Fallout - Twin Cities (Apocalypse World) (Inactive)

Game Master DM Mooshybooshy, "the Foolish"


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Sorry for not posting yesterday! Was busting my hump at work and then was too tired when I got back home.

Chief, you peer around the corner cautiously. You seem to be on the second floor of a three story tall room. Each "story" is actually only a walkway around the outer edge of this massive room. The walkway you're on, as well as the third floor walkway above you, have banister railways running throughout, though there are parts where they have been shot out. Dominating the center of the room is a globe, about 25 feet high. There's a lasgun turret mounted atop the globe with a lazy-looking Super Mutant sitting bored inside it, aimed in your direction but pointed downward toward the first floor. You'd guess it's aimed right at the main entrance to the building, one story below you, but you can't confirm due to the angle. There are cables running from the mounted gun turret to the walkway you're standing on, to your right. There's also a huge crystal chandelier hanging from the ceiling of this massive room, just above the globe, creating a beautiful effect when the light filters in from the third story windows and refracts off the crystals.

To your right along the walkway you see that Super Mutants have constructed a kind of command center out of debris they dragged in from the outside. There's a ramshackle looking shack there and you can see two Super Mutants inside, along with several important control panels with simplified buttons for Super Mutant use. The cables you see running from the lasgun turret terminate there. One of the Super Mutants inside the command shack is wearing a similar headset to the kind you saw on the attackers in Walker's Hold.

To your left is an uninterrupted walkway that runs along the outer wall of the room, culminating on the far side of the room. You can see an elevator symbol and a symbol of a stick figure climbing stairs above the doorway on the far side of the room. The corner of the walkway to your left nearest to you is a huge pile of old clothing, broken down wood, and hay; there's a sleeping Super Mutant reclined on the pile, and it smells like they use it as a combination toilet/sleeping area.

You can also hear Super Mutant voices - at least 3 or 4 of them - coming from the ground level below you. However you can't get a good look down at the first floor without leaving the shelter of the room that you're in.

MEANWHILE, BACK AT THE WABASHA VAULT:

The Sphere is showing signs of greater instability as the Vault continues to tremble all around you. From within the crack that Runner shot into the construct, light begins to shine through, and the crack begins to widen. Bits of the walls and ceiling begin to break loose with the cracking sound of protesting concrete and steel, and a huge section of ceiling narrowly misses Pallor, almost crushing him and destroying a portion of the walkway to his immediate left. The Brainer is assailed with visions, chaotic and rapidly-changing. One moment he's being carried through Heaven; another, there are terrifying visions of human sacrifice, of bloodied knives and screaming zealots.

All of you can hear the sounds of voices coming from the Sphere. They don't come through in complete sentences, but rather words and emotions that you can all hear and sense. "Power source..."

"We can't!..."

"God hath said..."

"WICKED!"

"No, stop!..."

"All I..."

"IT DOESN'T..."

"GOD HATH SAID..."

"Proverbs..."

"DAMN YOU!.."

"NOOOOOOO!!!!!!!"

Amidst the madness stands Pallor, his thin and wiry body contorted with the effort of containing the psychic energy. Multiple personalities and voices fill his mind, many times more than the others can hear - it's like a concert hall full of people all talking and shouting at once. Blood begins to flow inside your mask from your nose, Pallor.

Brainer, you're able to contain the energy within yourself for now, but you feel certain that you won't be able to forever. The Sphere is unstable and only getting worse...what do you do?


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Runner finally snaps out of the daze he has been under and bolts for the exit.
The crack in the Sphere is letting things out; hopefully the things that were taken from him will be let out also.


RETIRED PC | Quarantine | COOL+3 | Hard+1 | Hot+1 | Sharp+1 | WEIRD+1 | Armor 0 | Harm 2/6 (6:00) | Exp ●●●●○

As light and sound pour out of the sphere and the Vault begins to shake itself apart, Francis springs into action. He steps to Pallor, who appears to be having some sort of fit, stooping down to grab the man by the waist then standing to drape him over his left shoulder and carry him. He then runs up the catwalk back towards the Vault's entry hall, hoping that the disturbed leather-clad driver doesn't decide to suddenly stop and block his way.

"RUN, RUNNER!"

Do Something Under Fire/+COOL: 2d6 + 3 ⇒ (6, 3) + 3 = 12 to get himself and Pallor back to the entry hall while avoiding any harm (dodging debris, etc.). FYI If you'd like to assist me, Pallor, my Inspiring skill allows anyone who rolls +Hx to assist me to mark experience - a nifty reward based system to "inspire" others to follow the Quarantine's lead.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

Vonya was unaware of the intricacies of the cables, control room and the overall situation they were in. He just saw the laser turret and felt a hunger begin to growl deep in the pit of his stomach.
That'd be fun to use Tom mused, and Vonya silently nodded in agreement. He held out the shank for Dust, unsure if she had any other weapon to use. "I can keep slicin' 'n dicin' if ya need. Just point me in the direction. Preferably into that turret." He didn't take his eyes off it's beauty.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

i just roll +Hx? I think I have no Hx with you so that would be pretty crappy odds

so Pallor absorbed what came out of the sphere, or is it still leaking more? also, if he started moving that way now, does Pallor think he could contain the energy long enough to unleash it at the ghouls outside?


What are you trying to do that would require a roll?


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

i think he means if i roll Hx with him I can aid his action as well. but i either have no Hx with him or just the generic +1 that i think i have with everyone unless they're in one of the named circumstances


It's okay if that's what you start your Hx with for him. We can say you were doing what you can to aid him as he ran, but he rolled a 12, so even if you successfully aided him it wouldn't do much, haha.

OH! I just put that together with what Francis said about rolling to aid him. You can go ahead and make that roll, and mark experience - just know that a failed attempt can make the current situation worse.

Sorry, I didn't get it right away. I didn't see why anyone would roll to Aid someone who had a 12 result, then I realized - XP. As long as you're willing to accept the risk of failure, go for it!


All of you bolt up the Vault stairs to the main entryhall. The crucifix that Pallor touched before has shaken loose of the wall and collapsed on the ground before it, the impact breaking it into many loose pieces. The face of Christ seems to stare up at you in judgement from the ground when you reach the entryway.

The shaking of the Vault hasn't gotten any better. In fact, as you reach the top of the steps, you hear an explosive decompression of air as the wound that Runner inflicted on the Sphere widens, sending more light and sound into the world. The world, in return, seems to be getting sucked into the Sphere itself, like a miniature black hole forming within Earth's atmosphere. Already half of the stairs leading downward are pulled away from the wall and ripping loose of their rivets, soaring down to the golden Orb. The noise by now is such that you have to shout to be heard. The ceiling is shaking above you and dangerously large chunks of cement are being broken loose. What do you do?


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○
Vonya wrote:
"I can keep slicin' 'n dicin' if ya need. Just point me in the direction. Preferably into that turret."

Dust takes back the shank and wipes it down on one of the banners before carefully slipping it back inside her robes.

"Might not be a bad idea. Can't have Annie getting shot up the minute she arrives. Meanwhile how about we take over that shack? Seth should be able to figure out what they're controlling from there."


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Runner can't believe his selfishness has caused such destruction.
He always seems to leave chaos in his wake but this time it is way worse.
-
First I lost my friggin' memory.
Then they stole my emotions.
Now they want me to pay for their return by loosing my life?
No Effin way is it going to end like this!

-
Jumping thru gaps in the falling masonry and otherwise using every wile and guile to save his skin, Runner races on, trying to reach the top before a total cave-in crushes him.

Escape a dire situation...: 2d6 + 2 ⇒ (1, 5) + 2 = 8
-

Eye on the door::
Name your escape route and roll+cool.
On a 10+, you’re gone.
On a 7–9, you can go or stay, but if you go it costs you: leave something behind or take something with you, the MC will tell you what.
On a miss, you’re caught vulnerable, half in and half out.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

eh, why not. can't get MUCH worse, hah! also when you roll Hx with someone, does that affect your current Hx total with them? or is that just at the end of the scene?

Pallor does his best to aid the Quarantine, even if, in his current state of concentration, that simply means being as little of a burden as possible. he is a light twiggy guy and the only piece of armor he has is a helmet so he's light

Hx: 2d6 + 1 ⇒ (5, 6) + 1 = 12

also i didnt get the answer on the "holding the weird in and shooting it at the ghouls above" idea, but i will roll weird and try to do it.

Pallor tries to hold in the weird he was able to absorb from the sphere, concentrating to hold it in even as his slightly off-color and slightly-more-viscous-than-normal blood slowly leaks out. When he gets to the top, he will attempt to focus the energy through the lens of his mind at the ghouls above (or into the crack they are in, as applicable), if for no other reason than to simply see what happens.

weird: 2d6 + 3 - 1 ⇒ (5, 3) + 3 - 1 = 10


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Chief has the distinct feeling that Vonya's about to do something exciting. He drops to one knee, sets down his shotgun, and unslings his hunting rifle, drawing a bead on the Super Mutant with the headset in the command shack.

Stand Overwatch (cool), acting on answers from Read A Sitch: 2d6 + 1 ⇒ (6, 5) + 1 = 12


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

With the crosshairs nicely centered on the Super Mutant's temple, Chief's finger slowly tenses on the trigger. He feels oddly calm. "Dust, Vonya, make your move. Headset is all mine," he says softly.

On a hit, if anyone attacks or interferes with your ally (Vonya), you attack them and inflict harm as established. On a 10+, choose 1:
• ...And you inflict your harm before they can carry out their attack or interference.
• ...And you inflict terrible harm (+1harm).

I'm going to take the terrible harm option. If Headset or the other guy in the shack messes with Big V, I get a free hit with the rifle for 3-harm total.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Crouching low Dust makes her way towards the shack. As she crouches below the window she slips the shard from her robes and nods to Vonya. Deep in the back of her mind is the thought that what she's about to do could turn out badly for her. Thanks to the continued effects of the high the thought is easily swept aside and she tenses ready to pounce on the mutant without the headset.

Once Vonya makes his move Dust will launch through the window and shank the mutant in the neck. That's the plan anyway...

Seize by force (hard): 2d6 - 1 ⇒ (6, 2) - 1 = 7


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Not sure I picked the correct combat move tbh, could have been single combat or assault a secure position. What's your feeling Mooshy?


Crouching and scrambling through the falling ceiling blocks of concrete, Runner tries desperately to escape with his life. The light from the Sphere has elevated to near blinding levels, shining from behind you and illuminating your path even as you flee for the exit.

Runner pounds his fist on the button that opens the Vault door, but the violent shaking caused by the unstable Sphere causes a part of the Wabasha Caves to collapse on the door, wedging it stuck. It's only open enough for you to squeeze through one at a time, and the last one through will have to roll +Cool to escape with their lives before getting buried underground!

There's Francis, Runner, Scarlet, and Pallor lined up at the damaged Vault door...marching order?

Meanwhile, at the Crane building:

Dust and Chief get into position, moving silently as wraiths as they creep up on the unsuspecting Super Mutants. Volcano, Vonya... it's on you. How do you start the attack?


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

Pallor will try first, he can't hold the weird psychic energy much longer.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Assuming we're going with seize by force I'll take the options suffer little harm and deal terrible harm.


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COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

"Sh!t, Sh!t, Sh!t. I found us a way out but I am not going to leave another person behind to die.
Come on get thru already!
Pallor! Scarlet! You guys get thru.
D@mn, hurry up, This Sh!t is BAD!1!!1!
O.K. soldier don't make me regret going last. Hurry Up."

-
Slippin' thru last with COOL!: 2d6 + 2 ⇒ (5, 3) + 2 = 10


RETIRED PC | Quarantine | COOL+3 | Hard+1 | Hot+1 | Sharp+1 | WEIRD+1 | Armor 0 | Harm 2/6 (6:00) | Exp ●●●●○

Francis will let Pallor and Scarlet go through the exit before him, then doesn't waste any time arguing with Runner when the man prompts him to go next - he pushes through the opening with all the speed he can muster.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

Wait are you motioning for Vonya to take the command centre first? If not, he's gonna leap down onto that turret purely because it's a turret.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○
Vonya wrote:
Wait are you motioning for Vonya to take the command centre first? If not, he's gonna leap down onto that turret purely because it's a turret.

Get the turret, I think we've got the command center covered.


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Tactical recommendations? Pretty please?


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○
Seth "Volcano" Hafner wrote:
Tactical recommendations? Pretty please?

If you don't want to get up close and personal with the bad guys, the supporting battle moves are really strong and not as risky as the assault moves (which all include "exchange harm", which you generally want to avoid).

You've got Weird and Cool highlighted, so maybe Stand Overwatch to cover Dust (it only covers one ally at a time, and I'm covering Vonya).

Lay Down Fire could work well too since you're +1 Hard. If you're not worried about self-preservation, Seize By Force is always hilarious.

Keep An Eye Out is really useful if you aren't sure what to shoot at right away.

Normally, by the way, in tabletop play, you can just say what your character is doing in-universe and you and the MC can figure out what the move is from there, but in PbP it keeps things moving faster if you say what move you think you're making and make the roll -- if Mooshy disagrees with the move choice we can always walk it back.

Have you been tracking your XP by the way? You get one XP every time you roll with your highlighted stats, trade in 5 XP for an improvement.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

"Alright, lets do this!" Vonya mutters as quietly as he can to contain the obvious excitement bubbling up inside of him. He cracks his knuckles and his neck, and double checks that his magnum is loaded. "It's gonna be loud. Have fun you guys!" is his last remark to the others before he leaps off the balcony onto the turret.

Seize something by force: 2d6 + 3 ⇒ (2, 6) + 3 = 11
To seize something by force, exchange harm, but first roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:
• You inflict terrible harm (+1harm).
• You suffer little harm (-1harm).
• You take definite and undeniable control of it.
• It’s safe, secure, and undamaged in the fighting.

My choices are in bold!


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Seth nods as Vonya makes the charge.

"I'll cover ya, children! Get me one o' them headsets!"

He casts his eyes about for something he can use to keep the mutes off Dust and the others.

I'll take Chief's suggestion and provide covering fire.


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

As Scarlet emerges back into the light, she immediately begins scanning. No doubt the horrific sound of the collapsing Vault will be heard for several blocks away.

Read A Sitch: 2d6 + 1 ⇒ (4, 3) + 1 = 8

What should I keep a lookout for?


Struggling to fit through the narrow gap in the doorway of the Vault, Pallor, Francis, Scarlet and Runner flee from the deepening sound of the chorus of voices growing louder behind them. Runner is only barely able to escape before the Vault is entirely destroyed with a massive explosive decompression.

Outside the Wabasha caves, Dog's entire gang is killed by the explosion, which (due to the bowl-like shape of the Vault's container) had largely been directed upward. There are falling rocks from the ruined Caves landing all around you, and paths that used to exist are obliterated.

The four of you are knocked unconscious when the explosion finally goes off, knocked out by the concussive force of the Vault exploding. You come to gradually, one at a time, inside what remains of the room that had the sacrificial altars in it. There's nothing left of what was originally in the room except for some pieces of the pillar in the middle. Rocks have collapsed all around you, blocking off the exits. If you're claustrophobic, you start to feel it now. There's a bright yellow light shining through cracks in the rocks piled up to your left.

Scarlet is up and moving first. She's the first to notice that a few of the rocks covering up the exit to her right are loose, and can be shifted aside with a little bit of effort. The rocks are heavy, but there's a cornerstone overhead preventing further collapse by luck, and if she worked at it, a way clear could be opened.

Meanwhile, at the Crane building,

"HeeeYAH!" shouts Vonya as he leaps off the walkway, over the barrier and on top of the mounted turret. The Super Mutant barely has time to shout in surprise, much less bring the turret to bear, by the time the big brute is already on him. WHACK goes a punch right to the face, followed by a loud BLAM as the Magnum is brought to bear. The wounded Super Mutant, howling, is thrown from his perch and tossed off the globe in the center of the room. Vonya crawls into the operator's seat as Super Mutants all around him realize what is happening and start bringing their weapons to bear.

Volcano, let's see a +Cool roll for standing overwatch for Vonya and providing covering fire! The sleeping Super Mutant on the pile of refuse to your left is awakening and looking to charge him on the turret, so your roll would likely involve him somehow.

Chief's hunting rifle barks a sharp report and the Super Mutant inside the command hut grabs his head and howls in pain. The headset absorbed part of the hit to prevent the Super Mutant from dying outright, but he's ducking for cover and trying to figure out what shot him. Dust is right behind Chief's bullet, having vaulted over the window sill ledge and dove at the Super Mutant with a knife in hand.

The Hocus was brave in her assault, but challenging a huge Mutant to a melee is asking for trouble unless you're built like Vonya. Choosing take little harm out of the two options you wanted to take... Dust is able to duck and weave to avoid getting clobbered by the unadorned Super Mutant's ham-fists, but her counterattacks are weaker and more frantic slices as a result. The two combatants back off and snarl at each other, the unarmed Super Mutant bashing his fists together and getting ready to bull-rush the Hocus! Meanwhile, his commanding mutant with the headset, the one Chief shot at, is bleeding heavily and pounding away at a console. Vonya's turret begins rotating and firing at random! Heavy lasgun fire fills the air as the Faceless is taken for a helpless ride!


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Mooshy, did you intentionally reduce the result of SBF because Super Mutants? Dust's 7 would normally give her 2 choices.

Chief drops the rifle, scoops up the shotgun without thinking, and charges into the command shack.

Seize By Force (hard): 2d6 + 1 ⇒ (3, 6) + 1 = 10


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

I'd like to take definite and undeniable control of the shack, suffer little harm, and inflict terrible harm.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

"Fools never change. Valuable knowledge lost for want of false comfort." Pallor says.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

"F*ck! I can't f*ckin' control this thing!" Vonya tries to yell over the fire to Volcano.

Vonya groans as he desperately looks to all the grubby knobs, buttons and doo-whizzes that were on the interior of the turret. They're coming to take this back Tom shouts over the racket.

"What should I f*ckin' do then!?" Vonya asks.

Norman (AKA Tom):
you seek the advice of your mask. Roll+weird to see what it directs you to do.
On a 10+ mark experience and take +1forward if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it.

Weird: 2d6 ⇒ (4, 3) = 7


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Runner stares up; blinking the falling dust from his eyes.
-
Was it worth it?
Am I any more cured of amnesia or that emotional void?
What was I doing anyway?

-
He turns his head to look at the bright yellow light shining through the cracks in the pile of rocks to his left.


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

What I'd like to do this time around is yell instructions to Vonya to get the turret under control while providing covering fire for Dust. What's the best way to do that?


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

"So, are you louts going to just sit there and mope? Get me out of here. I can see daylight, someone muscly get going"

Will my next Aid roll be at +2 because of Perfect Instincts?


Sorry folks, I was busy today and yesterday! Here now.

Chief, I'd like to say it was a deliberate handicap, but I had forgotten that she still gets two choices. Instead of her attacks being weakened, Dust instead was able to do an additional +1 harm to the Super Mutant! He staggers away from the deep stab wound she inflicted on his armpit, where his flesh and armor are weak...he's struggling to use the arm on that side now.

The Super Mutant Dust wounded is forced out of the command shack along with the headset-wearing Mutant when Chief forces his way in, shotgun blazing. The blasts tear apart some of the wooden support beams as the Super Mutants fall back, scrambling out of the door on the far side of the shack. "GET THE GRENADES!" one of them shouts to the other one, and you hear the non-headset wearer, cradling the arm Dust injured, running down the catwalk toward a crate near the far end.

Volcano, shouting instructions sounds like an Aid roll, but Vonya rolled a 7 on his Weird roll most recently, so even a successful Aid wouldn't change the outcome of his roll. So I'll ignore that first part of what you want to do, and we'll flavor it by saying that even though you shouted good instructions at him, he didn't hear any of it, because he was listening to his mask. Crazy motherf#$&er.

Vonya, speaking of, is listening intently to his mask. Tom speaks to him in an insidious voice, saying, DITCH THIS GLITCHY TURRET THING! DIVE DOWN TO THE FIRST FLOOR AND KILL THEM WITH YOUR OWN BARE HANDS BEFORE THE GRENADES DO!" Indeed, as the mask is "speaking," your Power Army reinforcements are attacking! Grenades and mollies are being hurled through the revolving glass door, creating a flurry of explosions and fire down there. What do you do?

Meanwhile, at the former site of the Wabasha Street Caves, Scarlet has recovered from a harsh situation with her customary resilience and is already examining the likeliest way out of there. Across the cave-in, Runner is peering through the rocks at the light. Through the cracks, past a pile of more rocks, he can just barely see the Sphere...and it's much bigger than before.

Scarlet, yes to your question!


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

so, to make sure i understand this right... the vault has collapsed, some of the sphere, which is larger, is shining through. the way we came in... is blocked?


You're blocked in from all directions. However, there's a crack in the wall nearer to the Sphere where the light is shining through, and there's another point in the walls in the opposite direction that Scarlet noticed could be made into an exit.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

"F*CK! I WANTED TO PLAY WITH THIS THING!" Vonya wails as he dismounts the turret and jumps out into the chaos of the lobby to fight. "YOU'RE NOT BEING FAIR YOU C*NTS!

He stuffs his revolver into his belt, cracks his neck, and pounds his gloved fists together. "TIME TO FEED YOU YOUR F*CKIN' EYEBALLS!!" Vonya roars as he dives down to the first floor straight onto the first greenskin he sees. He screams in the highest pitch he can muster, listening to Tom laugh manically as they fall through the air.

I'm assuming the most fitting roll is Assault a Secure Position

Assault a Secure Position:
To assault a secure position, exchange harm, but first roll+hard. On a 10+,
choose 3. On a 7–9, choose 2. On a miss, choose 1:
• You inflict terrible harm (+1harm).
• You suffer little harm (-1harm).
• You force your way into your enemy’s position.
• You force your enemy to withdraw.

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


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

My first bad roll! NOOOOOoooo

My choice is: • You force your enemy to withdraw.


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

"Somethin' is still down there."
Runner crawls to the cracks to get a better look down towards the bigger sphere.
If any rubble is movable he begins making a way thru.


RETIRED PC | Quarantine | COOL+3 | Hard+1 | Hot+1 | Sharp+1 | WEIRD+1 | Armor 0 | Harm 2/6 (6:00) | Exp ●●●●○

Francis is the last to regain consciousness, and takes a moment to rub the cobwebs from his eyes. He briefly examines both possible points of egress and quickly comes to a decision.

"Seriously, Runner? After what just happened you want to head back to that thing?"

The Quarantine moves next to the pig-tailed Battlebabe and begins shifting rocks to try and open a way back to the surface.

I don't know if any kind of roll really applies here; it doesn't seem like AP is big on things like "strength checks" etc.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Still shaking with adrenaline Dust rushes from the shack, blade in hand, ready to jump onto the back of the wounded mutant and sink the shank into its neck.

A hard move: 2d6 - 1 ⇒ (3, 1) - 1 = 3

Not sure which move I'm making. Feels like it could be single combat or sucker someone.


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

"HANG ON, LASS!"

Seth attempts to provide Dust some covering fire.

Hard?: 2d6 + 1 ⇒ (3, 3) + 1 = 7


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

Pallor also moves away from the sphere and toward the other way, but does little to help with the clearing, given his weak frame.


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

"Runner, get your ass back here, right now!"


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Runner looks timidly at Scarlet...
Then down at the glow of his stolen life...
Then back to Scarlet...
-
"But I am still down there... was still down there...
I don't know anymore.
Am I Runner or Jonathan?
Can I ever be him again?
I thought I was fine not knowing; not remembering.
Let me have just one more look.
If I don't see anything I will go; I won't look any more."

-
He then turns and calls out to the Sphere below...
-
"HELLO! Jonathan. Are YOU There?
Can anyone HEAR me?"

-
Runner waits...


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

"Runner, I can take the bad things from your mind. We need to escape first."


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

Runner... right, now. (rolling Seduce/Manipulate): 2d6 + 1 ⇒ (3, 2) + 1 = 6

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