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Dog, the pack alpha |
![Devargo Barvasi](http://cdn.paizo.com/image/avatar/A18_devargo_final.jpg)
Scarlet is going to open fire on the raiders from above as they come up the stairwell defending against all comers.
Scarlet will deal 4-harm AP, takes -1 harm before armor and scares the absolute cr*p out of the raiders.
Dog smiles seeing Scarlet rain lead down on the raiders below. He takes a knee next to the raider she already made a mess of and looks to see if the poor bastard had any explosives.
Would I need to roll "Read a Sitch" for this?
No matter what he finds, Dog gets back-to-back with Scarlet. Looking over his shoulder at her, he asks, "How many are there, you figure?" Dog sweeps his SMG back and forth, making sure no one sneaks up on Scarlet while she's making mincemeat outta the raiders downstairs.
Stand Overwatch: 2d6 + 1 ⇒ (4, 2) + 1 = 7
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DM Mooshybooshy, "the Foolish" |
![Pelastour](http://cdn.paizo.com/image/avatar/8-The-Legacy.jpg)
Scarlet's shotgun booms twice, knocking pieces loose from the highway near to the stairs. Entire chunks of masonry are blown away entirely, and you frighten the lead Raider so much that he falls back down the stairwell.
Approximately seven raiders had been trying to climb up behind him, but at the sound of the shotgun going off so close, and with one of their friends recently blown apart, the rest aren't too eager to chase up after them.
Dog is able to count them all up through a hole in the floor that gives him a tiny, but clearly visible, angle at the stairwell. He sees a raider prime a frag grenade in retaliation, preparing to do a blind throw up the stairs to drive Scarlet back. Your SMG spurts a quick double burst, and the raider is down! However, because you only got a 7, he still managed to throw the grenade before you inflicted your Harm.
The frag comes to a rolling stop a few feet in front of Scarlet's position. What do you two do?
Meanwhile, down below, Scarlet and Dog's fusillade drives the raiders back - just in time to see their captive, Fracis, swing his legs up over the chain...two of them break off toward him, brandishing knives and getting ready to open your belly! What do you do?
Navarre, it's worse than you thought - take another harm. Fortunately it's still 2 harm only, so your heavily armored suit blocks it, but you've added some sharp car shrapnel to your right shoulder. Cool! Lucky you for being armored.
Back at Walker's Hold...
Dust repositions herself successfully - however, there was already a Super Mutant on the far side of the column! Roaring in triumph he swings his Super Sledge at you, what do you do?
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
With the Mutants' attention on Dust, Chief yells "Let's go! Get in there!" and charges their position.
Tough decision between the stand overwatch and defend something moves. Overwatch is safer, but I have better Hard than Cool, plus it's highlighted.
Defend Dust (as a gang): 2d6 + 1 ⇒ (3, 5) + 1 = 9
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
To defend something you hold, a position, person, or thing, 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
* You suffer little harm
* You hold it decisively
* You impress, dismay, or frighten your enemy
We're a 2-harm small gang, 0-armor. I'll choose inflict terrible harm, suffer little harm, and may god have mercy on my soul and Hugo's ass.
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DM Mooshybooshy, "the Foolish" |
![Pelastour](http://cdn.paizo.com/image/avatar/8-The-Legacy.jpg)
At the Mississippi River Bridge:
"Heeee-YAH!" Scarlet cries out as she kicks the live frag grenade away from her. The grenade explodes when it lands a few feet away, temporarily knocking out your hearing from the loud explosion. For a few seconds, all Dog, Francis, and Scarlet can hear is a high-pitched ringing in their ears. While his hearing's knocked out, Dog rifles through the pockets of the raider that Scarlet initially perforated with her shotgun. A few pieces of jingle and a mean-looking switchblade is all he could come up with, though. If the raider had had meaner weaponry, he probably wouldnt've come at you with a 2x4 in the first place.
Several dozen yards away, Navarre is climbing out of the Runner's Jeep. His heavy boot stomps on Runner's seat's shoulder section as he levers himself up and out, exposing himself to enemy fire as he does so. Bullets whistle past his head from the two raiders in the lower window. Looking over at them, he sees flares of bright light from the muzzle flashes of the guns, and the top window is empty - presumably the rocket launcher raider is crouching down to reload his launcher.
The gunlugger hits the ground hard and rolls, letting his armor take the brunt of the scrapes and cuts he normally would have sustained by performing such a maneuver. Grabbing Abbot roughly by the arm and yanking him behind a retaining wall, Navarre finds himself under cover once again, looking out at the rampaging Jeep and the scattered chopper gang.
"Cmon!" "Dog's in trouble!" "Kill 'em all!" you hear the chopper gang shout, revving their engines as they regroup slowly from the missile shot. Nearby, Pallor is crouching behind a piece of upturned concrete that barely covers him, peering over the top. He sees the two raiders firing wildly at Navarre, but the gunlugger's moving too fast for them to get a good bead on him. Pallor can also get a strong sense that the friendly brain is inside the raider encampment that he sensed earlier is in trouble. He can feel waves of psychic distress emanating from below the bridge. What do you do, Pallor?
While this is going on, Runner is trying to gun his Jeep past the first building on the bridge. He makes it past the first building - protecting him momentarily from being shot at with a rocket launcher again - and heads into the roadblock proper, thinking that he sees a way through. He drives his Jeep over a metal platform in the middle of the bridge.
The platform is concealing a hole in the concrete, leading to the raider's main encampment below. They had been waiting for you to make just such a move. As your tire is on the plate, they shove upward as hard as they can on metal poles from below, lifting your left tires dangerously high off the ground and nearly flipping you over entirely! Your Jeep is now only touching the ground with your front and rear tires on your right hand side, what do you do?
Meanwhile, back at the Stronghold:
Dust, you're taken completely by surprise by the Super Mutant with the Super Sledge that had been lurking on the far side of the pillar. You scramble to try and get away, but the Super Mutant has got you cornered. With a triumphant roar, the massive green man lifts his weapon high overhead, preparing to let the thrusters on the back of the hammer assist in the downswing.
"Get out of the way!" you hear the old man, Fluteridge, shout. His old, gnarled hands grab hold of your shoulders from around the back of the pillar, yanking you out of harm's way! However, Fluteridge exposes himself to danger in the process, and the downswing of the Super Sledge impacts on his shoulder. It's a glancing blow, but still enough to send him spinning around and facedown to the floor, taking 1 harm mechanically.
Most of you are behind cover near this pillar, and you can hear frustrated shouts coming from the other Super Mutants as they prepare to flank you. While that's happening, Mr. Super Sledge, infuriated that he was denied his prey, roars in rage and charges Dust again!
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Runner, aka Rufio |
![Manshoon](http://cdn.paizo.com/image/avatar/Manshoon.jpg)
As the horizon tilts, Runner feels the familiar pressure of excitement and adrenaline course thru his neck and head, helping to slow his perception of time.
Runner has driven on two wheels plenty of times and he snaps the wheel in practiced rhythm.
He whips to the left and then lets the wheel snap-spin back to center; the Jeep pops thru the ambush and skids sideways, ready for another maneuver.
-
"Skiv suckin' noobs!
You might have better luck shovin' those poles up yer assez!
Or is that too loose a fit?"
Dealing with Bad Terrain: 2d6 + 2 + 1 ⇒ (4, 6) + 2 + 1 = 13
-
DEAL WITH BAD TERRAIN
When you have to deal with bad terrain, roll+cool, plus your vehicle’s handling.
On a 10+, you fly through untouched.
On a 7–9, choose 1:
• You slow down and pick your way forward.
• You push too hard and your vehicle suffers harm as established.
• You ditch out and go back or try to find another way.
On a miss, the MC chooses 1 for you; the others are impossible
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
As Super Sledge Mutant rears back for a second try, Hugo and Clarion and Chief charge in screaming. Our fire is more enthusiastic than accurate, but the ferocity of our attack is unmistakable. The Mutie has an instant to think "wait... this isn't prey!" before the shotgun goes off.
Mechanically I'm adding impress, dismay, or frighten your enemy to the defend results in addition to inflict terrible and suffer little. If possible I want us to only engage the Super Sledge guy, so we get the gang size advantage, but if it doesn't work out that way, so be it.
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Specialist BENJAMIN, FRANCIS A. |
![Sir Holton](http://cdn.paizo.com/image/avatar/8.SerHolton.jpg)
Francis catches the chain with his legs and wraps them around it as best he can, then begins pulling on the hook and attempting to “sit up,” aiming to slip the end of the hook around the chain by his legs, and then hopefully yank his bonds out and get to the ground on his feet rather than his face. The sight of the two knife-wielding future-men only serves to further motivate him.
I’m assuming this would still be “doing something under fire,” if not we can just add the appropriate bonus to the following roll:
+Cool: 2d6 + 3 ⇒ (3, 2) + 3 = 8
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Pallor |
1 person marked this as a favorite. |
![Anaphexia Assassin](http://cdn.paizo.com/image/avatar/PZO9269-Anaphexia_500.jpeg)
Pallor, finding the new hole created by the raiders pushing the platform of particular interest, walks over to it and peers down. Seeing a huddled mass of raiders below, he looks at a particularly craven one of them and plants a seed of murderous jealousy in their fertile mind.
Your jealous friends will kill you for your share. Kill them first.
if i can, i'd like to send an image of him pulling the pin on his buddy's grenade
direct brain-whisper, weird: 2d6 + 2 ⇒ (3, 6) + 2 = 11
Hoping that a melee among them ensues, Pallor backs away from the hole and heads towards the safer descent to the troubled mind below.
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Navarre "Two-Fingers" |
’Blast that Runner not having seat belts, next time I promise Dust to look over someone I’m gonna chain them in the vehicle.’ Navarre turns and looks at the snot nosed kid, who begins to look over the concrete embankment, Navarre roughly pushing him back down. ”Keep yer ass down Kid”
Navarre pops his head up seeing the two raiders in the lower window and the top window is empty. Then Runner drives his Jeep over a metal platform in the middle of the bridge. ’Blast him, blast him to hell, if he leaves this time I’m gonna put a bullet in this kids head so he won’t be alive when these bastards eat him, jump on that bike with Foxy and get the hell out of Dodge.’
’Stupid kid, why do I make Dust these promises?’ Navarre turns to Abbot and snarls: ”Stay down kid.” He then jumps up and fires a burst at the two raiders in the lower window.
defend something you hold, a position, person, or thing: 2d6 + 3 ⇒ (2, 5) + 3 = 10
So I get to choose three, hhhhmmmm.You inflict terrible harm (+1harm) • You suffer little harm (-1harm) • You impress, dismay, or frighten your enemy. I really like "frighten your enemy"
harm: 2d6 ⇒ (6, 4) = 10 so I get to subtract 2 for armor and one for suffer little harm, so the role becomes a 7, right?
is It relevant for their “harm” Roll that Navarre is using armor piercing bullets?
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Scarlet Tyler |
![Barmaid](http://cdn.paizo.com/image/avatar/PZO1124-Barmaid_90.jpeg)
Doesn't always work that way. Mooshy will tell you how much harm these guys deal, which they then subtract 3 from. If thats 0 or less, you might not need to roll the harm move, but thats his dealio. Normally, when you deal harm you would put "4-harm area messy AP" somewhere in your post after the roll. Mooshy might tell you to do something otherwise, but that really tells him everything he needs to know.
Sorry if I'm treading on toes Mooshy.
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Navarre "Two-Fingers" |
Doesn't always work that way. Mooshy will tell you how much harm these guys deal, which they then subtract 3 from. If thats 0 or less, you might not need to roll the harm move, but thats his dealio. Normally, when you deal harm you would put "4-harm area messy AP" somewhere in your post after the roll. Mooshy might tell you to do something otherwise, but that really tells him everything he needs to know.
Sorry if I'm treading on toes Mooshy.
I was wondering a little about that. I assumed I would take damage from their rifles minus my armor and need to roll harm. I thought it was like earlier when he had us roll a "harm" move, since it said "exchange harm" just assumed I would have to roll my own harm and he would tell me what it means...but thanks for the info, should I have just rolled for "defend something" and then said that my gun was "3-harm close/far area messy, AP"?
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DM Mooshybooshy, "the Foolish" |
![Pelastour](http://cdn.paizo.com/image/avatar/8-The-Legacy.jpg)
ON THE MISSISSIPPI HIGHWAY 494 BRIDGE:
Runner's masterful driver skills come into play here. Not only does he sail through the obstacle the raiders unharmed, but he actually drifts his Jeep sideways a few dozen feet once the other two tires set back down, and crushes an onrushing raider against one of the crudely-constructed buildings on the center aisle of the highway! The raider had been trying to shove a bouquet of frag grenades up your vehicle's tailpipe, but wasn't expecting you to regain control in time to swerve and crush him. Only his right arm and his head escape being flattened against the wall, and his right arm is clutching the rope with four frag grenades tied to it. The right arm falls in through the open passenger side window, depositing the grenade bouquet right into your passenger seat. Luckily, none of the pins have been pulled yet. Runner looks out the front windshield and sees an open doorway leading inside the buildings in the center of the highway, and stairs leading upward. There's also a primitive-looking fireman's pole of some sort in the same room, leading down to the lower level. This must be another entrance to the highway level from the main raider encampment below you.
Runner looks to his left, back the way they came, and sees that creepy brainer, Pallor. Unfazed by the gun battle between Navarre and the two raiders in the first building, the brainer casually approaches the hole in the highway that the raiders first used to try and knock your Jeep over.
Pallor stands at the top of the hole, looking down. Four raiders look up at him. A moment of tension passes silently, as there's a natural break in the gunfire. Suddenly, tussling and fighting breaks out below! Two of the raiders start to shove and jostle the other two, and shouting breaks out as they start to throw punches! They release the poles they were using to brace the metal sheet, and it slams back down to the ground heavily. Shortly after, a muffled explosion from below can be heard... whump. The sounds of battle from that area of the bridge cease, and the creepy little bastard walks over to the building next to Runner, hands in pockets, to find the fireman's pole leading down.
No worries, Scarlet. Your explanation to Navarre was helpful.
Navarre waits for the hail of gunfire from the nearest building to subside, then immediately fires his WR Stoner Machine Gun, spraying from left to right across the bottommost windows. His aim is perfect, his timing impeccable. Just as the raiders were preparing to duck and reload, Navarre's bullets fly in and perforate their skulls. One of them was wearing a helmet; it didn't matter in the slightest. Both raiders collapse and you see the third raider in the 2nd floor window withdraw inside the building, retreating. You take no harm, so no Harm roll needed - any shrapnel or stray bullets that got near you during your short burst was deflected by your heavy armor.
In the lower level, Francis braces himself against the metal chain hanging from the ceiling just as the two knife-wielding raiders approach him. He slips his hold, escaping the crude bonds the raiders put on him easily and landing on his feet - just as the rightmost raider lunges at him and cuts the Quarantine's face. Take 1 harm, no roll needed this time, ignores armor because of the location of the cut. You bat him away and back off a few feet, until your back touches a wall. The two raiders advance on you again, preparing to cut you into submission!
Nearby, Scarlet has mostly shaken off the tinnitus ringing in her ears and has advanced down the stairwell to the second floor. She scans the room, sweeping back and forth with her shotgun. There were 3 raiders trying to climb the stairs, not counting the 1 that Dog killed with his SMG - so where are they? There! Movement, left corner of her eye! A ramshackle corrugated-metal hut with an open doorway. You see fuel, gas, flowing out of the doorway a little...FLAMER! THEY HAVE A FLAMER! That's definitely the biggest threat! The little f*ckers are hiding, waiting for you to darken the doorway so they can light you up. You can also see the two knife-wielding raiders advancing on some guy in weird clothing (Francis) who looks to have been a former prisoner of theirs.
MEANWHILE, BACK AT WALKER'S HOLD:
Running ahead of Fluteridge, Hugo and Clarion both grab hold of Dust by the shoulders. No time for niceties when the Super Sledge is swinging - they yank the Hocus out of the way bodily, throwing her a few feet away in their haste to help her escape getting her skull caved in. The Super Sledge whistles past her and impacts on the floor of the gallery, crushing the white floor tiles. The Super Mutant roars in rage...
Just as Chief lines up his shot. The Super Sledge-wielding Mutant has the briefest moment of clarity when the barrel of the shotty is aimed his way, before Chief fires. BOOM! the shot echoes in the tall ceiling of the Gallery, and the Super Mutant staggers back. Hugo and Clarion lay into him as well, firing over and over, plugging the Super Mutant's chest with bullets from their handguns; and at this range, they don't miss. It takes several more shots to kill the tough green bastard, but the Super Mutant is down.
You hear a roar of triumph coming from deeper within the Gallery, and the sound of a tractor engine starting up. The Super Mutants have stolen and turned on Old Bessie, the modified war tractor that belongs to Paul Atreides! It's well-armored with an automatic machine gun mounted on the front, and it's less than 30 feet away. What do you do?
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Specialist BENJAMIN, FRANCIS A. |
![Sir Holton](http://cdn.paizo.com/image/avatar/8.SerHolton.jpg)
Hallelujah! I have clothes!
Francis flinches away from the men's knives quick enough to keep his eye, if not his perfect skin. He focuses on the man to his left who wounded him, stepping in and attempting to catch the man's knife-arm in a lock and take the weapon for himself.
Seize knife by force: 2d6 + 1 ⇒ (5, 1) + 1 = 7
This system is new to me; I'm attempting to apply the "seize something by force" rule; if this is appropriate, I'll choose to suffer little harm and take definite and undeniable control of it, per below:
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.
Also: do unarmed attacks do 1-harm?
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Vonya |
2 people marked this as a favorite. |
![Man in Mask](http://cdn.paizo.com/image/avatar/PathfinderCover3.jpg)
Vonya had been spending the winter here in Walker's Hold, and it was starting to take it's toll on him. Getting f*cked in the head more and more as his tolerance grew of the chems he was getting his hands on, it meant he was spending afternoons, occasionally entire days, in the little 'patch' he'd claimed as his own in a storage cupboard. His jingle was running dry, and this was depressing Vonya to no end, so 'Tom', his gorgeous gas mask, suggested getting SUPER high last night.
So high, that last night was in fact a couple of days ago. With almost no jingle left, Tom had convinced him that getting one last great night in before needing to find a gig was a good way of dealing with the world, and Vonya couldn't argue with Tom. After all, the gas mask had done nothing but help him through sh*t. This led to Vonya getting rudely awakened by a massive f*ckin explosion this morning, and the hardholder Paul screaming sh*t over the comms. Grabbing his magnum in a groggy state, Vonya stumbled out into the hallway and heard the shouts and gunshots going off around him. His head pounding, and the inaudible whispers of Tom in his ear, Vonya started loading bullets into the six-shooter and lumbered his huge frame off towards the action.
Cracking his neck as he got close to the gallery, he rounded the corner and saw a big green f*cker get pelted to shit in the open. That, and the sound of an engine roaring to life. Bessie's alive Tom whispered. Don't let her stay in their hands, the green f*ckers need to DIE. DIE DIE DIE Vonya started to drone out Tom's voice as he focused in on the situation.
"Time to crack some skuuuuulls!" he roars, charging into the Gallery. "You f*ckin' green c*nts are gonna DIE!" Vonya charges in, and tries to take - Old Bessie
sieze something by force: 2d6 + 3 ⇒ (6, 4) + 3 = 13
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Vonya |
![Man in Mask](http://cdn.paizo.com/image/avatar/PathfinderCover3.jpg)
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 magnum deals 3 harm
I choose:
You inflict terrible harm (+1harm); You take definite and undeniable control of it; It’s safe, secure, and undamaged in the fighting.
Question - do I have to fail/succeed on a highlighted stat roll to get the xp?
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Runner, aka Rufio |
![Manshoon](http://cdn.paizo.com/image/avatar/Manshoon.jpg)
Runner carefully picks up the grenade bouquet and heads towards the makeshift shelter.
Now that he is on the far side of the battle, maybe he can sneak up on the raiders if stray bullets and ricochets from his side don't bring him down instead.
-
On his way there he will Keep an Eye Out...: 2d6 + 1 ⇒ (2, 5) + 1 = 8
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
Chief recognizes Vonya's voice and so the horrific screams and other noises that follow are not too surprising. He reaches down to help Dust to her feet, taking only a second to look her over, nodding approvingly that she still has all her limbs and almost all of her blood still on the inside.
The Mutants seem to be distracted by Vonya's entrance. Cycling the shotgun's action, Chief scans the area for additional threats.
Keep An Eye Out: 2d6 + 1 ⇒ (6, 5) + 1 = 12
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
Yessssss. When you keep an eye out for what’s coming, roll+sharp. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask the MC what’s coming and choose 1:
• Direct a PC ally’s attention to an enemy. If they make a battle move against that
enemy, they get +1choice to their move.
• Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any
rolls they make in the effort.
• Direct any ally’s attention to an enemy. If they attack that enemy, they inflict
+1harm.
• Direct any ally’s attention to a danger. They take -1harm from that danger.
Okay, I hold 3. Spending my first hold: what's coming?
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Scarlet Tyler |
1 person marked this as a favorite. |
![Barmaid](http://cdn.paizo.com/image/avatar/PZO1124-Barmaid_90.jpeg)
Desire flutters through Scarlets mind as she realises she could get her hands on a flamer. An honest to goodness flamer.
She had to have it.
Waving cheerily at the escaped prisoner, Scarlet flicked the safety on her shotgun, dropped it, and drew her glaive. This moment called for finesse. Finesse and extreme prejudice.
Go Aggro, with benefits: 2d6 + 3 + 2 ⇒ (3, 3) + 3 + 2 = 11
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Seth "Volcano" Hafner |
1 person marked this as a favorite. |
![The Manyfaced One](http://cdn.paizo.com/image/avatar/Ghostmonkdwarf.jpg)
Volcano trundles over to the fallen super mutant's Super Sledge, grunting as he squats to grab and heft it. He was by no means a heavy hitter, but he knew how to hit where to make it hurt. And seeing Old Bessie, one of his greatest creations, getting stolen by these overgrown brutes, meant he was ready for some hurting!
He casts his mind back to when he set the old War Tractor up at Paul's request, pondering where to swing his new hammer to disable it and even the odds...
I assume this is reading a sitch?
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Navarre "Two-Fingers" |
ok, so I only roll if I get hit, and Moosh tells me when that is, got it ;)
I'm assuming we can still see Runners Jeep, planning on grabbing Abbot and running to the Jeep, I assume if he sees anything he can roll "Stand Overwatch" or whatever is appropriate, if he needs to roll something to run to the jeep, please let me know.
"All right, at least we have a chance to move.' Navarre, seeing the cannibal with the rocket launcher fleeing. lets his Stoner hang by its strap, unholsters the grenade launcher in his right hand and Grabs Abbot by his collar with his left, "Come on Kid, we gotta get back in that jeep, before he forgets were riding with him." Jerking the kid up, he begins to run to the jeep, dragging the boy along.
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
He casts his mind back to when he set the old War Tractor up at Paul's request, pondering where to swing his new hammer to disable it and even the odds...I assume this is reading a sitch?
Vonya nailed a Seize By Force to gain control of the War Tractor, so you won't have to hurt it, but it's probably a good idea to read the sitch anyway. Roll your Sharp, that's 2d6+0.
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Specialist BENJAMIN, FRANCIS A. |
![Sir Holton](http://cdn.paizo.com/image/avatar/8.SerHolton.jpg)
Chief has inadvertently reminded me that I should have made a "Past" roll when I came in - I was so excited to join the action I forgot!
Past +Sharp: 2d6 ⇒ (6, 5) = 11
Mooshy: Where was I when the world ended?
You were there when the world ended, but you’ve been in stasis for 100(?) years and your memory is only slowly returning. At the beginning of each session, roll+sharp. On a hit, ask the MC one of the following questions and she’ll answer it. On a 10+, you can ask a followup question, which can be from the list but needn’t. On a miss, the MC will choose a question and you will answer it.
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Pallor |
![Anaphexia Assassin](http://cdn.paizo.com/image/avatar/PZO9269-Anaphexia_500.jpeg)
nice post GM, that is exactly how i pictured Pallor. Just sorta.... detached from what is going on sometimes, even a gunfight.
Pallor continues on his path toward a quick way down to the captive. Determined, obsessed even, though to those observing, he would perhaps look lost. Sliding down the fireman's pole to the gore-splattered area below, Pallor walks among the vertical pipes used to lift the platform above, admiring his wet, red handiwork.
Then a new red appears, a cut on the face of the man no longer restrained, yet captive nonetheless. As the man reaches for his enemy's knife, the brainer catches the eye of the second raider, and he makes a teensy-weensy suggestion to the man.
Your friend wants to steal the glory from you. Make sure he can never betray you again.
direct brain-whisper, weird: 2d6 + 2 ⇒ (2, 1) + 2 = 5
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Runner, aka Rufio |
![Manshoon](http://cdn.paizo.com/image/avatar/Manshoon.jpg)
Shaking his head to clear the 'Weird', Runner squints at Pallor as he follows him to the top of the slider pole.
He watches the mumbling Brainer slide down the pole as if at an amusement park for all the concern and caution he exhibits.
-
This dude is a serious head case; shuffling around the battlefield like some sightseer at the zoo.
What does he see thru those cloudy lenses anyway?
Well I bet he can't see behind him so I better Stand Overwatch for him...: 2d6 + 2 ⇒ (6, 1) + 2 = 9
-
Runner holds the grenades in one hand and his hand-me-down 9-mil in the other.
The old pre-war military issue seems like the only thing that has always been with him.
He is not sure where he got it but the engraving; 9 numbers and the word Akecheta; seem important; itch at the back of his head.
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Dust the Hocus |
![Duchess Weneschia](http://cdn.paizo.com/image/avatar/PZO9253-Duchess_90.jpeg)
Shaken by the near flattening by the mutant's hammer Dust feels her adrenaline surge once again. Her vision already blurring as Chief checks on her. She's just about able to whisper a quick "thanks" before her eyes roll back and the sensation overwhelms her.
Open my brain: 2d6 + 2 ⇒ (4, 4) + 2 = 10
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DM Mooshybooshy, "the Foolish" |
![Pelastour](http://cdn.paizo.com/image/avatar/8-The-Legacy.jpg)
AT WALKER'S HOLD:
The lumbering Faceless known as Vonya stomps into the action as the engine of Old Bessie revs up. The Super Mutants see him coming and roar a challenge, seeing that he is nearly as oversized as they are. If they had any thoughts that he was a sympathetic character to their invasion, though, they were dashed when the giant man brandishes his Magnum and issues his threat.
Ignoring the pounding hangover in his head, Vonya takes several long steps toward the War Tractor and leaps, flying through the air at them with a whoop of joy issuing from his lips. Tom urges the Faceless on as he pistol-whips the nearest Super Mutant in the face. Two of the Super Mutants you attacked were wielding sledgehammers and one of them had the broken autoturret. Take 3 Harm, but you scatter them as you jump aboard the War Tractor and take control. The Super Mutants are forced to withdraw, retreating deeper into the Gallery behind two walls that were formerly part of a pre-war art exhibit. Now, they separate the front of the gallery from the back. You're sitting atop the War Tractor, which has been fitted with modern armor to protect it from attacks, and a machine gun mounted on the engine block that can be fired from the driver's seat. It's facing outward, toward Chief, though, and it's slow to turn.
Seth sees all this as he peers out at them from behind the column cover. Volcano, you may ask me 1 question from the following list. Take +1 on your next roll that acts upon this information.
questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask
3. On a 7–9, ask 1:
• Where’s my best escape route / way in / way past?
• Which enemy is most vulnerable to me?
• Which enemy is the biggest threat?
• What should I be on the lookout for?
• What’s my enemy’s true position?
• Who’s in control here?
From context when you were looking for weaknesses, I'll assume you're looking for "which enemy is most vulnerable to me?" And I will answer with the Super Mutant wielding a sledgehammer that is retreating deeper into the Gallery. You know of a side path that has been blocked off with debris for a long time, and is mostly never used; the maintenance path leads around to the rear of the gallery, and the Super Mutants wouldn't be expecting you to come from there...
Chief stands up and looks around too, scanning the gallery with his shotgun sights trained forward. His ears perk up as he listens. jingle, jingle, jingle...there, over the sound of combat, the sound of metal chains clinking together. You also hear shuffling footsteps coming from deeper in the gallery. There's something else deeper in the Gallery with the Super Mutants - something that isn't a Super Mutant itself. You don't know exactly what it is, but it sounds big.
Dust's eyes have rolled all the way back so that you can only see the whites. She stares and listens intently, deaf and blind to the actual happenings around her as the maelstrom rushes in once again. She focuses in on one of the retreating Super Mutants, his brain showing up as an angry green scar in the psychic landscape. Your brain rushes forwards in reverse, replaying the events that led to the Super Mutant being here. You see the hole in the Gallery Floor fill itself in again, after Super Mutants climb backwards down into it. Your mind rushes back farther and farther until you see...
There. A man, a human man, Caucasian with dark, bushy eyebrows and wearing a Twins baseball cap, pointing the entrance to the tunnel to the Super Mutants and describing the armaments they would find there. Someone whose face you've seen before, though you can't place the name. The vision ends abruptly, leaving you gasping as your perception twists back to reality.
MEANWHILE, BACK ON THE MISSISSIPPI RIVER BRIDGE:
Scarlet waves cheerfully at the desperately battling Francis before turning to the hut on her left, moving to the open doorway, and performing a dive-roll that carried her through into the small home. There's a bed, against the far wall, that an injured raider has propped himself up on. He shouts and fires his crude pipe pistol at you - once, twice. You dodge both shots before they even come at you, still moving forward all the while. Swish goes your glaive, and the gun is knocked out of the injured raider's grip. Stepping up onto the dirty mattress and heaving with all of your might, you backflip off the bed and land facing another raider - the one who was loading fuel into his Flamer a moment ago, and was just now preparing to heft it and blast you with flames.
You hold the edge of your glaive against his throat. "I want that flamer," you growl, drawing blood by roughly pushing your blade up against his skin, almost decapitating him. Terror fills the raider's eyes and he drops the heavy weapon.
As it clatters to the floor, the raider from the bed draws another pistol, a 10mm, from behind his back and starts shooting at you!
Navarre hears the shouting and gunfire coming from below him, but he has a kid to take care of and he hasn't made it down there yet. Moving with great care, he scans the buildings on either side of the highway bridge, looking for an ambush. Glancing up at the second story of the larger building on his left, Navarre catches a glimpse of the rocket launcher raider running toward Runner's Jeep from inside. The chopper gang is rallying to Runner's Jeep too, to rejoin their leader in the fighting on the upper level, but they haven't noticed the raider moving around inside the building yet. You're right next to an open-air staircase built into the outside of the building.
Francis, when the war started that ended the world, you had already been frozen for 12 hours. Advanced military intelligence knew that the world was going to be destroyed sooner than the rest of the population did. You were chosen with a small number of others to be sent into the future via cryogenic stasis. The stasis pods were in an office building called "Crane Cryogenics."
Unarmed attacks do 0-1 harm depending on context. Francis, you immediately let your hand-to-hand training take over. Slapping away the raider's shiv stab isn't all that different from practicing against your instructor when you took those classes at Fort Hood Military Academy. Knife-fighting is an important military skill, and you're well trained in it.
But the raider's been trained by life in the Wasteland, fighting to survive, and now he's battling with the ferocity of a wildcat. You can barely fend him off. Suddenly, an opening! He lunges against you, trying to end the fight quickly, and leaves himself open to a counter-strike. You punch his forearm, causing his fingers to loosen on his knife. With your reverse grab you snatch the knife from him before he can react, and stab it into his shoulder.
However, there's a problem. He's wearing a heavy football player's shoulderpads, and the knife breaks on the vinyl material. You're left holding the switchblade's hilt without a blade coming out of it, unfortunately.
Some strangers are approaching from behind. One of them is a rough-looking customer carrying a grenade bouquet. The other one stares at the other raider that is about to attack you, and then clutches at his head and screams.
Pallor, your mind fuses with the raider's when you attempt to brain-meld with him. The raider's mind is tinged with mental illness that opens him up to the Maelstrom at all times, and trying to control it was too overwhelming for you to handle. For the next minute, you see through both your eyes and the raider's, and suffer tremendous psychic pain from the failed connection. It's like psychically gripping a live wire. Take 1 harm that ignores armor.
The raider himself, for his part, shakes his head a moment in confusion, but seems to suffer no other ill effects. He refocuses on Francis, making to attack him...when Runner casually plugs him in the side with a 9mm bullet. The raider clutches his side and falls to the ground, screaming in pain from the gunshot wound.
Runner, the raider you just shot and the other raider engaging the guy in the weird-looking clothes aren't the only ones down here. To your left, further down the bridge, is a semi truck trailer with a loading door. It's sliding open and two more raiders are beginning to line up on you and Pallor! They're about 20 feet away across a bunch of debris and an uneven broken gap that leads to the river below. What do you do?
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Runner, aka Rufio |
![Manshoon](http://cdn.paizo.com/image/avatar/Manshoon.jpg)
"It seems a shame to let this beautiful bouquet go to waste."
-
Runner plucks one of the blooms off the bundle and heaves it across the gap towards the trailer. Throw a grenade under fire: 2d6 + 2 ⇒ (2, 4) + 2 = 8
-
He then crouches down and aims at the new threat and Lays down fire to support the squeek and the brain: 2d6 + 1 ⇒ (5, 1) + 1 = 7
• provide supporting fire, giving another PC +1choice to their own battle move.
• provide supressing fire, denying another character to move or act freely.
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Vonya |
![Man in Mask](http://cdn.paizo.com/image/avatar/PathfinderCover3.jpg)
AT WALKER'S HOLD:
Take 3 Harm, but you scatter them as you jump aboard the War Tractor and take control. The Super Mutants are forced to withdraw, retreating deeper into the Gallery behind two walls that were formerly part of a pre-war art exhibit. Now, they separate the front of the gallery from the back. You're sitting atop the War Tractor, which has been fitted with modern armor to protect it from attacks, and a machine gun mounted on the engine block that can be fired from the driver's seat. It's facing outward, toward Chief, though, and it's slow to turn.
As per one of my moves, I think I ignore the 3 Harm:
Vonya, proud of both his efforts and the cacophony of shouts and screams as he took control of the hulking vehicle, roars until his lungs start to go coarse. "BLOOD FOR THE MAELSTROM. DEAAAAATH!!"
Cackling manically, he starts to crank the turret to turn it towards the new position the super mutants were holding.
Tom reminded Vonya of the others who were stood not too far away now, not doing anything to help.
"F*ckin' cover me you bastards!" he yells. "THIS THING WON'T MOVE ANY FASTER!! Chief get your people to back me the f*ck up!"
As per Tom's instructions, Vonya tries to figure out a way to crank the turret and reload his magnum at the same time. He continued to mutter to himself under his breath about breaking a skull open and poking brains.
Not sure which game mechanic is in play with me being IN the vehicle. A vehicle move? Or am I defending something I hold? I basically want to hold this position whilst I maneuver the turret around
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DM Mooshybooshy, "the Foolish" |
![Pelastour](http://cdn.paizo.com/image/avatar/8-The-Legacy.jpg)
Re: rolling the Harm move - there's no hard and fast rule for it, but in general, I think I'll be having you roll for Harm when the Harm you received was as a result of a 7-9 or a 6- roll. If you succeed your roll but still take some Harm as part of the trade, I won't make you roll Harm for it.
This is a general rule though, there will be exceptions.
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
"Vonya! Look out, something big coming up behind you," shouts Chief.
Vonya's already taken some harm, so I think I'd better:
• Direct an ally’s attention to a danger. They take -1harm from that danger.
Still holding 2 for keep an eye out but nothing's really changed so I won't spend right now.
Chief, Hugo, Clarion, and Fluteridge regroup in a defensive semicircle as Dust does her psychic thing.
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DM Mooshybooshy, "the Foolish" |
![Pelastour](http://cdn.paizo.com/image/avatar/8-The-Legacy.jpg)
Fluteridge has a bit of a reputation around the Hold - he's one of those weirdos that can sniff your breath and tell you what you had for breakfast (and he likes to do it as often as possible, particularly if it's considered creepy by the uptight person whose breath he is smelling. He finds it hilarious).
He's sniffing the air now. "Chief," he mutters to you as Vonya is shouting about backup, "Something smells like...ghouls. Don't make no sense. Ferals 'n Super Mutants kill each other on sight. But that's what I'm smellin right now, no doubt about it."
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Pallor |
![Anaphexia Assassin](http://cdn.paizo.com/image/avatar/PZO9269-Anaphexia_500.jpeg)
Pallor, now in pain from multiple ectoptic stimuli, focuses both pairs of eyes as best he can on the other raider next to the de-frosted man.
direct brain whisper, wierd: 2d6 + 2 ⇒ (1, 1) + 2 = 4
not sure if i can take that +1 but will if it'll help. Otherwise, this isn't going well.
Sending the man the image of his buddy on the ground from which he is getting multiple inputs, he whispers, take the man's eyes, you need them.
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
"Ghouls? Are you freakin-- this is turning into a really weird day."
After taking a moment to jack a few more shells into the shotgun, Chief sets his jaw and strides forward into the fight. "I got your back, Vonya!" Every couple of seconds he fires a blast at anything that looks like a threat. Some part of him knows this is a terribly stupid thing to do, but at this point he's just irritated -- you dare come into MY home?!
I'm going to:
Lay Down Fire (hard): 2d6 + 1 ⇒ (1, 2) + 1 = 4
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Chief the Maestro D' |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
Bwahahahaha. I knew I was due for a failure. Lay down fire is a beautiful move, though: On a miss, I still choose one; I provide covering fire, allowing Vonya to move or act freely. Rules aren't explicit but I assume MC gets to move against me; I'm sure handing you a golden opportunity.