
Rigor Rictus |

Small correction for Thumper as well (according to my understanding at least, feel free to pipe in if you read it differently.); if you are creating a device, that is a Techno-Wizardry roll and an action. If you want to use the device, that is another action and a separate roll. If you do both in the same round, you suffer standard multi-action penalties on both rolls. If you were using one of your three default powers, those are devices you already have, so they only take one roll to activate.
Othereise just waiting on Arsenio before I do the badguy's actions.

Arsenio Doloso |

Somehow missed I was up; saw "Baddies" then "Micheaux, etc." and glossed over the first line.
"Dammit Micheaux, they're already dead, and there's too many to fight! When those sprinklers go off we're going to be dead meat; trapped in the dark with those things around. We need to move, now!."
He tries to convince her, while throwing off a densely packed orb of flame which detonates at the back of the room.
Psionics: 1d8 ⇒ 3
Wild: 1d6 ⇒ 5
Simple success on Stun. Medium Burst Template, Vigor roll or be Shaken.

Rigor Rictus |

Vigor: 1d10 ⇒ 11d10 ⇒ 91d10 ⇒ 71d10 ⇒ 81d10 ⇒ 81d10 ⇒ 9
Of the half dozen+ creatures caught in the stun blast, one is framed against the flaming wall in the stuttering stance of someone thoroughly stunned. The others, feeling a blast of magic targeting them, take sight on Arsenio.
Attack on Arsenio: 1d8 ⇒ 6
Damage to Arsenio: 1d8 + 1d6 ⇒ (6) + (5) = 11
Given his +6 to armour while flaming, that would only be Shaken. Just noticed now, but he wears no armour?
Grapple Attempt: 1d8 ⇒ 1
Fire Damage to Attacker: 3d6 ⇒ (3, 4, 4) = 11 Singed hair.
Attack on Arsenio: 1d8 ⇒ 1
Fire Damage to Attacker: 3d6 + 1d6 ⇒ (3, 6, 5) + (3) = 17 = Incinerated
Attack on Arsenio: 1d8 ⇒ 2
Fire Damage to Attacker: 3d6 + 1d6 ⇒ (6, 4, 1) + (3) = 14 = Shaken
Attack on Micheaux: 1d8 ⇒ 4
Attack on Micheaux: 1d8 ⇒ 2
Micheaux fends off the attacks of two of the creatures, and then unleashes with her handgun. The TW pistol lets loose with a stream of blue lit blasts, each resonating with psychically amplified power (Smite).
Burst: 1d8 + 2 ⇒ (2) + 2 = 41d8 + 2 ⇒ (4) + 2 = 61d8 + 2 + 1d8 ⇒ (8) + 2 + (4) = 141d6 ⇒ 4
Damage 1: 2d8 + 8 + 1d8 + 1d8 ⇒ (6, 8) + 8 + (8) + (5) = 35
Damage 2: 2d8 + 8 ⇒ (7, 2) + 8 = 17
Damage 3: 2d8 + 8 + 1d6 ⇒ (6, 5) + 8 + (5) = 24
The burst of light hits both of her attackers, obliterating both, as well as hitting and killing a third, for good measure.
Ace, K-842, Elaina, and Jace are up. Any order is fine.

Jace Belleraphon |

If at the source of the infestation, Jace will attempt to figure out who is controlling these things and then destroy them. Otherwise he will keep heading in that direction, cutting as he goes.
Run: 1d10 + 20 ⇒ (2) + 20 = 22
Cut Once with MAP for Run and Darkness: 1d12 + 1 - 2 - 4 ⇒ (1) + 1 - 2 - 4 = -41d6 + 1 - 2 - 4 + 1d6 ⇒ (6) + 1 - 2 - 4 + (5) = 6
Cut Twice with MAP for Run and Darkness: 1d12 + 1 - 2 - 4 ⇒ (3) + 1 - 2 - 4 = -21d6 + 1 - 2 - 4 + 1d6 + 1d6 ⇒ (6) + 1 - 2 - 4 + (6) + (1) = 8
Damage1 AP4 Mega: 1d8 + 1d10 ⇒ (1) + (5) = 6
Damage2 AP4 Mega: 1d8 + 1d10 ⇒ (7) + (1) = 8
Jace runs towards the center, slashing at tiny little wings as he goes, trying to find the one who brought this all on and the one that can turn it off.

Atlas "Ace" Boomer |

Elaina - sorry, I just saw you making rolls and didn't look to see why. Nevermind...
Ace stays near the ambassador, shooting at anything that comes near, using a 3-round burst :
Shooting,+3RB: 1d12 + 3 + 2 ⇒ (6) + 3 + 2 = 11 I'm assuming that at least hits...
Doing
Damage,+3RB: 3d6 + 2 + 2 ⇒ (5, 3, 2) + 2 + 2 = 14
In case the 11 doesn't get knocked down to below 8 due to penalties :
Raise Damage: 1d6 ⇒ 2 = 16

Elaina Tirel |

No worries. :)
Spirit (Shaking the Shaken condition): 1d6 ⇒ 31d6 ⇒ 1 Spending a benny to succeed on this one.
Terror grabs hold of Elaina for a moment as she sees the four creatures snarling at her. She swallows her fear and decides that trying to run would be useless since they can fly. That only leaves fighting her way out. She raises her shotgun to her shoulder as she takes a step back and starts pulling the trigger.
4 shots, 1 on each over her 2 turns, so only -2 in MAP for each.
Shooting (Iceblast Shotgun, Smite) v. The one that hit her: 1d10 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (3) - 2 = 1 Spending a Benny
Shooting (Iceblast Shotgun, Smite) v. The one that hit her: 1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (2) - 2 = 0 *5* Success
Damage: 3d6 + 2 + 4 ⇒ (3, 3, 2) + 2 + 4 = 14 *14*
Shooting (Iceblast Shotgun, Smite) v. The second one in line: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (5) - 2 = 3 *3* Fail
Shooting (Iceblast Shotgun, Smite) v. The third one in line: 1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (1) - 2 = -1 *5* Success
Damage: 3d6 + 2 + 4 ⇒ (5, 5, 2) + 2 + 4 = 18 *18*
Shooting (Iceblast Shotgun, Smite) v. The fourth one in line: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (6) - 2 = 4 *9* Success and Raise! Halves Target movement if it survives.
ACE!: 1d6 ⇒ 5
Damage: 3d6 + 2 + 4 + 1d6 ⇒ (2, 5, 2) + 2 + 4 + (1) = 16 *16*
Three of her shots hit true, blasting the beasts with silver-shining shards of ice that tear through them.

Rigor Rictus |

Last I knew, I was running toward the source. Did I make it, or am I still covering that ground.
You had about 25 distance units to cover (the units dont really matter), and you can move 8 each round with no extra effort. At that rate, it would take you about 3 rounds to get there. You can also Run, which would add 1d10 to the number of units moved each round (which can also Ace - giving you an extra d10 if you roll a 10). Running counts as an action, and counts towards your usual 2 actions per round. If you use more than 2 actions all the actions suffer -2 for each additional action. Basically, that is to day you could run and still chop a critter each round with no penalty, because of your extra action.

'Thumper' Jones |

Thumper activates his force skates.
Techno-Wizardry: 1d10 + 4 - 2 ⇒ (6) + 4 - 2 = 8
He then jets over to Ace attaching the TW snow globe to him.
Techno-Wizardry: 1d10 + 4 - 2 ⇒ (7) + 4 - 2 = 91d6 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Run: 1d10 ⇒ 2
@Atlas "Ace" Boomer +4 armor with the Raise

Atlas "Ace" Boomer |

It appears that it wasn't stated in SWD, but it was clarified by the game developers HERE. It's stated explicitly in SWADE : "Running dice never Ace" (page 92).

Rigor Rictus |

Fair enough. I haven't read through SWADE, and if it wasn't specifically mentioned in an Errata, then I am probably unaware of it. I've posted a few questions on there periodically, but I don't think I've been on in a year or two.
K842 Pace+Run: 8 + 1d10 ⇒ 8 + (7) = 15
That is enough for K8 to have covered about half the distance to the shop.
Jace Covers most of the distance to the shoppe, slashing at any of the creatures that happen to get close enough. He feels his first strike get batted aside by some part of the monster, and while his second strikes true, it is only a glancing blow that glances off.
Ace hunkers down next to the Ambassador and his two escorts. As a bat-creature swoops in, he blasts it. The triple blast of laser energy hits it in the torso, and the meat of the monster bursts out as the creature's internal moisture expands almost instantly into steam.
Elaina fires off four shots in rapid succession, striking three of the monsters. She stuns two, encasing them in numbing cold and clumps of ice, and obliterates a third. Her fourth shot goes wild of her target's actual location, illuminated only for a moment by the muzzle flash. Two shaken and half-speed.
Ace: 1d44 ⇒ 7 = 3 Spade
Arseno: 1d43 ⇒ 32 = Queen Clubs
Attero: 1d42 ⇒ 8 = 4 Hearts
Elaina: 1d41 ⇒ 33 = Queen Spades
Jace: 1d40 ⇒ 1 = 2 Clubs
Jace w/quick: 1d39 ⇒ 15 = 7 Spade
K-842: 1d38 ⇒ 22 = 10 Club
Thumper: 1d37 ⇒ 19 = 9 Diamond
Micheaux: 1d36 ⇒ 2 = 2 Hearts
Micheaux w/quick: 1d35 ⇒ 25 = Jack Spade
Baddies: 1d34 ⇒ 30 = Ace Clubs
NPC's: 1d33 ⇒ 1 = 2 Diamonds
Baddies will be up first.

Rigor Rictus |

Ace
Attack Ace: 1d8 ⇒ 7
Damage: 1d8 + 1d6 ⇒ (5) + (1) = 6 = No injury
Arsenio
Spirit vs. stun: 1d6 ⇒ 1
Spirit vs. Shaken: 1d6 ⇒ 5
Attack Arsenio: 1d8 + 1 ⇒ (5) + 1 = 6
Damage: 1d8 + 1d6 ⇒ (5) + (2) = 7 = No injury
Fire Damage to Creature: 3d6 + 1d6 + 1d6 ⇒ (2, 6, 2) + (6) + (4) = 20 = Incinerated
Aterro
Looks like I forgot to summarize the results of Aterro's actions last round. The sword attack results in a kill, the blaster shot hits, but glances off (this shot would be at -4 due to darkness).
Spirit vs. Shaken: 1d6 ⇒ 3
A new attacker swoops in to attack though.
Attack Aterro: 1d8 ⇒ 7
Elaina
Spirit vs. Shaken: 1d6 ⇒ 5
Spirit vs. Shaken: 1d6 + 1d6 ⇒ (6) + (2) = 8
Attack Elaina: 1d8 + 1 ⇒ (7) + 1 = 8
Damage: 1d8 + 1d6 ⇒ (3) + (1) = 4 = No injury
Attack Elaina: 1d8 + 1 ⇒ (7) + 1 = 8
Damage: 1d8 + 1d6 ⇒ (4) + (2) = 6 = No injury
Jace
Attack Jace: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (5) = 15
Damage w/Raise: 1d8 + 1d6 + 1d6 + 1d8 ⇒ (8) + (3) + (4) + (1) = 16 = Shaken
Grapple Jace: 1d8 + 2 ⇒ (2) + 2 = 4 Fail
Attack Jace: 1d8 + 2 ⇒ (1) + 2 = 3
Attack Jace: 1d8 + 2 ⇒ (2) + 2 = 4
K-842
Attack K842: 1d8 ⇒ 5
Thumper
Attack Thumper: 1d8 + 1 ⇒ (2) + 1 = 3
Attack Thumper: 1d8 + 1 ⇒ (6) + 1 = 7
Damage: 1d8 + 1d6 ⇒ (8) + (1) = 9 = No injury
Micheaux
Attack Micheaux: 1d8 ⇒ 1
Environment:
Fire Suppression Spell: 1d10 ⇒ 8
Being a store associated with the Monolithe, and sponsored by them, it comes with a magical, as opposed to physical, fire suppression system. The targeted affect creates a suppression field of some sort around the flaming portion of wall, and the flames almost instantly wink out, dimming the room dramatically once again. Unfortunately, the affect targets the flaming human as well, trying to force his flames out of existence.
Arseno, this will work somewhat like a Dispel affect. Roll Psionics to resist and stay aflame.
Positions
Ace = By Ambassador
Arsenio = In Shoppe
Aterro = By Ambassador
Elaina = In an Alley about 12" from the Shoppe
Jace = 3" outside the shoppe
K-842 = 10" from shoppe
Thumper = 11" from Shoppe
Group is up, feel free to post in any order.

Jace Belleraphon |

Spirit v. Shaken: 1d6 ⇒ 31d6 ⇒ 2
Jace bounds into the shoppe, searching for the source of this infestation and instead finds himself surrounded by smoke and flame and begins to cough."Boss? Are you in here? I can't see a damned thing."

Atlas "Ace" Boomer |

Just out of curiosity, how far is the Ambassador from the Shoppe in inches?
Ace continues to protect the ambassador, shooting at anything that comes near, using a 3-round burst :
Shooting & Wild,+3RB: 1d12 + 3 + 2 ⇒ (11) + 3 + 2 = 161d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9 = 16
Doing
Damage,+3RB: 3d6 + 2 + 2 ⇒ (1, 5, 6) + 2 + 2 = 16
Damage ACE!: 1d6 ⇒ 4
Assuming the 16 doesn't get knocked down to below 8 due to penalties :
Damage Raise: 1d6 ⇒ 2 = 22

Elaina Tirel |

Round Summary
Spend 2 points to maintain Quickness and Smite
Step back to avoid having the shotgun parried.
Blast 'em!
Turn 1
Elaina manages to avoid getting torn to shreds and steps back another couple of paces before unloading on the two that are still shaken.
Shoot (Iceblast Shotgun, Smite, MAP) v. Shaken 1: 1d10 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (6) - 2 = 4 *6* Success
ACE!: 1d6 + 4 ⇒ (2) + 4 = 6
Damage: 3d6 + 2 + 4 ⇒ (4, 6, 3) + 2 + 4 = 19 *22*
ACE!: 1d6 + 19 ⇒ (3) + 19 = 22
Shoot (Iceblast Shotgun, Smite, MAP) v. Shaken 2: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (3) - 2 = 1 *1* Failure
Turn 2
Her first shot missing, she takes her last shot on the injured one that is still left.
Shoot (Iceblast Shotgun, Smite, MAP) v. Shaken 2: 1d10 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (2) - 2 = 0*6* Success
Damage: 3d6 + 2 + 4 ⇒ (4, 4, 2) + 2 + 4 = 16 *16*

Atlas "Ace" Boomer |

Elaina - if I'm understand things correctly, you only took 1 action on your second "turn" from the Quickness, so there' no MAP (each turn in Quickness is separated from the other). That means your Shooting was an 8, which is a Raise, so add another d6 to your damage!

![]() |

Seeing the pistol fail to make a kill he curses it as Zeno trash and replaces it in its holster.
Relying on his own reserves of STRENGTH and DEVOTION, he splits his ephemeral blade into twin swords and wades into the new foe with renewed vigor as he spins a wall of death before him.
"Even while the skies of Ultramar burned and the seas boiled, my faith did not die.
I do not falter now for the likes of you!"
Fighting t3h EVULZ! Attack1!: 1d10 + 2 ⇒ (6) + 2 = 8
WILD Fighting t3h EVULZ! Attack1!: 1d6 + 2 ⇒ (6) + 2 = 8
WILD Fighting t3h EVULZ! Attack1 ACE!!: 1d6 ⇒ 3 = 11
Fighting t3h EVULZ! Attack2!: 1d10 + 2 ⇒ (5) + 2 = 7
WILD Fighting t3h EVULZ! Attack2!: 1d6 + 2 ⇒ (1) + 2 = 3
Awesome Sword Damage1! AP2!: 2d10 + 1d4 + 1 + 2 ⇒ (6, 1) + (2) + 1 + 2 = 12
If 11 is an Ace!: 1d6 ⇒ 1 = 13
Awesome Sword Damage2! AP2!: 2d10 + 1d4 + 1 + 2 ⇒ (5, 2) + (4) + 1 + 2 = 14
Any chance we could get the Parry for these guys so I know what's a raise or not?

'Thumper' Jones |

'Thumper' keeps gliding to the Shoppe, he turns and fires a shot behind him.
Run: 6 + 1d10 ⇒ 6 + (3) = 9
Shooting wile moving+Machine Maestro: 1d8 - 2 + 2 ⇒ (4) - 2 + 2 = 41d6 - 2 + 2 ⇒ (1) - 2 + 2 = 1
Can I bennie a Run roll

Arsenio Doloso |

Did Micheaux respond to me at any point?
Psionics: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3
Oof. Not 100% sure whether I should Benny that or not, having my fire wink out might give my words more credence...but then again, it's my only Armor source.
Benny Psi: 1d8 ⇒ 6
Wild: 1d6 ⇒ 4

Atlas "Ace" Boomer |

My actions are taken up by the run, extra action for ranged attack?
I doubt there's any official rulings on this situation on the PEG boards about this, but I suppose if Running is your only other Action, then there's no MAP for the Shooting. I hadn't thought of it that way...

Arsenio Doloso |

"Dammit Micheaux! Eventually our luck's going to run out! We can barely even see any more! If you're going to grab your man, grab him and let's go!" he says, firing off more covering fire for her.
Psionics 1: 1d8 - 2 ⇒ (4) - 2 = 2
Psionics 2: 1d8 - 2 ⇒ (4) - 2 = 2
Psionics 3: 1d8 - 2 ⇒ (7) - 2 = 5
Psionics Wild: 1d6 - 2 ⇒ (2) - 2 = 0
Damage Psionics 3: 4d6 ⇒ (5, 4, 3, 3) = 15

Rigor Rictus |

Jace moves up to the smoking apothecary, walking through the holographic police barrier before he even notices it in the dark. Stumbling in the entrance, he instantly spots the Captain, given his current position at the centre of a flaming nimbus. The massive flood of light hurts the eyes as they slowly adjust to the new light source. Glancing away from the source of the pain, the superspeed juicer sees motion everywhere, as dozens of the creatures flap around the room or climb the walls, all screeching in high pitched pulses. A figure stands near the Captain, illuminated by his business suit, but otherwise featureless in the darkness. Lance after lance of ice-blue energy is leaping from her blaster. To his right, Jace sees a humanoid figure wrestling with a couple of the flapping shapes, keeping them partially at bay, but even that brief glance is enough
Ace blasts one of the creatures out of the sky.
You are about ~25" from the shoppe where the others have moved off to. In regards to your Shooting rolls, d12+3 is the die equivalent for your skill (each stage above d12 adds a+1), so that +3 does not get added to your Wild-die. The +2 from the 3rb does get added as that is a bonus added on regardless of your skill by the style of attack/situation.
Elaine Neither of the targets were still Shaken, having overcome it during their turn last round. Not that it makes a difference.
The young mystic rattles off three shots, blasting appart the first, missing the second, but then hitting and destroying him.
There were two previously shaken that you just killed, but there was a third of the original four left, if you wanted to shoot it as well?
Aterro strikes at two nearby creatures with his ps-blades, cleaving the first in half, and wounding the second. (Shaken)
As he holds off the hord, Wraith's flying suit drops down out of the dark to land in the nearest open space near the small group, crushing one of the restaurant tables to the ground in the process. Wraith and the Ambassador move to it without speaking, the big man still firing into the dark with that massive plasma pistol of his. As he does, Wraith works quickly to strap the big man to it, securing a harness around his frame that holds him securely. When she is done, he steps up on one of its feet with a foot of its own, and wraps an arm around it. Not bothering to secure herself, Wraith climbs onto the other foot and gives the machine an order in that incomprehensible l33t-speak of hers, and both figures, and the machine blast upwards and are almost instantly swallowed by the dark. The roar of the power-suit's engines fade away though, indicating that the pair (trio?) are getting safe distance away from the event.
Ace and Attero are left alone in the dining area, all the other civilians in the area having long since scattered.
Their Parry is 6, range attack is 4. However, don’t forget Darkness penalties. Generally speaking, -4 for range attacks, and -2 for melee. To my knowledge, only Arsenio and K842 can see to any degree (and now Jace since he made the shop). Everyone else is dealing with pitch black conditions (correct me if I missed any other light sources you’ve provided yourself.)
K842 fires at one of the flapping creatures with his laser rifle.
K842 Damage: 3d6 + 2 + 1d6 + 1d6 ⇒ (2, 5, 6) + 2 + (6) + (2) = 23
The body essentially bursts and the two wings each fly off in opposite directions.
A mere moment later, he finds himself crossing the police hologram and into the doorway of the shoppe, Jace paused inside the doorway just ahead of him.
Thumper shoots at one of the monsters, his shot streaking off into the dark, having misjudged the thing’s position in the dark. He moves up to the edge of the police barrier, and sees the chunky silhouette of a borg up ahead, outlined against what almost looks like flickering candlelight from inside the building.
Arsenio yells at Micheaux, throwing fire at the scurrying monsters. He hits one, sending it panicked to the floor, squealing and scampering to extinguish the flames.

Micheaux |

Shooting: 1d8 + 2 ⇒ (5) + 2 = 71d8 + 2 ⇒ (1) + 2 = 31d8 + 2 ⇒ (6) + 2 = 81d6 ⇒ 2
Damage: 2d8 + 1 + 8 ⇒ (5, 5) + 1 + 8 = 192d8 + 1 + 8 + 1d6 ⇒ (4, 6) + 1 + 8 + (5) = 24
Micheaux moves forward with a slow, but confident, set of steps. Her blaster is held out in front of her in both hands as a rapid stream of bolts lances out the tip. The shots hit two of the monsters, freezing and shattering them into small frozen chunks. Their destruction reveals the form of one of the investigative team that was struggling beneath them. His form is pale and still, but intact, and possibly still alive. A third creature that had been attacking him looks up at her, hissing.

Rigor Rictus |

Arsenio: 1d32 ⇒ 27 = King Diamonds
Ace: 1d31 ⇒ 17 = 9 Hearts
Aterro: 1d30 ⇒ 30 = Joker (+2 all rolls)
Elaina: 1d29 ⇒ 5 = 4 Spades
Jace: 1d28 ⇒ 12 = 8 Clubs
K842: 1d27 ⇒ 7 = 6 Diamonds
Thumper: 1d26 ⇒ 18 = Jack Clubs
Micheaux: 1d25 ⇒ 13 = 9 Clubs
Baddies: 1d24 ⇒ 17 = Jack Hearts
NPC's: 1d23 ⇒ 12 = 8 Spades
Arsenio is up, and Attero if he wishes.

Atlas "Ace" Boomer |

Rigor - from HERE, a system developer has said "All modifiers apply to the higher die result whether it is the Trait die or the Wild Die, without exception." (emphasis added).

Arsenio Doloso |

Arsenio keeps swearing a blue streak as the monsters just keep coming, his temper heating up as he generates more and more heat energy to toss at the creatures.
Psionics 1: 1d8 - 2 ⇒ (2) - 2 = 0
Psionics 2: 1d8 - 2 ⇒ (5) - 2 = 3
Psionics 3: 1d8 - 2 ⇒ (8) - 2 = 6
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Psionics 3 Ace: 1d8 ⇒ 2
Replacing Psioncs 1 with the Wild die, for 2 hits (and one Raise, presumably).
Damage 1, AP 2: 4d6 ⇒ (1, 3, 4, 5) = 13
Damage 2+Raise, AP 2: 5d6 ⇒ (2, 6, 4, 3, 1) = 16
Ace: 1d6 ⇒ 3
13 damage to one, and 19 damage to another (18 if not a Raise).

Atlas "Ace" Boomer |

Ace continues to protect the ambassador, shooting at anything that comes near, using a 3-round burst :
Shooting & Wild,+3RB: 1d12 + 3 + 2 ⇒ (2) + 3 + 2 = 71d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Assuming that hits with penalties, he does
Damage,+3RB: 3d6 + 2 + 2 ⇒ (3, 1, 1) + 2 + 2 = 9

Rigor Rictus |

Rigor - from HERE, a system developer has said "All modifiers apply to the higher die result whether it is the Trait die or the Wild Die, without exception." (emphasis added).
That looks official; I've asked questions on that forum before. However, my only thought on this is that it runs so counter to everything else in the rules that Clint must have misread the question. Fortunately, it is not critical right this instant as it doesnt affect the outcome of the attack (or the next one). I will give it a little more research to see if the subject ever comes up again (that post is a very old one), or failing that just ask him.
On a different note, you may want to read the entry under Attero in the round summary above, as you'll see Elvis has left the building, and this may make you want to change your action.

![]() |

Ace blasts one of the creatures out of the sky.
You are about ~25" from the shoppe where the others have moved off to.
My Power Armor has thermal imaging and night vision.
"Ace! We need to join with the others. If we can destroy the source of this Xeno scourge we can end this!"
The Brother-Captain knows that speed now is the deed that will claim the day. He focuses his WILL and forces his body to move beyond something so minor as the laws of physics.
Psionics for Speed!: 1d10 ⇒ 8 = raise, Pace is doubled and running is now a free action.
WILD Psionics!: 1d6 ⇒ 6
WILD Psionics ACE!!: 1d6 ⇒ 5 = even more raisierer
He turns and CHARGES through the daemon scourge, hunting the source like a missile fired from a titan.
Run!: 1d10 ⇒ 5
Total distance from shoppe = 25 - (8+8+5) = 4.
"Target is in sight."

Atlas "Ace" Boomer |

Rigor - the question is literally about whether the +1 on a d12 carries over to the d6, and Clint said yes. I don't know how he could have mis-read the question. Also, some things about the rules are so "core" that they simply don't change over time.
On that different note, if you'll allow me to ret-con, :
Seeing that the ambassador is safe, Ace heads towards the source of the problem :
Running: 1d6 ⇒ 5 = Moves 11"
How far away is the source after moving 11"?
If I can't ret-con, I will have been blasting at the creatures to cover the ambassador's escape.

Rigor Rictus |

Aterro shouts his intent to the man that assisted defending the Ambassador; apparently another member of the tomorrow legion. Finishing that, he moves off at amazing speed, covering most of the fifty or so yards to the Apothecary Shoppe that seems to be the source of the swarm. He stands just a little bit outside the police privacy screen surrounding the shop, but with his advanced optics, has little trouble seeing through it. Just inside the barrier, he can see another man, moving faster than a typical human, due to some sort of contraption on his feet. Taking up most of the doorway is a large frame cyborg. There are more figures inside the building, seemingly alive despite the numbers of creatures issuing forth, as well as a very powerful heat signature.
Arsenio throws more fire, burning two more of the monsters; one enough to knock him from the prone figure, and the second one to cinders. Though there is not enough time to see if the unconscious figure is still breathing and he is covered in shallow scratches and lesions, he lacks any obviously fatal wounds. More and more of the creatures are climbing, skittering, and flying out from the space behind the counter, as if the small piece of furniture were being used to block the view of some ridiculous clown car. Indistinct voices from the outside catch Arsenio's attention, as for the first time it seems like something is entering the building through the front door.
Attack on Ace: 1d8 + 1d8 ⇒ (8) + (5) = 13
Damage: 1d8 + 1d6 + 1d6 ⇒ (5) + (3) + (1) = 9
Ace catches an attack across the face as one of the monsters goes for his head and neck. Fortunately, the claws skitter harmlessly across his armour instead.
Attack on Arsenio: 1d8 ⇒ 7
Damage: 1d8 + 1d6 ⇒ (5) + (2) = 7
Damage to creature from flames: 3d6 ⇒ (5, 3, 5) = 13
Attack on Aterro: 1d8 ⇒ 6
Attack on Elaine: 1d8 ⇒ 3
Attack on Jace: 1d8 ⇒ 6
Attack on K842: 1d8 ⇒ 1
Attack on Thumper: 1d8 ⇒ 1
Ace charges after the lightning fast form of the cyberknight, though he is quickly left alone in the dark. No problem with a retcon, which is why I called your attention to it. The shoppe was about 25" (50 meters) from the restaurant, meaning you are a little shy of half way there.
Elaine, Jace, K842, and Thumper are up.

Jace Belleraphon |

Shaken Recovery: 1d6 ⇒ 41d6 ⇒ 3
Jace shakes his head to get himself squared away. He needed to do... something. Seeing his Captain and someone else fighting against them, his mind already registered them as not a threat. They seemed to be handing things on their own. The one to his right was not so fortunate, so Jace starts carving a path... "I don't know who this guy is, but he'd better hope he isn't the di'kut that brought this on."
Cut Once: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1d6 ⇒ (6) + (2) = 8
Hit Once Damage, If Raise: 1d8 + 1d10 ⇒ (8) + (3) = 111d6 + 11 ⇒ (3) + 11 = 14
Cut Twice: 1d12 + 1 ⇒ (1) + 1 = 21d6 ⇒ 5
Hit Twice: 1d8 + 1d10 ⇒ (2) + (7) = 9

Elaina Tirel |

Elaina steps back form the monster and pulls out her pistol, knowing her power is going to run out if she doesn't get moving again.
Shooting (NG-33): 1d10 - 4 ⇒ (10) - 4 = 61d6 - 4 ⇒ (6) - 4 = 2 *8* Hit and a raise. :D
ACES!: 1d10 + 6 ⇒ (2) + 6 = 81d6 + 2 ⇒ (4) + 2 = 6
Damage: 2d4 + 1 + 1d6 ⇒ (4, 1) + 1 + (4) = 10 *11*
ACE: 1d4 + 10 ⇒ (1) + 10 = 11
That taken care of, she takes off running for the center of this mess.
Run: 1d6 + 6 ⇒ (6) + 6 = 12 *16* She's bookin' it!
ACE: 1d6 + 12 ⇒ (4) + 12 = 16
Round Summary
-Maintained Quickness
-Dropped Smite
Turn 1
- Step back
- Draw pistol
- Fire on remaining vampire bat on steroids
Turn 2
- Run like the wind for the shop.