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

Spencer dodges back as one of the ghouls runs up and latches onto the van, raking its clawed hand at him. Seeing as he's out of room for the rifle, and there's no sign of the ghouls slowing just yet, the man pulls out his new weapon. "Guess we are keeping it American," he comments, and then he plants his feet and brings the baseball bat forward at the ghoul.

Fighting: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 3 Total of 9. That may be a Raise...
Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Raise Damage: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4 Total 21 if it applies.

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

As Spencer pulls the bat up again, he cocks his head to the side as a sound catches his ear. "Hey, we have company. The kind with speakers?" He glances to Papa. "Drive that way!" Pointing in the direction of the sound; we know it's getting closer but you didn't say where, so just wherever.


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

Notice: 1d8 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 - 1 ⇒ (4) - 1 = 3

Fitz, for once, hears nothing.

"Well, fine. If metal won't work, let's try something au naturel." Fitz grabs his scary Deathclaw Gauntlet and slips it on, swinging it at a Ghoul's face.

Notice: 1d8 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (4) - 2 = 2

"I swear I'm usually better at this." Fitz apologizes to his new companions.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Fighting: 1d4 ⇒ 3
Wild Fighting: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 2 Total 8. Raise?
Damage: 1d6 + 1d6 ⇒ (6) + (5) = 11
Damage Ace: 1d6 ⇒ 4
Raise Damage: 1d6 ⇒ 1 Total of 16 with the raise, 15 without.

With her first attact not doing much damage, Aeryicka tightened her grip and brought the large blade down in a fierce chop, ignoring everything else around her.


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

Previous round...

Spending a Benny to soak the two possible wounds. 2 bennies left. +2 from Elan.

Vigor: 1d8 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (3) + 2 = 5

Probably worth spending two bennies. 1 benny left.

Vigor: 1d8 + 2 ⇒ (1) + 2 = 3
Wild: 1d6 + 2 ⇒ (2) + 2 = 4

:: Grumble, grumble :: Well, at least I soaked one Wound.

Mickey growls as his flesh is ripped into.

***

This round...

Mickey drops the grenade launcher, draws his pistol and opens fire at the feral in front of him.

Firing at feral ghoul at (AK,22). This shot is against his parry rather than 4. -2 unstable platform.

Guns: 1d10 - 1 - 2 ⇒ (7) - 1 - 2 = 4
Wild: 1d6 - 1 - 2 ⇒ (5) - 1 - 2 = 2

Maybe?

Damage (AP1): 2d6 + 2 ⇒ (3, 1) + 2 = 6


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

Crap. Forgot I was shaken. Rolling now.

Spirit: 1d8 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 - 1 ⇒ (2) - 1 = 1

Oh, good news. My crappy round didn't happen at all. Awesome. What a great series of rolls.

Mickey wants to reach for his gun, but he's far too out of it to even move.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK moves to the rear of the van and opens the doors.

Enraged Snarl:Time to die Commie Scum!


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Oooh oooh oooh! Do any of Mickey's rolls for the wounds and soak count as natural healing rolls? If so he can add +2 to them from my Healer edge..


Natural healing is for healing wounds already taken, over time. Soaking means you never got hurt at all.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Oh, tartar sauce. Never mind then...


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Notice: 1d6 - 1 ⇒ (3) - 1 = 21d6 - 1 ⇒ (4) - 1 = 3

Badger fires at a non-stunned ghoul, looking to keep the situation locked down in the back. AK 21

Guns: 1d10 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (1) - 2 = -1
Desert Eagle, AP1: 2d8 + 1 ⇒ (5, 5) + 1 = 11

"God Dammit...", he curses, as he shoots the rubble.


Okay, I'm going to resolve Marcus's drive first, because if he runs over like ten of these guys, that will make a big difference, obviously. Assuming he's trying to head south around the debris to your west, that's 10 ghouls making opposed agility vs his drive. Gonna just do a group wild roll. Also, EH, sorry I didn't have you on the map. I put you in the back of the van with open back door as you requested now that the van moved.

Group Agility: 1d6 ⇒ 4
Wild: 1d6 ⇒ 3= Marcus Raises
Run Over Raise: 4d6 ⇒ (1, 3, 2, 2) = 8

Marcus slams the van into all the ghouls on the south, sideswiping them and slamming the ghouls in the front as they cling to the windshield, not going down, but clinging there, stunned.

As they drive by, Thomas roasts the nearest ghoul with his laser, turning it to a pile of ash.

Spencer uses the momentum of the van swinging by to take his baseball bat and treat the ghoul by him's head like frat boy with a mailbox, and he smashes the thing's skull, killing it outright.

Aeryicka straight cleaves through the face of her assaulter, giving it scars the Joker would envy, though he probably wouldn't want them so deep...she nearly takes his head clean off with the macabre smile, and the creature falls back dead.

Mickey, unfortunately cannot shake off the attack from earlier...

EH-RK kicks the rear of the van open like a gunslinger ready to kick some ass in the saloon.

Their parry is 5 FYI guys, and toughness 6

EDIT - Badger is just unable to connect with his target...

Typing ghouls up now...


9 ghouls are shaken...: 9d6 ⇒ (6, 2, 3, 1, 2, 2, 1, 2, 3) = 22

One lone ghoul manages to unshake, the one that was NOT hit by a van sideswiping it, but the rest stand there stunned from the collision of the vehicle.

Okay, first the ones that did not have to run - Again, they will try to grab and pull, while the ones that run will try to claw

Vs Mickey:

Gang Up +1 attack, Cover -2 attack/damage, Wild attack +2 attack/damage = +1 attack, 0 damage
AC28 attack: 1d6 + 1 ⇒ (6) + 1 = 7
Ace: 1d6 ⇒ 1=Total 8 = Hit
AC29 attack: 1d6 + 1 ⇒ (2) + 1 = 3
Opposed Strength: 1d6 ⇒ 6
Ace: 1d6 ⇒ 5 = TOTAL 11

One of the ghouls smashes through the glass that's left around Mickey, grabs him by his armor, and yanks...HARD!

Vs Thomas:

Gang UP +1 attack, Cover -2 atk/dam, Wild +2 atk/dam = +1 attack
AC27 attack: 1d6 + 1 ⇒ (3) + 1 = 4

The ghoul on Thomas just can't seem to connect.

Vs EH-RK:

Gang up +1 atk, No cover (doors open), Wild +2 atk/dam = +3 atk, +2 dam
AD24 attack: 1d6 + 3 ⇒ (1) + 3 = 4
AF24 attack: 1d6 + 3 ⇒ (1) + 3 = 4
I'd very much appreciate if you got some spoiler tags to read for combat like Mickey, EH. Thanks man!

The ghouls simply cannot connect with the Commie-Killing-Combat-Creation, and the robot of death is not impressed with their efforts.

Vs Papa:

No Gang Up, Cover -2atk/dam, Wild +2 atk/dam = 0/0 bonus
AG29 attack: 1d6 ⇒ 1

Big Papa is simply too damn good to let some pussy ghoul hit him while he's driving. He b#!#!slaps that thing's claws away with his left while driving with the right.

Run: 1d6 ⇒ 1The other ghouls simply can't make it to the van in time.

New initiative: You all AGAIN, then badguys - FITZ has JOKER

Initiative Details:

Aeryicka - Jack Hearts
Badger - Jack Diamonds
EH-RK - 10 Hearts
Fitz - JOKER
Marcus - Jack Clubs
Mickey - 4 spades
Spencer - 9 spades
Thomas -3 hearts, Queen hearts
Badguys - 2 diamonds (ARE YOU KIDDING ME?!)

Notice at -1:
It seems like a bus is driving your way from the south, and you can see it in the distance...It has speakers mounted and is blasting the music from the last spoiler, much clearer to hear now. The bus has "KINGDOM RESCUE RANGERS" spray painted across the front and sides.

Raise:
There's a man sitting on top of the bus, and he has a freaking MINIGUN mounted to the top...and has a metallic set of Mickey Mouse ears as part of his helmet. The driver of the bus seems to have the same helmet type. Seems like it will make it here in about two rounds.

Notice at +1:
Many more ghouls seem to be coming out of the ruins...


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Notice, first spoiler: 1d6 ⇒ 31d6 ⇒ 5
Notice, second spoiler: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (1) + 2 = 3

Badger fires point-blank at the ghoul in front of him. Don't have the rulebook in front of me- is there a bonus for point blank or am I just trying to beat their parry?
Guns: 1d10 - 2 ⇒ (9) - 2 = 71d6 - 2 ⇒ (2) - 2 = 0
Desert Eagle, AP1: 2d8 + 1 ⇒ (1, 1) + 1 = 3

Too distracted looking around, Badger grazes his attacker.
"Hey- lot more ghouls coming. And that other van is getting closer."


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

Notice 1: 1d6 + 2 ⇒ (6) + 2 = 8
Wild: 1d6 + 2 ⇒ (6) + 2 = 8 Not bothering to ace those.
Notice 2: 1d6 + 4 ⇒ (3) + 4 = 7
Wild: 1d6 + 4 ⇒ (4) + 4 = 8

Spencer blinks several times as he sees this new... development. In the end, though, he decides that there's nothing to be done about it just yet. "Marcus, keep driving! More ghouls on the way!" As he shouts, Spencer clambers over through the van to another window, where he whacks at another ghoul with his bat, once more busting a skull and sending it to the ground. Moved to AD28, attacking the ghoul outside.

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4 I'll go ahead and Benny this one.

Fighting: 1d8 ⇒ 7
Wild: 1d6 ⇒ 5
Damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Ace: 1d6 ⇒ 4 Total 13.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Who all has wounds? I'll jab someone with a needle.


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

Uh, shouldn't the first feral ghoul roll damage? He did hit me. And I can't soak, if I don't know how much to soak.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Opposed strength roll. It's in the spoiler - you're getting yanked out not clawed at. He just adds +1 to the other roll by aiding - so yeah, I guess that's a 12 now.

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

As I have been ninja'd by Greentea, consider the spoiler happening only if Mickey doesn't receives a ghoul hug. If he does, I'll probably stop to pick him.

"I'm too fast and too furious, assface!" yells Papa as he invents the move that our descendants would call the powerslap.

:

Notice #1: 1d4 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (2) - 1 = 1
Notice #2: 1d4 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (5) + 1 = 6

Papa sees that even more ghouls are on their way "More meat going to the grinder!" and decides to play some more bowling.

Driving: 1d6 ⇒ 21d6 ⇒ 4

Close call. We got one more benny til I break the van. Again.


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

Oh, I thought only the second was grappling.

Strength: 1d8 - 1 ⇒ (7) - 1 = 6
Wild: 1d6 - 1 ⇒ (6) - 1 = 5
Ace: 1d6 ⇒ 4; Total = 9

Crap.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK begins fulfilling his primary purpose. The thought of rending the flesh of Communists is enough to send tingles of electrical impulses he can only assume is joy through his circuits.

Gleeful Cackle: Today is a great day to be an American!

Ok, I'm going to make a bunch of assumptions and you can just adjudicate them GTG

EH smashes at one GhoulAd24 with a wild attack from his Power Fisted arm

Wild Power Fist: 1d8 + 1 ⇒ (4) + 1 = 5 Wild: 1d6 + 1 ⇒ (5) + 1 = 6 +1GU,+1Wild-2Multi
PowerFistDamage: 1d12 + 1d4 + 2 ⇒ (11) + (2) + 2 = 15

The Ghoul careens away with a crushed skull.

EHRK then lashes out with his other arm Martial Artist at the other Ghoul latched onto the Van AF24
WildAttack: 1d8 + 1 ⇒ (5) + 1 = 6 Wild: 1d6 + 1 ⇒ (3) + 1 = 4+1GU,+1Wild-2Multi
Damage: 1d8 + 1d4 ⇒ (6) + (2) = 8 This attack manages to just stun the creature.

Reckless Laughter: A HAH A HAH A HAH A HAH EH-RK emits from his voicespeakers.

GM, EHRK has First Strike. Currently he is Parry 5 toughness 11

EHRK's Edges that seem relevant:

• First Strike Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
• Super Slam (Strength d8; Fighting d8): Fighting attacks, when you have a raise, knock your target prone if they do not make an agility check (in addition to normal effects).
• Martial Artist:This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll


Badger:
Badger - it's just vs. Parry instead of TN4. There's no actual advantage to point blank. In fact you can't use longarms at all that close, only pistols, unless you use them as clubs.

Badger manages to clip the shoulder of the ghoul, but unfortunately it is but a flesh wound, and it's not even stunned from it.

Spencer absolutely brains the ghoul he's aiming for, and the crowd (of ghouls) goes wild as it's sent in the distance.

I'm going to count Marcus's drive roll as a stop since he said "if Mickey is out he's stopping the van for his turn

Papa slams on the breaks and the van screeches to a halt just as Mickey gets yanked out the window by a pair of ghouls eager to go to town frenzying on him with the rest of the horde.

EH-RK:
EHRK - If you do not have two-fisted, both attacks are at -2 for multiaction - you got that - but if you don't have ambidextrous, your secondary attack is at an ADDITIONAL -2 - even if you're a robot, I'm not letting you skirt by with another free edge. Fitz already tried with brass knee-cles. So, your second attack misses - or it normally would, but I'm going to count your first hit as your FREE STRIKE and your second as a regular, non-multiaction, since with free strike it is a hit that doesn't count towards multiaction (you theoretically could've done three hits, one at -0, one at -2, one at -4)

EH-RK slams a ghoul with his power fist, and you can see it go flying back a good thirty feet to skid across the asphalt dead as the machine literally hydraulic-punches the thing. His other arm isn't quite as powerful a blow, but it's enough to send the ghoul staggering back, though the creature doesn't fall.

Agility: 1d6 ⇒ 4

Mickey, Aeryicka, Thomas, and Fitz are all up.


The sound of music is definitely getting closer, and now (without need for a notice) you can see the bus pulling around the corner to the south, whipping towards you like a bat out of hell. The music cuts off, and the loudspeakers announce, Welcome to the Kingdom, Ladies and Gentlemen. We're here for your safe escort into the Safest Place, and therefore Happiest in the Wasteland. If this is your first visit to our city, we'd like to thank you for your visit. Feel free to tune in to us on radio station K-CHIP or K-DALE for my partner on the roof. If you'd like some assistance, we're on our way, but I'm duty bound to inform you there's a 350 cap surcharge. This surcharge includes an escort to the Island of Nations, but does not include admittance to the city proper itself. If that's fine by you, feel free to chirp us. We're PipBoy and Power armor compatible for transmission within thirty miles of the city. Remember, if you're a registered Citizen or have a month pass or longer, city escorts are just part of the benefit of being close to the King.

The music cuts back on, and the bus starts moving north to you, but a bit slower than it was before, seemingly waiting for the response.

Now it's clear to see, there's a man on top of the bus sitting in a rotating turret with a f&*%ing HUGE minigun strapped to the front, and enough bullets dangling from the feed to double dutch jump rope with. He seems to be a wall of muscle, and has a cigar in his teeth the size of a bottle.


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

Well, let's see if I'm still shaken first.

Spirit : 1d8 - 1 ⇒ (8) - 1 = 7
Wild: 1d6 - 1 ⇒ (5) - 1 = 4; Success. No need to keep rolling.

At some point when Mickey was in the air, his head cleared. Now with a renewed sense of purpose, he tries to break out.

Strength: 1d8 - 1 ⇒ (3) - 1 = 2
Wild: 1d6 - 1 ⇒ (4) - 1 = 3

Hmm. Nah, I'm going to go ahead and spend my last benny. +2 from Elan.

Strength: 1d8 - 1 + 2 ⇒ (3) - 1 + 2 = 4
Wild: 1d6 - 1 + 2 ⇒ (4) - 1 + 2 = 5

Sigh.


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

Spencer takes one look at Mickey, stranded on the road with ghouls all around him, and turns to Papa. "Marcus--get on the radio, now."


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Just so you know - still two turns for them to even arrive. This is one of those gauntlet fights where you just need to survive as long as you can...


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

Well, I figured, but probably good to tell them we're ready for them to come in guns blazing, rather than just sort of scooting along until we make a decision.


Is there a window we can see out of well enough to shoot at the one son Mickey, or do I need to go out there and claw some Ghouls for our ugliest brother?


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Got a PM from Tommy, he's working on some kinda plan and wanted me to wait for him to post, so I'm waiting on him.

Dark Archive

As Mickey is grabbed by zombies and drug out of the van, Thomas shouts, "NO!" and his eyes glaze over with a red fog. His blood turns to ice and he is determined to say his new friend!

"EAT THIS!" he shouts at the zombie right in front of him, firing his blaster pistol at close range!

Taking two shots!

Marksman, MAP: 1d8 + 2 - 2 ⇒ (7) + 2 - 2 = 7
WILD Marksman, MAP: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6
WILD Ace!: 1d6 ⇒ 5 = 11 raise vs 5!
DAMage! AP3: 3d6 + 2 ⇒ (3, 2, 6) + 2 = 13
DAMage! ACE!: 1d6 ⇒ 4 = 17!

Thomas aims at AC29, trying to give Rios some fighting space!

Marksman, MAP: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Ace!: 1d8 ⇒ 3 = 11 raise vs 4!
WILD Marksman, MAP: 1d6 + 2 - 2 ⇒ (3) + 2 - 2 = 3

DAMage! AP3: 3d6 + 2 ⇒ (6, 1, 5) + 2 = 14
DAMage! ACE!: 1d6 ⇒ 4 = 18!

Well shoot I thought I'd hafta spend some bennies there. :p Gonna hafta spend them somewhere else. ^_^

Tom shouts at Aeryicka, "Try and haul him in!"


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Just to clarify before I post my action: with Tom's actions, is Mickey like half-way out so I can just pull him in?


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

No he was yanked out of the vehicle completely...going back in in any way whether pulled or climbing will provoke from all threatening him. Sorry about delay. Doctor visit issues today. Will update in few hours.


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

I'm going to assume since Tom can shoot without penalty the answer to my question is yes.

Fitz reluctantly drops his barely used Deathclaw Gauntlet and sweeps back up his plasma rifle, moving and firing two quick blasts at the Ghouls nearest Mickey.

"Marcus, get on the radio, Mickey get up and move! These things are worse than the ants!"

Firing at the two uninjured ones directly to my left. If not, I don't move at all and fire at the two shaken ones at the van's doors.

Ewep 1: 1d8 - 2 ⇒ (6) - 2 = 4 +2 Joker, -2 Multiaction, -2 rapid fire.
Wild: 1d6 - 2 ⇒ (5) - 2 = 3

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

Success!

Damage 1: 3d6 + 2 ⇒ (1, 1, 2) + 2 = 6

Damage 2: 3d6 + 2 ⇒ (3, 4, 6) + 2 = 15
Ace!: 1d6 ⇒ 3

Looks like Ghoul 1 is Shaken, and Ghoul 2 is now just Goo-ul.


Well, you guys are doing a lot of assuming. You have cover from inside, they have cover outside (unless you're shooting from point blank out the window) - it's -1 to your attack rolls, because they have less cover than you do since you're the one firing from the windows. (Half their body is below the windows - they have no cover if they're not right next to the van) Thomas still hit both because frankly HOLY CRAP were those some rolls, but sorry Fitz, you cannot use a rifle in point blank, only pistols - I just told Badger that a few posts up. I'll say you clubbed them - they were already shaken, so no worries.

Aeryicka:
Also, Aeryicka, you've had enough time. I'm moving on, you delay again - it's metagaming for you guys to plan OOC this kind of stuff you know. I mean, outside of a battle, fine, save us the RP, but with 6 seconds per turn, roughly, you don't have time to do all that. :-/

Thomas opens up and absolutely roasts the two ghouls next to Mickey that were not already shaken, as does Fitz.

WholeLottaUnshakingGoingOn: 11d6 ⇒ (2, 4, 5, 4, 2, 1, 5, 2, 1, 6, 6) = 38 4 unshake

Run: 1d6 ⇒ 2

The ones that run don't attack this round, because there's only like one or two that would be able to that wasn't close enough without running anyway.

Several ghouls convey on the van again, and begin clawing furiously at Mickey, and attempting to pull the rest of you out of the van...one ghoul attempting to straight up eat Cray in the back. remember the back doors are open

Vs Mickey:

Gang up +2, Wild attack +2/+2 = +4 attack, +2 damage
AD30 attack: 1d6 + 4 ⇒ (2) + 4 = 6
AD31 attack: 1d6 + 4 ⇒ (1) + 4 = 5
AC31 attack: 1d6 + 4 ⇒ (3) + 4 = 7 All hits

AD30 damage: 1d6 + 1d4 + 2 ⇒ (2) + (3) + 2 = 7
AD31 damage: 1d6 + 1d4 + 2 ⇒ (1) + (3) + 2 = 6
AC31 damage: 1d6 + 1d4 + 2 ⇒ (4) + (1) + 2 = 7

Despite being mauled by three ghouls at once, Mickey is one tough son of a b&#~@, and his new SWAT armor just takes the abuse like it was nothing.

Vs Spencer:

Cover and Wild attack cancel each other out, Gang Up +1
AC28 attack: 1d6 + 1 ⇒ (5) + 1 = 6 Hits
Opposed Strength: 1d6 ⇒ 2

One ghoul manages to grip Spencer, but not very tightly...

Vs Thomas:

Cover and Wild attack cancel each other out, Gang Up +1
AC27 attack: 1d6 + 1 ⇒ (5) + 1 = 6 Hits
Opposed Strength: 1d6 ⇒ 4

Another ghoul manages to grip Thomas, much tighter than Spencer was gripped.

Vs Papa:

Cover and Wild attack cancel each other out, Gang Up +1
AG29 attack: 1d6 + 1 ⇒ (6) + 1 = 7 Hits due to no shield/weapon while driving
AG30 attack: 1d6 + 1 ⇒ (1) + 1 = 2 Miss
Opposed Strength: 1d6 ⇒ 4

Papa deflects the one of the two ghouls on him, but the other manages to grab the steel-encased man and try to pull him out.

Vs Badger:

Cover and Wild attack cancel each other out for AG25 but not for AF24 due to back doors open, Gang Up +1
AG25 attack: 1d6 + 1 ⇒ (1) + 1 = 2 Miss
AF24 attack: 1d6 + 3 ⇒ (3) + 3 = 6 Miss

Badger, ever wary of being grabbed, manages to butt away the hands with his pistol.

Vs Cray:

Cover and Wild attack cancel each other out for AC25 but not for AD24 due to back doors open, Gang Up +1, Small Size -2 attack - this thing is trying to eat the bird not pull it out, so we'll just do damage
AC25 attack: 1d6 - 1 ⇒ (6) - 1 = 5
Ace: 1d6 ⇒ 2Total = 7 = Hit
AD24 attack: 1d6 + 1 ⇒ (1) + 1 = 2 Miss
AC25 damage: 1d6 + 1d4 ⇒ (6) + (4) = 10
oh man: 1d6 + 1d4 ⇒ (2) + (3) = 5Total = 15 vs 3 toughness = 3 raises

The two ghouls bat at the bird, which manages to fly out of the way of the one in the open doors, but through the window a hand reaches in, smashes the glass, and claws him WICKEDLY.


EH-RK's separate due to his first strike possibly negating it happening - first strike is resolved before his attack, so attack is vs. Parry not Parry -2...attacks AFTER first strike are vs his parry -2 due to wild attack...hope you get what I mean.

Due to the door being open, no reason to pull out from cover, the ghoul will straight attack

vs EH-RK:

Gang Up +2, Wild +2/+2
Attack AE24: 1d6 + 4 ⇒ (2) + 4 = 6 Miss - and probably dead before he even got a chance to try anyway...

Some ghouls to the south start to run towards the bus, but the man on the roof with the rotating turret gun starts mowing them down, shredding through them like they were wet paper as the bus moves closer.

You can now see the driver is a clean cut man, unlike his associate, with a trim mustache and slim build. They still aren't quite close enough to help yet, though.


Aeryicka has her delayed action, and then new initiative

New Initiative:

Aeryicka - 8 spades
Badger - Ace clubs
EH-RK - 9 Hearts
Fitz - JOKER AGAIN I SHIT YOU NOT!
Marcus - 2 hearts
Mickey - 5 diamonds
Spencer - 7 clubs
Thomas -Ace spades, 9 clubs
Badguys - Queen Hearts

Initiative order: Fitz (Joker AGAIN!), Thomas, Badger
-->Badguys<--
The rest (including Aeryicka again)

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

Papa fights off the ghouls trying to grab him as he radio's the bus "Yo! I'll give ya 400 caps if you help us, but you gotta show off with that fine lady on your roof!"

Strength: 1d12 + 1 ⇒ (4) + 1 = 51d6 ⇒ 3

I have noticed now that I go after the zombies, so consider this my future actions because I got an exam tomorrow and may be late to post

Having said that he punchs the ghoul real hard and tries to kick the door open afterwards.
"Move b#$&$, get outta way!"
Wild Fighting: 1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 ⇒ 2
Total of 10. Tell me if its a raise, cuz I got Super Slam too
Power Fist: 1d4 + 1d12 + 1 + 4 ⇒ (1) + (8) + 1 + 4 = 14
If it was a raise...: 1d6 ⇒ 6
I hope it was a raise: 1d6 ⇒ 5
One Punch Marcus


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

You're not driving with a power fist on. That's just...impossible. Oh, right, I told you your power armor's gauntlet counts as brass knuckles. Right...

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

I only call it power fist by osmosis with the power armor, it is just a steelplated punch hahahahaha!


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

Well, you guys are doing a lot of assuming. You have cover from inside, they have cover outside (unless you're shooting from point blank out the window) - it's -1 to your attack rolls, because they have less cover than you do since you're the one firing from the windows. (Half their body is below the windows - they have no cover if they're not right next to the van) Thomas still hit both because frankly HOLY CRAP were those some rolls, but sorry Fitz, you cannot use a rifle in point blank, only pistols - I just told Badger that a few posts up. I'll say you clubbed them - they were already shaken, so no worries.

Well, I wasn't planning to use a rifle at point blank, but my if-thens were pretty vague I guess. I planned to shoot the ones by Mickey if possible, and the ones by the door if not. If I had to shoot the ones by the door, I hadn't planned to move at all (I was in the middle of the van, not by the door originally). As long as they're dead though IDGAF except that I'd be punching them with my robot arm/Brass Kneeckles instead of rifle butting.

Fitz hops out of the van, aiming to clear out the ghouls directly in Mickey's way with minimal further use of resources.

Robo-Punch: 1d8 + 2 ⇒ (5) + 2 = 7
Wild: 1d6 + 2 ⇒ (5) + 2 = 7

Brass Kneeckles: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 1

Robo Damage: 1d8 + 1d6 + 2 ⇒ (6) + (6) + 2 = 14

Kneeckle Damage: 1d8 + 1d6 + 2 ⇒ (7) + (4) + 2 = 13

Robo Ace!: 1d6 ⇒ 2

So that's 16 damage to one, 13 damage to the other. Versus Toughness 5 I think that's two confirmed kills?

Fitz crushes the ribcage of one with a servo-assisted punch, and smashes the other's head against his knee.

"Move, Mickey!"


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Sorry, meant to post but my company is doing it's biggest sale of the year that won't end until the end of July, so been swamped at work. Kinda glad you delayed me, though, with that attack against Cray.

Cray Soak Roll: 1d6 ⇒ 5
Soak Roll 2: 1d6 ⇒ 3
Soak Roll 3: 1d6 ⇒ 6
Soak Ace: 1d6 ⇒ 4
Spirit Roll: 1d6 ⇒ 5
Spent 3 bennies on the soak roll, got a total of 10 for a success and 1 raise. Down to 1 wound on Cray, right?

Caught between trying to help Mickey or staying in the -relative- safety of the van, Aeryicka was caught by surprise at Cray's cry of pain. Turning around almost violently, she rushed over to her companion and was barely able to catch him before he impacted against the hard metal floor. Looking him over, she noticed that, though the strike seemed to be heavy, Cray was only lightly wounded. Carefully setting him down on the floor, Aeryicka gripped her machete and glared at the creature that hurt her feathered friend.

Not sure I have any remaining actions available for this turn. If I do, let me know and I'll do...something.

Dark Archive

Opposed STR: 1d6 ⇒ 3
WILD opp STR: 1d6 ⇒ 6
WILD opp STR ACE!: 1d6 ⇒ 4

Thomas' left hand grabs the wrist of the attacker and bends the arm back, back, back...until the ghoul's arm is wrenched back at an unnatural angel from it's shoulder. Several pops are heard as the rotary cuff gives up the ghost and ruptures in several places.

Pressing my luck. Two shots again! (I'm insane! =) Also. Wow. That...is a lot of ghouls.

His right hand brings up the pistol.

"Uh-uh. Hands to yourself."

NRG, Marksman, MAP, cover. parry 5: 1d8 + 2 - 2 - 1 ⇒ (7) + 2 - 2 - 1 = 6 hit
WILD NRG, Marksman, MAP, cover. parry 5: 1d6 + 2 - 2 - 1 ⇒ (5) + 2 - 2 - 1 = 4

damage! AP3: 2d6 + 2 ⇒ (5, 6) + 2 = 13
damage ACE!: 1d6 ⇒ 4 = 17!

He shifts his aim to the feral zombie attacking Spencer next to him. "I've got dis. Go help the others!"

NRG, Marksman, MAP, cover.: 1d8 + 2 - 2 - 1 ⇒ (4) + 2 - 2 - 1 = 3
WILD NRG, Marksman, MAP, cover: 1d6 + 2 - 2 - 1 ⇒ (2) + 2 - 2 - 1 = 1 f%#~! miss!

Benny!

NRG, Marksman, MAP, cover.: 1d8 + 2 - 2 - 1 ⇒ (6) + 2 - 2 - 1 = 5 hit!
WILD NRG, Marksman, MAP, cover: 1d6 + 2 - 2 - 1 ⇒ (1) + 2 - 2 - 1 = 0

damage! AP3: 2d6 + 2 ⇒ (6, 2) + 2 = 10
damage ACE!: 1d6 ⇒ 1= 11!


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

First Strike: 1d8 ⇒ 3 Wild: 1d6 ⇒ 4 Not sure if Wild still applies, or can apply or if Gangup applies. I'll roll damage just to be safe

Damage: 1d12 + 1d4 ⇒ (5) + (2) = 7


Aeryicka spends her round taking cover over her pet.

Fitz fastidiously forces face fractures on fearless frenzy filled foes.

Thomas somehow manages to quick-roast both ghouls on him and Spencer.

EH's first strike crushes his enemies, preventing them from even getting their failed hit off.

Badger is up, then badguys, then the rest, including EH's legitimate turn, and Aeryicka's turn for this round (that was her turn for last round delayed)

The radio picks up in response to Marcus's transmission.

Roger dodger, my good sir. Once again, welcome to the Kingdom, Safest and therefore Happiest Place in the Waste. If any of you gentlemen can reach our bus, feel free to hop aboard. Dale is gonna rain some hot lead death on these Looney-Tunes-loving-motherf...! you hear the speaker pause,

Perception -2:
Dale shouts from the top of the bus to his partner "The ears are always on!"

The radio picks back up, and you hear the voice clear it's throat. Dale will deal with the mother...lovers...and provide cover to get aboard. Seems your vehicle is more holes and broken glass than metal at this point.

At this point, the bus pulls up, comes a screeching halt about 20 feet from the van and Dale starts to open fire at ghouls near Mickey.

Dale's rolls:

Dale has Rock and Roll
Guns: 1d12 ⇒ 3miss
Guns: 1d12 ⇒ 10hit
Guns: 1d12 ⇒ 7raise
Damage 2: 3d8 ⇒ (2, 6, 4) = 12
Damage 3: 3d8 + 1d6 ⇒ (2, 8, 5) + (2) = 17

Dale mows the living shit out of the ghouls to the west of Mickey, but in trying to avoid hitting Mickey, he misses the ghoul right next to him.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Badger busts a cap into the two ghouls next to him.
Guns 1: 1d10 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (4) - 2 = 2
Guns 2: 1d10 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (3) - 2 = 1

But instead of shooting one well, he misses two while trying to look cool.


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

"Ah, how very peculiar! I've never seen someone try to hold a gun sideways to shoot it..."

I'm sorry, I couldn't resist, "shooting while trying to look cool" just put that image in my head.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Double-tap doesn't work like that. Desert Eagle has RoF1, but is semi-auto, so you can double tap for +1 attack/damage on the same target with double ammo expense. Tom's laser pistol is semi-auto AND has RoF 1-2; I'll give you a couple hours to redo your action if you want.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

I thought I could attack more than one target with a multiaction penalty? If not, then I will shoot the one in front of me twice. So that becomes a 6 vs. their parry.

Damage AP1: 2d8 + 2 ⇒ (3, 5) + 2 = 10
Damage AP2: 2d8 + 2 ⇒ (4, 3) + 2 = 9


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

No. You cannot attack with the same weapon twice unless it has RoF2+. You can't even attack the same target twice with the same weapon with multiaction penalties unless it has RoF2+. It must be a different weapon - only exception is edges like Frenzy or First Strike - you only get the first damage roll.


Badger manages to blast just hard enough to take out one of the two ghouls on him by double-tapping it in the chest. The ghoul drops.

UnshakeItDontBreakItTookRadiation9MonthsToMakeIt: 8d6 ⇒ (6, 1, 3, 1, 6, 3, 2, 6) = 28 3 unshake

Not gonna bother with a run since so many make it there without running.

Ghouls sprint towards the open back of the van, mostly ignoring the robot when possible, trying to feast upon the flesh of his compatriots. With such a wide opening, these ghouls are not concerned with pulling their targets out.

Note - ER-HK has a First Strike vs AE24
ER-HK first strike: 1d8 ⇒ 5
Damage: 1d12 + 1d4 ⇒ (7) + (3) = 10

As a ghoul rushes up to claw at Aeryicka, EH-RK slams it in the chest, with a huge THUD, knocking it dead.

VsAeryicka:

Gang Up +2, Wild Attack +2/2, Cover (only vs. AC24/25) -2/2
AC25attack: 1d6 + 2 ⇒ (3) + 2 = 5 - hit
AC24attack: 1d6 + 2 ⇒ (4) + 2 = 6 - raise
AD24attack: 1d6 + 4 ⇒ (1) + 4 = 5 - hit

AC25damage: 1d6 + 1d4 ⇒ (4) + (3) = 7

AC24damage: 2d6 + 1d4 ⇒ (2, 3) + (2) = 7

AD24damage: 1d6 + 1d4 + 2 ⇒ (4) + (4) + 2 = 10
Ace: 1d4 ⇒ 3=Total 13

Badger, unfortunately just too close to the massive horde to the east of the van, gets rushed by four at once.

Vs Badger:

Gang Up +3, Wild Attack +2/2, Cover (vs all but AF24) -2/-2
AF24 attack: 1d6 + 5 ⇒ (2) + 5 = 7 hit
AG24 attack: 1d6 + 3 ⇒ (1) + 3 = 4 miss
AG25 attack: 1d6 + 3 ⇒ (6) + 3 = 9 hit
AG26 attack: 1d6 + 3 ⇒ (4) + 3 = 7 hit

AF24 damage: 1d6 + 1d4 + 2 ⇒ (5) + (1) + 2 = 8

AG25 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5

AG26 damage: 1d6 + 1d4 ⇒ (6) + (2) = 8
Ace: 1d6 ⇒ 4 = Total 12

The two ghouls on Papa give up trying to pull him out and just start clawing for all they're worth.

Vs Papa:

Gang Up +1, Cover and Wild negate one another
AG29 attack: 1d6 ⇒ 4
AG30 attack: 1d6 ⇒ 1

Neither can seem to connect with him, however.

The one ghoul left on Mickey seems oblivious to the minigun or Fitz.

Vs Mickey:

Wild Attack
AC31 attack: 1d6 + 2 ⇒ (4) + 2 = 6

Fortunately, Mickey finds it much easier to fend off just one compared to four or five.

Path is clear, ladies and gentlemen, you may want to move while you...hey what the heck, nobody invited you!

Chip puts the bus in park, stands up and pulls out a pair of shishkebabs attached to a backpack he's wearing. "No free rides!"
Chip has two-fisted and ambidextrous, but not quick draw, so multiaction penalty for drawing
Attack 1: 1d10 - 2 ⇒ (10) - 2 = 8
Attack 2: 1d10 - 2 ⇒ (3) - 2 = 1
Damage: 1d8 + 1d6 + 2 ⇒ (7) + (5) + 2 = 14

A ghoul drops dead at the bus entrance, it's recently cauterized head rolling away.

"Come on people, move it, move it, move it! The ride departs soon! This ain't no monorail, we got a schedule to keep, specifically, before more of these damn things come out of the ruins!!!"


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

Fitz doesn't need to be told twice, hopping back into the van (hopefully right before Mickey does).

"Well, it everyone ready to leave?"

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