a bit and then falls dead.
New initiative - All of you be at the mutants. Geeze, wish I knew this before getting sick and taking a break so you all could have put double updates up. Sorry.
Marcus "Big Papa" Edwards |
No problem, Scruffy. Trying to overcomw shaken!
Antishaken: 2d6 - 1 ⇒ (1, 4) - 1 = 4
"Damn it!"
Redbeard the Overseer |
Spencer's bullet connects with the mysterious shimmering, and he sees blood splatter out and hears a grunt of pain. Something was definitely trying to sneak up on him.
The two Nightkin are Parry 6, Toughness 9 (2) - so that was a raise unless your gun has AP
SoakAttempt: 1d8 ⇒ 7
Whatever it is appears to still be moving, however.
Mickey Rios |
Mickey watches with grim satisfaction as he kills another Super Mutant. He then pumps his shotgun and fires at a new target, ready to take out another.
Firing at the SM at (X,35). (+2) short range bonus.
Guns: 1d10 + 2 ⇒ (1) + 2 = 3
Wild: 1d6 + 2 ⇒ (5) + 2 = 7
Hmm, there's literally no one I could hit as an innocent bystander, so I'm gonna keep this roll. Success.
Damage: 3d6 ⇒ (5, 6, 3) = 14
Ace: 1d6 ⇒ 2; Total = 16 damage
Rufus Atherton, Cowpoke |
"Sam Hell, chidlin's! Man takes one little nap and all goes t'hell!" Rufus leans over, drawing a bead on the Nightkin2.
Guns!: 1d10 - 1 ⇒ (4) - 1 = 3 and Wild: 1d6 ⇒ 2
Damage, AP1: 2d8 + 1 + 1 ⇒ (8, 1) + 1 + 1 = 11 Ace: 1d8 ⇒ 4
Spending a Benny, cuz that damage is FINE.
Bennie!: 1d10 - 1 ⇒ (9) - 1 = 8
Redbeard the Overseer |
The other Nightkin suddenly appears behind Mickey, his Stealth Boy deactivating as he swings his mighty bumper sword at the man in the open with reckless abandon.
Wild Attack Fighting: 1d10 + 2 ⇒ (1) + 2 = 3
Unfortunately, Mickey is too quick for him and easily dodges.
The boss decides to open up fire on the truck through the glass, hoping to take out Fitz. Penalties for autofire and covers taken into account
Hit1: 1d10 - 4 ⇒ (8) - 4 = 4
Hit2: 1d10 - 4 ⇒ (6) - 4 = 2
Hit3: 1d10 - 4 ⇒ (4) - 4 = 0
Wild: 1d6 - 4 ⇒ (6) - 4 = 2
One connected...
Damage: 2d8 + 1 ⇒ (2, 3) + 1 = 6AP1
...but it pinged off his armor.
The other mutants on the wall drop prone to avoid ranged attacks and start to aim...
New initiative:
Fitz - Joker!
Everyone else - Better than 2
Mutants - 2 hearts
Fitz Fitzpatrick |
Fitz startles as the leader opens fire on him.
"Well, let's see how you like it then!"
Fitz fires two shots rapidly at the Mutant Leader.
Ewep: 1d8 - 1 ⇒ (7) - 1 = 6
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
Ewep: 1d8 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
-2 rapid fire, -1 Wound, +2 Joker is the correct bonuses/penalties as I recall?
Looks like two hits, unless he has cover? You specified for the others so I assume not. If he has Cover (or the rapid fire penalties are large rthan I remember), I probably would have only fired the once.
Damage 1: 2d6 + 3 ⇒ (6, 1) + 3 = 10
Ace: 1d6 ⇒ 6
AAAACE: 1d6 ⇒ 6
Ace x3 Comboooooo: 1d6 ⇒ 3
25 damage attack 1, AP 2.
Damage 2: 2d6 + 3 ⇒ (2, 2) + 3 = 7
And 7 damage, AP 2 for number 2.
If the boss is, for some reason, not able to be targeted, I shoot the Nightkin instead.
Mickey Rios |
Mickey catches the Nightkin at the edge of his sight and ducks instintively. The bumper sword comes close -- damned close -- but misses nonetheless.
Mickey drops his shotgun, draws his new pistol and tries to shoot the purple super mutant.
(-2) Multi-action Penalty.
Guns: 1d10 - 2 ⇒ (8) - 2 = 6
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
No idea if that hits or not, since I'm pretty sure I have to hit his parry at this range. I'll go ahead and roll damage and hope for the best.
Damage, AP 1: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Hmm. Probably won't penetrate, even if I do hit.
"Could use some help here!"
Rufus Atherton, Cowpoke |
Rufus lets out a whoop as the nightkin explodes. He swivels and draws a bead on the visible nightkin. Guns!: 1d10 - 1 ⇒ (7) - 1 = 6 and Wild: 1d6 ⇒ 4
Damage, AP1: 2d8 + 1 + 1 ⇒ (3, 2) + 1 + 1 = 7
Spencer Collin |
Assuming Fitz is able to target the mutant leader; if not, and Fitz blasts the nightkin, Spencer takes Aim at one of the regular mutants.
Hearing the roar of a mutant and the sound of metal scraping, Spencer pokes around the car door and sees another purple-skinned mutant attacking Mickey. What the hell are they? He brings up his rifle and fires.
Guns: 1d10 ⇒ 4
Wild: 1d6 ⇒ 4 Success all around!
Damage: 2d8 + 1 ⇒ (2, 2) + 1 = 5 And pitiful damage.
"Fitz, you wanna calibrate this after the fight?"
Marcus "Big Papa" Edwards |
Shaken: 2d6 - 1 ⇒ (4, 1) - 1 = 4
Marcus keeps staggering. This time without blasphemies.
Rufus Atherton, Cowpoke |
"Yakk later! Shoot now!" Rufus calls out as he fires, a wild grin stretched across the skin of his face.
Mickey Rios |
"Yes, shoot now! Definitely, shoot now!"
Redbeard the Overseer |
No cover for the boss - he didn't drop prone like the others on the wall
Fitz's shot hits the boss square in the chest... (25 AP2 vs Toughness 14 vs energy, so effectively 25 vs 12 = hit with 3 raises);
Leader Soak: 1d10 ⇒ 8
Wild: 1d6 ⇒ 6
Probably the best he can hope for, for now
...searing a hole through his metal armor and pissing the big man off.
Mickey manages to shoot the Nightkin, (parry 6, effectively 4 due to wild attack), but it doesn't seem to hurt the mutant (toughness 9).
The leader growls and drops prone, aiming, like his subordinates did earlier.
Speaking of which, those take their shots.
Southern wall vs Marcus, though the glass window of the door: 1d8 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Southern wall 2, same: 1d8 + 2 - 2 ⇒ (7) + 2 - 2 = 7
Damage: 2d8 + 1 ⇒ (8, 1) + 1 = 10
Ace: 1d8 ⇒ 8
Been nice knowing you, Papa: 1d8 ⇒ 6 = Total 24, AP2 vs toughness 9 (effectively 7) = Hit w/4 raises If you don't soak at least 2, that's an incapacitation
Northern wall vs Spencer through glass: 1d8 + 2 - 2 ⇒ (1) + 2 - 2 = 1
The Nightkin continues to wildly attack at Mickey now that he's totally visible. I looked at the wrong stats before - the Nightkin were actually d8 fighting - fortunately it missed anyway...
Attack: 1d8 + 2 ⇒ (7) + 2 = 9 = Raise
Damage: 1d12 + 1d10 + 2 ⇒ (6) + (5) + 2 = 13 = Hit w/raise
New initiative = ...bad news folks: Mutants got an Ace, the rest of you got good cards, but not quite an Ace. So mutants, and then all of you.
The grunts on the wall all aim again.
The boss opens up fire on Fitz.
Vs Fitz, Aimed, Wounded, Cover, Multi = All at -3: 3d10 ⇒ (4, 7, 7) = 18
Wild: 1d6 ⇒ 5 2 hits
Both AP1
Hit 1: 2d8 + 1 ⇒ (8, 1) + 1 = 10
Ace: 1d8 ⇒ 1 = Total 11 = Hit
Hit 2: 2d8 + 1 ⇒ (4, 7) + 1 = 12 with AP1 = Raise
The Nightkin continues it's punishing assault against Mickey.
wild attack: 1d8 + 2 ⇒ (1) + 2 = 3
But can't break his defenses a second time.
Okay, you guys are all up.
Marcus "Big Papa" Edwards |
Marcus is actually down, hehe. No bennies left. Man, that was a nice shot. Damned sniper mutie.
Okey, I was checking the incapacitation rules. Let's see what the Dice Gods think of Marcus
DONT DIE ON ME: 1d6 ⇒ 6
Wild: 1d6 ⇒ 5
ACE: 1d6 ⇒ 6
IT LIVES: 1d6 ⇒ 2
Total: 12-3 = 9. Success with a Raise, Papa is a tough mofo.
Injury Table: 2d6 ⇒ (5, 4) = 9 Guts. Damn, he shot me in the belly. 1d6 ⇒ 5 and Strength down to d8. Ouch.
Marcus "Big Papa" Edwards |
If Marcus ends being a mutie two things will happen: he will ask for a standard issue bumper sword to his new friends and he will smite and cleave until he gets bored of it. Spoiler: He won't.
Fitz Fitzpatrick |
Well, we were kinda screwed from the start. Each of these mutants has a better gun, similar fighting capability, and better Vigor than us, and they outnumber us. Only pure luck has carried us this far, really.
Then again, our group has never lacked for that before!
So Marcus is down and I need to soak 3 hits or I am too. Let's see...
Soak: 1d6 - 1 ⇒ (5) - 1 = 4
Wild: 1d6 - 1 ⇒ (3) - 1 = 2
Nope don't like it. Benny 2.
Soak: 1d6 - 1 ⇒ (3) - 1 = 2
Wild: 1d6 - 1 ⇒ (6) - 1 = 5
Ace!: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 1
And just BARELY the 12 I needed!
Fitz once again sucks in a breath, and the Mutant's bullet bounces off his armored pecs just like before!
"Ha! I wish whoever made this armor hadn't died over 200 years ago, I'd like to thank him."
Fitz takes aim at the leader. To many close calls from that gun of his has made this a personal vendetta.
Mickey Rios |
Spending last Benny to soak. (+2) from Elan edge.
Vigor: 1d8 + 2 ⇒ (6) + 2 = 8
Wild: 1d6 + 2 ⇒ (5) + 2 = 7; Success with Raise
Mickey snarls as he watches Papa go down. And the distraction causes him to fire wildly.
Guns: 1d10 ⇒ 3
Wild: 1d6 ⇒ 1
3/5 shots left in revolver. 40 shots left total.
Rufus Atherton, Cowpoke |
"These bas'ards are taking too many o' my bullets, durnit! And the big guy's bleeding out in the dirt there." Rufus lines up another shot at the mutant leader this time!
GUNS!: 1d10 - 1 ⇒ (3) - 1 = 2 or Wild: 1d6 ⇒ 3
Damage!: 2d8 + 1 + 1 ⇒ (5, 7) + 1 + 1 = 14
Using Bennie #2/3
Guns!: 1d10 - 1 ⇒ (3) - 1 = 2
Mickey Rios |
When you spend a Benny to reroll you also roll your wild die, Rufus.
Spencer Collin |
Spencer crouches back behind his cover and sets the rifle on the lip of the (I'm guessing) now-shattered window, aiming up at the mutant leader. Aiming this round. He does glance back to the others, hearing another cry of pain from Marcus, and grimaces. "F*ck this! Mickey, get in the van--we're getting out of here!" If they can take out the last mutants soon enough, that's great, but Spencer isn't liking their chances.
Redbeard the Overseer |
Rufus's shot would have hit if the leader didn't drop prone, which gives a -2 to ranged attacks against him. Driving the van with a busted tire will be a -2 to driving rolls. There is still one more minefield roll to clear (remember they were already at a penalty due to the difficulty), but it is an option. Update coming soon.
Spencer Collin |
No problem, GM--things can get hectic, I understand.
Keeping his bead on the leader of the mutants, Spencer takes another shot with his rifle.
Guns: 1d10 + 2 - 2 ⇒ (6) + 2 - 2 = 6 Success.
Wild: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Damage: 2d8 + 1 ⇒ (4, 8) + 1 = 13 Ace: 1d8 ⇒ 3
Total 16 damage, no AP.
Rufus Atherton, Cowpoke |
Rufus decides to fire at the nightkin!
Guns: 1d10 - 1 ⇒ (3) - 1 = 2 or 1d6 ⇒ 5
Damage: 2d8 + 1 + 1 ⇒ (8, 6) + 1 + 1 = 16 1d8 ⇒ 3
Mickey Rios |
"Back off me, you overgrown smurf!"
Mickey fires his revolver at the nightkin...
Guns: 1d10 ⇒ 1
Wild: 1d6 ⇒ 1
Uh-oh.
Mickey Rios |
Huh. That's weird. Might have just found an easter egg on the website here.
Marcus "Big Papa" Edwards |
I thought the exact same. Good one, paizo, good one.
Rufus Atherton, Cowpoke |
Oh yes, if you use the word smurf in your post, it smurfs you. Oldie but goodie.
Marcus "Big Papa" Edwards |
Papa and Papa Smurf both approve of this smurf
Redbeard the Overseer |
Mickey's revolver seems to have some kind of jam, or issue with the firing pin. It will take a successful repair action to get it working again. That's multi-century old technology for you!
Spencer's shot connects squarely with the already wounded mutant leader, and...(16 vs toughness 13) he's stunned from the powerful blow.
Rufus blasts the living crap out of the nightkin (19 vs toughness 9 = hit with 2 raises)
Common Pool bennies soak: 1d8 ⇒ 5 (not enough to save the extra)
A chunk gets taken out of it's side, spraying gore all over Mickey as the purple beast drops dead.
Fitz still has his turn
Redbeard the Overseer |
FYI - the regular mutants have Toughness 10(2), and the boss has 13(4) and 14(5) vs Energy - they all have a perk that gives them 1 armor called "extra dip in the vats", the grunts have leather sized for mutants, and the boss has metal armor sized for a mutant.