Fallout: The Savage Wasteland

Game Master thegreenteagamer

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

Extra Rules


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Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

The chief has no problems with your plan, and lends you the protectrons as promised you're gonna have to decide who controls them - you can each take 1 if you want with one person having 2, or whatever, but they're extras fully under your control, but he seems troubled with something else.

"Damnit. Why aren't we getting weather reports anymore? Seeing this storm coming in advance would've helped. Damn Commies must be jamming our radars and planning the attack during the storm to avoid further confusion."

You do notice the wind outside is getting a bit intense...


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

No problem on that--my own fault, I've been busy and thought I'd have a chance to post when I didn't.

Spencer remains on edge in the morning, and seeing the developments of the weather outside only further worries him. "Maybe it's not so good a plan to head out there without protection and a good plan."


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

"Gosh, Chief, I have seen the error of my ways and are now happy to support my country in this, its moment of need. I am only too happy to lend any support I may in order to make this, my country tis o' thee, a better place for non-Communists everywhere. I have learned my lesson, you fat-as.... I mean, your excellency." Rufus tries for contrite and may have managed Eddie Haskell levels of snark.


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
Spencer Collin wrote:
"Maybe it's not so good a plan to head out there without protection and a good plan."

Mickey nodded.

"Yeah, I see your point. Let's wait a couple hours and see where we stand. You don't think this is a hurricane, do you? I've read about those. Supposed to be destructive as hell."


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

"May we weather the storm here, Chief?"


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

"What? Weather the storm? Boys, you just said you got a Commie insurgency you need to get taken care of, ASAP, and I got officers ready to assist you. Get out there and stomp your target before the storm comes, and then you can bunk down here!"

Survival at no penalty or Common Knowledge at -2:
It looks like you're getting the edges of a hurricane, but the brunt of it probably won't hit for about 12 more hours. For now you're looking at a lot of wind and rain, but nothing tossing cars or knocking trees down or anything like that - 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

Survival: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3

Yeah, not so much.

Mickey turned a look to the others, hoping one of them might chime in with something helpful because he was drawing a blank.

Stalling to see if someone makes the survival roll.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Common Knowledge: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (1) - 2 = -1

Fitz knows nothing about surface weather patterns.

Silver Crusade

STATS:
Toughness: 11/12 vs energy 3/5 Parry: 9(2) Pace: 4 Charisma: 0 Bennies: 0 Wounds: 0
ATTRIBUTES:
Agility: d6 Smarts: d8 Spirit: d6 Strength: d10(d12+1) Vigor: d8
SKILLS :
Drive: d6 Energy Weapons: d8 Fighting: d10 Guns: d6 Notice: d4 +1 Persuasion: d6 Repair: d8 +1 Science: d4 Taunt: d4

Common Knowl: 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (1) - 2 = -1
Survival: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4
Ace just because weatherman: 1d6 ⇒ 1

Marcus looks at the sky and touches the ground. He sniffs the air and measures the weather for a few moments "Yep. Hurricane, that's sure. I've seen some of these and I think we have half a day or so before the big G O D hits us with all his righteous might." he motions the rest to follow him and speaks so the robros doesn't hear him "We gotta try now, I don't know how many time I can keep playing army boy without Angrybot noticing and deciding we are as good as commies for breakfast."


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

"As long as there's time, let's go."


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

All well and good - where do you go? Survival, notice, and ranged attack rolls are all at a -2 due to the storm conditions when outdoors. Robots halve that vs living creatures due to infravision.


I have no idea. What else is there in the town? All we have is the police station on the map. So either we randomly wander or someone *COUGH*Spencer*COUGH* rolls Survival.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

I thought I mentioned city hall, too. The rest was in shambles.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

"Well, childrens. Looks like we're walkin' t'city hall. Always wanted ta get in gov'ment." Rufus heads that direction.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

"Seems as good a place as any."


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

"Yeah... I'd rather not be out in the storm for too long." Of course, I'd rather not be with these metal cans either, but it looks like I can't have everything. Spencer leads the party toward the other intact building, keeping an eye out as best he can the whole way.

Notice: 1d6 + 1 ⇒ (1) + 1 = 2
Wild: 1d6 + 1 ⇒ (6) + 1 = 7 Ace: 1d6 ⇒ 3 Total 10.

Silver Crusade

STATS:
Toughness: 11/12 vs energy 3/5 Parry: 9(2) Pace: 4 Charisma: 0 Bennies: 0 Wounds: 0
ATTRIBUTES:
Agility: d6 Smarts: d8 Spirit: d6 Strength: d10(d12+1) Vigor: d8
SKILLS :
Drive: d6 Energy Weapons: d8 Fighting: d10 Guns: d6 Notice: d4 +1 Persuasion: d6 Repair: d8 +1 Science: d4 Taunt: d4

Marcus will follow Spenc closely, with his rifle pointing around to see if something is out there and muttering "Whaddafak happened to the SWATbots? Maan, they were still shiny and chrome... Fukken 'Claw!"

Notice: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (1) - 2 = -1
Ace: 1d4 ⇒ 4
Acer: 1d4 ⇒ 4
The Acest: 1d4 ⇒ 3

Total 13

His Robro, which he dubbed Lil Papa, follows the group closely, keeping watch.

Robro Notice: 1d6 - 1 ⇒ (4) - 1 = 3


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Seems like as you're in the rain something is in fact hunting out there, and Marcus and Spencer catche site of them.

Deathclaws.

Babies, but still...plural. At least eight of them.

They spot you, since none of you made any attempt at stealth, and the robots were...robots.

Map to come up in approx 1 hour. Will be an outdoor fight.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

"Oh look! Your clever plan got us baby deathclaws! What a marvelous plan you have! Let's celebrate how great your plan was, assuming we don't DIE!"


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

"Well, they're only about the size of that pack of geckos we fought off..." Fitz says, but the doubt in his voice is apparent as he catches a glimpse of those hideous claws.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Initiative: Spencer, then Baby Deathclaws, then everyone else; no Jokers

Specific cards:
Fitz-4club
Mickey-8diamond
Marcus-8heart
Rufus-2club
Spencer-Qdiamond
BabyDeathclaws-Jdiamond

Only Spencer (and his bot) can react before the baby claws start rushing forward at you. These babies seem to be about the same time as the adult geckos you fought before.

For ease of reference - they're all extras with Parry 5 and Toughness 6(2); remember the penalties on ranged attacks (NOT DAMAGE) for the storm related conditions. The protectrons are all in the back due to their slow speed. I couldn't remember who had 2 and was too lazy to page back, so fix it if you need to, but for now it's Rufio.

Silver Crusade

STATS:
Toughness: 11/12 vs energy 3/5 Parry: 9(2) Pace: 4 Charisma: 0 Bennies: 0 Wounds: 0
ATTRIBUTES:
Agility: d6 Smarts: d8 Spirit: d6 Strength: d10(d12+1) Vigor: d8
SKILLS :
Drive: d6 Energy Weapons: d8 Fighting: d10 Guns: d6 Notice: d4 +1 Persuasion: d6 Repair: d8 +1 Science: d4 Taunt: d4

Marcus says a brief prayer before pushing the trigger and firing at the two nearest baby claws "HOLY SHIEET! DON'T LET THEM LIL F%&%ERS GET CLOSE"

Mechanics:

Double tapping and semi auto on (AJ, 11) and (AK, 13);
EWeap: 1d8 - 2 + 1 - 2 ⇒ (1) - 2 + 1 - 2 = -2
Wild: 1d6 ⇒ 1
Total: -2...
Nope. Bennying that.
EWeap Benny: 1d8 - 2 + 1 - 2 ⇒ (8) - 2 + 1 - 2 = 5
Wild: 1d6 ⇒ 2
Ace: 1d8 ⇒ 1 Total: 6 .
EWeap2: 1d8 - 2 + 1 - 2 ⇒ (8) - 2 + 1 - 2 = 5
Wild: 1d6 ⇒ 5
Ace: 1d8 ⇒ 2 Total: 7 .
They are 27 squares from Papa, so no range penalty with the rifle.
Damage1: 3d6 + 1 ⇒ (5, 3, 6) + 1 = 15
Ace: 1d6 ⇒ 5
Total: 20.
Damage2: 3d6 + 1 ⇒ (5, 1, 1) + 1 = 8

Lil Bro meanwhile... "Segmentation Fault. New routine: Kill hostiles." and moves forward while chanting "HELLO WORLD"
Run: 1d4 ⇒ 1
Running to (J, 18)


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

Spencer groans as he sees the claws, and pulls his service rifle, knowing that the recoil of the hunting rifle combined with the weather will ruin his aim. He fires a shot at the closest of the creatures. Gaining Aim for Marksman. +2 from that, -2 from storm, -2 from robots: -2 total.

Guns: 1d10 - 2 ⇒ (10) - 2 = 8 Ace: 1d10 ⇒ 5 Total 13, Success and Raise.
Wild: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 3
Damage: 2d8 + 1 + 1d6 ⇒ (2, 2) + 1 + (4) = 9 Well at least it's Shaken. Actually, does Hunter apply to these? They're animals, right?
Hunter Damage: 1d6 ⇒ 4

Meanwhile, one of the Protectrons fires as well, aiming at the same creature (or a different one if Spencer's 400 hours on Cabela's Dangerous Hunts makes a difference). It fires a pair of laser blasts, trying to make up for the weather with firepower. Double tapping.

Energy Weapons: 1d6 ⇒ 5 Hit!
Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13 The Best Protectron in the World: 2d6 ⇒ (3, 1) = 4 So that's a total of 17 damage with AP 2.
EDIT: Forgot range penalties... that probably didn't actually hit.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

No to Hunter bonus - Deathclaws are abominations created from FEV experimentation prewar. If Purifier covers it, it's not an animal. Normally mutated animals, like Geckos, Brahmin, Bighorners, Yao Guai, etc, count for Hunter. Busy at work. My update will come later, but I have at home internet now.


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

Okay, I figured I'd ask in case. I could see it going either way so it was worth a shot!


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 curses as he see the baby deathclaws.

"Damn. You said they were terrifying, Rufus, but I think you undersold the ugly."

Waiting to see how the baby-D's move around.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Marcus:
You do not get a wild die for multiple attacks with the same weapon. You do with two weapons, but if you do rapid fire with one, your wild die only replaces the worst of your attacks. It didn't matter this time, but please remember for the future.

One of Marcus's shots shakes his target, but it manages to, well, shake it off.

The deathclaw babies, much slower than their forebears, rush towards the party, but none has the speed to reach them in time.

Unshake: 1d6 ⇒ 4

run: 1d6 ⇒ 6

Spencer then coolly, despite the terrifying robots around him, pops the nearest DCB, shaking it. His robot almost misses, due to the storm blowing around them, but due to his infratargeting (halved penalties vs living creatures) he barely manages to connect, incinerating the one that Spencer already hit.

Mickey, Rufus, and Fitz are up!


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Fitz Pew Pews the nearest baby claw.

Energy: 1d8 - 2 ⇒ (2) - 2 = 0
Wild: 1d6 - 2 ⇒ (6) - 2 = 4

Ace!: 1d6 ⇒ 6

Already a Raise, stopping now.

Damage: 3d6 ⇒ (1, 6, 3) = 10
Ace!: 1d6 ⇒ 5

15 damage, AP 2.

Fitz lazily flicks a shot at a 'Claw, incinerating it.

"Surprisingly light in the hand, this pistol. I like it."

Edit: Oh yeah. Minions.

Energy: 1d6 - 1 ⇒ (2) - 1 = 1

The Protectron once again proves that robotic targeting systems are no match for human muscles AND robot targeting systems.


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 moves to stand by Spence, he points his shotgun at a baby deathclaw and squeezes the trigger.

Moving to (O,10). Firing at BD at (Y,9). +2 to attack for short range.

Guns vs. baby deathclaw: 1d10 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (3) + 2 = 5; Total = 5. Hit

Damage: 3d6 ⇒ (6, 2, 5) = 13
Ace: 1d6 ⇒ 2; Total = 15

***

One of the Protectron follows Mickey, having chosen him randomly. He hurries as much as a Protectron can. Which is to say, not much.

Run: 1d6 ⇒ 2

Moving Protectron XM to (L,13).


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Protectrons have a d4 run. Not d6


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

Rufus shouldered his precious rifle and took a bead on one of the deathcubs. Guns!: 1d10 - 1 ⇒ (5) - 1 = 4 and Wild: 1d6 ⇒ 4 for 2d8 + 1 + 1 ⇒ (1, 6) + 1 + 1 = 9 damage!

The two protectrons unluckily assigned to Rufus lumber a few steps forward and fire! Energy: 1d6 - 1 ⇒ (1) - 1 = 0 and Energy: 1d6 - 1 ⇒ (6) - 1 = 5


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Guys - bad weather conditions - ranged attack penalties. My update in about an hour or so.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Fitz, compensating for the weather, manages to hit his target and drops it dead. Mickey and Rufus's eyes seem to be getting to them, because they could have sworn they hit, but due to the inclement weather, thir perspective is off. The storm continues to pick up, and the wind is terrible - the rain is falling nearly sideways at this point. Sadly none of the protectrons can seem to connect right now.

New Initiative: Spencer, then the BDCs, then everyone else; no Jokers

Initiative Details:

Such good cards, but luck was with the BDCs...
Fitz - KDiamond
Marcus - 4Diamond
Mickey - KClub
Rufus - QHeart
Spencer - AClub
BDCs - KSpade


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

Spencer fires again, once more relying on a cool head and keen eyes to see him through the rain and the distraction of the clanking robots. Firing at the Y-9 BDC

Guns: 1d10 - 2 ⇒ (10) - 2 = 8 Deadliest Gun in the South: 1d10 ⇒ 7 Total 15. Jeez.
Wild: 1d6 - 2 ⇒ (6) - 2 = 4 Wilder: 1d6 ⇒ 4
Damage: 2d8 + 1 + 1d6 ⇒ (4, 2) + 1 + (2) = 9 Come on! I'd be calling headshots if I expected such good rolls.

Meanwhile, the fastest of the Protectrons continues to move forward. It pushes past Marcus. "PARDON... CIVILIAN... MOVING TO ERADICATE THREAT." With that, it fires another laser burst at the nearest 'claw.

Energy Weapons: 1d6 ⇒ 2
This time, though, it seems the Protectron was getting a little ahead of itself, and its shot goes wide. At least it's in front of Marcus now, so one of the BDCs will probably attack it before him.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Spencer's shot cleans clear through the neck of his target, the hunched over little imitation of a future death machine dropping faster than a bowling ball in a pair of greased hands.

Run: 1d6 ⇒ 1

The muddy clay of the ground seems to make for poor traction for the baby deathclaws as they rush forward, and none are able to get close enough for an attack - this round - but they are getting ever closer.

Sorry guys, busy weekend, with another festival and funs. Another will be next weekend FYI

Everyone but Spencer is up.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Fitz cracks a shot at one of the Baby Deathclaws and then dances back, ordering his Protectron forward to fill the gap.

EWep: 1d8 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (3) - 2 = 1

But misses.

Protectron Run: 1d4 ⇒ 1


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

"Ugly little pukes."

Mickey holds his position and fires his shotgun at one of deadly little hell spawn.

Firing at BD at (S,10). +2 from Marksman. +2 from shotgun short range bonus. (-2) from inclement weather.

Guns: 1d10 + 2 + 2 - 2 ⇒ (9) + 2 + 2 - 2 = 11
Wild: 1d6 + 2 + 2 - 2 ⇒ (4) + 2 + 2 - 2 = 6; Total = Success w/ 2 raises.

Damage: 3d6 + 1d6 ⇒ (5, 6, 2) + (4) = 17
Ace: 1d6 ⇒ 1; Total = 18

4/6 left in shotgun. 46 total slugs left.

***

Protectron Serial Number XM-R13 levels its laser rifle at a baby deathclaw.

"Halt, citizen, or I shall engage in hostile action."

When the mini-deathclaw doesn't respond. It says, "Lethal force authorized. Die, commie bastard!"

Shooting at (S,11).

Energy: 1d6 - 2 ⇒ (4) - 2 = 2

Silver Crusade

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STATS:
Toughness: 11/12 vs energy 3/5 Parry: 9(2) Pace: 4 Charisma: 0 Bennies: 0 Wounds: 0
ATTRIBUTES:
Agility: d6 Smarts: d8 Spirit: d6 Strength: d10(d12+1) Vigor: d8
SKILLS :
Drive: d6 Energy Weapons: d8 Fighting: d10 Guns: d6 Notice: d4 +1 Persuasion: d6 Repair: d8 +1 Science: d4 Taunt: d4

Papa hangs his rifle from the shoulder and draws his ripper and shield as he runs close to Mickey and Spencer "I'm making burgers of you all, bastards!"
Run: 1d4 ⇒ 1
Moving to (P,14)

***

Lil Papa keeps advancing while yelling "Halt int the name of... Missing File. MISSING FILE. ERROR 404. MISSING FILE. " as he fires in rapid sucession.
Double Tap, Semi-Auto on (T,16). And last round I forgot to move his token, so he's moving from (J, 18) to (M,16)
Eweap1: 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3
EWeap2: 1d6 - 1 + 1 ⇒ (6) - 1 + 1 = 6
Ace: 1d6 ⇒ 3

Damage with Raise: 2d6 + 1 + 1d6 ⇒ (4, 1) + 1 + (4) = 10


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Mickey and the robot following Marcus turn two deathclaws into death paste. Rufus is up, and then...

New initiative: Mickey (JOKER), the BDCs, everyone else.

Details:
Fitz 9 club
Marcus K club
Mickey JOKER
Rufus J diamond
Spencer 6 diamond
BDCs K spades


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

Was kind of waiting on Rufus to go first, but I guess I might as well...

Mickey pumps his shotgun and unleashes another round of leaded death on the next deathclaw.

Firing at (T,10). +2 from shotgun, +2 from marksman, +2 from joker, and (-2) from weather.

Guns: 1d10 + 2 + 2 + 2 - 2 ⇒ (8) + 2 + 2 + 2 - 2 = 12
Wild: 1d6 + 2 + 2 + 2 - 2 ⇒ (5) + 2 + 2 + 2 - 2 = 9; Success, 2 raises

Damage: 3d6 + 2 + 1d6 ⇒ (4, 1, 5) + 2 + (4) = 16

***

XM-R13 fires another energy blast at the nearest deathclaw.

Energy: 1d6 - 2 ⇒ (1) - 2 = -1

Well, that's bound to be funny.


Stats:
AGL d8, SMT d4, STR d6, SPR d6, VGR d8; Parry 6', Tough 6, Cha -2; varm rifle 2d4+1
Skills:
Driving d6, Fighting d6, Gambling d4, Guns d10, Healing d4, Intimidate d6, Lockpicking d6, Notice d4, Riding d6
Bennies 3; XP 25; 41 caps

Rufus levers another round into the chamber and fires again!
Guns: 1d10 - 2 ⇒ (10) - 2 = 8 and Wild: 1d6 - 2 ⇒ (2) - 2 = 0
Damage!: 2d8 + 1 + 1 ⇒ (8, 4) + 1 + 1 = 14

Guns: 1d10 ⇒ 8 and Damage: 1d8 ⇒ 3

The Protectrons whir and stumble forward, their lazers zapping off into the air!

Energy Weapons: 1d6 - 2 ⇒ (1) - 2 = -1 and 1d6 - 2 ⇒ (5) - 2 = 3


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Mickey's shotgun blast leaves a pile of former deathclaw on the ground. His Protectron, sadly, isn't as accurate. Extras don't fumble ever, since they don't have wild dice to snakeyes with.

There are only five deathclaws left, but they smell prey. Three converge on Spencer, the closest target, while the ones to the south rush towards Marcus.

Vs Spencer: 1d6 + 2 ⇒ (2) + 2 = 4
Vs Spencer: 1d6 + 2 ⇒ (4) + 2 = 6
Vs Spencer: 1d6 + 2 ⇒ (3) + 2 = 5

Vs Marcus: 1d6 + 1 ⇒ (3) + 1 = 4

One can't get close enough to reach Marcus, and one of them connects with Spencer with his huge claws, tiny compared to a true deathclaw, but still easily far larger than adult human hands.

DamageWithAP2: 1d8 + 1d6 ⇒ (5) + (6) = 11
Ace: 1d6 ⇒ 4 = Total 15 (vs 6 due to AP) = 2 Raises if not soaked.

I'll let you describe it depending on if you soak or not

Rufus, ever a master with the rifle, puts one clear between the eyes of the baby deathclaw by it's lonesome I just resolved the death first, and then had to retype this so it makes sense, which is why I had you target the one not in melee.

Spencer, Fitz, and Marcus are up


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

Soak: 1d8 ⇒ 5 Blech, better than nothing.
Wild: 1d6 ⇒ 1

Spencer grimaces as the deathclaw's namesakes tear into his stomach. Guess there's a reason for it. He works through some of the pain, but there's no denying the damage done.

Spirit: 1d6 - 1 ⇒ (3) - 1 = 2
Wild: 1d6 - 1 ⇒ (6) - 1 = 5 Perfect.

Spencer exhales heavily as he drops his rifle and grabs the deathclaw's wrist, forcing himself into more of a standing position. He draws the pistol from its holster on his belt and brings it up, firing it twice at the lizard-thing before him. I'm guessing/hoping that the vision penalties to Shooting rolls don't apply when you're in melee?

-1 Wound, -2 Phobia, +2 Marksman, +1 Double Tap
Guns: 1d10 - 1 - 2 + 2 + 1 ⇒ (7) - 1 - 2 + 2 + 1 = 7 Success, hopefully.
Wild: 1d6 - 1 - 2 + 2 ⇒ (4) - 1 - 2 + 2 = 3
Damage: 2d6 ⇒ (6, 3) = 9 Ace: 1d6 ⇒ 2 Total 11.

The protectron acting alongside Spencer continues to step forward, but its torso twists to face the baby 'claw attacking Papa. "STAND BACK... CITIZEN. DETECTING... POSSIBLE COMMUNIST THREAT." The robot unleashes another pair of blasts.

Energy Weapons: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4
Damage: 3d6 + 1 ⇒ (6, 4, 3) + 1 = 14 Ace: 1d6 ⇒ 4 Total 18. What a guy.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Fitz laz0r pewpews another Deathclaw baby.

EWep: 1d8 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (5) - 2 = 3

Or tries to, and misses.

Protectron: 1d6 - 1 ⇒ (6) - 1 = 5
Ace!: 1d6 ⇒ 1

His Protectron finally decides to be useful, however.

Damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5

Silver Crusade

STATS:
Toughness: 11/12 vs energy 3/5 Parry: 9(2) Pace: 4 Charisma: 0 Bennies: 0 Wounds: 0
ATTRIBUTES:
Agility: d6 Smarts: d8 Spirit: d6 Strength: d10(d12+1) Vigor: d8
SKILLS :
Drive: d6 Energy Weapons: d8 Fighting: d10 Guns: d6 Notice: d4 +1 Persuasion: d6 Repair: d8 +1 Science: d4 Taunt: d4

Marcus blocks the claw's attacks with his shield and let pushes his ripper against it's nwck, trying to cleave it in two.

Fighting: 1d10 + 2 + 2 ⇒ (9) + 2 + 2 = 131d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Damage AP2: 2d6 + 2 ⇒ (4, 5) + 2 = 11
Raise: 1d6 ⇒ 1

Total Fighting 13. Total Damage 11 with AP2, 12 if raised.
If Marcus slays his claw, he will move to (P, 12) and help Spenc

******
Lil Papa keeps moving in a seemingly random direction, obviously following a mastermind level plan, only possible to create by such a perfect machine "MOV Ah, 0xFFFFFFFFFFh! SIZE DOES NOT MATCH!"

Double Tapping Semi auto on (Q,14) first and (Q,12), unless Papa killed the claw, in which case he shoots both to (Q, 12 )

EWeap: 1d6 - 1 + 1 - 2 ⇒ (6) - 1 + 1 - 2 = 4
Ace: 1d6 ⇒ 2
Total 6 ;
EWeap: 1d6 - 1 + 1 - 2 ⇒ (6) - 1 + 1 - 2 = 4
Acer: 1d6 ⇒ 6
Acest: 1d6 ⇒ 2
Total 12. Holy shiet.

Damage1, AP2: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Total 11, AP2
Damage2, AP2: 3d6 + 1 ⇒ (1, 2, 5) + 1 = 9


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Spencer clearly and easily takes out the deathclaw baby in front of him, and then his robot takes out the one beside Marcus.

Fitz's robot connects with one of the claws, and shakes it.

Considering that Spencer's protectron took out the one threatening Marcus, it's assumed he runs in to help Spencer. He easily cleaves the smaller deathclaw in half, and leaves two pieces of it on the ground.

Papa's lil' Papa finishes the last one off, and our heroes are left standing in the rain with no remaining threats...

...visible at least.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

"Good show!"

Fitz looks around for less than visible threats, however.

Notice: 1d8 + 1 ⇒ (1) + 1 = 2
Wild: 1d6 + 1 ⇒ (6) + 1 = 7
ACE: 1d6 ⇒ 4

Total: 11.


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Sorry about that; was getting city map hall ready, and something came up so I cut real quick. I'm gonna go free-flow for this, since it's basically 11 vs 1

As our intrepid team approaches city hall, Fitz keeps a keen eye out for threats, and even the rapid pounding of the storm outside does nothing to lessen his vigilance. He spots the door to the great wooden structure of city hall ripped clean off its hinges. Given the wind has now picked up to strong gusts that nearly knock you all off your feet occasionally, you think it could have easily been the weather...until you notices massive claw marks tearing through the wood.

Wind blasts through the open windows where glass has been gone for centuries, and you can see the whole building actually swaying just slightly when the strongest of gusts approach. Still, the building has stood this long, and countless hurricanes have hit in the intervening decades; you're sure it will hold through this one. Probably.

Due to the ridiculously loud weather conditions outside, you all have a +4 whopping to your stealth approaches as you enter the building; even your untrained robots.

Deathclaw's Notice: 1d12 ⇒ 10
Wild: 1d6 ⇒ 4

And there it is, as you approach, and boy, is it f&&&ing terrifying. Hunching over it's massive frame is taller than a Super Mutant, and you could only imagine how huge it would be if it could possibly stand upright. With huge claws the size of Papa's shield dragging behind it as it walks, the edges scraping along the floor. Blood and gore drips from it's fangs, not nearly the threat that it's hands are, but still savage looking in their own right.

It's too much for some of you. Everyone who isn't a robot, which is all of you Wild Cards, roll Spirit...at -2. A Deathclaw is, hands down, the scariest non-unique creature in the Wasteland. If you fail, roll on the core rules fear table for what happens (and hope you get adrenaline rush and not heart attack; my real life table, the first time someone encountered a Deathclaw while scouting ahead, had a heart attack and the others outside didn't even hear him scream as the claw ate him...)

IF you beat the Claw's notice roll with your stealthy approach, you get to act before it for this first round; if you Raise vs. it, you have The Drop. This is a standard Deathclaw, not an Alpha or Mother, but it is a Wild Card.


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

Spencer nods to Papa in thanks for the intervention, but he doesn't relax just yet. Just because they don't see a threat doesn't mean there isn't one, and after facing the damage even a small deathclaw can do, he isn't keen on getting jumped by a parent.

+2 Alertness, +1 Recon, -1 Wound, -2 Weather, -2 Phobia
Notice: 1d6 - 2 ⇒ (5) - 2 = 3
Wild: 1d6 - 2 ⇒ (3) - 2 = 1

Unfortunately, it's hard for him to focus between the pain and the clanking of the Protectrons. "How much trouble do you think we'd get in if all the scrap cops, ah, disappear in the field?" he mutters.

EDIT: Adding more for ninja updates.

Walking up with Fitz, Spencer does pause as the group sees the claw marks and realizes their quarry is likely up ahead. Spencer swings the service rifle back to its place on his back and grabs the hunting rifle, then drops to his belly and begins to crawl forward, slowly entering the building about with the others, although remaining slightly behind. "Maybe we should leave the clankies out here."

Stealth: 1d8 + 1 + 4 - 3 ⇒ (4) + 1 + 4 - 3 = 6
Wild: 1d6 + 1 + 4 - 2 ⇒ (4) + 1 + 4 - 2 = 7 If the robots stay outside and don't trigger the Phobia that goes up by 2 but even then it doesn't match, so I'm gonna Benny.

Stealth: 1d8 + 1 + 4 - 3 ⇒ (8) + 1 + 4 - 3 = 10 Ace: 1d8 ⇒ 5
Wild: 1d6 + 1 + 4 - 3 ⇒ (3) + 1 + 4 - 3 = 5

He is able to get inside the door quite stealthily, completely avoiding the deathclaw's notice, but the sight of it takes his breath away...

Spirit: 1d6 - 3 ⇒ (3) - 3 = 0
Wild: 1d6 - 3 ⇒ (2) - 3 = -1
Fear Result: 1d20 + 2 ⇒ (3) + 2 = 5 Shaken. We can live with this.

Unshake: 1d6 - 1 ⇒ (1) - 1 = 0
Wild: 1d6 - 1 ⇒ (1) - 1 = 0 Well shit. Guess my final Benny will be sacrificed in the name of murder.

Although he holds his shot until it's apparent the deathclaw is about to attack, Spencer does fire away, aiming for the head.

Guns: 1d10 + 2 ⇒ (7) + 2 = 9 Aw yiss
Wild: 1d6 + 2 ⇒ (4) + 2 = 6
Damage: 2d8 + 1 + 4 + 1d6 ⇒ (5, 1) + 1 + 4 + (5) = 16 With AP 2.


Parry: 6, Toughness: 9 (10 vs Energy)|Bennies: 3/3|Wounds: 0|Pace: 5| Notice d8 (+1 with cap)| EXP: 37

Stealth: 1d4 + 2 ⇒ (3) + 2 = 5
Wild: 1d6 + 2 ⇒ (5) + 2 = 7

Spirit: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace!: 1d6 ⇒ 6
S-s-super Ace!: 1d6 ⇒ 1

Fitz is little more than fascinated by the Deathclaw.

"It's...incredible. Such powerful musculature. And the claws! Such potential..." he mutters to himself.

So I suppose our intent to lure it into a trap went up in smoke somewhere?

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