Fallout: The Savage Wasteland

Game Master thegreenteagamer

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

Extra Rules


351 to 400 of 1,910 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Spaulding is quite sure Petey is there. He is splayed out on one of the couches in the upside down diagonal fashion only a kid can pull off comfortably, snoring considerably loudly, sword clung to like a stuffed animal, wrapped in cloth.

Assuming someone else chooses to go, which I take it by the general lack of interest in Dome will happen, you head off.

No random encounter for the first day, where you split off the highway and head down the remains of a state road northwest. You think if you hustle you can make it before nightfall, but you will be exhausted if you do (2 fatigue)...otherwise you will need to make camp on the road somewhere... (If you are not rushing to Palatka you can try to scavenge ruined buildings, too, as before. Probably good to give an established watch order for the future. Petey can take watch with either Fitz or Spaulding, as those two have talked with him the most.)


Fitz will bring Petey with him on watch, taking the second watch.

I figure Spencer and I should take the mid-night watches, since we have the best Notice.

"I see no reason for undue hurry. Should we try to scavenge for useful supplies on the way to Palatka?"


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

"Yeah, probably not a bad idea." Spencer grabs the rifle strap from around his shoulder and looks at the surrounding area. "And come nightfall, maybe we should look for somewhere safe...ish. To spend the night. Old family house, or a motel or something."

Unless anyone objects, when the group finds something promising (nothing too dangerous, but looks like it might have something of use. I'm thinking hardware stores, old convenience stores, things like that? Nothing that looks like it's seen visitors recently), Spencer moves in to check it out, switching to his shotgun when he gets indoors.

Survival: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1

Once it's later in the day, shortly before sunset, Spencer heads off the road again, looking for any shells of a house that might be comfortable enough and safe enough for the group.

Survival: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1
Wow, the same rolls twice. And if this is moving quicker than you wanted, GM, just let me know, just not sure how streamlined we want this day of travel to be.


Male Human Survivor

"Yeah I'm all for looking around on the way. Maybe we can find some more cool useful gadgets like this one". Spaulding holds up the geiger counter.


I forgot my notes for scavenging today, so due to my error, you get the version that has no penalties or errors, because I don't think you want to hang around for a day until I get home, look it up, and roll a few random tables. So...

The area you're heading into seems to be much more rural. Spencer finds a half rotten large open barn along the way. The panels are half falling apart, but the support beams seem in good enough shape where you all feel you can spend the night. Being the country, Of Course searching the place finds a couple boxes of 20 gauge shotgun shells (standard, 40 shells), a pair of pitchforks (function as spears), and three bottles of exquisitely aged moonshine. There are also some old blankets and enough hay where you think you can sleep the night.

1=Micke, 2=Fitz and Mickey, 3=Spencer, 4=Spaulding
Who's Watch: 1d4 ⇒ 3

In the middle of the night, as Spence is standing watch over the group...
Dark light penalties outside of barn, dim inside due to camp fire.
Notice Spencer: 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Wild Spencer: 1d6 + 2 - 1 ⇒ (2) + 2 - 1 = 3

Stealth: 1d6 ⇒ 5
Group Roll: 1d6 ⇒ 2

(Initiative - Spencer, Mickey, Geckos, Fitz, Spaulding, Petey; No Jokers. It can be assumed you slept next to your weapon, but you still have to "draw" if you don't have quick draw; Spencer, on watch, can have had one out.)


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 would have loaded some shells into his shotgun before bedding for the night. Do you need notice rolls to see if we wake up, GM?

Mickey sleeps next to his shotgun, using his pink backpack as a makeshift pillow.


That is fine. I assume Spencer will yell something, so as long as we resolve your actions after his, no rolls needed to wake up.


Apparently, I forgot to mention there's ten Geckos swarming in the open barn door (to let the smoke from the fire out) that get within 6 squares of all of you as their suprise action. And then Spencer is up, etc. I think the message board ate that post.


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

Spencer sits by the fire, his rifle cradled in his hands, generally watching the area and keeping his ears tuned for any suspicious sounds. For a while things seem to be going uneventfully, but then he hears... something. He moves into a crouch, then stands, and brings the gun up quickly as a pack of large lizards moves into the light. "Everybody up!" he calls, already shooting at the nearest of the beasts.

I'm guessing I'll get my Hunter bonus on these?
Shooting: 1d8 - 1 ⇒ (4) - 1 = 3
Wild: 1d6 - 1 ⇒ (6) - 1 = 5 Ace: 1d6 ⇒ 1
Total 6, a Success.

Damage: 2d4 + 1 + 1d6 ⇒ (2, 1) + 1 + (2) = 6 Well, that might be a Shaken...


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

I'll take the multi-action penalty to draw and fire. But that gets negated by the +2 to close range.

"What the hell?!"

Mickey stands up, and fires his shotgun at the swarm of uglies coming in.

Shooting: 1d8 - 2 + 2 ⇒ (3) - 2 + 2 = 3
Wild: 1d6 - 2 + 2 ⇒ (6) - 2 + 2 = 6
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3; Total = 15

Sweet. I'm going to assume that's a raise.

Damage: 3d4 + 1d6 ⇒ (2, 1, 4) + (6) = 13
Ace: 1d4 + 1d6 ⇒ (1) + (5) = 6; Total = 19 damage


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

I think that's probably two Raises, if you want to toss an extra d6 in there for good measure.


Male Human Survivor

Spaulding wakes from his dreams of fast cars and faster women, and rolls to his feet panting. He grabs his machete on the way up, and prepares himself to attack any of these... beasts... that make it to the group.


Rynjin wrote:
I think that's probably two Raises, if you want to toss an extra d6 in there for good measure.

You can never get more than one extra d6 worth of damage on an attack roll, no matter how many times the attack raises. SW core rule. You can raise on damage as many times as you are capable, though. There's a high level edge I made, though, based off the Better Criticals perk, that eliminates that rule. It is either Veteran or Heroic and requires Luck, among other things. I'll share it and more stuff this weekend. The gecko stats are at home, so I'll resolve them in a few hours, sorry. You can prep your actions up if you want, but FYI they're ganging up five to a person on two random people, because those little bastards do that in the videogames.


Sorry about the delay. Crazy day. Okay, all but Mickey are prone when attacked, though not helpless, as the geckos beat them on their turn.

Spencer's shot clips one of the geckos, sending it reeling back with force, shaking it.

Mickey, on the other hand, blows a hole through the chest of one of the crotch high blue lizards, and sends it's body flying from the force of the shotgun.

1 dead, 1 Shaken, 8 uninjured

ShakenRecovery: 1d6 ⇒ 1

The other geckos swarm in, attacking furiously with bite and claw.

Alphabetical order who gets attacked: 8d5 ⇒ (1, 5, 3, 4, 5, 4, 4, 3) = 29

After Mickey's ridiculously good hit, the geckos seem to avoid him.

One makes a b-line for Fitz, clawing and biting at him. They have low light vision.
Claws: 1d6 - 2 ⇒ (6) - 2 = 4
Bite: 1d6 - 2 ⇒ (3) - 2 = 1
Ace: 1d6 ⇒ 6
Probably a good thing they can't keep raising, as I just mentioned. Also, Fitz, your parry should regularly be 5, not 6.

Damage: 2d4 + 1d6 ⇒ (2, 4) + (4) = 10
Ace: 1d4 ⇒ 2 Total 12

Two gang up on Petey as he lays in bed, struggling to get up in time.
Bite1: 1d6 - 1 ⇒ (4) - 1 = 3
Claw1: 1d6 - 1 ⇒ (4) - 1 = 3Bite2: 1d6 - 1 ⇒ (1) - 1 = 0
Claw2: 1d6 - 1 ⇒ (1) - 1 = 0
Normally he'd be able to fend them off, but being prone and ganged up on, one manages to bite and claw him.
BiteDamage: 2d4 ⇒ (1, 2) = 3
ClawDamage: 2d4 ⇒ (2, 3) = 5
Neither seems to so much as scratch his thick muscular body, though.

Three of them, seeing Spencer as a close target, swarm him.
Bite1: 1d6 ⇒ 5
Claw1: 1d6 ⇒ 6
Bite2: 1d6 ⇒ 4
Claw2: 1d6 ⇒ 4
Bite3: 1d6 ⇒ 2
Claw3: 1d6 ⇒ 1
Claw1Ace: 1d6 ⇒ 3Total 9

Bite1Damage: 2d4 ⇒ (1, 1) = 2
Claw1Damage: 2d4 + 1d6 ⇒ (4, 2) + (1) = 7
Ace: 1d4 ⇒ 1 Total 8

Finally, the last two rush Spaulding before he can get up.

Bite1: 1d6 - 1 ⇒ (3) - 1 = 2
Claw1: 1d6 - 1 ⇒ (6) - 1 = 5Bite2: 1d6 - 1 ⇒ (5) - 1 = 4
Claw2: 1d6 - 1 ⇒ (1) - 1 = 0

Due to his prone position, two manage to hit.

Sorry about the delay. Crazy day. Okay, all but Mickey are prone when attacked, though not helpless, as the geckos beat them on their turn.

Spencer's shot clips one of the geckos, sending it reeling back with force, shaking it.

Mickey, on the other hand, blows a hole through the chest of one of the crotch high blue lizards, and sends it's body flying from the force of the shotgun.

1 dead, 1 Shaken, 8 uninjured

ShakenRecovery: 1d6 ⇒ 4

The other geckos swarm in, attacking furiously with bite and claw.

Alphabetical order who gets attacked: 8d5 ⇒ (1, 5, 5, 3, 3, 4, 5, 1) = 27

After Mickey's ridiculously good hit, the geckos seem to avoid him.

One makes a b-line for Fitz, clawing and biting at him. They have low light vision.
Claws: 1d6 - 2 ⇒ (3) - 2 = 1
Bite: 1d6 - 2 ⇒ (2) - 2 = 0
Ace: 1d6 ⇒ 1
Probably a good thing they can't keep raising, as I just mentioned. Also, Fitz, your parry should regularly be 5, not 6.

Damage: 2d4 + 1d6 ⇒ (4, 3) + (3) = 10
Ace: 1d4 ⇒ 2 Total 12

Two gang up on Petey as he lays in bed, struggling to get up in time.
Bite1: 1d6 - 1 ⇒ (3) - 1 = 2
Claw1: 1d6 - 1 ⇒ (5) - 1 = 4Bite2: 1d6 - 1 ⇒ (4) - 1 = 3
Claw2: 1d6 - 1 ⇒ (5) - 1 = 4
Normally he'd be able to fend them off, but being prone and ganged up on, one manages to bite and claw him.
BiteDamage: 2d4 ⇒ (3, 4) = 7
ClawDamage: 2d4 ⇒ (4, 4) = 8
Neither seems to so much as scratch his thick muscular body, though.

Three of them, seeing Spencer as a close target, swarm him.
Bite1: 1d6 ⇒ 2
Claw1: 1d6 ⇒ 3
Bite2: 1d6 ⇒ 5
Claw2: 1d6 ⇒ 6
Bite3: 1d6 ⇒ 6
Claw3: 1d6 ⇒ 2
Claw1Ace: 1d6 ⇒ 2Total 9

Bite1Damage: 2d4 ⇒ (1, 2) = 3
Claw1Damage: 2d4 + 1d6 ⇒ (3, 3) + (2) = 8
Ace: 1d4 ⇒ 2 Total 8

Finally, the last two rush Spaulding before he can get up.

BiteDamage: 2d4 ⇒ (4, 2) = 6
ClawDamage: 2d4 ⇒ (1, 1) = 2

BiteAce: 1d4 ⇒ 2Total 8


Petey, for his part, will get up and try to smack one of the little buggers with his sword, though in dim light which drawing his weapon it may be an exercise in futility... KerChop: 1d6 - 3 ⇒ (5) - 3 = 2
Wild: 1d6 - 3 ⇒ (1) - 3 = -2

...and his sword misses, chopping a hay bale he was sleeping on in half.

Given the way the geckos seemed to walk on the walls to come in all at once, you're pretty sure hiding behind objects probably won't help, incidentally.


Just to be clear, armor adds to Toughness, not Parry? Which means I'm Shaken, barely, but not Wounded.

Spirit vs Shaken: 1d4 ⇒ 1
Wild: 1d6 ⇒ 2

Fitz hops to his feet and kicks at a gecko.

"Get these blasted things away!" he cries, distressed.

Fighting: 1d6 ⇒ 6
Wild: 1d6 ⇒ 3

Ace!: 1d6 ⇒ 1

Total: 7. I assume hit, but not Raise.

Damage: 1d8 + 1d4 ⇒ (2) + (1) = 3

Hwell.

In his confusion, Fitz barely manages to connect, much less actually harm the gecko.


Yes, armor adds to toughness. You cannot attack or even threaten (or do anything but move) if you are shaken. You failed your spirit roll. None of that happened, because you're still shaken until you pass a spirit roll or spend a Benny (and spending a Benny to automatically un-shake is only an option before you try to spirit roll out.)


I dont know why it dual-posted. Use the first set of results, the others don't match the narrative.


Yes spencer, you get Hunter bonus...if I forgot to add that, roll and add it, and if it's 2 more damage, the gecko you shook is dead. Fyi, 5 parry, 4 toughness each.


Ah. I looked and looked but couldn't find any effects for Shaken, so I just assumed it acted as a freebie buffer before Wounds.

Well, let's see if I can act next turn:

1d4 ⇒ 4
1d6 ⇒ 4
1d4 ⇒ 3

Coolio.

Fitz just panics this time...but he'll get a hold of himself.


Crazy busy weekend...plus I kept thinking one of you still had a turn left. I'm sorry. I feel like an idiot. Spaulding and Spencer still need to decide whether or not to soak their hits if they damaged them. In the meantime, we press on...

New initiative: Geckos, all of you and Petey.

The geckos decide not to ruin a good swarm attack, and keep at it.

ShakenRecovery: 1d6 ⇒ 2
The stunned gecko remains stunned.

Alphabetical order who gets attack(1, 5, 3, 4, 5, 4, 4, 3)

One claws and bites at Fitz again
Claws: 1d6 - 2 ⇒ (4) - 2 = 2
Bite: 1d6 - 2 ⇒ (5) - 2 = 3
But he easily dodges both.

Petey, now standing, is still attacked by Two.

Bite1: 1d6 - 1 ⇒ (6) - 1 = 5
Claw1: 1d6 - 1 ⇒ (6) - 1 = 5
Bite2: 1d6 - 1 ⇒ (3) - 1 = 2
Claw2: 1d6 - 1 ⇒ (3) - 1 = 2

AceBite1: 1d6 ⇒ 2
AceClaw1: 1d6 ⇒ 1

BiteDamage: 2d4 ⇒ (2, 3) = 5
ClawDamage: 2d4 ⇒ (4, 1) = 5
ClawAce: 1d4 ⇒ 4
ClawAce2: 1d4 ⇒ 2

The bite doesn't faze him, but the claw shakes him.

The three attacking Spencer continue
Bite1: 1d6 ⇒ 2
Claw1: 1d6 ⇒ 3
Bite2: 1d6 ⇒ 4
Claw2: 1d6 ⇒ 5
Bite3: 1d6 ⇒ 1
Claw3: 1d6 ⇒ 3
He dodges most, but one sneaks in.
Damage: 2d4 ⇒ (3, 3) = 6 (Shaken if you weren't already shaken; wounds if you were)

Finally, the last two stay on Spaulding.
Bite1: 1d6 - 1 ⇒ (1) - 1 = 0
Claw1: 1d6 - 1 ⇒ (3) - 1 = 2
Bite2: 1d6 - 1 ⇒ (1) - 1 = 0
Claw2: 1d6 - 1 ⇒ (5) - 1 = 4
Due to his prone position, two manage to hit.

This time not one connects.

all of you 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

Micky maneuvers around to try and avoid hitting any of his friends. He brings his shotgun to bare and fires on one of the golden blue monstrocities.

Shooting: 1d8 - 1 + 2 ⇒ (5) - 1 + 2 = 6
Wild: 1d6 - 1 + 2 ⇒ (6) - 1 + 2 = 7
Ace: 1d6 ⇒ 4; Total = 11

Probably another raise. Sweet.

Damage: 3d4 + 1d6 ⇒ (3, 4, 1) + (2) = 10
Ace: 1d4 ⇒ 2; Total = 12


They're regular blue geckos, not the golden ones. I'm not cruel. Ten gold geckos would be mean right now!

Mickey practically explodes one of the ones on 1d4 ⇒ 3 Spaulding, leaving him with only one harasser.

Remember Caravan Shotguns only hold two shells for next round.


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
The Green Tea Overseer wrote:

They're regular blue geckos, not the golden ones. I'm not cruel. Ten gold geckos would be mean right now!

Mickey practically explodes one of the ones on 1d4 Spaulding, leaving him with only one harasser.

Remember Caravan Shotguns only hold two shells for next round.

Thanks for the reminder.


Fitz gets up and levels a kick at the nearest Gecko.

I don't think I take a multi-action penalty here, it just eats some of my movement?

"Is EVERY animal hostile in these wastes?"

Fighting: 1d6 ⇒ 3
Wild: 1d6 ⇒ 6

Ace!: 1d6 ⇒ 1

Damage: 1d8 + 1d4 ⇒ (1) + (1) = 2

An ineffectual kick at that.

No love from the damage dice this time either.


Male Human Survivor

1d6 ⇒ 2 Spirit
1d6 ⇒ 4 WD

I'm sorry, but I'm confused at the moment. (I think the long post confused me. Did Spaulding get up last round, or did he just get wounded? Since Spaulding's toughness is 6 is he shaken (Spirit roll above), or did he take a wound which would require a Vigor roll?

In either case, Spaulding will rise this round, and try to attack if he's not still shaken.

1d6 - 2 ⇒ (3) - 2 = 1 Machete (Multi action penalty may apply)
1d6 - 2 ⇒ (6) - 2 = 4 WD Total of 7
1d6 ⇒ 3 XD

1d8 + 1d6 ⇒ (5) + (3) = 8 Damage 8 Damage


Spaulding could stand AFTER the first attack, but before the second. The prone position statement in the second posted attack is leftover from me copying and pasting previous formulas....I accidentally copied that sentence. All the second round attacks missed. Sorry! You had no multiaction penalties since you stood and drew last round...actually, would have been a raise with even more damage, but you already killed him.

Spaulding takes advantage of Mickey blasting one gecko to chop down another, leaving him unassailed.


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

Well, the first round it looked like only one of the attacks even made Spencer Shaken, so I was going to ignore it and roll Spirit... but now I'm looking at a Wound, so yeah, gonna Soak.

Vigor: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3
Success, so no Wound, and I think that means Spencer isn't Shaken either.

After getting absolutely mobbed, Spencer weaves back and forth, taking a few hits but barely feeling them. Good thing I picked up this armor. With lightning speed he draws his shotgun, letting the rifle sway free on its sling, and fires it into one of the many geckos before him.

Shooting: 1d8 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (1) + 2 = 3
Gah. Since it goes against Parry with them next to me, I'm guessing that's not a hit... but I'll roll damage in case.
Damage: 3d4 ⇒ (1, 2, 3) = 6


Correction edit - it's a miss. Cannot use two handed guns AT ALL in melee...must Be used as a club. Pistols can be used in melee against parry, which would've missed too. Will get Petey and round 2 initiative up on lunch real soon.


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

Ah, I forgot about that caveat! Can I change that to drawing the Switchblade and missing, then?


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

Sure. I mean you have quickdraw, so its no real big deal in either case.


Un-Shake, Petey: 1d6 ⇒ 5
Wild: 1d6 ⇒ 5

Petey'sBerserkRoll: 1d4 ⇒ 1
Wild: 1d6 ⇒ 5

Petey shakes off the...shakenness...and holds his cool surprisingly well, gritting teeth and chopping at a gecko with the huge blade.

Fighting: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 5 Raise

Damage: 2d10 + 1d6 ⇒ (1, 2) + (3) = 6

It's a shame he got a little off balance and whacked it with the blunt of the blade, merely stunning the animal.

(2 shaken - 1 by Petey, 1 alone, 3 uninjured on Spencer, 1 uninjured on Petey, 1 uninjured on Fitz; Mickey and Spaulding not threatened; 3 dead)

New round - Geckos again, all of you, Petey

Unshake two: 2d6 ⇒ (6, 4) = 10

Both of the shaken geckos recover. The one on petey continues on him, the one alone goes after 1d5 ⇒ 5 Spencer, joining the other three!

The Spencer Swarm, four claws, four bites all at +1 due to gang up even with multiaction: 8d6 ⇒ (5, 6, 4, 4, 3, 4, 3, 1) = 30

5 hit and...
Ace: 1d6 ⇒ 2 a raise.

Damage1: 2d4 ⇒ (1, 1) = 2
Damage2: 2d4 ⇒ (2, 1) = 3
Damage3: 2d4 ⇒ (4, 3) = 7
Damage4: 2d4 ⇒ (3, 2) = 5
Damage5: 2d4 ⇒ (1, 4) = 5
Damage6Raise: 2d4 + 1d6 ⇒ (1, 4) + (1) = 6

Damage3Ace: 1d4 ⇒ 4
Damage3AceAgain: 1d4 ⇒ 4
GeezeImSorrySpencer: 1d4 ⇒ 1 Total 16

Damage5Ace: 1d4 ⇒ 1 Total 6

Damage6Ace: 1d4 ⇒ 1 Total 7

Resolve those in numerical order Spencer. I'm gonna post this so I don't lose it and do the rest in another post.


2 on petey, at -1 due to multiaction combined with gang up: 4d6 ⇒ (6, 6, 5, 6) = 23

3 bloody aces: 3d6 ⇒ (5, 6, 5) = 16

3 raises and a hit.

1: 2d4 + 1d6 ⇒ (1, 2) + (5) = 8 shaken
2: 2d4 + 1d6 ⇒ (1, 1) + (6) = 8 another shake
3: 2d4 + 1d6 ⇒ (2, 3) + (4) = 9 another shake
Regular: 2d4 ⇒ (2, 3) = 5 nothing

Ace: 1d6 ⇒ 2

Petey will spend both of his Bennies to remove the first two shakens to prevent wounds as they come. He is out of Bennies and shaken.


The one on Spaulding: 1d6 ⇒ 4

The one on fitz: 1d6 ⇒ 3

Both miss (sorry for rush lunch ending)


Yeah, they don't multiattack on fitz and spaulding to prevent inaccuracy, as they have no gang up this round.


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

Hoo boy. Definitely gonna try and Soak the first big hit there...

Vigor: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1
...Gonna chance the reroll with my last Benny.

Vigor: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2
Well, 16 would have been 2 Wounds, so this drops it to 1, at least. Then 2 more hits that match or exceed Toughness, bringing me to 3 Wounds.

Heavily wounded by the onslaught of geckos, Spencer decides that it might be better to retreat to safety. He falls back, swinging his blade before him as he tries to get away from the beasts.

Going to withdraw from this grouping with the Defend action, so they all get a free attack, but my Parry's up to 7. Not getting too far with the penalty to Pace, but better than nothing.


Um, you're also shaken - soaking only eliminates shaken if you soak all the wounds. You can't get that defend bonus if you don't pass your spirit roll...With wound penalties. Still want to do that? Walking is allowed shaken, it's the defending that isn't.


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

Spirit: 1d6 - 3 ⇒ (3) - 3 = 0
Wild: 1d6 - 3 ⇒ (3) - 3 = 0

Spencer does his best to hold his own amidst the dangerous beasts, his knife suddenly looking very small. Forgot about that, so yeah. Just gonna chill and wait to die here.


Well, your allies are all up before the next initiative, and the geckos have already gone...and Mickey has a medkit. It's not a death sentence, necessarily, though probably your biggest challenge as a party yet.


Unshake Petey: 1d6 ⇒ 1
Wild: 1d6 ⇒ 1

Snakeyes on his Spirit...stunned for an extra round, can't roll spirit next round

Petey'sBerserkRoll: 1d4 ⇒ 1
wild: 1d6 ⇒ 6

Somehow, Petey seems to hold it together from the assaults, but he seems to be disoriented and really confused. This is clearly too real for the mental child thrown into such an adult situation.

Still have Fitz, Mickey, and Spaulding before new initiative.


Male Human Survivor

Spaulding is hit with a spray of blood from somewhere, and looks around seeing Spencer under heavy assault. He moves forward to engage one of those surrounding his friend.

1d6 ⇒ 5 Machete
1d6 ⇒ 5 WD

If that's not a hit, I'll spend a Benny, since it's getting serious here. Not sure if the ganging up bonus applies with Spencer shaken or not. If it is a hit, then I'll just keep the benny.

1d6 ⇒ 2 MacheteX
1d6 ⇒ 3 WDx

And we'll hope the first one hit.

1d8 + 1d6 ⇒ (1) + (6) = 7 Damage Total of 18 damage
1d6 ⇒ 6 XD
1d6 ⇒ 5 XD2


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 into a better firing position as he reloads his shotgun.

Not much else, I can do at the moment.


Spaulding without needing to use a Benny...and no, while shaken he doesn't provide gang up but they have parry 5 hacks the nearest gecko to Spencer in half.

Mickey, you can fire at multiaction after reloading, if you so choose. Remember shotguns hit bystanders on a 1 OR a 2, though...


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

Rather not risk it at the moment, GM.


"I'm coming Spencer!" Fitz says and moves in to gang up with Spaulding, hopefully drawing one of their attentions away.

Attack: 1d6 + 1 ⇒ (3) + 1 = 4
Wild: 1d6 + 1 ⇒ (4) + 1 = 5

Damage: 1d8 + 1d4 ⇒ (5) + (3) = 8

Wish I had something else to help him. I'd use a Flashbang but I think at this point it would hurt more than help.


Fitz sends a brass coated fist into the side of one gecko, knocking it dead and flying across the barn.

New initiative:
I KID YOU NOT, and here I thought someone was gonna get murder-ated in a gang gecko mauling.
Spencer - Joker
Petey - King
The rest - Better than a 7, worse than K
Geckos - 7

Two geckos left on Spencer, two on Petey, ...and the two that would have gotten AoO on Spaulding and Fitz for leaving their range to help Spencer...

Fitz then Spaulding: 2d6 ⇒ (5, 2) = 7
Fitz Damage: 2d4 ⇒ (1, 4) = 5
Ace: 1d4 ⇒ 2 (total 7, no damage)

...are next to nobody for now.


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

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

Feeling a sudden rush of energy, Spencer also feels bolstered by his allies rushing to his side. He lunges forward at one of the geckos, hoping to bring down at least one of the threats in this fight.

Fighting: 1d6 + 2 - 3 ⇒ (6) + 2 - 3 = 5 Ace: 1d6 ⇒ 5
Wild: 1d6 + 2 - 3 ⇒ (1) + 2 - 3 = 0
Total of 10, for a Success and Raise.

Str+Switchblade+Joker+Hunter+Raise
Damage: 1d6 + 1d4 + 2 + 1d6 + 1d6 ⇒ (4) + (2) + 2 + (3) + (1) = 12

A smile spreads over the man's beleaguered face as his knife opens a lizard's throat.


You forgot wound penalties on your spirit roll...


Also I think many of you are forgetting dim lighting on your attacks. The geckos have low light vision. I already called a couple dead that might not have been, but I'm not gonna retcon because I forgot too...but yeah, Spencer, with wound penalties I'm afraid you're still Shaken.


I don't have my brass knuckles on since I never drew them.

Fitz brings his elbow down on the remaining Gecko, attacking with all his strength.

Wild Attack Gang Up: 1d6 + 2 ⇒ (6) + 2 = 8
Wild Die: 1d6 + 2 ⇒ (6) + 2 = 8

Ace!: 1d6 ⇒ 4
Wild Ace!: 1d6 ⇒ 5

Hoorah for Raising!

Damage: 1d8 + 1d4 + 1d6 ⇒ (5) + (3) + (4) = 12

351 to 400 of 1,910 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Fallout - The Savage Wasteland All Messageboards

Want to post a reply? Sign in.